Analytics for Military Training in Virtual Reality Environments

Author(s):  
Miguel Pérez-Ramírez ◽  
Benjamin Eddie Zayas-Pérez ◽  
José Alberto Hernández-Aguilar ◽  
Norma Josefina Ontiveros-Hernández
Author(s):  
Irina Tribusean

After games, education, health, and military training, virtual reality (VR) conquered journalism, too. During the last several years, more and more journalists decide to experiment with the new technology, while some media organizations, like BBC, have dedicated departments for its development. Still, like any innovation, VR brought many opportunities, but also as many challenges (or maybe even more). Besides putting the audience in the middle of the event and increasing credibility, the use of VR for journalistic production also means new skills, new responsibilities towards the audience, and issues related to distribution of the products. This chapter starts with necessary definitions and background research, and then presents three opportunities and three challenges of the use of VR in journalism, finishing with further research suggestions as a conclusion.


2003 ◽  
Vol 12 (4) ◽  
pp. 411-421 ◽  
Author(s):  
Benoit Bideau ◽  
Richard Kulpa ◽  
Stéphane Ménardais ◽  
Laetitia Fradet ◽  
Franck Multon ◽  
...  

Virtual reality offers new tools for human motion understanding. Several applications have been widely used in teleoperation, military training, driving and flying simulators, and so forth. We propose to test if virtual reality is a valid training tool for the game of handball. We focused on the duel between a handball goalkeeper and a thrower. To this end, we defined a pilot experiment divided into two steps: an experiment with real subjects and another one with virtual throwers. The throwers' motions were captured in order to animate their avatar in a reality center. In this paper, we focused on the evaluation of presence when a goalkeeper is confronting these avatars. To this end, we compared the goalkeeper's gestures in the real and in the virtual experiment to determine if virtual reality engendered the same movements for the same throw. Our results show that gestures did not differ between the real and virtual environment. As a consequence, we can say that the virtual environment offered enough realism to initiate natural gestures. Moreover, as in real games, we observed the goalkeeper's anticipation to allow us to use virtual reality in future work as a way to understand the goalkeeper and thrower interactions. The main originality of this work was to measure presence in a sporting application with new evaluation methods based on motion capture.


The paper deals with the communication aspects of training cadets using serious virtual reality games and is an initial step in defining the framework of a standard VR information model in the military training aimed at defining additional categories of data that do not appear in any of the existing information models. The first part of the paper deals with the conceptual definition of serious games, and in the following, the process of simulating serious games in training cadets is elaborated. The research problem is primarily focused on examining the communication aspects of a theoretically designed serious game and its effects. For the purpose of designing the VR information model, a pilot survey was conducted with cadets of the Croatian Military Academy, using 113 questionnaires, with 113 of them from all generations of training. The obtained results confirmed the initial assumption about the correlation of serious game and simulation game in the domain of virtual reality. In addition, the results indicate a potential correlation between the frequency of performing a particular type of serious play and the selection of military service. All of the above implies the need for further systematic research into the subject matter.


Author(s):  
Armand J. Asencio ◽  
Ian C. Graham ◽  
Ryan Korsen ◽  
Guohua Ma ◽  
James McCusker

Abstract Virtual reality (VR) is a great new technology which has extensive applications, and it is imperative that there is a way to use VR comfortably. This will allow VR to become an everyday tool, creating a more interactive world. With more VR integration new technologies can be created and allow VR to expand further into fields like therapy or military training. However, VR comes with some unfortunate side effects. The cybersickness that many people experience when using a VR system has been shown to trigger a thermoregulatory response that causes sweating, the sensation of being excessively hot, as well as nausea. These symptoms of cybersickness make it uncomfortable to use a VR system for any long period of time. In order to combat this, the authors present a device which can effectively cool the user to extend the time duration a user can comfortably use a VR system.


Author(s):  
Nicoletta Sala

Virtual reality (VR) is a technology which permits to create virtual objects and 3D virtual worlds which are hosted on the computer’s memories. It is indispensable in critical simulation, for instance in military training, in surgical operation simulation, in creation of environments which could set off phobias (in psychiatry), or in realization of virtual prototypes, for instance in industrial design. The aim of this paper is to present how VR technologies also find excellent application fields in architecture and in engineering. For instance, in the teaching of the basic concepts, in techniques of graphic rebuilding for the building restoration, in realization of virtual visits inside buildings, and in urban generative processes simulated by computer. Another use of the virtual reality is in the introduction of a new kind of architecture: Virtual Architecture, strongly connected to the Information and Communication Technology (ITC) and to the Internet, and in the virtual prototyping which connects engineering and architecture.


2019 ◽  
Vol 5 (1) ◽  
Author(s):  
Kunjal Ahir ◽  
Kajal Govani ◽  
Rutvik Gajera ◽  
Manan Shah

Author(s):  
Evon M.O. Abu-Taieh ◽  
Jeihan M.O. Abutayeh

This paper investigates over 50 simulation packages and simulators used in vocational and course training in many fields. Accordingly, the 50 simulation packages were categorized in the following fields: Pilot Training, Chemistry, Physics, Mathematics, Environment and ecological systems, Cosmology and astrophysics, Medicine and Surgery training, Cosmetic surgery, Engineering – Civil engineering, architecture, interior design, Computer and communication networks, Stock Market Analysis, Financial Models and Marketing, Military Training and Virtual Reality. The incentive for using simulation environments as vocational and training tools is to save live, money and effort.


Author(s):  
Miriam Ross

The early 20th century saw the coalescence of several representation technologies: moving-image photography, audio recording, stereoscopy, and color imaging. Many technologists, particularly filmmakers, imagined these technologies would one day provide an exact replica of the world as we experience it. This possibility was articulated in Henry Weinbaum’s 1932 short story Pygmalion’s Spectacles that accurately predicted later virtual reality (VR) headsets through his description of goggles that transport the user to another world. A few decades later, in the 1960s, Ivan Sutherland and Morton Heilig produced working head-mounted displays that immersed users in, albeit primitive, computer-generated environments. Experiments in the following decades provided numerous industrial applications from medical imaging and military training to flight simulation and automobile design. At the same time, this technology became more widely known in the public imagination through cyberpunk novels such as Neuromancer (1980) and feature films such as The Lawnmower Man (1992). Although VR was most closely associated with immersive headsets, other hardware such as CAVE displays produced VR environments. In 1987 John Larnier popularized the term “virtual reality” to best describe both the emerging hardware and wider assumptions around virtual world building. Widespread press and academic publications appeared throughout the late 1980s and 1990s as interest in this area grew. However, the 1980s/1990s VR boom never reached full public acceptance and experiments with this technology remained peripheral throughout the first decade and a half of the 21st century. This changed in 2016 when a range of consumer-ready headsets came to market, and new applications for VR as well as industrial and consumer markets sprung up. For the first time, 360-degree film and video became commonly available for consumer headsets and were categorized as a VR application. Since then, there has been renewed academic attention, leading to a range of publications that address current VR systems as well as their past manifestations and future possibilities. VR has such far-reaching applications that it is difficult to condense the wide variety of scholarship connected to this technology. Indeed, the study and application of VR systems crosses many subject disciplines, with VR emerging as a subdiscipline in numerous subjects such as computer engineering, creative and performing arts, architecture, cultural studies, and design. Nonetheless, certain themes have been repeated such as VR’s ability to transport users to different worlds and its interaction with other media formats. The focus here is not on the numerous technical articles and papers related to the particularities of VR hardware and software but rather the books, chapters, and articles that describe and interrogate the holistic function of VR, how VR has shifted over recent decades, and the social-cultural and philosophical debates that surround this technology.


2021 ◽  
Vol 2 ◽  
Author(s):  
Biao Xie ◽  
Huimin Liu ◽  
Rawan Alghofaili ◽  
Yongqi Zhang ◽  
Yeling Jiang ◽  
...  

This study aimed to discuss the research efforts in developing virtual reality (VR) technology for different training applications. To begin with, we describe how VR training experiences are typically created and delivered using the current software and hardware. We then discuss the challenges and solutions of applying VR training to different application domains, such as first responder training, medical training, military training, workforce training, and education. Furthermore, we discuss the common assessment tests and evaluation methods used to validate VR training effectiveness. We conclude the article by discussing possible future directions to leverage VR technology advances for developing novel training experiences.


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