A Virtual Environment for Urban Combat Training
Sign up for access to the world's latest research
Abstract
Urban terrain is among the most complex of military environments and urban combat skills remain one of the most difficult to train. The Office of Naval Research VIRTE (Virtual Technologies and Environments) program is conducting research to enable Military Operations in Urban Terrain (MOUT) training for deployed Marines. This report briefly describes the initial development of a virtual environment (VE) specifically tailored to the needs of such training, particularly fighting in confined environments such as buildings.
Related papers
education and …, 2003
A virtual reality system is being developed to help train first responders in dealing with terrorist attacks involving use of weapons of mass destruction (WMD). The main goal of the project is to determine how effective virtual environments can be used for training first responders, and the project emphasis is on WMD survey training. The virtual environments will be capable of being programmed to allow first responders to train in numerous scenarios.
2006
An immersive training system, called Virtual Environment Cultural Training for Operational Readiness Training Delivery (VECTOR-TD), was developed to provide scenario-based virtual environments to support cultural familiarization. This paper describes the cultural-training application, the architectural design, and the associated implementation of the immersive environment and intelligent agent technology to control game non-player characters (NPC). One of the innovative features of the virtual environment is the use of executable cognitive models and emotion models which play significant roles in the overall reactions and behaviors of NPCs toward the trainee. In addition to influencing the behavior of the active NPCs, the emotion models constrain interactions with NPCs encountered later in a scenario. Recent additions to the VECTOR system include a scenario authoring capability that utilizes a graphical programming paradigm to enable scenario content authoring for execution within the VECTOR training system. The significance of VECTOR-SE is twofold. First, it dramatically reduces the time and skill required to develop VECTOR scenarios. Second, VECTOR-SE makes scenario development or modification accessible to a wider audience of professionals. VECTOR-TD and SE are currently being evaluated at the U.S. Military Academy at West Point.
Proceedings of the Interservice/Industry Training, Simulation, and Education Conferrence (I/ITSEC), 2003
The Deployable Virtual Training Environment (DVTE) project, sponsored by the Director, Expeditionary Warfare (N75) in the Office of the CNO, is a collaborative effort between the Program Executive Officer, Expeditionary Warfare (PEO EXW) and Marine Corps Training and Education Command (TECOM). The intended product of this effort is to provide enhanced shipboard operational training simulators on amphibious ships for embarked Marines and to field a flexible, deployable, training system that addresses requirements for combined arms MAGTF and Naval Integration training. DVTE was established to provide a shipboard and shore training system that maintains and enhances embarked Marine war fighting proficiency.
IEEE Computer Graphics and Applications, 2004
The present paper describes two studies aimed at evaluating Virtual Environment (VE) technology for training individuals to perform military checkpoint duty. Participants stood guard at a fictitious base in which simulated drivers in vehicles approached seeking entrance. Participants inspected each vehicle, interacted with the drivers, verified their identification, and made a decision to allow the driver to enter the base, detain the vehicle, or asked the driver to turn around and leave. The first experiment was conducted in a CAVE environment with stereoscopic visual and auditory displays, participant tracking, and voice recognition. The second experiment provided the same training on a desktop system. The results of both studies showed that participants learned quite effectively with either interface, but that overall levels of performance were better with the fully immersive VE. These findings suggest that VE technology holds promise for activities that are more like experience-based training and which place a greater emphasis on social interaction skills.
Immersive military training simulators have been available for over thirty years; but, most of these training simulators have been targeted at training forces on vehicle operations and missions (e.g., flight simulators). These simulators typically use a combination of physical devices, such as cockpits or cabins, with some large display, such as a dome or a tiled wall, to present the scenario to the trainees. However, the use of similar setups for the training of dismounted Soldiers has not yet been widely deployed. This is primarily due to the fact that in a vehicle simulator the trainee is stationary with respect to the physical mock-up, while for a dismounted Soldier the simulator must provide the means for the Soldier to physically move in the virtual space. Furthermore, the simulator must also provide the ability for the Soldiers to experience the physical exertion of the exercise. An additional level of complexity when developing immersive simulators for dismounted Soldiers is the creation of complex scenarios. The level of detail and fidelity is significantly more demanding than those for vehicle simulations as well as the wide variety of scenarios within the same area that the Soldiers need to be trained on.
Presence: Teleoperators & Virtual Environments, 1994
This paper presents a laboratory review of current research being undertaken at Sandia National Laboratories in the development of a distributed virtual reality simulation system for situational training applications. An overview of the project is presented, followed by a discussion of the various components, both hardware and software. Finally, a training application being developed utilizing the system is presented. a review of this research, including a discussion of the system components, the configuration, and an application-specific training environment being developed within the context of this larger work. Related work includes SIMNET (Pope, 1989) and NPSNET (Zyda, Pratt, Falby, Lombardo, & Kelleher, 1994), both of which are distributed, heterogeneous simulation systems for battlefield training, the latter with embedded hypermedia. To our knowledge, neither handles close quarters training with full-body rendering of human participants. I
I hear and I forget. I see and I remember. I do and I understand. Confucius 1. SUMMARY Vision. Just as flight simulators enable pilots to safely practice responses to emergencies, the challenge now is to develop virtual environment technology for the training together of small teams on foot-military squads, Coast Guard boarding parties, police, EMTs, emergency room trauma teams, hazmat teams, etc. Such training allows repeated, varied practice. The goal is you are there; you learn by doing with feedback; you jell as a team by doing together. First, we must clearly envision what is wanted. This we will call the Immersive Team Trainer (ITT).
Çağ Üniversitesi Uluslararası Güvenlik ve Yönetim Araştırmaları Dergisi
The aim of this research is to examine whether the use of VR technology, which is used for military training purposes, together with the new generation technologies such as artificial intelligence (AI) and Industry 4.0, can be an alternative to field trainings as well as to the classical classroom trainings carried out until now and in the future. And to present conceptual information and predictions on whether it can change military units" way of training and practice. For this purpose, the infrastructure, features, applications, case studies, relationship with currently used training methods and possible advantages of the "military field VR technology" have been examined through a literature review and the results are revealed in a comparative manner. In addition, the relationship between the concept of telepresence and the experiential learning theory has been investigated. Applications of different armies using VR technology in the military field were scanned, examined and reported. The research findings show that the relationship between VR technology and the experiential learning theory, gives the predicted results in military applications. It points out that simulations and
Summer Computer Simulation Conference, 2011
We present the development of a 3D real-time visual Cellular Agent model (VCELL). VCELL is used for simulating land combat and is collaboratively modeled using a cellular agent model based on the Cell-DEVS formalism and an advanced immersive environment based on a 3D real-time visual simulation. VCELL is used to enhance and improve the random selection caused by movement algorithms of Agentbased distillation (ABD). The model includes a highly modular collection of software packages designed to facilitate the development of device-independent simulation for land combat. The immersive environment is used to visualize the land combat. The simulation results of the Cell-DEVS agent model are visualized dynamically in real-time. The goal is to show how to integrate cellular modeling in a real-time platform and 3D real-time visualization as a collaboration mechanism to enhance movement algorithms in land combat. The 3D real-time visualization allows for supervisory control of the land combat activities.
2002
The goals of this research are (a) to develop a method for evaluating the capabilities of virtual simulation to represent the tasks and missions within a military application domain, (b) to demonstrate the methods in two domains, and (c) to propose ways to integrate the method with existing doctrine. Initial activities surveyed existing training systems and reviewed the capabilities of key virtual environment technologies. From this survey, we identified capabilities most likely to impede successful development of virtual environment training systems. A review of existing methods of evaluating or predicting training effectiveness identified several candidates for incorporation into the method produced in this project. Based on the results of this review, we developed a method for Specifying Training Requirements in Virtual Environments (STRIVE), combining features from two existing methods. The STRIVE methodology assesses the capability of virtual environment technology to support task performance based on subject matter expert judgments of selected cues and responses needed to perform task activities. A demonstration of the model was developed using Microsoft Access97 The STRIVE methodology can be

Loading Preview
Sorry, preview is currently unavailable. You can download the paper by clicking the button above.
References (5)
- Cohn, J.V. (2003). Exploiting human information processing to enhance virtual environment training. Proceedings of the 111 th Annual American Psychological Association Conference, Toronto, ONT.
- Durlach, N.I., & Mavor, A.S. (Eds.). (1995). Virtual reality -scientific & technological challenges. Washington, DC: National Academy Press.
- Greenwald, T. W. (2002). An analysis of auditory cues for inclusion in a virtual close quarters combat room clearing operations. Master's Thesis, Naval Postgraduate School, Monterey, CA.
- Mulgund, S., Stokes, J., Turieo, M., & Devine, M. (2002). Human/machine interface modalities for soldier systems technologies (Final Report No. 71950-00). Cambridge, MA: TIAX, LLC.
- Paivio, A. (1991). Dual coding theory: retrospect and current status. Canadian Journal of Psychology, 45(3):255-287.