| Performance Analysis of Live-Virtual-Constructive and Distributed Virtual Simulations: Defining Requirements in Terms of Temporal Consistency |
Dec-2009 |
134 pages |
| Authors:
Douglas D Hodson; AIR FORCE INST OF TECH WRIGHT-PATTERSON AFB OH SCHOOL OF ENGINEERING AND MANAGEMENT
|
 | This research extends the knowledge of live-virtual-constructive (LVC) and distributed virtual simulations (DVS) through a detailed analysis and characterization of their underlying computing architecture. LVCs are characterized as a set of asynchronous simulation applications each serving as both producers and consumers of shared state data. In terms of data aging characteristics, LVCs are found to be first-order linear systems. System performance is quantified via two opposing factors; the consistency of ... |
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| The Bridging Work of Educational Informatics: Supporting Innovations across Virtual and Real-World Learning Environments |
22-Oct-2009 |
13 pages |
| Authors:
Andrew G Stricker; Toni Scribner; AIR UNIV MAXWELL AFB AL
|
 | The Air Force community will see growing interconnectivity between the physical world and virtual worlds to better augment and bridge formal and informal learning and decision support across a life-long continuum of service. The seams between virtual and physical systems will increasingly become ubiquitous in service to life-long learning and support of Airmen. For example, advances in informatics, the science and design of interactions between natural and artificial systems, will ... |
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| Integration of Robotics and 3D Visualization to Modernize the Expeditionary Warfare Demonstrator (EWD) |
Sep-2009 |
198 pages |
| Authors:
Christian R Fitzpatrick; NAVAL POSTGRADUATE SCHOOL MONTEREY CA
|
 | In the summer of 2008, the Commandant of the Marine Corps (CMC) released a message to all Marines and Sailors detailing plans to revitalize U.S. naval amphibious competency. Current responsibilities in Iraq and Afghanistan have significantly reduced available training time causing overall amphibious readiness to suffer. In response, this thesis evaluates 3D visualization techniques and other virtual environment technologies available to support these mission-critical training goals. The focus of this ... |
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| Stress Effects on Transfer from Virtual Environment Flight Training to Stressful Flight Environments |
01-Jun-2009 |
226 pages |
| Authors:
Christopher K McClernon; NAVAL POSTGRADUATE SCHOOL MONTEREY CA
|
 | The purpose of this research was to investigate the effects that stress training has on stressful flight operations to mitigate the human factors preconditions to aircraft accidents. In addition, stress training implementation strategies were investigated in order to develop pedagogy pertinent to stress training. A series of three empirical experiments were performed to test the transfer of both human emotional states and task skills from a virtual environment to subsequent ... |
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| Future Air Force Training |
Jun-2009 |
10 pages |
| Authors:
Daniel Walker; Kevin Geiss; PRAEGER SECURITY INTERNATIONAL WESTPORT CT
|
 | The increasingly complex environment of the 21st century demands unprecedented knowledge, skills and abilities for people from all walks of life. One powerful solution that blends the science of learning with the technological advances of computing is Virtual Environments. In the United States alone, the Department of Defense has invested billions of dollars over the past decade to make this field and its developments as effective as possible. This 3-volume ... |
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| Virtual Environments Overview |
Apr-2009 |
49 pages |
| Authors:
Susan U Stucky; Ben Shaw; Wendy Ark; IBM ALMADEN RESEARCH CENTER SAN JOSE CA
|
 | This report provides a research-based schema called A Framework for Designing with Virtual World Technologies. It is shown how, by using this framework, virtual world technologies can be used to radically transform how intelligence analysts encounter data, frame their stories, and review their analyses with both their customers and other analysts. The report explores what analysts can accomplish by doing some of their work in environments that can be created ... |
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| First-Order Model of Thermal Lensing in a Virtual Eye |
Mar-2009 |
12 pages |
| Authors:
Clark; Robert J Thomas; Rebecca L Vincelette; Ashley J Welch; Benjamin A Rockwell; Clifton D III; TEXAS UNIV AT SAN ANTONIO
|
 | An ABCD beam-propagation method was used to build a first-order mathematical model of a thermal lens effect from a near-infrared laser beam in water and ocular media. The model was found to fit experimental z-x scan data best when the thermo-optic coefficient dn/dT of liquid water at 292 K was -4.46x10(-5) K(-1). The physiological parameters of the human eye were simulated in a simple eye model using this fitted dn/dT ... |
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| Virtual Coaching Agent for Team Training |
Mar-2009 |
58 pages |
| Authors:
Norman I Badler; Ben Sunshine-Hill; Catherine Stocker; PENNSYLVANIA UNIV PHILADELPHIA CENTER FOR HUMAN MODELING AND SIMULATION
|
 | This effort focused on investigating the design and evaluation of an interactive software model to support technical training, as well as for use as an on-the-job task aide. The overarching goals of this research project were to: 1) Utilize motion capture technology to capture the instructional experience of a course instructor for use in the development of a virtual training environment; 2) Provide a mechanism for storing, archiving and efficiently ... |
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| Air Force Research Laboratory Warfighter Readiness Research Division Participation in the 2008 IITSEC |
15-Dec-2008 |
82 pages |
| Authors:
Craig Eidman; Merrill R Karp; Brent Crow; Brian T Schreiber; Justin H Prost; Leah J Rowe; Clinton Kam; Robert Nullmeyer; V A Spiker; David Kaiser; Gregg A Montijo; Elizabeth P Casey; Winston Jr; Bennett; Patricia C Fitzgerald; Dee H Andrews; Jim Anderson; NCI INFORMATION SYSTEMS INC MESA AZ
|
 | This technical paper contains the contributions of the Air Force Research Laboratory, Human Effectiveness Directorate, Warfighter Readiness Research Division (AFRL/RHA) to the 2008 Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC). I/ITSEC is the premiere event of its kind in the world of training, modeling, and simulation. The 2008 conference theme was: Learn. Train. Win! The conference included multiple presentations of previously unpublished papers, as well as tutorials and special events--all ... |
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| Extending Interactive Electronic Technical Manuals (IETMs) with Real and Virtual Animated Content for Maintenance Task Training |
Dec-2008 |
41 pages |
| Authors:
Patrick J Vincent; Norman I Badler; Ben Sunshine-Hill; PENNSYLVANIA UNIV PHILADELPHIA CENTER FOR HUMAN MODELING AND SIMULATION
|
 | This report documents the research associated with the design and development of a prototype virtual training system referred to as the Course Resource with Active Materials (CRAM) which is intended to help augment the training of aircraft maintenance procedures. The system is intended to help Air Force personnel receiving initial skills training in aircraft maintenance career fields gain deeper insight and knowledge of system, procedural, and safety/hazard information associated with ... |
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| Clinical Results From the Virtual Iraq Exposure Therapy Application for PTSD |
Dec-2008 |
9 pages |
| Authors:
Russell Shilling; Patrick Bordnick; Josh Spitalnick; Barbara Rothbaum; Mike Roy; Greg Gahm; Robert Deal; Karen Perlman; Scott Johnston; Robert McLay; Thomas Parsons; Greg Reger; Ken Graap; Jarrell Pair; Albert Rizzo; JoAnn Difede; UNIVERSITY OF SOUTHERN CALIFORNIA MARINA DEL REY CA INST FOR CREATIVE TECHNOLOGIES
|
 | Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has ... |
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| Honing Intercultural Engagement Skills For Stability Operations With Darwars Ambush! Nk Game-Based Training |
Dec-2008 |
7 pages |
| Authors:
David Diller; Elaine M Raybourn; Bruce Roberts; Leslie Dubow; ARMY SIMULATION TRAINING AND INSTRUMENTATION COMMAND ORLANDO FL
|
 | This paper describes the DARWARS Ambush! NK (nonkinetic) training approach and how virtual technology can be used to train intercultural communication and mental agility in the context of convoy operations and foot patrols. Interaction enhancements required to accommodate its new emphasis on non-kinetic skills such as the ability to introduce instructor injects and real-time in-game assessment are discussed. We also briefly describe the experiences using these non-kinetic training missions and ... |
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| Agent-based Approaches to Dynamic Team Simulation |
01-Sep-2008 |
61 pages |
| Authors:
Michael Lewis; Katia Sycara; CARNEGIE-MELLON UNIV PITTSBURGH PA
|
 | The Office of Naval Research (ONR) has recently funded the Personnel Integration of Selection, Classification, Evaluations, and Surveys (PISCES) effort. One of the products of the PISCES effort involves creating a virtual environment to enable team simulations. This report defines the capabilities required to develop Test Simulator (TESTOR), an experimental agent-based virtual simulation for a distributed team. These capabilities are organized around the technologies of agent-based approaches, simulation, and optimization ... |
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| Clandestine Message Passing in Virtual Environments |
01-Sep-2008 |
82 pages |
| Authors:
Ryan Rippeon; NAVAL POSTGRADUATE SCHOOL MONTEREY CA
|
 | Virtual Environments (VEs) present a new challenge for government officials attempting to monitor computer networks for terrorist communication. VEs bring new dimensions to online communication through visual appearance and state maintaining servers. In this thesis, various VEs will be explored to study what current abilities and usage patterns exist. Once characteristics of the VEs are established, clandestine methods for passing information will be developed along with proof of concepts. Visual ... |
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| Prototype Development of Low-Cost, Augmented Reality Trainer for Crew Service Weapons |
01-Sep-2008 |
83 pages |
| Authors:
Nathan Conger; NAVAL POSTGRADUATE SCHOOL MONTEREY CA
|
 | A significant emerging threat to coalition forces in littoral regions is from small craft such as jet skis, fast patrol boats, and speedboats. These craft, when armed, are categorized as Fast Inshore Attack Craft (FIAC), and their arsenal can contain an array of weapons to include suicide bombs, crew-served weapons, anti-tank or ship missiles, and torpedoes. While these craft often have crude weapon technologies, they use an asymmetric tactic of ... |
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| Using Commercial-off-the-Shelf Computer Games to Train and Educate Complexity and Complex Decision-Making |
Sep-2008 |
51 pages |
| Authors:
Jeremy R Lewis; ARMY COMMAND AND GENERAL STAFF COLL FORT LEAVENWORTH KS SCHOOL OF ADVANCED MILITARY STUDIES
|
 | This paper proposes that the U.S. Army use commercial-off-the-shelf (COTS) computer games to train and educate U.S. Army leaders in complexity and complex decision-making. Computer games provide an interactive environment where U.S. Army leaders can experience complex situations and problems and then make complex decisions. Additionally, by immersing U.S. Army leaders into a virtual complex environment, Army leaders have an environment that is free from risk to make decisions. Moreover, ... |
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| The Perception and Estimation of Egocentric Distance in Real and Augmented Reality Environments |
May-2008 |
32 pages |
| Authors:
Christian J Jerome; Bob G Witmer; ARMY RESEARCH INST FOR THE BEHAVIORAL AND SOCIAL SCIENCES ORLANDO FL
|
 | Previous research using verbal judgments of distance have shown distances tend to be underestimated. The extent to which distances are underestimated is greater with virtual environments than with real world environments. The goal of the current experiment was to test the difference in the perception of distance to real and virtual objects using verbal estimation and manual replication. Recent empirical studies are providing data on human interactions with augmented reality ... |
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| Avatars, Virtual Reality Technology, and the U.S. Military: Emerging Policy Issues |
09 APR 2008 |
|
| Authors:
Clay Wilson; LIBRARY OF CONGRESS WASHINGTON DC CONGRESSIONAL RESEARCH SERVICE
|
 | This report describes virtual reality technology, which uses three-dimensional user- generated content, and its use by the U.S. military and intelligence community for training and other purposes. Both the military and private sector use this new technology, but terrorist groups may also be using it to train more realistically for future attacks, while still avoiding detection on the Internet. The issues for Congress to consider may include the cost-benefit implications ... |
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| Experimental Evaluation of Performance Feedback Using the Dismounted Infantry Virtual After Action Review System. Long Range Navy and Marine Corps Science and Technology Program |
14 NOV 2007 |
24 pages |
| Authors:
James P. Bliss; Ernesto A. Bustamante; Coret K. Fallon; Katherine M. Ely; OLD DOMINION UNIV RESEARCH FOUNDATION NORFOLK VA
|
 | Training soldiers for modern warfare is a critical and complex undertaking. An important tool used to train soldiers is the after action review (AAR), during which soldier trainees review positive and negative aspects of past training performances. The Dismounted Infantry Virtual After Action Review System (DIVAARS), created by the Army Research Institute and the Institute for Simulation and Training, allows soldiers to review past immersive training exercises. Our experimental team ... |
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| Virtual Parts Engineering Research Center Initiative |
02-Nov-2007 |
44 pages |
| Authors:
Teresa Walker; Vadivel Jagasivamani; HAMPTON UNIV VA
|
 | The Virtual Parts Engineering Research Initiative, begun by the Army Research Office in 2001, has developed and matured through Hampton University's Virtual Parts Engineering Research Center (VPERC) and through the collaboration of two sister institutions, University of Utah and Arizona State University. These efforts and these institutions have been dedicated to the development of a virtual platform that provides for expeditious and economical development of spare parts for legacy military ... |
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| Effects of Spatial and Non-Spatial Multi-Modal Cues on Orienting of Visual-Spatial Attention in an Augmented Environment |
NOV 2007 |
67 pages |
| Authors:
Christian J. Jerome; ARMY RESEARCH INST FOR THE BEHAVIORAL AND SOCIAL SCIENCES ORLANDO FL
|
 | Visual search tasks are known to be cognitive capacity demanding and therefore may be improved by training in an augmented reality (AR) environment. During the experimental task, 64 participants searched for enemies (while cued from visual, auditory, tactile, combinations of two, or all three modality cues) and tried to shoot them while avoiding shooting the civilians (fratricide) for two 2-minute low-workload scenarios, and two 2-minute high-workload scenarios. The results showed ... |
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| The Application and Impact of Data Conversion Research and Analysis Techniques in Support of Homeland Security |
31-Oct-2007 |
14 pages |
| Authors:
Teresa Walker; Ayman Wasfy; HAMPTON UNIV VA
|
 | The aim of this project is to develop a system that integrates comprehensive technical data packages on critical facilities for access and use by first responders and response planners and trainers. During the period of performance we created ERVE, the Emergency Responders Virtual Environment. The system seamlessly integrates 2D and 3D models of facilities, virtual reality, knowledge management, geographic information systems, live camera feeds, chemical plume modeling, emergency text-messaging notification, ... |
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| Training Wayfinding: Natural Movement in Mixed Reality |
OCT 2007 |
70 pages |
| Authors:
Ruthann Savage; ARMY RESEARCH INST FOR THE BEHAVIORAL AND SOCIAL SCIENCES ORLANDO FL
|
 | This report describes an experiment that investigated a prototype mixed reality (MR) system, utilizing the Battlefield Augmented Reality System (BARS), for training wayfinding. BARS is a mobile augmented reality system that uses a head mounted display (HMD) and a wireless system that tracks the users' head position and orientation. In this application a graphic representation of an office space was used as a virtual environment (VE), through which users walked ... |
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| Presence |
01 JUL 2007 |
17 pages |
| Authors:
Erik den Dekker; Nico Delleman; TNO HUMAN FACTORS SOESTERBERG (NETHERLANDS) THERMAL PHYSIOLOGY GROUP
|
 | If one wants to turn virtual reality (VR) technology into an effective tool, it is vital to obtain a basic understanding of the key elements for success. A concept that has received a lot of attention from VR researchers is presence. Presence may be loosely described as the feeling of being there in the virtual world instead of just experiencing stimuli from displays (for a clear description of the difference ... |
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| Perceptual Issues of Augmented and Virtual Environments |
01 JUL 2007 |
25 pages |
| Authors:
Helge Renkewitz; Thomas Alexander; FGAN-FKIE WACHTBERG (GERMANY)
|
 | For a sensible application of Augmented Reality (AR) and Virtual Environments (VE) it is necessary to include basic human information processing resources and characteristics. Because there is no fully functional model of human perceptual, cognitive, and motor behavior, this requires empirical analyses. Moreover, these analyses are often based on subjective ratings rather than objective measures. With regard to perception as the basic sensation of synthetic environments, each modality should be ... |
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| Egocentric Depth Judgements in Optical, See-Through Augmented Reality |
Jun-2007 |
15 pages |
| Authors:
J E II; Mark A Livingston; Swan; Adam Jones; Eric Kolstad; Harvey S Smallman; MISSISSIPPI STATE UNIV MISSISSIPPI STATE DEPT OF COMPUTER SCIENCE
|
 | A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where ... |
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| Building a Virtual Cultural Intelligence Community |
JUN 2007 |
91 pages |
| Authors:
Matthew A. Zahn; Wayne R. Lacey; NAVAL POSTGRADUATE SCHOOL MONTEREY CA
|
 | The U.S. intelligence community is without peer in providing high-quality, detailed technical intelligence. Due to the intelligence community's efforts, the USG has a thorough understanding of its adversaries' activities. What we propose is to develop a means by which that same intelligence community can use cultural factors to answer the question "Why?" Although cultural intelligence plays a key role in many of America's political and military successes, the maintenance of ... |
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| What a Decade of Experiments Reveals about Factors that Influence the Sense of Presence: Latest Findings |
MAY 2007 |
|
| Authors:
Christine Youngblut; INSTITUTE FOR DEFENSE ANALYSES ALEXANDRIA VA
|
 | This report reviews the results of experiments that have examined the sense of spatial presence experienced in virtual environments. It provides guidance about factors that have a good probability of manipulating presence and gives an idea of the scope of experimentation that has been performed. Over 120 experiments are identified but the analysis focuses on those experiments that have been replicated (more or less) and on factors that have shown ... |
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| Future Cyborgs: Human-Machine Interface for Virtual Reality Applications |
Apr-2007 |
47 pages |
| Authors:
Robert R Powell; AIR WAR COLL MAXWELL AFB AL CENTER FOR STRATEGY AND TECHNOLOGY
|
 | From its inception as a technology, virtual reality has promised to revolutionize the way we interact with our computers and each other. So far, the reality of virtual reality has not lived up to the hype. This paper explores what the state of virtual reality interface technology will be in the future by analyzing the current state of the art, forecasting trends in areas relevant to virtual reality interface research ... |
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| Immersive Simulation Training for the Dismounted Soldier |
FEB 2007 |
67 pages |
| Authors:
Bruce W. Knerr; ARMY RESEARCH INST FIELD UNIT ORLANDO FL
|
 | A study was conducted to document the need for immersive dismounted virtual Soldier and leader training and the available research evidence regarding the effectiveness of virtual training for training Soldiers and leaders in complex skills. A literature search of research reports, journal articles, and conference proceedings to identify evaluations and experiments related to the study topic of the training effectiveness of immersive virtual simulations was conducted. Particular attention was paid ... |
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| Soldier/Hardware-in-the-loop Simulation-based Combat Vehicle Duty Cycle Measurement: Duty Cycle Experiment 2 |
24-Jan-2007 |
18 pages |
| Authors:
Syed Mohammad; Dale Holtz; Jarrett Goodell; Wilford Smith; Andrey Shvartsman; Todd Mortsfield; Mike Pozolo; Victor Paul; Mark Brudnak; Marc Compere; TACOM RESEARCH DEVELOPMENT AND ENGINEERING CENTER WARREN MI
|
 | This paper describes a human-in-the-loop motion-based simulator interfaced to hybrid-electric power system hardware both of which were used to measure the duty cycle of a combat vehicle in a virtual simulation environment. The project discussed is a greatly expanded follow-on to the experiment published in Paper SIW-06S-080, Simulation Interoperability Standards Organization (SISO), Orlando, FL, April 2006. This paper is written in the context of the earlier paper and therefore highlights ... |
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| Evaluation of a Spoken Dialogue System for Virtual Reality Call for Fire Training |
2007 |
9 pages |
| Authors:
Susan M. Robinson; Antonio Roque; Ashish Vaswani; David Traum; Charles Hernandez; Bill Millspaugh; UNIVERSITY OF SOUTHERN CALIFORNIA MARINA DEL REY CA INST FOR CREATIVE TECHNOLOGIES
|
 | We present an evaluation of a spoken dialogue system that engages in dialogues with soldiers training in an immersive Call for Fire (CFF) simulation. We briefly describe aspects of the Joint Fires and Effects Trainer System, and the Radiobot-CFF dialogue system, which can engage in voice communications with a trainee in call for fire dialogues. An experiment is described to judge performance of the Radiobot CFF system compared with human ... |
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| Integrating Intelligent Structured Training with a Virtual Dismounted Environment |
2007 |
14 pages |
| Authors:
Randy Jensen; Coskun Tasoluk; Henry Marshall; Jason Sims; Gary Green; STOTTLER HENKE ASSOCIATES INC SAN MATEO CA
|
 | The advancing state of the art in dismounted embedded training makes use of helmet-mounted displays, manwearable computers, and other immersive hardware to construct increasingly engaging environments. Within such a frame work, structured training methods provide a means to achieve learning objectives and concept retention, with minimal instructor involvement. Intelligent structured training applies real-time automated evaluation and feedback methods based on Intelligent Tutoring Systems (ITS) techniques. This paper reviews results from ... |
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| Evaluation of a Spoken Dialogue System for Virtual Reality Call for Fire Training |
04 DEC 2006 |
31 pages |
| Authors:
Susan M. Robinson; Antonio Roque; Ashish Vaswani; David Traum; Charles Hernandez; Bill Millspaugh; UNIVERSITY OF SOUTHERN CALIFORNIA MARINA DEL REY CA INST FOR CREATIVE TECHNOLOGIES
|
 | OUTLINE: Virtual Reality Call for Fire Training * The Radiobot-CFF System * Evaluation Method * Evaluation Results * Next Steps. |
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| Field Evaluations of Immersive Command and Control (C2) Applications |
01-Nov-2006 |
7 pages |
| Authors:
Mark Ferneau; Mark Gill; Ray Schulze; Ron Kane; MECHDYNE CORP BETHESDA MD
|
 | Large scale immersive visualization environments developed for Future Force Warrior (FFW) and Future Combat Systems (FCS) will dramatically increase the volume of data available to commanders. At the same time, immersive three dimensional (3D) visualization stereoscopic technologies can improve the commander's ability to comprehend this avalanche of information and act upon it quickly and decisively. Advanced visualization and interaction technologies will also support the commanders need for mission planning/rehearsal, situational ... |
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| Use of Immersive Virtual Environments for Measuring and Training Situation Awareness |
01 NOV 2006 |
31 pages |
| Authors:
Donald R. Lampton; Jennifer M. Riley; David B. Kaber; Mohamed A. Sheik-Nainar; Mica R. Endsley; ARMY RESEARCH INST FOR THE BEHAVIORAL AND SOCIAL SCIENCES ORLANDO FL
|
 | Our paper describes the development and preliminary testing of three systems for unobtrusively measuring situation awareness (SA) during dismounted infantry squad-level exercises conducted with immersive Virtual Environment (VE) simulations. The SA measurement systems employ probes administered in the guise of normal radio communications, and systematic subjective ratings of squad leader behaviors and communications. Trials of the systems were conducted with three squads that differed in the experience level of the ... |
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| Control Interface for Driving Interactive Characters in Immersive Virtual Environments |
NOV 2006 |
9 pages |
| Authors:
Stephen H. Lane; Henry Marshall; Timothy Roberts; SOVOZ INC PRINCETON JUNCTION NJ
|
 | The effectiveness of training Soldiers in immersive 3D virtual environments is currently limited by character control interfaces that require users to learn actions, for example moving a joystick or pressing a button, that do not necessarily enhance the user's physical performance in equivalent real world tasks and situations. In order to address this need, an advanced man/machine user interface has been developed utilizing inertial position, orientation, ultrasonic range and foot ... |
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| Relighting Character Motion for Photoreal Simulations |
NOV 2006 |
9 pages |
| Authors:
Bruce Lamond; Charles-Felix Chabert; Per Einarsson; Andrew Jones; Wan-Chun Ma; Tim Hawkins; Mark Bolas; Sebastian Sylwan; Paul Debevec; UNIVERSITY OF SOUTHERN CALIFORNIA MARINA DEL REY CA INST FOR CREATIVE TECHNOLOGIES
|
 | We present a fully image-based approach for capturing and modeling real human locomotion under varying illumination and viewpoint that overviews the techniques and results presented by [Einarsson et al, 2006]. An actor performs repeatable locomotive actions (walking/running) on a rotating treadmill while being filmed from a vertical array of 3 high-speed cameras under controlled rapidly changing lighting conditions. The known rotation of the treadmill, repeatability of the actor's motion, timing ... |
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| Virtual Environment Composable Training for Operational Readiness (VECTOR) |
NOV 2006 |
9 pages |
| Authors:
Charles Barba; John E. Deaton; Tom Santarelli; Bruce Knerr; Michael Singer; Jim Belanich; CHI SYSTEMS INC FORT WASHINGTON PA
|
 | 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 ... |
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| Improvements in the Omni-Directional Treadmill: Summary Report and Recommendations for Future Development |
OCT 2006 |
73 pages |
| Authors:
Harrison P. Crowell III; Jim A. Faughn; Phuong K. Tran; Patrick W. Wiley; ARMY RESEARCH LAB ABERDEEN PROVING GROUND MD
|
 | The omni-directional treadmill (ODT) is a device that converts a user's movements into movements through a virtual environment. Its design allows users to move in any direction, which is important for simulations that require dismounted infantry Soldiers to move and exert themselves in much the same way that they would in the real world. This report provides details of the work done to improve the ODT. This work focused on ... |
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| Quantification of Visual Capabilities Using Augmented Reality Displays |
Oct-2006 |
11 pages |
| Authors:
Mark A Livingston; NAVAL RESEARCH LAB WASHINGTON DC CENTER FOR COMPUTATIONAL SCIENCE
|
 | In order to be able to perceive and recognize objects or surface properties of objects, one must be able to resolve the features. These perceptual tasks can be difficult for both graphical representations and real objects in augmented reality (AR) displays. This paper presents the results of objective measurements and two user studies. The first evaluation explores visual acuity and contrast sensitivity; the second explores color perception. Both experiments test ... |
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| A Natural Locomotion Virtual Environment Testbed |
28 JUL 2006 |
4 pages |
| Authors:
Randy F. Pausch; CARNEGIE-MELLON UNIV PITTSBURGH PA
|
 | This research, originally scoped for three years, was to test hypotheses about memory and sensory modalities; specifically, does a walk-around Virtual Reality interface improve performance in memory and other tasks when compared other interfaces? The first year of the grant was spent designing, engineering, and debugging an infrastructure for a wireless virtual reality system that allowed a large, free-range full body interface, and a framework for running experiments using this ... |
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| Virtual Secure Dynamic Coalitions |
JUL 2006 |
23 pages |
| Authors:
Francis Lee; John P. Martin; CACI TECHNOLOGIES INC ROME NY
|
 | The goal of the VSDC project was to create a system that could provide secure group communication in a coalition environment. This report documents the design decisions and the outcomes of the Virtual Secure Dynamic Coalitions (VSDC) project. Sections outline the reasons behind the decision to use each of the Defense Advanced Research Projects Agency (DARPA) projects used in the VSDC project. |
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| Instructional Features for Training in Virtual Environments |
JUL 2006 |
74 pages |
| Authors:
Michael J. Singer; Jason P. Kring; Roger M. Hamilton; ARMY RESEARCH INST ORLANDO FL SIMULATION SYSTEMS RESEARCH UNIT
|
 | The U.S. Army has made a substantial commitment to using simulations for training and readiness. Many current simulators are networked and designed to provide realistic training for large combined arms groups of vehicles and major weapon systems. These simulators represent dismounted Soldier activities, but are not intended to directly train or rehearse individual dismounted Soldiers. Virtual Environment (VE) technology, which typically includes head-mounted visual displays with tracking devices for limbs ... |
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| Assessing the Effect of Simulated Physical Objects and Elements in Virtual Environments on Social Influence |
JUL 2006 |
52 pages |
| Authors:
Brian T. Johnson; AIR FORCE INST OF TECH WRIGHT-PATTERSON AFB OH
|
 | Previous research has shown that colors, textures, and objects in a physical space can influence the attitudes and behaviors of people within that space. No research, however, has been conducted on the importance of colors, textures, and objects in virtual spaces. Specifically, the effect that these objects and elements might have on one's susceptibility to social influence in a virtual space has not been investigated. A mechanism is proposed that ... |
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| A Vision for Future Virtual Training |
15 JUN 2006 |
40 pages |
| Authors:
Jr Shufelt James W.; ARMY COMBINED ARMS TRAINING ACTIVITY FORT LEAVENWORTH KS TRAINING SIMULATIONS DEVICES MANAGEMENT DIV
|
 | Virtual training is not intended to replace live training; it augments and supplements live training to sustain unit proficiency. The many advantages of virtual training are currently limited by lack of full interoperability with other virtual simulations, Live and Constructive training environments and battle command systems. In addition, the synthetic environment replicated in virtual training does not accurately represent the actual area of operations or local training areas. Army programs ... |
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| Towards Determination of Visual Requirements for Augmented Reality Displays and Virtual Environments for the Airport Tower |
01 JUN 2006 |
29 pages |
| Authors:
NATIONAL AERONAUTICS AND SPACE ADMINISTRATION MOFFETT FIELD CA AMES RESEARCH CENTER
|
 | The visual requirements for augmented reality or virtual environments displays that might be used in real or virtual towers are reviewed with respect to similar displays already used in aircraft. As an example of the type of human performance studies needed to determine the useful specifications of augmented reality displays, an optical see-through display was used in an ATC Tower simulation. Three different binocular fields of view (14 , 28 ... |
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| The Direction of Virtual Vehicle Simulations for Military Training |
JUN 2006 |
15 pages |
| Authors:
David W. Riggins; ARMY SIMULATION TRAINING AND INSTRUMENTATION COMMAND ORLANDO FL
|
 | A live, realistic environment has always been the preferred medium for military training. However, numerous considerations such as safety and constrained resources, along with technical advances, continue to make virtual and constructive simulations attractive as supplements to live training -- so long as these alternatives can offer resource-saving benefits. In fact, virtual simulations are currently capable of supporting many individual and an increasing number of collective tasks required for training ... |
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| Interaction Methods for Virtual Reality Applications |
JUN 2006 |
24 pages |
| Authors:
Leonhard Vogelmeier; Harald Neujahr; Peter Sandl; EUROPEAN AERONAUTIC DEFENCE AND SPACE CO MILITARY AIRCRAFT MUENCHEN (GERMANY)
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 | Even after several years of development, human machine interfaces applied in Virtual Reality (VR) environments are in many cases not very well adapted to the user and the task to be fulfilled, which often affects the success of VR applications. This observation is made by plenty of experts and it coincides with the experience we have gathered within the past years. On this basis we started to adapt and advance ... |
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| Virtual Environment Training for Dismounted Teams - Technical Challenges |
JUN 2006 |
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| Authors:
Fred Brooks; Henry Fuchs; Leonard McMillan; Mary Whitton; Jan Cannon-Bowers; NORTH CAROLINA UNIV AT CHAPEL HILL
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 | 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 ... |
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