Virtual reality bytes military uses of VRThe Australian Defence Force is blending the real and the virtual to train and equip defence personnel cost-effectively and safely.
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Key textMost parents would prefer their children to turn off the Playstation and get on with their homework. But the skills learnt by playing interactive computer games might just make them the ideal military commander of the future. Tomorrow’s warfare will be increasingly fought on digital terrain where commanders will need Playstation skills the ability to process information rapidly and to solve problems interactively.Virtual reality is used by the military to train personnel, help reduce information overload and increase understanding of military processes. What is virtual reality? Virtual reality (VR) is in short an artificial environment created by computers, in which people can immerse themselves and feel that this artificial reality really does exist. The appeal of virtual reality is that people can experience an environment which may not exist in real life or which may not normally be available to them because of factors such as cost or safety. Immersion and interactivity We have all experienced some form of VR. Watching a movie is a low-grade VR experience. For a couple of hours we immerse ourselves in an artificial environment, even though we keep in mind that the movie is not reality. Virtual environments are more believable when they engage all our senses. Take cabin rides in amusement parks as an example. People in the cabin watch a movie of a virtual roller coaster ride through some hair-raising landscape. The jerking, shunting, and rolling motion of the cabin makes the experience seem much more real than the view from a passive seat at the movies. The key to sophisticated VR is interactivity. Visitors to a VR environment not only have to be able to navigate their way around, they also need to be able to influence the course of events in their environment. Plugging in to virtual worlds interface devices
To enter a virtual world, a visitor must use special interface devices that transmit the sight, sounds and sensations of the artificial world. These devices also need to transmit information about what the user is doing back to the computer controlling the virtual environment. Commercial flight simulators employ a number of interface devices. The simulators consist of mock cockpits fitted out with real instruments, mounted on motion platforms that pitch and roll. Thousands of pilots have been trained in skills such as night flying, without the cost or hazards of using real aircraft. Another interface device is a special helmet known as a head-mounted display (HMD). In front of each eye is a small screen made from a liquid-crystal display each screen presents a slightly different view to create a three-dimensional effect of depth for the viewer. The HMD also contains a motion tracker to monitor both the orientation of the head and the direction in which the user is looking. Using information from the HMD, the computer calculates images of the virtual world to match the direction in which the user is looking, and displays these images on the small display screens. The computer has to generate new images at least ten times a second so that the view does not appear too jerky and does not lag behind the user's movements. An interface device known as the sensory glove can create a realistic sense of touch in the virtual world. The glove transmits information such as the position of the user’s hand and movement of each finger to the computer, which then instructs the glove to create the appropriate sensation, such as tapping a finger on a hard surface or picking up a glass of water. With increasing computer power, the sensory glove could eventually be developed into a body suit to create a sense of touch over the whole body. Smart helmets
The Australian Defence Force is looking at other applications for helmet-mounted displays, such as night vision goggles for night-time aircraft operation. Sensors in the headset record the position and orientation of the head and a computer works out the direction in which the pilot is looking. The computer then instructs an infrared camera mounted in the front of the aircraft to follow this direction and to feed back a picture of the pilot’s field of view. The goggles will make it much safer for aircraft to fly in close formation and at low altitudes at night. Helmet-mounted sights for firing air-to-air missiles are another more deadly application. At present a pilot has to manoeuvre the aircraft to point in the general direction of the target before releasing a missile. Helmet-mounted sights track the direction in which the pilot is looking and pass this information to the missile control system. All the pilot has to do is look at the target and fire the missile. Virtual battlespaces
Traditionally, military command has been seen more as an art than a science. Commanders in the field have often had to rely on intuition and past experience, because of their lack of information regarding the strength, movement and fire power of the opposing force. The opposite is usually the case for today’s commander. Information pours in from video surveillance, satellite imagery, electronic sensors and other sources of intelligence. Commanders now face the problem of information overload. A solution to this problem is being investigated by computer scientists at the Virtual Environments and Simulation Laboratory at the Australian Defence Force Academy in Canberra. The project, known as 3-D Immersive Military Perspective, uses computer graphics and virtual reality to create an interactive 3-D view of the battlefield terrain. The commander is presented with a simplified visual representation of actual battlefield conditions, so that decisions can be made much faster with less room for error (Box 1: Synthetic environments). Virtually no limits
As computer processing power increases and even more realistic graphics are developed, the simulated environments produced by virtual reality systems will become even more believable. The technology developed from military uses of virtual reality is finding application in many walks of life. For example,
Twenty years ago, few imagined that personal computers would soon be found in almost every home, classroom and office. In twenty years' time, virtual reality may be just as central to our lives. Immersing ourselves in a virtual environment of our choice may become as commonplace as turning on the TV.
Uses of synthetic environments Synthetic environments are able to provide defence forces with a range of cost-effective training and analysis systems. They are being developed in four main areas: 1. Virtual battlespace One version of the technology consists of a wedge-shaped virtual reality theatre where twin screens are arranged at right angles. The viewer is placed within the ‘V’ formed by the large screens, enhancing the sense of immersion by engaging their peripheral vision. The system can accurately represent any region on the Earth’s surface or any hypothetical terrain. Information such as the position and movement of troops or the lines of supply and communication can be displayed on the virtual terrain, and updated in real time. The terrain can also be viewed from any perspective, angle or distance. The battlefield viewed by the commander is accurate but simplified the computer rapidly sifts available information and presents it when needed to help deal with the complexity and chaos of war. Commanders, assisted by a team of virtual advisors, are presented with a range of possible scenarios on which to base their decisions. 2. Military exercises The key idea behind virtual war games is a system that links individual synthetic environments into a vast network. Tank, aircraft or ship simulators based in different countries, all fighting the same battle against the same computer-controlled opposition, can be linked. The battle can be fought over terrain anywhere in the world, without ripping up the environment in the process. Australia's Commonwealth Defence Science and Technology Organisation (DSTO) has already carried out a number of virtual war games. One involved constructing two virtual helicopters at its Salisbury Laboratory in South Australia. The helicopters, consisting of a bank of computers and cockpit simulators, were then taken to an air base near Katherine in the Northern Territory to take part in an actual military exercise. To fly the helicopters, a virtual terrain was created from aerial and satellite photographs. The virtual terrain was an accurate digital copy of over 4000 square kilometres of the terrain where the exercise was to be held. The virtual landscape included roads, buildings, several million trees, and even virtual kangaroos that bounded away on hearing the helicopters approaching. Each of the aircrew sat in the simulated cockpits and reported to headquarters as though on a real mission. The experience gained from these virtual helicopters will be put to use when the Army takes delivery of a new fleet of armed reconnaissance helicopters in 2004. Aircrews will already be trained in using the helicopters to detect, locate, identify and monitor enemy forces and to gather information for intelligence purposes. 3. Training and education DSTO currently uses an advanced flight simulator to train pilots. The simulator consists of a cockpit placed at the centre of a domed room, with the virtual landscape projected onto the inside surface of the dome. The simulation is so real it is not unusual for pilots to emerge from the dome bathed in sweat, adrenalin still pumping. The next step is to create a virtual air environment that merges synthetic and real environments. Demonstrations of this have shown that pilots, radar operators, fighter controllers and command staff can be trained at different locations across Australia simultaneously and within the same environment. Similar synthetic environments are being developed for the Navy and the Air Force. 4. Analysis and planning Related sites
Australasian Science November 2001, pages 30-32 AI in medicine (by Laurie Wilson) Explains how computer visualisation is being used as a tool to help plan complex surgical procedures.
July 2001, pages 26-28 Aircraft simulation puts humans in the loop (by Timothy Fagan) Describes how simulations are playing an increasing role in the international defence community.
April 2001, pages 31-32 3-D sound (by Virginia Best and André van Schaik) Describes the potential for 3-D headphones in cockpit displays, as a navigational aid for the blind and in virtual reality. Fast Thinking
New Scientist 5 September 2007, pages 30-31 Virtual reality will enhance real-world experiences (by Annalee Newitz) Explores the future of virtual reality.
1 September 2007, pages 28-29 Virtual entrepreneurs and ‘griefers’ spoil the fantasy of online worlds (by Jim Giles) Looks into possible legislation of the virtual worlds.
16 August 2007, page 22 Your virtual avatar has all your best moves (by Matthew Busse) Explores new system making virtual experiences more natural and intuitive.
30 June 2007, page 28 See a city change in four dimensions (by Paul Marks) Looks at software which provides animated 3D models of historical cities.
2 December 2006, page 28 Would-be rookies to face video gauntlet (by Duncan Graham-Rowe) The US army is developing virtual reality aptitude tests for recruits.
15 November 2006 Virtual reality system combats phantom-limb pain (by Will Knight) Looks at a virtual reality system for amputees that creates the illusion of control over their missing limb.
29 July 2006, pages 26-27 Get ready to take on the bot for all games (by Celeste Biever) Describes the development of programs that specialise in ‘general game playing’ that do not have to be preprogrammed.
20 May 2006, pages 38-42 Just a game (by Tim Guest) Describes how virtual games can begin to have real value.
2 May 2006 Kung-fu computer game delivers real kickbacks (by Will Knight) Describes a computer game that requires players to perform real flying kicks and punches.
22 April 2006, pages 38-41 No limits (by Justin Mullins) Describes new developments in computer games to increase user movements and interactivity.
8 April 2006, pages 28-29 Helping doctors see the world as their patients see it (by Peter Aldhous) Looks at the use of virtual reality to allow doctors to share the experiences of their patients.
29 June 2002, page 18 VR banishes the demons (by Rachel Nowak) Looks at the use of virtual reality to treat patients with schizophrenia.
20 April 2002, page 22 Turbulent trousers (by Ian Sample) Describes how earthbound pilots could use a virtual reality body suit to help fly their remote-controlled aircraft.
Scientific American February 2006, pages 78-79 My virtual war (by Mark Alpert) Looks at the use of virtual reality for training of armed forces personnel.
April 2002, pages 34-41 Augmented reality: A new way of seeing (by Steven K. Feiner) Describes computer displays that add virtual information to a user's sensory perceptions.
Provides a brief overview of virtual reality and covers some aspects in more detail. For example, click on 'VR:
Technology' for a description of devices such as head-mounted displays that are used to create simulated environments. Includes illustrations.
Virtual reality: What is the state of play in education? (Australian Journal of Educational Technology, 14 (1), 1998)
Covers the nature and capabilities of virtual reality devices and how they can be used in education.
Games soldiers play (IEEE Spectrum Online, Institute of Electrical and Electronics Engineers, Inc, USA)
Describes how computer games and virtual reality are altering the way the military prepares for war.
Simulation Industry Association of Australia
This organisation is a point of contact for information about simulation technology in Australia. Click on 'Hot news' for recent local developments in simulations.
Virtual reality for surgical training (CSIRO, Australia)
Describes how virtual reality technologies can be used to augment teaching practices.
How augmented reality will work (How Stuff Works, USA)
Describes the components needed for augmented reality (a system composed of 3-D virtual objects superimposed with
their real world counterparts so the user cannot tell the difference between the real world and the virtual) and how it could be used.
Virtual reality 'gets real' in the automotive industry (Intelligent Systems Report, June 1998)
A supplier of 3-D immersive visualisation systems describes how virtual reality can create stereoscopic models of cars,
test car safety and simulate the factory floor. Also discusses how the military uses virtual reality.
The virtual sky is not the limit: Ethics in virtual reality (Blay Whitby, Cognitive and Computer Sciences, University of Sussex, UK)
Discusses the potential applications of virtual reality and the moral problems that may arise as the technology becomes more generally used in training, entertainment and advertising.
Some Australian virtual reality resources
chat room. An internet site where two or more people can exchange messages in real time. People chat by typing messages, which are displayed almost instantly on the screens of others who are in the chat room interface device. A tool that allows a person to interact with a computer. For example, a mouse is an interface device that allows you to put information into a computer. Virtual reality includes interface devices such as head-mounted displays that transmit sensations of the artificial world, as well as transmitting information into the computer. simulation. A computer model of a real phenomenon or system. The system is described by a set of mathematical formulae or models in a computer program. Running the computer program shows how the system works and, by changing variables, it is possible to make predictions about how the real system will change. When there are many variables, simulation is often the only way to reasonably predict an outcome. virtual reality (VR). An artificial environment created by computers, in which people can immerse themselves and feel that this artificial reality really does exist. For more information see Virtual reality (Whatis.com, USA).
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