Group Infantry Battlefield Simulator (GIBS)

MILITARY SIMULATION 

Training is one of the most important issues facing the new military.  Realistic group interaction under fire has evaded most simulations which focus on individual experience.  Group Infantry Battlefield Simulation (GIBS) training proposes a small unit experience that not only focuses on virtual enemy encounters but also the group dynamic of working together to achieve a mission goal. 

GIBS uses cutting edge virtual reality display technology combined with advanced group networking software to provide a complete solution for small unit infantry training. 

GIBS system components: 

Virtual Display Visor

Handheld weapon interface

Wearable ruggedized PC

Control system

Networked 3D environmental software 

GIBS - Design 

The design of GIBS is to combine new technological innovations with proven systems to create a workable and reliable solution.  The goal is to create an easy to use system that gives the trainees the most immersive and realistic simulation possible with the least amount of personal discomfort from clunky or uncomfortable equipment.  All this at a price that won’t make the system available to only a few participants but that would be affordable enough to be used for all enlisted infantry. 

Virtual Display Visor: 

The virtual display visor consists of two High Definition (HD) miniature panels.  The actual component could be one of three technologies currently available: 

         Liquid Crystal Display (LCD), inexpensive but lagging behind in image quality in HD

         Liquid Crystal On Silicone (LCOS), comparably expensive but very high quality at HD resolution

         Organic Light Emitting Diode (OLED), very high quality, somewhat expensive but some questions in availability 

The display system will feature adjustable optics making it easy to use for people that wear glasses.  A new wide field of view (FOV) lens design will create a virtual landscape for the wearer.  A composite clear plastic similar to that used in safety glasses will be used which will make the visor light and strong.  Stereoscopic imagery will be displayed by an onboard processor.  Stereo audio will also be played through headphones that cover the entire ear.  A microphone allows communication with the entire squad.  The position of the head is determined by several sensors: 

Accelerometers – detect the initial movement in one of six degrees:  Up, down, forward, back, left right as well as rotation in any of the three axes – Pitch, Roll and Yaw. 

Magnetic Gyro – detects the orientation of itself to the earth’s horizon and heading. 

Gyro – detects continuous rotation movement providing a steady stream of data. 

There is also a consideration of body tracking as well where the player can lie down, jump or kneel and the software would automatically detect this. 

The visor will fit over the entire head similar to the Trimersion with an easily adjustable strap to keep it in place even with lots of player movement.  The visor will also be as lightweight as possible placing most of the internal circuitry in a side pack PC.  The exterior construction will be of very strong composite materials like carbon fiber. 

This visor will have few controls to learn and will be as easy to use for the wearer as possible. 

Weapon interface: 

The gun controller will consist of a tracking module that can be attached to an existing firearm.  This makes it very adaptable for personnel using a variety of firearms.  A six degree of freedom (DOF) motion tracker will give the computer the firearm orientation at all times.  The view from the visor will then show the virtual weapon in the same position.  There is the possibility that the weapon could be used in live fire simulations where the tracker module would also detect blanks fired from the weapon.  This would more than likely be a secondary goal of the project and would require additional research and development.  The tracker module must be small and lightweight as not to significantly add to the weight of the weapon and skewing the simulation. 

Another component of the weapon interface is the trigger module.  This mini circuit board sits next to the trigger mechanism of the weapon and detect if it is pulled.  Other modules could detect and simulate a cocking mechanism, reload or safety. 

The weapon interface is directly connected to the wearable computer. 

The control system is essentially the mission control center for the entire simulation.  From here all of the trainees are networked together.  The computer systems for the control system are all networked together to provide onlookers, instructors and engineering staff live up to the minute status of the simulation environment and all of it’s participants.  The control system can display any of the trainee’s views on a large screen or a flying virtual camera can display a view from anywhere on the battlefield. 

The control system provides the virtual world software that the trainees are experiencing.  Live situations can be programmed into the computer that will enable the simulation of nearly any battlefield situation or location.  Enemy combatants can be selected, customized and modified according to the course needs. 

The software will have a complimentary database with several default situations and environments that can be used as a base to develop a custom version for specific requirements.  The software is also designed to be as easy to use with simple instructions and minimal training. 

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