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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. |