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Using VR in the Military

Using VR in the Military PDF Author: Jeri Freedman
Publisher: Cavendish Square Publishing, LLC
ISBN: 1502645742
Category : Young Adult Nonfiction
Languages : en
Pages : 80

Book Description
One of the most exciting developments in military technology is the application of virtual and augmented reality. Beginning with the use of flight simulators for training, the application of these technologies has advanced to the use of augmented reality headsets to superimpose topographical information from remote drones on soldiers' view of the battlefield. This book explains the nature of augmented and virtual reality, a history of their uses in the military, a discussion of current uses, and a look at the technology's possible applications in the future. It also provides advice for students who are interested in pursuing a career in this field on how to best develop useful skillsets.

Using VR in the Military

Using VR in the Military PDF Author: Jeri Freedman
Publisher: Cavendish Square Publishing, LLC
ISBN: 1502645742
Category : Young Adult Nonfiction
Languages : en
Pages : 80

Book Description
One of the most exciting developments in military technology is the application of virtual and augmented reality. Beginning with the use of flight simulators for training, the application of these technologies has advanced to the use of augmented reality headsets to superimpose topographical information from remote drones on soldiers' view of the battlefield. This book explains the nature of augmented and virtual reality, a history of their uses in the military, a discussion of current uses, and a look at the technology's possible applications in the future. It also provides advice for students who are interested in pursuing a career in this field on how to best develop useful skillsets.

Advanced Computational Intelligence Paradigms in Healthcare 6

Advanced Computational Intelligence Paradigms in Healthcare 6 PDF Author: Sheryl Brahnam
Publisher: Springer Science & Business Media
ISBN: 3642178235
Category : Computers
Languages : en
Pages : 298

Book Description
This volume presents the latest research in Virtual Reality (VR), as it is being applied in psychotherapy, rehabilitation, and the analysis of behaviour for neurological assessment. This book will be of value to anyone already in the field and to those who are interested in the development of VR systems for therapeutic purposes. The contents include: · The latest literature reviews on VR in psychotherapy, psychological wellbeing, and rehabilitation · VR and cognitive behavior therapy · Increasing presence in VR for effective exposure therapy and treatment of anxiety disorders · VR military training for managing combat stress and preventing post traumatic stress · VR, mixed reality systems, and games for stroke rehabilitation · VR systems for improving vision in children with amblyopia · Therapeutic play in virtual environments · Healing potential of online virtual worlds such as Second Life · Neuropsychological assessment using virtual environments · Detailed accounts on how VR systems are designed, implemented, and best evaluated · Discussions of limitations, problems, and ethical concerns using VR in mental and physical therapy

Medicine Meets Virtual Reality 22

Medicine Meets Virtual Reality 22 PDF Author: J.D. Westwood
Publisher: IOS Press
ISBN: 1614996253
Category : Medical
Languages : en
Pages : 496

Book Description
In the early 1990s, a small group of individuals recognized how virtual reality (VR) could transform medicine by immersing physicians, students and patients in data more completely. Technical obstacles delayed progress but VR is now enjoying a renaissance, with breakthrough applications available for healthcare. This book presents papers from the Medicine Meets Virtual Reality 22 conference, held in Los Angeles, California, USA, in April 2016. Engineers, physicians, scientists, educators, students, industry, military, and futurists participated in its creative mix of unorthodox thinking and validated investigation. The topics covered include medical simulation and modeling, imaging and visualization, robotics, haptics, sensors, physical and mental rehabilitation tools, and more. Providing an overview of the state-of-the-art, this book will interest all those involved in medical VR and in innovative healthcare, generally.

SIGMUND RINGECK`S KNIGHTLY ART OF THE LONGSWORD

SIGMUND RINGECK`S KNIGHTLY ART OF THE LONGSWORD PDF Author: David Lindholm
Publisher: Paladin Press
ISBN: 9781581606881
Category : History
Languages : en
Pages : 248

Book Description
Ringeck's invaluable 15th-century compilation of the lessons of German fencing master Johannes Liechtenauer is given new life by two modern students of the sword. The original text is presented with extensive interpretations and detailed, instructive drawings to capture the medieval swordsman's art.

Virtual Reality (VR) Inclusion in Army Combined Arms Training Centers (CTCs)

Virtual Reality (VR) Inclusion in Army Combined Arms Training Centers (CTCs) PDF Author: David Dens
Publisher:
ISBN:
Category : Military education
Languages : en
Pages : 20

Book Description
"The US Army relies on the Combat Training Center (CTC) to train Army brigades and battalions in tactical and operational skills. The goal is to generate units who can operate in complex environments and to provide the most realistic training possible for soldiers. This is achieved by focusing on unified land operations and decisive action missions. CTCs are also what drives training throughout the Army and is where new innovations are tested. Throughout a rotation, soldiers could be part of operations that are offense, defense, stability, and defense support of civil authorities type missions. With a limited and finite amount of resources, Army CTCs are tasked with training units to fight in asymmetrical warfare, as well as against near-peer competition. A conventional CTC relies heavily on a set training schedule, so that certain training objectives required for a unit’s overall training goal are met. Battalions and brigades have individual and team level tasks sufficiently trained before arriving to conduct a rotation in a CTC. CTCs currently do not have the ability to train those skills, due to a lack of time and/or resources. Training collective Mission Essential Tasks (MET) for battalion and brigades within a set amount of time and allocated funds is the primary training value of CTCs. Because of time and money constraints, Army CTCs would benefit with the addition and incorporation of Virtual Reality (VR) training. VR would reduce the time and resources needed and afford the opportunity for CTCs to retrain individual tasks and time to time collective tasks before units go to the field. A classroom full of VR systems can provide individualized experiences to soldiers, allowing to proceed at their own pace and retry failed procedures multiple times, which could further benefit units in the field. Additionally, VR training could be further incorporated throughout the unit’s rotation to provide more comprehensive training. In a constrained military resource environment, it is both practical and beneficial to incorporate VR training as part of the Army Combat Training Center (CTC) exercise model."--Preface.

Virtual Reality and Technologies for Combat Simulation

Virtual Reality and Technologies for Combat Simulation PDF Author:
Publisher:
ISBN: 9780160453199
Category : Combat
Languages : en
Pages : 51

Book Description
Describes applications of synthetic-environment technologies in simulating combat. It traces technology development from the 1929 Link Trainer through the SAGE air defense system, the first head-mounted display, and the Defense Advanced Research Projects Agency's SIMNET simulator networking project. It describes technical challenges and discusses current issues, such as validation.

U.S. Army Intelligence Training Personnel Attitudes, Beliefs, and Perceptions Toward Adoption of Virtual Reality (VR)

U.S. Army Intelligence Training Personnel Attitudes, Beliefs, and Perceptions Toward Adoption of Virtual Reality (VR) PDF Author: Connie Rae Kozak
Publisher:
ISBN:
Category : Educational technology
Languages : en
Pages : 0

Book Description
The purpose of this study was to gather attitudes, beliefs, and perceptions on the intent to use virtual reality in training environments. Through the lens of behavioral actions that lead to educational technology adoption, this study considered training development decisions and choices that drive whether or not virtual reality is integrated within U.S. Army intelligence training. The contextual significance is an important approach that follows an applied theory method to better understand virtual reality within an identified setting. This case study sought to explore if and how exposure may alter inherent biases not only about virtual reality as a technology but, the use of it in instructional settings rather than perceived as simply an entertainment platform. It also considered organizational influences and perceptions, beliefs, and attitudes about using virtual reality in an intelligence learning environment. There were nine participants in this case study. Data was derived from nine semi-structured interviews which were conducted through individual virtual meetings to consider behavioral intent in using virtual reality. The initial approach was designed around the individual, while a second phase considered facilitating conditions, those institutional elements that support VR use, through the lens of the organization. The goal was to triangulate data between the individual reported experience and the workings of an organization, to include organizational documentation of initiatives, policies, and doctrine. The data was viewed through the Unified Theory of Acceptance and Use of Technology (UTAUT) model, which provide the top nine "Big Ideas," or root criteria, from which to break down the data within Atlas/ti. A set of sub-codes were derived out of the nine primary codes to better answer the research study questions. This data provided a window into organizational paradigms, processes and procedures in integrating and implementing educational technology institutionally. The results revealed that although the participants were open to using virtual reality within their training development role, they were very cognizant of the limitations and challenges. One of the challenges included a lack of virtual reality training within their role. Another challenge was funding and resources. The most notable limitation identified was a lack of a clear process that supported and scaffolded the change management needed to integrate virtual reality into the organizational structure. The institutional infrastructure, or what can be termed "facilitating conditions," required to result in the use of virtual reality across an Army schoolhouse garrison was reported as lacking. These internal "structures" are identified as doctrine, policies, processes, and training which provide a path toward literacy and readiness, and possible successful adoption of virtual reality as an educational technology.

Pygmalion's Spectacles

Pygmalion's Spectacles PDF Author: Stanley G. Weinbaum
Publisher: The Floating Press
ISBN: 1775562980
Category : Fiction
Languages : en
Pages : 32

Book Description
Sci-fi luminary Stanley G. Weinbaum first broke through with the hugely influential story "A Martian Odyssey," one of the first to depict an alien being in a somewhat sympathetic light. Written in 1935, the short tale "Pygmalion's Spectacles" is no less innovative: it centers around the implications of a technology that's surprisingly close to what we now call virtual reality.

Handbook of Augmented Reality

Handbook of Augmented Reality PDF Author: Borko Furht
Publisher: Springer Science & Business Media
ISBN: 1461400643
Category : Computers
Languages : en
Pages : 753

Book Description
Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. Handbook of Augmented Reality provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.

Virtual Environments for Dismounted Soldier Training and Performance

Virtual Environments for Dismounted Soldier Training and Performance PDF Author:
Publisher:
ISBN:
Category : Computer simulation
Languages : en
Pages : 86

Book Description
"The U.S. Army has made a considerable investment in the use of virtual environments (VE) to train combat forces, to evaluate new systems and operational concepts, and to rehearse specific missions. While these simulations have predominately focused on training and simulation for mounted soldiers, there is also a need to train infantry and other dismounted soldiers. Although VEs have the potential to immerse dismounted soldiers directly in simulations, there are few successful examples of the use of VE to provide effective training. The effective use of VE for training requires identification of the types of tasks for which VE training is most appropriate, the characteristics of VE systems that are required to provide effective training, and the training strategies that are most appropriate for use with VE. This report presents recommendations for the use of VE for dismounted soldier training and mission rehearsal, and identifies needed future research. They are based on the results of an ARI in-house research program, related programs for which ARI scientists have participated, and the work of other VE researchers. Recommendations include types of tasks for which training in VE is and is not appropriate, interface design recommendations, and ways to reduce side- and after-effects. "-- Report documentation page.