Virtual Reality in The Army - Kashikasingh - A2305220439

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Virtual reality in the Army

ABSTRACT
Advancement in graphic generation, user interactive technology and display technology have
given rise to virtual reality. Virtual reality is a technology which makes a person feel like
they are somewhere else by the use of software to produce sensations, sounds and imaginary
world. Virtual reality has a widespread in different sectors in recent years due to
developments in information and communication. It is being applied in many fields like in
healthcare, education, military, fashion, business, entertainment and scientific visualisation.

One of the most important application of virtual reality technology is in army. It mainly
involves virtual combat training, virtual battlefield exercises and virtual weapon
manufacturing. VR has taken combat training to the next level. Some training procedures can
be dangerous when performed in real world but VR technology makes it safer, cheaper and
more convenient. Based on the current developments, application of virtual reality in army
will be more and more widespread.

Keywords

Virtual reality, simulation, army

Table of contents
S. No. CONTENT

1. Abstract
2. Introduction
3. Application of VR in Army
4. Literature Review
5. Current Scenario
6. Conclusion
7. References
INTRODUCTION

In the past few years, virtual reality technology has been greatly developed due to the
advancement in the graphic generation, user interactive technology and display technology. It
is an important technology that found various applications in education, military, healthcare,
fashion, business, entertainment and scientific visualization.

What is virtual reality?

Virtual reality is the term that is utilized to portray a three-dimensional, computer-


generated scenario that can be interacted with and discovered by the user. Virtual reality
technology causes an individual to feel like they are elsewhere by the utilization of
programming to produce sensations, sounds and a fictional world. In other words, it is a
simulated experience that can be either similar or different from the actual situation. The
sensory stimuli created by VR devices could be conveyed with the assistance of visual
presentation technologies which send computer graphic images and other forms of audio,
haptic, or olfactory signals. To experience the virtual reality technology the user, requires
special earphones, goggles and gloves. All these equipment transfer their data to computer
systems. Virtual reality can be implemented to different extents ranging from desktop
monitors, cell phones or completely Immersive Virtual Environments (IVE).

Components of virtual reality system:

1. Users
2. User interfaces
3. Sensor modules
4. Input devices
5. Specialized graphics processing computers
6. Professional applications
7. Databases
8. Output devices
Figure 1. Virtual Reality System

History of Virtual Reality

In the past years, Virtual Reality has achieved rapid development. Even in the 19th century,
people started studies of stereoscopic imaging equipment

In 1961, Philco developed the first HMD with tracking, the Head sight, for military use. In
this head sight, the HMDs were connected to a closed-circuit camera, with magnetic trackers
tracking head motion. In the year 1968, the first device to include HMD (Head Mounted
Display) and computer-generated graphics known as “The sword of Damocles” was designed
and built by Ivan Sutherland (known as the father of computer graphics and virtual reality).

Figure 2. “The Sword of Damocles”

In 1987, Jaron Lanier, head of the Visual Programming Lab, gave the term virtual reality.
Lanier and the VPL were instrumental in developing the EyePhone, a HMD that featured
head tracking and the Data Glove (an input device that used hand gestures in space; invented
by Thomas Zimmerman).
In 1991, the Virtuality Group launched VR gaming machines that could be networked, for
use in arcades. Virtual Reality had entered the public consciousness and pop culture.

In 1992, VR would show up in music videos and other movies would use it as plot points,
such as 1995’s Johnny Mnemonic. Hollywood’s love of VR would peak with 1999’s The
Matrix, which introduced the concept of simulated reality.

Virtual reality technical system

Technically, the virtual reality system uses software and hardware that allow developers to
produce virtual reality systems. Hardware equipment allows users to feel the virtual world
through different senses like touch, hearing and vision and they are divided into three
categories of input, output and ancillary equipment. Commonly used input devices are 3d
tracking and positioning equipment, data gloves, data clothing, 3d mouse, 3d scanner, etc.
Some output devices are helmet display, cave display device, wall stereo system, holographic
projection system, etc. Devices that are used alongside include headphones, contact feedback
device, force feedback device, 3d printer, etc. Presently, VR hardware devices consist of
Oculus VR, HTC VIVE and PSVR.

APPLICATION OF VR IN THE ARMY

The army is one of the most important application fields of virtual reality technology and one
of the earliest and most widely used virtual reality technologies. The application of virtual
reality technology in the army field mainly comprises virtual training, virtual battlefield
exercises and virtual weapon manufacturing.

 Virtual Training

Training simulation is a somewhat physical simulation technology. It for the most part
fosters the combat ability of a soldier or a combat group by simulating actual real
soldier, vehicle or actual battle environment. For example, more driving simulation
system is now used, and multi-purpose Compound laser warfare simulation system.
The precision or correctness and vividness of these simulation systems have been
significantly improved, the standard of simulation of the image has also been almost
identical accompanying the real world.
 Virtual Combat Environment Training

Army exercises are enduring and costly. If prepared accompanying virtual army systems,
large-scale battle exercises and strategic exercises can be conducted at a relatively minor cost
and in a comparatively brief period of time. VR provides the user with a precise simulation of
real-life events in a safe and controlled manner. A virtual battlefield could be created in
which both the warring parties are involved in the exercise which is based on miscellaneous
situations and battle environment. A large number of army units can be involved in combat
simulations in a virtual battle environment deprived of any limitation of geographical area.
The benefits of battle preparation can be considerably embellished and the overall
performance of the arms order may be assessed.

 Virtual Weapon Production

Virtual reality has a significant role in weapon design, production planning, research analysis,
and production. VR technology delivers advanced demonstration for consumers and
developers so that they can enter the virtual battle environment to examine the design
structure, operate weapon scheme, strategic and concerning details performance indexes.
Virtual reality technology can speed up the weapon development process and the efficiency
of its working can be assessed to make sure of its quality and success. The use of virtual
reality technology to simulate the combat zone of the future high-tech warfare, the strategic
and concerning details of weaponry, supplies and adeptness of use is valuable to focus on the
development of weapons and supplies and enhance their overall quality and functional
efficiency.

Limitations of VR in Army

 SECURITY

There are a lot of issues related to the security system of virtual reality devices used
by the army. It sometimes restricts the application of VR technology in the army.

 CYBERSICKNESS
Sometimes due to long usage of VR technology, motion sickness can occur. It can
make the user feel nauseous because the simulation tricks the brain into a believable
scenario of the movement of the user.

 SOFTWARE DEVELOPMENT

Producing the simulations and content is also a big challenge. Small simulators for
weapon manufacturing are easier to create, but for complex battlefield environments,
more resources are required.

While there are significant developments in virtual reality and it is showing exceptional
results in army training purposes, there are still a lot of aspects that can be enhanced like
graphics, haptics, battery life, etc. Considering the pace of developments in VR technology in
the army field, all these improvements will be achieved in no time.

LITERATURE REVIEW

Virtual Reality in the Military: Present and Future by René ter Haar (Faculty of
Electrical Engineering, Mathematics and Computer Science University of Twente, the
Netherlands) gives an overview of virtual reality nowadays and in the future and its
application in the military field.

Virtual Reality (VR) is the use of computer modeling and simulation to allow a person to
interact with a fictional three-dimensional display or other sensory environments. A virtual
environment simulates reality via communicating devices such as headsets, goggles, gloves,
or body suits. In this paper different applications of virtual reality in the army field (combat
simulation, VR environment and decision making, battlefield visualization) have been
discussed.

Virtual Reality Combat Simulation

It is the most renowned application of virtual reality in army field. All defense sectors namely
armed force, air force and naval force utilize simulators with virtual reality to simulate
airplanes, helicopters, frigates, submarines and tanks.

VR Environments and Decision Making


VR is additionally utilized in an experiential learning framework where the members are
participating in an environment that allows them to experience real-world scenarios. It tests
combats to make the right decisions in difficult situations. These military simulators are often
used to give training on vehicles like tanks, Humvees, helicopters, etc.

 The Mission Rehearsal Exercise (MRE)

In this application, virtual reality


technology is used to play possible
scenarios for training. To understand the
scenario user is provided with a short
description. In Mission Rehearsal Exercise
the user is challenged to make decisions in
stressful situations while interacting with
virtual humans. The key features of the
MRE system are interactive stories, virtual
humans that form the dynamic characters
and stunning audio-visual surroundings to Figure3. Simulation of a scenario in the
MRE system
provide real-life experiences.

 The ICT Leaders Project (LP)

It is an application where trainees can


learn to make leadership decisions. LP
uses fictional scenarios with a branching
storyline where the trainee has to make
63 decisions and can select its own path.
It is based on the Unreal Tournament
2003 game engine. Every one of these
choices depends on a particular
leadership point which assists Figure 4. A text-based conversation in the
LP system
inexperienced commanders in making
leadership decisions.

Battlefield Visualization and VR


An overview of the battleground is required during a battle. To make the right strategic
decisions commanders need to have an understanding of current and future combat situations
and this is referred to as command and control. Also, commanders need a strategy and
calculate all the possible movements of forces and this is referred to as planning and shaping.
Currently, these requirements are accomplished with the help of a paper map and overlays.
To analyze the data, it is entered into a computer system and it is utilized by a battlefield
visualization system. A new development called Dragon uses the data entered on the
computer system to apply it directly into battlefield visualization systems without any
workforce. The Dragon uses a virtual reality responsive workbench. This workbench gives a
three-dimensional display with a tabletop environment where battlefield data can be utilized.
Components of this data comprise a terrain map, entities that denotes several units like an
enemy, friendly, etc. and other details of a battlefield.

CURRENT SCENARIO
Full Spectrum Warrior (FSW), released in June 2004 is a leadership trainer in which the
user takes up the role of an infantry platoon commander. “Warrior’s game environment is
hauntingly similar to the kind of terrain and cities in which US forces currently operate in
Iraq,” said Brent Cummings of the US Army Infantry Centre. The key points of FSW are
threat analysis and soldier awareness. All the movements that the combatant makes in FSW
are recorded in the After-Action Review (AAR), which helps in the assessment of various
perspectives of the entire mission.

The Sensory Environments Evaluation Project (SEE) is testing DarkCon, a single-user


reconnaissance mission. The group utilizes genuinely convincing virtual conditions and is
attempting to comprehend the role of feelings in the eventual fate of armed force preparing.
The purpose behind the project is to bring out emotional reactions from the user. The user has
to encounter a new and unfriendly environment by the end of the day without being
discovered and they are asked to make observations.

Every Soldier a Sensor Simulation (ES3) is a game application that is based on presence
patrols and is created for army training. The game is centered around dynamic reconnaissance
and threat indicator identification. It begins with a mission briefing and a description of the
Commander’s Critical Information Requirements (CCIRs). The virtual scene portraits an
urban environment that is similar to middle eastern Sadr City.
Virtual Environment for Operational Readiness (VECTOR) is an immersive training
system that provides scenario-based virtual environments to prepare soldiers for cultural
adaptation. In VECTOR non-playable characters are present that can evaluate and respond to
participant’s actions.

CONCLUSION

Virtual reality has a long way to go, its application in different fields has proved to be
beneficial for mankind. Rapid development and advancement in information and
communication technology have given a number of ways and solutions to enhance army
training. VR technology has successfully provided the army with better combat training,
making correct leadership decisions, planning, visualization of the battlefield and weapon
manufacturing. Training via VR technology is way cheaper than training in real situations
due to the cost of weapons, armed vehicles, healthcare, etc. In a simulated environment, the
dangers and risks related to traditional army training are also eliminated. Behavioral activities
and interactions between humans and virtual characters are much more important than they
used to be. Although there are some limitations to the application of VR technology in the
army, improvements will be achieved in the near future. The use of VR technology has just
started in the army and we can expect much more advanced and innovative uses in the future.

References
Albert Rizzo, T. D. (2011). Virtual Reality Goes to War: A Brief Review of the Future of Military
Behavioral Healthcare.

Haar, R. t. (2005). Virtual Reality in the Military: Present and Future. University of Twente, Faculty of
Electrical Engineering, Mathematics and Computer Science , the Netherlands .

M. Pauline Baker, R. J. (n.d.). Virtual Environments For Army Tasks.

Oluleke Bamodu, X. Y. (n.d.). Virtual Reality and Virtual Reality System Components. College of
Mechanical Engineering, Shenyang University, Faculty of Computing, Engineering and
Technology, Staffordshire University, United Kingdom, Shenyang, China.

Strickland, J. (n.d.). How Virtual Reality Military Applications Work. Retrieved from
https://science.howstuffworks.com/virtual-military.htm

(1993). The Encyclopedia of Virtual Environments.

unknown. (2020). Virtual Reality in Military Health Care. IvyPanda.

Velichko, M. (n.d.). VR Military Training – the Next Step of Combat Evolution. Retrieved from
https://jasoren.com/vr-military-training-the-next-step-of-combat-evolution/
(2017). Virtual Reality Research Paper. Retrieved from https://phdessay.com/virtual-reality-
research-paper/

VR IN RECENT YEARS. (n.d.). Retrieved from https://www.vr.org/about-us/vr-in-recent-years/

What is Virtual Reality. (2017). Virtual Reality Society.

Xinxiong Liu, J. Z. (2018). Virtual Reality and Its Application in Military. School of Huazhong University
of Science and Technology, Wuhan 430074, China.

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