Evaluation of the Virtual Squad Training System

Evaluation of the Virtual Squad Training System
Author: Donald R. Lampton
Publisher:
Total Pages: 50
Release: 2010
Genre: Simulator sickness
ISBN:

The Virtual Squad Training System (VSTS) is a network of nine individual immersive simulators with Helmet-Mounted Displays (HMDs), and a command station for controlling computer generated entities. The VSTS includes both tethered and wearable simulators. The VSTS was evaluated with two squads (9 members per squad) of Soldiers performing selected individual/fire team tasks and squad tactical exercises for dismounted infantry over a four day period (two days per squad). Soldiers rated the system capabilities of 62 specific simulator functions (such as move and shoot) and rated the perceived training effectiveness for 24 tasks such as react to direct and indirect fire. A structured interview addressed various training issues. Frequent technical problems with individual simulators and the network interfered with the conduct of the evaluation and probably affected Soldiers? ratings of the VSTS. Simulator sickness incidence was low compared to previous evaluations of antecedent systems using HMDs.

The PSI Handbook of Virtual Environments for Training and Education

The PSI Handbook of Virtual Environments for Training and Education
Author: Joseph V. Cohn
Publisher: Bloomsbury Publishing USA
Total Pages: 1441
Release: 2008-11-30
Genre: Psychology
ISBN: 031335166X

The increasingly complex environment of the 21st century demands unprecedented knowledge, skills and abilities for people from all walks of life. One powerful solution that blends the science of learning with the technological advances of computing is Virtual Environments. In the United States alone, the Department of Defense has invested billions of dollars over the past decade to make this field and its developments as effective as possible. This 3-volume work provides, for the first time, comprehensive coverage of the many different domains that must be integrated for Virtual Environments to fully provide effective training and education. The first volume is dedicated to a thorough understanding of learning theory, requirements definition and performance measurement, providing insight into the human-centric specifications the VE must satisfy to succeed. Volume II provides the latest information on VE component technologies, and Volume III offers discussion of an extensive collection of integrated systems presented as VE use-cases, and results of effectiveness evaluation studies. The text includes emerging directions of this evolving technology, from cognitive rehabilitation to the next generation of museum exhibitions. Finally, the handbook offers a glimpse into the future with this fascinating technology. This groundbreaking set will interest students, scholars and researchers in the fields of military science, technology, computer science, business, law enforcement, cognitive psychology, education and health. Topics addressed include guidance and interventions using VE as a teaching tool, what to look for in terms of human-centered systems and components, and current training uses in the Navy, Army, Air Force and Marines. Game-based and long distance training are explained, as are particular challenges such as the emergence of VE sickness. Chapters also highlight the combination of VE and cybernetics, robotics and artificial intelligence.

Training Cognition

Training Cognition
Author: Alice F. Healy
Publisher: Psychology Press
Total Pages: 342
Release: 2012-08-21
Genre: Psychology
ISBN: 1136724575

Training is both a teaching and a learning experience, and just about everyone has had that experience. Training involves acquiring knowledge and skills. This newly acquired training information is meant to be applicable to specific activities, tasks, and jobs. In modern times, where jobs are increasingly more complex, training workers to perform successfully is of more importance than ever. The range of contexts in which training is required includes industrial, corporate, military, artistic, and sporting, at all levels from assembly line to executive function. The required training can take place in a variety of ways and settings, including the classroom, the laboratory, the studio, the playing field, and the work environment itself. The general goal of this book is to describe the current state of research on training using cognitive psychology to build a complete empirical and theoretical picture of the training process. The book focuses on training cognition, as opposed to physical or fitness training. It attempts to show how to optimize training efficiency, durability, and generalizability. The book includes a review of relevant cognitive psychological literature, a summary of recent laboratory experiments, a presentation of original theoretical ideas, and a discussion of possible applications to real-world training settings.

The Oxford Handbook of Military Psychology

The Oxford Handbook of Military Psychology
Author: Janice H. Laurence
Publisher: OUP USA
Total Pages: 432
Release: 2012-02-24
Genre: Biography & Autobiography
ISBN: 0195399323

The Oxford Handbook of Military Psychology describes the critical link between psychology and military activity. The extensive coverage includes topics in of clinical, industrial/organizational, experimental, engineering, and social psychology. The contributors are leading international experts in military psychology.

Immersive Simulation Training for the Dismounted Soldier

Immersive Simulation Training for the Dismounted Soldier
Author: Bruce W. Knerr
Publisher:
Total Pages: 72
Release: 2007
Genre: Infantry
ISBN:

A study was conducted to document the need for immersive dismounted virtual Soldier and leader training and the available research evidence regarding the effectiveness of virtual training for training Soldiers and leaders in complex skills. A literature search of research reports, journal articles, and conference proceedings to identify evaluations and experiments related to the study topic of the training effectiveness of immersive virtual simulations was conducted. Particular attention was paid to an expended series of evaluations conducted by the Army R & D organizations during the period 1997 - 2005. The major findings are organized around the topics of training effectiveness, Soldier task performance, and advantages and disadvantages of immersive virtual simulations. Soldiers and small unit leaders report that their skills improve as a result of training in virtual simulations, and these self-reports by have generally, if informally, been confirmed by observers. While the simulators impose constraints on the performance of some Soldier activities, this should limit training effectiveness only if those activities that cannot be performed in the simulator are not trained by other means. Advantages and disadvantages of immersive simulations are also described.

FM 34-52 Intelligence Interrogation

FM 34-52 Intelligence Interrogation
Author: Department of Department of the Army
Publisher: Createspace Independent Publishing Platform
Total Pages: 178
Release: 2017-12-13
Genre:
ISBN: 9781978322677

The 1992 edition of the FM 34-52 Intelligence Interrogation Field Manual.

Re-imagining Diffusion and Adoption of Information Technology and Systems: A Continuing Conversation

Re-imagining Diffusion and Adoption of Information Technology and Systems: A Continuing Conversation
Author: Sujeet K. Sharma
Publisher: Springer Nature
Total Pages: 733
Release: 2020-12-15
Genre: Computers
ISBN: 3030648494

This two-volume set of IFIP AICT 617 and 618 constitutes the refereed proceedings of the IFIP WG 8.6 International Working Conference "Re-imagining Diffusion and Adoption of Information Technology and Systems: A Continuing Conversation" on Transfer and Diffusion of IT, TDIT 2020, held in Tiruchirappalli, India, in December 2020. The 86 revised full papers and 36 short papers presented were carefully reviewed and selected from 224 submissions. The papers focus on the re-imagination of diffusion and adoption of emerging technologies. They are organized in the following parts: Part I: artificial intelligence and autonomous systems; big data and analytics; blockchain; diffusion and adoption technology; emerging technologies in e-Governance; emerging technologies in consumer decision making and choice; fin-tech applications; healthcare information technology; and Internet of Things Part II: information technology and disaster management; adoption of mobile and platform-based applications; smart cities and digital government; social media; and diffusion of information technology and systems