Evaluation Of The Virtual Squad Training System
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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.
Author | : |
Publisher | : |
Total Pages | : 48 |
Release | : 1979 |
Genre | : Military research |
ISBN | : |
Author | : Stefano A. Cerri |
Publisher | : Springer |
Total Pages | : 1045 |
Release | : 2007-10-23 |
Genre | : Computers |
ISBN | : 3540479872 |
This book constitutes the refereed proceedings of the 6th International Conference on Intelligent Tutoring Systems, ITS 2002, held in Biarritz, France, and San Sebastian, Spain, in June 2002 The 93 revised full papers presented together with 5 invited papers and 16 posters were carefully reviewed and selected from 167 full paper submissions. The papers address all current issues in the interdisciplinary field of intelligent tutoring systems. The book offers topical sections on agents, architectures, Web, authoring, learning, dialogue, evaluation, narrative, and motivation and emotions.
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.
Author | : |
Publisher | : |
Total Pages | : 86 |
Release | : 1998 |
Genre | : Computer simulation |
ISBN | : |
"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.
Author | : R. Gene Hoffman |
Publisher | : |
Total Pages | : 180 |
Release | : 1995 |
Genre | : Armored troops |
ISBN | : |
Author | : Dr John Huddlestone |
Publisher | : Ashgate Publishing, Ltd. |
Total Pages | : 509 |
Release | : 2016-01-28 |
Genre | : Technology & Engineering |
ISBN | : 1472405358 |
Military capability is delivered operationally at a team and collective level, be it a unit as small as a squad or section, or as large as a maritime task group. Modern military forces are required to deal with a potentially wide range of missions frequently involving multiple alliance partners, within a geopolitical environment which can seem to change rapidly. Individual performance, while being important, is not the primary determinant of mission success - force integration, interoperability, adaptability and teamwork are key factors. Team and collective training which fully addresses these factors is fundamental to the development and delivery of military capability. As a consequence, the requirement to determine training requirements and specify effective systems for the delivery of team and collective training is critical to operational success. Training Needs Analysis (also known as Front End Analysis), is a well-established methodology for analysing training requirements and specifying training solutions used extensively by the UK and its NATO partners. However, the analytical techniques employed are optimised for individual training, with little guidance being offered on its application in the team and collective context. Team and Collective Training Needs Analysis (TCTNA) has been developed to close this methodological gap. It addresses the issues of the relationship of individual and team tasks, teamwork, command and control, task and training environments, scenario definition, instructional strategy, team training approaches, instructional functions, and wide-ranging organisational and procurement considerations. Part One of the book develops an integrated set of models which underpin the analytical approach presented in Part Two. Worked examples and case studies illustrate the application of the approach. Between 2005 and 2015 the authors worked on numerous training-related research projects at Cranfield University and Coventry University for the Human Factors Integration Defence Technology Centre and the Defence Human Capability Science and Technology Centre on behalf of the Defence Science and Technology Laboratory, UK Ministry of Defence.
Author | : |
Publisher | : |
Total Pages | : 96 |
Release | : 1996 |
Genre | : Armored troops |
ISBN | : |
Author | : |
Publisher | : |
Total Pages | : 46 |
Release | : 1997 |
Genre | : Computer simulation |
ISBN | : |
Author | : Bruce W. Knerr |
Publisher | : |
Total Pages | : 56 |
Release | : 2005 |
Genre | : Military education |
ISBN | : |
This report describes an assessment of the Virtual Integrated Military Operations in Urban Terrain (MOUT) Training System (V-IMTS). V-IMTS was a short-term project to speed the transition to field use of virtual simulation technology that specifically considered the integration of live and virtual training. A deployable shelter containing simulators for an Infantry squad was installed at a live MOUT site. Twenty-seven Soldiers from three squads completed two live scenarios separated by two, three, or six virtual scenarios. They then completed questionnaires to indicate how well they could perform combat activities in the simulators, and the extent of their skill improvement. Higher rated activities included outdoor movement, identification of types of people and tactically significant areas, and individual weapons use. Lower rated activities included maneuver indoors and identifying the source and type of fire. The Soldiers and their platoon leadership believed that they received effective training. Precision movement, capture and transmission of voice communications, and representation of battlefield sounds were identified as the highest priority items for improvement. It was concluded that virtual simulation technology can provide additional practice in urban operations to supplement the use of a live MOUT site. It appears to be best suited for training mission planning, situation assessment, and communication and coordination.