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Creating a flexible LVC architecture for mixed reality training of the dismounted warfighter

机译:创建灵活的LVC架构,用于对下装的战士进行混合现实训练

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摘要

Physical military training within military operations in urban terrain (MOUT) environments provides a realistic experience, albeit at high cost and limited scenario flexibility. Alternatively, training within serious games, often from a laptop, provides a low cost, highly flexible platform, but lacks sufficient realism and engagement for some applications. Live, virtual, and constructive (LVC) systems attempt to combine these two and capitalize on their strengths for joint forces training. However, current LVC training environments for the dismounted warfighter often are too small for realistic squad-sized training, constructed statically without ability to reconfigure quickly into new scenarios, are developed as standalone systems dependent on specific communication protocols, and do not enable realistic interaction between LVC entities.In response to these challenges, a rapidly reconfigurable LVC training system was developed at Iowa State University, known as the Veldt. The physical Veldt environment consists of a 44`x60\u27 room with modular walls configured in unique layouts for different training scenarios. These configurations contain doorways, windows, alleys and other openings, which may contain displays rendering the virtual environment for seamless integration between the physical and virtual worlds. A tracking system gathers position and orientation information on trainees, weapons and other objects and a clustered game engine then uses this information to create virtual representations of the trainees in the virtual world. This information is sent through a communication server which distributes it to other connected components such as game engines and simulations which populate the virtual world with live and constructive entities.This thesis presents solutions to two key challenges in creation of the Veldt: 1) how to correlate all physical and virtual worlds for seamless interaction regardless of location and 2) how to design a network architecture that is easily extendable and can accommodate multiple protocol types. The correlation of physical and virtual worlds is necessary for entities, their models, and terrain. A central communication architecture became the first element of a solution by flexibly connecting entities\u27 location, orientation, fire and other information without requiring individual connections between all components.To enable appropriate collaboration between LVC trainees within the system, models must be visually indistinguishable regardless of interaction medium. However, most game engine and simulations contain separate, sometimes proprietary, model databases. A model-matching approach was applied to overcome this challenge, requiring only minor configuration of connected components for a set of common models common to all the components\u27 databases. This approach resulted in a less extensive, non-identical common database, but is more easily scalable and requires less resources over other methods.Terrain correlation is required to prevent issues with collaboration and fair fight between distributed LVC entities, where improper terrain correlation could create an unrealistic training environment. Similar to model database correlation, game engine and simulation systems typically contain separate, sometimes proprietary terrains and terrain formats. Because utilizing separate tools to convert from a single source into different formats often produces non-identical terrains, a single procedural terrain modeling framework was created and implemented for the Veldt system.The solution to the second challenge of creating a protocol independent network architecture was achieved by processing the entity information flowing through a central communication server. With this design, the communication server receives information from one component in its native protocol, converts that into a world state, and then for all interested components, converts the world state into a component\u27s native protocol and sends the information. Therefore, the communication server only requires packing and unpacking methods to and from a world state to easily extend the network architecture to include other protocols.These methods were first evaluated within a user study conducted by the Research Institute for Studies in Education (RISE) at Iowa State University. The study results found high ratings of the system by participants on involvement, interaction, and immersion; indicating a near seamless physical-virtual correlation between environments. A interservice demonstration of the system involving many distributed components and multiple live, virtual, and constructive entities provided further evaluation. The successfulness of this demonstration, involving collaboration between participants in live and virtual environments, further proved the successful correlation of the physical and virtual worlds. In addition, the demonstration proved success of the protocol independent network architecture, as the scenario ran in real-time with negligible latency and with two differing protocols types.
机译:在城市地形(MOUT)环境中的军事行动中进行的物理军事训练可提供现实的体验,尽管成本高昂且场景灵活性有限。或者,通常在笔记本电脑上进行的严肃游戏训练提供了一种低成本,高度灵活的平台,但对于某些应用程序缺乏足够的真实感和吸引力。实时,虚拟和建设性(LVC)系统试图将两者结合起来,并利用它们的优势进行联合部队训练。但是,当前用于下架式战斗机的LVC训练环境通常太小,无法进行实际的小规模训练,它们是静态构造的,无法快速重新配置成新的场景,而是作为依赖于特定通信协议的独立系统而开发的,并且无法实现LVC实体。为应对这些挑战,爱荷华州立大学开发了一种可快速重新配置的LVC培训系统,称为Veldt。 Veldt的物理环境包括一个44英尺x 60英寸的房间,其模块化的墙壁以独特的布局进行配置,以适应不同的训练场景。这些配置包含门口,窗户,小巷和其他开口,其中可能包含用于渲染虚拟环境的显示器,以实现物理世界与虚拟世界之间的无缝集成。跟踪系统收集受训者,武器和其他物体上的位置和方向信息,然后集群游戏引擎使用该信息在虚拟世界中创建受训者的虚拟表示。该信息通过通信服务器发送,该通信服务器将其分发到其他连接的组件,例如游戏引擎和模拟,其中使用实时对象和构造实体填充虚拟世界。本文提出了解决Veldt创建过程中两个主要挑战的解决方案:1)如何关联所有物理和虚拟世界以实现无缝交互,而不管位置如何;以及2)如何设计易于扩展且可容纳多种协议类型的网络体系结构。物理世界和虚拟世界之间的关联对于实体,其模型和地形是必需的。中央通信体系结构通过灵活地连接实体的位置,方向,火势和其他信息,而无需所有组件之间的单独连接,成为解决方案的第一要素。为了在系统内的LVC受训者之间实现适当的协作,无论如何,模型都必须在视觉上无法区分互动媒体。但是,大多数游戏引擎和模拟都包含单独的,有时是专有的模型数据库。应用了一种模型匹配方法来克服这一挑战,对于所有组件数据库通用的一组通用模型,只需对连接的组件进行较小的配置即可。这种方法导致了一个不那么广泛的,完全不同的通用数据库,但是与其他方法相比,它更易于扩展并且需要更少的资源。需要地形关联,以防止分布式LVC实体之间的协作和公平竞争问题,因为地形相关性不当会导致不切实际的培训环境。与模型数据库相关性相似,游戏引擎和模拟系统通常包含单独的,有时是专有的地形和地形格式。由于利用单独的工具将单一来源转换为不同格式经常会产生不相同的地形,因此为Veldt系统创建并实现了一个程序地形模型框架。解决了创建协议独立网络架构的第二个挑战的解决方案通过处理流经中央通信服务器的实体信息。通过这种设计,通信服务器从其本机协议中的一个组件接收信息,将其转换为世界状态,然后对于所有感兴趣的组件,将世界状态转换为组件的本机协议并发送信息。因此,通信服务器只需要与世界各国之间的打包和拆包方法即可轻松扩展网络体系结构以包含其他协议。这些方法首先在教育研究所(RISE)进行的用户研究中进行了评估爱荷华州立大学。研究结果发现,参与者在参与,互动和沉浸感方面对该系统的评价很高。指示环境之间几乎无缝的物理-虚拟关联。涉及多个分布式组件以及多个实时,虚拟和建设性实体的系统服务间演示提供了进一步的评估。该演示的成功涉及实时和虚拟环境中参与者之间的协作,进一步证明了物理世界和虚拟世界之间的成功关联。此外,该演示证明了该协议独立网络体系结构的成功,因为该方案以可忽略的延迟和两种不同的协议类型实时运行。

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    Pollock, Brice;

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  • 年度 2012
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