28,731 research outputs found
Analyzing helicopter evasive maneuver effectiveness against rocket-propelled grenades
It has long been acknowledged that military helicopters are vulnerable to ground-launched threats, in particular, the RPG-7 rocket-propelled grenade. Current helicopter threat mitigation strategies rely on a combination of operational tactics and selectively placed armor plating, which can help to mitigate but not entirely remove the threat. However, in recent years, a number of active protection systems designed to protect land-based vehicles from rocket and missile fire have been developed. These systems all use a sensor suite to detect, track, and predict the threat trajectory, which is then employed in the computation of an intercept trajectory for a defensive kill mechanism. Although a complete active protection system in its current form is unsuitable for helicopters, in this paper, it is assumed that the active protection system’s track and threat trajectory prediction subsystem could be used offline as a tool to develop tactics and techniques to counter the threat from rocket-propelled grenade attacks. It is further proposed that such a maneuver can be found by solving a pursuit–evasion differential game. Because the first stage in solving this problem is developing the capability to evaluate the game, nonlinear dynamic and spatial models for a helicopter, RPG-7 round, and gunner, and evasion strategies were developed and integrated into a new simulation engine. Analysis of the results from representative vignettes demonstrates that the simulation yields the value of the engagement pursuit–evasion game. It is also shown that, in the majority of cases, survivability can be significantly improved by performing an appropriate evasive maneuver. Consequently, this simulation may be used as an important tool for both designing and evaluating evasive tactics and is the first step in designing a maneuver-based active protection system, leading to improved rotorcraft survivability
Fast Reachable Set Approximations via State Decoupling Disturbances
With the recent surge of interest in using robotics and automation for civil
purposes, providing safety and performance guarantees has become extremely
important. In the past, differential games have been successfully used for the
analysis of safety-critical systems. In particular, the Hamilton-Jacobi (HJ)
formulation of differential games provides a flexible way to compute the
reachable set, which can characterize the set of states which lead to either
desirable or undesirable configurations, depending on the application. While HJ
reachability is applicable to many small practical systems, the curse of
dimensionality prevents the direct application of HJ reachability to many
larger systems. To address computation complexity issues, various efficient
computation methods in the literature have been developed for approximating or
exactly computing the solution to HJ partial differential equations, but only
when the system dynamics are of specific forms. In this paper, we propose a
flexible method to trade off optimality with computation complexity in HJ
reachability analysis. To achieve this, we propose to simplify system dynamics
by treating state variables as disturbances. We prove that the resulting
approximation is conservative in the desired direction, and demonstrate our
method using a four-dimensional plane model.Comment: in Proceedings of the IEE Conference on Decision and Control, 201
FlightGoggles: A Modular Framework for Photorealistic Camera, Exteroceptive Sensor, and Dynamics Simulation
FlightGoggles is a photorealistic sensor simulator for perception-driven
robotic vehicles. The key contributions of FlightGoggles are twofold. First,
FlightGoggles provides photorealistic exteroceptive sensor simulation using
graphics assets generated with photogrammetry. Second, it provides the ability
to combine (i) synthetic exteroceptive measurements generated in silico in real
time and (ii) vehicle dynamics and proprioceptive measurements generated in
motio by vehicle(s) in a motion-capture facility. FlightGoggles is capable of
simulating a virtual-reality environment around autonomous vehicle(s). While a
vehicle is in flight in the FlightGoggles virtual reality environment,
exteroceptive sensors are rendered synthetically in real time while all complex
extrinsic dynamics are generated organically through the natural interactions
of the vehicle. The FlightGoggles framework allows for researchers to
accelerate development by circumventing the need to estimate complex and
hard-to-model interactions such as aerodynamics, motor mechanics, battery
electrochemistry, and behavior of other agents. The ability to perform
vehicle-in-the-loop experiments with photorealistic exteroceptive sensor
simulation facilitates novel research directions involving, e.g., fast and
agile autonomous flight in obstacle-rich environments, safe human interaction,
and flexible sensor selection. FlightGoggles has been utilized as the main test
for selecting nine teams that will advance in the AlphaPilot autonomous drone
racing challenge. We survey approaches and results from the top AlphaPilot
teams, which may be of independent interest.Comment: Initial version appeared at IROS 2019. Supplementary material can be
found at https://flightgoggles.mit.edu. Revision includes description of new
FlightGoggles features, such as a photogrammetric model of the MIT Stata
Center, new rendering settings, and a Python AP
Visual complexity, player experience, performance and physical exertion in motion-based games for older adults
Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the effects of manipulations of the game representation through the visual channel (visual complexity), since it is the primary interaction modality of most games and since vision impairments are common amongst older adults. We examine the effects of different levels of visual complexity on player experience, performance, and exertion in a study with fifteen participants. Our results show that visual complexity affects the way games are perceived in two ways: First, while older adults do have preferences in terms of visual complexity of video games, notable effects were only measurable following drastic variations. Second, perceived exertion shifts depending on the degree of visual complexity. These findings can help inform the design of motion-based games for therapy and rehabilitation for older adults
Scaffolding Novices to Leverage Auditory Awareness Cues in First-Person Shooters
Today's digital games require the mastery of many different skills. This is accomplished through play itself -- sometimes experientially and other times by using explicit guidance provided by the game designer. Multiplayer games, due to their competitive nature, provide fewer opportunities for designers to guide players into mastering particular skills, and so players must learn and master skills experientially. However, when novices compete against better players -- as they would if they were new to the game -- they can feel overwhelmed by the skill differential. This may hinder the ability of novices to learn experientially, and more importantly, may lead to extended periods of unsatisfying play and missed social play opportunities as they struggle to improve in a competitive context. A game genre that suffers from this problem is the multiplayer first-person shooter (FPS), in which the skill difference between new players and experts who have reached a high level of expertise can be quite large. To succeed in a FPS, players must master a number of skills, the most obvious of which are navigating a complex 3D environment and targeting opponents. To target opponents in a 3D environment, you must also be able to locate them -- a skill known as "opponent location awareness". With the goal of helping novices learn the skill of opponent location awareness, we first conducted an experiment to determine how experts accomplish this important task in multiplayer FPS games. After determining that an understanding of audio cues -- and how to leverage them -- was critical, we designed and evaluated two systems for introducing this skill of locating opponents through audio cues -- an explicit stand-alone training system, and a modified game interface for embedded training. We found that both systems improved accuracy and confidence, but that the explicit training system led to more audio cues being recognized. Our work may help people of disparate skill be able to play together, by scaffolding novices to learn and use a strategy commonly employed by experts
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