17,289 research outputs found

    SHIPBOARD 3-M PROGRAM SUPPLEMENTED BY AR TECHNOLOGY

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    The Navy maintenance program suffers from many inefficiencies, including poor labeling practices, difficult component identification, unspecific descriptions of component location in spaces for repair, and complicated diagrams. Maintenance programs onboard United States Naval Ships are a critical program to ensure they are prepared for combat and their duties by doing routine maintenance to equipment and keeping them in optimal working condition through repair. As mission difficulty and pace increases, these programs need to be carried out with fewer errors and more efficiently. Augmented reality (AR) technology can be used to identify and label all components in a space to assist with correctly identifying equipment and provide virtual instructions with critical, step-by-step information for conducting maintenance, inspections, repair work, and Damage Control (DC) events. Utilizing AR technology, Sailors or outside activity (i.e., contractors and shore-based repair facility Sailors) can enter a ship compartment and rapidly and accurately carry out a variety of maintenance program tasks. This technology would be particularly beneficial to inexperienced Sailors and outside activity by bolstering their limited knowledge and assisting them in the identification and prioritization of critical tasks and items, while simultaneously reducing the time required, and number of errors committed, while performing those tasks.Lieutenant, United States NavyApproved for public release. Distribution is unlimited

    MAPPING VIRTUAL AND AUGMENTED REALITY TRAINING SYSTEMS TO SUPPORT THE UNITED STATES COAST GUARD TRAINING NEEDS

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    This thesis addresses, discusses, and analyzes how to identify and map the use of contemporary virtual and augmented reality (VR/AR) training systems that have been developed by the United States Navy (USN) and how they may be incorporated to resolve United States Coast Guard (USCG) training needs. Through interviews, site visits, and research, data on different training methods was compiled and used to develop a system map. Using this system map and System Engineering principles, this research is able to analyze known VR/AR systems to determine which best fits the requirements of a new system. With the ability to look across military branches to address training needs, the time and money invested in research and development of new training programs could be significantly reduced. A case study is included to provide both a basic outline and explanation on how this system mapping and the follow-on analysis can be used. This research also discusses the advantages and disadvantages associated with using different training methods and how that should affect decision making when choosing a training system.NPS Naval Research ProgramThis project was funded in part by the NPS Naval Research Program.Lieutenant, United States NavyApproved for public release. Distribution is unlimited

    CRAM It! A Comparison of Virtual, Live-Action and Written Training Systems for Preparing Personnel to Work in Hazardous Environments

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    In this paper we investigate the utility of an interactive, desktopbased virtual reality (VR) system for training personnel in hazardous working environments. Employing a novel software model, CRAM (Course Resource with Active Materials), we asked participants to learn a specific aircraft maintenance task. The evaluation sought to identify the type of familiarization training that would be most useful prior to hands on training, as well as after, as skill maintenance. We found that participants develop an increased awareness of hazards when training with stimulating technology – in particular (1) interactive, virtual simulations and (2) videos of an instructor demonstrating a task – versus simply studying (3) a set of written instructions. The results also indicate participants desire to train with these technologies over the standard written instructions. Finally, demographic data collected during the evaluation elucidates future directions for VR systems to develop a more robust and stimulating hazard training environment

    The Forgotten Emerging Technology: The Metaverse and Its Cybersecurity Implications

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    The widespread deployment of 5G devices in the United States will spur widespread use of augmented reality, virtual reality, and mixed reality applications—collectively known as extended reality. The over-commercialization of the term "metaverse" has impeded honest conversations about the implications of an insecure metaverse and the technologies associated with it. While these applications and devices will bring significant benefits, they will be accompanied by numerous cybersecurity challenges. As a result, U.S. policymakers run afoul of repeating past mistakes: failing to secure technology before it ushers in a new era of national security concerns. The U.S. government must work closely with industry, academia, nonprofits, and international partners to begin thinking about these consequential issues

    Кибербезопасность в образовательных сетях

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем

    New Trends in Using Augmented Reality Apps for Smart City Contexts

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    The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus
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