6 research outputs found

    Urban Combat: The Ultimate Extreme Environment

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    Head Mounted Display Interaction Evaluation: Manipulating Virtual Objects in Augmented Reality

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    Augmented Reality (AR) is getting close to real use cases,which is driving the creation of innovative applications and the unprecedented growth of Head-Mounted Display (HMD) devices in consumer availability. However, at present there is a lack of guidelines, common form factors and standard interaction paradigms between devices, which has resulted in each HMD manufacturer creating their own specifications. This paper presents the first experimental evaluation of two AR HMDs evaluating their interaction paradigms, namely we used the HoloLens v1 (metaphoric interaction) and Meta2 (isomorphic interaction). We report on precision, interactivity and usability metrics in an object manipulation task-based user study. 20 participants took part in this study and significant differences were found between interaction paradigms of the devices for move tasks, where the isomorphic mapped interaction outperformed the metaphoric mapped interaction in both time to completion and accuracy, while the contrary was found for the resize task. From an interaction perspective, the isomorphic mapped interaction (using the Meta2) was perceived as more natural and usable with a significantly higher usability score and a significantly lower task-load index. However, when task accuracy and time to completion is key mixed interaction paradigms need to be considered

    Urban Combat: The Ultimate Extreme Environment

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    Urban combat is one of the most extreme environments imaginable. Our paper describes training and simulation research to improve the training of small teams that operate on foot in urban combat and stability operations. We present an overview of urban combat as an extreme environment. Next, we trace the history of the training and technology developments that shaped our present research. The focus of our paper is the After Action Review (AAR) process as applied to small team exercises conducted in immersive virtual environments. A PC-based AAR system is described and examples are given of its use for training and training research. The training emphasizes practice of command and control skills, decision making, and situation awareness. Future research goals are outlined. Current live training capabilities are described to provide a context of the overall training environment with which virtual training systems will be integrated

    Team Communications In A Virtual Environment

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    A networked simulation environment, known as the Fully Immersive Team Training (FITT) system, was employed to study team interactions in a virtual environment. The investigation was designed to evaluate the influence of various instructional strategies (demonstration, coaching, or replay) on team performance. Performance was evaluated on a variety of dimensions, with an emphasis on team communications. Results of the experiment indicated that teams receiving instruction in the form of an expert demonstration performed communications-related tasks in closer conformance with protocols man a control group receiving only an instruction manual. This may suggest that expert demonstrations are an effective strategy for training teams in communications tasks in virtual environments. The limitations of current communications- analysis strategies, and suggestions for their improvement, are discussed
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