43 research outputs found

    Recommended Roles For Uninhabited Team Members Within Mixed-Initiative Combat Teams

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    Trust in automation is a well-researched topic that is particularly important when planning mixed initiative interaction. When working with teams comprised of both human and non-human team members, the amount of trust the operator places in the automation often determines which parts of the interaction can be automated and the optimal level of automation. The mixed-initiative community has created numerous systems that leverage trust in automation, but results have been inconclusive. After examining the primary factors that impact trust in automated systems, we make several recommendations regarding the assignment of roles for human and non-human mixed-initiative team members. © 2010 IEEE

    What can VR do for U? Virtual Reality for Training Uninhabited Aircraft Systems

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    The proliferation of Uninhabited Aircraft Systems (UAS) during forward deployed military operations presents compelling challenges to the training community. This presentation will examine how Virtual Reality (VR) technologies may be employed to instantiate novel training approaches targeted at UAS team coordination and tactics. The RQ-11 Raven-B, and its associated training issues will be used to illustrate challenges facing the U.S. Marine Corps. VR solutions currently applied to this domain and emerging research efforts will also be discussed

    What Can Vr Do For U? Virtual Reality For Training Uninhabited Aircraft Systems

    No full text
    The proliferation of Uninhabited Aircraft Systems (UAS) during forward deployed military operations presents compelling challenges to the training community. This presentation will examine how Virtual Reality (VR) technologies may be employed to instantiate novel training approaches targeted at UAS team coordination and tactics. The RQ-11 Raven-B, and its associated training issues will be used to illustrate challenges facing the U.S. Marine Corps. VR solutions currently applied to this domain and emerging research efforts will also be discussed

    Blending Systems Engineering Principles And Simulation-Based Design Techniques To Facilitate Military Prototype Development

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    Tactical communications represent a critical skill set to military training at the individual service level and to the joint military community. As the complexity of the operational environment increases, the methods and devices employed to address tactical communications training follow suit. One mitigation approach incorporates simulation tools by merging live training elements with virtual, or simulated, training devices. Thus, integrating live and virtual components is particularly important to the tactical communications training domain. A logical step in the advancement of live-to-virtual (LV) communications is the development of a device capable of merging, managing, and allocating multiple requests for live radio resources in a dynamic live, virtual, constructive (LVC) configuration. This paper details the application of systems engineering principles and simulation-based design to the development of a prototype Integrated Live-to-Virtual Communications Server (ILVCS). A detailed discussion of the developmental approach and its impact upon cost, schedule, and technical risks is provided. © 2007 IEEE

    Virtual Reality In The Training Environment

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    This chapter explores the role of virtual reality (VR) systems in the military training environment. It begins with a discussion of some of the current and future training challenges that VR can solve. These include enabling the warfighter to continue training despite the ever-increasing operational tempo and enabling the military to provide low-cost deployable training systems. In order to provide a framework for understanding these challenges, and some of the ongoing efforts that address them, a real-world VR application is described. Once this framework is established, the chapter then moves to an exploration of the enabling technologies that can be brought to bear on these challenges. This includes both instructional technologies as well as hardware/software technologies. Each technology is matched with a discussion regarding how these technologies can be integrated into a single VR training system within the detailed real-world example application. This chapter ends with a brief discussion of future directions for VR-based training technologies
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