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Title: PCbased Telerehabilitation System with Force Feedback


1

Electrical and Computer Engineering Dept.
Traditional Applications of VR
2

Application (training, education, etc.)
System architecture
3

Types of VR Applications
  • VR is having a resurgence in traditional and new
    markets
  • Traditional markets are medical,
    entertainment/arts/education and
    defense/aerospace
  • Emerging markets are manufacturing, oil/gas
    exploration, data visualization

4

CyberEdge Information Services Survey 2002
5

MEDICAL APPLICATIONS OF VR
  • Are needed in order to better train medical
    students and doctors alike
  • Allow errors to be made on virtual rather than
    real patients
  • Allow rare cases to be modeled and studied
  • Alleviate the animal rights controversy and the
    shortage of cadavers problem
  • Permit more enjoyable and efficacious treatment
    for patients (example rehab)
  • Allow more realistic examination (board exams)
  • Allow reduction in medical costs (less liability
    suits, cheaper training emergency response).

6


MEDICAL VR Virtual Anatomy
  • Everett Koop, former US Surgeon General observed
    in 1993 that
  • The medical knowledge we have today is 20 times
    as great as when I went to medical school, but in
    that time, the teaching methods havent changed
    much..
  • Interactive anatomy teaching is needed since
    cadaver training is non-repetitive and scarce
  • Visible human dataset is the first completely
    realistic model for both male and female Is a
    de-facto standard for algorithm comparisons
  • It is however huge, so cannot be rendered in
    real time. Needs model segmentation and
    decimation. Such models are sold by Visible
    Productions Co. (http//visiblep.com/)

7


MEDICAL VR Virtual Anatomy
8

MEDICAL VR Virtual Anatomy
9

MEDICAL VR Anatomic VisualizeR
10

Medical VR applications
Diagnostic and triage
Anesthesia (IV, epidural)
Surgery (emergency, MIS, open)
Rehabilitation
11

Training in Emergency Medical Response to
Bio-terrorism
  • Training in bio-warfare response is not
    practical with current live exercise methods.
    No true casualties, very expensive to organize
    rarely done.
  • VR allows casualties to die, is much cheaper
    to organize, can be done locally, without
    requiring EMT personnel to travel away from their
    township.

Real Response to Bio-terrorism
Avatar in protective suit
(Stansfield et al., 2000)
12

Training in Emergency Medical Response to
Bio-terrorism
  • Training scenario airport explosion with
    casualties and propagation of Staphilococus
    Enterotoxin (germ warfare)
  • Highly stressful situation awareness training
    where timing counts. Tasks have to be done
    correctly and fast.

Simulation view of airport
Propagation of toxin
(Stansfield et al., 2000)
13

Training in EMR - system block diagram
(Stansfield et al., 2000)
14
Training in EMR - system communication diagram
Adapted from (Stansfield et al., 1998)
15

Training in EMR -continued
  • Intelligent objects help in grasping operations
    as the user/trainee lacks dexterity (no finger
    position measurement)
  • Intelligent objects can be queried by the
    simulation about their status

(Stansfield et al., 2000)
16

Training in EMR -continued
  • Virtual patient is driven by a state machine
    (finite state automata)
  • It changes state based on disease progression,
    or as a response to users input
  • Responses are specific to disease, example eye
    reflex is absent for head trauma, skin color
    changes for pneumothorax, etc.

(Stansfield et al., 2000)
17

Training in EMR Human Factors study
  • Human factors evaluation of the simulator was
    performed in 1999 at Texas AM University on 23
    EMT subjects
  • All subjects were volunteers, and screened for
    simulation sickness, medication and poor vision
  • Subjects had no experience with VR

18
  • Had to fill in a subjective evaluation
    questionnaire (score 1 lowest 5 highest)

Training in EMR Human Factors study
19

Training in EMR Human Factors study
(Stansfield et al., 2000)
20

Diagnostic of Prostate Malignancies
  • Prostate cancer second leading cause of death
    among men 25 of patients die
  • Detection of palpable nodules through digital
    rectal exam (DRE) is a strong indication of
    cancer (50 of palpable prostate nodules are
    malignant)
  • Prostate can be in one of four stages normal,
    enlarged, incipient malignancy (single nodule),
    advanced malignancy (cluster of nodules)
  • DRE is taught in medical schools in a primitive
    way (a turret with rubber models that the student
    can palpate and blindly diagnose)
  • Limited training on patients, no follow up, no
    online data on student proficiency, no confidence
    after graduation, discomfort for patient, etc.

21

Rutgers DRE trainer
  • A prostate DRE trainer was developed at Rutgers
    using a PHANToM, an SGI High Impact workstation,
    and a mechanical board to restrict movement

(Burdea et al., 1999)
22

Rutgers DRE trainer - continued
  • The system was programmed using OpenGL for
    graphics and GHOST for haptics

(Burdea et al., 1999)
23

Rutgers DRE trainer - continued
  • Prostate model was simplified to 200 vertices,
    with each malignancy constructed of 100 vertices.
    Malignancies were detected based on optimized
    vertex search approach, due to the 1000Hz
    requirement of the PHANToM

(Burdea et al., 1999)
24

Rutgers DRE trainer - continued
  • Virtual nodules could be placed randomly on the
    north-south, east-west lobes of the prostate.

(Burdea et al., 1999)
25

DRE Human factors trials
  • In order to ascertain efficacy as a trainer, a
    number of human-factor trials were performed in
    1998
  • There were three groups
  • First group was 22 non-medical student
    volunteers (16 male and six female)
  • Second group were 4 tired urology residents
    (after 24 hours emergency room rotation)
  • Third group were other volunteer urology
    residents from UMDNJ.
  • Subjects in the first two groups used the
    PHANToM for force feedback, while the third group
    (control) used traditional rubber models
    (turret)
  • Only subjects in the second group used the
    mechanical restricting board.

26

DRE Human factors trials - continued
  • First subjects were trained for five minutes on
    the use of the PHANToM and then they palpated
    virtual prostates that were visible on the
    screen. The prostates were in wire-frame mode,
    such that malignancies were visible
  • During examination mode the screen was blank
    (they had only force feedback to based the
    diagnosis on)
  • Each subject was given 12 random cases to
    diagnose, with three-minute rest periods between
    groups of four cases
  • Variables recorded were length of time to
    diagnose (sec.), the diagnosis given, and the
    correct diagnosis

27

Diagnosis accuracy vs. case type
(Burdea et al., 1999)
28

Time to diagnose vs. case type
(Burdea et al., 1999)
29

DRE task learning
30

Endoscopic Examinations
  • Routinely done to detect cancer and other
    diseases Done by inserting a flexible viewing
    device (the endoscope), which projects an image
    of the body on a monitor
  • Depending on the region of interest these
    procedures are called bronchoscopy (for the
    lungs), angioplasty (for the circulatory
    system), or colonoscopy for the colon.
  • The are invasive procedures, require patient
    anesthesia, and can lead to injury, if done
    badly
  • So endoscopic procedures require training, as
    well as a minimum of procedures done annually, to
    maintain skill.

31

Endoscopic Examinations - continued
  • One training system is the PreOp bronchoscopy
    simulator developed by HT Medical (now part of
    Immersion Co.).

VC 8.1
32

PreOp Study
  • Study done to determine efficacy in training
    novice physicians
  • An experimental group of five physicians-in-train
    ing with no endoscopy experience and a control
    group of four experienced physicians with more
    than 200 endoscopic procedures each
  • The experimental group had 4 hours of training
    on PreOp the control group had only 30 minutes
    of familiarization with the simulator

33
PreOp Study - continued
  • Then both groups had to inspect the airways of a
    normal virtual patient.
  • The variables measures were speed (duration of
    bronchoscopy), dexterity (number of contacts with
    the virtual bronchial wall), and accuracy (number
    of segments missed).
  • The speed of experts was better, but their
    accuracy was poor (29 missed segments vs. only
    4.5 for the novices).
  • Results were confirmed on a mannequin (17 missed
    segments vs. no miss).

34

Endoscopic procedures Virtual Colonoscopy
  • Colonoscopy is a screening procedure that can
    save lives (90 of colon cancers found early are
    treatable)
  • Advantages of virtual colonoscopy Non invasive,
    does not require anesthesia, is much faster (15
    minutes vs. hours)
  • An algorithm extracts the colon wall, performs
    electronic cleansing, and then reconstructs the
    3D profile of the colon
  • Another algorithm then allows a virtual camera
    to fly through the reconstructed colon looking
    for polyps.

35

Endoscopic procedures Virtual Colonoscopy
  • The virtual camera can travel the whole length of
    the colon, which is not possible with real
    flexible endoscopes
  • Has the same detection rate as real colonoscopy
    for polyps larger than 5 mm.
  • Found 3-mm polyps which were missed by regular
    colonoscopy

36

Endoscopic procedures Virtual Colonoscopy
Virtual colonoscopy movie www.viatronix.com
37

Medical VR applications
Diagnostic and triage
Anesthesia (IV, epidural)
Surgery (MIS, open)
Rehabilitation
38

Intravenous Procedures Trainer
  • Insertion of IV needle is high-volume procedure
    which is also a leading cause of infections and
    discomfort for patients.
  • Present teaching methods are inadequate and
    nurses learn on patients
  • This leads to low retention of nurses (high
    turnover rates) and
  • patient complications.

39

I.V. Trainer
  • HT Medical developed the
  • CathSim simulator
  • 1-DOF needle simulator with
  • force feedback.
  • The case library has six types
  • of patients from drug user to
  • geriatric female.

VC 8.2
40

Medical VR applications
Diagnostic (palpation)
Anesthesia (IV, epidural)
Surgery (MIS, open)
Rehabilitation
41

Open surgery - Anastomosys
  • Open surgery has advantages and disadvantages
    Requires skill for suturing of two blood vessels
    anastomosys
  • Boston Dynamics developed a pilot system for
    training in VR

(www.bdi.com/Anastomosis.html)
Stereo glasses
Half-mirror
PHANToM arm
PHANToM arm
42

Anastomosys - continued
  • The blood vessels are modeled using the TELEOS
    spline-based toolkit
  • Vessels are textured to increase realism
  • Trainee holds real surgical tools (tweezers,
    needle holder, etc) for increased task realism.

(www.bdi.com/Anastomosis.html)
Needle insertion task
Blood vessel being deformed
43

Anastomosys Human factors study
  • An experiment was conducted to compare the
    medical students and vascular surgeons using the
    VR surgical trainer
  • The task consisted of repeated insertion of a
    curved needle through a simulated vessel
  • The two groups were 12 students (Harvard Medical
    School), and 9 Boston area surgeons
  • Each group performed the task nine times
  • Results showed that the trainer was able to
    measure surgical skill differences and thus may
    be a tool for (future) board/certification
    examinations.

(www.bdi.com/Anastomosis.html)
44


Anastomosys human factors - continued
  • The variables used to gauge performance were
  • Time
  • Accuracy
  • Angle error
  • Peak force
  • Tissue damage
  • Surface damage
  • Overall score.

Screen view of the trainer
(www.bdi.com/Anastomosis.html)
45

Anastomosys human factors study - continued
  • Surgeons did better than students by having less
    tissue damage
  • There was also less learning for the surgeons,
    and more uniformity as a group.

(www.bdi.com/Skills_test.html)
46

Anastomosys human factors study - continued
  • Individual task performance (normalized over
    surgeons performance)

47

Anastomosys Human factors study
  • Subjects learning process exemplified by
    overall score

(www.bdi.com/Skills_test.html)
Surgeons
Overall score ()
Medical
students
Trial Number
48

Minimally-Invasive Surgery (MIS)
  • Many current surgical procedures are done
    minimally invasive
  • MIS has advantages for the patient
  • less hospital stay (from one week to less than
    one day)
  • less scarring (three 1-2 cm cuts)
  • faster recovery.
  • MIS has disadvantages for the surgeon
  • loss of direct (3D) view of the cutting area
    has to look at a 2D monitor
  • loss of tactile feedback, which is filtered by
    the laparoscopic instrument (stick with a
    handle)
  • the fulcrum effect due to the orifice in the
    body

49

MIS - continued
  • The fulcrum effect cannot be compensated by
    increased attention
  • Requires training to automate the
    proprioception
  • Training should not be done on animals, much
    less on patients!

50
MIST VR
  • The Minimally Invasive Surgical Trainer in
    Virtual Reality (MIST VR) developed in UK is a
    computerized system to train and asses MIS skills
  • In consists of a PC coupled with an Immersion
    Laparoscopic Interface (dual hand version)
  • No force feedback is provided

51
MIST VR
  • The simulation consists of six 3-D
    manipulation/cutting/burning tasks of graduated
    difficulty
  • Task time, motion length, errors, are measured
    transparently and available remotely to the
    instructor.

(www.vrweb.com/docs/news/mist.htm)
Equivalent MIST VR task
Real laparoscopic task (tissue burning)
52
MIST VR - GUI
(www.vrweb.com/docs/news/mist.htm)
53
MIST VR - Evaluation
  • The goal is to have objective measures of
    surgical skill, and to train MIS surgeons in an
    uniform way.
  • MIST VR was evaluated to determine
  • Does training on MIST VR make a difference?
  • Does it work as a skill evaluator (with possible
    use in surgical license examinations)? I.e. is
    the system sensitive enough to detect skill
    differences between experienced and inexperienced
    subjects?

54
MIST VR - The Gallager study
  • Used two groups of novice MIS surgeons, with
    eight subjects each
  • The experimental group got training on MIST VR
    doing two complete (6 tasks each) sessions in 24
    hours. The control group got no training
  • Following training, both groups were evaluated
    on their surgical skills on a non-VR (real) task.
    Task consisted of cutting correctly a pattern of
    lines on a piece of paper, using the laparoscopic
    instruments (with fulcrum effect)
  • There were 10 trials of 26 cuts each

(Gallager et al., 1999)
55
MIST VR - The Gallager study
Adapted from (Gallager et al., 1999)
Maximum number of correct incisions in a trial
26 STD in Trial 1 was 1.75/3.16 STD in
Trial 10 was 1.99/3.16)
56
MIST VR - The Taffinder study
  • Done at the Imperial College of Medicine in
    London looking at the use of MIST VR as an
    evaluation tool
  • Three experimental groups of 10 subjects each
    consisted of
  • experienced surgeons (gt 100 laparoscopic cases)
  • trainee surgeons
  • non-surgeons
  • All groups were put on MIST VR and performed the
    first five tasks as training
  • The last MIST VR task, requiring two-hand
    manipulation was then used to assess surgical
    skill.

(Gallager et al., 1999)
57
The Taffinder study - continued
(Taffinder et al., 1998)
58
MIST VR - continued
  • It is in current use at the European Surgical
    Institute (Germany)
  • In 2000 over 10,000 trainees took classes
    there, and reported a 30 improvement in basic
    skills after using the MIST-VR trainer
  • Most reported that haptics needed to be added

59
Laparoscopic Surgical Workstation
  • Immersion Co. has recently introduced the
    Laparoscopic Surgical Workstation, with force
    feedback for insertion, pitch, yaw, handle twist
    and handle grip
  • Works with a PC, being connected over a PCI
    card.
  • Has more realistic graphics (through LapSym
    software).

http//www.immersion.com/medical/docs/LSW_data_she
et.pdf
60
Trauma Center simulation using the Wii
Series of surgery games produced by ATLUS
(www.atlus.com) for Nintendo game systems
61
Tools used in the game
The Wii Remote allows for precision controlling
of the tools. The action is also felt with the
built-in Rumble feature. Each surgical tool is a
different direction on the Control Stick. The
player operates with both hands
Stitches use the needle to suture incisions and
other delicate areas.
Surgical Laser the laser incinerates tumors and
viruses.
Bandages end an operation by applying tape to
the sutured area.
Scanner it's used to find concealed tumors or to
magnify affected areas.
Syringe this is necessary for injecting various
medications.
Antibiotic Gel a potent medication used for
disinfection that can also heal small wounds.
Forceps extract harmful materials and pick up
delicate objects like synthetic membranes.
Scalpel a blade to make incisions and
excise/remove tumors and other objects.
Hand take a hands-on approach to various
actions, such as heart-massage and membrane
application.
Drain a long tube for removing fluid from the
area of operation, primarily blood.
62

Medical VR applications
Diagnostic (palpation)
Anesthesia (IV, epidural)
Surgery (emergency, MIS, open)
Rehabilitation
63
Orthopedic rehabilitation- Ankle
  • 1.3 million people visited emergency rooms in US
    in 1998 because of ankle problems
  • 1.2 million visits to physicians offices for
    ankle sprains and 675,000 visits for ankle
    fractures
  • 25,000 people sprain their ankle every day
  • Source American Academy of Orthopedic Surgeons
    (http//orthoinfo.aaos.org/fact)

64
Orthopedic rehabilitation- Ankle
The Rutgers Ankle rehabilitation system(2000)
65
Orthopedic rehabilitation- Ankle
Remote monitoring station
The Rutgers Ankle rehabilitation system(2002)
Dual platforms
VC 8.3
Telerehab
66
2003-2004 study
  • 8 patients chronic post-stroke exercised on the
    Rutgers Ankle for 12 sessions (4 weeks)
  • The first three weeks the therapist was present
    in the room. The last week the therapist was in a
    different room, controlling at a distance.

Movement accuracy
Ankle movement repetitions
67
2005 study at Harvard
  • 4 patients chronic post-stroke exercised on the
    Rutgers Ankle, 2 with VR, 2 without VR (acting
    as controls)
  • Significant differences in walking speed and
    distance walked in a 6-minute walk endurance test
    (Mirelman et al., 2006)

68
Stroke rehabilitation
  • There are 4 million Americans that survived a
    stroke, and 500,000 are added each year. In the
    chronic phase they do not receive rehab
  • Holden and colleagues at MIT developed the
    teaching by imitation method of rehab
  • Tests on 9 patients underwent 30 one-hour rehab
    sessions, three times/week
  • Significantly higher shoulder flexion and grip
    strength post VR-rehab.

69
Stroke patient trials at Rutgers (2000)
  • The group at Rutgers/UMDNJ/NJIT developed
    game-like exercises
  • Each VR-based rehabilitation session consisted
    of four exercises of N trials each. Each
    individual exercise concentrates on one
    particular parameter of hand movement
  • RANGE
  • SPEED
  • FRACTIONATION (Individual Movement)
  • STRENGTH

(Jack et al., 2000)
70
Stroke patient trials at Rutgers (2000)
VC 8.4
VC 8.5
71
Stroke rehabilitation - Rutgers
72
The good news...
73

VR Psychological rehabilitation
  • Used to treat eating disorders, post-traumatic
    stress disorders, and phobias
  • Patients with phobias may be afraid of heights,
    confined spaces, animals, speaking in public or
    fear of flying.
  • Classical treatment of phobias is exposure
    therapy in which patient gets controlled
    amounts of stimulus, in order to desensitize
  • Classical treatment is expensive, risky, and
    poses problems with patients confidentiality.
  • VR therapy has advantages
  • on a PC in doctors office (privacy)
  • safer (like fear of spiders or snakes)
  • cheaper (no need to take patient on an actual
    flight).

74

VR Psychological rehabilitation
  • Fear of flying therapy developed at Georgia Tech
    and Emory University
  • Uses a PC and HMD The software has a state
    machine

Fear of flying
75

VR Psychological rehabilitation
  • Patient controls progression through a set of
    progressively harder situations taxiing, take
    off, level flight, aborted landing and landing
  • Controlled study on 45 subjects showed VR to be
    as effective as standard exposure with a 92
    retention of gains after a year.

76

VR Cognitive Rehabilitation
  • For patients with Alzheimers disease, traumatic
    brain injury, and children with attention
    deficit/hyperactivity disorder
  • For AD/HD trackers are used to register
    restlessness. 3-D sound is provided as
    distractions. Subjects see a virtual classroom. A
    study showed that the system can diagnose ADHD.

77

VR for Post-Traumatic Stress Disorder (PTSD)
  • It is found is war veterans as well as those
    exposed to acts of terrorism (such as the World
    Trade Center destruction)
  • Studies at USC use Full Spectrum Warrior game
    engine to adapt it for training of Iraq veterans
  • Research in New York at the Cornell Medical
    Center train survivors of 9/11

Full-spectrum warrior
World Trade Center
78

VR Education Applications
  • Learning is constructivist, constructionist,
    and situated.
  • Constructivist learning involves exploration of
    pre-built world
  • Example is CyberMath developed in Sweden for
    college students

79

VR Education Applications
  • Another example of exploration-based learning is
    the Virtual Physics Laboratory to teach
    high-school students Newtonian and Quantum
    Physics
  • Students interact with the simulation using a
    sensing glove and virtual control panels.
    Students are more motivated and understand 3D
    concepts better compared to other methods of
    instruction.

80

VR Education Applications
  • Constructionist learning involves active
    building of a world
  • An example is the NICE project to teach
    gardening to elementary school children they
    used a CAVE and ImersaDesk to interact with VEs
    showing a virtual garden.

81

VR Education Applications
  • The system was tested on 52 second-grade
    students
  • They were divided in groups with a leader that
    interacted with the simulation the garden had
    avatars to represent team leaders and
    intelligent agents (plants).
  • The percentage of children understanding
    gardening concepts went from 12 (before) to 35
    (after), most being the team leaders.

82

VR Arts Applications
  • VR is a medium for artists to create in
  • It is also a new way to experience and explore
    art very useful for art historians
  • It allows preservation of cultural heritage in
    VR
  • It increases access to art for people living in
    remote locations, or for the handicapped through
    virtual museums.

83
  • Original statue created by Michelangelo in the
    XVI-th Century as his tomb monument
  • Recreated in VR by a team at IBM over a period
    of two weeks, using stereo scanners and
    co-registered color digital photos to produce a
    mm-level of detail.

Virtual Florentine Pietà
Virtual statue
Real statue
84

VR Arts Applications
  • A 3-D viewer (low resolution) allowed
    interactive frame rates on a laptop for art
    historians
  • Views not possible in a museum
  • The statue was restored in VR adding missing
    parts
  • It was placed in context in a virtual
    mausoleum.

85

Virtual Heritage
  • Groups replicas of famous archeological,
    architectural and natural sites In 2000 the
    Virtual Heritage Network (www.virtualheritage.net)
    was formed as a UNESCO affiliate.
  • The recreation of a virtual heritage model
    starts with architectural plans, historical
    documents and visit to the actual site to acquire
    photos (used later for textures).
  • Light measurements need to be made for input to
    radiosity computations.
  • Care for cultural sensitivities, as models are
    placed online..

86

Virtual Heritage SS Sergius and Bachus
(Istambul)
  • Created by a group at University of Geneva
  • Consists of a 18,000 polygon exterior model and
    a 59,000 polygon interior model created using 3D
    Studio Max Uses light maps.

Model viewed in VRML 97
87

Virtual Heritage SS Sergius and Bachus
(Istambul)
  • The VRML viewer assured 30 frames/sec with 2-cm
    geometrical accuracy
  • A custom VRML extension (to allow
    multi-texturing) was subsequently used to
    increase realism, but frame rate dropped to 10-26
    fps.

Custom VRML 97
88

Virtual Heritage
  • Virtual Notre Dame the best known church in
    Europe (took 200 years to complete).
  • Modeled using the Epic Unreal engine (normally
    used in game creation).

89
  • Virtual tours with a guide who is a friar avatar
    (1200 textured polygons). Had predetermined
    motion sequences.
  • An AI engine drives his behavior, based on input
    from proximity sensors placed at various
    locations inside the virtual cathedral

Virtual Notre Dame
90

VR Entertainment Applications
  • PC games pose a serious threat to the
    traditional arcade-based VR entertainment
    applications

Adventure games Lara Croft
Strategy games - StarCraft
91
How about haptics and wind and ambient light?

(amBX, Phillips, 2007)
92
Games are migrating to cell phones
  • Mobile phones have cameras, which means that
    GestureTeks vision gesture recognition runs on
    them too.
  • Tilt a World is the fastest selling video game
    for cell phones. It was developed by a team
    headed by Manjula Kuttuva (former researcher in
    my lab at Rutgers).

93
  • Disney has constructed Disney Quest a building
    full of arcades
  • Allow feedback effects not possible at home, and
    multiplayer games. An example Pirates of the
    Caribbean motion platform
  • Passive tactile feedback, stereo graphics (SGI)

VR Entertainment Applications
94

VR Entertainment Applications
  • Disney also developed the Virtual Jungle
    Cruise on inflatable rafts. Pneumatic motion
    platform, sensorized oars and water sprays add to
    the feeling of immersion.

95

VR Military Applications
  • The military has traditionally been a proponent
    of VR since it offers many advantages
  • Ability to train remotely as a team (SIMNET)
    reduced transportation/housing costs and reduced
    environmental impact
  • Aircraft simulators that are programmable and
    modular, and allow a shorter life cycle
  • Ability to simulate missions ahead of execution,
    as well as an advanced debriefing (after mission)
    modality
  • Ability to visualize enemy weapon capabilities
    in order to reduce casualties
  • Ability to train individual solders in new
    weaponry, as well as evaluate trainee performance

96
Army use of VR
De-mining trainer
Standard military probe
Head Mounted Display
HMD view
PHANToM arm
97
Army use of VR
Mockup of rocket launcher
Head Mounted Display
Stinger trainer
Sensing switch
Stinger rocket trainer developed by TNO (Holland)
in early 90s.
98

Army use of VR
  • The system is in use in Germany 1999
  • It allows team training with two users, a gunner
    and a commander
  • Each trainee wears a high-resolution HMD (1280 x
    1024) due to the task of spotting airplanes
    remotely
  • Each trainee is tracked and their position is
    mapped to avatars

Stinger trainer in Germany
Gunner
Commander
(Reichert, 2000)
99

100

Small Arms Trainer (CST 300D)
  • Configuration
  • Standard LCD projector
  • Standard Hit Camera
  • Optional Night-Vision Filter
  • Optional Ceiling Mount
  • Joystick controls movement during tactical
    scenarios.
  • Each PSC supports 8 weapons
  • Provides
  • Individual marksmanship skills training
  • Team and squad level tactical training
  • Enhances Instructors ability to analyze
    shooters performance

101

Weapons Devices
FATS utilizes live weapons converted into
simulated weapons. This provides students with
the best, realistic training.
Rifles M16, M203, SA80, MP5, SA80 - Isw
Machine Guns M249 SAW, M240
Pistols 9mm, Magnum, Sig, M9
Shotguns
Crew served AT-4, M72 LAW
Kits MK-19
Small arms
102
Army use of VR Platoon leadership training
  • Needed to improve decision making by young
    officers, in unusual situations Creates mission
    rehearsal exercises
  • Example an accident between a military jeep and
    a civilian car in Bosnia
  • The only real character is the trainee

VC 8.6
103

Army VR Applications Battalion-level
simulations
  • The Simulation Network (SIMNET), to train tank
    commanders in a virtual battlefield Uses dead
    reckoning, intelligent agents (Semi-autonomous
    forces SAFOR)
  • Has stealth vehicles to look at a battle from
    any angle and at any time like a 4D history
    book
  • (used in the first Gulf War)
  • Limited terrain database 50x75 km2

104

Army VR Applications
  • The Close Combat Tactical Trainer (CCTT) is a
    replacement of earlier SIMNET, with a larger
    terrain database, several weather conditions, and
    communication with supporting elements
  • Example Aviation CCTT (or AVCCTT)

105

Army VR Applications
  • The Close Combat Tactical Trainer (CCTT) system
    consists of fixed or mobile sites which are
    modular to allow various helicopter missions to
    be simulated

AVCATT
106

Navy VR Applications
  • The VESUB project to train officer of the
    deck. Consists of a station that recreates the
    command station, a suspended and tracked HMD
    (CRT-based) which works as virtual binoculars,
    voice communication, and AI agents. System is now
    in use at the Submarine School in Grotton,
    Connecticut.

VC 8.7
107
VESUB Simulation
  • The VESUB system was tested in 1998 on 41
    subjects participating in a 3-hour simulation
    (familiarization, training, examination)
  • Results showed significant task learning on
    skills like
  • issuing correct commands
  • checking range markers
  • using correct commands during emergencies (like
    man overboard).
  • Most learning occurred in novice users (Officers
    of the Deck)
  • Experienced users had no learning (or negative
    learning), probably due to conflicts with prior
    mental image or due to lack of interest.

108
Naval Artillery Trainer in the British Royal Navy
  • Needed to alleviate environmental concerns and
    to save on training costs

Close-range naval gun
Traditional shore-based trainer
109
Naval Artillery Trainer
  • System consists of tracked HMD, real gun with
    sensorized trigger, and a PC running the
    simulation. There is also a commander station.

110
Naval Artillery Trainer
  • A third PC is dedicated to the Instructors
    Station System was placed in service in 2001

Gunner Director view
Scenario Control Interface view
111
Air Force Applications
  • Need for smaller, more mobile trainers. Two
    approaches The A10 trainer and the Mako virtual
    cockpit.
  • A10 uses real cockpit and side-by-side displays
  • Mako uses HMD, and virtual instruments, glove
    interaction.

A10 trainer
Mako virtual cockpit
112
Air Force Applications
  • Needs to allow remote team training distribute
    mission training (DMT) trains in dissimilar Air
    Combat Tactics
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