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)
14Training 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
33PreOp 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!
50MIST 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
51MIST 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)
52MIST VR - GUI
(www.vrweb.com/docs/news/mist.htm)
53MIST 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?
54MIST 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)
55MIST 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)
56MIST 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)
57The Taffinder study - continued
(Taffinder et al., 1998)
58MIST 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
59Laparoscopic 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
60Trauma Center simulation using the Wii
Series of surgery games produced by ATLUS
(www.atlus.com) for Nintendo game systems
61Tools 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
63Orthopedic 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)
64Orthopedic rehabilitation- Ankle
The Rutgers Ankle rehabilitation system(2000)
65Orthopedic rehabilitation- Ankle
Remote monitoring station
The Rutgers Ankle rehabilitation system(2002)
Dual platforms
VC 8.3
Telerehab
662003-2004 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
672005 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)
68Stroke 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.
69Stroke 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)
70Stroke patient trials at Rutgers (2000)
VC 8.4
VC 8.5
71Stroke rehabilitation - Rutgers
72The 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
96Army use of VR
De-mining trainer
Standard military probe
Head Mounted Display
HMD view
PHANToM arm
97Army 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
102Army 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
107VESUB 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.
108Naval 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
109Naval Artillery Trainer
- System consists of tracked HMD, real gun with
sensorized trigger, and a PC running the
simulation. There is also a commander station.
110Naval 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
111Air 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
112Air Force Applications
- Needs to allow remote team training distribute
mission training (DMT) trains in dissimilar Air
Combat Tactics