远征作战训练的虚拟技术与环境(专题讨论)

D. Lyons, J. Cohn, D. Schmorrow
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引用次数: 6

摘要

摘要:近十年来,基于虚拟环境(Virtual Environment, VE)的训练系统在军事训练领域得到了广泛应用。这些系统具有占地面积小、快速重新配置和增强培训交付等优点。此外,它们似乎为缺乏低成本培训系统的市场提供了极大的缓解,并具有作为有效培训工具的巨大潜力。然而,人的因素往往被认为是理所当然的,系统的设计是为了融入最新的技术进步,而不是从培训和人为因素的角度出发,专注于增强用户在ve中的体验。正是这种设计理念的转变,从以技术为中心到以人为中心,代表了开发有效的基于虚拟现实的培训系统的下一个,也是最大的挑战。与虚拟现实的互动涉及个体在虚拟世界中有效执行基本感知-感觉-运动任务的能力。更具体地说,这可能涉及到在虚拟现实中移动、操纵虚拟物体、定位虚拟声音、适当处理物理约束或执行视觉任务的能力(即区分颜色;法官的距离;搜索、识别和估计物体的大小)。交互技术包括多模态3D显示和输入设备、实时渲染和分布式仿真(即通过网络化VE系统进行多用户交互)。这些技术定义了如何描绘环境以及环境如何响应用户操作。新的交互技术的设计、综合和分析将基于我们对虚拟现实中人类感知和行为的不断加深的理解。需要工具来提供对交互质量的更全面的评估。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Technologies and Environments for Expeditionary Warfare Training (panel)
Abstract : Over the past decade, Virtual Environment (VE)-based training systems have become commonplace within the military training domain. These systems offer such benefits as small footprint, rapid reconfiguration, and enhanced training delivery. In addition, they appear to offer significant relief for a market starved for low cost training systems, and hold great potential as effective training tools. Yet, all too often the human element is taken for granted, with systems being designed to incorporate the latest technological advances, rather than focusing on enhancing the user's experience within the VE-both from a training and human factors perspective. It is precisely this shift in design philosophy, from techno centric to human centric that represents the next, greatest, challenge to developing effective VE-based training systems. Interaction with VE involves the ability of individuals to effectively perform essential perceptualsensory- motor tasks within the virtual world. More specifically, this can involve the ability to move about the VE, manipulate virtual objects, locate virtual sounds, deal appropriately with physical constraints, or perform visual tasks (i.e., discriminate colors; judge distance; search for, recognize, and estimate the size of objects). Interactive technologies include multi-modal 3D displays and input devices, real-time rendering, and distributed simulation (i.e., multiple user interaction through networked VE systems). These technologies define how the environment is portrayed and how it responds to user actions. The design, synthesis, and analysis of new interaction technologies will be based on our growing understanding of human perception and action in VEs. Tools are needed to provide a more comprehensive assessment of the quality of interaction.
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