MANPADS VIRTUAL REALITY SIMULATOR

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1 MANPADS VIRTUAL REALITY SIMULATOR SQN LDR Faisal Rashid Pakistan Air Force Adviser: DrAmela Sadagic 2 nd Reader: Erik Johnson 1

2 AGENDA Problem Space Problem Statement Background Research Questions Approach Simulator development Feasibility Study Future Work Conclusion 2

3 PROBLEM SPACE Man Portable Air Defense Systems (MANPADS) Shoulder mounted surface to air missiles FIM92 Stinger, RBS-70, Mistral, SA-18 3

4 PROBLEM SPACE Form last layer of defense against aerial threats Used mainly for point defense Runways, bridges, important installations Salient features Heat seeking, Fire & forget weapons Few have Laser homing RBS-70 Effective range miles, Ft approx. Require initial info for visually acquiring target Some equipped with IFF (Identification Friend or Foe) 4

5 PROBLEM STATEMENT Limited choices for practicing procedures, aiming, firing and maintaining SA in a threat rich environment Very few or no live firing exercises available Realistic aerial scenarios not presented in live exercises 5

6 BACKGROUND Flat projection simulators Non immersive with limited FOV Cannot capture full spectrum of threat in environment KONUS simulator Breeze MANPADS simulator 6

7 BACKGROUND Dome Projection simulators VE display using complex projection system Hardware difficult to setup Configuration issues Centrally located Doesn t support daily training concept Less throughput Improved moving target simulator (IMTS) 7

8 RESEARCH QUESTION Ø Is it possible to develop a prototype simulation system that employs immersive virtual reality (VR) technology and passive haptics in support of selected set of skills and allow training for man portable air defense weapons in a multi-threat scenario? Ø Is it possible to use COTS systems to develop an immersivetraining system? 8

9 SCOPE Provide practice for attaining skills Tactical decision making Aiming while following operating procedures for acquiring and firing at the target Building SA in a threat rich environment 9

10 APPROACH Task analysis System requirements definition System design Selection of development environment System development Feasibility study 10

11 PROTOTYPE SIMULATOR DEVELOPMENT 11

12 DEVELOPMENT ENVIRONMENT Unity3D game development environment VR-Ready desktop PC HTC Vive headset and controller Immersive display with head tracking HTC controllers for orientation in 3D space Leap Motion 12

13 SYSTEM ARCHITECTURE HTC Vive Headset View update as per head rotation Unity engine VE generation Leap motion Stinger Launcher mockup HTC Vive controller fixture 13

14 3D ASSETS 3D Terrain models 14

15 3D ASSETS Hi-Res stinger launcher 3D model Lo-Res aircraft models 15

16 PASSIVE HAPTICS Launcher mockup crafting 3D printing for making launcher parts e.g. trigger assembly, gripstock 16

17 SIMULATION APP Stinger prototype simulation Complete firing sequence simulation Seeker missile fly out model Visual, audio & haptic effects 17

18 SIMULATION APP Attack aircraft generation Profile creation Weather & time of day incorporation 18

19 FEASIBILITY STUDY Assess system performance Change in frame rate using different terrain and scenery Frame rate while rendering different parts of the VE Use of different machines (desktop/laptop) to see system performance Perceive quality of tracking Hampering/Latency in scene update wrt. head motion Controller tracking wrt. mounted position on launcher Effect of leap motion on vive headset sensors Low vs high fidelity launcher mockup Effects of hand tracking on operation and immersive environment 19

20 FEASIBILITY STUDY Effects of hand tracking on operation and immersive environment Informal group demos for both types of (passive haptic) mockups Gathering comments on the system Ease of system operation Perception of aircraft in VE Visual stimuli response good enough for following procedure in time 20

21 FUTURE WORK Incorporation of realistic missile flight model Development of dedicated Instructor station Integration with other simulators for distributed training Usability study Training effectiveness study Transfer of training study 21

22 CONCLUSION 22

23 ACKNOWLEDGEMENTS Many thanks to MOVES sponsors for helping purchase different parts of development environment that were needed for this thesis research: NPS Lab recap: HTC Vive, VR workstation MOVES: 3D assets, clicker/input, water pipes NRP Additive Manufacturing project: Printed parts for passive haptic setup US Army: Leap Motion controller Custom switch 3D printed parts for passive haptics VR-ready workstation HTC Vive Home Depot water pipes

24 QUESTIONS? 24

25 DISCUSSION PRESENTATION TITLE 25

26 BACKUP SLIDES 26

27 Intent STUDENT THESIS PRESENTATIONS Show the range and scope of student thesis research Highlight student contributions to the field of Modeling and Simulation Give students a chance to present their work to a room full of M&S professionals and receive feedback. Format/Outline Title Slide Problem Statement Background Approach Results Future Work Time Limit 20 minutes each minutes presentation 5 minutes questions

28 PREVIOUS WORK LSO Trainer by Lt Gruenke, 2015 Occulus Rift view generation based off head tracking Leap motion hand motion tracking No passive haptics ISMT training transfer effectiveness by Capt Yates, 2004 ISMT Strengths & weaknesses and effective employment No score performance difference for ISMT trained vs untrained Quality difference in proficiency of trained vs untrained ISMT helps instructors understand trainees mistakes 28

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