Tuesday, 27 April 2021

Virtual and Augmented Reality: What’s Next for Military Training Technology?

 As a virtual reality (VR) and augmented reality (AR) has developed into popularity in the gaming and entertainment industries over the past few years, the ability of VR and AR allows for soaking levels that have never been experienced by previous users.

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Thus, it is not surprising that this technology is being evaluated for military training. Increasing immersion rates can directly correlate with an increase in the level of readiness. Some cases of use for VR and AR technology in military training include fire fighting simulations and battlefields, vehicle simulations, and virtual training camps, among others.


Head of Technical Head of Technical Head of Cubic Defense Andre Balta recently participated in a panel discussion on the topic of VR / AR in West, a main naval conference on the west coast. Balta shares its indoor insights and also at a glance about what cubic has done and is currently doing to include VR / AR into its military training system.

Also Read: Virtual Reality App Development Company


Andre Balta.

During the panel, Balta explained that typical simulation products have a system team, software and electrical engineers working to build, integrate and test. Computer-based training courseware (CBT) requires instructional system designers, psychologists and expert matter material. However, VR / AR technology requires more than three to four sets of skills, needed up to 10 different skills. These skolops range from human factor engineers, game developers and technical producers, in addition to all the skills needed for CBT products and simulations. Balta shows this is a unique skill of various industries organically programmed not to communicate in the same way. Cubic has spent the last five years building studios dedicated to the integration of all these unique skills.

Also Read: Virtual Reality App Development


Combining VR / AR into complex military training, both from a technical point of view and training training perspective. However, Balta states that there are new generation advanced learning products that can be used as platforms for content and art. For example, deep virtual cubic vessel environments (IVSE), a sophisticated learning product for the Littoral combat training program, supports the US Navy by placing training participants in a realistic 3-D virtual environment that teaches tasks fairly identical to Real - Life scenario. IVSE is built with the latest and greatest technology, offers the opportunity to "reuse" as a starting point for AR / VR applications. Traditional Legacy flight simulator, for example, may not be suitable for the reuse.


Virtual and augmented reality

 

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Balta describes other "impersive reality" that can be used for training, such as the collar that can be used which provides a scent of leaking fuel or haptic gloves that can simulate hot pipes. The future might be a combination of all these realities which ultimately provide an unmatched immersive training experience for users.

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Balta concluded the portion of the panel by noting, whether VR / AR was used commercially or for military training, training content was still king. At the end of the day, with a virtual system, trainees will use training content to train. The increase in soaking levels in which content sent will be a boost for future innovation. Naturally, the future for VR / AR in bright military training and only time problems until the real potential will be opened.

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