Virtual reality applications: Difference between revisions

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[[File:100304-A-8002L-059 (4419719259).jpg|thumb|U.S. Marines from [[2nd Battalion, 8th Marines|2nd Battalion, 8th Marine Regiment]] walk through a scenario during a Future Immersive Training Environment (FITE) joint capability technology demonstration at [[Camp Lejeune]] in 2010.|alt=]]
 
In 1982, [[Thomas A. Furness III]] presented the [[United States Air Force]] with a working model of his virtual flight simulator, the Visually Coupled Airborne Systems Simulator (VCASS).{{Citation needed|date=March 2017}} The second phase of his project, which he called the "Super Cockpit", added high-resolution (for the time) graphics and a responsive display.<ref name="Chesher 1994">{{cite web|url=http://cultronix.eserver.org/chesher/|title=Colonizing Virtual Reality: Construction of the Discourse of Virtual Reality|last=Chesher|first=Chris|date=1994|publisher=Cultronix|archive-url=https://web.archive.org/web/20160304125850/http://cultronix.eserver.org/chesher/|archive-date=2016-03-04}}</ref> The [[United Kingdom]] has been using VR in military training since the 1980s.<ref>{{Cite news|url=https://www.wareable.com/vr/how-vr-is-training-the-perfect-soldier-1757|title=How VR is training the perfect soldier|work=Wareable|access-date=2017-03-16}}</ref> The [[United States]] military announced the Dismounted Soldier Training System in 2012.<ref>{{Cite news|url=https://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded|archive-url=https://web.archive.org/web/20140309095735/http://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded/|url-status=dead|archive-date=March 9, 2014|title=DSTS: First immersive virtual training system fielded|publisher=US Army|access-date=2017-03-16}}</ref> It was cited as the first fully immersive military VR training system.<ref name="Virtual Reality Simulator">{{cite web|url=httphttps://www.army.mil/article/84453/ |title=Virtual reality used to train soldiers in new training simulator |date=August 2012 |publisher=US Army}}</ref>
 
Virtual training environments have been claimed to increase realism while minimizing costs,<ref name=":1">Shufelt, Jr., J.W. (2006) "A Vision for Future Virtual Training". In ''Virtual Media for Military Applications'' (pp. KN2-1 – KN2-12). Meeting Proceedings RTO-MP-HFM-136, Keynote 2. Neuilly-sur-Seine, France: RTO. Available from: http://www.rto.nato.int/abstracts.asp {{Webarchive|url=https://web.archive.org/web/20070613170605/http://www.rto.nato.int/Abstracts.asp |date=2007-06-13 }}</ref><ref>{{Cite journal|last=Smith|first=Roger|date=2010-02-01|title=The Long History of Gaming in Military Training |journal=Simulation & Gaming|volume=41|issue=1|pages=6–19|doi=10.1177/1046878109334330|s2cid=13051996|issn=1046-8781}}</ref><ref>{{Cite journal |last1=Bukhari|first1=Hatim|last2=Andreatta|first2=Pamela|last3=Goldiez|first3=Brian|last4=Rabelo|first4=Luis|date=2017-01-01|title=A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care|journal=INQUIRY: The Journal of Health Care Organization, Provision, and Financing|volume=54 |page= |doi=10.1177/0046958016687176|issn=0046-9580|pmc=5798742|pmid=28133988}}</ref> for example, by saving ammunition.<ref name=":1" /> In 2016, researchers at the [[United States Army Research Laboratory|U.S. Army Research Laboratory]] reported that instructor feedback is necessary for virtual training. Virtual training has been used for combined arms training and instructing soldiers to learn when to shoot.<ref name="Maxwell">{{Cite book|last=Maxwell|first=Douglas|date=2016-07-17 |chapter-url=https://www.researchgate.net/publication/304055177|volume=9740|pages=424–432 |doi=10.1007/978-3-319-39907-2_41|isbn=978-3-319-39906-5|title=Virtual, Augmented and Mixed Reality|series=Lecture Notes in Computer Science|chapter=Application of Virtual Environments for Infantry Soldier Skills Training: We are Doing it Wrong}}</ref>
 
Military programs such as [[Battle command knowledge system|Battle Command Knowledge Systems]] (BCKS) and Advanced Soldier Sensor Information and Technology (ASSIST) were intended to assist the development of virtual technology.<ref name=":1" /> Described goals of the ASSIST initiative were to develop software and wearable sensors for soldiers to improve battlefield awareness and data collection.<ref>"Technology evaluations and performance metrics for soldier-worn sensors for assist" BA Weiss, C Schlenoff, M Shneier, A Virts - Performance Metrics for Intelligent Systems Workshop, 2006</ref> Researchers stated that these programs would allow the soldier to update their virtual environment as conditions change.<ref name=":1" /> Virtual Battlespace 3 (VBS3, successor to the earlier versions named VBS1 and VBS2) is a widely used military training solution adapted from a [[Commercial off-the-shelf|commercial off the shelf]] product.<ref>{{cite web |url=https://bisimulations.com/products/virtual-battlespace|title=Bohemia Interactive Simulations|website=bisimulations.com|access-date=2018-08-22}}</ref> Live, Virtual, Constructive – Integrated Architecture (LVC-IA) is a U.S. military technology that allows for multiple training systems to work together to create an integrated training environment. Reported primary uses of the LVC-IA were live training, virtual training, and constructive training. In 2014, the LVC-IA version 1.3 included VBS3.<ref>{{cite web|url=https://www.army.mil/standto/archive_2015-archive/2015/05-/27/|title=STAND-TO!|website=www.army.mil|access-date=2018-08-22}}</ref>
 
=== Mining industry training ===