Research and Development

Real-time color blending of rendered and captured video

The Future of Mixed Reality: Issues in Illumination and Shadows

An Integrated Procedure for Measuring the Spatial and Temporal Resolution of Visual Displays

A Validation Methodology for Human Behavior Representation Models

Opening Up New Possibilities: Simulation-Based Tactics Mining

Adaptive and Modular M&S Configuration for Increased Reusability

Low Cost Virtual Cockpits for Air Combat Experimentation

Advanced Message Routing for Scalable Distributed Simulations

Load Balancing for Distributed Battlefield Simulations: Tradeoffs in Workload and Communications

Training in Virtual Environments:  Experimental Evaluations and Implementation Strategies

Within-Simulator Training Effectiveness Evaluation

Student vs. Software Pacing of Instruction: An Empirical Comparison of Effectiveness

Real-time translation of simulation data across multiple complex terrains

Digital Environment Data: Identifying Anomalies from Source to Final Databases

Myths and Truths of Interactive Volume Graphics

Building a Mobile Augmented Reality System for Embedded Training: Lessons Learned

Genetic Algorithm and Neural Network Hybrids for Controlling Mobile Robots

M&S within the Model Driven Architecture

Using Intelligent Agents to Control Teams of Robotic or Simulated Entities

 

 

Real-time color blending of rendered and captured video

 

Erik Reinhard, Ahmet Oguz Akyuz,

Mark Colbert, Charles E Hughes

School of Computer Science

University of Central Florida

Orlando FL

 

Matthew O’Connor

Institute for Simulation and Training

University of Central Florida

Orlando FL

 

Augmented reality involves mixing captured video with rendered elements in real-time. For augmented reality to be effective in training and simulation applications, the computer generated components need to blend in well with the captured video. Straightforward compositing is not sufficient, since the chromatic content of video and rendered data may be very different such that it is immediately obvious which parts of the composited image were rendered and which were captured.

 

We propose a simple and effective method to color-correct the computer generated imagery. The method relies on the computation of simple statistics such as mean and variance, but does so in an appropriately chosen color space - which is key to the effectiveness of our approach. By shifting and scaling the pixel data in the rendered stream to take on the mean and variance of the captured video stream, the rendered elements blend in very well.

Our implementation currently reads, color-corrects and composites video and rendered streams at a rate of more than 22 frames per second for a 720x480 pixel format. Without color correction, our implementation generates around 30 frames per second, indicating that our approach comes at a reasonably small computational cost.

2004 Paper No. 1502

This paper is available on the 2004 I/ITSEC CD ROM.

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The Future of Mixed Reality: Issues in Illumination and Shadows

 

Charles E. Hughes, Jaakko Konttinen, Sumanta N. Pattanaik 

School of Computer Science 

University of Central Florida 

Orlando, Florida 

 

Mixed Reality (MR) is a blending of real and virtual objects. How well that blending works is critical to a  user’s experience within an MR scenario. The focus of this paper is on the visual aspects of this blending;  other senses such as sound and haptics are covered elsewhere. 

 

Blending the real and virtual realities in MR requires that the virtual objects react properly to changes in  real lighting and that the real react properly to the insertion of virtual lights (e.g., a virtual flashlight). Even  more challenging, virtual objects must cast shadows on  real objects and vice versa.  Making this realistic  means that all such interactions must occur at interactive rates (30+ frames per second). 

 

Our research focuses on algorithmic development and implementation of these procedures on  programmable graphics units (GPUs) found commonly on today’s commodity graphics cards. The  algorithms we develop are tailored to take advantage of the parallel pipeline architecture of GPUs and to  carefully avoid some of the limitations found in currently available versions of these units.

2004 Paper No. 1883

This paper is available on the 2004 I/ITSEC CD ROM.

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An Integrated Procedure for Measuring the Spatial and Temporal Resolution of Visual Displays

 

Marc D. Winterbottom

Air Force Research Laboratory

Mesa, AZ 85296

 

George A. Geri

Link Simulation and Training 

Mesa, AZ 85296 

 

Bill Morgan

The Boeing Company 

Mesa, AZ 85296 

 

Byron J. Pierce

Air Force Research Laboratory 

Mesa, AZ 85296 

 

Spatial and temporal resolution are two of the most fundamental characteristics of visual displays, and yet they are  often incorrectly defined and specified.  In order to address this problem, we have developed techniques for  estimating both spatial and temporal resolution, and we have compared the resulting estimates to data obtained from  perceptual tasks.  The spatial resolution technique is based on a VESA standard (FPDM, Ver. 2.0), and was applied  to several CRT displays.  It was found that the pixel count does not adequately define display resolution when the  former exceeds the bandwidth of the display device.  In addition, the spatial resolution measurements were found to  correlate well with perceptual assessments of the orientation of target aircraft simulated at various distances.  The  temporal resolution technique involved measuring the response of various displays to simple light patterns that could  be flickered at up to 30 Hz.  Data obtained for CRT projectors indicated that temporal artifacts obtained with these  devices are due primarily to the limited frame rate of the image generator, rather than to limitations in the temporal  response of the projectors.  In addition, data obtained from liquid crystal on silicon (LCoS) projectors indicated that  their on- and off-responses are short enough to support 60 Hz simulator frame rates, but that the hold-time used to  maximize image luminance interacts with eye movements to produce temporal artifacts that can reduce the quality  of the displayed imagery.  The results of a perceptual test, based on the perceived separation of moving lines, were  consistent with the measured temporal resolution of the two displays. 

 

All measurement and analysis techniques described here have been implemented in a software package that is  available from AFRL, Mesa, Arizona.

2004 Paper No. 1855

This paper is available on the 2004 I/ITSEC CD ROM.

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A Validation Methodology for Human Behavior Representation Models

 

Lieutenant Colonel Simon R. Goerger, Ph.D.

Colonel Michael L. McGinnis, Ph.D.

United States Military Academy

Department of Systems Engineering

West Point, NY

 

Rudolph P. Darken, D.Sc.

Naval Postgraduate School

Modeling, Virtual Environments & Simulation

Monterey, CA

 

The Department of Defense relies heavily on mathematical models and computer simulations to analyze  and acquire new weapon systems. Models and simulations help decision-makers understand the differences  between systems and provide insights into the implications of weapon system tradeoffs. Given this key  role, the credibility of simulations is paramount. For combat models, this is gained through the verification,  validation, and accreditation process required of DoD analytical models prior to their use in weapon system  acquisition and other studies. The nature of nondeterministic human behavior makes validation of models  of human behavior representation contingent on the judgments of subject matter experts that are routinely  acquired using a face validation methodology. In an attempt to better understand the strengths and  weaknesses of assessing human behavior representation using experts, and the face validation  methodology, the authors conducted experiments to identify issues critical to utilizing human experts for  the purpose of ascertaining ways to  enrich the validation process for models relying on human behavior  representation. The research was limited to the behaviors of individuals engaged in close combat in an  urban environment. This paper presents the study  methodology, data analysis, and recommendations for  mitigating attendant problems with validation of human behavior representation models

2004 Paper No. 1589

This paper is available on the 2004 I/ITSEC CD ROM.

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Opening Up New Possibilities: Simulation-Based Tactics Mining

 

Sui Qing, Yeo Ye Chuan, How Khee Yin, Tan Poey Guan

DSO National Laboratories 

20 Science Park Drive, Singapore 118230 

 

Modeling and Simulation (M&S) has been effectively made use of by the military for applications like training and  supporting acquisition decisions. This paper proposes a new technology called Simulation Based Tactics Mining  (SBTM) which will open up new possibilities for military applications of M&S systems.  The goal of SBTM is to  explore the use of machine learning techniques to enable one or more simulated agents to learn novel ways of task  execution through interaction with the simulated environment. For instance, SBTM could enable the military to use  an M&S environment to explore the space of possible tactics for a system of unmanned platforms to engage a system  of ground targets. Another example is to use SBTM on robotic simulation systems to automatically acquire the rules  for a system of multiple robots to search and localize multiple targets. The rules acquired by SBTM from robotic  simulation environment can then be tested on actual physical robots. 

2004 Paper No. 1494

This paper is available on the 2004 I/ITSEC CD ROM.

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Adaptive and Modular M&S Configuration for Increased Reusability

 

Nathalie Harrison, Bruno Gilbert, Alfred Jeffrey, Marc Lauzon, Richard Lestage  

Defence R&D Canada - Valcartier

Quebec, Canada

 

In the context of Modeling and Simulation (M&S) proliferation, modelers can take advantage of a Model-Driven  Development (MDD) approach to increase the reuse of their models within different implementation frameworks. 

 

However, this MDD approach can still lead to monolithic M&S components of limited reusability. This paper  focuses on the simulation modeling phase of a MDD approach applied to M&S. It presents a novel XML-based  method to increase the reusability of M&S components through fine granularity. Granular instance-specific data  elements are associated to granular generic model elements. Configurable simulation modeling data include model  parameters, entity composition, scenario composition and log configuration. These elements can be reused through  various models, scenarios and frameworks. The data and the components are assembled at run-time to build a  specific simulation application. This method has been implemented in a M&S process designed for weapon system  modelers who need to integrate their models into different simulation frameworks. The reusability of the resulting  model components and XML data files was demonstrated in instantiating engagement simulations with various  entities dynamically composed of defensive self-protection suites and weapon sub- systems having different  parameters. An adaptive M&S configuration tool was developed to support this flexibility. It allows to create  compositions and to dynamically display new parameters in adapting itself to the content of the XML data files.  Simulation modeling, including scenario creation, is considered to be the entry point of any simulation framework. 

 

However, the model component interoperability is often limited since it is generally related to proprietary file  formats and graphical user interfaces. It is believed that the method proposed in this paper could increase the  interoperability and ease the exchange of models if XML schemas were standardized.

2004 Paper No. 1864

This paper is available on the 2004 I/ITSEC CD ROM.

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Low Cost Virtual Cockpits for Air Combat Experimentation

 

MAJ Chien Wei Chia, Ph.D.

Singapore Armed Forces Centre for Military Experimentation (SCME), Future Systems Directorate (FSD),

Ministry of Defence, Singapore

 

The preamble in any experimentation usually involves a stage known as  “screening”  (Montgomery, 2001) or  “discovery”  (Alberts & Hayes, 2002). In general, the idea behind this stage is to identify the major independent  variables that appear to have greater influences on the measures so that subsequent stages could be more focused on  the important variables. This paper describes the research in which an innovative solution for a simulation  environment was found to more cost-efficiently enable air combat discovery experimentation. In essence, the  investigation was to see how the limited 60 degrees field of view imposed by a single display desktop virtual cockpit  system could be circumvented cost efficiently.  The solution in this case was the addition of a 2D display  augmentation that provides information of what would be acquired visually by the pilots up in the air.  The challenge  was to decide the manner in which the information will be portrayed on this display. The human factors literature  provided the guiding light during the research and helped narrow the effort down to an experiment with the Frames  of Reference problem, i.e. deciding whether it should be egocentric or exocentric. With these insights an experiment  was designed to benchmark the performance of the solution. The performances of 6 operational pilots were  compared in four environments  (domed simulator, desktop with no augmentation, desktop with egocentric  augmentation and desktop with exocentric augmentation.) using a full-factorial experiment design with 3 replicates  each. The outcome of the experiment showed that there was no statistical difference between the performance of the  domed simulator and the desktop with the egocentric  augmentation.

2004 Paper No. 1596

This paper is available on the 2004 I/ITSEC CD ROM.

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Advanced Message Routing for Scalable Distributed Simulations

 

Brian Barrett

University of Southern California

Marina del Rey, CA

 

Thomas Gottschalk

California Institute of Technology