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
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Real-time color blending of rendered and captured video Erik Reinhard, Ahmet Oguz Akyuz, Mark Colbert, Charles E
Hughes Matthew O’Connor Institute for Simulation and Training 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. Order it from I/ITSEC'S
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The Future of Mixed Reality: Issues in Illumination and
Shadows Charles
E. Hughes, Jaakko Konttinen, Sumanta N. Pattanaik 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. Order it from I/ITSEC'S
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An Integrated Procedure for Measuring the Spatial and
Temporal Resolution of Visual Displays Air
Force Research Laboratory Link
Simulation and Training The
Boeing Company Air
Force Research Laboratory 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, 2004 Paper No. 1855 This paper is available on
the 2004 I/ITSEC CD ROM. Order it from I/ITSEC'S
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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. Department of Systems Engineering Naval Modeling, Virtual Environments & Simulation 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. Order it from I/ITSEC'S
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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. Order it from I/ITSEC'S
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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. Order it from I/ITSEC'S
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Low Cost Virtual Cockpits for Air Combat Experimentation Singapore
Armed Forces Centre for Military Experimentation (SCME), Future Systems
Directorate (FSD), Ministry
of The
preamble in any experimentation usually involves a stage known as “screening”
( 2004 Paper No. 1596 This paper is available on
the 2004 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Advanced Message Routing for Scalable Distributed
Simulations California
Institute of Technology |