Vision and Displays for Military and Security Applications: The Advanced Deployable Day/Night Simulation Project
Realistic and immersive simulations of land, sea, and sky are requisite to the military use of visual simulation for mission planning. Until recently, the simulation of natural environments has been limited first of all by the pixel resolution of visual displays. Visual simulation of those natural environments has also been limited by the scarcity of detailed and accurate physical descriptions of them. Our aim has been to change all that. To this end, many of us have labored in adjacent fields of psych- ogy, engineering, human factors, and computer science. Our efforts in these areas were occasioned by a single question: how distantly can fast-jet pilots discern the aspect angle of an opposing aircraft, in visual simulation? This question needs some ela- ration: it concerns fast jets, because those simulations involve the representation of high speeds over wide swaths of landscape. It concerns pilots, since they begin their careers with above-average acuity of vision, as a population.And it concerns aspect angle, which is as much as to say that the three-dimensional orientation of an opposing aircraft relative to one’s own, as revealed by motion and solid form. v vi Preface The single question is by no means simple. It demands a criterion for eye-limiting resolution in simulation. That notion is a central one to our study, though much abused in general discussion. The question at hand, as it was posed in the 1990s, has been accompanied by others.
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Vision and Displays for Military and Security Applications: The Advanced Deployable Day/Night Simulation Project
Realistic and immersive simulations of land, sea, and sky are requisite to the military use of visual simulation for mission planning. Until recently, the simulation of natural environments has been limited first of all by the pixel resolution of visual displays. Visual simulation of those natural environments has also been limited by the scarcity of detailed and accurate physical descriptions of them. Our aim has been to change all that. To this end, many of us have labored in adjacent fields of psych- ogy, engineering, human factors, and computer science. Our efforts in these areas were occasioned by a single question: how distantly can fast-jet pilots discern the aspect angle of an opposing aircraft, in visual simulation? This question needs some ela- ration: it concerns fast jets, because those simulations involve the representation of high speeds over wide swaths of landscape. It concerns pilots, since they begin their careers with above-average acuity of vision, as a population.And it concerns aspect angle, which is as much as to say that the three-dimensional orientation of an opposing aircraft relative to one’s own, as revealed by motion and solid form. v vi Preface The single question is by no means simple. It demands a criterion for eye-limiting resolution in simulation. That notion is a central one to our study, though much abused in general discussion. The question at hand, as it was posed in the 1990s, has been accompanied by others.
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Vision and Displays for Military and Security Applications: The Advanced Deployable Day/Night Simulation Project

Vision and Displays for Military and Security Applications: The Advanced Deployable Day/Night Simulation Project

Vision and Displays for Military and Security Applications: The Advanced Deployable Day/Night Simulation Project

Vision and Displays for Military and Security Applications: The Advanced Deployable Day/Night Simulation Project

Hardcover(2010)

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Overview

Realistic and immersive simulations of land, sea, and sky are requisite to the military use of visual simulation for mission planning. Until recently, the simulation of natural environments has been limited first of all by the pixel resolution of visual displays. Visual simulation of those natural environments has also been limited by the scarcity of detailed and accurate physical descriptions of them. Our aim has been to change all that. To this end, many of us have labored in adjacent fields of psych- ogy, engineering, human factors, and computer science. Our efforts in these areas were occasioned by a single question: how distantly can fast-jet pilots discern the aspect angle of an opposing aircraft, in visual simulation? This question needs some ela- ration: it concerns fast jets, because those simulations involve the representation of high speeds over wide swaths of landscape. It concerns pilots, since they begin their careers with above-average acuity of vision, as a population.And it concerns aspect angle, which is as much as to say that the three-dimensional orientation of an opposing aircraft relative to one’s own, as revealed by motion and solid form. v vi Preface The single question is by no means simple. It demands a criterion for eye-limiting resolution in simulation. That notion is a central one to our study, though much abused in general discussion. The question at hand, as it was posed in the 1990s, has been accompanied by others.

Product Details

ISBN-13: 9781441917225
Publisher: Springer New York
Publication date: 03/04/2010
Edition description: 2010
Pages: 212
Product dimensions: 6.40(w) x 9.30(h) x 0.80(d)

Table of Contents

1 Creating Day and Night: Past, Present, and Future Mary K. Kaiser 1

2 Development of a DVI-Compatible VGA Projector Engine Based on Flexible Reflective Analog Modulators Francis Picard François Duchesne Michel Jacob Carl Larouche Carl Vachon Keith K. Niall 13

3 Brightness and Contrast of Images with Laser-Based Video Projectors Michel Doucet Mélanie Leclerc Francis Picard Keith K. Niall 27

4 Physics Based Simulation of Light Sources Jeff Clark Brad Colbert Karl Mathia Brett Chladny 49

5 Integration of a Deployable CIGI-Based Image Generator in an Existing Simulation Robert Wolfe Tony Ghoman 61

6 Advances in Scalable Generic Image Generator Technology for the Advanced Deployable Day/Night Simulation Project Ray M. Obidowski Rajesh Jha 75

7 Detection Threshold of Visual Displacement in a Networked Flight Simulator Christine M. Covas James P. Gaska George A. Geri Megan E. Shamp Byron J. Pierce 87

8 Evaluation of the Spatial and Temporal Resolution of Digital Projectors for use in Full-Field Flight Simulation James P. Gaska George A. Geri Marc D. Winterbottom Byron J. Pierce 97

9 A Spatial Cognition Paradigm to Assess the Impact of Night Vision Goggles on Way-Finding Performance Michelle Gauthier Avi Parush 111

10 Psychophysics of Night Vision Device Halos Robert S. Allison Tracey Brandwood Margarita Vinnikov James E. Zacher Sion Jennings Todd Macuda Paul Thomas Stephen A. Palmisano 123

11 Effects of Screen Resolution and Training Variation on a Simulated Flight Control Task Don C. Donderi Keith K. Niall Karyn Fish Benjamin Goldstein 141

12 Video-to-Reference Image Indexing Vitaly Zholudev Richard Wildes 163

13 AVS LIDAR for Detecting Obstacles Inside Aerosol Xiang Zhu Philip Church M. Labrie 177

Author Biographies 189

Glossary 193

References 203

Index 209

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