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Since 1996, Rockwell
Scientific Company (RSC) has teamed with the Army Research Lab
(ARL) and the University of Illinois at Urbana-Champaign (UIUC)
to research, design, and develop a mobile Augmented Reality (AR)
system to provide geographic information to the soldier in the
field.
For
this purpose, the Army Research Lab, under the Advanced Displays
and Interactive Displays Federated Laboratory program, funded
the Integrated Displays Testbed to further the research of intuitive
human computer interaction methods. Research has shown that judicial
use of augmented reality techniques can improve the situational
awareness for a soldier. One method is to show overlay information
in a head-mounted display so as to appear registered with the
view of the human observer. The information displayed may be tactical,
mission related, or situation related.
HAfter years of experience in Head-mounted Display
(HMD) technologies, 3D graphics representation, and wearable systems,
RSC developed a Wearable Immersive Multi-Media Information System
(WIMMIS). WIMMIS is built from commercial off-the-shelf (COTS)
products. This wearable, tetherless system provides full user
immersion in 3D terrain, together with an auditory experience
in which sounds seem to emanate from particular locations in the
3D space surrounding the user.
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VTree was chosen for its
support of the TerraPage fast database paging format,
flexible scene graph editing capabilities, and its support
for various model formats.
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The 3D terrain visualization, created
with VTree, is tightly linked to PocketPC miniature map
displays, a 2D battle plan display, and a 2D isometric display
of the same terrain to provide a common operating picture
across a range of display platforms.
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The WIMMIS consists of a wearable computer,
a sourceless tracking device, headphones, a variable opacity HMD,
a gamepad, wireless data transmitters, and audio/video receivers,
all integrated into a wearable vest unit and connected through
a wireless communication link to the Integrated Displays Testbed.
Specifically a CyberTrack II® head tracker, attached to a
set of headphones worn by the user sends the head-orientation
data through a wireless internet connection to a nearby scene
server for correct rendering of the surrounding terrain at a selected
location. The video signal is then transmitted back to the user
via an analog RF connection. A head-worn SONY Glasstron® display
provides immersive visualization. This display has an adjustable
opacity for true Augmented Reality display. The game pad provides
interfaces for navigation in the virtual terrain and the selection
of various display modes. Alternatively, a GPS device can be used
to provide positional data to the scene server. The headphones
receive a wirelessly transmitted audio signal that is rendered
by a 3D audio server for correct spatial auralization. Significant
objects in the scene are configured as sources of 3D audio. These
include tanks, helicopters, and distributed sensors. The audio
track associated with an object may change depending on the objects
current status. For example, a sensor may play different tracks
depending on whether a target has been detected, and if so, the
type of detected targets. With 3D audio, situation awareness is
enhanced because a soldier can be alerted about threats that are
currently out of his field of view.
ARscape, the scene server of the WIMMIS tetherless system, was
created using the VTree API from Quantum3D. VTree was chosen for
its support of the TerraPage fast database paging format, flexible
scene graph editing capabilities, platform independence, and its
support for various model/image formats. VTrees rapid
3D application prototyping framework allowed the visualization
portion of WIMMIS to be developed and integrated in just under
four months, said Clement Tam, developer of the ARscape
application.
Balancing the amount of information needed,
graphical detail, and area covered, while maintaining performance
goals was also critical to the success of the project. The terrain
database alone used four levels of detail with 512x512 pixel tiles.
The number of polygons at any one time can vary from 50,000 to
80,000.
Initially ARscape was a MFC application developed
on an SGI 320 NT workstation. It has since been deployed on a
variety of PC workstations, including a notebook computer. ARscape
supports two interaction modes: 1) egocentric and 2) exocentric.
Egocentric view is the quintessential VR first-person view. Exocentric
view provides a birds eye view of the environment in which
the user is always shown at the center of the display. An optional
transitional movement between the two modes is also supported.
Terrain-hugging mode, in which the observer is kept at a constant
altitude from the ground (1.7m), can also be selected while moving
over the terrain. To further enhance scene realism, clear and
simulated foggy weather conditions are supported. The field of
view and terrain resolution are adjustable. The locations and
movements of various battle units, along with tactical information
such as avenue of approach and line of defensible terrain, are
also displayed in the ARscape view. Look-to-query
of such objects results from simply aiming at the interested object,
placing it in the center reticle. Pertinent information about
the object then appears next to it. A user can also mark an interesting
terrain location and return to it later by the press of a button.
A choice of snap teleport or gradual movement from the current
location to that landmark is available.
ARscape has been deployed
on the following platforms successfully:
As a part of the Integrated Displays Testbed, this program was
demonstrated at the Federated Laboratories (FEDLAB) Symposium
in March 2001.
| SYSTEM |
SPECIFICATIONS |
SGI 320
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2 x 600 MHz PIII, 384MB, Cobalt
Graphics, Windows NT |
SGI 540
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4 x 550 MHz PIII Xeon, 1GB,
Cobalt Graphics, Windows NT |
Custom PC
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2 x 1 GHz PIII, 640MB, Wildcat
4210 graphics, Windows 2000 |
Dell Dimension 4100
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1 GHz PIII, 512MB, nVidia GeForce
2 MX, Windows 2000 |
Dell Precision 420
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2 x 933 MHz PIII, 1GB, nVidia
Quadro 2 Pro, Windows 2000 |
Dell Inspiron 8000
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1 GHz PIII, 512MB, nVidia GeForce
2 Go, Windows 2000 |
This ambitious project has seen the computer industry change many
times during its five-year history. Initially research was performed
on a desktop Pentium 166 MHz machine running under Windows 95.
Now the wearable platform is a Xybernaut® PC MA IV with a
233 MHz Pentium processor. Possible applications of this technique
include manufacturing or maintenance of complex products, information
displays for a soldier in battlefield scenarios, or fire fighters.
The information to be displayed may be tactical, mission related,
or situation related.
The demonstration of the feasibility of high
quality 3D visualization on PC platforms with ARscape is significant
for mobile Augmented Reality applications. Currently, a WIMMIS
user has an operational range of 100 feet from the workstation.
With high performance graphics cards being incorporated into notebook
computers, and perhaps eventually in wearable computers, the WIMMIS
setup may achieve true mobility fairly soon.
For more information on ARscape or the Integrated
Displays Testbed contact:
Rockwell Scientific Company (RSC)
Attn: Clement Tam
1049 Camino Dos Rios, P.O. Box 1085
Thousand Oaks, CA 91358
(805) 373-4858
ctam@rwsc.com
Learn more about how Quantum3D can optimize
your synthetic environment for training and simulation applications.
Visit our website at www.quantum3d.com;
email us at salesinfo@quantum3d.com,
or call us at U.S. toll free 1-800-827-1980, or internationally
408-361-9999.
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