N02-T005                               TITLE: Improved Head-Mounted Displays for Immersive Virtual Reality

 

TECHNOLOGY AREAS: Human Systems

 

DOD ACQUISITION PROGRAM SUPPORTING THIS TOPIC: Capable Manpower FNC, VIRTE

 

OBJECTIVE:  To develop a better head-mounted display (HMD) for immersive virtual reality systems for training close quarters battle (CQB) that has a wider field-of-view; higher resolution; better contrast, color, and linearity of display; good ergonomics, safety, and reliability; lighter weight; and low cost.

 

DESCRIPTION:  VR technology offers a promising approach to providing a family of realistic, deployable, immersive simulators to train warfighters in the tactics, techniques, and procedures of CQB that are too dangerous, costly, or otherwise impossible to practice.  An immersive simulator supports the real-time interaction of a person in a virtual environment.  A virtual environment is an array of sensory cues generated in response a user’s actions that gives the user the impression of dealing directly with a three-dimensional model of the virtual world.  Key components of an immersive simulator are full-body tracking to capture the person’s actions and an HMD that provides a three-dimensional surround view.  The surround view provided by the HMD is critical for training the warfighter because the warfighter must rapidly respond to threats that can come from any direction, including from the top of a building or from behind.  The HMD allows the user to look in any direction and is light enough to allow the user to turn the head quickly to meet the threat.  The National Research Council [1] has recommended that the development of adequate head-mounted displays is very important to the field of VR.  The authors list deficiencies in current HMD technology and suggest new technology that might improve the state of the art.  Progress is being made in studying aspects of the problem [for example, 2, 3, 4, 5, 6], but to date, an adequate commercial product with the required field-of-view, resolution, stereo mode, and weight [7] is not available.  Immersive simulators to train CQB need HMDs with better visual displays and ergonomics at low cost.  The HMD should better approach the human field-of-view of 120 degrees by 120 degrees per eye.  Field-of-view is critical to being able to navigate through a virtual world.  The HMD should have a significantly higher resolution than 640 by 480.  Contrast, lumination, and color should provide a crisp image that allows the warfighter to distinguish target indicators close to real world performance at a reasonable update rate.  Stereo should be provided.  The HMD should be less than two pounds.  Good ergonomics should be observed and the user should be able to adjust the fit of the helmet for head size and interoccular distance to feel comfortable while running.  A wireless HMD would be highly desirable but should not impact image quality.  A tethered design with a video cable is acceptable.

 

PHASE I:  Concept exploration resulting in a feasibility study which outlines currently available or new technologies, capabilities, or design approaches that could be used in the fabrication of an HMD possessing the above described attributes.  Phase I will also include the delivery of a technical proposal that outlines a specific design approach.  The design approach will include:  a development plan, the specification of manufacturing technologies to be used, and the specification of performance capabilities and trade-offs.  An early prototype of the new approach would be desirable.

 

PHASE II: Implementation of Phase I design in the building of an HMD capable of being tested in a VR environment.  Data will be collected to verify performance capabilities and will be provided in a final system evaluation report.  The final system evaluation report should include any recommendations addressing noted deficiencies to further improve performance. 

 

PHASE III:  Productize an HMD that implements all of the improvements demonstrated in the Phase II STTR effort.  Transition the HMD to the VIRTE component of the Capable Manpower FNC for use in the immersive virtual reality systems for training close quarters battle (CQB) and to VIRTE’s transition sponsors. 

 

COMMERCIAL POTENTIAL:  An improved HMD is applicable to other military applications, scientific visualization, and the entertainment and game industries.  It can be used in the commercial training industry such as teaching airplane repair and mission preparation.  It can be used for product design of commodities such as automobiles and to collect ergonomic data.  It can be used in the communications industry for remote conferencing.

 

REFERENCES: 

1.        Virtual Reality: Scientific and Technical Challenges (1995).  National Academy Press, Washington, DC.

2.        Arthur, D. W. (2000).  "Effects of Field of View on Performance with Head-Mounted Displays."  Dissertation from the Department of Computer Science, University of North Carolina at Chapel Hill.

3.        Melzer, J.E. and Moffitt, K., eds. (1997).  Head-Mounted Displays:  Designing for the User.  McGraw-Hill Optical and Electro-Optical Engineering Series, New York.

4.        Rolland, J.P. and Vassie, L. (2001).  "Albertian Errors in Head-Mounted Displays:  Choice of Eyepoint Location," Technical Report TR01-001 University of Central Florida.

5.        Robinett, W. and Rolland, J.P. (1992).  "A Computational Model for the Stereoscopic Optics of a Head-Mounted Display," Presence, 1,1, 45-62.

6.        Watson, B.A. and Hodges, L.F. (1995).  "Using Texture Maps to Correct for Optical Distortion in Head-Mounted Displays," Proceedings of IEEE VRAIS, 172-178.

7.        Latham, Roy (1998).  "Head-Mounted Display Survey," Real Time Graphics, 7,2, 8-12.

 

KEYWORDS:   virtual reality; head-mounted display; simulation systems; immersive displays; stereo; optics