Kinematic Skeleton Based Control of a Virtual Simulator for Military Training

Virtual simulation technology has been considered as a highly efficient and cost-effective solution for a soldier training system, and evolved into diverse combinations of hardware and software. To maximize the virtual reality effect within a restricted space, a locomotion interface such as an omni...

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Main Authors: Soyeon Lee, Sangjoon Park, Kyoil Chung, Choongho Cho
Format: Article
Language:English
Published: MDPI AG 2015-06-01
Series:Symmetry
Subjects:
Online Access:http://www.mdpi.com/2073-8994/7/2/1043
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spelling doaj-68d62aba6d3a499f810b4865b68ebeaa2020-11-24T23:54:19ZengMDPI AGSymmetry2073-89942015-06-01721043106010.3390/sym7021043sym7021043Kinematic Skeleton Based Control of a Virtual Simulator for Military TrainingSoyeon Lee0Sangjoon Park1Kyoil Chung2Choongho Cho3Electronics and Telecommunications Research Institute, 218 Gajeong-ro, Yuseong-gu, Daejeon 305-700, KoreaElectronics and Telecommunications Research Institute, 218 Gajeong-ro, Yuseong-gu, Daejeon 305-700, KoreaElectronics and Telecommunications Research Institute, 218 Gajeong-ro, Yuseong-gu, Daejeon 305-700, KoreaDepartment of Computer and Information Science, Korea University, 2511 Sejong-ro, Sejong City 339-770, KoreaVirtual simulation technology has been considered as a highly efficient and cost-effective solution for a soldier training system, and evolved into diverse combinations of hardware and software. To maximize the virtual reality effect within a restricted space, a locomotion interface such as an omni-directional treadmill is introduced as a major component of a virtual simulator, therefore real time interaction between human and the virtual simulator becomes very important. Displacement and heading changes of the trainee are crucial information to control the virtual simulator when we implement highly reactive motion control for the omni-directional treadmill and interaction control of the virtual contents. This paper proposes a control parameter estimation algorithm for the virtual training simulator by using two types of motion capture sensors and presents the experimental results. Kinematic joint positions are analyzed to estimate the trainee’s location and velocity for feedback and feedforward control of the omni-directional treadmill. The accuracy of two approaches is evaluated by comparing with the reference system, which gives a ground truth value.http://www.mdpi.com/2073-8994/7/2/1043virtual simulatormilitary traininglocomotion controllocation recognitionvelocity estimationdepth sensorinertial sensor
collection DOAJ
language English
format Article
sources DOAJ
author Soyeon Lee
Sangjoon Park
Kyoil Chung
Choongho Cho
spellingShingle Soyeon Lee
Sangjoon Park
Kyoil Chung
Choongho Cho
Kinematic Skeleton Based Control of a Virtual Simulator for Military Training
Symmetry
virtual simulator
military training
locomotion control
location recognition
velocity estimation
depth sensor
inertial sensor
author_facet Soyeon Lee
Sangjoon Park
Kyoil Chung
Choongho Cho
author_sort Soyeon Lee
title Kinematic Skeleton Based Control of a Virtual Simulator for Military Training
title_short Kinematic Skeleton Based Control of a Virtual Simulator for Military Training
title_full Kinematic Skeleton Based Control of a Virtual Simulator for Military Training
title_fullStr Kinematic Skeleton Based Control of a Virtual Simulator for Military Training
title_full_unstemmed Kinematic Skeleton Based Control of a Virtual Simulator for Military Training
title_sort kinematic skeleton based control of a virtual simulator for military training
publisher MDPI AG
series Symmetry
issn 2073-8994
publishDate 2015-06-01
description Virtual simulation technology has been considered as a highly efficient and cost-effective solution for a soldier training system, and evolved into diverse combinations of hardware and software. To maximize the virtual reality effect within a restricted space, a locomotion interface such as an omni-directional treadmill is introduced as a major component of a virtual simulator, therefore real time interaction between human and the virtual simulator becomes very important. Displacement and heading changes of the trainee are crucial information to control the virtual simulator when we implement highly reactive motion control for the omni-directional treadmill and interaction control of the virtual contents. This paper proposes a control parameter estimation algorithm for the virtual training simulator by using two types of motion capture sensors and presents the experimental results. Kinematic joint positions are analyzed to estimate the trainee’s location and velocity for feedback and feedforward control of the omni-directional treadmill. The accuracy of two approaches is evaluated by comparing with the reference system, which gives a ground truth value.
topic virtual simulator
military training
locomotion control
location recognition
velocity estimation
depth sensor
inertial sensor
url http://www.mdpi.com/2073-8994/7/2/1043
work_keys_str_mv AT soyeonlee kinematicskeletonbasedcontrolofavirtualsimulatorformilitarytraining
AT sangjoonpark kinematicskeletonbasedcontrolofavirtualsimulatorformilitarytraining
AT kyoilchung kinematicskeletonbasedcontrolofavirtualsimulatorformilitarytraining
AT choonghocho kinematicskeletonbasedcontrolofavirtualsimulatorformilitarytraining
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