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Military Embedded Systems Spring 2005 Volume 1 Number 1

Military Embedded Systems Spring 2005 Volume 1 Number 1

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In the System<br />

MILITARY EMBEDDED SYSTEMS Resource Guide<br />

Wearable tactical computers<br />

as embedded training systems<br />

By Joan Wood<br />

Meeting the challenge of building<br />

embedded training platforms on small,<br />

low-power man-worn operational<br />

computer systems.<br />

When it is not practical to send troops<br />

stateside for retraining and not feasible to<br />

set up traditional training facilities in the<br />

field, it is essential to find alternate ways<br />

for soldiers to maintain readiness, develop<br />

and learn new tactics, and build team<br />

cooperation and communication through<br />

training. Recent advances in wearable<br />

tactical computers may provide the necessary<br />

platform for such dismounted<br />

infantry training activities, in addition to<br />

the C4ISR functions currently planned for<br />

these systems.<br />

The original concept of <strong>Embedded</strong><br />

Training (ET) as outlined in numerous<br />

papers – Navy OPNAVINST on ET<br />

(1985), Air Force Study Plan for ET<br />

(1989), Army TRADOC ET Concept<br />

(1996) – was to build capabilities into<br />

operational systems that would enable<br />

personnel to train using their own equipment<br />

while in the field. Over the past<br />

20 years, that idea has developed into a<br />

general forward-looking directive, embodied<br />

in the Army’s Future Combat <strong>Systems</strong>,<br />

that all new deployed operational systems<br />

must contain ET. We are now somewhere<br />

between building capabilities and mandatory<br />

embedded training.<br />

Extending ET into man-worn<br />

tactical computer systems<br />

For a vehicle-embedded system, such<br />

as an onboard tank computer, ET may<br />

mean the possibility of adding training<br />

scenarios to the tactical software package<br />

to allow the tank crew to conduct mission<br />

rehearsals or update field tactics to stay<br />

sharp during down time. Existing technology<br />

infrastructure inside the vehicle such<br />

as embedded visual displays and extended<br />

power resources help in the implementation<br />

of ET for the tank crew. However, for<br />

ET to be available and useful on a manworn<br />

tactical computer system there are<br />

different, much greater challenges to be<br />

overcome.<br />

The first big obstacle is accurately representing<br />

the dismounted soldier’s first<br />

person view of the synthetic environment<br />

on a very small, low-power, tactical computer.<br />

The level of complexity needed to<br />

simulate a fast-moving, real-time 3D scenario<br />

is far more demanding than the limited<br />

world-view required for tank driver<br />

training. And the dismounted soldier’s<br />

field of view must be properly oriented,<br />

convincingly navigated, and realistically<br />

represented in order for immersive synthetic<br />

environment training to be useful.<br />

This requires not only that more layers of<br />

technology be appended to the operational<br />

wearable tactical computer with items<br />

such as motion trackers and head-mounted<br />

displays, but that there be powerful new<br />

3D graphics technology incorporated into<br />

the operational unit design as well. For<br />

this to be a valid design direction, the ET<br />

elements should not result in a degradation<br />

of the operational equipment. All ET<br />

system size, weight, and power requirements<br />

must be accounted for in the design<br />

and any additional functionality needed<br />

just for training should not have a negative<br />

impact on the computer’s primary<br />

operational functions. Table 1 lists some<br />

key issues to evaluate the potential for ET<br />

on a wearable system.<br />

Functional scalability and<br />

flexible I/O: Keys to tactical<br />

and training coexistence<br />

Imagine an advanced notebook computer,<br />

only smaller, lighter, more power efficient,<br />

and more durable, and then make it<br />

wearable. Remove the screen, keyboard,<br />

and mouse. Add some specialized I/O,<br />

rugged connectors, and long-life batteries<br />

and you have the basis for the operational<br />

version of a wearable tactical computer.<br />

The primary functional differences between<br />

most wearable computers and one<br />

that can fully support an ET real-time 3D<br />

synthetic environment simulation are in<br />

the advanced 3D graphics capabilities, and<br />

in accompanying increased power requirements.<br />

So the challenge is to expand the<br />

3D capabilities and performance with an<br />

advanced graphics processing unit to support<br />

immersive training, but implement it<br />

such that power requirements can be automatically<br />

scaled back as needed.<br />

To do this requires smart power management,<br />

on-the-fly scalable graphics capa-<br />

“A Guide for Early <strong>Embedded</strong> Training Decisions”<br />

Whitmer & Knerr U.S. Army Research Institute, July 1996<br />

Can ET be integrated into the operational system without interfering with operational<br />

capabilities?<br />

Do safety and training requirements suggest ET or other simulation alternatives?<br />

Can the operational system support ET, given MPT and RAM requirements?<br />

Will the operational systems be available for a sufficient amount of time to support ET?<br />

Do the skills and knowledge to be taught suggest ET?<br />

Does the ET system require visual system or motion system simulation?<br />

Can weapon system motion and/or direct vision be simulated in a stand alone system?<br />

Would an appended training system interfere with the operational system?<br />

Can appended training system reliability, availability, maintainability requirements be met?<br />

Table 1<br />

42 / <strong>2005</strong> MILITARY EMBEDDED SYSTEMS Resource Guide

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