Military Embedded Systems Spring 2005 Volume 1 Number 1
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