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Integrating Biocybernetic Adaptation in Virtual Reality Training Concentration and Calmness in Target Shooting

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10057))

Abstract

Training military readiness can significantly reduce potentially avoidable mistakes in real life situations. Virtual Reality (VR) has been widely used to provide a controlled and immersive medium for training both trainees’ physical and cognitive skills. Despite the tremendous advances in VR-based training for military personnel, the attention has been mainly paid on improving simulation’s realism through hardware tools and enhancing graphics and data input paradigms, rather than augmenting the human-computer interaction. Biocybernetic adaptation is a technique from the physiological computing field that allows creating real-time modulations based on detected human states indicated by psychophysiological responses. Although very sophisticated, the creation of biocybernetic loops has been mainly confined to research laboratories and very complex and invasive setups. Moreover, the combination of VR applications and biocybernetic adaptation has rarely been pursued beyond exploratory experiments. The Biocyber Physical System (BioPhyS) for military training in VR constitutes the first fully integrated, distributed and replicable VR simulator that is biocybernetically modulated. BioPhyS uses neurophysiological and cardiovascular measurements recorded from wearable sensors to detect calmness and cognitive readiness states to create dynamic changes in a VR target shooting simulator. The design process, psychophysiological modeling, and biocybernetic loop technology integration are shown, describing a pilot study carried out with a group of non-military participants. We highlight the software elements used for the VR-biocybernetic integration, and the psychophysiological model created for the real-time system as well as the timeline used to develop the functional prototype. We conclude this paper with a set of guidelines for developing meaningful physiological adaptations in VR applications.

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Notes

  1. 1.

    https://sites.google.com/view/physio2games.

  2. 2.

    http://developer.choosemuse.com/tools/mac-tools/muselab.

  3. 3.

    https://developer.polar.com/wiki/H6,_H7,_H10_and_OH1_Heart_rate_sensors.

  4. 4.

    http://developer.choosemuse.com/tools/available-data.

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Acknowledgments

Authors would like to thank: (i) the J&F Alliance Group who financially supported the internship and VR development process, (ii) the National Institute of Aerospace (NIA) that supported the convergence of the stakeholders for this project, (iii) the PRISM team from NASA Langley for his very supportive feedback throughout the project development and (iv) Zeltech employees at Hampton facilities. Special thanks to personnel from the Hampton Police Department who participated actively in our studies; and Jeremy Sklute and Mike Priddy from J&F Alliance who helped in improving the system’s realism.

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JEM and ATP designed and defined the BioPhyS approach and the biocybernetic adaptation strategies. LEV developed the VR simulation and carried out the integration with the BL Engine. All authors revised and approved the current version of the manuscript.

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Correspondence to John E. Muñoz .

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Muñoz, J.E., Pope, A.T., Velez, L.E. (2019). Integrating Biocybernetic Adaptation in Virtual Reality Training Concentration and Calmness in Target Shooting. In: Holzinger, A., Pope, A., Plácido da Silva, H. (eds) Physiological Computing Systems. PhyCS PhyCS PhyCS 2016 2017 2018. Lecture Notes in Computer Science(), vol 10057. Springer, Cham. https://doi.org/10.1007/978-3-030-27950-9_12

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  • DOI: https://doi.org/10.1007/978-3-030-27950-9_12

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