The HoloRange AR Sandtable Prototype Lessons Learned April 29, 2020 - - PowerPoint PPT Presentation

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The HoloRange AR Sandtable Prototype Lessons Learned April 29, 2020 - - PowerPoint PPT Presentation

DRAFT 1-6-20 The HoloRange AR Sandtable Prototype Lessons Learned April 29, 2020 Presenters Rodney Choi Daniel J. Lacks, PhD Senior Program Manager Chief Scientist Background CESI recently created a USMC wargaming prototype Augmented


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SLIDE 1

The HoloRange AR Sandtable Prototype

Lessons Learned

April 29, 2020 Presenters

Daniel J. Lacks, PhD Chief Scientist Rodney Choi Senior Program Manager

DRAFT 1-6-20

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SLIDE 2

Background

  • CESI recently created a USMC

wargaming prototype Augmented Reality (AR) sand table called the HoloRange

  • HoloRange is built with Unity to

allow portability to any XR device

  • The USMC wargaming prototype

is currently ported to the Magic Leap One

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SLIDE 3

Sand Tables

Analog Twin Hasty setup Organized and Collaborative

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AR Devices

  • Similar to eyeglasses but with an

image superimposed in your line of

  • sight. This allows the wearer to be

able to walk around the room or table without fear of falling or tripping.

  • Features:
  • Computer vision
  • Spatial Audio
  • Prescription Insert
  • Controller
  • Operating System
  • CPU/GPU/Storage/RAM/Network
  • Rechargeable
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SLIDE 5

Simulator Driver

  • Display requires some driver to

place and move objects and model the digital twin

  • The demo AR capability is fed by a

simulation feed from OneSAF

  • OneSAF is a US Army open source

simulation toolkit used in training, experimentation, acquisition, and analysis domains

  • Communicates with the HoloRange

using a combination of web service calls and a CESI-developed interoperability framework called MSSV

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SLIDE 6

Spatial Computing

  • A spatial computer, like an AR

device, knows where it is in space

  • It uses a variety of sensors and

cameras to build an understanding

  • f both its environment and its

user to blend the digital world with the real world

  • Typically applications require

Guided Meshing, i.e. scanning the

  • room. Instead, we scan a QR Code
  • Rapid set-up
  • Dispersed participants

Guided mesh QR code

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SLIDE 7

Live Demo

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Important Takeaways

  • While the prototype is built for wargaming, there is

a lot of overlap with training applications.

  • Planning, runtime, and after action review.
  • Course of Action Development
  • Rehearsal of Concept (ROC) Drills
  • Common Operational Picture (COP) Representation
  • Terrain view is scalable. Can display at individual

shooter level or theater level

  • The AR system is a 3D view. It is not limited to a

maneuver view. It could show network topologies, population distribution, anything that can be depicted in 2D or 3D

  • Technology implementation (i.e., which headset) is

less important than the system design philosophy. Must consider human factors to move beyond a science demonstration

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SLIDE 9

Thank You

Daniel J. Lacks, PhD Chief Scientist Daniel.Lacks@cesicorp.com +1-407-674-8326 Rodney Choi Senior Program Manager Rod.Choi@cesicorp.com +1-407-674-8307

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SLIDE 10

Gaming Development Software

  • Software Development Kit (SDK)

provides hooks for game engines into the AR OS and hardware

  • Program graphics and control
  • Similar to game development to

control the camera, light, assets, prefabs, etc. but with additional AR feature support such as meshing with a spatial mapper in the scene, eye tracking, hand gestures, gaze, etc.

  • Your software may be published to

an app store

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SLIDE 11

Spatial Computing

  • A spatial computer, like an AR

device, knows where it is in space

  • It uses a variety of sensors and

cameras to build an understanding

  • f both its environment and its

user to blend the digital world with the real world

  • Typically applications require

Guided Meshing, i.e. scanning the

  • room. Instead, we scan a QR Code
  • Rapid set-up
  • Dispersed participants

Guided mesh QR code

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SLIDE 12

Usability and Design

  • The default view is the

collaborative sand table map locked onto the table, floor, or wall

  • Participants may activate a

personal mode so that they may interact with the simulation in their

  • wn space
  • The user is free to pan, tilt, and zoom

the map without affecting the collaborative view

  • Users may interact with the game;

shared map participants are aware of areas being worked on

  • Participants may place sticky notes
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SLIDE 13

Terrain

  • CESI imported real world 3D terrain from

Open Street Maps using a tool called Key Terrain

  • Key Terrain (http://keyterrain.io) is a CESI
  • nline website that generates terrain

from open source data in a variety of simulation and gaming formats

  • The terrain supports 3D buildings in

which simulated entities can enter buildings, terrain, and tunnels

  • The terrain supports calculations such as

attenuated line of site, querying features

  • Terrain is correlated with OneSAF,

however coordinate system conversions are a challenge

  • Unity terrain format supported by NGA’s

Foundation GEOINT effort

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Grease Pen Drawings

  • We also developed a “John

Madden style” grease pen capability to draw freehand pictures in 3D

  • Depict routes, air corridors,

arrows, etc.

  • The controller is used as a wand
  • Supports snapping an existing

drawing to the ground

Freehand Wand

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SLIDE 15

Billboards

  • Integrate data and analytics into

the range

  • Support for line, bar, pie charts
  • Monitor projected at an end of

the sand table

  • Anticipating device support for

web pages and video feeds

Early Prototype

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Symbology

  • Icons are served by a custom

symbology web server prototype microservice which allows applications to load symbols such as:

  • MIL-STD-2525D symbology
  • OneSAF or simulator icons
  • FilmBox files
  • Sprites and other gaming

graphics

Web service Symbology in range 3D Models in range