VR Modeling And Simulation For Military Applications

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LOL is a rather complex, competitive and fast-paced game wherein it entails high-level gaming strategies to outplay their rivals. Players who have been playing the game long enough become skilled at it and would know how to triumph over their opponent, while bearing in mind the large-scale elements to support and back-up their team towards victory. League accounts are available for purchase if you would to give the game a try.

Collaborating For VR Modeling And Simulation Technologies

Such video games could actually be useful for the military in terms of military training and exercise. The industry of entertainment and the Department of Defense have extensively varying objectives, motives, and cultures. However, despite their huge difference, they share an increasing common interest in computer-based simulation and modeling.

In the industry of entertainment, modeling and simulation facilitated in reviving the industry of animation and have fueled the markets in films, virtual reality attractions, and video games. For the Department of Defense, these techs present an economical ways of training their military troops, assessing military tactics and dogma, as well as evaluating the efficiency of innovative weapons systems.

Both parties could significantly gain from greater collaboration and coordination in advancing these techs, from its research and development, sharing promising results, to fostering and furthering ongoing research as well as training programs.

Areas Where It Shows Great Potential

Although VR games and simulations for military training are of completely of different intents, they present comparable technical challenges. They depend on developments in 3D-graphic systems that permit numerous players to concurrently interact with each other. Already, in a single training exercise, the military has connected thousands of participants and is developing systems for much greater exercises. Similarly, different game companies present a growing quantity of fast-action online video games for a manifold of players at a single time and are looking for more means to amplify and augment its capacities to concurrently handle and accommodate even more players.

The collaboration of both is great and would show potential in the following areas of research:

  • Technologies on virtual reality
  • Networked simulations technologies
  • Standards or criteria for networked simulation systems
  • Characters which are computer-generated
  • Tools for generating simulated settings or environments