2019 I/ITSEC

Simulations to Train Buried Explosives Detection: A Pilot Investigation (Room 320E)

The U.S. Army seeks to identify cost-effective methods to deliver training.  Augmented Reality (AR) and Virtual Reality (VR) are proposed to offer low-cost, ubiquitous hands-on training for Improvised Explosive Device (IED) detection (i.e.,  Minehound device) training.  Given the objective to assess new technologies, the primary goal of this initial study was to examine users' reaction and performance using AR and VR trainers in a field experiment.  Ten soldiers were randomly assigned to either the traditional training (i.e., control condition) or the experimental training (i.e., first VR, then AR).   Objective data was logged as post-training IED detection accuracy and multiple choice pre- and post-test scores.  Subjective surveys were used to guage participant reactions to the training.  Initial results indicate marginal differences between the traditional and experimental groups for post-training IED detection accuracy, and a minor increase from pre-to post-test multiple choice scores.  Results from a workload survey showed a pattern of increase scores across all subscales for the experimental group.  Results from the open-ended questions provided evidence to substantiate the objective data.  The results underscore a cost-benefit analysis, indicating the value of using AR and VR technologies for IED detection training.  The use of AR and VR technologies show potential as a supplemental tool in the training continuum.  The next steps for this research initiative will focus on expanding the sample size to accomodate three conditions (i.e., control, VR and AR conditions).  Additionally, the initial results will need verification to confirm the current trends in workload.