3 books on Virtual Reality for Defense [PDF]

July 10, 2024

Books on virtual reality (VR) for defense serve as crucial references for startups specializing in providing virtual and augmented reality solutions for military applications. These texts cover a wide range of essential topics, including immersive simulation design, human-machine interaction, training methodologies, and the integration of VR into military operations. By delving into these resources, startups can gain a comprehensive understanding of the intricate principles and operational considerations essential for effective implementation of VR technologies in defense. Historical perspectives and case studies within these books offer insights into the evolution of virtual reality applications, showcasing successful implementations, challenges faced, and the strategic implications of various VR approaches in military training, simulation, and operational planning.

1. Developments and Advances in Defense and Security
2023 by Álvaro Rocha, Carlos Hernan Fajardo-Toro, José María Riola



This volume compiles the outcomes of the Multidisciplinary International Conference of Research Applied to Defense and Security (MICRADS 2022), which took place at Escuela Naval de Suboficiales ARC "Barranquilla" in Barranquilla, Colombia, from July 11 to 13, 2022. Encompassing diverse subjects such as systems, communication, defense strategies, political-administrative perspectives in defense, and engineering and technologies applied to defense, the book provides an extensive exploration of developments in the field. Its comprehensive coverage renders it a valuable asset for practitioners, researchers, and students seeking insights into the latest advancements in defense and security.
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2. Using VR in the Military
2019 by Jeri Freedman



This book delves into the fascinating realm of military technology, specifically focusing on the utilization of virtual and augmented reality. From its origins in flight simulators for training purposes, the application of these technologies has evolved to encompass cutting-edge uses, such as employing augmented reality headsets to overlay vital topographical data from remote drones onto soldiers' battlefield perspectives. Offering an exploration of the nature of augmented and virtual reality, the book traces their historical applications in the military, discusses current uses, and anticipates potential future advancements. In addition, it offers valuable guidance to students aspiring to pursue careers in this field, advising them on the development of essential skillsets.
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3. Virtual Reality, Training’s Future?: Perspectives on Virtual Reality and Related Emerging Technologies
2013 by Robert J. Seidel, Paul R. Chatelier



In 1988, the NATO panel overseeing human sciences, specifically Panel 8 on Defence Applications of Human and Bio-Medical Sciences, initiated a Research Study Group to synthesize information pertinent to Advanced Technologies Applied to Training Design. The initial phase saw the establishment of an active exchange of information on advanced technologies applied to training design, spurring significant military applications. Given the escalating emphasis on training within the alliance, Panel 8, in its April 1991 meeting, decided to proceed with Phase II, concentrating on emerging advanced training technologies. To achieve its objectives, the Research Study Group organized a series of workshops, convening leaders in technology and training to exchange insights on the latest developments in technologies applicable to training and education. This volume serves as the culmination of the NATO workshops series, presenting findings from the last workshop, "Virtual Reality for Training," in Part One, and offering a summary perspective on Virtual Reality and other previously studied emerging technologies in Part Two. These encompass computer-based training, expert systems, authoring systems, cost-effectiveness, and distance learning, presenting a seamless transition from learning without boundaries to virtual environments—from the extended classroom to individual or team immersion in a distributed, virtual, and collaborative setting.
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