This electronic flyer highlights our capabilities and activities in the area of Virtual Reality Technologies. Please sign our guestbook. For additional information, e-mail J. Brian Fisher, Southwest Research Institute.

Virtual Reality Technologies

Virtual reality (VR) technologies provide an immersive, interactive, user-centered experience in which the user perceives and interacts with real and simulated objects in a realistic synthetic environment. The evolution of VR technologies is increasing the level of immersion, thereby providing more realism in VR training devices.

Southwest Research Institute (SwRI)  is extensively involved in the research and development of VR training devices. The Institute is currently performing detailed evaluations and assessments of supporting technologies for potential insertion into VR systems, and has integrated numerous types of VR technologies into representative VR training devices. SwRI has also developed unique capabilities and/or components in many VR technology areas.

Advances in VR Component Technologies

  • Computers -- Increased and more affordable computational power is enabling larger and/or higher-fidelity simulations, while increased graphical processing power is producing more realistic views into larger, more detailed virtual worlds.

  • Visual Displays -- Improvements in the resolution, field of view, and color capabilities of visual displays are paving the way for high-quality and more affordable projection systems and head-mounted displays (HMD).

  • Video See-Through Head-Mounted Display -- SwRI developed a novel approach combining a head-mounted display and chroma-keying technology into a Video See-Through HMD (VSTHMD) which provides an even greater sense of immersion in that it adds the visual and haptic presence of real objects in the virtual world.

  • Locomotion -- Locomotion systems allow for a wide array of navigation through virtual environments; speed and direction capabilities are dependent on the locomotion device. SwRI developed an omni-directional foot pedal device for use in an advanced technology demonstration for the US Marine Corps. 

  • Tracking -- Tracking systems are being used to translate a trainee's real-world movements into data utilized by the virtual reality system to place the trainee in the virtual world. Tracking systems have evolved from simple translation tracking to translation and orientation tracking for a full 6-degrees-of-freedom capability.

  • Motion-Based Platforms -- Motion technologies have evolved from static to 3-degrees-of-freedom systems to the latest full-motion or 6-degrees-of-freedom platforms which can provide highly realistic sensations of motion.

  • Database Generation -- Rapid database generation tools and applications are allowing for the rapid creation of "real-world" virtual environments. Previously, database creation was unwieldy for VR applications.

  • Automated Forces (AF) -- Sometimes referred to as computer-generated forces, AF has evolved from simulation of tradi-tional vehicles to simulation of more complex intelligent forces. AF can include a wide array of vehicles or humans programmed as adversaries, friendlies, or neutrals for encounter in a wide range of scenarios.

  • Communication Protocols -- The migration from Distributed Interactive Simulation (DIS) to High-Level Architecture (HLA) provides for the synchronization of larger numbers of entities participating in simulation exercises from dispersed locations. SwRI is involved in development for a wide variety of DIS/HLA applications.

SwRI has integrated several VR component technologies into a Close Quarter Battle application in an advanced technology demonstration for the US Marine Corps.



SwRI's Video See-Through Head-Mounted Display (VSTHMD) allows a user to experience virtual reality while being able to see "real world" objects such as the user's hands operating the steering wheel and the dashboard of the vehicle. This innovative technology was developed using SwRI internal funds and is being integrated into US Marine Corps applications.


Instructor Operator Station (IOS)

SwRI has extensive experience in the development and integration of instructor operator stations in VR applications. Capabilities have included scenario building, exercise control and monitoring, recording student performance information, and display/debriefing for after-action reviews. SwRI's IOS capabilities have also included providing the instructor with a two-dimensional overhead view and three-dimensional views which include both overhead and designated participant views.

This flyer was originally published in November 1999. For more information about virtual reality technologies, contact J. Brian Fisher, Training, Simulation and Performance Improvement, Southwest Research Institute, P.O. Drawer 28510, San Antonio, Texas 78228-0510, Phone (210) 522-3762, Fax (210) 522-5429.

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