Phase II Amount
$1,056,268
The Navy has a pressing need for combat-ready pilots. There are efforts to advance a Next Gen, all-enveloping Virtual Reality (VR) headset to provide a lower-cost, more portable, more easily upgradeable, and improved immersion manned flight simulator MFS) training experience. In pursuit of this objective Pison Technology, and our teammates at VRgineers (VRG) successfully completed a Phase I effort to assemble and demonstrate the feasibility of our ISLE experimental VR headset. The most significant achievements during Phase I were: (1) the successful assembly and benchmark testing of the ISLE experimental 8K resolution and 177-deg D-FOV prototype; (2) software integration into multiple flight simulation software packages (e.g., Prepar3D, XPlane11); and, (3) feedback collection for future improvements via execution of usability demonstrations with Navy and AF pilots. Based on this success, Pison and VRG are positioned to execute a Phase II effort focused on advanced prototyping and human factors evaluations driven by critical feedback received in Phase I. Successful execution of this Phase II effort will position ISLE for transition and commercialization as the world-leading headset for ultra-resolution immersive VR experiences.
Benefit: The full scope ISLE system will have immediate and tangible benefits for US Navy, Air Force, Marine Corp, and Army Pilot training needs. ISLE will provide an immersive visual content display solution that performs at equivalent or better standards than current half- and full-dome projection systems for a fraction of the costs and in a form factor that is orders of magnitude more portable, sustainable, serviceable, and upgradeable. By providing an ultra-high resolution VR display tailored to Pilot training, the ISLE solution will create potential for increased Pilot training throughput, and more accessible training offerings (including in forward-deployed environments). The simulation engine and cockpit agnostic approach to ISLE will also facilitate scalable deployment across air platforms, supporting retrofit deployments to existing fixed and motion-enabled physical cockpit trainers. Finally, the ISLE platform will have significant dual-use applications, not only for aviation training in civilian / commercial segments, but also for other market segments where high fidelity and immersive visual experiences are desirable (e.g., amusement / entertainment, gaming, medical simulation, etc.)
Keywords: aviation, Training, Manned Flight Simulation, Virtual Reality (VR), Mixed Reality (MR), Simulation