VYTAUTAS MAGNUS UNIVERSITY FACULTY OF INFORMATICS DEPARTMENT OF APPLIED INFORMATICS DEPARTMENT OF SYSTEM ANALYSIS

Harshal Santosh Sonawane

DEVELOPMENT OF VIRTUAL REALITY SIMULATION PROTOTYPE FOR MILITARY

Bachelor Thesis Informatics Systems study programme, state code 612I13003 Study field Informatics

Supervisor Prof. Edgaras Ščiglinskas

degree, name, surname signature, date

Defended Prof. dr. Daiva Vitkutė-Adžgauskienė

Dean of Faculty signature, date

Kaunas, 2020

Contents

1.INTRODUCTION ...... 7 2. ANALYSIS OF VARIOUS VIRTUAL REALITY SIMULATORS ...... 11 2.1 ARMA 3 VR Simulator ...... 11 2.2 Analysis of Simulators ...... 18 2.3 Comparative Analysis of Virtual Reality Headsets ...... 19 3. DESIGN OF SIMULATION ...... 21 3.1 Functional requirements ...... 21 3.2 Technical Requirements ...... 22 3.3 Structure of application ...... 22 3.4 Selected Development methods ...... 23 3.5 Plan ...... 24 4. DEVELOPMENT OF VR PROTOTYPE DELTA WAR...... 25 4.1 About Delta War simulation ...... 25 4.2 Virtual Reality Device ...... 25 4.3 Platform ...... 25 4.4 Scene ...... 26 4.5 Main Character ...... 28 4.6 OVR intergration ...... 29 4.7 Prefabs ...... 29 4.8 Developing the main character & the weapon ...... 30 4.9 Gun Animation ...... 32 4.10 Shooting Script explained ...... 33 4.11 Player Movement ...... 35 4.12 2nd Character soldier ...... 36 4.13 Enemy ...... 37 4.14 Full Body Motion Tracking Kit...... 38 4.15 HP Z VR Backpack ...... 39 5. RESULTS ...... 41

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6. CONCLUSION...... 42 7. FUTURE RESEARCH ...... 42 8. REFERENCES ...... 43 9. APPENDIX...... 45 9.1 Term Paper (Summary) ...... 45 9.2 Sources ...... 45

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LIST OF ABBREVIATIONS

VR Virtual Reality VBS Virtual Bohemian Simulation HMD Head mounted Display 3D Three dimensional OVR Oculus Virtual Reality

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ABSTRACT

Author Harshal Santosh Sonawane

Title Development of virtual reality simulation prototype for military

Supervisor Edgaras Ščiglinskas

Presented at Vytautas Magnus University

Number of pages 45

Number of tables 6 Number of figures 24

In the past years there has been a lot of terrorist activities in this world where some militaries were not been able to tackle due to not being trained in such situations. Basic combat training costs governments billions of dollars per year. Which is expensive as compared to Training soldiers in VR . Training soldiers in virtual reality headsets with different kind of simulations have started to become a modern approach towards training across the militaries in the world. Training soldiers in VR gives the freedom to militaries to design and train any kind of simulation and make their soldiers prepared for it . The purpose of this thesis is to develop a virtual reality simulation for the military . The thesis firstly provides the data by analyzing various VR simulators, and comparative analysis of the VR headsets which are available in market. The Delta war simulation is developed by the author by using platform . The thesis provides data on the technologies, designs , structures, platforms, softwares which were used in making the Delta War simulation. This entire VR world was developed in Unity platform and tools, such as Blender which were used to design the characters. The simulation takes place in the urban city of Marrakesh. Where our main player Marshal Conner has one objective that is to eliminate the enemies by causing less causalities. This thesis will result in developing a successful VR simulation for military use.

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SANTRAUKA

Autorius Harshal Santosh Sonawane

Pavadinimas Karinės virtualios realybės modeliavimo prototipo sukūrimas

Vadovas Prof. Edgaras Ščiglinskas

Darbas pristatytas Vytauto Didžiojo Universitetas,

Informatikos fakultetas, Kaunas

(data)

Puslapių skaičius 45

Priedų skaičius 24

Pastaraisiais metais šiame pasaulyje buvo vykdoma daug teroristinės veiklos, kuriai kai kurie kariškiai negalėjo kovoti dėl to, kad nebuvo mokomi tokiose situacijose. Pagrindinis kovos mokymas vyriausybėms kainuoja milijardus dolerių per metus. Kuris yra brangus, palyginti su VR karių rengimu. Kareivių mokymas virtualios realybės ausinėse su kitokio pobūdžio modeliavimu tapo moderniu požiūriu į mokymą visame pasaulyje. Karių mokymas VR suteikia kariuomenei laisvės kurti ir treniruoti bet kokį modeliavimą ir paruošti savo kareivius tam. Šio darbo tikslas - sukurti virtualios realybės modeliavimą kariuomenei. Pirmiausia pateikiami duomenys analizuojant įvairius VR treniruoklius ir rinkoje esančių VR ausinių lyginamoji analizė. „Delta“ karo modeliavimą autorius sukūrė naudodamas „Unity“ platformą. Darbe pateikiami duomenys apie technologijas, dizainus, struktūras, platformas, programinę įrangą, kurios buvo naudojamos modeliuojant „Delta War“. Visas VR pasaulis buvo sukurtas „Unity“ platformoje ir įrankiuose, tokiuose kaip „Blender“, kurie buvo naudojami kuriant personažus. Modeliavimas vyksta miesto mieste Marakeše. Mūsų pagrindinis žaidėjas maršalas Conneris turi vieną tikslą - pašalinti priešus, sukeliant mažiau priežastingumo. Dėl šios disertacijos bus sukurtas sėkmingas VR modeliavimas kariniam naudojimui.

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1.INTRODUCTION

Since the start of CG (Computer Graphics) innovation advancement, Virtual Reality (VR) has been utilized to help a few armed force resistances extends just as their order focuses. These days, VR programming and show hardware go past numerous standard restrictions what's more, enable clients to convey and help out one another in advanced world just as diminish the expenses and the quantity of genuine activities required for military work force preparing. By, PC applications are generally used to prepare military pilots and tank teams in safe conditions. Warriors step into a physical mock-up of the vehicle encompassed with projection screens which in the constant produce 3D world around their recognition. The most significant resources of the military powers are their experience and the information. Military authorities become concerned how to move this information to a youngster, matured 18 to 24, in the best viable approach to upgrade their abilities and during the standard military activities, life of the trooper is generally not in threat. This makes it difficult to think about his individual conduct trademark, his capacity to break down dangers, recognize rising circumstance and basic leadership process in a dangerous circumstance. VR permits to organize risky battle conditions in conceivably safe condition. Through such a virtual encounter, we can choose the most ideally equipped individuals for the activity and set them up for the mission. Be that as it may, present VR battle arrangements likewise have some significant disadvantages. For instance, every one of the test systems are situated in cooled conditions, where officers don't feel heat or cold, they don't get worn out helping full weight rucksack while strolling through the boggy territory. Plausibility to experience the dividers without impact identification additionally makes it progressively like a game than genuine preparing [1]. According to [2] advanced first response simulators based on Virtual Reality technology gives us significant benefits, such as: ➢ Repeatability – each mission can be repeated many times, results will be stored and recorded every time, and played to analyze and compare individual behavior. ➢ Knowledge transfer – Many years of ground combat experience may be captured and documented for young soldiers’ training.

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➢ Safe training – the highest risk possible in combat scenarios will be simulated to deceive soldiers perception without exposing them to any physical risk of injury. ➢ Economic factor – soldiers’ deployment may take place without moving expensive military equipment and troops to foreign country or ally training ground, ammunition and fuel expenses are eliminated. ➢ Behaviour evaluation – VR allows to detect suspicious behaviour and actions of individuals in dangerous combat conditions, and their decision-making process.

Figure 1: Example of first response military simulator Source: [3] It shows in figure no 1 about the View of the training hall with soldiers equipped with tracking system, Head Mounted Display glasses, and weapon replicas.The main problem here is that there is no urban city simulation for the military. The urban city simulation will help the military to train for scenarios such as terrorist attacks, bomb blasts, hostage situation and other attacks. There are many challenges the military face when there is a situation in the city and they are not trained properly for such scenarios. Scenarios such as a terrorist attacks which happened in Mumbai, India in 26/11/2008. Where 10 terrorists of Lashkar-e-Taiba have killed 174 people with bombs and mass shootings. The actions taken by the military are shown in (Figure 2) below.

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Figure 2: First response military aiming at the hotel where the terrorist are hiding Source: [4]

Figure 3: Paris police response to the attacks Source: [5] The example of terrorist attack in Paris in November 2015 where 130 people got killed and the below pictures are military response soon after the attack had happened (Figure 3). My main focus in this thesis would be as follows: AIM: Find out Virtual Reality technologies, which could be used in development of VR application for simulation soldiers combat/attack in urban cities, create Virtual Reality application for this simulation. TASKS:1. Prepare analysis of Virtual Reality technologies, which could be used in Development of VR application for simulation.

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2. Prepare technical requirements for this type of application (VR Simulation). 3. Create 3D VR Environment and 3D elements (Characters, machines, etc). 4. Prepare and create simulation scenarios in VR Environment. 5. Develop VR Application Prototype for Simulation of Soldiers Combat/Attack in Urban Cities.

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2. ANALYSIS OF VARIOUS VIRTUAL REALITY SIMULATORS

For analysis and comparison of Virtual Reality Simulators these criteria are used : 1. Cost of the simulator 2. Technical requirements for a system 3. Count of supported platforms of simulator 4. Game modes 5. Among Oculus quest , Oculus Rift S , HTC Vive Pro , HTC Reverb , Samsung Odyssey which headsets will be Supported I will analyse a military simulation game which is ARMA 3 and Delta war. The points I’m covering are the technology which are used in making of the simulation process, the visualization software's, hardware requirements needed them to develop this game. Delta war is a simulation prototype developed by me and I will be explaining about the software tools used for designing the characters and the software used for developing the game, hardware used such as the Virtual Reality Headset, assets used from the store, and the simulation. The first I’m going to start with ARMA 3 and then I will be explaining about my simulation.

2.1 ARMA 3 VR Simulator

ARMA 3 is an open military simulation game developed by [6]. The main purpose behind developing this simulation was for to train soldier in combat situations. ARMA 3 is a sequel to ARMA (Combat operations in north America) and to ARMA 2. ARMA 3 was released in September 2013. This game features single and multiplayer modes. Bohemia interactive simulation company gives freedom to the developers to use their VBS4 software to develop simulations and create scenarios of their choice. In bohemia interactive solutions they have simulations for vehicle, helicopter, fighter jet driving training, Training for soldiers on ground and many more. Bohemia interactive company mainly focuses on the defence industry, which helps them develop applications for specific uses, and experience in game development and the

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military, helps them to forge close customer relationship. To play this game in VR the user has to use software's like VorpX which is a 3D driver software that enables the users to play traditional PC games on an Oculus Rift (Platform) and other VR HMDs. It enables the users to experience VR features such as stereoscopic 3D and head tracking on many DirectX 9-11 games that were not made for Virtual Reality. Other military simulations which are developed by Bohemia interactive simulation are [7]: 1. ARMA tactics 2. ARMA Queens gambit 3. ARMA 2 4. ARMA 3 Malden 5. ARMA 3 Tac-ops 6. ARMA 3 Laws of war 7. ARMA 3 Jets 8. ARMA 3 Apex 9. ARMA 3 Marksmen 10. ARMA 3 Helicopters 11. ARMA 3 Zeus 2.1.1 ARMA 3 Technology: ARMA 3 uses a 3rd generation virtual reality engine which is used by many militaries around the world and still they are developing it. This virtual reality engine uses a DirectX 9 support. It features realistic weathers such as sunny, rainy and a good visibility in the foggy weather. It features realistic day and night features. [8] 2.1.2 3D models in ARMA 3: For development of 3D model bohemia interactive company uses VBS3 which is also known as Virtual Basic scripting language which is an active scripting language developed by Microsoft. It’s a development platform for modelling and simulation uses. VBS4 has 16000 3d detailed models of army, civilian, weapons and characters. Because of VBS4 it reduces development cost relating to deploying a desktop training solution.VBS4 includes VBS plan and VBS GEO. [9]

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2.1.3 ARMA 3 Terrains: It is used mainly for generating and editing terrains fasters. VBS geo has new editor known as TERRATOOLS editor which allows its users to create, import and modify their terrain. This interface will enable users to quickly edit terrain without any former knowledge. Users can easily move, add, raise or lower terrain or rotate the objects on the terrain. They user can easily add trees to create a forest or edit surface details. [10] 2.1.4 Visualization Software: VBS blue IG is a high performance, CGI - compliant, 3d whole earth image generator which is designed to support the full use cases of air, space, land, sea for group and individual military training. It uses all VR/AR solutions and full motion simulators with multiple synchronized displays. The VBS Simulation SDK includes a library of APIs and source code allowing developers to customize virtually every aspect of VBS4 and produce custom applications. The APIs form a modular, C plug-in architecture that enable developers to integrate third-party technologies effectively and efficiently (Figure 4). VBS Control • Convoy AI: reliable ETA, react to ambush, navigate tight urban spaces. • Military AI: a set of “waypoint replacements” for improved military AI, both infantry and vehicles. • Pattern of Life: civilian and traffic “clutter”.

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Table 1: The Pc requirements for ARMA 3 Simulation No System specs Minimum requirements Recommended requirements 1 Operating system Windows 7 SP1 64-bit Windows 7 / 8 / 10 64-bit Intel Dual-Core 2.4 GHz, AMD 2 Processor Intel Core i5-4460, AMD FX 4300 Dual-Core Athlon 2.5 GHz NVIDIA GeForce 9800 GT, AMD NVIDIA GeForce GTX 660, AMD Radeon HD 5670, Intel HD 3 Graphics Radeon HD 7800 Series with 2 GB Graphics 4000 with 512 MB VRAM VRAM 4 DirectX 10 11 5 RAM 4 GB 6 GB 25 GB free space, SSD / Hybrid HDD 6 Hard drive 20 GB free space / SSHD storage 7 Audio DirectX® compatible on-board DirectX® compatible soundcard

2.1.5 Bootcamp ARMA 3 bootcamp is a basic training camp which consists of following 5 things. [11] 1. SP Campaign (Figure 5) 2. VR Training 3. MP bootcamp 4. Virtual Arsenal 5. Field manual SP campaign: SP campaign is also known as single player campaign where normally all the users start. Firstly starting with introducing basic principles of infantry combat which are actions, navigation and weapon handling [6]

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Figure 4: ARMA 3 scene Source : [12]

Figure 5: SP bootcamp Shooting targets assinged by the instructor

2.1.6 Virtual Reality Campaign VR campaign enables soldiers to learn about the basic game mechanics in the virtual world (Figure 6). In the scene there will be your commander who will instruct you to shoot, walk and to complete simple objectives so that the soldier will understand the basic keys (Figure 7).

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Figure 6:Task from running from point A to point B

Figure 7:Shooting practice in VR Bootcamp

2.1.7 MP Bootcamp: Multiplayer Bootcamp helps newcomers to adapt to ARMA 3. ARMA 3 offers a structure set of challenges for both new trainees in military and the instructors. The multiplayer bootcamp use the Zeus framework to give the user the tools they need to create a tutorial gameplay on the fly.

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2.1.8 Virtual Arsenal It’s a character, weapon, equipment viewer which enables the user to change their character looks, change to the choice of their weapon or the equipment of their choice (Figure 10). There are a lot of variety of weapons to choose from snipers, machine guns, assault etc (Figure 9).

Figure 8: User choosing the choice of his weapon

Figure 9: User choosing the choice of his outfit

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2.1.9 Field manual The field manual is accessible from the main menu when you are in the game. The field manual consists of helpful tips on how the user can control and interact with various aspect scenarios. 2.1.10 Changes which should be made in ARMA 3 simulator 1. Arm movement depending on VR controller 2. Full support of HMDs (head mounted displays) 3. Graphic adapted to VR which must be much simpler and not so detailed as it is for screens) 4. Hand movement 5. Weapon handling (Holding, targeting, etc.) 6. Handling of grenades (Throwing) 7. Vehicle control (Drive by virtual steering wheel).

2.2 Analysis of Simulators

Table 2: Analysis of various Simulators Criteria ARMA 3 Pavlov Onward

Cost of Simulator 105.73$ USD 99$ USD 25$ USD

Count of supported 1 (Windows) 1 (Windows) 1 (Windows) operating systems

Count of supported 2 2 2 platforms (Steam) (Steam) (Steam) (Oculus store) (Oculus store) (Oculus store)

Game modes Single player Single player Single player Multiplayer Multiplayer Multiplayer

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Virtual reality headsets HTC Vive HTC Vive HTC Vive supported Oculus Rift Oculus Rift Oculus Rift Valve Index Valve Index

2.3 Comparative Analysis of Virtual Reality Headsets

Table 3: Comparative Analysis of Virtual Reality Headsets to prove which headset is best . No Criteria Oculus Oculus Valve HTC Vive HTC Samsung quest Rift S index Pro Reverb Odyssey

1 Display Tech OLED LCD LCD OLED LCD OLED

2 Adjustable Depth No Yes Yes Yes No No

3 Tracking System Oculus Oculus Lighthouse Lighthouse WMR WMR Insight Insight V2 V2 Inside Out Inside Out

4 Tracking Tech 4 IR 5 IR 2+IR Laser 2+IR Laser 2 IR 2 IR Cameras Cameras Base Base Cameras Cameras Stations Stations 5 Tracking Scale Room- Room- Room- Room- Room- Room- scale scale scale scale scale scale

6 PC Link USB3.2G1 USB3.0 USB3.0 USB3.0 USB3.0 USB3.0 +DP1.2 +DP1.2 +DP1.2 +DP1. +HDMI

7 Wireless/Standalone? Standalone No No Wireless No No Addon

8 Speaker Spatial Spatial Index Off On-Ear, On-Ear, Harmon Speakers Speakers ear Spatial Removable Removable 3D

9 Controller Type Oculus Oculus Index Vive wand WMR WMR Controllers Controllers Knuckles v2 Controllers Controllers

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10 Grip Button Button 5-Finger Button Button Button

11 Headset Price 400$ 400$ 1000$ 1100$ 640$ 320$

By the analysis of the VR headsets I came to conclusion that Oculus Rift S is the most suitable headset on the basis of cost , tracking scale , Tracking system as compared to others.

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3. DESIGN OF SIMULATION 3.1 Functional requirements

1. Oculus VR headset (Figure 12) 2. Minimum room required is 15ft * 12ft. 3. A special load-bearing vest that holds the batteries for the unit and a wireless computer unit 4. A wireless weapon controller that matches the size, weight and shape of real military weapons. 5. Hp VR Z backpack 6. Unity software 2019.2.9f1 7. Blender software 8. Visual Studio 2019

Figure 10: Oculus VR headset Source: [16]

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3.2 Technical Requirements

Table 4: Pc requirements to run the simulation No System specs Recommended requirements 1 Operating system Windows 7 / 8 / 10 64-bit 2 Processor Intel Core i5-4460, AMD FX 4300

NVIDIA GeForce GTX 660, AMD Radeon HD 7800 3 Graphics Series with 2 GB VRAM

4 DirectX 11 5 RAM 6 GB

6 Hard drive 25 GB free space, SSD / Hybrid HDD / SSHD storage

7 Audio DirectX® compatible soundcard

3.3 Structure of application

The structure of simulation goes as follows : Firstly it should connect VR headset to the computer and start the oculus app to enable the headset . Then start the unity app in editor mode so that it can simulate. The engine initializes and starts immediately. To start the simulation press the play button and it directly goes to unity game instance where it launches the simulation in PIE session . As soon as the session starts the editor give an option to either exit or begin the session . If clicked on begin session it will spawn all the players and the game will begin. If click on exit the user will be exited from the session.

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Figure 11: Architecture of simulation

3.4 Selected Development methods

1. VR device : Oculus Rift S 2. Graphics type : 3D graphics 3. Development platform: Unity 4. Publishing market: Oculus store

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3.5 Plan

1. City : The architecture of the city will be designed using blender graphic tool. The city consists of more than 15 types of buildings , markets , water fountains , 2 types of poly trees , port , boats , 3D water with wave effects. 2. Citizens: Character prefabs will be downloaded from Mixamo.com [17]. There should be at least 5 types of characters of different age , height and gender. The animator of most of the character will consist of activities such as walking , running or sitting idle. To make the characters to do the following activities without colliding with any of the buildings or object ,NavMesh and box colliders will be used . 3. Soldiers: The soldier prefab will be designed in blender graphic tool. The design of soldiers gun should be a shotgun . The soldier should be able to shoot the enemies while following the main character. 4. Main character: The main character will be designed in blender graphic tool. The controller of the main character will be the PlayerController prefab which is in Oculus Integration package. The main character should have 2 main cameras . One camera should be mounted on the head whereas the other camera should be mounted to look like an FPP mode. The main character should move with the controllers and shoot with the trigger button of the controller . The character should be able to aim , teleport with the controller. The player should have a model of a handgun and it should have a Text Mesh Pro on the backside of the gun to show the no of bullets left. The gun should consist of 10 bullets and should be reloaded by rotating the joystick on the left side. The main target of the character should be to eliminate enemies without any causalities. 5. Enemy: This character should be taken from mixamo [17]. The enemies should be able to locate the main player and eliminate it. It should have unlimited no of bullets but should be reloaded after every 10 bullets .

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4. DEVELOPMENT OF VR PROTOTYPE DELTA WAR

4.1 About Delta War simulation

Delta war is a Military simulation based tactical multiplayer shooter which is developed by Mr. Harshal Sonawane. The main aspect on developing this game is that the soldiers can train in urban environment. This simulation will take place in an urban city of Marrakesh, Morocco. While training in this simulation, the soldiers will deal with situations such as hostage situation, bomb defusal and many others. The main reason which inspired Harshal Sonawane to develop this simulation is there are not a lot of military simulation which are actually based on Urban scenarios. Which results in soldiers not being prepared properly for such scenarios.

4.2 Virtual Reality Device

I have developed this simulation in Oculus rift S VR headset. The main reason behind choosing oculus rift S is because it is a console VR . The setup of Oculus rift S is easy as compared to other VR headsets. There are no laser stands to place like whereas Oculus tracks your movement and environment with 5 IR cameras it has. The most important part is that the refresh rate is 80hz which would give make my simulation smooth and will have high response rate [18].

4.3 Platform

Currently there are a lot of platforms available in the market to develop games such as Unity, Unreal engine, Maya, Amazon Sumerian etc. But the most trending software’s are Unity and Unreal engine. I have developed this entire simulation in Unity and the reason behind choosing Unity to develop is because it’s an easy to understand software for game developers. The main reason is that game developers with a little experience in making simulation games and with low budgets can now not only build simulation games but build games with tools same as those of the

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big games. Unity asset store contains assets in cheap prices and the most important reason is that I have previous experience using Unity which will make my development process faster. Table 5: Below I have analysed the differences between Unity 3d and Unreal engine on the basis of Supported coding framework, supported platforms, asset features, cost, asset import speed, scripting Editor. No Unity 3D Unreal Engine Supports Coding Frameworks such as C# , Supports C++ as the main Coding framework 1 JavaScript and Action Script Supports major Platforms such as Android, Supports Cross Platform Development of consoles like 2 IOS, Xbox one , Xbox 360 , Steam OS, XBOX One, PS4, Nintendo / VR platforms like oculus , WebGL, PS ,PS4 Gear VR, Google VR , Steam VR etc. In unity 2D and 3D games can be built Mostly AAA- rated games with high quality graphics . more 3 reality textures, shadows , light, and effects . Asset Store features various addon ,characters Asset Store features various addon ,characters , particle and 4 , particle and sound effects and are available for sound effects but are expensive as compared to unity 3d cheap prices. Unity 3d is free , Unity Plus costs 35$ a month Unreal engine 4 is free but charges 5% of your income if 5 whereas Unity pro prices a 75$ a month. your game revenues exceed 3000$ in the first quarter. Assets can be imported quickly and rendering Unreal engine lags a lot while importing assets and is not 6 time is fast responsive Scripting API supports multi-object editing for Visual Scripting Editor is Blueprint which lets developers 7 unity 3d game development. build games and architectural walkthrough without writing a single line of code.

4.4 Scene

The scene is a replica of the city of Marrakesh, Morocco. The city consists of a lot of architecture such as buildings, shipping port, long alleys etc

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Figure 12: West side view of the city

Figure 13: Main street of the city

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Figure 14: Port of the city

There will be different scenarios for the soldiers to train in this simulation. Scenarios such as • Hostage situation in the market • Illegal entry of people on boat in the port. • Terrorist shootings

4.5 Main Character

The main character is a trainee Marshall Conner (Figure 14 ). which is currently placed for training in Marrakesh. Marshall Conner will be first given an introduction of all the guns and accessories by Captain John Kelly who is an instructor for the new trainees.

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Figure 15: 3d model of Trainee Marshall Conner

4.6 OVR intergration

The OVR (Oculus virtual reality) integration package is available in Unity to download for free. The OVR integration package (OVR plugin) provides Oculus Rift S and Android developers to connect with the Unity editor. The plugins folder in the OVR folder has OVRgamepad.dll which allows scripts to communicate with Windows and Xbox.

4.7 Prefabs

This folder gives an overview of the Prefabs provided by the Utilities package which includes OVRCameraRig, which provides an interface to OVRManager, and OVRPlayerController. The utilities for the unity software can be seen in the prefabs in Assets/OVR/Prefabs. These are 3 important prefabs in unity: OVRCameraRig, OVRPlayerController, OVRCubeCaptureProbe. To use all of this is that we have to simply drag and drop in the scene.

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4.8 Developing the main character & the weapon

To start developing the main character first I need to decide which weapon the player should use. So I decided to go with a simple handgun model which I got on the free asset store in unity. As I know that when I will play in VR I will only see the gun and not my body so first imported the gun asset from asset store to my project. Now I need to design the main character so I went to Assets/OVR/Prefabs and drag and dropped OVRPlayerController and dragged into the scene. Now I have placed the OVRPlayerController then now I have to place the OVRCameraRig at the same place where I have placed the OVRPlayerController. To get the view properly I have placed the OVRCameraRig at the position of the Mainplayer head so that it would be perfect to use the gun. Then I have dragged the OVRCameraRig Into the OVRPlayerController .

Figure 16: Handguns Asset

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Figure 17: Oculus Integration Asset

Now the next step is to drag the gun from the modern guns folder and drag it to the right hand end of the player and scale the oculus controller it down to match the real size of a gun and to get the correct size according to the end of the player I've used a 3d model of a Rift S controller from the oculus package.

Figure 18: Oculus Controller scaled to match the gun handle

The next step is to drag the Modern gun from the hierarchy and drag it into OVRCameraRig

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Figure 19: OVRPlayerController asset in Hierarchy

4.9 Gun Animation

Table no 6: In the below table I have explained the weapon script details No Weapon detail Description

1 Max ammo The maximum amount of ammo the gun has is 10

2 Text Text Mesh Pro uses Signed Distance Field (SDF) as its primary text which will show the no of bullets remaining when we shoot 3 Bullet prefab The prefab of the bullet is 9mm 4 Casing prefab The prefab of the casing is black 5 Muzzle flash Muzzle flash prefab taken from source [20] 6 Barrel location Barrel prefab to fix its location in the gun 7 Casing exit location The casing location is in the frontside.

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8 Source The source of audio of gun is [21] 9 Fire Fire sound of bullet

10 Reload Reload sound of the gun 11 No Ammo No ammo sounds. 12 Shot Power The damage power of the bullet.

4.10 Shooting Script explained

First I changed the input trigger of the shooting with the right index trigger of the oculus rift s controller void Update() { if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger,OVRInput.Controller.RTouch)) { if (currentammo > 0) GetComponent().SetTrigger("Fire"); else source.PlayOneShot(noammo); }

if (Vector3.Angle(transform.up, Vector3.up) > 100 && currentammo < maxammo) Reload();

text.text = currentammo.ToString(); }

RaycastHit hitInfo; bool hasHit = Physics.Raycast(barrelLocation.position, barrelLocation.forward, out hitInfo, 100);

if (hasHit) hitInfo.collider.SendMessageUpwards("Dead", hitInfo.point, SendMessageOptions.DontRequireReceiver); 33

The above code explains about when the player is shooting . the gun will shoot a ray to the enemy and let the player know if it missed or hit the target.

if(line) { GameObject liner = Instantiate(line); liner.GetComponent().SetPositions(new Vector3[] { barrelLocation.position , barrelLocation.position + barrelLocation.forward * 100 });

Destroy(liner, 0.5f);

}

The above the code explains when it instantiates a line and set its position from the barrel of the gun to the point I hit. When the player has no ammo, the player can flip the gun down to reload the gun. To replicate this mechanic, I created 2 viable one for the maximum no ammo and other for the current ammo. Then I created the reload function which reset the current mode and use this function whenever the player has put the gun down.

public int maxammo = 10; private int currentammo;

The above code explains about the no of ammo in the weapon

void Reload() { currentammo = maxammo; source.PlayOneShot(reload); }

The above code explains regarding reloading ammo

if (Vector3.Angle(transform.up, Vector3.up) > 100 && currentammo < maxammo) Reload();

text.text = currentammo.ToString();

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The above code explains about the function whenever the player put the gun down to reload

4.11 Player Movement

To make the player move I have first downloaded the oculus integration package from asset store . My target is to make the player move by using the oculus joystick in order to do that I have assigned locomotion to the simulation. Locomotion is an important component which will enable the navigation to my entire simulation. Below I will be explaining about locomotion and the how the player will move in my simulation: [22] First I created an empty child in the main character called as teleportation. In the inspector of teleportation I have inserted these scripts to enable the movement of the player. Locomotion Controller : The locomotion controller will be responsible for coordinating with the OVRCameraRig, the OVRPlayerController, and the main Character Controller. Locomotion Teleport : This is the primary component which will be responsible for controlling and centralizing functionality of the joystick. The locomotion teleport script will enable movement during Ready, Aim, Cancel Aim , Pre-Teleport, Cancel-Teleport, Teleporting , Post-Teleporting. Teleport Input Handler Avatar touch: This is responsible for my main player to aim and trigger teleport behavior using avatar touch. This enabled me to select the right index trigger to teleport & aim . Teleport Aim Handler Laser: This handler simulated my aiming in a straight line. Teleport Aim Visual Laser : This handler simulates the range of the aim. The range I have kept is 100.

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4.12 2nd Character soldier

The second characters are designed to keep the main characters company while shooting the Enemies. As the main concept of this game is that the main character is a soldier that’s why the second characters are the soldiers which are a platoon working under the main character. The main character was taken from mixamo.com. And I have attached a shot gun to it to follow the main character while shooting the enemy. The most important part is that the main character will not give damage to the enemy in focus with that the main character has to shoot all the enemies. The controller used for the soldiers are the 3rd animation controller.

Figure 20: 2nd character model

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Figure 21: Character Animation controller

4.13 Enemy

To design the enemy character I used mixamo and downloaded the character. The enemy will always move towards the main character and try to shoot it. The enemy’s gun will have same number of bullets as the main character and reload after its out of it.

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Figure 22: Enemy character

Figure 23: Animation Controller of Enemy

4.14 Full Body Motion Tracking Kit

When the soldiers enter the virtual training room the soldiers will have to first wear a Full body motion tracking kit or a Holo-Suit. There will be around 60 cameras which will be tracking your motions when you do some action. The markers in your motion tracking kit will reflect infrared light to the 60 cameras mounted on the ceiling. When you boot-up the software with the

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required trackers paired with Oculus VR, it will automatically detect that you are in "Full-Body" mode. Once loaded in, your avatar will be in a T-Pose, and you will have small spheres on the points where your trackers are located. This is called Calibration Mode. To Calibrate, it is easiest to follow this procedure [23].

4.15 HP Z VR Backpack

The HP Z VR Backpack is a versatile professional VR Ready wearable PC solution from HP. It includes the VR PC unit, a wearable ergonomic harness, a battery system located on the harness, and a docking station for desktop use. The HP Z VR Backpack can be used in two ways 1. As a wearable backpack to facilitate truly immersive VR experiences without being limited by a cable to a deskside PC. 2. As a powerful desktop workstation simply by removing the PC from the harness and docking it into the included desktop docking station solution. 3. HP Z VR Backpack is untethered.

Why HP Z VR Backpack:

HP Z VR Backpack allows safe interaction with the experience and opens the door to effective collaboration, design verification, training, and product retail experiences. HP Z VR Backpack gives freedom of motion with no tethered cabling restrictions In addition, this solution has the versatility to support more traditional desktop workstation use via its industry unique docking station. This solution can be used in many places within an organization including, but not limited to, product design reviews, development, training, and retail product display environments such as showrooms (Figure 24).

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Figure 24: HP Z VR bag

Components of HP Z VR backpack: [24]

Harness Ergonomic, comfortable but tough polyester design. It includes padded shoulder and waist straps for comfort. A PC mounting plate is included that provides generous air space between the user’s back and the PC to eliminate any heat transfer from the PC to the user. For convenient management of the VR HMD, an HMD retainer clip is provided on the shoulder strap to allow parking of the HMD so that the harness can be put on or taken off without having the HMD dangling from its cables. 1. Battery Pack High performance dual 73 Whr batteries. 2. Battery Charger Battery charging cradle that can charge two 73 Whr batteries simultaneously. 3. HTC VIVE Combo Cable (optional, sold separately) Custom length cable designed for HTC VIVE VR HMD use with the HP Z VR Backpack. 4. AC Adapter(s) A 330W Smart AC adapter for the Dock and PC. A 180W Smart AC adapter for the charging cradle. 5. VR PC Powerful compact form factor PC that includes all the needed IO ports to connect most popular VR HMD’s

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5. RESULTS

1. Developed a 3D model of Marrakesh city which consists of 15 types of buildings , markets , water fountains , 2 types of poly trees , port , boats and 3D water with wave effects. 2. Developed 5 different Citizen characters of different age , height and gender. The animator of most of the character consists of activities such as walking , running or sitting idle. The characters walk , run without colliding with any of the buildings or object by using NavMesh and box collider. 3. The main character designed in blender graphic tool and the main character has 2 main cameras . The main character successfully teleports and aims with the controllers and shoots with the trigger button of the controller . It is able to successfully eliminate enemies whilst seeing the no of bullets left on the gun. The main character also gets eliminated after a certain no of bullets are hit by the enemy. 4. The enemy character is able to track the main player and eliminate it . Enemy also get eliminated after certain no of bullets are hit . 5. The graphics of the game is clear in the Oculus Rift S headset even after playing multiple times and also resulted in no glitches.

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6. CONCLUSION

1. Delta war simulation prototype is more complex and suitable for the Urban city simulation training for the soldiers. 2. The technologies that have been used in Arma 3 are way more expensive to that used in Delta war. 3. This simulation can have many features in the future and will certainly be more effective with various other equipment’s and hardware. 4. They can even change scenarios according to their needs and track the soldiers movements and tactics.

7. FUTURE RESEARCH

The future focus would be on designing more civilian and military characters and vehicles to have a more realistic view of the city. I will be creating more scenarios for the soldiers such as night mode, extreme weather conditions etc. Will be adding more military vehicles such as tanks and fighter jets. In the night mode the soldier will be able to use night vision goggles. For player movement rather than using controllers the player will be using Kat walk mini VR treadmill to give it more realistic feel and even use more VR guns instead of controllers.

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8. REFERENCES

[1] A. Lele., "Virtual reality and its military utility," Journal of Ambient Intelligence and Humanized Computing, p. 17–26, 2011. [2] A. NAWRAT, M. Kozlak and A. Kurzeja, "VIRTUAL REALITY SIMULATION TECHNOLOGY FOR MILITARY," OBRUM, Gliwice , p. 8, 2014. [3] M. Velichko, "Virtual reality in military training — Jasoren," [Online]. Available: https://jasoren.com/vr-military-training-the-next-step-of-combat-evolution/. [Accessed 1st February 2020]. [4] S. Rotella, "propublica.org," 22 02 2013. [Online]. Available: https://www.propublica.org/article/four-disturbing-questions-about-the-mumbai-terror- attack. [5] "BBC," 09 12 2015. [Online]. Available: https://www.bbc.com/news/world-europe- 34818994. [6] "Bohemia Interactive," [Online]. Available: https://www.bohemia.net/games. [Accessed 2020 02 12]. [7] B. Abraham, " Visions of Climate Futures: ARMA 3 and Implications for Games and Persuasion," SAGE Journals, pp. 71-91, 21 September 2015. [8] "bisimulations," [Online]. Available: https://bisimulations.com/products/vbs4. [Accessed 26 02 2020]. [9] "bisimulations," [Online]. Available: https://bisimulations.com/support/3d-model-content. [Accessed 23 02 2020]. [10] "bisimulations," [Online]. Available: https://bisimulations.com/products/terratools. [Accessed 22 02 2020]. [11] A. 3, "Bohemia Interactive," arma3.com, [Online]. Available: https://arma3.com/requirements. [Accessed 04 03 2020]. [12] "xiaomist," 05 2019. [Online]. Available: www.xiaomist.com. [13] "Oculus," [Online]. Available: https://www.oculus.com/rift-s/?locale=en_US. [Accessed 01 03 2020]. [14] "Mixamo," [Online]. Available: https://www.mixamo.com/#/. [Accessed 18 03 2020]. [15] J. Grey, "Wired," 03 18 2020. [Online]. Available: https://www.wired.com/review/oculus- rift-s- review/#:~:text=The%20original%20Oculus%20Rift%20had,refresh%20rate%20of%2080% 20Hz.&text=Because%20of%20the%20improved%20display,are%20much%20sharper%20 and%20clearer..

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[16] Nokobot, Modern Guns: Handgun, Unity.com, 2017. [17] MGWSoundDesign, Futuristic Gun SoundFX, Unity, 2017. [18] "developer.oculus," Oculus, [Online]. Available: https://developer.oculus.com/documentation/unity/unity-sf-locomotion/. [Accessed 06 03 2020]. [19] K. Wiggers, "Venturebeat," 18 07 2018. [Online]. Available: https://venturebeat.com/2018/07/27/the-holosuit-delivers-full-body-tracking-in-a-compact- package/. [20] Hp, "Hp," 26 03 2019. [Online]. Available: https://www8.hp.com/us/en/vr/vr-backpack.html. [21] A. Nawrat, M. kozlak and A. KURZEJA, "VIRTUAL REALITY SIMULATION TECHNOLOGY FOR MILITARY AND INDUSTRY SKILL IMPROVEMENT AND TRAINING," 2014. [22] M. Malashniak, "n-ix," 02 08 2016. [Online]. Available: https://www.n-ix.com/unity-vs- unreal-choose-best-game-engine/. [23] "Steam," Vankrupt games, 27 02 2017. [Online]. Available: https://store.steampowered.com/app/555160/Pavlov_VR/. [24] "Steam," Downpour Interactive, 30 08 2016. [Online]. Available: https://store.steampowered.com/app/496240/Onward/. [25] W. Greenwald, "pcmag," 18 05 2020. [Online]. Available: https://www.pcmag.com/picks/the- best-vr-headsets.

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9. APPENDIX

9.1 Term Paper (Summary)

In Term paper I have analyzed the ARMA 3 simulator and the technologies which were used in developing the simulator. I developed the city model and the 3models of the characters which were later used in the simulation.

9.2 Sources https://drive.google.com/drive/folders/1jXrKQ9vBfafMzDiiRJEfcB9R0uGuXdYZ?usp=sharing https://1drv.ms/u/s!AlU27i2ioc5qmnGhLCoia9sC1buB?e=mv7Q8V

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