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Patlayıcı Maddelerin Tespitine Yönelik Bir Sanal Gerçeklik Uygulaması

Year 2020, Volume: 4 Issue: 1, 29 - 40, 31.07.2020

Abstract

— Günümüzde el yapımı patlayıcı maddelerin tespiti edilmesi ve zarar vermeden etkisiz hale getirilmesi savunma alanında görev yapan personel için oldukça önemli bir konudur. Gelişen teknolojik imkanlar neticesinde patlayıcı maddelerin tespitinde kullanılabilecek faydalı uygulamalar hazırlanabilmektedir. Özellikle bu patlayıcı maddeleri görevleri gereği arayan timlerin eğitilmesi oldukça önemli bir konudur. Hem eğitime yönelik senaryoların oluşturulmasında hem de değişen durum ve teçhizatın bu senaryoları aktarılmasında sanal gerçeklik uygulamaları oldukça maliyet etkin çözümlerdir. Bu çalışmada Unity oyun motoru içerisinde bir meskûn mahal hazırlanmış, ihtiyaç duyulan görevlere yönelik askeri teçhizat ve arazi modellenmiş, patlayıcı maddeler ve emareler sahneye yerleştirilmiştir. Oculus Rift S marka sanal gerçeklik gözlüğü kullanılarak kullanıcıdan bu patlayıcı maddeleri aktif hale getirmeden tespit etmesi istenmiştir. Yapılan çalışmanın el yapımı patlayıcıların tespitinde görev yapan unsurların eğitimlerine katkı sağlayacağı değerlendirilmektedir

References

  • [1] Ömer Faruk CANTENAR, Fatih TÜMLÜ, «PKK Terör Örgütünün Eylemlerinin Güvenlik Güçleri Zayiatı Açısından Analizi,» Kara Harp Okulu Bilim Dergisi, pp. 1-22, 2016. [2] Roger Smith, «The Long History of Gaming in Military Training,» Simulation Gaming OnlineFirst, pp. 1-15, 2009. [3] U. Y. Kara, «Video Oyunlarında Zaman Ve Mekân: Bir Taslak,» Hacettepe Üniversitesi İletişim Fakültesi Kültürel Çalışmalar Dergisi, pp. 31-56, 2018. [4] M. Zyda, «From Visual Simulation to Virtual Reality to Games,» IEEE Computer Society, pp. 25-32, 2005. [5] «Serious Games, Gamification and Game Engines to Support Framework Activities in Engineering: Case Studies, Analysis, Classifications and Outcomes,» Department of Computer Science and Information Systems, pp. 618-623, 2013. [6] Amy L. Alexander1, Tad Brunyé, Jason Sidman, and Shawn A. Weil, «var From Gaming to Training: A Review of Studies on Fidelity,Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games,» DARWARS Training Impact Group Aptima, Inc. Woburn, MA, pp. 1-4, 2005. [7] Erik D. van der Spek, Pieter Wouters and Herre van Oostendorp, «Code Red: Triage Or COgnition-based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment,» British Journal of Educational Technology, p. 441–455, 2011. [8] Sharad Sharma, Senior Member, IEEE, Shanmukha Jerripothula, Stephon Mackey and Oumar Soumare, «Immersive Virtual Reality Environment of a Subway Evacuation on a Cloud for Disaster Preparedness and Response Training,» Department of Computer Science Bowie State University, pp. 1-6, 2012. [9] Luca Chittaro, Fabio Buttussi, «Assessing Knowledge Retention of an Immersive Serious Game vs. a Traditional Education Method in Aviation Safety,» IEEE Transactions on Visualization and Computer Graphics, pp. 1-10, 2015. [10] BinWang, Haijiang Li, Yacine Rezgui, Alex Bradley, and Hoang N. Ong, «BIM Based Virtual Environment for Fire Emergency Evacuation,» Hindawi Publishing Corporation e Scientific World Journal, pp. 1-23, 2014. [11] Warren Viant, Dr Jon Purdy and Dr Jason Wood, «Serious Games für Fire and Rescue Training,» %1 içinde 2016 8th Computer Science and Electronic Engineering Conference (CEEC), UK, 2016. [12] T.J. Orr, L.G. MaLLeT, K.a. MarGOLis, «Enhanced fire escape training for mine workers using virtual reality simulation,» Pittsburgh research Laboratory, National institute for Occupational safety and Health, Pittsburgh, Pa., pp. 1-4, 2007. [13] Patrick Kenny, Arno Hartholt, Jonathan Gratch, William Swartout,, «Building Interactive Virtual Humans for Training Environments,» Interservice/Industry Training, Simulation, and Education, pp. 1-16, 2007. [14] Changbeom Choi, Moon-Gi Seok, Seon Han Choi and Tag Gon Kim, Soohan Kim, «Military serious game federation development and execution process based on interoperation between game application and constructive simulators,» Int. J. Simulation and Process Modelling, pp. 103-116, 2015. [15] Jerome Planchona,*, Anthony Vacherb, Jeremy Combletc, Eric Rabateld, Françoise Darsesb, «Serious game training improves performance in combat life-saving interventions,» Injury, Int, pp. 1-7, 2017. [16] Merve VAROL ARISOY, Ecir Uğur KÜÇÜKSİLLE, Ayhan ARISOY, «Kara mayınlarının tespiti için askeri eğitim,» BAUN Fen Bil. Enst. Dergisi, pp. 75-90, 2017. [17] «Video Games in Education: Why They Should Be Used and How They Are Being Used,» The College of Education and Human Ecology, pp. 229-239, 2008. [18] Marina Papastergiou, «Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation,» Computers & Education, pp. 1-12, 2009. [19] Rosemary Garris, Robert Ahlers and James E. Driskell, «Games, Motivation, and Learning: A Research and Practice Model,» Simulation Gaming, pp. 441-467, 2002. [20] El-Sayed S. Azız, Yızhe Chang, Sven K. Esche, Constantın Chassapıs, «A Multi-User Virtual Laboratory Environment for Gear Train Design,» GAME-BASED GEAR TRAIN LABORATORY, pp. 788-902, 2012. [21] Y. A. G. V. Boas, «Overview of Virtual Reality Technologies,» School of Electronics and Computer Science, pp. 1-6, 2011. [22] Leif P. Berg, Judy M. Vance, «Industry use of virtual reality in product design,» Virtual Reality, pp. 1-17, 2016. [23] Tansel Tepe, Devkan Kaleci, Hakan Tüzün, «Eğitim Teknolojilerinde Yeni Eğilimler: Sanal Gerçeklik Uygulamaları,» %1 içinde 10th International Computer and Instructional Technologies Symposium (ICITS), Rize, 2016. [24] Recep ASLAN, Saffet ERDOĞAN, «21. Yüzyılda Hekimlik Eğitimi: Sanal Gerçeklik, Artırılmış Gerçeklik,Hologram,» Kocatepe Veterinary Journal, pp. 204-212, 2017. [25] Devkan KALECİ, Tansel TEPE, Hakan TÜZÜN, «Üç Boyutlu Sanal Gerçeklik Ortamlarindaki Deneyimlere Ilişkin Kullanici Görüşleri,» Türkiye Sosyal Araştırmalar Dergisi, pp. 669-689, 2017. [26] Gwo-Jen Hwang, Po-Han Wu, «Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010,» British Journal of Educational Technology, pp. 1-5, 2012. [27] P. Foster, A. Burton, «Virtual reality in improving mining ergonomics,» The Journal of The South African Institute of Mining and Metallurgy, pp. 129-134, 2004. [28] Jennıfer Tıchon, Robın Burgess-Lımerıck, «A Review of Virtual Reality as a Medium for Safety Related Training in Mining,» J Health & Safety Research & Practice, pp. 33-40, 2011. [29] A. Pattrasitidecha, Comparison and evaluation of 3D mobile game engines, Göteborg,: Chalmers University of Technology University of Gothenburg, 2014. [30] Cemil ALTIN, Orhan ER, «İnsansız Hava Araçlarının (İHA) Sanal Gerçeklik Yazılımı ile Modellenmesi ve Farklı Kullanıcılar için Performans Analizleri,» Sakarya Unıversıty Journal Of Computer And Informatıon Scıences, pp. 1-13, 2018. [31] İbrahim Tiryakioğlu, Murat Uysal, Saffet Erdoğan, Mustafa Yalçın, Nizar Polat, Ahmet Suat, «3 Boyutlu Bina Modelleme ve WEB Tabanlı Sunumu: Ahmet Necdet Sezer Kampüsü Örneği,» Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi, p. 107‐114, 2016. [32] John Oerter,Wyatt Suddarth, Matthew Morhardt, James Gehringer, Micheal L. McGinnis, Johnette Shockley, Allison Baysa, «A system architecture and simulation environment for building information modeling in virtual worlds,» UNIV NEBRASKA LIBRARIES, pp. 205-210, 2016. [33] Sonny E. Kirkley, Ph.D., Steve Tomblin, Jamie Kirkley, «Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Training,» Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), pp. 1-11, 2005. [34] Wikipedia, «Wikipedia,» 08 03 2020. [Çevrimiçi]. Available: https://en.wikipedia.org/wiki/Oculus_Rift_S. [35] «autodesk,» autodesk, 26 03 2020. [Çevrimiçi]. Available: https://www.autodesk.com/products/maya/overview. [Erişildi: 29 03 2020]. [36] «Blender.org,» Blender.org, [Çevrimiçi]. Available: https://www.blender.org/. [Erişildi: 26 03 2020]. [37] «www.unrealengine.com,» unrealengine, [Çevrimiçi]. Available: https://www.unrealengine.com. [Erişildi: 4 10 2019]. [38] «unity3d,» [Çevrimiçi]. Available: www.unity3d.com/‎. [Erişildi: 4 10 2019]. [39] Yevgeniya Daineko, Madina Ipalakova, Ravil Muhamedyev, Mariya Brodyagina, Marina Yunnikova, and Batyrkhan Omarov, «Use of Game Technologies for the Development of Virtual Laboratories for Physics Study,» Development of Virtual Laboratories for Physics Study, pp. 422-428, 2016. [40] Oculus, «Youtube,» 08 03 2020. [Çevrimiçi]. Available: https://www.youtube.com/watch?v=zh5ldprM5Mg&t=53s. [41] Vela, «Vela,» 05 03 2020. [Çevrimiçi]. Available: https://www.youtube.com/watch?v=sKQOlqNe_WY.

A Virtual Reality Application For The Detection Of Explosives

Year 2020, Volume: 4 Issue: 1, 29 - 40, 31.07.2020

Abstract

Today, detection of improvised explosive device (IED)and neutralizing them without harming is an important issue for the personnel working in the field of defense. As a result of developing technological possibilities, useful applications can be prepared that can be used in detecting explosive substances. In particular, training of teams who are looking for these explosives in accordance with their duties is a very important issue. Virtual reality applications are very cost effective solutions both in creating educational scenarios and in transferring these scenarios of changing situations and equipment. In this study, a residential area was prepared within the Unity game engine, military equipment and terrain were modeled for the tasks needed, explosives and signs were placed on the stage. Using the Oculus Rift S brand virtual reality glasses, the user was asked to detect these explosives without activating them. It is evaluated that the study will contribute to the training of the elements involved in the detection of improvised explosive devices.

References

  • [1] Ömer Faruk CANTENAR, Fatih TÜMLÜ, «PKK Terör Örgütünün Eylemlerinin Güvenlik Güçleri Zayiatı Açısından Analizi,» Kara Harp Okulu Bilim Dergisi, pp. 1-22, 2016. [2] Roger Smith, «The Long History of Gaming in Military Training,» Simulation Gaming OnlineFirst, pp. 1-15, 2009. [3] U. Y. Kara, «Video Oyunlarında Zaman Ve Mekân: Bir Taslak,» Hacettepe Üniversitesi İletişim Fakültesi Kültürel Çalışmalar Dergisi, pp. 31-56, 2018. [4] M. Zyda, «From Visual Simulation to Virtual Reality to Games,» IEEE Computer Society, pp. 25-32, 2005. [5] «Serious Games, Gamification and Game Engines to Support Framework Activities in Engineering: Case Studies, Analysis, Classifications and Outcomes,» Department of Computer Science and Information Systems, pp. 618-623, 2013. [6] Amy L. Alexander1, Tad Brunyé, Jason Sidman, and Shawn A. Weil, «var From Gaming to Training: A Review of Studies on Fidelity,Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games,» DARWARS Training Impact Group Aptima, Inc. Woburn, MA, pp. 1-4, 2005. [7] Erik D. van der Spek, Pieter Wouters and Herre van Oostendorp, «Code Red: Triage Or COgnition-based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment,» British Journal of Educational Technology, p. 441–455, 2011. [8] Sharad Sharma, Senior Member, IEEE, Shanmukha Jerripothula, Stephon Mackey and Oumar Soumare, «Immersive Virtual Reality Environment of a Subway Evacuation on a Cloud for Disaster Preparedness and Response Training,» Department of Computer Science Bowie State University, pp. 1-6, 2012. [9] Luca Chittaro, Fabio Buttussi, «Assessing Knowledge Retention of an Immersive Serious Game vs. a Traditional Education Method in Aviation Safety,» IEEE Transactions on Visualization and Computer Graphics, pp. 1-10, 2015. [10] BinWang, Haijiang Li, Yacine Rezgui, Alex Bradley, and Hoang N. Ong, «BIM Based Virtual Environment for Fire Emergency Evacuation,» Hindawi Publishing Corporation e Scientific World Journal, pp. 1-23, 2014. [11] Warren Viant, Dr Jon Purdy and Dr Jason Wood, «Serious Games für Fire and Rescue Training,» %1 içinde 2016 8th Computer Science and Electronic Engineering Conference (CEEC), UK, 2016. [12] T.J. Orr, L.G. MaLLeT, K.a. MarGOLis, «Enhanced fire escape training for mine workers using virtual reality simulation,» Pittsburgh research Laboratory, National institute for Occupational safety and Health, Pittsburgh, Pa., pp. 1-4, 2007. [13] Patrick Kenny, Arno Hartholt, Jonathan Gratch, William Swartout,, «Building Interactive Virtual Humans for Training Environments,» Interservice/Industry Training, Simulation, and Education, pp. 1-16, 2007. [14] Changbeom Choi, Moon-Gi Seok, Seon Han Choi and Tag Gon Kim, Soohan Kim, «Military serious game federation development and execution process based on interoperation between game application and constructive simulators,» Int. J. Simulation and Process Modelling, pp. 103-116, 2015. [15] Jerome Planchona,*, Anthony Vacherb, Jeremy Combletc, Eric Rabateld, Françoise Darsesb, «Serious game training improves performance in combat life-saving interventions,» Injury, Int, pp. 1-7, 2017. [16] Merve VAROL ARISOY, Ecir Uğur KÜÇÜKSİLLE, Ayhan ARISOY, «Kara mayınlarının tespiti için askeri eğitim,» BAUN Fen Bil. Enst. Dergisi, pp. 75-90, 2017. [17] «Video Games in Education: Why They Should Be Used and How They Are Being Used,» The College of Education and Human Ecology, pp. 229-239, 2008. [18] Marina Papastergiou, «Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation,» Computers & Education, pp. 1-12, 2009. [19] Rosemary Garris, Robert Ahlers and James E. Driskell, «Games, Motivation, and Learning: A Research and Practice Model,» Simulation Gaming, pp. 441-467, 2002. [20] El-Sayed S. Azız, Yızhe Chang, Sven K. Esche, Constantın Chassapıs, «A Multi-User Virtual Laboratory Environment for Gear Train Design,» GAME-BASED GEAR TRAIN LABORATORY, pp. 788-902, 2012. [21] Y. A. G. V. Boas, «Overview of Virtual Reality Technologies,» School of Electronics and Computer Science, pp. 1-6, 2011. [22] Leif P. Berg, Judy M. Vance, «Industry use of virtual reality in product design,» Virtual Reality, pp. 1-17, 2016. [23] Tansel Tepe, Devkan Kaleci, Hakan Tüzün, «Eğitim Teknolojilerinde Yeni Eğilimler: Sanal Gerçeklik Uygulamaları,» %1 içinde 10th International Computer and Instructional Technologies Symposium (ICITS), Rize, 2016. [24] Recep ASLAN, Saffet ERDOĞAN, «21. Yüzyılda Hekimlik Eğitimi: Sanal Gerçeklik, Artırılmış Gerçeklik,Hologram,» Kocatepe Veterinary Journal, pp. 204-212, 2017. [25] Devkan KALECİ, Tansel TEPE, Hakan TÜZÜN, «Üç Boyutlu Sanal Gerçeklik Ortamlarindaki Deneyimlere Ilişkin Kullanici Görüşleri,» Türkiye Sosyal Araştırmalar Dergisi, pp. 669-689, 2017. [26] Gwo-Jen Hwang, Po-Han Wu, «Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010,» British Journal of Educational Technology, pp. 1-5, 2012. [27] P. Foster, A. Burton, «Virtual reality in improving mining ergonomics,» The Journal of The South African Institute of Mining and Metallurgy, pp. 129-134, 2004. [28] Jennıfer Tıchon, Robın Burgess-Lımerıck, «A Review of Virtual Reality as a Medium for Safety Related Training in Mining,» J Health & Safety Research & Practice, pp. 33-40, 2011. [29] A. Pattrasitidecha, Comparison and evaluation of 3D mobile game engines, Göteborg,: Chalmers University of Technology University of Gothenburg, 2014. [30] Cemil ALTIN, Orhan ER, «İnsansız Hava Araçlarının (İHA) Sanal Gerçeklik Yazılımı ile Modellenmesi ve Farklı Kullanıcılar için Performans Analizleri,» Sakarya Unıversıty Journal Of Computer And Informatıon Scıences, pp. 1-13, 2018. [31] İbrahim Tiryakioğlu, Murat Uysal, Saffet Erdoğan, Mustafa Yalçın, Nizar Polat, Ahmet Suat, «3 Boyutlu Bina Modelleme ve WEB Tabanlı Sunumu: Ahmet Necdet Sezer Kampüsü Örneği,» Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi, p. 107‐114, 2016. [32] John Oerter,Wyatt Suddarth, Matthew Morhardt, James Gehringer, Micheal L. McGinnis, Johnette Shockley, Allison Baysa, «A system architecture and simulation environment for building information modeling in virtual worlds,» UNIV NEBRASKA LIBRARIES, pp. 205-210, 2016. [33] Sonny E. Kirkley, Ph.D., Steve Tomblin, Jamie Kirkley, «Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Training,» Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), pp. 1-11, 2005. [34] Wikipedia, «Wikipedia,» 08 03 2020. [Çevrimiçi]. Available: https://en.wikipedia.org/wiki/Oculus_Rift_S. [35] «autodesk,» autodesk, 26 03 2020. [Çevrimiçi]. Available: https://www.autodesk.com/products/maya/overview. [Erişildi: 29 03 2020]. [36] «Blender.org,» Blender.org, [Çevrimiçi]. Available: https://www.blender.org/. [Erişildi: 26 03 2020]. [37] «www.unrealengine.com,» unrealengine, [Çevrimiçi]. Available: https://www.unrealengine.com. [Erişildi: 4 10 2019]. [38] «unity3d,» [Çevrimiçi]. Available: www.unity3d.com/‎. [Erişildi: 4 10 2019]. [39] Yevgeniya Daineko, Madina Ipalakova, Ravil Muhamedyev, Mariya Brodyagina, Marina Yunnikova, and Batyrkhan Omarov, «Use of Game Technologies for the Development of Virtual Laboratories for Physics Study,» Development of Virtual Laboratories for Physics Study, pp. 422-428, 2016. [40] Oculus, «Youtube,» 08 03 2020. [Çevrimiçi]. Available: https://www.youtube.com/watch?v=zh5ldprM5Mg&t=53s. [41] Vela, «Vela,» 05 03 2020. [Çevrimiçi]. Available: https://www.youtube.com/watch?v=sKQOlqNe_WY.
There are 1 citations in total.

Details

Primary Language Turkish
Subjects Engineering
Journal Section Articles
Authors

Mustafa Gunes

Hakan Dilipak

Publication Date July 31, 2020
Submission Date March 26, 2020
Published in Issue Year 2020 Volume: 4 Issue: 1

Cite

IEEE M. Gunes and H. Dilipak, “Patlayıcı Maddelerin Tespitine Yönelik Bir Sanal Gerçeklik Uygulaması”, IJMSIT, vol. 4, no. 1, pp. 29–40, 2020.