The physical, mechanical and electrical properties of armored vehicle simulator modules present a highly challenging environment for the use of head tracking technology. However, the potential of head tracking to enhance simulation fidelity and dramatically reduce cost demanded that a solution for this application be found. In 1993, General Electric (now Lockheed Martin) delivered the M1A1 Platoon Gunnery Trainer which was the first U.S. armored vehicle simulator to use head tracking technology. Subsequently, the head tracking design was refined for the M1A2PCOFT (Saudi Foreign Military Sale) which will be delivered in 1995. Head tracking will also be integrated into the Advanced Gunnery Training System (AGTS) which was awarded to Lockheed Martin in 1994. Concurrently, Evans and Sutherland is developing a comprehensive head tracking capability for M1A1, M1A2, Bradley Fighting Vehicle, Armored Personnel Carrier (APC), and FIST-V modules in fulfillment of Close Combat Tactical Trainer (CCTT) program requirements.
The power of head tracking technology lies in its ability to provide natural (transparent to the trainee) display switching, total field of view control, high resolution area of interest control, and motion parallax for improved depth perception. Major design issues include minimizing transport delay, reducing and filtering noise created inherently by the simulator, physical integration of head tracking equipment within the limited confines of the simulator module, eliminating confusion of the device as it is controlling the imagery of multiple displays, calibration for individual trainees, and real-time calculation of viewport geometry. This paper presents the state-of-the-art in head tracking for armored vehicle simulation and the prospects for even higher fidelity head tracking in future developments.