VR training simulator
CQB
Close-quarters battle training in virtual reality, for infantry units and special operations forces.
The problem
One environment, the same targets, every time.
Close-quarters drills need a real environment, role-players and live rounds, and they can injure. The environment is hard to change, so after the first run it holds no surprises.
Hard to change
A new room, a shaft or a tunnel means construction work.
Static targets
Flat figures that never move, and nobody fires back.
Unseen
Shots, hits and misses go uncounted. The debrief runs on memory.
Why a unit needs it
Every soldier rehearses the scenario before facing it for real.
The drive
Repetitions without rounds
Mistakes spend simulator time, not ammunition, role-players or a training facility.
Never the same scenario twice
Enemies, civilians and traps are reshuffled on every run, so nobody learns the answer.
Combat stress, rehearsed
Fire comes in, a charge goes off, the hit is felt on the body.
What it helps with
Recognition and reaction
Enemy or civilian, read at the doorway, and faster with every run.
Weapon handling
Reloads, the selector and stoppages on an M4 replica that recoils.
Threat awareness
Mines, IEDs and thrown grenades on the route, and a blast felt through the vest.
What it is
A headset, a rifle and a vest: the soldier walks into the fight.
The soldier wears a VR headset and a haptic vest, and carries an M4 replica that fires, recoils and reloads. They move on their own feet: each scenario is laid out to fit the real room.
Inside: houses, a shop, courtyards and a tunnel, with enemies who shoot back, civilians who hide or run, and explosive traps. Every hit, from a round or a blast, is felt through the vest.
The operator picks the mission and sets each phase from the PC. At the end, seven statistics show every shot, every hit and every mistake.
Missions and smart AI
Two missions, nine phases, above ground and below it.
Houses, a corner shop, courtyards, alleys and a tunnel, each laid out to fit the training room. Enemies see and hear, patrol, chase, take cover, wait or flee; civilians hide or run. Who stands where, what they carry and where the traps lie is dealt again on every run.
Also in CQB
The M4 replica
80% of a real rifle's recoil. Magazine, charging handle and selector as on the issue M4; stoppages on command.
The haptic vest
Every hit, from a round or a blast, is felt on the side it came from.
Explosive threats
Mines, IEDs and thrown grenades along the route: one, two or random per phase.
Practice range
An indoor range for practice at any time, or before a mission.
The operator
Every phase set in a few clicks, every run counted.
Default or Custom
Play each phase as designed, or set its people and traps one by one.
People and traps
An enemy, a civilian, both, two enemies or none; up to two traps; or random.
Seven statistics
Shots fired and hits, accuracy, enemies and civilians killed, hits taken from fire and from blasts.
One PC, one room
A Windows PC, a headset, the M4 replica and the vest, in a clear 10 × 7 m room. No internet.
Next step
A pilot with your unit.
One CQB station installed at your site in one day: PC, headset, M4 replica and vest
Two weeks of training, the statistics of every run collected
A spatial computing company that builds training simulators for armed forces.
Track record
An Israeli company that has supplied systems to the US Army, the US Marine Corps and the IDF.
CQB today
A working proof of concept: two missions in nine phases, a practice range, an M4 replica, a haptic vest, and statistics for every run.