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8.2 - The Human Entity Behavior Model

Table of Contents

Humans are simulated as platform-level entities in VR-Forces. Examples include friendly and hostile dismounted infantry and civilians./p>

8.2.1 Core Elements of Human Entities

Humans in VR-Forces share certain common elements. A human entity in VR-Forces is always configured with the following:

Because they are members of a military organization, dismounted infantry are also always configured with:

8.2.2 Component Systems that Make Up a Human Entity

Humans share many of the same systems and simulation components (sensors, controllers, and actuators). To examine the systems typically configured on a human entity, we'll look at a specific instance of a human, the DI M4 entity. Differences arise between the various types of entities as a function of which particular sub-systems are configured, and the parameter values it is configured with.

For example, a civilian shares the same kinematics model as an Mideast combatant, but it does not include a weapon system.

8.2.2.1 A Specific Example: Friendly Dismounted Infantry

Defined in parameter files Human.ope and DI_M4.entity.

The figure below shows which systems and simulation components are configured as part of a friendly dismounted infantry entity. The boxes (nodes) represent either a system of components (DtComponentSystem) or indivdiual DtSimComponent classes. The edges connecting the boxes indicate port or port group connections between components. Information such as detected targets and control inputs are exchanged between components through ports.

friendly-dismounted-infantry.png

8.2.2.2 Systems

Major sub-elements of an entity's capabilities are organized into systems.

8.2.2.3 Other Simulation Components

Individual DtSimComponents (not organized as part of a system) that make up the rest of entity.

Sensors:

Controllers

Actuators:

There are no actuators directly configured as part of this entity.

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Document ID: Generated on Thu Aug 27 10:56:05 EDT 2020 from SVN revision 217100
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