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  • 26.09.2011

    szenaris represents the first time at the Berlin Security Conference

    In November 2011, first time szenaris exhibits at the Berlin Security Conference and presents the current training and simulation solutions in the field of security and defense.

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  • 05.09.2011

    szenaris at the Bundeswehr Distance Learning Congress

    szenaris at the Bundeswehr Distance Learning Congress from September 6th to 8th, 2011

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  • 28.07.2011

    Simulations reduce CO2 emissions by 98 %

    Using our simulation systems for training purposes does not only help to save original equipment, reduce accident risks and save money. This training method also “quite incidentally” reduces lots of CO2 emissions.

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  • All at a glance:

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Virtual Worlds

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  • Single Training

    Virtual Reality Simulation tEODor and PackBot EOD Robotic Vehicles

    These PC-based Virtual Reality Simulations for the tEODor and PackBot EOD robotic vehicles were developed for the Bundeswehr bomb squad. They use these vehicles to explore and dispose of dangerous objects such as explosive ordnance.

    To safely train operators in the handling of these vehicles, realistically reproduced 3D models are staged in a virtual test environment, i.e. in an aircraft or in a building.

    The program is controlled using the original operating equipment connected to the PC. The simulation includes all vehicle functions, i.e. driving, arm rotation, grasping function, camera and lighting.

    Client: Bundeswehr

  • Single Training

    Virtual Reality Simulation for mine clearance divers

    The identification of underwater mines is usually carried out by mine clearance divers. This work demands a great deal of safety in the approach.

    To school the German Navy mine clearance divers, we have developed a training scenario where the mine divers are given the task to recognise and identify mines in a virtual underwater world.

    The underwater conditions such as visibility, ground conditions or vegetation as well as the type, number and condition of the mines are all individually configurable.

    In this way, the users are confronted with a wide variety of conditions as they would be in the real world and, as a result, they get the best possible training.

    Client: Bundeswehr

  • Team Training

    Virtual Reality Simulation for submarines

    PC based Virtual Reality Simulation employing the HLA technology (High Level Architecture) to realistically visualise the underwater behaviour of a variety of submarine types in individual simulations. These exchange information across a computer network. The HLA technology enables the interaction of different simulation modules.

    Further Simulation modules:

    • at any given time, the positions of the currently simulated submarines are displayed on an electronic sea chart
    • a realistic seabed is created from the electronic sea chart information

    This project was awarded the Corporate Media Award 2006.

    Client: Howaldtswerke-Deutsche Werft GmbH

  • Team Training

    Virtual Reality Team Training

    The system installed at the Bundeswehr for the training of pioneers using networked PC workstations is known under the name "CoCBT" (Co-operative Computer Based Training).

    The users interact in a virtual world. Their task is to couple together realistic 3D model simulations of amphibious vehicles, boats and floating bridge elements in a waterway to form ferries or bridges.

    Features of training systems are:

    • Variable training scenario configuration options
      (i.e. current speed, visibility, wind velocity)
    • The trainer is able to monitor the exercise
    • Recording of the exercise for subsequent debriefing
    • Data gloves and tracking system for transmission of hand signals of the ferry commander in the virtual world in real time


    The project has been awarded the Corporate Media Award 2005.

    Client: Bundeswehr

  • Single Training

    Virtual Reality Simulation for manual assembly processes

    This Virtual Reality Simulation was developed to school manual assembly processes in industrial production.

    The entire workplace is transferred into the virtual world. This includes materials such as tools, housings or screws to be utilised. The user then interacts by assembling the virtual components.

    The duration times for the real work stages are recorded in a database so that the duration of the virtual task is very close to the real one.

    The system works with highly detailed 3D objects with photorealistic textures and can be flexibly adjusted to a wide variety of manufactured objects and environments

    Cooperation partner: Zollner Elektronik AG

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