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eyond just cost. The flexibility and even<br />

customisability of VR means that soldiers<br />

are able to train in virtual environments<br />

simulating the chaos of an active field in a<br />

way that was previously not possible.<br />

Taking this customisability to its full<br />

extent, under VR it is possible that new,<br />

undeployed soldiers could walk the streets<br />

of a town they will soon be deployed in by<br />

way of a VR headset. This recruit could<br />

then explore this foreign location, getting<br />

to know the routes, roads, infrastructure,<br />

and shortcuts until they could recall the<br />

entire layout by memory, and be able to<br />

navigate the area purely on instinct. The<br />

only better way to familiarise themselves in<br />

this way would be to be at the actual site<br />

itself, but by using VR, they would lose the<br />

extra flight costs and the risk of getting shot<br />

at.<br />

The value of understanding the layout of<br />

an area intimately well as a soldier is<br />

obvious. Rather than having to rely on<br />

maps and other navigational devices to<br />

traverse a town or village, deployed<br />

personnel could move around a<br />

deployment site off their own knowledge as<br />

confidently as if they were traversing their<br />

own back yard. Vehicle drivers would be<br />

able to spend large amounts of time<br />

familiarising themselves with transport<br />

routes and the possible dangers associated<br />

with certain areas before they themselves<br />

are in harm’s way. When it came to<br />

transporting troops, weapons, supplies, or<br />

other precious cargo through a live<br />

battlefield, the fact that they would be able<br />

to drive purely off instinct and memory<br />

would mean that they could react promptly<br />

and effectively to threats under times of<br />

duress, possibly saving lives.<br />

Already, some American special forces<br />

units have been using VR to assist with<br />

their aerial jump training and air<br />

insertions. PARASIM, a Californian-based<br />

company, provides this training as a<br />

parachuting training simulator. However,<br />

the applications and complexity of<br />

PARASIM’s VR technology goes far<br />

beyond just this. The set-up, comprised of<br />

VR headset, an array of different<br />

manufactured harnesses, and a highly<br />

customisable digital environment means<br />

that special forces units are able to practice<br />

air insertions for specific sites that they are<br />

soon to be deployed. This means that they<br />

are able to rehearse jumps multiple times,<br />

accounting for all the constraints and risks<br />

associated with a specific jump site. When<br />

they have to do the actual jump, they will<br />

have already done it several times and be<br />

prepared for any foreseeable incumbrances<br />

along the way with “no surprises”.<br />

Furthermore, the PARASIM setup allows<br />

multiple jumpers to simulate a jump<br />

simultaneously and interact with one<br />

another whilst doing so, meaning that an<br />

entire unit can practice a jump virtually,<br />

working together to effectively execute an<br />

insertion.<br />

As demonstrated by PARASIM, the ability<br />

to conduct real-time, multi-personnel<br />

rehearsals for specific environments and<br />

missions is an enormous current benefit of<br />

VR technology in the military that could<br />

become far more important in future years.<br />

Rather than using maps, models, and<br />

diagrams to run through an upcoming<br />

mission, soldiers could don VR headsets<br />

and virtually rehearse said mission at the<br />

actual location, enabling them to develop<br />

an almost instinctual feel for the<br />

procedures and routes they would have to

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