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Mission

Simulation

Flight and aerospace, ship bridge and conning, ground vehicle and crew, JTAC, tower and spatial disorientation training, mission rehearsal and after-action review — inside a world that is geometrically correct rather than approximated.

Why the geometry is the enabling condition

A crew is looking at a world, and either that world is geometrically correct or it is not. Angular relationships are preserved at the design eyepoint: no pre-warping, no edge blending, no seams, no facets, and uniform resolution everywhere the eye lands. That argument makes itself to anybody who has run a projection dome or a panel array.

Three things follow, and together they decide most training procurements. The task uses the whole field rather than a forty-degree cone, because performance depends on detecting and orienting to what is outside the frontal view. Angular accuracy has consequences, because the trainee acts on the apparent position of what they see — aims, steers, judges closure, calls a bearing, clears a corner. And the view is shared with open eyes: the trainee sees their own hands, kit and equipment, teammates read each other as people rather than as avatars, and real consoles, mockups and partial vehicles stand inside the volume and are surrounded by it.

Where this applies

  • Flight and aerospace simulation — horizon at the equator, correct peripheral motion cues, look-up and look-down.
  • Ship bridge and conning — a continuous undistorted horizon, with the bridge mockup and its crew inside the volume.
  • Ground vehicle and crew simulation — correct angular size of distant objects, terrain undulation, crew co-presence.
  • Counter-UAS and overhead threat presentation — the threat arrives above and behind, which no forward-facing screen can show.
  • JTAC and forward air control — wide-field out-the-window visuals against an accredited standard; talk-on requires correct angular bearing.
  • Air traffic control tower simulation — a continuous panoramic horizon, sustained wide-field scanning, and look-down specified as a viewshed rather than an angle.
  • Spatial disorientation and vestibular training — the undistorted horizon is the instrument.
  • Space operations — docking, rendezvous, EVA, surface work and satellite repositioning, where all-sky content is natively egocentric.
  • Mission planning, rehearsal and after-action review — teams stand inside a reconstruction of the operating environment, with annotations legible at equal distance.
  • Maintenance and walk-around training — full-scale, walkable, open-eye, and for more than one trainee at a time.

What to ask us

  • What clear-span floor area does our application actually have, and where are the columns?
  • How many people are in the volume at once, where do they stand and sit, and does bearing matter to them?
  • How much of the horizon does the mission need, and is there anything genuinely overhead?
  • Which image generator is the program carrying, and can it render to a spherical surface at the correct eyepoint?
  • What is our incumbent visual system, and what does it cost to keep certified?