Replacing Powerpoint with Extended Reality for Marine Corps Planning, Concepts of Operations, and After Action Reports

Abstract

Marines in the combat arms are severely limited in the planning phase of operations due to outdated briefing methods and limited technology. For that reason, this research investigates alternative methods for modernizing operational briefs in the Marine Corps combat arms community. The author surveyed Marines in the combat arms on the desirability of current PowerPoint and sand-table briefing methods versus briefings in a digital 3-dimensional environment with extended reality (XR). The alternatives presented in the survey were based on extensive market research conducted for this project in the different fields of the XR environment, including virtual reality (VR), augmented reality (AR), and mixed reality (MR) in order to assess the practicality and costs of introducing XR. The findings suggest that XR may increase attention, learning, and retention when compared to the lecture-based model used in PowerPoint. Moreover, the Marines surveyed are ready and willing to replace PowerPoint, so long as the solution supports joint interoperability and does not simply supplement the status quo. Lastly, it was determined a strong preference for any particular type of XR does not exist as the current generation is not fully aware of briefing technologies external to the 2-dimensional model of PowerPoint.

Open PDF

Document Details

Document Type
Technical Report
Publication Date
Dec 01, 2020
Accession Number
AD1126953

Entities

People

  • Daniel G. Jagears

Organizations

  • Naval Postgraduate School

Tags

Communities of Interest

  • Biomedical
  • Ground and Sea Platforms

DTIC Thesaurus Topics

  • Air Force
  • Augmented Reality
  • Business Administration
  • California
  • Commerce
  • Computer Programs
  • Computers
  • Department Of Defense
  • Health Services
  • Human Systems Integration
  • Marine Corps
  • Market Research
  • Medical Personnel
  • Military Science
  • Mixed Reality
  • Mobile Phones
  • Smartphones
  • Students
  • Three Dimensional
  • Two Dimensional
  • United States
  • Virtual Reality
  • Warfare
  • Wearable Technology

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Economics
  • Naval Personnel Management