Synthetic Vision
oniony writes "Ars Technica has a link to a story on new goggles being developed for/by the military. The new device uses satellite imaging and land profiling to build a 3D representation of the world in a soldier's goggles in real-time. This would enable troops to see through sand storms and oil smoke of the kind currently hampering operations in the Gulf. I imagine one could also remove mountains to allow remote viewing of approaching territory."
I imagine one could also remove mountains to allow remote viewing of approaching territory.
I imagine nerds removing walls to allow remote viewing of the girls locker-room.
How is this different from adding a cheat mod to your FPS client? Transparent textures is one of the oldest tricks in the book. I think that the Geneva conventions need to be updated to prohibit this kind of thing. It just encourages campers.
Do these satellites actually detect small changes such as people and tanks?
Otherwise, why not just use a map and a laptop?
I thought the problem with flying in sandstorms was that the flying sand can quickly grind down the spinning turbines and such parts?
Paul Lenhart writes words!
The trouble with goggles, or anything that fills a large angle of view (e.g. IMAX) is that they're compelling and immersive in a way that smaller displays can't really match. Which is great for entertainment, but potentially very dangerous in situations where the augmented stuff is not 100% trustworthy and ought to be treated with some degree of healthy scepticism. Maybe the AR overlays could be drawn in luminous flamingo pink or something, just to make damn sure you didn't forget what was what.
I remember a driver in Germany a couple of years back who drove though a couple of barriers, past several yelling workmen and into a river. All because his in-car GPS navigation was telling him that there was a completed bridge there. And that was a just a teeny little display.
(Side note: "removing" mountains sounds like a truly horrible idea. I have vivid memories of playing the excellent flight sim EF2000 - this was back in the days of software rendering when depth-buffering was still something to be avoided. So the engine just drew the terrain first, and buildings afterward, because, hey, buildings are on top of terrain, right? Unfortunately this didn't cope with occlusion, and I lost count of the number of times I crashed into a bleedin' great hill while on a bee-line for an airfield that was clearly visible right in front of me...)