The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for
reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training
environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if
co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing
hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time
transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to
empower LVC interaction in a reconfigurable, mixed reality environment.
This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the
dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge
technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and
virtually through commercial and developed game engines. Evaluation involving military trained personnel found this
system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the
battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server
process all live and virtual entity data from system components to create a cohesive virtual world across all distributed
simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and
virtual immersive environments for training in real-time across many distributed systems.