Emerging Concepts Technology Applications
STANDARD DATA EXCHANGE METHODS FOR
EQUIPMENT CHARACTERISTICS AND PERFORMANCE DATA
VIRTUAL
INTEGRATION EXERCISE II - A CCTT SMART APPLICATION
WARCON
SUPPORTING ACQUISITION INVESTMENT DECISIONS
AN
APPLICATION OF REAL TIME EVOLUTIONARY ALGORITHMS
IMPLEMENTATION
RESULTS USING DIFFERENT BEHAVIOR APPROACHES IN THE CGF TEST-BED
EXPERIMENTATION
IN GROUP ROBOTICS BEHAVIORS
ULTRA-HIGH
RESOLUTION DMT VISUAL DISPLAYVIA PC-IG ARRAY TECHNOLOGIES
LIQUID-CRYSTAL
DISPLAYS AND MOVING-IMAGE QUALITY
SEEING
CLEARLY–THE EMERGENCE OF ULTRA HIGH-RESOLUTION DISPLAYS
SIMPLE,
LOW-COST PANORAMIC DISPLAY SYSTEM
COLLIMATING
DISPLAY SCREEN FOR SIMULATOR DISPLAYS.. 11
DISPLAY
SYSTEMS FOR VR-BASED TRAINING: WHEN IS SEEING BELIEVING?
DEVELOPING A
FRAMEWORK FOR IG-INDEPENDENT PC-BASED
DYNAMIC TERRAIN
SYNTHETIC
URBAN ENVIRONMENTS USING QUAKE II ENGINE
WEB-BASED 3D
TECHNOLOGY FOR SCENARIO AUTHORING AND VISUALIZATION: THE SAVAGE PROJECT
TRULY
PLATFORM-INDEPENDENT DATA ENTRY DEVICES
DYNAMIC
INTEREST FILTERING FOR OPTIMAL STATE UPDATE MESSAGING
THE
EXPLORATION OF 2. 4GHZ WIRELESS TECHNOLOGY FOR THE ARMY’S WARFIGHTER’S
SIMULATION (WARSIM) 2000
USING HAPTIC
TOOLS TO EXPLORE FUTURE COMBAT SYSTEMS DESIGN ISSUES
THE PRESSURE
MAT: A NEW DEVICE FOR TRAVERSING VIRTUAL ENVIRONMENTS USING NATURAL MOTION
FUZZY
SYNTACTIC PARSER FOR COMMAND LANGUAGE RECOGNITION UNDER ADVERSE CONDITIONS
EMBEDDED
TRAINING SYSTEM FOR A COMPONENT LEVEL INTELLIGENT DISTRIBUTED CONTROL SYSTEM
(CLIDCS)
MISSION
COMPLEXITY SCORING FOR DISTRIBUTED MISSION TRAINING
FUTURE-PROOF
SIMULATION INTEGRATION/INTEROPERATION INFRASTRUCTURE
BEHAVIOR
RECOGNITION RESULTS FOR BEHAVIORAL VEHICLE MODEL SYNCHRONIZATION IN DISTRIBUTED
SIMULATIONS
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STANDARD DATA EXCHANGE METHODS FOR
EQUIPMENT CHARACTERISTICS AND PERFORMANCE DATA Dynamics Research Corporation Orlando, Florida Army Modeling and Simulation Office Arlington, Virginia Amherst Systems, Inc. Huntsville, AL Simulation developers rely on authoritative sources for validated data that support realism and accuracy in the simulations. Historically, data providers have used a wide variety of formats and delivery mechanisms to satisfy simulations’ data requirements. The lack of standard methods for interchanging the data between producers and consumers resulted in extensive format manipulation and delays in the simulation development. The U. S. Army is leading an effort to develop equipment characteristics and performance (C&P) Data Interchange Formats (DIFs) using the Extensible Markup Language (XML). The multi-organization team performing the effort is developing standard methods for exchanging equipment C&P data. The initial focus of the effort is focused on the Army Materiel Systems Analysis Activity (AMSAA) weapons effects and the National Ground Intelligence Center (NGIC) characteristics data needed by Combat XXI and the OneSAF Testbed (OTB) simulations. Data requirements were developed to describe the consuming applications’ data needs. The requirements drove the development of XML DIFs. The flow of sample data from producers to consumers is being demonstrated. The results of this effort will promote data sharing and reuse across simulations and their supporting applications and reduce requirements for custom code needed for data import and export. Many simulation systems will benefit in the long term as these standards evolve.
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paper is available on the 2001 I/ITSEC CD ROM. |
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VIRTUAL INTEGRATION EXERCISE II - A
CCTT SMART APPLICATION Jude Tomasello, US ARMY STRICOM-PM CATT Rick Boggs, Lockheed Martin Information Systems Army senior
leadership has recognized the importance and utility of using a fielded
virtual training system for acquisition and requirements evaluation in
support of simulation based acquisition initiatives. The first such event was the BCIS
(Battlefield Combat Identification System) Virtual Integration Exercise II
(VIE II) experiment conducted during September 2000 at the Ft. Hood Close
Combat Tactical Trainer (CCTT) simulation center. The purpose of the experiment was to use a validated virtual
environment with manned simulators to support the operational assessment and
subsequent Milestone III Decision Review of BCIS. The VIE II represented a collaborative effort of a team which
consisted of military personnel, government agencies and engineers from both
academic and private sectors. This collaboration and the objectives of the
VIE II embodied the Army’s objectives for Simulation and Modeling for
Acquisition, Requirements, and Training (SMART). The paper will outline the technical challenges of modifying
the Army’s premier Combined Arms Virtual Training system, CCTT, to support a
weapons systems (BCIS) operational test.
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WARCON Supporting Acquisition
Investment Decisions Robert E. Stumm and Rosemarie V. Keener Newport News Shipbuilding & MTS Technologies, Inc Newport News, Virginia Acquisition reform, as envisioned by the Department of Defense (DoD), is leveraging advantages realized by revolutions in business and military affairs for project development, and control and the reduction of costs. As part of these revolutions, Warfighting Concepts to Future Weapon System Design (WARCON) will provide processes and tools for better and faster acquisition decisions. Modeling and simulation provide a key enabler in examining new system performance. Trade studies are performed in a series of steps that include project tasking, requirements development, design, optimization, virtual testing, and analysis. Key to the process is objective performance and cost measurement. In developing this process, WARCON integrated high-resolution physical and behavioral models to represent complex warfighting platforms such as naval combatants, armored vehicles, and aircraft carriers into a Joint Synthetic Battlespace (JSB). These impacts used in the Navy’s Fleet Battle Experiments (FBEs) provided the desired performance information for developing concept systems under study. Subject technologies under study are developed to a point where reasonable cost estimates can be made. Cost and performance metrics are combined and analyzed, thus providing the essential information for wise investment decisions.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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AN APPLICATION OF REAL TIME EVOLUTIONARY ALGORITHMS Science Applications International
Corporation Orlando, Florida Historically,
CGF systems have made runtime decisions via the use of prescriptive
mechanisms such as Finite State Machines (FSMs) and Rule Based Systems (RBS).
The FSM and RBS mechanisms are the result of a complex and time-consuming
process of Knowledge Acquisition and Knowledge Engineering (KA/KE). The
artifacts of the KA/KE process are then turned over to the programmers to
implement. The result is often a large, complex, and brittle set of hard
coded behaviors. The advantage to these approaches is that the entities
execute the pre-programmed behaviors faithfully and fairly efficiently. The
downside is that it is often quite difficult to modify the behaviors to
account for new events, stimuli, or situations. To address these issues we
have looked at the realm of machine learning, specifically the use of
Evolutionary Algorithms (EA), to make decisions that have historically been
hard coded in the FSM or RBS constructs. The use of EA is not new to the
Computer Generated Forces (CGF) community. However, the vast preponderance of
its use has been in a priori offline
runs to develop a rule base, plan of attack, or path. This has largely been
due to the computational costs of using EA. While the increase in processing
speed has not made performance considerations irrelevant, they have
fundamentally changed the dynamics of the development vs. runtime cost
equations. It is with this in mind that we chose to investigate the use of EA
to make selected decisions at runtime. Specifically, we developed a proof of
principle system to select the engagement rules and target priorities for a
tank platoon in a given tactical situation. Rather than having the
prescriptive determination of the engagement process, the EA subsystem
randomly generates a set of shooter / target pairings and weapon se-lection.
The EA subsystem evaluates a set of possible engagements using a polynomial
function comprised of the proximity and obscuration of the entities,
supporting fires, and lethality. The
highest rated engagements, and newly generated modifications of them, are
carried forward to the next generation by the EA subsystem. The process of
the evaluation of a best engagement scenario is then repeated for a given
number of generations. At the end of several generations, or when a figure of
merit is reached, the best engagement scenario is chosen as the course of
action. The main advantage to this approach is a relatively small amount of
code needed to encode the EA mechanisms and the evaluation function which can
be easily changed to account for new weighting of factors. Thus, a whole
series of target selections can be made with a relatively compact flexible
code base. This paper covers the development of the proof of principle system
and the results from the test runs.
Specifically, we focus on three factors: the number of engagement
scenarios created per generation, the number of generations, and the
evaluation function. Through the interaction of these three factors, we show
how the engagement scenarios evolved to suit the tactical scenario. Key among the considerations is the time
it takes for the system to come up with a viable target list. From these
results, we make extrapolations to where it is appropriate to use EA as a
means of developmental cost reduction and code simplification. This is the
second in a series of papers that addresses the use of EA in real-time
simulation systems. The first paper focused on the ability to change
formations based upon the detection of a threat.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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IMPLEMENTATION RESULTS USING DIFFERENT
BEHAVIOR APPROACHES IN THE CGF TEST-BED Susan A. Gugel, David R. Pratt Science Applications International
Corporation Orlando, FL A software
behavior implements an action of a simulated entity. For example, a behavior
can change the stance of an individual combatant (IC) or move an IC to a new
position. Currently, behaviors are
used to control ICs in many Computer Generated Forces (CGF) simulations such
as Closed Combat Tactical Trainer (CCTT) and Modular Semi-Automated Forces
(ModSAF). A behavior approach, on the
other hand, is a software technique used to implement a behavior. For
example, in CCTT and ModSAF the software technique utilizes finite state
machines (FSMs). In the past few
years, computer hardware technology has provided massive improvements. These
improvements combined with the need for more realistic and autonomous
behaviors as well as decision-making that handles multitudes of different
inputs resulted in the Non-Traditional Human Behavior Models project. The
goal was to research several behavior approaches and implement these approaches
within a CGF simulation. The project examined in detail traditional FSM,
Q-Learning reinforcement, evolutionary, and fuzzy rule-based approaches as
each of these approaches provided different mechanisms with different
strengths and weaknesses to control ICs in specific use cases. A previous paper was published describing
the overall design of the behavior approaches and their relationship to the
CGF Test-bed (Gugel, Pzatt, & Smith, 2001). This paper, the second in a
series, details the scenario (and its variants) selected to evaluate the four
behavior approaches. The paper describes the specific scenario design for
each approach. The next section describes the results of the experimentation
for each approach and scenario variant combination. The final section
outlines the overall results across all of the experimentation. This section also outlines overall
benefits and weakness of these approaches with respect to implementation. We
believe that understanding different behavior approaches and allowing different
approaches to exist within the same CGF simulation will allow a diversity of
new behaviors to be developed that provide more realism as well as more
automation. We believe that these approaches can provide an accurate
portrayal of CGFs in training simulations and provide a more versatile
simulation for the analysis of new doctrine and tactics.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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Experimentation in Group Robotics
Behaviors Science Application International
Corporation Orlando, Florida Computer
generated forces have modeled some level of unmanned systems for several
years. This modeling is usually in
support of manned systems instead of the concentration on the robotic system
as a team member. Robotic-based
systems have become of greater interest with Future Combat Systems as well as
successes of unmanned missiles of recent years. The focus of the robotic
systems has been in the operation of a single unmanned unit, many times tele-operated. As onboard computational capabilities have
enabled more autonomous operations, the focus has shifted to more autonomous
operations. The current research in
the robotics arenas has focused on either single robots operating in a
military environment, or small groups of robots operating in a swarm type
environment. There has been little leveraging of the behaviors that are
created and utilized within the CGF community. Research at SAIC has focused on the group behavior of robotic
entities operating in a live environment connected and inter-operating in a
constructive CGF environment. The
study explored operating robotics within a “live” (real world) environment.
The information and behaviors are then fed back to a “monitoring station”
where they are analyzed and presented.
The system is also tied into a CGF system where the real-world
information is updated in the constructive system. In addition, the CGF system provided input to the robotics team
concerning the constructive world. This two-way path allowed the
experimentation of robotic team members operating in a live environment, with
constructive team members, and with human intervention. The behavioral test bed provided the
opportunity to leverage traditional CGF system behavior insertions as well as
determine limitations and directions.
Some of the experimentation included behavioral insertion level
(physical model level, individual level, group level), performance factors
affecting the robotic team including perceived world versus ground truth
within CGF and live systems. These
parameters offered a rich set of experimentation results. This paper reflects
the lessons learned from the research project.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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ULTRA-HIGH RESOLUTION DMT VISUAL
DISPLAYVIA PC-IG ARRAY TECHNOLOGIES L3 Communications, Link Simulation
& Training Division Mesa, Arizona SDS International, Inc. Orlando, Florida r The
Air Force Research Laboratory/Warfighter Training Research Division
(AFRL/HEA) located in Mesa, Arizona, has been developing
Ultra-High-Resolution (UHR) projector technology since the mid 1990’s. A
major lab goal is to provide Air Force fighter pilots with eye-limited
resolution during their simulator training scenarios. Based upon display
geometry of the Boeing Visual Integrated Display System (VIDS) and the Air
Force’s Mobile Modular Display for Advanced Research and Training (M2DART), a
UHR projector capable of displaying an unprecedented resolution of 5,120
pixels by 4,096 lines at 60 Hz frame rate is required. The Air Force has
several such UHR concepts in development. A UHR projector meeting these
requirements would have a bandwidth of 1. 3 giga pixels per second. This
pixel bandwidth is an order of magnitude higher than what any single channel
Image Generator (IG) currently produces. One way to achieve such bandwidths
is to use multiple IG channels in parallel.
PC
based IG capabilities have been increasing at a rapid rate and are relatively
inexpensive compared to their mainframe IG predecessors. This makes PC-IGs
the most likely selection to drive the UHR displays of the future. However,
depending upon the application, PC-IGs can have some significant trade-off
differences vs. the mainframe IGs. Historically, when a single PC-IG channel
is used to drive large fields of view in fixed-wing aircraft training
simulations, they demonstrate a lower database retrieval range than mainframe
IGs, which can result in restrictions being placed on the pilot's visibility
range. Current Digital Visual Interface (DVI) compliant graphics adapters
used in PC-IGs only support up to HDTV video formats. The
authors posit that PC based IG performance limitations can be overcome with
an innovative approach to combine digital video outputs from synchronized
PC-IG arrays. Since each PC-IG of the array only processes a small segment of
the UHR display's field of view, the supportable scene complexity could be
dramatically increased at a performance level exceeding that of mainframe
IGs. This paper explores the architectural design concepts and associated
technologies of driving UHR visual displays by combining digital video
outputs from synchronized PC-IG arrays.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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LIQUID-CRYSTAL DISPLAYS AND
MOVING-IMAGE QUALITY Lockheed Martin Technology Services,
6030 South Kent, Mesa, AZ Human Effectiveness Directorate, Air
Force Research Laboratory, Mesa, AZ Department of Psychology, Arizona State
University, Tempe, AZ It
is frequently suggested that liquid crystal displays (LCDs) could be tiled to
provide full-field-of-view, highresolution images for flight simulation.
However, even though LCDs can create static images of high quality, moving
images often appear blurred and of relatively low contrast. This
motion-dependent reduction in image quality is usually ascribed to the
temporal properties of LCD pixels. Nonetheless, the problem does not seem to
be generally well understood. Here we attempt to clarify the issue. We begin
with a comparison of the temporal and corresponding temporal-frequency
responses of hypothetical LCD and cathode ray tube (CRT) pixels. We then
examine the spatiotemporal-frequency spectra of space-time images formed
during simulated flight: the original, continuous image; the digital-image
sequence; the display image; the retinal images; and the “perceptual image. ”
In this analysis, we focus on the effects of a pixel’s temporal response on
the display-image spectrum and the effects of direction-of-gaze motion on a
retinal-image spectrum. In the final section, we discuss predicted perceptual
effects of display-determined spatiotemporal-frequency attenuation and
present data indicating that, during smooth pursuit of a simple stimulus that
is successively displaced in accord with a constant velocity, observers’
spatial percepts can be accurately predicted.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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SEEING CLEARLY–THE EMERGENCE OF ULTRA
HIGH-RESOLUTION DISPLAYS Evans & Sutherland, Advanced
Displays Salt Lake City, Utah L3 Communications, Link Simulation
& Training Division Mesa, Arizona In the
pursuit of eye-limited (20/20) training, simulation systems have been limited
by display technologies. Displays used for simulation have typically been
bulky and heavy, and their resolution capability has always lagged behind the
image generator development curve. The tables are turning as display technology
takes a giant leap with the emergence of ultra high-resolution (UHR)
displays. The first UHR display
technology has been demonstrated in a prototype projector developed by Evans
& Sutherland. Displays built on this technology can be compact,
lightweight, low power, bright, high-contrast, and ultra high-resolution.
Advances in a variety of disciplines such as electronics, manufacturing,
MEMS, optics, and digital video have made this technology possible. The
challenge now is to satisfy the display’s insatiable appetite for pixels with
useful information. Ultra
high-resolution displays promise to advance flight simulation training to new
heights. Military pilots will be able train on simulators to recognize
targets, threats, and other objects that previously were not possible to
identify due to lack of resolution and detail. Also, the risk of negative
training will be reduced. The US Air Force, with their M2DART system, has
recognized this advantage and seeks 5k x 4k (20 million pixels) per display. This paper addresses simulation displays,
the prototype projector technology, and the impact of ultra high-resolution
displays on simulation.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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SIMPLE, LOW-COST PANORAMIC DISPLAY
SYSTEM Lockheed Martin Information Systems Orlando, Florida Many
simulation systems require presentation of panoramic, high fidelity,
computer-generated imagery to a single viewer. Examples are the commander’s
display for an armor vehicle in the open- or popped-hatch mode, driver
trainers, and aircraft pilot trainers. The lowest cost design for providing
such a panoramic presentation consists of an inward-facing ring of CRTs. Flat
panels could also be used, but are currently more expensive than CRT monitors
by at least a factor of five. Flat panels, too, do not currently exhibit the
ability to present sufficient low light level performance for good Night
Vision Goggle (NVG) simulation. Modern CRT monitors have excellent low light
level performance, are very low cost, have MTBFs in the many tens of
thousands of hours, and present excellent color, resolution and contrast in
low distortion images. In the work described in this paper CRT monitors were
employed. Unfortunately both CRTs and
flat panel displays have unavoidable real estate beyond the image areas. This
results in large imagery gaps between abutted adjacent displays. Many
approaches have been taken to eliminate, or significantly reduce, these gaps
by the use of projectors, beam splitters, lenses, or other means. These
approaches have proven to be costly, complex, and have high
reliability/maintainability costs, or have created unacceptable distortion in
the imagery. This paper shows how the gaps have been eliminated through the
use of a very simple, low-cost approach. The design uses unit-power,
refractive compensator blocks, which eliminate the inter-image gaps for an
observer at the center of symmetry of the display system, by deflecting the
light so that the eye sees only the images, not the gaps. The blocks were
made of acrylic and have protective glass plates adhered to both front and
back. A contrastenhancing gray coloration was incorporated in the rear glass
plate. A 180-degree, 5-channel
panoramic display system using this approach, with 17-inch CRTs and 6. 5-inch
thick refractive compensator blocks, was built and the quality of the imagery
measured and analyzed. The slight vignetting created by lateral positioning
of the eye away from the center of symmetry is quantified and discussed. In
the simplest form, with no glass plates adhered to the acrylic blocks, the
cost per channel for a 17-inch CRT and the refractive compensator, with at
least SXGA (1280 x 1024 pixels) resolution, can be less than $400.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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COLLIMATING DISPLAY SCREEN FOR
SIMULATOR DISPLAYS Kevin Yu, Tin M. Aye, Indra Tengara,
Gajendra Savant,
Physical Optics Corporation,
Electro-Optics and Holography Division Torrance, CA 90501 L-3 Communications Corporation Link Simulation and Training Division Air Force Research Laboratory Mesa, AZ 85212-6061 In
current low cost flight simulators, conventional rear projection screens
display real (i.e., uncollimated) imagery.
Ocular convergence when viewing such displays can significantly alter
the perception of object size, but an optical infinity or collimating display
can avoid this alteration. Because of their low efficiency, conventional
infinity optical systems for simulation have generally required large and
expensive optical elements and bright image sources. Physical Optics
Corporation (POC) is developing low cost collimating display screen (CDS)
technology for use with advanced out-the-window simulators such as the Mobile
Modular Display for Advanced Research and Training (M2DART), which is under
development by the U. S. Air Force Research Laboratory (AFRL) Warfighter
Training Research Facility. This new technology may also be applicable to
entertainment, gaming, and large screen television. The CDS is based on holographic light shaping diffuser (LSD)
technology and holographic optical elements (HOEs). POC’s holographic light
shaping diffuser diffuses the rear-projected image, and is field corrected to
allow uniform light distribution over a large screen area. The holographic
optical element collimates the light. In the initial phase of development,
POC successfully demonstrated the feasibility of the CDS concept by
analytical design, computer modeling, and experimental verification. The
bench top HOE-CDS exhibited collimated projection of monochromatic imagery,
with virtual images forming at ~50 feet to optical infinity. This paper
presents the current status of the HOE-CDS development project, along with
some of the technological challenges being encountered. The performance
characteristics and benefits achieved with this technology (i.e., large
field-of view; color-correction; efficiency; thin, lightweight hardware; and
low cost) are also described.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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DISPLAY SYSTEMS FOR VR-BASED TRAINING:
WHEN IS SEEING BELIEVING? Tammy L. Swanson, Warren Couvillion Southwest Research Institute™ San Antonio, Texas MARCORSYSCOM PMTRASYS Orlando, Florida A common requirement
for many commercial and/or military training systems is to produce maximum
levels of training transfer without the introduction of “negative training.”
Here, negative training is defined as the learning of tasks (e.g., due to
non-realistic environments and/or interfaces) that interfere with the
trainees’ ability to perform their actual tasks. In most cases, training
systems must provide an environment realistic enough for trainees to rehearse
as if they were in the real world. As a result, more popular approaches to
training have used live training facilities and/or hardware mock-up
simulators. Unfortunately, these approaches have been very expensive and, in
many cases, (e.g., due to cost and safety) cannot replicate the required conditions
for adequate training. Also, continuing reductions in available funds, time,
personnel, and facilities dedicated to training are forcing the exploration
of other approaches for enhancing training. The United States Marine Corps
(USMC), through the Office of Naval Research (ONR), is avidly exploring
supplementing its current and future training systems with virtual reality
(VR) -based training devices. These training devices integrate advanced
technologies (e.g., computers, tracking, locomotion, haptic, and display
systems) with actual hardware and human-in-the-loop interfaces. However,
before any VR-based training device can be effective, designers and
developers must be able to define what specific VR technology performance
specifications are needed to meet their training requirements. A major task
in one of ONR’s VR initiatives, the Small Unit Tactical Training Technology
Demonstration (SUTT TD), is a broad evaluation of component VR technologies.
These include computer (hardware and software), tracking (for human and/or
weapon motion), and display technologies.
This paper will focus on the SUTT TD display technologies study. With
the recent emergence of many new display systems (e.g., Cathode Ray Tube
(CRT) / Liquid Crystal Display (LCD) projectors, head mounted displays
(HMDs), monitors, and retinal scanners), it is extremely difficult to
determine appropriate display solution(s) for various training applications.
The purpose of this study was not to rank display technologies, but rather to
determine which display specifications should be taken into consideration
when designing specific VR-based training systems. The objective was to
understand the relationship between display parameters (e.g., resolution,
brightness, and field-ofview) and human ability to perform a variety of
visually related tasks in a live and virtual environment. A series of tests
were designed to measure various task performance parameters as a function of
many different display specification and human-based conditions. Through the
use of human subjects (i.e., general population and USMC personnel), this
study was also designed to help determine whether using general population
test data is sufficient for determining display requirements for USMC
VR-based training systems.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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DEVELOPING A FRAMEWORK FOR
IG-INDEPENDENT PC-BASED DYNAMIC TERRAIN Diamond Visionics Vestal, NY Diamond Visionics Vestal, NY Simulation, Training and
Instrumentation Command (STRICOM) Orlando, FL Dynamic
terrain is the ability to modify a terrain database in real-time. In the
past, effects such as explosions did not alter the surface topology of the
terrain by creating craters. The tracks and tires from vehicles did not leave
ruts in areas with soft soil. This limited the training value of ground-based
visual simulation systems. Dynamic
terrain has become an increasingly important requirement for realistic
ground-based simulation. The simulation of terrain deformation can be applied
in training situations that involve vehicles causing ruts in soft soil,
munitions generating craters, and the generation of trenches and berms by
engineering forces. Dynamic terrain has often been implemented using
"tricks". For example, rather than placing an actual crater in the
terrain as a result of a mine detonation, most simulations simply place a
picture of a crater without changing the elevation of the affected terrain.
In systems that actually implement dynamic terrain, they are not intended for
warfighter-in-the-loop real-time visual simulation, they often depend on a
proprietary IG, or are dependent on a special terrain database structure.
This precludes their use with existing simulators using other visual systems.
It also precludes the use of dynamic terrain in situations where
heterogeneous simulators need to interact over a network. Under the STRICOM
SBIR program, Diamond Visionics has been tasked with developing a PC-based
dynamic terrain solution that can be integrated with components of existing
simulation systems. This included various IG, vehicle, networking, and SAF
systems - each potentially running on different platforms. This paper focuses on the challenges we
faced in developing a flexible dynamic terrain solution. Specific topics
discussed include software frameworks, the real-time modification of a
terrain database, the realistic Igindependent visualization of terrain
modifications, and the distribution of modifications to other networked
simulators.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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SYNTHETIC URBAN ENVIRONMENTS USING
QUAKE II ENGINE Benito
Graniela, Jaime Cisneros, Dr. Douglas Reece Science Applications International
Corporation Orlando, FL 32826-3248 Game
technology, and in particular first person shooter (FPS) games, such as Quake
II, Quake III and Unreal Tournament, provide attractive capabilities for some
of the traditional modeling, training and simulation (M&S) applications.
A PC game-based simulation would be most useful if it operated with existing
military simulations using their existing terrain databases (TDBs). However,
PC games use different formats from the ones traditionally used by military
simulations. This paper will describe the necessary steps to import the
traditional M&S TDBs into the format used by several common FPS games, in
particular Quake II MAP format. A brief overview of the MAP format will be
provided and compared to the traditional polygonal format used in the
modeling and simulation community. Details of the conversion process of an
OpenFlight Military Operations on Urban Terrain (MOUT) database to a Quake II
level will be presented, as well as the conversion of a Quake level to a
semi-automated forces (SAF) system’s terrain database (TDB) format. A brief
overview of a prototype’s DIS engine added to Quake II will be provided,
along with some lessons learned. Finally, comments will be presented as to
the suitability of the Quake II game engine environment format and runtime
engine for M&S applications.
This
paper is available on the 2001 I/ITSEC CD ROM.
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WEB-BASED 3D TECHNOLOGY FOR SCENARIO
AUTHORING AND VISUALIZATION: THE SAVAGE
PROJECT Curtis Blais, Don Brutzman, Doug
Horner, and Major Shane Nicklaus, USMC Naval Postgraduate School, Monterey
California The purpose
of this paper is to describe current work in specification and development of
Web-based 3D standards and tools. The paper presents a Web3D application for
military education and training currently in progress for the Defense
Modeling and Simulation Office and the Marine Corps Combat Development
Command.
This
paper is available on the 2001 I/ITSEC CD ROM.
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Truly Platform-independent Data Entry
Devices John R. Surdu
and Thomas D. Wagner Department of Electrical Engineering
and Computer Science The United States Military Academy West Point, NY 10996 Project Manager Field Artillery
Tactical Data System Ft. Monmouth, NJ As the Army
ventures into the future and becomes increasingly digitized, a need for more
technically advanced equipment is imperative. Many such systems use
proprietary hardware and software solutions that are often heavy and costly,
tying the Army to a specific vendor long after new technology has surpassed
the capabilities of these current systems. Rather than relying on a certain
vendor or manufacturer, this project has chosen to pursue the implementation
of platform-independent software running on common handheld units. The
research and development portion of this project included searching for the
technology that will best suit the needs of implementing the
platform-independent software. This paper discusses the technologies
considered and the decisions made regarding that technology. It also
describes the use of emulators to facilitate this research. Finally this
paper discusses the pros and cons of using emulators in this software
development effort.
This
paper is available on the 2001 I/ITSEC CD ROM.
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DYNAMIC INTEREST FILTERING FOR
OPTIMAL STATE
UPDATE MESSAGING
Achieving truly large-scale,
real-time distributed simulation has remained a highly elusive goal primarily
due to limitations in current generation network technology. While the
progression from early, broadcast-based DIS approaches to the current
multicast-based publish/subscribe approaches (Van Hook and Calvin, 1994)
embodied in the HLA (Defense Modeling and Simulation Office, 1998) has
significantly extended the number of simulated hosts that can be supported,
limitations in the networking infrastructure still force compromises that
historically have constrained simulation exercises to only a few tens of
hosts. This constraint is overwhelmingly the result of the networking
infrastructure’s inability to adequately control the delivery of unneeded and
unnecessary traffic to the simulation hosts – a problem so severe that the
overhead of reading and discarding unneeded state update messages can
critically impair a host’s ability to perform its primary simulation tasks.
This unintended distributed denial of service problem also results in an
enormous waste of network and human resources. In particular, the approach
taken for United Endeavor of over-provisioning WAN links with multiple T3
circuits coupled with multiple man-weeks of trial-and-error to find a
“workable” multicast grouping is extremely expensive and time-consuming.
Under the Defense Advanced Research Projects Agency (DARPA) -sponsored
Specialized Active Networking technologies for Distributed Simulation (SANDS) project, we are developing
Active Networksbased capabilities to significantly improve multicast-based
distributed simulation performance1. In particular, we have created a
capability for dynamically and automatically configuring and reconfiguring
application-specific content management filters directly within intermediate
network routers where they are most effective. With this approach, we have
been able to achieve the ultimate goal of being able to eliminate all irrelevant network traffic at the
earliest opportunity within the network, providing optimal use of both network and host resources. Moreover, through
the use of filter processing acceleration techniques, such as tree-based
filtering mechanisms, information theoretic-based filter complexity reduction
techniques, and cooperative, distributed content filtering strategies, we
have been able to craft an extremely low-latency (<100 usec) interest
filtering capability that provably scales to support millions of simulated
entities. This capability is intentionally designed to mesh seamlessly with
the High Level Architecture (HLA) Declaration Management (DM) and Data
Distribution Management (DDM) services, and a working version has been
demonstrated using ModSAF and the Georgia Tech HLA-compatible Run Time
Infrastructure (RTI). This paper reviews our active-networks-based interest filtering
architecture, the interrelationships with HLA DM and DDM services, and
provides technical details and performance measurements of the various
components that clearly demonstrate the performance and scalability claims
for our approach.
This
paper is available on the 2001 I/ITSEC CD ROM.
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THE EXPLORATION OF 2. 4GHz WIRELESS
TECHNOLOGY FOR THE ARMY’S WARFIGHTER’S SIMULATION (WARSIM) 2000 Hoang A. Doan, WARSIM Hardware Project Engineer Naval Air Systems Command,Training
Systems Division Orlando,Florida Dan Sullivan, WARSIM Hardware Architect Lockheed Martin Information Systems Orlando,Florida Rene Lorenzo, WARSIM Hardware Lead Naval Air Systems Command, Training
Systems Division Orlando,Florida The
Army’s Warfighter’s Simulation 2000 (WARSIM) is designed to be the Land
component of JSIMS (Joint Simulation Systems), and will replace the current
deployed Corps Battlefield Simulation (CBS), Battle Command Training Program
(BCTP), BCTP Intelligent Collection Model (BICM), and Tactical Simulation
(TACSIM). WARSIM is a collection of tools to train commanders and staffs from
battalion to echelons above corps to fight in a distributed environment. The
typical Army training exercise with CBS used coaxial cable, twisted pair wire
and/or fiber optic cable to make the connection from the Tactical Operations
Center (TOC) network to the Battle Simulation Center (BSC) network. There are separate systems and networks
for data collection, video and message traffic. WARSIM will replace these systems and networks with one network
connection containing tactical,data collection,voice and video traffic using
the TCP/IP protocol. By introducing the Command Post Interface Module (CPIM)
within the WARSIM hardware suite, WARSIM 2000 is planning to employ the IEEE
802. 11b Wireless Technology. This paper describes how the wireless interface
with the TOC has evolved. It also captures the lessons learned to date from
prototyping activities and vendor demonstrations in an effort to show the
issues with tailoring commercial off the shelf technology (COTS) to a
tactical Army environment.
This
paper is available on the 2001 I/ITSEC CD ROM.
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USING HAPTIC TOOLS TO EXPLORE FUTURE
COMBAT SYSTEMS DESIGN ISSUES Piotr Windyga, Adam Schmidt, Allison Griffin, Gary Green Institute for Simulation and Training
(IST) University of Central Florida Orlando, FL Simulation, Training and
Instrumentation Command (STRICOM) Orlando, FL The
planned integration of a Future Combat Systems (FCS) Virtual Crew Station
with haptic peripherals is a major step forward for the development of
training systems for the United States Army. This paper reports on a new
approach for defining the way soldiers train. The system will allow soldiers
to train faster and more effectively than ever before. The key steps in
developing such a design are high level architecture design, equipment
elicitation and selection, concrete configuration, software
installation,interface development, and testing. The intent of this effort is to conduct experiments involving
Future Combat Systems concepts in support of FCS and the Objective
Force. Essentially, STRICOM and IST
are attempting to create solutions to potential problems. An example of a
potential experimental effort would be the study of how to train a soldier to
process the massive flow of information or inputs that he/she receives during
combat operation of the Future Combat Systems. The project is still in its initial stage of development,but
tremendous progress has been made. At completion of Phase 1 this fall,the
human-machine interface will be used to conduct experiments under Phase 2.
This
paper is available on the 2001 I/ITSEC CD ROM.
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The Pressure Mat: A New Device for
Traversing Virtual Environments Using Natural Motion Warren Couvillion, Roger Lopez, Jian Ling Southwest Research Institute San Antonio, TX One
of the foremost challenges in VR is developing a way for the user to traverse
the virtual environment (VE) in a natural, intuitive fashion. This is
particularly true in simulators, where an unnatural method of navigation
could lead to negative training; i. e. , the user, in the real world,
attempts to do what is required in the virtual environment, with possibly
disastrous results. This paper
describes a new locomotion input device, the Pressure Mat, which allows a
simulator user to navigate/traverse a VE using similar motions as in the real
world; i.e., walk, run, crawl. We designed and built a prototype device that
returns the amount of pressure applied to several fixed points on the
mat. The prototype Pressure Mat was
built using off-the-shelf components. The device consists of an array of
pressure sensitive resistors covered by a thin, flexible mat. The resistor
array is connected to a personal computer (PC) via an analog to digital (A/D)
converter card. The computer containing the A/D card reads the card, and uses
a real-time pattern recognition algorithm to determine if the person standing
on the Pressure Mat is standing still, or walking forward, backward, left or
right. We used a defined set of gestures that closely resemble a user’s
natural motion. This greatly simplified the algorithm for detecting the
user’s gesture. The limitations of
the A/D card forced a fairly wide spacing of the sensors; therefore, the
pressure patterns were too symmetric to determine which direction a user was
facing while standing on the mat. We
overcame this by attaching a single sensor to the user’s waist to indicate
which direction he was facing. An image generator (IG) was utilized for
rendering the VE while a PC performed the pattern recognition. Data were sent
between the two computers via Ethernet.
We were successful in detecting when a person on the mat was walking
forward, backward, left, or right or standing. The information from the
Pressure Mat was utilized to allow users to navigate in a virtual
environment.
This
paper is available on the 2001 I/ITSEC CD ROM.
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FUZZY SYNTACTIC PARSER FOR COMMAND
LANGUAGE RECOGNITION UNDER ADVERSE CONDITIONS Electrical &Computer Engineering
Department College of Engineering University of Puerto Rico – Mayagüez Mayagüez, Puerto Rico Training
of forces for military operations can be aided significantly by applying
speech technology to allow people to interact with advanced simulation
systems by using automatic speech recognition (ASR). ASR is the capability of a computer to
convert spoken language to recognized words in textual form. Speech signals
for command and control must be processed in a reliable fashion especially
under adverse conditions including noisy environments, different speaker
accents, and stress. Joint multi-national forces operations may be especially
aided by utilizing speech and language technology to facilitate communication
and improve reliability. The resulting effect is to reduce workload,
accelerate training,and improve efficiency, accuracy and time response in
real operations. The
conversion from spoken language to text can generate mistakes due to several
environmental and human conditions that “confuse” conversion algorithms
resulting in a wrong text output. The fuzzy syntactic parser presented in
this paper helps detect and correct these errors in the text output. Humans
are able to understand commands under adverse conditions due to their
experience,common sense,and other cognitive abilities. Fuzzy algorithms may
emulate the human ability to correct and understand words incorrectly
converted to text by ASR systems.
For example, humans are able to understand homophone words based on the
context of the sentence. Webster's dictionary defines a homophone as “a word
having the same sound as another, but differing from it in meaning and
usually in spelling: as, all and owl; bare and bear;
rite, write, right, and Wright. ”Homophones like
the words “to ”and “two ” may be correctly converted as in the statement “I
have to play ”or “I have two play.” A
regular parser could parse the first statement but not the second, due to the
word “two ”that cannot be recognized as a syntactically correct word. A fuzzy
parser is presented in this paper that resembles the human ability to
recognize homophone words. The fuzzy
parser can help detect other problems in the conversion from spoken language
to text such as noise like “ups” or “ahh”, and words spoken under stress such
as “twooo” instead of “two. ”
This
paper is available on the 2001 I/ITSEC CD ROM.
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FUSING SIMULATION AND PERFORMANCE
SUPPORT –THE WINNING COMBINATION FOR IMPROVING EQUIPMENT READINESS? Synthetic Maintenance Training Research
Officer HMS COLLINGWOOD Fareham,United Kingdom The
most impressive military capability is of little use if the equipment that provides
it is unavailable when needed.
Although modern military equipment is becoming increasingly reliable,
this is causing real problems in the maintenance training community as
technicians are typically unable to maintain their skills via hands-on experience
of diagnosing and fixing faults. When faults eventually do occur, technicians
are unable to perform well, leading to prolonged equipment down-time and
hence reduced readiness. This paper
presents the results of a detailed study which was carried out in HMS
COLLINGWOOD, the Royal Navy’s School of Communications and Weapon
Engineering. The study compares the effectiveness of traditional
laboratory-based training, a maintenance simulation and a state-of-the-art
Electronic Performance Support System (EPSS) at the micro level. The results
indicate that, correctly employed, these approaches can dramatically shorten
training time, increase the effectiveness of personnel at their place of work
and provide a vehicle to make knowledge management a reality in the military
context. The synergistic combination of simulation and EPSS therefore
provides a very powerful toolkit to enable personnel to maintain equipment at
a high state of readiness without the need for exhaustive training. The paper
concludes by presenting a methodology for assessing the suitability of this
approach to support the readiness of varying equipment types.
This
paper is available on the 2001 I/ITSEC CD ROM.
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EMBEDDED TRAINING SYSTEM FOR A
COMPONENT LEVEL INTELLIGENT DISTRIBUTED CONTROL SYSTEM (CLIDCS) Harold W. Nelson /Gloria B. Isler Lockheed Martin Information Systems Orlando,Florida This
paper describes the Component Level Intelligent Distributed Control System
(CLIDCS) architecture for the next generation shipboard Machinery Control
System (MCS), and how this design readily provides an environment conducive
to embedded training. This architecture, combined with automated control
applications, aspects of condition based maintenance (CBM), and integrated
automated logistics systems, will reduce the manpower required to operate the
plant or shipboard equipment, which is an important design parameter in
future MCS designs. The CLIDCS, combined with built-in subsystem redundancy,
increases system readiness, maintainability, reliability, and survivability
while decreasing the operating and support (O&S) costs. CLIDCS utilizes a
true object oriented design (OOD) philosophy for not only the component level
embedded software, but also for the hardware and system design. The shipboard environment must support
training scenarios for the crew both at and away from port, while not
compromising any normal or damage/hazard operations. The CLIDCS architecture
with the intelligence distributed to the device level, promotes subsystem
training without sacrificing safety of the ship and crew. The embedded
training system is immersed within the CLIDCS architecture, allowing the crew
to run applications that simulate the subsystem responses to operator inputs.
In the training mode, the subsystem control applications operate in the
background, and will interrupt the training application to report any adverse
condition requiring an immediate operator response. The embedded training
system supports both tactical and damage/hazard control scenarios to increase
operator effectiveness and awareness of the operator interface and control
system responses. The crew can be trained on the actual hardware, and the
opportunities for training at sea promote the versatility of the crew. In
manpower reduced environments, these factors are critical not only to normal
operations, but also to war fighting readiness.
This
paper is available on the 2001 I/ITSEC CD ROM.
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MISSION COMPLEXITY SCORING FOR DISTRIBUTED
MISSION TRAINING Air Force Research Laboratory Warfighter Training Research Division Mesa, Arizona L3 Communications, Inc. Link Simulation and Training Division, Mesa, Arizona Winston Bennett, Jr. & Herbert H. Bell Air Force Research Laboratory Warfighter Training Research Division Mesa, Arizona Distributed
Mission Training (DMT), the Air Force’s concept of ground-based training
using networks of real-time simulators and computer-generated forces, evolved
from earlier programs including Distributed Interactive Simulation and Simulator
Networking. In these programs, defined training objectives were often
deliberately avoided and training benefits were presumed to result from the
intrinsic feedback and lessons learned from battle engagements. Previous
research has demonstrated that DMT can provide effective training tailored to
meet defined learning objectives through careful development and delivery of
scenarios that are presented in a building block format over several training
sessions. Using this paradigm, however, assessment of trainee performance has
been problematic since the scenarios contain many different elements and
encompass a wide range of complexity. A process for developing an empirically
based degree-of-complexity scale for scenarios is described. The resulting scale
allows direct comparison of team performance over several days of training
and will support improved linking of scenario content with training
objectives.
This
paper is available on the 2001 I/ITSEC CD ROM.
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FUTURE-PROOF SIMULATION
INTEGRATION/INTEROPERATION INFRASTRUCTURE Illgen Simulation Technologies, Inc. Goleta, CA 93117 SaabTech Systems AB Jarfalla (Stockholm), Sweden The
development, deployment, and utilization of software applications are being fundamentally
transformed by a confluence of web-based technologies such as Java ™, Jini ™,
and XML. This paper describes 1) how these core technologies support an
innovative Simulation Integration/Interoperation Infrastructure (Si3) for the
web-based synthesis of new, composite simulations from distributed legacy
modeling and simulation commodities (e.g., models, simulations, tools,
utilities, databases, and other associated applications) ; and 2) how the Si3
enables any organization to act as an Application Service Provider (ASP) for
its own modeling and simulation commodities. Specific topics covered include:
the problem background and objectives; Si3 core technologies and
implementation architecture; and lessons- learned from the practical
application of the Si3 in Government and commercial organizations.
This
paper is available on the 2001 I/ITSEC CD ROM.
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BEHAVIOR RECOGNITION RESULTS FOR
BEHAVIORAL VEHICLE MODEL SYNCHRONIZATION IN DISTRIBUTED SIMULATIONS William J. Gerber and Avelino J. Gonzalez School of Electrical Engineering and
Computer Science University of Central Florida Orlando, FLorida Distributed
simulations have become valuable tools for individual and group training. A
combination of live, virtual and constructive distributed simulations that is
highly promising for greater realism in training at reduced costs, called
embedded simulation, is being explored by the U. S. Army's Simulation,
Training and Instrumentation Command (STRICOM) Inter-Vehicle Embedded
Simulation Technology (INVEST) Science and Technology Objective (STO) program
for use in combat vehicles. Among the many technical challenges to be overcome
is that of providing a simulation environment in which live vehicles, manned
vehicle simulators, and computer generated forces can interact with each
other as well as with the battlefield environment in real-time over a
geographically diverse, distributed network. A major problem is the high
communications requirements imposed by the need to convey large amounts of
data among the various players. A research project at the University of
Central Florida’s Intelligent Systems Laboratory focused on this aspect of
the INVEST STO program. The approach was to use behavioral vehicle model that
was context-based to match the actions of the human-controlled entity on the
battlefield. By observing the surrounding environment of the vehicle model's
location in the simulation at each update time step, the model would perform
the actions that were appropriate for its current behavioral context. That
would allow the vehicle model to match the human-controlled entity's behavior
for a longer period of time than would be possible with only dead-reckoning
updates, thus reducing the communications bandwidth required. However,
discrepancies between the vehicle model and the human controlled entity,
including a difference of behavioral context, would inevitably occur and
would have to be detected and resolved to allow the vehicle model to function
efficiently. The portion of the model that addressed this need was the
Difference Analysis Engine (DAE). Resident on the vehicle entity being
modeled, it would observe the actual vehicle's actions, its simulation
environment and locally maintained copy of the vehicle model itself. It would
then evaluate whether significant discrepancies in position, orientation,
speed or context existed. If they did, it would immediately take the action needed
to synchronize the vehicle model with the actual entity. The most difficult
portion of the DAE evaluation was determining the actual vehicle entity’s
behavioral context. This paper will focus on that DAE function of real-time
behavior recognition and on how techniques, such as temporal template based
reasoning, neural networks, fuzzy membership sets and learning by
observation, were combined to accomplish the task. In this research, ModSAF
testbed was developed and experiments were conducted using a ModSAF M1A2 tank
on a road march as the vehicle entity being modeled. The results of those
experiments will be presented.
This
paper is available on the 2001 I/ITSEC CD ROM.
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