SIMULATION

Sides, Force, and ROE for Asymmetric Environments.. 29

Joint Non-kinetic Effects Model (JNEM)–A Six Month Success Story.. 29

Simulating Synthetic Economies and Global Economic Interdependence within the EBO-DIME-PMESII Framework.. 30

Surf Zone Modeling for an EFV Trainer for the USMC.. 30

An Architecture to Support Real-time Manipulation of a Synthetic Environment.. 31

Simulation Interface and Visualization with Existing Internet Technologies.. 31

Incorporating High Energy Physics Data Capabilities into Joint Forces Simulations   32

Hardware Assisted Real-Time Simulation.. 32

Agile Data Logging and Analysis.. 33

Progressive, Multi-Resolution Course of Action Analysis.. 33

Developing a joint concept for C2 and M&S systems.. 34

Situational Awareness Objects (SAOs), A Collaborative Toolset for Players, Controllers and Analysts.. 34

EQUIP:  Analyzing Equipment Impacts on Squad Capability.. 35

Creating a World War II Combat Simulator Using OneSAF Objective System... 35

Building Distributed Simulations Utilizing the EAAGLES Framework.. 36

Global Elevation Models for Modeling and Simulation.. 36

State of the Art and Evolution of Weather Simulation Technology.. 37

Distributed Simulation in the 21st Century.. 37

Integration of OneSAF Objective System into Existing Virtual Programs.. 38

Design of a Simulation Framework for Tactical Training in Synthetic Battlefields   38

JEWEL – M&S Environment for the SAF. 39

Modeling and Simulation of Sensor Systems to Experiment Against Contemporary Asymmetric Urban Threats.. 39

Combining Sensors and Simulation for Real Time Decision Support.. 40

Application of Proven Parallel Programming Algorithmic Design to the. 40

Aggregation/De-aggregation Problem... 40

Integrated Middleware for Flexible DIS and HLA Interoperability.. 41

Dead Reckoning in a Mixed HLA/DIS Environment.. 41

LVC Interoperability via Application of the Base Object Model (BOM) 42

Virtual Texture:  A Large Area Raster Resource for the GPU.. 42

Material Classification Pragmatics: Creating and Evaluating Geo-specific Material Assignments   43

Building Cross-Platform Portable Sensor Databases.. 43

The Portable Source Initiative. 43

Factors Affecting the Adoption of a Training Game. 44

LESSONS LEARNED FROM EVALUATING.. 44

TRAINING GAMES FOR INFANTRY LEADERS.. 44

Characterizing Models, Simulations, and Games.. 45

Easing the Pain of Urban Modeling.. 45

A Framework for Generating High-Fidelity, Interoperable Urban Terrain Databases   46

XML-Based 3D Models for High Fidelity End Game Methodology.. 46

 

 

Sides, Force, and ROE for Asymmetric Environments

2006 Paper No. 2592

 

Andy Ceranowicz

Alion Science and Technology

Alexandria, VA

 

Mark Torpey

Lockheed Martin

Burlington, MA

 

Jack Hines

L3-Communications

San Diego, CA

 

Combat simulations have typically used the simplifying assumption that combatants wear uniforms expressing their allegiance and their vehicles are appropriately marked. In Distributed Interactive Simulation (DIS) and its High Level Architecture (HLA) derivatives, this is represented by the force attribute: friendly, opposing, or neutral.  Rules of Engagement (ROE) are restricted to the friendly side shooting the opposing side and vice versa.  In today's asymmetric urban combat environments, this simplifying assumption is no longer valid.  A common workaround has been to represent insurgents as neutral until they expose their weapons, at which time they switch their force attribute to opposing.  However, the utility of this approach is limited, especially in cultures where weapons and militias are common. At the USJFCOM Joint Futures Laboratory, we are developing a new representation of sides and ROE for modeling asymmetric environments.  We have incorporated a multiple sides representation and we differentiate between true allegiance and the uniforms or markings of the simulated entities.  Other allegiances such as religion and tribe are captured with additional attributes. Simulated asymmetric opponents can attack as civilians or even as a side allied with the U.S. making significantly more…

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Joint Non-kinetic Effects Model (JNEM)–A Six Month Success Story

2006 Paper No. 2995

 

Robert Chamberlain

Jet Propulsion Laboratory

Pasadena, CA

 

Timothy Metivier

National Simulation Center

Fort Leavenworth, KS

 

The role of the Joint Non-kinetic Effects Model (JNEM) in the Joint Land Component Constructive Training Capability is to model civilian actions and reactions which enrich U.S. Army division and corps training experience. The U.S. Army developed JNEM to improve leader training on dealing with local populations for units deploying to combat theaters. Commanders must pay attention to major population groups’ feelings about security, quality of life, and religious issues, in training just as they must in real life. Commanders must consider the consequences of military unit activities and their effects on local belief in regaining local autonomy. Those commanders who do consider population concerns will succeed in reducing hostile activity and in reducing the number of enemy forces.  JNEM is an independent federate in the JLCCTC. JNEM’s input module, JIN, monitors events and situations in the federation’s combat simulations. JIN models effects caused by changes in civilian satisfaction levels. Commander’s military actions, use of diplomacy, support of humanitarian aid activities, infrastructure building/support and failures to act will all have effects on civilian concerns. JNEM’s output module, JOUT, works with another federate, the Independent Stimulation Module (ISM), to create reports of pre-kinetic civilian activities.  ISM makes this information available to the training audience in a variety of formats. JNEM produces significant amounts of hostile and friendly civilian activity. The fraction of each civilian population group that engages in hostile acts depends on how the group’s satisfaction with military force activities interacts with their demeanor.  JOUT tells the combat simulations which civilian elements to make…

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Simulating Synthetic Economies and Global Economic Interdependence within the EBO-DIME-PMESII Framework

2006 Paper No. 2776

 

Alok Chaturvedi

Purdue University

West Lafayette, Indiana

 

M. Mulpuri, G. Pinczuk

Simulex, Inc

West Lafayette, Indiana

 

Within the context of Effects Based Operations (EBO), intervention strategies consist of DIME actions (Diplomatic, Information, Military and Economic) that are taken on PMESII nodes (Political, Military, Economic, Social, Information and Infrastructure) to achieve desired effects. This paper presents multi-agent simulation as a technique to explore and investigate the economic component of this holistic framework at multiple levels of analysis. Increasingly, creating an all-inclusive global economy is becoming necessary to develop strategies for ensuring international stability and security. It has hence become critical to better comprehend the shifting econopolitical paradigm in today’s flattened world and its implications for national sovereignty and operational strategy.  The simulation model uses micro-foundations that draw from both neoclassical and behavioral economics to build an emergent ‘Synthetic Economy (SE)’ within a ‘Virtual Province (VP).’ Provincial economies together give rise to a national economy within a ‘Virtual State (VS),’ and subsequently, to the global economy within an emergent ‘Virtual International System (VIS).’ This system, built on the SEAS platform (Synthetic Environment for Analysis and Simulation), facilitates the design of effective economic strategies by providing insight into the impact of various courses of actions conducted at various times. It hence enables the exploration of:  • Critical infrastructure interdependencies within an economy • Global economic interdependencies through trade and financial networks • Global impact of domestic and international institutional economic regulation…

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Surf Zone Modeling for an EFV Trainer for the USMC

2006 Paper No. 2816

 

Lawrence M. Lachman

MultiGen-Paradigm

 Richardson, Texas

 

Simulating open water is very common in real-time simulations, where it is done with varying degrees of fidelity.  However, when typical ocean simulations get close to the shore they experience problems such as:  water undulating through the ground, wave activity that does not account for depth, no cues for breaking waves, no dampening of the water at the beach, and no surf. 

 

Ocean water simulation is a computationally expensive process and a difficult problem for applications that require visually plausible three-dimensional effects at high frame rates.  Modeling shallow water differs significantly from deep water because the wave interactions with the seabed that give the surface its shape are immensely complex.  As a result, simulations that have attempted to model shallow water at real-time frame rates have been limited to simulating one long crested wave in a small body of water, and relying on preprocessing of wave surface profiles offline. 

 

Recently, MultiGen-Paradigm, in conjunction with HART Technologies, developed the training simulation for the Expeditionary Fighting Vehicle for the USMC, under a contract from General Dynamics Amphibious Systems.  A surf zone simulation is critical for appropriately training the Marines because the EFV must travel directly from ships at sea to inland objectives.   


The background for the training system, the full set of surf zone requirements, and our creative solution that solves all of the problems discussed above, are presented.  Specifically, our solution features a seamless transition from deep water to shallow water, transition at shoreline where water tapers to zero height at zero depth…


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An Architecture to Support Real-time Manipulation of a Synthetic Environment

2006 Paper No. 2734

 

Michael A. Cosman, Robert C. Dawson

Rockwell Collins

Salt Lake City, Utah

 

The process of creating a synthetic environment consists of gathering, reconciling, combining, and then compiling source data into a form that is optimized for use by the simulation system. Typically, optimization is aimed at supporting the interrogative processes of the system—for example, visual or sensor image generation. The compilation strategy works well when the synthetic environment can be set up in advance to present the training task in a specific, pre-determined way. In today’s joint-force networked simulators, however, many participants have the power to alter the synthetic environment in ways that affect all the other participants. The compilation step that optimizes the interrogative functions significantly constrains these manipulative functions. Typically, they are limited to the kinds of real-time modifications that can be anticipated, built in at compile time, and accomplished with simple transformation and selection processes.  

This paper discusses an alternative architecture that is designed to support extensive real-time manipulation of the synthetic environment. It keeps all elements of the run-time database close to their source form, which provides for very rapid database development and modification. By largely avoiding the compilation step, it preserves the ability to apply run-time battle damage to any feature, and dynamic terrain modifications generally throughout the synthetic environment. Ongoing changes are continuously assimilated so that the synthetic environment always behaves as though it had been created this way to begin with.

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Simulation Interface and Visualization with Existing Internet Technologies

2006 Paper No. 2783

 

Jason Schutz, Christopher Markuck

 SAIC

Orlando, FL

 

With the introduction of terrain imagery applications downloadable over the Internet, there is a desire to leverage these technologies in the world of simulation.  Google Inc.’s Google Earth™ is a freely available application that gives the user a view of satellite imagery, 3D terrain, and Geographic Information System (GIS) data from a database over the Internet.  The user is able to import customized placemarks, shapes, and images into Google Earth and overlay them on the terrain using Keyhole Markup Language (KML).  Combined with the ability to refresh such data over the network when connected to an HTTP server, the user can retrieve the visual data that represents the simulated entities and events.  The entities can be represented using any of the objects available in KML, such as icons or “COLLAborative Design Activity” (COLLADA) models.  Finally, Google Earth permits the display of feature data such as roads, rivers, and lakes, which can be exported from existing terrain databases to KML. 

 

This paper presents the results of a prototype development effort which implemented a simulation adapter for the U.S. Army’s One Semi-Automated Forces (OneSAF) system.  The adapter serves as the Web server and bridge to the simulation for Google Earth to retrieve KML data representing the simulation.  In addition, the adapter provides access to the simulation information through a Web browser.  The prototype consists of two components.  The first serves as a bridge from Distributed Interactive Simulation (DIS) to KML by running as a separate process.  The second is embedded directly into OneSAF as a OneSAF Component, where the amount of data served is limited only by the amount of information that OneSAF can provide to the Component.

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Incorporating High Energy Physics Data Capabilities into Joint Forces Simulations

2006 Paper No. 2570

 

Julian J. Bunn  and Thomas D. Gottschalk

Center for Advanced Computing Research, Caltech

Pasadena, California

 

The data management and data exploitation issues for large-scale, distributed DoD simulations have striking parallels within a number of existing large-scale High Energy Physics (HEP) projects, in particular, the experiments associated with the Large Hadron Collider (LHC) in Geneva, Switzerland. The significant commonalities include: data rates of 10-100 GBytes/day, data distribution and database operations over very large scale, high-speed networks, and sophisticated data exploitation objectives. In this regard, the lessons learned over the past decade of preparations for LHC operations have obvious significance and relevance for operational (fielded) DoD information exploitation systems. The requirements for persistent, scheduled, secure data access and data mining within the HEP environment are similar to many aspects of future large-scale DoD simulation environments, such as the Sentient World Simulation (SWS).  


This paper explores three particular areas of DoD data exploitation needs with significant parallels within existing HEP/LHC work. The first involves robust, scalable database design and management, such as the distributed simulation and data system within the Joint SemiAutomated Forces project now under development within the US Joint Forces Command. Important aspects here include operational transparency and efficiency from the perspective of a single user/analyst at a workstation. The second general area involves support for “user toolkits” - significant additional computational subsystems such as data-mining/knowledge-discovery procedures and “what if” Monte Carlo excursions that go well beyond straightforward queries of a distributed database. The final area has to do with “real-time” considerations, where this term is to be understood in the more general sense of legitimate, possibly urgent user needs that exceed available computational resources. Strategies are discussed…

 

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Hardware Assisted Real-Time Simulation

2006 Paper No. 2624

 

Douglas D. Hodson

Capabilities Integration Directorate

WPAFB, OH

 

Rusty O. Baldwin

 Air Force Institute of Technology

WPAFB, OH

 

John G. Weber

University of Dayton

Dayton, OH

 

With the advent of Field Programmable Gate Arrays (FPGA) and System-On-a-Programmable-Chip (SOPC) technology, system designers and software developers can custom design under lying hardware platforms sim-ulation application requirements. Specifically, this technology allows a developer to use custom hardware to perform efficiently what might otherwise be time-consuming software computations. This approach to real-time simulations has here to fore not been aviable alternative.

 

This paper introduces FPGAs, SOPC technologies and supporting vendor tools. It also discusses the use of these tools in defining custom hardware to execute specific time-constrained tasks to support robust real-time simulations.

 

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Agile Data Logging and Analysis

2006 Paper No. 2580

 

Ke-Thia Yao, Gene Wagenbreth, Craig E. Ward

Information Sciences Institute

University of Southern California

Marina del Rey, CA

 

The High Level Architecture Object Model Template (HLA OMT) supports simulation interoperability by providing a Federation Object Model (FOM) to formally describe the information interchange (objects, object attributes, interactions, and interaction parameters) within a simulation federation. Information used by a single federate within the federation is defined by the Simulation Object Model (SOM).   

 

Often the federate SOMs are mutually incompatible, so standing up a federation typically requires a tedious process of modifying the simulation federates to conform to the proposed FOM. A variety of agile FOM techniques have been proposed to facilitate this integration process.  

 

From the simulation data logging and analysis perspective, there is an analogous problem of adapting the analysis tools to particular federations. Data analysis tools are designed in accordance with the analysts’ notion of Measures of Effectiveness (MOE) and Measures of Performance (MOP). Often these measures are not directly compatible with respect to the underlying federation object model. This is especially troublesome for the lower-level MOP, which must have common characteristics with the logged FOM data.  


This paper presents a two-layered framework that supports the agile adaptation of analysis tools to specific federations. The top semantic layer provides a modeling framework to capture concepts that analysts tend to use. The concepts include measurements and dimensions. Examples of dimension include object classifications…

 

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Progressive, Multi-Resolution Course of Action Analysis

2006 Paper No. 2542

 

David R. Pratt, PhD and Ellen Towers

Science Applications International Corporation

Orlando, FL

 

Dale R. Shires  and Kelly T. Kirk

Army Research Laboratory (ARL)

Aberdeen Proving Ground, MD

 

We are in the process of developing a Joint, progressive, multi-resolution course of action analysis (COAA) capability. This capability augments government off the shelf (GOTS) simulation tools by using a well-defined course of action (COA) data interface in keeping with the Department of Defense (DoD) vision for GOTS simulation tools. In addition, it makes use of common synthetic natural environment (SNE) representations and reasoning algorithms through a well-defined data interface, consistent with the DoD vision for a common SNE. The progressive COAA tool allows planners to quickly identify candidate high-level plans, and then focus time and computational power on detailed exploration of the viable alternatives. The progressive COAA tool is broadly applicable for training, rehearsal, and real world opera-tions. The approach provides a mechanism for standards-based data exchange between the COAA tool and GOTS simulation.  By exploiting multi-resolution modeling (MRM) capabilities of the GOTS simulation, we provide a deeper understanding of the data interface needs for COAA and other components that need to link to the COTS simulation. In addition, the project will contribute further understanding to the needs of common SNE for MRM-based COAA. This effort expands on our internal research and development (IRAD) project on variable model fidelity for progressive course of action analysis of the Joint battlespace.  We leverage our experience with a data-centric simulation architecture, MRM, and common synthetic environments, and our ongoing efforts supporting DoD and adapting our COAA system to the Joint context.

 

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Developing a joint concept for C2 and M&S systems

2006 Paper No. 2696

 

Wim Huiskamp and Tom van den Berg

TNO Defence, Security and Safety

Hague, Netherlands

 

Rombout Karelse

Royal Netherlands Armed Forces Simulation Expertise Centre

Hague, Netherlands

 

Capt Marco Hulleman

Royal Netherlands Armed Forces C2 Support Centre

Ede, Netherlands

 

The widespread introduction of C2 systems in the Netherlands armed forces changes operations and consequently Training and Simulation needs. C2 systems need to be integrated in many of the existing and future training systems. In order to reduce maintenance and development cost it is desirable to use the operational C2 systems also in the simulation environment. Both the C2 and M&S domain independently aim for interoperability, uniformity and reuse of methods and assets. These two domains now need to come together. The objective of our recent study was to align the Netherlands C2 and M&S architectural approaches, focusing on operational, training and technical needs. The Netherlands is developing a generic, configurable and distributed C2 information system using an evolutionary process. Based on this system, a suite of C2 applications will be deployed, providing staff, vehicles and individual combatants with a common operational picture. Joint and single-service collective training in the Netherlands requires interoperable systems that can be upgraded with the introduction of new weapon systems. The Netherlands armed forces Simulation Expertise Centre is closely involved in the acquisition of training systems and ensures that these adhere to open, international standards. The development cycles…

 

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Situational Awareness Objects (SAOs), A Collaborative Toolset for Players, Controllers and Analysts

 2006 Paper No. 2499

 

Michael Anhalt

 Alion Science and Technology

El Cajon, CA

 

The U.S. Joint Forces Command (USJFCOM), J9 Modeling and Simulation (M&S) Support Team developed tools that allowed experiment subjects to record their individual and collective Situational Awareness (SA) during structured military warfare and peacekeeping experiments. These SA tools were used in planning for, constructing and managing simulation activities during the experiments. Resultant data products from these tools were logged to support real-time and after-action review and assessment of player SA and understanding of dynamic events occurring within their geographic area of responsibility. Experiment subjects used Situational Awareness Objects (SAOs) to share their awareness regarding activities of adversaries, blue forces and civilian population. The Simulation Control Teams (red, blue, and green) shared their intentions and actions regarding activities of the adversaries, blue forces and civilian population using Exercise Control Objects (ECOs), while analysts used SAOs to support real-time, post-experiment evaluation and comprehensive after-action reviews. These SA tools enable the Urban Resolve series of experiments conducted by USJFCOM and the Institute for Defense Analyses (IDA). Through out the Urban Resolve experiments, the SA tool structure evolved to include new options based on operator's needs and recommendations. This paper addresses the design and employment of SA tools and proposes that USJFCOM's on going success in using SAOs and ECOs, along with the enthusiasm and innovation that operators show in using them, indicates these tools would be useful if implemented in other simulations and operational C2 systems to enable training of 21st Century Joint Forces in exercises where mission focus is aimed at achieving warfighting excellence.

 

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EQUIP:  Analyzing Equipment Impacts on Squad Capability

2006 Paper No. 2559

 

Jane T. Bachman  and Thomas Holland

NSWCDD-TEAMS

Dahlgren, VA

 

Maj. Mark Richter (RET)

Marine Corps Systems Command

Quantico, VA

 

The Marine Corps Systems Command (USMC) Marine Expeditionary Rifle Squad Program Office (PM-MERS) is developing a process called Equipment Quantifying Usage Impact Process (EQUIP).  EQUIP occurs prior to the acquisition of any new technology and serves to establish requirements promoting a functionally optimized squad and provides the capability of assessing equipment specification with respect to squad performance.  Equipment used by the Squad with respect to squad performance is a very important issue to place under the microscope when striving for warfighting excellence.  EQUIP is composed of three areas of Modeling and Simulation (M&S):  Modeling by value, physics and scenarios; Biomechanical Simulation; and Tactical Simulation.  M&S tools are being identified, developed, and applied in each of the EQUIP areas.  This paper addresses MERS EQUIP for quantifying equipment impacts on squad capability and discusses lessons learned from identifying the tools needed and applied in the process.   Furthermore, this paper identifies some of the scenarios being developed for use in EQUIP, discusses some of the current results of the analysis and provides an overarching view of EQUIP with regards to equipment impacts on squad capability.

 

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Creating a World War II Combat Simulator Using OneSAF Objective System

2006 Paper No. 2571

Kevin M. Kelly

Lockheed Martin STS

Orlando, Florida

 

Craig Finch,  David Tartaro,  and Shiva Jaganathan

UCF

Orlando, Florida

 

Since the end of the Cold War, every conflict has brought new and unforeseen opponents, weapons, and tactics.  To adapt to these threats, the warfighter needs to rapidly develop accurate simulations of new weapons and tactics.  OneSAF Objective System, developed for the U.S. Army, is designed to simulate combined-arms land warfare battles at the tactical level.  It is intended to easily create new simulations and “compose” new units, entities, weapons, etc. for use across many domains and for many purposes.

 

To evaluate the process of creating new simulations in OneSAF, a historical simulation of World War II land battles was constructed.  This project models the weapons, vulnerability, and mobility of a wide range of World War II era vehicles and infantry.  OneSAF's composable nature make it well suited for this purpose.


The purpose of this project was to test OneSAF's ability to assist in making a new simulation.  This paper documents the research on the performance of the systems modeled and the decisions needed to model them in OneSAF.  It describes the process used to create OneSAF compositions for a wide range of units and entities.  It also documents the difficulties, successes, and lessons learned from one group's attempt to use one of OneSAFs greatest assets, composability.  Well-documented historical battles are simulated in this project.  The battles were chosen because of the availability of detailed tactical information about the terrain, weapons, and units …

 

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Building Distributed Simulations Utilizing the EAAGLES Framework

2006 Paper No. 2628

 

Douglas D. Hodson

 

Capabilities Integration Directorate

Wright-Patterson AFB, OH

 

David P. Gehl

 

L-3 Communications Link Simulation & Training

Dayton, OH

 

Rusty O. Baldwin

 

Air Force Institute of Technology

WPAFB, OH

 

The Extensible Architecture for the Analysis and Generation of Linked Simulations (EAAGLES) software is a framework for the design of robust, scalable, virtual, constructive, stand-alone, and distributed simulation applications. Its design integrates concepts from both virtual and constructive simulations to achieve an optimal blend of both.

 

The Simulation and Analysis Facility (SIMAF) located at WPAFB, Ohio, participates in a number of distributed events each year. The vast majority of the distributed simulation software used in the facility has been “home grown” utilizing the EAAGLES framework which provides native interfaces to the Distributed Interactive Simulation (DIS) protocol and High Level Architecture (HLA). Applications built utilizing the…

 

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Global Elevation Models for Modeling and Simulation

2006 Paper No. 2485

George E. Lukes

Institute for Defense Analyses

 Alexandria, Virginia

 

Continuing advances in remote sensing from space, digital cartography, computer processing, computer graphics, mass data storage and high bandwidth networks have led to dramatic increases in the generation, dissemination and utilization of digital global terrain and/or bathymetric data sets.   

 

Such data sets can be used to provide a global digital elevation model for modeling and simulation applications.  For example, the Joint Experimentation Federation in use at the U.S. Joint Forces Command relies on a low-resolution, world-wide synthetic environment to provide the spatial context for entity-level distributed simulation experiments that typically focus on much higher resolution areas of interest (e.g., cities).  Even in the extreme case of modeling joint urban operations, a global context provides the appropriate environment in which to model airborne and seaborne logistics, long-range air operations, naval operations including anti-submarine warfare, space surveillance and communications. 


As these global data sets migrate from their original producers and traditional consumers, both the lineage and an appreciation for the inherent strengths and weaknesses of the data are often obscure to the new user. This paper provides an overview of major Global Digital Elevation Models (GDEM):  terrain data sets including DTED0, GTOPO30, GLOBE, ACE, SRTM30 and GETASSE30; bathymetric data sets such as Smith and Sandwell and DBDBV; and integrated terrain and bathymetric data sets including ETOPO5, TerrainBase, Smith and Sandwell, ETOPO2, DBDBV, GEBCO, SRTM_Plus, and CleanTOPO2.  Knowledge of the original data sources and potential limitations are emphasized.  The paper concludes with recommendations for the selection and use of terrain and bathymetric data in generating global synthetic environments for modeling and simulation.

 

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State of the Art and Evolution of Weather Simulation Technology

2006 Paper No. 2768

 

Robert A Reynolds

Northrop Grumman Corporation

Andover, MA

 

It has been a little over ten years since the Synthetic Theater of War's (STOW-97) Synthetic Environments program began working on the problem of developing a persistent capability for simulating the atmosphere within DIS and HLA distributed training simulations. This technology has since been expanded to include the ocean and geospace regimes. This paper provides an overview of advances made in weather simulation technology and in applying this technology to a wide range of environmental modeling problems over the past decade. The paper describes a number of simulation architectures that have been considered -- and in many cases implemented -- for creating a digital representation of the atmosphere, ocean and geospace (AOS) environments that is based on authoritative physics. The known challenges for distributed simulation -- latency, fair-fight and LVC correlation -- are reviewed as they affect simulation of the natural environment. The paper describes a range of existing simulations that include AOS environmental effects and includes a discussion of lessons learned and common barriers to achieving "environmental awareness" in distributed simulation. The paper concludes with recommendations on the evolution of this technology to fully realize the vision for simulated environments established by STOW-97.

 

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Distributed Simulation in the 21st Century

2006 Paper No. 3035

 

Frank Hill

SDS International

Atlanta, GA

 

While higher fidelity has been introduced in individual simulators, the ability of those simulators to interact in a realistic manner with other simulators in a distributed exercise has been significantly limited. The Simulation Inter-operability Standards Organization (SISO) over the last two years has been working with government and military organizations and defense contractors, to identify and correct simulated information exchange and interaction deficiencies. The distributed simulation community, whether using HLA or the DIS protocol, needs to be aware of the changes which are expected to be ready for balloting shortly after the 2006 I/ITSEC Conference. If they have not been actively involved in the standards update process, this paper will make them aware of this effort and afford them an opportunity to review the proposed changes prior to final balloting.  

 

Changes to standards are being made related to simulated data distribution, interactions and rules to ensure interoperability and to support higher fidelity in the following major areas: visualization including interactions and animaion support; ability to convey more realistic bomb damage to vehicles, humans, buildings and the terrain; information operations including conveying damage to communication nodes; directed energy engagements including real-time feedback during the engagement; support for submunitions and smart weapons delivery; radio simulation up-grades including support for frequency hopping radios; better electromagnetic emissions data; and more realistic human representation and interactions with each other, vehicles and buildings. New rules and methods to reduce bandwidth usage have also been introduced. Finally, new options to help deal with multi-resolution issues where one simulation may not have the fidelity to realistically interact with another simulation have been developed. The proposed changes will have a profound affect on distributed simulation in the coming years.

 

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Integration of OneSAF Objective System into Existing Virtual Programs

2006 Paper No. 2620

 

Peggy Hughley and Jim Moerk

Science Applications International Corporation

Orlando, Florida

 

Jon Watkins

Dignitas Technologies

Orlando, Florida

 

Angela Chang

PEO-STRI

Orlando, Florida

 

One of the key short-term objectives of the Synthetic Environment Core Architecture and Integration (SE Core A&I) program is integrating the U.S. Army’s OneSAF Objective System (OOS) into the Close Combat Tactical Trainer (CCTT) and Aviation Combined Arms Trainer (AVCATT). To accomplish this, SE Core A&I must bridge conceptual, programmatic, and technology gaps between the impacted programs. SE Core’s OOS integration activities will provide valuable lessons-learned regarding the transition of established, stable legacy systems to new, common technologies that are not specialized to their needs. This paper will focus on the technical and practical issues and successes to date with OOS integration into CCTT and AVCATT. Specific, detailed examples will be cited to illustrate the key lessons-learned, including transition from constructive to virtual needs, updates to OOS’ Synthetic Natural Environment (SNE), transition of legacy models to a new architecture, impacts to fair-fight, and the spider web of impacts and dependencies reaching into other system components. Upcoming technical activities required to complete OOS integration will be described in detail, along with potential solutions.

 

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Design of a Simulation Framework for Tactical Training in Synthetic Battlefields

2006 Paper No. 2911

 

Chan Gon Yoo,  Seong Kee Lee,  Jae Hyeon Park, Jeong Chan Park,  Ho Sang Yoon,  Cheol Ho Kim

ROK Agency for Defense Development (ADD)

Seoul, Republic of Korea

 

Networked-Virtual Environment (NVE) systems have proven to be an effective tool in the area of military tactical training as we can see from Simulation Networking (SIMNET) and the Close Combat Tactical Trainer (CCTT) to the recent Aviation Combined Arms Tactical Trainer (AVCATT-A). Such NVE systems that enable large-scale participants to interact cooperatively present complex design problems such as real-timeness, scalability, and robustness. Interoperability and reusability of simulation objects are also key factors to be seriously considered in distributed real-time simulation system design. Some of these factors have trade-off relationships, which makes simulation system design more complicated. 

 

This paper presents a real-time simulation framework for the ROK Army’s battalion-sized tactical team training in a networked virtual environment. The simulation engine of the framework was designed with great consideration of the above stated design issues so as to adaptively deal with increased numbers of participants. We are also considering accommodating large scale exercises above the battalion level in the future. The whole simulation system described in this paper includes the Synthetic Battlefield Authoring Tool (SBAT), Main Battle Controller (MBC), Training Scenario Composer (TSC), CGF, After Action Review (AAR) System, Command Control Station (CCS), Dismounted Mechanized Infantry Stations (DMIS), and Reconfigurable Tactical Simulators (RTS). The simulation engine should be able to integrate these subsystems seamlessly to allow them to work together efficiently. Also, with interoperability and reusability of the subsystems, the simulation framework may be considered as a Tactical Training Simulation Development Kit (TTSDK) that it can compose diverse training simulations rapidly and simply.

 

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JEWEL – M&S Environment for the SAF

2006 Paper No. 2913


Thio Seng Joo,  Kong Siew Theng, Tan Siew Fang,  Yeo Loon Chew
Defence Science & Technology Agency
Singapore



As a small nation, Singapore has limited human resources, land and airspace. The strategic use of M&S to help us overcome these constrains is therefore crucial. We thus formulated our simulation master plan, called the Vision for SAF Simulations (VSS) back in the mid-90s, and JEWEL (Joint M&S Environment for Wargaming &Experimentation Labs) was conceived as the simulation environment in support of VSS. This enterprise-wide approach to simulation is very much analogous to what is happening in the business and C2 worlds.

 

Designed with reusability and interoperability as its primary precepts, JEWEL would be an open software environment that allows the incorporation of new technologies and standards from governmental, commercial and /or R&D bodies, and would be a launching platform from which new application needs can be satisfied accurately and quickly. To maintain openness and as a result future proof, DSTA believes that substantial attention must be devoted to its information architecture, both in terms of representation as well as content, as demonstrated in our adoption of HLA and XML, among other standards. JEWEL would support the SAF in training, analysis, experimentation and acquisition.

 

The first part of this paper is dedicated to JEWEL, its development rationale, philosophy and overall structure. Part two focuses on the key design considerations of the Distributed Simulation Engine (DSE), the core component of JEWEL. In the third part, the Joint Battle System (JBS), which is based on JEWEL and is being used by the SAF Centre for Military Experimentation (SCME), will be introduced to exemplify the key capabilities of JEWEL. Finally, some elaboration on potentially fruitful future directions will be attempted, based on known…

 

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Modeling and Simulation of Sensor Systems to Experiment Against Contemporary Asymmetric Urban Threats

2006 Paper No. 2750

 

Paul A. Castleberg, Philip E. Colon, and John A. Berger  

Toyon Research Corporation

Goleta, California

 

Distributed modeling and simulation has primarily been developed on foundations of cold war strategies. The current urban military operations challenge is rooted in a deep seated insurgency that blends well with a local populace, thus putting our cold war technology and employment concepts at a disadvantage. In the modeling and simulation paradigm, the standard distributed “language” we speak is that of the distributed interactive simulation (DIS) entity enumerations.  In particular, the modeling of sensors and perceived situational awareness information in these models often are tied to the same DIS hierarchy that treats each sensor report in isolation.  The problem is that the contemporary threat no longer drives tanks or uses SAMs, but rather they drive sedans, dress in regular clothes, and use homemade weapons. 

 

In this paper, we explore the complete Command, Control, Computing, Communications, Intelligence, Surveillance, and Reconnaissance (C4ISR) modeling chain from entity-level traits to sensor fusion in urban scenarios.  Locating hostile urban entities is analogous to finding a needle in a haystack. Moreover, this requires fusing a complex mix of cultural, behavioral, and contextual traits.  These inputs may be utilized to assess the entity’s intent. Information to feed a learning algorithm will come from a variety of sensor types, as well as other intelligence reports, such as tips from embedded Blue assets.  

 

Using advanced high-level (HLA) techniques, the Urban Resolve Phase 3 experiment at Joint Forces Command J9 serves as a testing ground for real world technical solutions.  Starting with the entities themselves, we seek to add cultural and behavioral attributes.  Through a unique and scalable HLA sensor interaction, we are able to pass…

 

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Combining Sensors and Simulation for Real Time Decision Support

2006 Paper No. 2707

 

John A. Sokolowski, Ph.D.

Virginia Modeling, Analysis and Simulation Center

Suffolk, VA

 

Daniel R. Snyder

Booz Allen Hamilton

Suffolk, VA

 

Many groups use sensors to monitor complex processes and systems. For example, highway departments monitor road networks with cameras and vehicle counters embedded in the roadway. These sensors alert traffic centers of problems on the road and allow center managers to provide early interventions to minimize traffic flow interruptions. However, they have no way of knowing if their interventions are optimum for the circumstances. Having a system that could provide insight into the outcome of various decisions in a rapid manner would help them choose the best course of action. This paper proposes investigating how real time sensors could be coupled with a road network simulation to provide a real time decision support capability for traffic managers. It reports the results of a prototype system to test the usefulness of such a system.

 

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Application of Proven Parallel Programming Algorithmic Design to the

Aggregation/De-aggregation Problem

2006 Paper No. 2567

 

Thomas D. Gottschalk

Center for Advanced Computing Research, Caltech

Pasadena, California

 

Dan M. Davis

Information Sciences Institute, Univ. of So. Calif.

Marina del Rey, California

 

A continuing problem in entity-level, intelligent agent simulations has been one of efficiently, effectively and expediently aggregating smaller units like squads and platoons into larger ones like companies and battalions and then de-aggregating them again at appropriate times.  This paper reviews the goals and issues of the aggregation/de-aggregation (A/DA) problem and then lays out some solutions based on High Performance Computing, computational science and lessons learned from advanced techniques, such as adaptive simulation meshes.  Experience has shown and logic dictates that aggregation is a more straightforward operation than is de-aggregation.  A/DA of collective units is required for future, large-scale simulations, e.g. Sentient World Simulation. Understanding how to distribute the smaller units and how to represent the impacts of the simulation on these segments has largely eluded the M&S community for years.  This problem is made more complex by the existence of significant amounts of “legacy code” and this paper gives examples of a successful approach to working with such code in an HPC environment.  Three workable solutions are enabled by HPC: simulating all levels continuously while displaying only the designated unit level, simulating smaller entities’ behavior with reduced behavioral resolution to save compute resources, and foregoing all lower level simulation by simulating only the top-level designated.  This last method requires laying down the lower-level entities using doctrine, status, and terrain to achieve realistic disposition.  This paper will investigate the processes, impacts, and …

 

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Integrated Middleware for Flexible DIS and HLA Interoperability

2006 Paper No. 2701

 

Lawrence A. Rieger

US Army ARCIC

 Ft. Monroe VA

 

Jennifer Lewis

SAIC

Huntsville, AL

 

The Army Battle Lab Collaborative Simulation Environment (BLCSE) operates a distributed laboratory network in support of Army Concept Development Experimentation Plan (ACDEP). While operating in an IEEE 1278 (DIS) technical mode, the BLCSE was required to become compliant to and interoperable with IEEE 1516 (HLA) federations, yet retain the ability to operate in DIS mode during the process, which would overlap two major experiments. Although use of DIS-HLA Gateways, on either a by-machine or by-location basis, was evaluated as feasible, cost, complexity, and latency concerns forced an embedded Middleware solution. This paper discusses the operating environment concerns that precluded the traditional Gateway interoperability, the development and integration of Middleware integrated into compiled executable software programs, and the management process that enabled the Middleware to maintain DIS functionalities while the disparate federation simulations and tools were enabled compliant to the HLA. Lessons learned on Middleware integration of DIS-HLA federates while making the system interoperable between two major operating environments are provided. Project development began in late FY05, and all federates will complete Middleware integration prior to the end of FY06. 

 

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Dead Reckoning in a Mixed HLA/DIS Environment

2006 Paper No. 2787

 

Dr. Tony Valle

SPARTA, Inc.

Orlando, FL

 

Benjamin Leppard, Christopher Santora

Northrop Grumman

Orlando, FL

 

The DMO Portal serves as a mechanism to bring simulators using different simulation protocols into a common battlespace. Integration testing of the first HLA simulators with the legacy DIS components has some implications for dead reckoning implementation that arise from the nature of HLA state updates. They do not occur in homogenous DIS or HLA environments. The authors describe the observed anomalies and the implementation developed for the DMON to address them, as well as test cases and procedures that help isolate the discrepancies.

 

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LVC Interoperability via Application of the Base Object Model (BOM)

2006 Paper No. 2967

 

Dannie Cutts

JFCOM J7, JTS Division

Suffolk, VA

 

Paul Gustavson

Sim Ventions, Incorporated

Fredricksburg, VA

 

John Ashe

AEgis Technologies Group

Huntsville, AL

 

Substantive interoperability between Live, Virtual, and Constructive (LVC) assets is essential to providing the highest quality warfighter training.  However, the current LVC architectures in common use are not interoperable.  The High Level Architecture (HLA) is most often used in the M&S community for integrating virtual and constructive assets, while the Test and Training Enabling Architecture (TENA) is widely used to integrate live assets into training exercises.  We will discuss both technical and substantive interoperability issues between the architectures. 

 

This paper will propose a strategy for moving toward improved LVC interoperability, and will focus on one aspect of interoperability… namely Object Model interoperability.  The paper will explore the feasibility of using the Base Object Model (BOM) as a foundation for bridging the significant deficiencies that exist in the integration of HLA Federation Object Models (FOMs) and TENA Logical Range Object Models (LROMs).  Inconsistent object models are a major source of interoperability problems.  This paper will cover some of the more common…

 

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Virtual Texture:  A Large Area Raster Resource for the GPU

2006 Paper No. 2509

 

Anton Ephanov, Chris Coleman

MultiGen-Paradigm

Richardson, TX

 

Texture mapping has traditionally played a key role in real-time 3D computer graphics, where it is used as the primary means for adding realism to the scene. Programmable Graphics Processor Units (GPUs) allow techniques which utilize textures as a generic look-up resource, thereby allowing textures to represent non-visual information about the database area, such as spectral data at multiple wave bands, thermal data, normal displacement maps for improved terrain shading, digital elevation maps for the terrain shape, or material-encoded maps for parametric approaches to providing dense organic scene content.  

 

For large area visual simulations, the total amount of raster information for a database typically far exceeds available computer and video memory. Therefore, the image generator subsystem faces a substantial data management problem where it has to provide and combine heterogeneous resources (textures containing various data formats) to achieve the desired image quality and real-time performance characteristics. The data management (streaming) aspect of large-area coverage is equally important. The approach should be inherently efficient to address the challenges of modern combat training, where sometimes only a limited bandwidth is available for on-demand database streaming. 

 

The paper presents a novel approach, called Virtual Texture, that addresses the challenges of utilizing huge amounts of raster data on the programmable graphics pipeline. The Virtual Texture formulation satisfies the key requirements of managing the data at deterministic real-time frame rates, while at the same time behaving as if it were a regular texture available on any texturing unit.  The latter aspect of the formulation makes it possible to utilize multiple Virtual Textures in the context of any GPU-based technique or a specific vendor extension…

 

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Material Classification Pragmatics: Creating and Evaluating Geo-specific Material Assignments

2006 Paper No. 2939

 

Scott W. Davidson

MultiGen-Paradigm, Inc.

Richardson, Texas

 

Material classification is becoming more important in visual simulation due to increased demand of remote sensing operational/training systems as well as improved correlation of out-the-window scenes with their respective sensor renderings.  In addition, the coverage and resolution of imagery required to meet existing and new training systems is making it difficult for analysts to generate accurate material classifications in a cost-effective manner.  This problem is exacerbated by material texture formats that make the classification difficult to interpret.   

 

Unfortunately, most material classification database work flows leave little room for the analyst to evaluate and improve a classification.  Additionally, the visual simulation community has many customers willing to apply in-house resources to the task of material classification as a cost-saving measure, but few have the required domain expertise to determine the quality of the classification.  If feedback loops in the database work flow exist, it is still difficult to ascertain the quality of a material classification especially when using material mixes.  The material mix also presents difficulties when corrections to the classification are required. 

 

This paper presents large-area, geo-specific material classification from a pragmatic view.  It explains the basic components of a material classification and provides advantages/disadvantages of the two most widely-used material classification techniques.  Evaluation of the material classification is also addressed for single material and multiple material classifications.  In the single material case, new methods for using source imagery as a means of adding back spatial frequency to the in-band sensor texture representation are discussed.

 

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Building Cross-Platform Portable Sensor Databases

The Portable Source Initiative

2006 Paper No. 2646

 

W. Kent Nichols  

NAVAIR

Patuxent River, MD

 

In the last two years, NAVAIR has stood up the NASMP Portable Source Initiative (N-PSI) and archived and distributed several geo-specific databases, with significant savings to the Army and Navy training communities. 

 

Additionally, collaboration with the Air Force Training Systems Product Group is destined to make cross-service cross-platform database portability and sharing a reality.

 

However, to date a major shortfall in the standards has been support for sensor simulation. The N-PSI team, consisting of NAVAIR members at Patuxent River and in Orlando, as well as Air Force Research Labs - Mesa representation, have addressed this insufficiency with a suite of concepts involving commonly used multispectral imagery and texture formats, a standard way of describing material properties, a baseline material property library, and metadata to tie them all together.

 

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Factors Affecting the Adoption of a Training Game

2006 Paper No. 2814

 

Bruce Roberts, David Diller, David Schmitt

BBN Technologies

Cambridge, Massachusetts

 

DARWARS Ambush! is a multi-player, game-based training system for convoy operations, developed for DARPA in 2004 and currently in use by our warfighters at numerous bases in the U.S. and abroad. It was designed originally to reinforce the practical skills and TTPs (tactics, techniques and procedures) needed to anticipate and react to convoy ambushes and improvised explosive devices. However, its users have extended its application to address leadership skills, rules of engagement, dismounted urban operations, and many types of missions. We will describe the factors we see having led to the widespread grass-roots adoption of DARWARS Ambush! and the implications for developing and deploying other game-based training systems. We will also discuss the innovations—both in content and application—made by the Ambush! user community, and reported on at the recent Ambush! Users Conference. This example of adoption and innovation by the user community, with minimal contractor assistance, illustrates the value of putting training content creation into the hands of people close to the action, and that the ability for users to control and adapt content themselves leads to an effective, flexible training environment.

 

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LESSONS LEARNED FROM EVALUATING

TRAINING GAMES FOR INFANTRY LEADERS

2006 Paper No. 2471

 

Dr. Scott A. Beal

U.S. Army Research Institute

Fort Benning, GA

 

The U.S. Army Infantry School has explored the use of PC- and console-based games for training Infantry leaders.  There has been a need to examine the effectiveness of training games and to capture lessons that could help shape the development and use of future games.  This paper presents emergent questions and lessons learned from evaluations of three games designed to train dismounted light Infantry leaders: Full Spectrum Command, The Rapid Decision Trainer, and Full Spectrum Warrior.  Results from the evaluations showed that the most effective training experiences occurred when a game was developed to address specific training objectives and needs.  Infantry leaders reported to value training to a greater extent when qualified instructors were present to offer feedback during mission execution and detailed after action reviews following training exercises, as opposed to using the game as a stand-alone trainer.  Leaders reported that the use of sophisticated graphics did not impact perceived training value, and that training with games for fun and personal entertainment was less important than learning and practicing leader tasks and skills.  Leaders also suggested that the ability to modify games over time was necessary to maintain training relevancy.

 

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Characterizing Models, Simulations, and Games

2006 Paper No. 2954

 

Ivar Oswald, Ph.D.  and Stepehn Kasputis, Ph.D.

VisiTech, Ltd.

 

Including the engaging features of commercial role-playing games in military training systems is of great interest in the simulation community. However, how to assess the trade-offs between player enthusiasm and needed scenario realities are not well understood. In fact, this is just one case of an overall need to effectively characterize models, simulation, and games (MS&Gs) and the degree to which they can support each other and meet mission requirements. Thus, accurately and comprehensively characterizing MS&Gs is the goal of this effort. 

 

It begins by proposing consistent definitions of models, simulations, and games that are simple yet insightful. Provided with each definition are amplifying descriptions, a list of typical types, and MS&Gs uses. Next, the relationship among MS&Gs and between MS&Gs and their application domains are described, first in general terms and then through the derivation and description of approximately forty individual characteristics. These characteristics are grouped into six categories, their inter-relationships described, and an order of importance postulated.  

 

A proof-of-concept was conducted by applying these results to a pair of training events: a Multi-Group In-port Training (MGIT) exercise and a Fleet Synthetic Training–Joint (FST-J) exercise. The definitions, MS&G characteristics, relationships, and importance were examined in the context of these complex, real-time, distributed, training events. With the lessons learned in mind, the next effort focused on developing metrics for a key subset of MS&G characteristics. These metrics reflect how specific features could be measured and begin to associate scales, ranges, and potential values based on MS&G applications.

 

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Easing the Pain of Urban Modeling

2006 Paper No. 2811

 

John Mann

Applied Research Associates, Inc.

Orlando, FL

 

Latika (Bonnie) Eifert

US Army RDECOM-STTC

Orlando, FL

 

An increase in Urban Operations training in the last few years has led to a greater reliance on highly detailed urban terrain databases for training simulations. These databases usually include buildings with realistic room layouts, and doors and windows for the ingress and egress of semi-automated forces. Training simulations that use dense urban terrain models require a variety of building types with differing layouts, ranging from small homes with simple room layouts to large office buildings with many floors and different layouts on each floor. Depending on the training objectives, these models may contain either geotypical or geospecific room layouts. Generating models of these buildings takes days or weeks. Not only is this costly, but it slows terrain database production, preventing fast turn-around of urban databases. In this paper, we introduce a new tool for rapid generation of urban terrain models. We describe the algorithms used to generate building interiors and discuss potential applications for these models. In some cases, models that used to take a few weeks to build can now be created in less than a few minutes. These models are created parametrically, permitting an unlimited variety of building shapes, sizes and types to be generated. An important feature of these models is that they contain structural properties. This enables modeling of physics-based interactions with the building. Terrain databases that include these models are supporting Future Combat Systems exercises using OneSAF Testbed (OTB) and the OneSAF Objective System (OOS).

 

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A Framework for Generating High-Fidelity, Interoperable Urban Terrain Databases

2006 Paper No. 2722

 

Chuck Campbell, Kevin Wertman

Applied Research Associates, Inc.

Orlando, FL

 

Julio de la Cruz

Army RDECOM/STTC

Orlando, FL

 

Historically, ground-warfare simulation programs have developed project-specific terrain generation systems. These stove-pipe systems satisfy a single program’s requirements, involve a lot of manual editing, and employ little verification during processing. The government has invested millions of dollars developing runtime databases covering the same geographic areas. The generated databases lack correlation due to different processing tools and techniques, resulting in fair-fight issues and visual anomalies when interoperating in a confederacy.

 

The effort described in this paper strives to solve these problems. The goal is a means to rapidly generate high-fidelity urban terrain databases using existing applications while removing dependence on any particular tool. In addition, the solution must have the flexibility to evolve as programs identify new requirements. The resultant capability must import from a wide variety of sources, clean and normalize source data to a consistent representation, and deliver a correlated dataset that meets the needs of a confederacy.

 

This paper describes the technical challenges involved with developing an adaptable urban terrain generation framework. We’ll take a look at each how the components of the system interact and discuss problems, deficiencies, and bottlenecks encountered during development.  Finally, we conclude with the current state…

 

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XML-Based 3D Models for High Fidelity End Game Methodology

2006 Paper No. 2720

 

Jeff Lyons, Dr. David Fisher, Matt Kraus

 Applied Research Associates, Inc.

Orlando, FL

 

As the military moves toward higher fidelity modeling for live and constructive training, they need more precise 3D models of target entities.  This paper presents an approach for using 3D target models in a high fidelity end game methodology.  (“End game” in this paper refers to the end of an engagement; i.e., a munition impacting its target.)  The methodology uses the models to determine if a player was hit in an engagement, and if so, where the impact occurred.

 

Military training and testing systems are one of many possible applications for this methodology.  In future live training and testing domains, each player unit holds the 3D model of the target it represents.  This allows the embedded unit to run the algorithm and advise the trainee if he/she was hit by an engagement and if so, approximately where.  Using high fidelity models results in less false hits and false misses, avoiding negative training.  Other applications of this strategy include sensor system evaluation and calculation of visual center of mass.

 

This paper will discuss the basics of the methodology including how 3D information is stored on the player unit, inputs required to calculate hit location, orienting the model for delivery, and the hit location calculation.  We will present an implementation of the algorithm and strategies to optimize processing and memory usage.

 

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