SIMULATION
Sides, Force, and
ROE for Asymmetric Environments..
Joint Non-kinetic
Effects Model (JNEM)–A Six Month Success Story
Surf Zone
Modeling for an EFV Trainer for the USMC
An Architecture
to Support Real-time Manipulation of a Synthetic Environment
Simulation
Interface and Visualization with Existing Internet Technologies
Incorporating
High Energy Physics Data Capabilities into Joint Forces Simulations
Hardware Assisted
Real-Time Simulation
Agile Data
Logging and Analysis
Progressive,
Multi-Resolution Course of Action Analysis
Developing a
joint concept for C2 and M&S systems
Situational
Awareness Objects (SAOs), A Collaborative Toolset for Players, Controllers and
Analysts
EQUIP: Analyzing Equipment Impacts on Squad
Capability
Creating a World
War II Combat Simulator Using OneSAF Objective System
Building
Distributed Simulations Utilizing the EAAGLES Framework
Global Elevation
Models for Modeling and Simulation
State of the Art
and Evolution of Weather Simulation Technology
Distributed
Simulation in the 21st Century..
Integration of
OneSAF Objective System into Existing Virtual Programs
Design of a
Simulation Framework for Tactical Training in Synthetic Battlefields
JEWEL – M&S
Environment for the SAF
Combining Sensors
and Simulation for Real Time Decision Support
Application of
Proven Parallel Programming Algorithmic Design to the
Aggregation/De-aggregation
Problem
Integrated
Middleware for Flexible DIS and HLA Interoperability
Dead Reckoning in
a Mixed HLA/DIS Environment
LVC
Interoperability via Application of the Base Object Model (BOM)
Virtual
Texture: A Large Area Raster Resource
for the GPU
Material
Classification Pragmatics: Creating and Evaluating Geo-specific Material
Assignments
Building
Cross-Platform Portable Sensor Databases
The Portable
Source Initiative
Factors Affecting
the Adoption of a Training Game.
LESSONS LEARNED
FROM EVALUATING
TRAINING GAMES
FOR INFANTRY LEADERS
Characterizing
Models, Simulations, and Games..
Easing the Pain
of Urban Modeling
A Framework for
Generating High-Fidelity, Interoperable Urban Terrain Databases
XML-Based 3D
Models for High Fidelity End Game Methodology
Sides, Force, and ROE for Asymmetric Environments
2006 Paper No. 2592 Alion Science and Technology Lockheed Martin L3-Communications 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 Order
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Joint Non-kinetic Effects Model (JNEM)–A Six
Month Success Story
2006 Paper No. 2995 Jet Propulsion Laboratory 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… Order
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Simulating Synthetic Economies and Global
Economic Interdependence within the EBO-DIME-PMESII Framework
2006 Paper No. 2776 Simulex, Inc 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… Order
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Surf Zone Modeling for an EFV Trainer for
the USMC
2006 Paper No. 2816 MultiGen-Paradigm 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.
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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 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 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. Order
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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 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
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Hardware Assisted Real-Time Simulation
2006 Paper No. 2624 Capabilities Integration
Directorate Air Force Institute of Technology 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Agile Data Logging and Analysis
2006 Paper No. 2580 Ke-Thia Yao,
Gene Wagenbreth,
Craig E. Ward
Information Sciences Institute 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
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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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 Dale R. Shires
and Kelly T. Kirk
Army Research Laboratory
(ARL) 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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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 Royal Royal The widespread introduction
of C2 systems in the This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Situational Awareness Objects (SAOs), A Collaborative
Toolset for Players, Controllers and Analysts
2006 Paper No.
2499 Alion Science and Technology 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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EQUIP: Analyzing
Equipment Impacts on Squad Capability
2006 Paper No. 2559 Jane T. Bachman
and Thomas Holland
NSWCDD-TEAMS Marine Corps Systems Command 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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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 Craig Finch,
David Tartaro,
and Shiva Jaganathan
UCF 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.
This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Building Distributed Simulations Utilizing
the EAAGLES Framework
2006 Paper No. 2628 Capabilities Integration
Directorate Wright-Patterson AFB,
OH L-3 Communications Link
Simulation & Training Air Force Institute of
Technology 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, This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Global Elevation Models for Modeling and Simulation
2006 Paper No. 2485 Institute for Defense
Analyses 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.
This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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State of the Art and Evolution of Weather
Simulation Technology
2006 Paper No. 2768 Northrop Grumman Corporation
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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Distributed Simulation in the 21st Century
2006 Paper No. 3035 SDS International 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Integration of OneSAF Objective System into
Existing Virtual Programs
2006 Paper No. 2620 Science Applications International
Corporation Dignitas Technologies PEO-STRI 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Design of a Simulation Framewor
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JEWEL – M&S Environment for the SAF
2006 Paper No. 2913
As a small nation, 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… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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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
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… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Combining Sensors and Simulation for Real
Time Decision Support
2006 Paper No. 2707 Virginia Modeling, Analysis
and Booz Allen Hamilton 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Application of Proven Parallel Programming
Algorithmic Design to the
Aggregation/De-aggregation Problem
2006 Paper No. 2567 Center for Advanced Computing
Research, Caltech Information Sciences Institute,
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 … This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Integrated Middleware for Flexible DIS and
HLA Interoperability
2006 Paper No. 2701 US Army ARCIC SAIC 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Dead Reckoning in a Mixed HLA/DIS Environment
2006 Paper No. 2787 SPARTA, Inc. Benjamin Leppard,
Christopher Santora
Northrop Grumman 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
|
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LVC Interoperability via Application of the
Base Object Model (BOM)
2006 Paper No. 2967 JFCOM J7, JTS Division Sim Ventions, Incorporated AEgis Technologies Group 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… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Virtual Texture: A Large Area Raster Resource for the GPU
2006 Paper No. 2509 MultiGen-Paradigm 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… This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
|
||
Material Classification Pragmatics: Creating
and Evaluating Geo-specific Material Assignments
2006 Paper No. 2939 MultiGen-Paradigm, Inc. 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
|
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Building Cross-Platform Portable Sensor Databases
The Portable Source Initiative
2006 Paper No. 2646 NAVAIR 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
|
||
Factors Affecting the Adoption of a Training
Game
2006 Paper No. 2814 Bruce Roberts,
David Diller,
David Schmitt
BBN Technologies 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 This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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||
LESSONS LEARNED FROM EVALUATING
TRAINING GAMES FOR INFANTRY LEADERS
2006 Paper No. 2471 U.S. Army Research Institute 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.
This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
|
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Easing the Pain of Urban Modeling
2006 Paper No. 2811 Applied Research Associates,
Inc. US Army RDECOM-STTC 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). This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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A Framewor
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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. 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. This paper
is available on the 2006 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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