Combined Arms
Planning Tool (CAPT) Training Fire Planning
The Marine Corps Deployable Virtual Training Environment
Virtual Fire Support Trainer (DVTE-VFST)
Effective Training for Flight in Icing Conditions
A Model-based
Approach to Simulator Fidelity and Training Effectiveness
Analysis of
Simulator-based Training Effectiveness through Driver Performance Measurement
The Effectiveness
of a PC-Based C-130 Crew Resource Management Aircrew Training Device
Introducing
Competency Based Training to the Royal New Zealand Navy
Training Design
for Professional Development
The Fidelity
Matrix: Mapping System Fidelity to Training Outcome
CDMTS: A Common
User Interface for Multiple Training Environments
Domain Specific
Knowledge Capture Interfaces for Behavior Modeling
Spiral
Development of Virtual Solutions for Convoy Defense Training
ASW VAST
MRT3: The Tip of the Virtual Spear
Evaluation of
On-line First Responder Training: Not
Always Right, but Always Learning
Virtual Reality
Simulation for Multicasualty Triage Training
Realistic
simulation of meter and sub-meter synthetic aperture radar
Using
Computational Fluid Dynamics for Model Development and Simulator Validation
COMPUTER
GENERATED IMAGERY: APPLICATION TO
MILITARY FORCE PROTECTION
A Federating
Protocol for Distributed After Action Review
Visually Based
Timeline Debrief Toolset for Team Training AAR
A New Generation
of Tactical Action Officer Intelligent Tutoring System (ITS)
Training To Avoid
Characteristic Errors In Small-Team Decision Making
Developing
Adaptive Tactical Aggressors
Transformation to
Continuous, Embedded Training Paradigms for Network Centric Enterprises
The UK’s
Networked Enabled Training Capability (Land) Concept
Network Centric
Warfare Requirements - A Live Collective Training Perspective
Integrating
Simulations into Sharable Content Object Reference Model Learning Environments
Realistic
Training Using a Collaborative Simulation Environment
Using
Multi-Player Games for Mission Planning and Rehearsal Exercises
Embedded
Training: A Future Combat System Live
Training Use Case
Low Cost,
Effective Embedded Training Methods for Future Soldier Systems
Applying a
Systematic Approach to making Training Requirement Decisions
Challenges Future
TES Face With Position/Location And Implementing Geometric Pairing
Federal
Government LMS Experiences: Lessons from the Field
Combined Arms Planning Tool (CAPT) Training
Fire Planning
2006 Paper
No. 2603 Encomium Research SRI International Training Fire
Support Teams (FiSTs) and Currently,
many virtual systems provide opportunities for individual FiST members to
practice their Fire Support employment skills such as the Forward Observer’s
Call for Fire or the Forward Air Controller’s 9 Line Brief. Additionally,
numerous constructive systems provide opportunities for FSCCs to practice Fire
Support execution. However,
existing systems possess numerous fire support training shortfalls. None
interactively teach fire support personnel to create fire plans integrating
close air support, naval surface fires, artillery, and battalion level mortars
in support of the maneuver scheme. No
current training system evaluates a fire plan against an SME-defined rule set
to ensure the plan: is feasible based upon resources available and
battlefield geometry; will achieve weapon effect thresholds on targets;
synchronizes fires with maneuver; and avoids fratricide. No system permits
planners to interactively observe the dynamic execution of the fire plan in
support of the scheme of maneuver prior to execution … Order it
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The Marine Corps
Deployable Virtual Training Environment Virtual Fire Support Trainer
(DVTE-VFST)
2006 Paper No. 2795 Alion Science &
Technology, BMH Operations Sustainment training of
forward deployed Marines is a highly sought-after goal for the Marine
Corps. DVTE-VFST is a laptop-based
deployable low-cost simulation system that supports indirect fire training of
fire support personnel using current C4I systems such as the Advanced Field
Artillery Tactical Data System (AFATDS) and the Portable Forward Entry Device
(PFED). The Lejeune VFST system, a precursor to the DVTE-VFST, currently
trains Marine Forward Observers (FOs), AFATDS operators, and supports the
development of projects at the Naval Postgraduate School (NPS) in This paper discusses
current and future training capabilities forward deployed simulation systems
can offer the Marine Air Ground Task Force (MAGTF). It also includes a technical discussion
about the architecture and design of the hardware and software components of
DVTE-VFST as it relates to C4I technologies.
Finally, we will look... Order it from I/ITSEC'S Website.
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Effective Training
for Flight in Icing Conditions
2006 Paper No. 2973 Bihrle Applied Research,
Inc Cleveland, OH L The development of
a piloted flight simulator called the Ice Contamination Effects Flight
Training Device (ICEFTD) was recently completed.
This device demonstrates the ability to accurately represent
an iced airplane to train pilots in recognizing and recovering from
aircraft handling anomalies that result from airframe ice formations. The ICEFTD was demonstrated at three recent
short courses hosted by the Order it from I/ITSEC'S Website. |
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A Model-based Approach to Simulator Fidelity
and Training Effectiveness
2006
Paper No. 2794 Ms.
Jamie L. Estock,
Dr. Amy L. Alexander,
Dr. Kevin M. Gildea
Aptima,
Inc. Captain
Michelle Nash,
2nd Lieutenant Brenda Blueggel
Air
Force Research Lab Although
there is a commonly held belief that high-fidelity simulators provide
a high degree of transfer, some evidence indicates that lower-fidelity
simulators can provide benefits without the added expense and complexity
of high-fidelity simulators (Wickens & Hollands, 2000). The civilian
flight simulator market contains inexpensive systems for training procedures
and operations. A plethora of force-cueing devices can augment the lower-fidelity
simulators. However, the effect of force-cueing devices on performance
and training is a heavily debated topic (e.g., Heintzman, 1997). Furthermore,
the available information regarding the impact of fidelity on training
effectiveness is documented in a disparate and fragmented literature.
The ability to assemble this information in a common location and to
establish quantitative, predictive relationships between simulator fidelity
and training effectiveness
would greatly enhance the value of training
programs that utilize simulators to train operators. In
this paper, we will describe the Relating Effective Learning to Attributes
of the Training Environment (RELATE) approach, a process designed and
applied in the Performance Effects Related to FORce-cueing Manipulation
(PERFORM) project. The purpose
of the RELATE approach is to establish quantitative, predictive… |
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Analysis of Simulator-based Training Effectiveness
through Driver Performance Measurement
2006 Paper No. 2850 Darrell
Turpin,
Reginald Welles
Applied
Simulation Technologies The Utah Department
of Public Safety (UDPS) has applied driving simulators to train state
and municipal law enforcement drivers since 2002. They use simulators to teach safe control
techniques in potentially dangerous, emergency driving conditions. In 2004 UDPS initiated a process in cooperation
with the simulation industry to improve the effectiveness of their simulator
application, using lessons learned by their experience. Together, UDPS
and industry produced a new Law Enforcement training program, which
combines a disciplined training curriculum with four key simulator features:
• Objective measurement of driver performance, • Feedback that motivates drivers to improve
their performance during the training, • Data for statistical analysis
of each driver’s performance, and • Statistical analyses on the overall
effectiveness of the driver training curriculum. UDPS has applied this
program, which they named EVOC-101, to train 355 drivers in the course
of eight months. This has generated a wealth of data, enabling objective
statistical analyses on the effectiveness of their simulator
application. Conclusions derived from analyzing this data clearly indicate
that: • Controlling both physical
and psychological factors can mitigate the incidence of simulator adaptation
syndromes (SAS) to a level that is lower than what normally occurs in
real vehicles. • Recurring, objective feedback greatly affects improvement
in driver performance. • Driver performance measurements establish an
objective value for return on investment (ROI). • The data corroborates
a transfer of training from the simulators to real-world vehicles. •
Trainees in this simulator-based curriculum reduced critical errors
in intersections—errors affecting vehicle position, speed and acceleration—by
over 67%. This paper analyzes the driver performance measurements collected
by EVOC-101 during real
application training. … Order
it from I/ITSEC'S Website. |
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The Effectiveness of a PC-Based C-130 Crew
Resource Management Aircrew Training Device
2006 Paper No. 2807 Inadequate crew resource
management (CRM) behaviors are still cited as causal factors in most
military and commercial aircraft mishaps despite mandatory CRM training
in virtually all aviator training programs, suggesting a need to explore
alternative approaches. A low-cost, PC-based simulator was designed
to elicit the communication and crew coordination behaviors associated
with instrument and visual airdrop missions.
These targeted behaviors were frequently addressed in instructor
comments from earlier C-130 student training records, especially for
navigators and copilots. The
effectiveness of instruction using this device was evaluated. Treatment
group students received a four hour training profile before their first
airdrop flight while control group students did not.
Multiple measures of effectiveness were tracked. Instructors and students rated training effectiveness
using 5-point Likert scales. Ratings from both groups were significantly
greater than “3” (neutral) for task management, communication, and crew
coordination. In addition, instructors reported that the experience
was a good… Order
it from I/ITSEC'S Website. |
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Introducing Competency Based Training to the
Royal
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Training Design for Professional Development
2006 Paper No. 2513 TNO Defence, Security
and Safety The Commander Jeroen Stricker
& LtCdr Wilbert
van Gemeren
Royal The Our
complex and fast changing world calls for professional experts. In this
paper we address the issue of designing training and instruction to
support professional development. A lot of current training does not
have this focus and can even be misleading. For example the focus on
theory, procedures and system handling can stimulate mindless behavior
and easily steer away from conceptual thinking and expertise development.
We argue that from operational experience as well as from modern brain
and cognitive research, it is easy to understand how some of today’s
training can be counterproductive from the perspective of professional
operational performance. We emphasize that a firm base in conceptual
thinking is at the heart of all expertise development and that experience
is the driving force of human development. Implementing modern insights is no trivial
matter. A paradigm shift is required. In our view this can only be obtained
with a “shared vision on training” and through “bottom up” implementation.
We developed a ‘job oriented’ training philosophy and a basic training
concept for training naval personnel of the operational branch. Central
in the training concept is operational challenge, discussion and reflection.
We explain the concept in view of our experiences and discuss the descriptive
models we developed to support training design. Experts and simulation
play a crucial role in making the training philosophy work. We conclude
that the transition from formal instruction to development and training
on the job can be quite natural and smooth in this training philosophy.
We discuss how to consolidate the paradigm and how to control the learning
process on essentials.
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it from I/ITSEC'S Website. |
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The Fidelity Matrix: Mapping System Fidelity
to Training Outcome
2006 Paper No. 2944 One
of the biggest challenges in designing Virtual Environment (VE) training
systems is identifying the fidelity requirements for the component technologies.
Initial fidelity-related design decisions are often motivated by the
belief that the more accurately the VE stimulates individual components
of the human sensory system, the more likely the system will provide
effective training. Given that
stimuli in the real world are not presented in a simple, scripted manner,
it is quite probable that this is an unrealistic goal. Consequently,
the development of effective VE training systems requires a more holistic
approach and must focus on how these sensory systems converge to support
performance at the task level within the VE. To evaluate the success
of this approach, this process also requires the development of performance
metrics that enable the assessment of how a component’s fidelity relates
to training outcomes, in terms of different types of sensory information. The current work discusses an initial application
of this method to investigate the relationship between system design
and performance in the context of a basic Military Operations in Urban
Terrain (MOUT) task. While these results provide specific design recommendations
for MOUT training, they also suggest a broader application for designing,
testing, and evaluating training systems. Order
it from I/ITSEC'S Website. |
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CDMTS: A Common User Interface for Multiple
Training Environments
2006 Paper No. 2774 Bela Joshi,
Richard King,
and Brian Teer
Alion Science and Technology
Corporation, BMH Operation A recent Department of Defense goal is to achieve
a seamlessly integrated distributed training environment. Such an environment would integrate Live,
Virtual and Constructive (LVC) simulation assets to provide realistic
training to the warfighter. However,
building such a complex environment presents unique challenges. Technical challenges arise from the disparate
platforms, technologies, and protocols used by the simulation assets.
Training challenges arise from the increased cognitive demands
of simultaneously managing different Instructor Operator Stations (IOS).
A common IOS (C-IOS)
theoretical framework for an integrated distributed training environment
was developed by NAVAIR TSD. The
framework specifically addressed cognitive work load, IOS training,
distributed mission training, and acquisition issues.
This C-IOS concept was implemented as the Common Distributed
Mission Training System (CDMTS). CDMTS has been deployed in various
training environments and has become a common tool for integrating and
managing Modeling & Simulation (M&S) training technologies.
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it from I/ITSEC'S Website. |
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Domain Specific Knowledge Capture Interfaces
for Behavior Modeling
2006 Paper No. 2804 Discovery Machine, Inc. Capturing the behavioral knowledge of subject
matter experts (SMEs) is a vital part of building effective training
and simulation environments. The
realism of any training scenario is largely determined by the actions
of the opposing forces on both an individual and group level. However,
current large scale training exercises require large numbers of participants
distributed across a network who manually guide the units for red, blue
and green forces within the scenario.
A need exists for more intelligent automated units that enable
effective training without mass participation of active duty players.
Intelligent agents are the solution to this problem, but are difficult
to construct, requiring long software engineering cycles.
Compounding the problem are the long knowledge engineering sessions
needed to acquire the knowledge for agent behavior.
This paper describes
a method for quickly building domain specific knowledge-capture interfaces
(DSKCIs) that enable SMEs to encode entity behaviors on their desktop
computers – without requiring the use of complex programming syntax. Here we present an approach that can be used
to construct graphical user interfaces for knowledge capture in specific
domains, such as anti-submarine warfare or infantry combat. We describe a method
for quickly and effectively producing agents for Computer Generated
Force (CGF) systems through the development of dashboards tailored to
narrow domains. A dashboard
is a GUI in which widget functionality is specified via running process
models. These process models act as modification
critics to a target model being created by the SME. In this way the SME’s ability to encode process
models is enhanced. We discuss the benefits of specificity in making knowledge capture accessible to SMEs, and the ways in which…
This paper
is available on the 2006 I/ITSEC CD ROM.
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it from I/ITSEC'S Website.
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Deployable Virtual Maintenance Trainers: Case
Studies on Using Interactive 3D Simulations to Replace Hard Trainers
2006 Paper No. 2878 NGRAIN ( Hard trainers have proven to be an effective
maintenance training tool for the military for many years. Recent advances
in technology, however, have made virtual maintenance trainers (computer-based
interactive 3D simulations of virtual equipment) an effective and economical
alternative to hard trainers. Recent implementations have shown that
virtual trainers are often a better solution to meet the military’s
training requirements due to their lower development cost, more expedient
delivery, more flexible deployment options, and ease of updating. Also,
virtual trainers are not prone to breaking down and can be easily replicated
and deployed for distance learning, allowing each student to learn at
her own pace without the restrictions typically associated with the
availability and deployability of hard trainers.
This paper first discusses the advantages and disadvantages of both hard trainers and virtual trainers. It then draws on a number of case studies of successful deployments of virtual maintenance trainers in the US Army and the Canadian Forces to provide Return on Investment (ROI) information on the replacement of hard trainers with virtual trainers. The paper concludes with a number of “lessons learned” on implementing interactive 3D simulations.
This paper
is available on the 2006 I/ITSEC CD ROM.
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it from I/ITSEC'S Website.
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Spiral Development of Virtual Solutions for
Convoy Defense Training
2006 Paper No. 2869 TRADOC Program Integration
Office for the Virtual Training Environment (TPIO-Virtual) Christina Bell
and Jim Crabtree
Program Executive Office
for Simulations, Training and Instrumentation (PEOSTRI) Following initial
combat in
This paper
is available on the 2006 I/ITSEC CD ROM.
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it from I/ITSEC'S Website.
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ASW VAST MRT3: The Tip of the Virtual Spear
2006 Paper No. 2563 Arthur W. Gallo,
Robert Douglass,
Chris Velez,
Jack Buckley
and Lucas Cipolla
Alion Science and Technology
NAVAIR TSD NOVONICS “Only perfect practice makes perfect.” Warfighters must train as they would expect to fight to ensure that sound mental habits are established that will increase their opportunities to make good (and winning) decisions in stressful situations. In 2004, we reported on the Mission Rehearsal Tactical Team Trainer (MRT3), a new program sponsored by the Office of Naval Research (ONR) under the Virtual At Sea Training (VAST) program, which provides SH-60B aircrews the ability to rehearse Anti-Submarine Warfare (ASW) tactical missions as a team. This follow-on paper discusses current Navy initiatives to enhance MRT3 training capabilities to include integration into the Navy Continuous Training Environment (NCTE), thereby bringing together the total ASW Strike Group team: Aviation, Surface, and Undersea platforms and Strike Group Staffs during an in-port Fleet Synthetic Training (FST) event. This paper will explain the significant training benefits of using MRT3 technologies to provide a complete Integrated ASW training capability within the NCTE and to sites around the globe that do not possess tactical team trainers. …
This paper
is available on the 2006 I/ITSEC CD ROM.
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it from I/ITSEC'S Website.
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Evaluation of On-line First Responder Training:
Not Always Right, but Always Learning
2006 Paper No. 2822 JXT Applications, Inc.
Terrell W. Fulbright,
Roberta S. Gearhardt,
Gerald Kastigar
and Renee Barber
JXT Applications, Inc.
First Responders must
make on-the-spot decisions that affect their own safety and that of
many others. They are extremely
vulnerable because of the urgency of their decisions, subsequent actions
and frequent unknowns surrounding the situations they find themselves
in. As potential recipients of their service,
we expect them to be well trained and up to date on medical knowledge
and procedures, especially for accidents or major incidents. Much first responder continuation training
takes place in large seminars and consists of lectures on diverse subjects
that may be of interest, and, less likely, of use to most first responders.
This issue led to a program to standardize treatment protocols
and provide first responders training that keeps their knowledge and
skills sharp. This report discusses a set of on-line courses
that were developed under military sponsorship, but which are of specific
interest and use to the emergency medical service community. The paper reports the partial results of a
validation effort for two of these courses: WMD/HazMat and Mass Casualty
Incidents. There is much to learn,
even from these partial results. The
authors have been quite candid in reporting both success and failure. This paper will report the process employed to evaluate the effectiveness the e-learning system, report the results, and discuss implications. The authors not only report their findings about the effectiveness of the continuation training tool, but also about the use of web-based technology as a delivery medium.
This paper
is available on the 2006 I/ITSEC CD ROM.
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it from I/ITSEC'S Website.
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Virtual Reality Simulation for Multicasualty
Triage Training
2006 Paper No. 2700 Paul Kizakevich,
Robert Furberg,
Rob Hubal,
Geoff Frank
Technology Assisted Multicasualty triage,
establishing the priority of care among casualties in disaster management,
is generally practiced using constructive tabletop or live exercises. Live exercises require scheduling of medical
providers, trained actors, and frequently focus on organizational and
logistical issues, with little practice of medical response. Actual disasters, such as explosions, hurricanes,
or toxic exposures, occur so rarely that there is little opportunity
for gaining experience during real events. The triage simulation described in this paper
is the result of over a decade of development of virtual reality systems
for medical care training, including trauma, bioterrorism, and chemical
agent casualties. These simulators
present scenarios comprising a scene and one or more virtual patients.
Each casualty has its own injuries, physiological simulation,
and signs and symptoms that change with the evolving condition.
Animations such as vomiting, tearing, coughing, seizure, and
convulsions relate to physiological status and interventions.
The caregiver can navigate the scene, assess and converse with
the patient, monitor diagnostic data, and apply medical devices, medications,
and other interventions. Scenarios were developed for training military
physicians how to perform effective multicasualty triage and practice
initial care of casualties consistent with improvised explosive device
(IED) injuries. These scenarios
provide an evolving medical situation with graphically intense casualties
including amputations, penetrations, massive burns, chest wounds, and
blunt trauma. Child and adult
civilian casualties are embedded with the military casualties to provide
an engaging urban disaster scenario.
Caregivers assign the virtual casualties a triage priority and
administer immediate care as indicated.
A learning module guides the user through standardized protocols,
and interactions are recorded for review, along with pertinent physiological
and behavioral data. This triage simulator has been used at Order
it from I/ITSEC'S Website. |
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The Virtual Operating Room
2006 Paper No. 2711 Mark W. Scerbo,
Lee A. Belfore, II,
Hector M. Garcia,
Michael W. Jackson,
Amber Nalu
and Emre Baydogan
Eastern Simulators are a standard component of training
in many military activities, but have only recently become available
for medical procedures. Today, medics, corpsmen, nurses, and even surgeons
have access to different types of training simulators including full
body mannequins for trauma and anesthesiology and virtual reality trainers
for endoscopic and laparoscopic procedures.
Unfortunately, most current medical simulators target individual
performance on specific procedures and do not reproduce the operating
environment that is always present under the traditional paradigm that
relies on training with genuine patients. We know from other high-risk
domains that individual performance is moderated by contextual factors.
Therefore, medical personnel need to train in a rich context that replicates
the operating environment. The present paper
describes an immersive Virtual Operating Room (VOR). The VOR is modeled
on a standard OR and is outfitted with both real and virtual equipment.
It also provides an integration platform for other medical simulators.
Trainees interact with a surgical team comprised of real and/or virtual
team members (e.g., attending surgeon, anesthesiologist, scrub technician,
and circulating nurse). Communication with virtual team members is accomplished
with voice recognition and text-to-speech software. A custom designed
simulation controller manages the VOR and functionality of the rendering
platform, speech recognition, and text-to-speech generation modules. The VOR can be used to train surgical teams
and address judgment and decision-making issues among team members.
Most important, the VOR allows medical teams to train the way they operate
without putting a single patient at risk. Order
it from I/ITSEC'S Website. |
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Realistic simulation of meter and sub-meter
synthetic aperture radar
2006 Paper No. 2706 Harry H. Heaton III,
James E. Hopper
and Jennifer L. DeVilbiss
Science Applications International
Corp. High-resolution synthetic aperture radar (SAR)
is increasingly finding its place as the primary all-weather sensor
in both attack and reconnaissance aircraft. With ground resolutions
of deployed SAR systems ranging from 3.0 meters to 0.1 meter, effectively
simulating SAR imagery in a real-time training environment is a challenge,
especially if mission rehearsal is a desired training objective. This
paper describes methods for constructing realistic medium and high-resolution
clutter and target databases for real-time man-in-the-loop SAR simulation
using both image and non-image source data. Samples of the resulting
simulated imagery are presented and compared to similar imagery from
actual SAR systems. Also discussed are issues inherent to the construction
of realistic, geo-specific SAR databases, including the unique issues
of low-grazing angle tactical SAR and physics-based display characteristics
such as the effects of layover and three-dimensional target representation.
Reusability and correlation issues associated with high-density clutter
databases in multi-sensor training applications are also identified
and discussed. Order
it from I/ITSEC'S Website. |
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Using Computational Fluid Dynamics for Model
Development and Simulator Validation
2006 Paper No. 2668 Thomas Z. Moore,
Christopher J. Freitas,
Ryan M. Keedy,
J. Brian Fisher
Southwest Research Institute Computational Fluid
Dynamics (CFD) software has Evolved over the past 30 years to a level
of capability and accuracy sufficient to support the design and analysis
of complex systems. In the aerospace community, CFD tools are routinely
used in the design of aircraft; and in some instances, they are used to supplement
or reduce wind tunnel testing of prototype designs. In fact, the application
of CFD today has revolutionized the process of aerodynamic design, joining
the wind tunnel and flight tests as primary tools of the trade. The
successful integration of CFD into aerodynamic design suggests that
CFD simulations could also be used to develop accurate datasets to support
the design, development and validation of training systems. A significant
cost savings in training system development may also be realized through
the use of CFD simulations rather than using flight or wind tunnel tests. This technique is
particularly attractive when no flight test data is available or when
it becomes necessary to supplement existing flight test data. The KC-135
Boom Operator Weapon Systems Trainer (BOWST), currently being developed
as a joint effort between the United States Air Force and Southwest
Research Institute®, is one such case where adequate flight test data
does not exist. As reported in this paper, CFD analysis data was used
in the design and development of BOWST flight models and provided the
basis for simulator model validation. In addition, CFD results for the
tanker boom in free flight were compared with available test data and
found to be in good agreement. The CFD approach discussed in this paper
can be extended to other training systems where flight test data is
also lacking. This paper discusses a new approach to simulator development
and specifically the use of the OVERFLOW 2 code in the development and
validation of the BOWST system. Order
it from I/ITSEC'S Website. |
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COMPUTER GENERATED IMAGERY: APPLICATION TO MILITARY FORCE PROTECTION
2006 Paper No. 2604 Naval Force Protection
(FP) has always been a high priority for the military, but in recent
years terrorism has changed the nature of FP operations and therefore
training. Terrorists are unencumbered
by large organizations and chains of command, they are able to adapt
and improvise tactics quickly and keep the large, powerful, but slower
to adapt coalition forces on their heels.
One component for victory in the war on terror is to have better
security of coalition resources, to achieve this; security force training
must stay in lockstep with terrorist tactics.
The first step toward this goal is the formalization of feedback
loops from operations to training that objectively defines the changing
requirements. The second step
entails utilizing training technology that can rapidly incorporate the
new requirements into training scenarios, and finally, trainees must
be provided meaningful feedback for improvement.
One such technology that has the ability to create and/or modified
training scenarios quickly and can be used for training close quarter
force protection tasks is Computer Generated Imagery (CGI). This conclusion is drawn from recent research
in law enforcement that suggests CGI based training scenarios are as
effective as traditional video based scenarios for training close quarter
“use of force,” and the fact that “use of force “ training and force
protection training are, in many respects, analogous. Order
it from I/ITSEC'S Website. |
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Innovative Debrief Solutions for
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A Federating Protocol for Distributed After
Action Review
2006 Paper No. 2927 BBN Technologies MÄK Technologies How can learners
in a distributed virtual exercise participate in a combined, virtual
after action review ( Order
it from I/ITSEC'S Website. |
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Visually Based Timeline Debrief Toolset for
Team Training
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A New Generation of Tactical Action Officer
Intelligent Tutoring System (ITS)
2006 Paper No. 2678 Stottler Henke Associates,
Inc. Northrop Grumman Corporation Stottler Henke is
developing for the US Navy’s Surface Warfare Officers School (SWOS)
a new generation of Tactical Action Officer (TAO) Intelligent Tutoring
System (ITS), interfaced to the Generic Reconfigurable Training System
(GRTS). The GRTS TAO ITS allows TAO students to interact
naturally using spoken language to command and query simulated entities
corresponding to other crew members and off-ship personnel. The TAO supervises the utilization of the
ship’s sensors and weapons and, in general, fights the ship. The majority of the TAO’s decisions are manifested
by verbal commands and queries. Therefore
the development team is developing the required speech recognition capability
to allow the ITS to determine what these decisions
are from the spoken words. Those decisions are evaluated for correctness,
based on the current tactical situation and performance of other, automated,
team members. The TAO’s mastery
of relevant tactical decision-making principles and ability to apply
them in tactical situations is modeled along dozens of dimensions based
on the entire history across several scenarios. This student model and the student’s immediate
performance is used by the ITS to automatically make real-time coaching
decisions, assemble a debriefing, choose the next scenario to give the
student more practice on his or her weaknesses, and make other instructional
decisions. In the current situation,
for simulated scenario practice, one instructor is required for every
two students to monitor and evaluate their decisions and to play the
roles of other combat team members… Order
it from I/ITSEC'S Website. |
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Training To Avoid Characteristic Errors In
Small-Team Decision Making
2006 Paper No. 2928 Georgia Institute of Technology
Previous research
on rapid decision making by individuals revealed a number of characteristic
errors that occur, related to known human biases in decision making. These biases include the vividness, absence
of evidence, availability, over sensitivity to consistency, persistence
of discredited information, randomness, and small sample biases. The present study was performed to examine
those biases in decision making by small teams, and to assess the effectiveness
of training aimed specifically at reducing those biases. Ten teams of three persons each participated.
Five teams received anti-bias training; the other five teams
received comparable practice but no specific training about the biases.
The basic task for each team was to create incident reports for
incident types of military interest, and to ignore information not related
to these incidents. There were
sixteen types of incidents of interest (e.g. sniper fire, armed insurrection).
Each team had to rapidly process large volumes of information to identify
the incidents of interest and to find the information relevant to those
incidents. Additional information that had to be processed
by the team was either irrelevant filler information, or information
related to a carefully crafted “false alarm opportunity” built around
the decision making biases of interest.
Overall, teams that did not receive the training reported about
68% of the true incidents and about 20% of the false alarm opportunities. Teams that did receive the anti-bias training
reported about 48% of the true incidents, and only about 3% of the false
alarm opportunities. The results
of this basic research on team decision making indicate that some of
the biases observed in individual decision making also operate in small
teams. The results also indicate
that anti-bias training shows promise for reducing the errors associated
with those biases. Additional
work is needed to improve the training.
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Developing Adaptive Tactical Aggressors
2006 Paper No. 2521 Surface Warfare Officer
School Command Surface Warfare Officers are facing threats in
increasingly dense traffic environments.
The use of artificial intelligence is necessary to simulate this
complex operating environment for training applications such as the
Conning Officers Virtual Environment (COVE) system - a virtual bridge
simulator used to train officers in tactical and seamanship decision-making. The Controller Authoring Tool (CAT), described
in this paper, empowers surface warfare subject matter experts (SMEs)
without computer programming skills to author intelligent aggressor-boat
behavior and thus allows instructors to increase the complexity and
adaptability of opponent tactics in training scenarios. This increased
complexity improves the relevance and quality of training. In addition,
CAT reduces the number of instructors needed to achieve a given level
of complexity. CAT addresses a training
need at the Surface Warfare Officer’s School (SWOS). SWOS needs a means to 1) create decision-making
situations from which students can learn, 2) target each student’s individual
tactical weaknesses, and 3) provide feedback that improves student performance.
CAT addresses these needs by providing a game-like interface that can
be run by tacticians vice technicians, allowing instructors (SMEs) to
author unit behaviors, and allowing instructor-in-the-loop run-time
behavior modification. CAT equips units
with a set of basic navigation capabilities (behaviors). These behaviors can be combined… Order
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Transformation to Continuous, Embedded Training
Paradigms for Network Centric Enterprises
2006 Paper No. 2741 G.A. (Fred) Wright, PhD,
Dayne G.
Georgia Tech Research
Institute The transformation in data communications and
information technology to support evolving network centric warfare has
given rise to large, complex, dynamic and composable networks. At the same time, agile command and control
(C2) concepts and distributed team decision making have dramatically
increased the need for team training in distributed environments. Currently, training exercises that support Joint
operational and tactical levels of warfare are large, expensive, and
typically require special facilities, bandwidth, and man power. Modeling and simulation federations are often
complex and require maintenance and extensive scenario construction.
These factors limit the frequency of training opportunities and
often run counter to a “train as you fight” paradigm. In
this paper, we outline novel concepts and specific capabilities needed
to establish a continuous and scalable training environment for network
centric operations. In particular,
an architecture that supports “embedded training” will be described
and key training functions detailed.
Embedded training for C2 utilizes to a large extent (sometimes
exclusively) the operational C4I enterprise, including communications
infrastructure. In this way, the embedded concept enables
a true “train as you fight” environment and puts training into the hands
of the operational forces. This
paradigm not only supports the large Joint exercise but also smaller
exercises focused on team-building within a single command element or
groups of command elements, as well as mission rehearsal… Order
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The
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Network Centric Warfare Requirements - A Live
Collective Training Perspective
2006 Paper No. 2704 Morgan Research Meeting
Network Ready Key Performance Parameter (NR KPP) requirements for DoD
systems is the key to enabling effective Network Centric Warfare (NCW).
The power of NCW is derived from the effective linking geographically
or hierarchically dispersed knowledgeable entities that enable them
to share information and collaborate to develop shared awareness, and
to achieve a degree of self-synchronization. The net result is increased
combat power that can be generated by a network-centric force.
Net Ready KPP is about performance parameters for exploiting
information to maximize combat power by bringing more of our available
information and war fighting assets to bear both effectively and efficiently,
and developing collaborative working environments for commanders and
soldiers to make it easier to develop common perceptions of the situation
and achieve (self-) coordinated responses to situations.
For training systems, Net Ready KPP applications should focus
on monitoring the Soldier networks to evaluate shared awareness, self
synchronization, collaboration, and NCW.
This paper describes perspectives and concepts of how the Net
Ready KPP should be addressed...
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Integrating Simulations into Sharable Content
Object Reference Model Learning Environments
2006 Paper No. 2769 NAVAIR / NETC ECS JHT The United States Navy is engaged in an enterprise-wide
transformation of how it trains. One key component of this transformation
is the development of the Navy’s Integrated Learning Environment (ILE).
This initiative uses a variety of instructional development strategies
to meet the diverse requirements of the Navy’s workforce and assures
content which is relevant, current, accurate and engaging. Where content
design and development are concerned, the Navy has mandated the use
of the Sharable Content Object Reference Model (SCORM) guidelines for
all learning materials to be used within the ILE. However, the growth
in capability and flexibility of interactive simulations has led to
a challenge for the Navy, regarding how to integrate the power of these
interactive simulations into the ILE. The Naval Education and Training
Command’s (NETC) Experimentation Lab, located at the NAVAIR Training
Systems Division in Orlando Florida, is experimenting with the tracking
of learning objectives between a Learning Management … Order
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Realistic Training Using a Collaborative Simulation
Environment
2006 Paper No. 2614 Kelly Ward,
Dr. Denise Stevens
General Dynamics Information
Technology Joint ADL Co-lab General Dynamics Information Technology, the
Joint ADL Co-Lab, MAK Technologies Inc., and mGen Inc., developed a
Marine Corps Planning Process (MCPP) Interactive Multimedia Instruction
(IMI) prototype. This prototype
includes three Sharable Content Objects (SCOs) that incorporate a High
Level Architecture (HLA) compliant simulation and are accessible from
a Sharable Content Object Reference Model (SCORM) 2004 conformant learning
management system (LMS). This
paper will describe the processes and outcome of the prototype project. Using Expeditionary Warfare School (EWS) content,
the SCOs present instruction and provide practice for Marine Corps S2
and S3 officers on how to produce Enemy Courses of Action (COA) and
friendly COA. The students collaboratively
learn about the MCPP and apply their knowledge by performing exercises
in the Marine Air-Ground Task Force XXI (MAGTF-XXI) simulation. Upon
completion of the training, the students run the game to analyze the
Blue COA and then are assessed on their application of MCPP principles
through a series of questions. This paper will discuss
the approach used to determine which portions of MCPP were appropriate
to insert realistic training with simulation.
Additionally, we will describe the methodology used to technically
integrate HLA simulation into SCORM 2004 SCOs. As part of the prototype, a student assessment
was developed using… Order
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Using Multi-Player Games for
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Extending Training Capability Through The
Use of Embedded Domain-Specific Languages in Training Devices
2006 Paper No. 2761 The Boeing Company Modern training devices are becoming increasingly
multifaceted as training domains grow larger and the equipment within
these domains increases in complexity.
Instructors need the specific capabilities complex training devices
provide, yet they need the flexibility to adapt these training devices
to meet their ever evolving training curriculum.
Through the use of domain-specific scripting languages, instructors
can quickly and easily adapt their training system to meet changing
requirements rather than modifying their training to cope with the limitations
of the devices provided to them. It is nearly impossible to determine all of the
capabilities that a training system will need when the system is initially
defined. Often, the customer
specifies numerous requirements in an attempt to cover every conceivable
training scenario. When requirements
are defined to this level of specificity, the software is generally
written to meet these specific training requirements rather than to
provide an over-arching training capability.
This paper will explore the use of scripting languages such as
Ruby to embed domain-specific language capabilities into key areas of
training systems in order to extend their training capabilities. Domain-specific languages
are also useful in defining requirements specifications. A domain-specific language (DSL) is a language
designed to be used for a specific task or set of tasks in a particular
field or domain, rather than for general-purpose programming. Requirements defined by a domain-specific
language are more concise, more expressive, and easier to test saving
both time and money.…
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Embedded Training: A Future Combat System Live Training Use Case
2006 Paper No. 2534 Paul Dumanoir
and Barbara Pemberton
Lockheed Martin The Future Combat
Systems (FCS) program is a Family of Systems (FoS) that will provide
the basis for transforming the Army's current forces. It will be a networked,
multifunctional, multi-mission re-configurable system of systems designed
to maximize joint interoperability, strategic transportability, and
commonality of mission roles. The Future Combat Systems will develop
the capability to rapidly project a dominant ground force anywhere in
the world within days. This strategically deployable, tactically superior
and sustainable force will provide a quick reaction capability to conflicts
arising in the 21st century. This requisite capability requires advanced
technologies, a revolution in both strategy and tactics, and innovative
industrial teaming. FCS is on the leading edge of implementing embedded
training, where individual, crew, and collective training is available
“any time and any where.” FCS is an enabler for our future Soldiers;
giving them a full spectrum of capability across the range of conflict
operations, from major engagements to stability operations, with an
embedded training system that is customized to handle immediate threats.
Through their embedded training capabilities, FCS Brigade Combat
Teams will be able to train in homestation configurations, without the
aid of external training systems, and to interact with live training
ranges, without the use of external instrumentation. To accomplish this,
FCS is reusing existing training software to produce a set of Training
Common Components. This paper describes how the TCCs are being used
to provide a core set of embedded live training capabilities that will
be supplied to all FCS platforms. In addition, this paper describes the challenges
associated with supporting FCS embedded… Order
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Low Cost, Effective Embedded Training Methods
for Future Soldier Systems
2006 Paper No. 2765 Exponent®, Inc. Henry Marshall,
Timothy Roberts
US Army Research, Development and Engineering
Command, Institute for Simulation and Training, Soldier systems of the future will provide many
new warfighting capabilities including computers built into the soldier-worn
equipment. Embedded training—capabilities
that are integrated into operational systems to provide or support training—will
be one of the new capabilities that use these computers.
Embedded training has been identified as a Key Performance Parameter
for Ground Soldier Systems (GSS) that must be satisfied before the system
can be fielded. GSS designers have many competing design issues, some
of which will affect embedded training implementation. For example,
long battery life is a critical requirement for GSS that may well come
at the expense of computer processing power and graphics capability,
both of which are considerations for embedded training.
In addition, cost is a very important issue because embedded
training systems for individual soldiers would be fielded in large numbers. Several prototype
systems have been developed to research embedded training issues for
GSS. One of… Order
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Applying a Systematic Approach to making Training
Requirement Decisions
2006 Paper No. 2605 Stephen W. Parchman
and David L. Ryan-Jones,
Ph.D.
NAVAIR One
requirement for major Department of Defense (DoD) acquisition programs
is to develop a Human Systems Integration (HSI) plan early in the acquisition
process to address a variety of human-related issues. One element of the HSI plan is the training
plan. The training plan is a
living document that is refined as the acquisition process moves forward. The purpose of this plan is to identify the
high-level structure, staffing, and associated costs of the training
system that is necessary to support the operation and maintenance of
the hardware or software system being procured by Program.
The most common method used to identify the training requirements
is to conduct a formal Job Task Analysis (JTA) using the procedures
specified by the lead procurement Service.
The formal process may be very expensive and time consuming. The data obtained through the formal JTA process
are more useful for making instructional design decisions than for making
the training system design decisions that support cost determination
in systems acquisition. The
purpose of this paper is to present a simplified version of the more
formal JTA process that is oriented towards program management issues,
and produces the kind of information that is required to estimate the
life-cycle training costs for the new or modified hardware or software
system. Order
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Challenges Future TES Face With Position/Location
And Implementing Geometric Pairing
2006 Paper No. 2479 George Burmester
and Jim Grosse
As the Army develops its next generation Tactical
Engagement Simulations (TES) and replaces its existing laser based systems,
many new technologies will be employed to meet the requirements. Future
TES programs for the U.S. Army will provide a Live, precision, combined
arms Force-On-Force (FOF) and Force-On-Target (FOT) training and testing
capability using electronic bullets and RF communications for geometric
pairing. The Army’s Future TES
must exploit recent advances in data processing, navigation, networking,
interoperability, position location, weapons’ orientation and M&S
technologies to significantly advance the state-of-the-art of RTCA and
automated data collection. One of many challenges to be encountered
by the Army’s Future TES programs is that of obtaining highly accurate
Position/Location in the use and implementation of Geometric Pairing
(Geopairing). An accurate position/location tracking system
for Order
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Federal Government LMS Experiences: Lessons
from the Field
2006 Paper No. 2864 VERTEX Solutions, Inc. Internal Revenue Service
(IRS) Although Learning Management Systems (LMS) are
well-established foundations for most Advanced Distributed Learning
(ADL) solutions across the industry, Federal Government users have very
different challenges from their private sector counterparts. Some of these challenges include incorporating
and automating the use of established standard forms and related workflows,
reporting and tracking data according to specific government requirements,
and emerging requirements for enabling courseware sharing among Federal
organizations and eventually the public. With many large Federal organizations facing
these challenges recently, several common themes and issues have been
identified by Federal users in both the military and civilian agencies. This paper will draw on specific experiences
from both military and civilian agencies over the past few years to
highlight the common themes and issues, how they are currently being
addressed, how they will be addressed in the future, and how other Federal
organizations can benefit from these “lessons learned.”
Specific case studies will be provided using several different
LMS products, and will include the following Federal organizations: • The US Air Force • The Government Plateau
Users Group (representing over fourteen civilian agencies, including
the IRS, The following key
themes and issues will be discussed at length in the paper: • Automation
of standard forms… Order
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