Combined Arms Planning Tool (CAPT) Training Fire Planning.. 10

The Marine Corps Deployable Virtual Training Environment Virtual Fire Support Trainer (DVTE-VFST) 10

Effective Training for Flight in Icing Conditions.. 11

A Model-based Approach to Simulator Fidelity and Training Effectiveness.. 11

Analysis of Simulator-based Training Effectiveness through Driver Performance Measurement   12

The Effectiveness of a PC-Based C-130 Crew Resource Management Aircrew Training Device  12

Introducing Competency Based Training to the Royal New Zealand Navy.. 13

Training Design for Professional Development.. 13

The Fidelity Matrix: Mapping System Fidelity to Training Outcome. 14

CDMTS: A Common User Interface for Multiple Training Environments.. 14

Domain Specific Knowledge Capture Interfaces for Behavior Modeling.. 15

Deployable Virtual Maintenance Trainers: Case Studies on Using Interactive 3D Simulations to Replace Hard Trainers.. 15

Spiral Development of Virtual Solutions for Convoy Defense Training.. 16

ASW VAST MRT3:  The Tip of the Virtual Spear.. 16

Evaluation of On-line First Responder Training:  Not Always Right, but Always Learning   17

Virtual Reality Simulation for Multicasualty Triage Training.. 17

The Virtual Operating Room... 18

Realistic simulation of meter and sub-meter synthetic aperture radar.. 18

Using Computational Fluid Dynamics for Model Development and Simulator Validation   19

COMPUTER GENERATED IMAGERY:  APPLICATION TO MILITARY FORCE PROTECTION.. 19

Innovative Debrief Solutions for Mission Training & Simulation: Making fighter pilot training more effective. 20

A Federating Protocol for Distributed After Action Review... 20

Visually Based Timeline Debrief Toolset for Team Training AAR.. 21

A New Generation of Tactical Action Officer Intelligent Tutoring System (ITS) 21

Training To Avoid Characteristic Errors In Small-Team Decision Making.. 22

Developing Adaptive Tactical Aggressors.. 22

Transformation to Continuous, Embedded Training Paradigms for Network Centric Enterprises   23

The UK’s Networked Enabled Training Capability (Land) Concept.. 23

Network Centric Warfare Requirements - A Live Collective Training Perspective. 24

Integrating Simulations into Sharable Content Object Reference Model Learning Environments   24

Realistic Training Using a Collaborative Simulation Environment.. 25

Using Multi-Player Games for Mission Planning and Rehearsal Exercises.. 25

Extending Training Capability Through The Use of Embedded Domain-Specific Languages in Training Devices.. 26

Embedded Training:  A Future Combat System Live Training Use Case. 26

Low Cost, Effective Embedded Training Methods for Future Soldier Systems.. 27

Applying a Systematic Approach to making Training Requirement Decisions.. 27

Challenges Future TES Face With Position/Location And Implementing Geometric Pairing   28

Federal Government LMS Experiences: Lessons from the Field.. 28

 


Combined Arms Planning Tool (CAPT) Training Fire Planning

2006 Paper No. 2603

 

Grady H. Roby, Jr.

Encomium Research

Orlando, Florida

 

Charles John Pedersen

SRI International

Menlo Park, CA

 

Training Fire Support Teams (FiSTs) and Fire Support Coordination Centers (FSCCs) remains critical to the success of the Marine Air-Ground Task Force (MAGTF). 

 

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
This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

The Marine Corps Deployable Virtual Training Environment Virtual Fire Support Trainer (DVTE-VFST)

2006 Paper No. 2795

 

G Brian Lyssy,  Willie Munden

Alion Science & Technology, BMH Operations

Norfolk, VA

 

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 Monterey, California.  DVTE-VFST effectively trains multiple FOs, Fire Direction Center (FDC), and Fire Support Coordination Center (FSCC) personnel through a low-cost laptop based simulation suite of computers that reduce personnel support requirements, is readily deployable, and reconfigurable to meet training requirements.  The DVTE-VFST system is a government-owned open source product that is laptop based, fully reconfigurable, and integrates AFATDS and PFED with Joint Semi-Automated Forces (JSAF) for man in the loop training.  Included in the DVTE-VFST distributed training system is a Synthetic Natural Environment (SNE), voice communications, and logging and playback capability.  The Marines use AFATDS to calculate a technical firing solution and communicate these fire orders to the 155mm Howitzers in a firing battery.  DVTE-VFST integrates this functionality with a JSAF battery and allows the user to train using the same equipment they would use in the field.

 

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...


This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

 

Effective Training for Flight in Icing Conditions

2006 Paper No. 2973

 

Billy P. Barnhart

Bihrle Applied Research, Inc

Jericho, NY

 

Thomas P. Ratvasky

NASA Glenn Research Center

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 University of Tennessee Space Institute.  It was also demonstrated to a group of pilots at the National Test Pilot School.  In total, eighty-four pilots and flight test engineers from industry and the regulatory community spent approximately one hour each in the ICEFTD to get a "hands on" lesson of an iced airplane's reduced performance and handling qualities.  Additionally, pilot cues of impending upsets and recovery techniques were demonstrated.  The purpose of this training was to help pilots understand how ice contamination affects aircraft handling so they may apply that knowledge to the operations of other aircraft undergoing testing and development.  Participant feedback on the ICEFTD was very positive.  Pilots stated that the simulation was very valuable, applicable to their occupations, and provided a safe way to explore the flight envelope.  Feedback collected at each demonstration was also helpful to define additional improvements to the ICEFTD; many of which were then implemented in subsequent demonstrations.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 


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.

Woburn, MA

 

Captain Michelle Nash,  2nd Lieutenant Brenda Blueggel

Air Force Research Lab

Mesa, AZ

 

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…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

Analysis of Simulator-based Training Effectiveness through Driver Performance Measurement

2006 Paper No. 2850

 

Darrell Turpin,  Reginald Welles

Applied Simulation Technologies

Salt Lake City, Utah

 

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. 

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

The Effectiveness of a PC-Based C-130 Crew Resource Management Aircrew Training Device

2006 Paper No. 2807

 

Robert T. Nullmeyer

Air Force Research Laboratory

Mesa, AZ

 

 

V. Alan Spiker

Anacapa Sciences, Inc.

Santa Barbara, CA

 

Katharine C. Golas, Ryan C. Logan

Southwest Research Institute

San Antonio, TX

 

 

Larry Clemons

Air Education and Training Command

Randolph AFB TX

 

 

 

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…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Introducing Competency Based Training to the Royal New Zealand Navy

2006 Paper No. 2497

 

LT CDR Phil Wheadon BEng (Hons) RNZN

Royal New Zealand Navy

Auckland, New Zealand

 

Although much smaller than many navies, the 2000 strong Royal New Zealand Navy (RNZN) faces the same training challenges as its larger cousins including pressure to make training more efficient.   Traditionally we have trained personnel using a standard branch and specialisation model, where all personnel of a certain branch and specialisation receive the same training.  This policy, while producing a flexible workforce, means that many of our sailors are trained to do jobs they will never undertake.  Furthermore, the current training system does not differentiate between the specialised employment in our larger ships and the more generalised employment found in our smaller patrol craft.  The inevitable result is training mismatched to the sailors future employment.  The RNZN is therefore embarking on a programme to radically alter the manner in which it determines who gets what training.  The aim of this project is to identify what competencies are required for each individual position in the Navy, what competencies our current training delivers, what the gaps are and to develop a training management tool that will produce individually tailored training plans to fully prepare personnel for their future tasking, without superfluous extra training.     This paper will describe the drivers behind the project and discusses the role of a competency-based training system within the RNZN with its inherently frequent turnover of postings and job changes.  It will also cover the methodology used for phases of the project including the initial competency profiling, linking of competencies to existing training and the recording of individual sailors’ competencies.  The paper will also include a description of the in-house database tools developed and a discussion of the lessons learnt.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

 

Training Design for Professional Development

2006 Paper No. 2513

 

Maud Stehouwer

TNO Defence, Security and Safety

The Netherlands

 

Commander Jeroen Stricker  & LtCdr Wilbert van Gemeren

Royal Netherlands Navy

The Netherlands

 

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.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

 

The Fidelity Matrix: Mapping System Fidelity to Training Outcome

2006 Paper No. 2944

 

Peter Muller

Potomac Training Corporation

Lansdowne, Virginia

 

LCDR Joseph Cohn  & Roy Stripling

Naval Research Laboratory

Washington, DC

 

CDR Dylan Schmorrow

Office of Naval Research

Arlington, Virginia

 

Kay Stanney,  Laura Milham,  and David Jones

Design Interactive

Oviedo, FL

 

Mary C. Whitton

University of North Carolina

Chapel Hill, NC

 

Jennifer E. Fowlkes

CHI Systems

Orlando, Florida

 

 

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.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

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

Norfolk, VA

 

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.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Domain Specific Knowledge Capture Interfaces for Behavior Modeling

2006 Paper No. 2804

 

Todd W. Griffith, Ph.D.

Discovery Machine, Inc.

Williamsport, PA

 

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.

Order it from I/ITSEC'S Website.

 

 

Deployable Virtual Maintenance Trainers: Case Studies on Using Interactive 3D Simulations to Replace Hard Trainers

2006 Paper No. 2878

 

Erik Kaas

NGRAIN (Canada) Corporation

Vancouver, B.C.

 

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.

Order it from I/ITSEC'S Website.

 

 

Spiral Development of Virtual Solutions for Convoy Defense Training

2006 Paper No. 2869

 

Michael O’Bea

TRADOC Program Integration Office for the Virtual Training Environment (TPIO-Virtual) Fort Leavenworth, Kansas

 

Christina Bell and Jim Crabtree

Program Executive Office for Simulations, Training and Instrumentation (PEOSTRI) Orlando, Florida

 

Following initial combat in Afghanistan and Iraq, Army support units, accustomed to neutral or friendly operating environments, were confronted with increasingly sophisticated enemy tactics. Senior leaders identified several gaps in their ability to train Soldiers for these threats: insufficient infrastructure to handle increased convoy live fire exercises; inability to replicate the Contemporary Operational Environment (COE); safety considerations; and insufficient resources such as time, equipment and ammunition. This paper discusses the spiral development process currently underway towards providing an effective convoy training experience.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

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

Orlando, Florida

 

Jonathan P. Glass

NAVAIR TSD

Orlando, Florida

 

Charlie Frye

NOVONICS

Orlando, Florida

 

“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.

Order it from I/ITSEC'S Website.

 

 

Evaluation of On-line First Responder Training:  Not Always Right, but Always Learning

2006 Paper No. 2822

 

William J. Walsh

JXT Applications, Inc.

Fair Oaks Ranch, TX

 

Terrell W. Fulbright,  Roberta S. Gearhardt,  Gerald Kastigar  and Renee Barber

JXT Applications, Inc.

Beavercreek, OH

 

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.

Order it from I/ITSEC'S Website.

 

 

Virtual Reality Simulation for Multicasualty Triage Training

2006 Paper No. 2700

 

Paul Kizakevich,  Robert Furberg,  Rob Hubal,  Geoff Frank

Technology Assisted Learning Center, RTI International

Research Triangle Park, NC

 

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 Fort Campbell and Fort Drum for pre-deployment training of Army medical staff, and at Fort Bucca, Iraq for sustainment training.  User surveys have been requested from medical personnel for usability...


This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

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

Old Dominion University

 

Leonard J. Weireter, Jr.

Eastern Virginia Medical School

 

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.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

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.

Beavercreek, OH

 

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.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

 

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

 San Antonio, TX

 

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.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

COMPUTER GENERATED IMAGERY:  APPLICATION TO MILITARY FORCE PROTECTION

2006 Paper No. 2604

 

Gregory H. Gonos

Naval Air Warfare Center Training Systems Division

Orlando, Florida

 

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.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Innovative Debrief Solutions for Mission Training & Simulation: Making fighter pilot training more effective

2006 Paper No. 2689

 

Lesley Jacobs and Ornella Schavemaker-Piva

TNO Defence, Security and Safety

The Netherlands

 

Erik Cornelisse

Defence Staff, Air Force Requirements/Fighter Branch

The Netherlands

 

To enhance and improve the quality of mission training and simulation for fighter pilots, TNO and the Royal Netherlands Air Force (RNLAF) investigate various innovative debrief concepts. 

 

In this paper we will describe our work on Innovative Debrief Solutions for Mission Training through Distributed Simulation (MTDS). Mission training and simulation put high demands on various (use of) analysis and debrief tools. This is even more the case in distributed debriefs. Also, with the increasing options for data-capture and retrieval in combination with the increasing number of on-board systems, sensors and other capabilities of modern fighter jets, the challenges arise how to maintain or even increase debriefing effectiveness and efficiency, without creating an overload of information. Therefore, an important question in our research is how to (re-)present the right information, at the right time in the right format to the operational user.

 

Today, most operational debrief systems focus mainly on capturing and replicating information in exactly the same manner as presented in on-board systems. In this paper we argue against this paradigm and propagate a data-fused approach. We will present and discuss the results of our first trials with IDE-FIX, the Innovative Debrief Environment, used in our research to investigate, demonstrate and “FIX” new debrief concepts. Special focus…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

A Federating Protocol for Distributed After Action Review

2006 Paper No. 2927

 

Virginia Travers,

 William Ferguson

 

BBN Technologies

Cambridge, Massachusetts

 

Timothy Langevin

 

MÄK Technologies

Cambridge, Massachusetts

 

How can learners in a distributed virtual exercise participate in a combined, virtual after action review (AAR)? The current solution is to provide each learner with an instance of the same "tool". This tool might be as simple as a phone hooked to a conference call or as elaborate as distributed groupware that allows sharing of audio and visual channels.  The problem with these "uniform" solutions (where each learner uses the same tool) is that they do not allow each learner to have access to an AAR system that is tailored to his or her own point of view and tasking. We suggest the alternative of offering a federating protocol for AAR systems that allows users to participate in a distributed AAR while using visualization and other tools that are tailored to their own role in the experience.  Using an open federating protocol (which we developed under the DARWARS program), very different systems can be coordinated during AAR to provide a shared focus of attention and other needed "orchestration" (such as the ability to refer everyone to the same entity or point in time). This federating AAR is especially useful when very different, existing simulation systems are connected to enable large, distributed training events.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Visually Based Timeline Debrief Toolset for Team Training AAR

2006 Paper No. 2962

 

Randy Jensen

Stottler Henke

San Mateo, CA

 

Margaret Nolan

Jacobs Sverdrup

Orlando, FL

 

Nancy Harmon  and Lt Col Gregory Caldwell

USMC PMTRASYS

Orlando, FL

 

Large-scale team training presents a challenge for instructors who must coordinate after action review for distributed teams.  This paper presents a visual timeline-based debrief toolset that enables instructors to quickly construct and present playback vignettes for salient training points.

 

The AAIRS (After Action Intelligent Review System) application being developed for the Marine Corps’ CACCTUS (Combined Arms Command and Control Trainer Upgrade System) identifies training points through the use of intelligent data collection and causal analysis methods.  AAIRS records the training mission execution, which includes a synchronized collection of exercising force audio communications and human in the loop interaction with system components (operational C4I and simulator interface tools).  Key exercise data relevant to training points is tabulated by the debrief construction tool and presented visually along a timeline for instructor review.  The time consuming process of reviewing sequential recorded radio communications is eased by visually representing individual transmissions on the timeline, grouped into dialogs and annotated with speech…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

A New Generation of Tactical Action Officer Intelligent Tutoring System (ITS)

2006 Paper No. 2678

 

Richard Stottler

Stottler Henke Associates, Inc.

San Mateo, CA

 

Susan Panichas

Northrop Grumman Corporation

Middletown, RI

 

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…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Training To Avoid Characteristic Errors In Small-Team Decision Making

2006 Paper No. 2928

 

Dennis J. Folds, Ph.D.

Georgia Institute of Technology

Atlanta, GA

 

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.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Developing Adaptive Tactical Aggressors

2006 Paper No. 2521

 

LT Ryan Scott Aleson

Surface Warfare Officer School Command

Newport, RI

 

Dr. Sushil Louis

University of Nevada Reno

Reno, NV

 

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…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Transformation to Continuous, Embedded Training Paradigms for Network Centric Enterprises

2006 Paper No. 2741

 

G.A. (Fred) Wright, PhD,  Dayne G. Gardner, Col USMC ret.,  Robert F. Morris

Georgia Tech Research Institute

Atlanta, GA

 

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…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

 

The UK’s Networked Enabled Training Capability (Land) Concept

2006 Paper No. 2931

 

Corinne Jeffery

QinetiQ

London

 

Col Richard Clee

UK MoD, DEC (GM)

London

 

The UK MoD has recognised that current and planned training capabilities must be improved to meet future operational needs. Director Equipment Capability (Ground Manoeuvre) (DEC(GM)) are sponsoring work to determine how current and planned collective training capabilities can be migrated to deliver a Networked Enabled Training Capability (Land)  (NETC(L)) to deliver training required for Networked Enabled Operations (NEO). This paper outlines how the NETC(L) concept and subsequent programme addresses the collective training challenges of the future circa 2020, not only in terms of the different training required, but also in terms of the need to deliver this training in different way. This paper states the key characteristics required of NETC(L) and describes the integrated relationships required between the primary functions that will make up the capability. In addition, analysis has shown that a large number of the benefits from NETC(L) have their roots in common approaches to interoperability, system management and architectural design. In broad terms this includes Training Management Systems, Data Management Systems, After Action Review (AAR) Systems, Communication Networks, Interoperability Frameworks plus the potential for development of common components such as computer Generated Forces (CGF). The paper goes on to argue that NETC(L) cannot be procured in a piecemeal fashion, thus a number of capability increments and migration/intervention actions are proposed that form a coherent programme. Finally, this paper will discuss the issues associated with the need to deliver such training which is coherent with joint, maritime and air collective training.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Network Centric Warfare Requirements - A Live Collective Training Perspective

2006 Paper No. 2704

 

Paul Dumanoir

U.S. Army PEO STRI

 Orlando, Florida

 

Rich Keller

Morgan Research

Orlando, Florida

 

Wayne Koenig

U.S. ATSC

FT. Eustis, VA

 

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...

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Integrating Simulations into Sharable Content Object Reference Model Learning Environments

2006 Paper No. 2769

 

Curtis Conkey

NAVAIR / NETC

Orlando, FL

 

Brent Smith  and Chris DuBuc

  ECS

Orlando, FL

 

Peter A. Smith

JHT

Orlando, FL

 

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 …

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Realistic Training Using a Collaborative Simulation Environment

2006 Paper No. 2614

 

Kelly Ward, Dr. Denise Stevens

General Dynamics Information Technology

Orlando, Florida

 

Susan Marshall,  Dean Marvin

Joint ADL Co-lab

Orlando, Florida

 

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…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Using Multi-Player Games for Mission Planning and Rehearsal Exercises

2006 Paper No. 3041

 

Upul Obeysekare, Ryan Dingman,  Kraig Mentor, Clyde Sphon, David Luciew, Angela Wells,  and Nancy Johnson

Concurrent Technologies Corporation (CTC)

Johnstown, PA

 

The challenging new environment in which United States Forces are required to operate, characterized by uncertainty, unpredictability and asymmetric threats, demands a shift from deliberate to adaptive war planning. The introduction of Game- based learning technologies in mission planning and rehearsal exercises will create the highly dynamic environment necessary to effectively prepare individuals, units, and staffs for these formidable challenges.

 

Immersive Learning Environments (ILES) is an online persistent exercise framework that incorporates individual and collective tasks across a complete training event life cycle from Mission Planning to After Action Review (AAR). The ILES framework traverses individual, small-team, and enterprise levels of education, training, and mission rehearsal activity. ILES uses a unique concept called an Event Sequence to assemble time-based activities with abstractions called Nodes, which can be assembled in a serial or complex manner. Decision and Inject Nodes are used to provide a highly dynamic environment that supports branches and sequels. Activity and Group Activity Nodes have a standards-based plug-in architecture for attaching training content, multi-player games, or simulations.

 

This paper will discuss a notional mission rehearsal exercise with four activity Nodes assembled in sequence with a simulation, content, or a multi-player game attached to each Node. The Mission Plan Node is used for planning the mission. Once the mission plan is completed by the Commander, the plan data is passed to a…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Extending Training Capability Through The Use of Embedded Domain-Specific Languages in Training Devices

2006 Paper No. 2761

 

John Aughey

The Boeing Company

St. Louis, MO

 

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.…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Embedded Training:  A Future Combat System Live Training Use Case

2006 Paper No. 2534

 

Paul Dumanoir  and Barbara Pemberton

U.S. Army PEO STRI

Orlando, Florida

 

Paul Walker

Lockheed Martin

Orlando, Florida

 

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…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Low Cost, Effective Embedded Training Methods for Future Soldier Systems

2006 Paper No. 2765

 

Larry Stallman

Exponent®, Inc.

Phoenix, AZ

 

Henry Marshall,  Timothy Roberts

US Army Research, Development and Engineering Command,
Simulation and
Training Technology Center

Orlando, FL

 

Gary Green

Institute for Simulation and Training, University of Central Florida

Orlando, FL

 

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…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

Applying a Systematic Approach to making Training Requirement Decisions

2006 Paper No. 2605

 

Stephen W. Parchman  and David L. Ryan-Jones, Ph.D.

NAVAIR Orlando Training Systems Division

Orlando, FL

 

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.

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

 

Challenges Future TES Face With Position/Location And Implementing Geometric Pairing

2006 Paper No. 2479

 

George Burmester  and Jim Grosse

U.S. Army PEO STRI

Orlando, FL

 

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 Combat Training Centers (CTCs) and other training ranges is a long-standing need of the United States Army.  Such a system should be able to locate participants in training exercises, identify all players individually, and track them inside of buildings and on the battlefield with very low latency and to a high degree of accuracy.  A system meeting all these requirements has yet to be developed and deployed.  Technologies to meet the needs are only now being refined and beginning to appear in commercially available products.  The Army is using GPS-based systems in sites around the world, but these do not address the need for tracking indoors and the high precision position location required for use in Geopairing.  Geopairing is the capability wher and the pointing vector of the weapon.  In order to properly pair…e the fire event adjudication is resolved through knowledge of the positions and orientations of the shooter, the potential target(s),

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.

 

 

 

Federal Government LMS Experiences: Lessons from the Field

2006 Paper No. 2864

 

Steven A. Kerschenbaum, Esq.

VERTEX Solutions, Inc.

Falls Church, VA

 

Steve P. Larkin

Internal Revenue Service (IRS)

Arlington, VA

 

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, TSA, VA, and USDA) • The Departments of Labor • The Department of Justice 

 

The following key themes and issues will be discussed at length in the paper: • Automation of standard forms…

This paper is available on the 2006 I/ITSEC CD ROM.

Order it from I/ITSEC'S Website.