SIMULATION
Modeling the Effects of a Suicide
Bombing: Crowd Formations
Developing Contemporary
Operating Environment Opposing Force Alternative Communications
Means
Shaping Insurgent Route Selection
Using Traffic Flow Strategies
Initial Real-World Testing of
Dismounted Soldier Embedded Training Technologies
Computational Fluid Dynamics for
Flight Simulator Ship Airwake Modeling
“Preventing the Tanker Two-Step”
Renewed Emphasis on Geospatial Data Quality
Dead Reckoning on the GPU: A
Comparative Study vs. the CPU
Implementing a GPU-Enhanced Cluster
for Large-Scale Simulations
Developments in UK Ship/Air
Interface Simulation
Practical Solution of Transitioning a
Large Scale Federation from HLA 1.3NG to IEEE 1516
Supporting Multiple RTIs within a
Single Process
Composing a Joint Federation Object
Model
UR2015: Technical Integration Lessons
Learned
Joint Training
Data Services (JTDS) Initialization Data Pilot Project
A comparative Evaluation of
Direct Fire Engagement Simulation Techniques
Airborne Network and Datalink
Technology Analysis Program:
A Link 16 Simulation Study
Development of Network-based
Communications Architectures for Future NASA Missions
Real Time Switching for
Operational Resource Reduction in Live to Virtual Communications
A Method of
Generating Whole-Earth
High-Resolution Terrain
Texture
An Optimized Synthetic Environment
Representation Developed for OneTESS Live Training
Quality Assurance and Standards for
NPSI Datasets
Development of a Persistent Partner
Simulation Network Capability
Common Sensor Model Common
Components – A Design Approach
Making Behavior Modeling Accessible
to Non-Programmers: Challenges and
Solutions
Predicting Display System
Performance
Performance Considerations of
Embedded Scripting Languages in Real-Time Training
Distributed Virtual Simulation
Characterization for Performance and Scalability Estimation
Writing Models for Cross-domain
Applications
Integration of OneSAF Environment
Runtime Component into Existing Virtual Simulations
Modernizing Army Experimentation using
OneSAF Objective System
LVC Interoperability: Where is the best
place to start?
Architecture of the Counter Insurgency
Experiment
2007 Paper No.
7399
|
Zeeshan-ul-hassan Usmani, Richard
Griffith Florida Institute of
Technology Melbourne,
FL |
SIMnetrix Solutions,
LLC. Melbourne,
FL |
Suicide bombers
have become increasingly deadly and there is an urgent need for the development
of innovative methods to prevent or mitigate the casualties and aftermaths of
such a catastrophic event. Performing simulations with variant crowd formations
and densities is one approach to better understanding the effects of such an
attack. This paper explores and estimates the effects of suicide bombers across
multiple crowd formations ad their respective densities through a virtual
simulation. The ultimate goal of our empirical analysis was to determine the
optimal crowd formation as it related to a reduction in the deaths and/or
injuries of individuals in the crowd. The modeled crowd formations were based on
real-world environments and consisted of a cafeteria, concert hall, mosque,
street, hotel, bus, airport, and University campus. Specific simulation inputs
are the number of individuals in the vicinity, walking speed of attacker, time
associated with the trigger, setting (crowd formation), and the total weight of
TNT. Results indicated that the worst crowd formation is a circular one (e.g.
concerts), with a 51% death rate, 42% injury rate, thus reaching a 93%
effectiveness measure. Vertical rows (e.g. mosques) were found to be the best
crowd formation for reducing the effectiveness of an attack, with a 20% death
rate, 43% injury rate, reaching a 63% effectiveness measure. Line-of-sight with
the attacker, rushing towards the exit, and stampede were found to be the most
lethal choices both during the attack and post-explosion. These findings,
although preliminary, may have implications for emergency response and counter
terrorism. There are number of physical and social variables we plan on
integrating into this simulation in the future. These include modeling physical
objects (e.g., landscape, furniture, etc.) and psychological variables (e.g.,
crowd behaviors). There are numerous applications for this simulation, ranging
from special event planning to emergency response.
This paper is available on the 2007
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2007 Paper No.
7229
Texas A&M
Engineering Program
College Station,
TX
With the
introduction of the Contemporary Operating Environment (COE) Opposing Force
(OPFOR), as reflected in Iraq, Afghanistan and elsewhere, into the OneSAF system a different and lethal set of tactics, forces
and equipment has been developed to represent the current ground truth faced by
the Armed Forces of the United States and its allies. The COE OPFOR comprises
the collective set of organizations (combatant, noncombatant, corporate,
non-government, government and international) existing in and acting on the
environment in the Blue Force (BLUFOR) area of operations as representative of
current military operations. They can be categorized as conventional forces
(Regular Armed Forces) or irregular forces (Paramilitary, Guerrilla, Terrorist,
Militia, and Combatant and Non-combatant Civilians on the Battlefield). A
critical component for the accurate portrayal of these organizations in the
OneSAF is the representation of the command and
control means by which the components of the COE OPFOR will synchronize and
direct their activities. The COE OPFOR will use components of the Civilian
Information Infrastructure (CII) as a principal or alternate Battle Command
System and Information Operations mechanism. These CII means are collectively
termed Alternative Communications Means (ACM) as they represent a departure from
the use of combat net radios for battle command system use. Irregular COE OPFOR
forces will use ACM as both their primary battle command system and information
operations mechanism. Conventional COE OPFOR forces will use ACM; as a parallel
battle command system and as the primary information operations mechanism since
they anticipate their tactical communications will be disrupted or destroyed
over time and know BLUFOR is reluctant to disrupt the CII. This paper describes
the identification and decomposition of these ACM, the description of their
performance, how they can be used by the COE OPFOR and how they can be
integrated into the OneSAF, and other
simulations.
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2007 Paper No.
7333
Niki C. Goerger, Ph.D. , MAJ Ed
Teague, LTC Simon R.
Goerger, Ph.D. , MAJ Gregory C.
Griffin
Dept. of Systems
Engineering United States Military Academy
West Point,
NY
Paul W. Richmond,
Ph.D., P.E.
U.S. Army
Engineer Research and Development Center
Vicksburg,
MS
Insurgents have
effectively employed asymmetric tactics, such as suicide vehicle born improvised
explosive devices (SVBIEDs), against counterinsurgent (COIN) forces conducting
Stability, Security, Transition, and Reconstruction (SSTR) Operations. The political, cultural, and physical
settings in which they implement these tactics are not as readily constrainable
as it is in full combat operations.
These factors, overlaid on an urban backdrop, add to the complexity and
challenges of detecting and defeating this threat. This paper discusses our current set of
experiments, results, and insights gained regarding effects of traffic control
point (TCP) strategies on SVBIED mission outcome. Agent based modeling and simulation
environments were used in this work for exploratory modeling across a wide range
of parameters. The intent is to
apply these insights in the future to develop focused experiments in more
physics-based, traditional simulation environments for a tiered analysis
capability. The current research extends our previous work by incorporating
denser and more complex urban settings, traffic, multiple targets, and area
coverage strategies that can affect SVBIED behavior based on awareness of
TCPs. Our goal is ultimately to
generate insights that will assist counterinsurgent forces in developing
strategies that are robust against a range of SVBIED behaviors.
This paper is available on the 2007
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2007 Paper No.
7046
Henry
Marshall, Pat Garrity and Tim Roberts
US Army Research
Development and Engineering Command, Simulation and Training Technology
Center
Orlando,
FL
Embedded training
is a key requirement for many future and current force systems, making it a very
important capability for Army transformation. Despite its importance, few
demonstrations or tests have been conducted on which to base embedded training
systems implementation. For the
past five years, the US Army Research Development and Engineering Command
(RDECOM) Simulation and Training Technology Center (STTC) has researched embedded training solutions applicable to
individual Soldiers and small teams. To assess the utility of these solutions
under field operating conditions STTC sought and found a meaningful culminating
event in the Army’s premier live discovery experiment, the Air Assault
Expeditionary Force (AAEF) experiment. Three dismounted embedded training
prototypes were selected for use in AAEF. The first was an immersive, virtual,
untethered, Soldier-worn system, interoperable with
other Army simulation systems. The second system was a tablet computer-based
system that provided leader mission planning and walkthrough. Both these systems
displayed a high fidelity virtual terrain database of the McKenna training area
at Ft. Benning where most of the AAEF experiment was
conducted. The third application was a first-person shooter game engine modified
to operate on the Soldier-worn prototype and supporting workstations.
During the
experiment the Soldiers used these systems for mission planning, mission
rehearsal and after action review of the rehearsal before carrying out live AAEF
missions. Generally, the Soldiers’ reactions were positive toward the systems
and the systems were seen to have potential for future development. The
resultant feedback from this experiment can direct Army research and
implementation of embedded training
This paper will discuss AAEF, the embedded training systems used there
and the manner in which these systems were used. It will provide anecdotal and
questionnaire-based Soldier feedback of their impressions of the training
technologies…
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2007 Paper No.
7320
Jeffrey D.
Keller, Glen R.
Whitehouse, Alexander H.
Boschitsch
Continuum
Dynamics, Inc.
Ewing,
NJ
Juan Nadal, Jeff
Jeffords, Marty
Quire
CAE USA,
Inc.
Tampa,
FL
Modeling and
simulation developments have resulted in high fidelity pilot-in-the-loop flight
simulators providing realistic training environments. Modeling challenges continue to exist,
in particular for accurate simulation of the near-ship environment critical to
landing a helicopter onto the flight deck of a moving ship with various wind
conditions. Providing an effective
simulated environment requires modeling of the highly unsteady airwake resulting from bluff-body aerodynamic interactions
of the ship superstructure and hangar near the flight deck and in close
proximity to the ship as it passes through the airstream. This paper describes the development of
a U.S. Navy rotary wing flight simulation with turbulence effects including
high-fidelity representation of the ship airwake
environment. The spatially-varying
and time-varying flow field around the ship is determined off-line using a
hybrid, inviscid CFD methodology that is well-suited
for representing the turbulent environment several ship lengths downwind from
the flight deck with moderate computational requirements. Results from this off-line analysis are
formulated into a ship airwake database for multiple
landing platforms and wind-over-deck conditions suitable for real-time
pilot-in-the-loop virtual simulation.
The paper describes the development of the simulation flight dynamics
model, development and validation of the CFD-based ship airwake flow fields, and integration of the ship airwake database within the aerodynamic model. Implementation issues associated with
integrating the ship airwake database into the flight
dynamics model associated with real-time implementation and memory management
are identified, and the approach to overcome these issues are described.
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2007 Paper No.
7352
Robert F. Richbourg, George E. Lukes
Institute for
Defense Analyses
Alexandria,
VA
Have you ever
given a tank entity the command to follow a road and then thought you were
simulating a “Dancing With The Stars” episode? Have you ever asked an Internet utility
to provide a travel route and then found the result unintuitive and longer than
expected? In each case, problems in
the digital representation of the road networks can be to blame. The tank entity might actually be
following a road that includes severe kinks and kickbacks. The route planner might be defeated by
breaks in the road network.
Much of the digital data used to create simulation representations of the
physical environment comes from the National Geospatial-Intelligence Agency
(NGA). While the NGA has a
large holding of internally-produced geospatial data, the agency’s current
strategy includes substantial data production under contract as well as a large
cooperative effort with other nations under the Multinational Geospatial
Co-production Program (MGCP). The
development, codification, and enforcement of detailed quality standards has
emerged as key to this acquisition strategy. The MGCP countries have jointly
produced de-tailed requirements for the relationships between and quality
characteristics of feature data elements; however, these specifications have
been produced for human consumption.
In some cases, the documentation lacks the specificity necessary to
support algorithm development to enforce the standards. This paper describes the type of quality
standards that are to be applied in the future production of geo-spatial feature
data and illustrates a process to transform semantic descriptions into specific
guidance suitable for software implementation. The process includes experimentation to
determine appropriate geometric reasoning strategies that will permit
identification of substandard data while minimizing false positive
notifications. The paper describes
a typical problem, the experiment designed to address the problem, and the
results of conducting the experiment.
The paper concludes with observations on the potential impact of these
geospatial data…
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2007 Paper No.
7314
Glenn A.
Martin, Ronald M.
Jewett, Christopher
Hollander, Cory
Hicks
University of
Central Florida
Orlando,
FL
In many
simulation systems, dead reckoning is used to minimize network bandwidth
utilization. The Distributed
Interactive Simulation (DIS) standard is one example protocol that uses dead
reckoning. Many game engines also
use the technique. Until a few years ago graphics hardware used a fixed
pipeline. In recent years PC video cards have been built with a programmable
architecture. Collectively, the
programmable pipeline is referred to as the Graphics Processing Unit (GPU). As GPU programming has progressed, a
growing research field into applying non-graphical algorithms onto the GPU has
started. Image processing,
numerical equations and illumination computation are some examples of what is
called General Purpose GPU programming.
We performed a computational study of dead reckoning comparing the GPU
with the Central Processing Unit (CPU).
We tested various quantities of simulated entities using a variety of
CPUs and GPUs. GPUs have the
possibility of dead reckoning millions of entities in a single pass, but suffer
the requirement of data readback from the video card,
which is often slower than “outbound” data transfer. The study is presented and then analysis
of the results discussed.
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2007 Paper No.
7437
Robert F.
Lucas, Gene Wagenbreth, Dan M.
Davis
Information
Sciences Institute, Univ. of So.
Calif.
Marina del Rey,
California
The simulation
community has often been hampered by constraints in computing: not enough
resolution, not enough entities, not enough behavioral
variants. Higher performance computers can ameliorate those constraints. The use
of Linux Clusters is one path to higher performance; the use of Graphics
Processing Units (GPU) as accelerators is another. Merging the two paths holds
even more promise. The authors were the principal architects of a successful
proposal to the High Performance Computing Modernization Program (HPCMP) for a
new 512 CPU (1024 core), GPU-enhanced Linux Cluster for the Joint Forces
Command’s Joint Experimentation Directorate (J9). In this paper, the basic
theories underlying the use of GPUs as accelerators for intelligent agent,
entity-level simulations are laid out, the previous research is surveyed and the
ongoing efforts are outlined. The simulation needs of J9, the direction from
HPCMP and the careful analysis of the intersection of these are explicitly
discussed. The configuration of the cluster and the assumptions that led to the
conclusion that GPUs might increase performance by a factor of two are carefully
documented. The processes that led to that configuration, as delivered to JFCOM,
will be specified and alternatives that were considered will be analyzed.
Planning and implementation strategies are reviewed and justified. The
presentation will then report in detail about the execution of the actual
installation and implementation of the JSAF simulation on the cluster in August
2007. Issues, problems and solutions will all be reported objectively, as guides
to the simulation community and as confirmation or rejection of early
assumptions. Lessons learned and recommendations will be set out. Original
performance projections will be compared to actual benchmarking results using
LINPACK and simulation performance. Early observed operational capabilities of
interest are proffered in detail herein.
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2007 Paper No.
7267
Systems
Engineering & Assessment Ltd
Bristol, United
Kingdom
UK MOD
DE&S-Sea Systems Directorate
Bristol, United
Kingdom
The simulation of
aircraft launch and recovery operations from naval vessels provides a unique set
of challenges, requiring realistic modelling of the
interactions between the air vehicle, the ship platform, and the environment.
The aim of the UK Ship/Air Interface Framework (SAIF) programme is to use the industry standard High Level
Architecture (HLA) to provide a realistic real-time simulation of the dynamic
interface between the ship and the air vehicle. The initial phase of the project
has developed a Ship/Helicopter Operating Limit (SHOL) prediction capability,
utilising a networked version of the Merlin helicopter
flight simulator at the Royal Naval Air Station (RNAS) Culdrose, UK. By developing an accurate and validated
simulation capability, the results of simulation and flight test trials may be
combined to maximise the aircraft’s operating
envelope. The SAIF architecture is highly flexible, and can be adapted to
support the modelling of both fixed and rotary wing
launch and recovery operations, including Maritime Unmanned Air Vehicle (MUAV)
concepts. This paper summarises the development, test and validation of the SAIF
architecture, and highlights where the programme is
aiming to make further fidelity improvements. Of particular importance is the
highly complex real-time modelling of the airwake field around the ship, which can directly affect the
level of pilot workload required to safely operate the air vehicle.
This paper is available on the 2007
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2007 Paper No.
7378
|
Science
Applications International Corporation Heathrow,
FL |
Blue Sky
Computer Systems, Inc. Heathrow,
FL |
The Battle Lab
Collaborative Simulation Environment (BLCSE) federation is the Army Training and
Doctrine Command’s (TRADOC) biggest federation to serve the Army’s analytical
community. BLCSE has a large, complex, federation-of-federations architecture consisting of
29 different constructive and virtual simulations at 14 geographically
distributed sites. The current BLCSE technology environment is comprised
primarily of the Distributed Interactive Simulation (DIS) as the primary
inter-federate communications protocol. DIS interoperability standards were
developed in the late 1980s to support the linkage of simulations exchanging low
entity-count data, principally entity-state messages between virtual training
devices (e.g., SimNet devices). Active entity counts
within BLCSE federations have been steadily increasing as federations grow to
support more comprehensive analyses.
BLCSE has reached a point where DIS protocol communications cannot
reliably manage the federation message load without an externally managed
message distribution management scheme.
The effects of DIS message saturation, either on the network or at the
application itself, are lost messages or incorrectly sequenced messages. Both problems lead to entity state
anomalies and lowered data reliability. In view of these challenges, Army
Capabilities Integration Center’s (ARCIC) Simulations Division Director approved
a Simulations Division initiative, in May 2005, to transition the BLCSE
federation from DIS (IEEE 1278) to Higher Level Architecture (HLA -IEEE 1516)
interoperability standards.
However, TRADOC plays an important role the Army’s Cross Command
Collaboration Effort (3CE) organization. The 3CE organization currently adopted
the Department of Defense (DoD) HLA NG 1.3 standard. In order to provide
interoperability with 3CE federation, BLCSE had to implement the NG 1.3 protocol
as an intermediate solution. After a year and a half of effort, 20 BLCSE
federates are able to communicate in the HLA 1.3 environment. To complete the projects’ goal…
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2007 Paper No.
7216
William Luebke, John
Baker, Adrian
Porter
Raytheon Virtual
Technology Corporation
Alexandria,
VA
Achieving
simulation interoperability between autonomous federations is always a
challenging problem. Despite the fact that different federations might
accomplish seemingly similar tasks, they frequently implement solutions using
drastically different approaches. A recent federation bridge development project
implemented a unique approach to federation interoperability between differing
Run-Time Infrastructure (RTI) solutions, Federation Object Models (FOMs), and
federation level protocols. The ability to provide interoperability between two
High Level Architecture (HLA) federations in a single software process using
different versions of the RTI allows for an interoperability solution that
requires no implementation changes to either federation while demonstrating the
collective benefits combining the two federations. Providing interoperability between two
HLA federations in a single software process using different versions of the RTI
poses a unique challenge, as one normally cannot compile and link an application
in this way. This challenge can be overcome using a specialized proxy that
enables different versions of the RTI to simultaneously coexist in a single
software process. This paper details the technological approach of using such a
proxy for a federation bridge, including its applicability, architecture, and
performance characteristics. The approach is proven via the successful
implementation of a federation bridge that enables interoperability between two
federations using the DMSO 1.3 NG v4 and Raytheon VTC NG Pro v2.0.4 RTIs.
Examples of using the techniques presented in this paper in other situations are
also given, as well as alternative approaches.
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2007 Paper No.
7421
The MITRE
Corporation USJFCOM J7
Suffolk,
VA
AEgis Technologies
Group Inc. USJFCOM J7
Suffolk,
VA
As simulation
users adopted the High Level Architecture (HLA) to promote interoperability,
composability, and reuseability, Federation Object Model (FOM) development and
use necessarily grew apace. HLA
federations have in many cases delivered on these promised “ilities” yet a simulation fortunate enough to be a member of
multiple federations often does not realize these same benefits. Membership in multiple federations
requires that the individual federate interoperate with multiple FOMs. This in
turn usually equates to the federate developing multiple interfaces with limited
opportunity for reuse. The Modeling and Simulation (M&S) Community has recognized this
issue and sought its redress through composable object
model approaches such as the Base Object Model (BOM) technology. This paper reports on work accomplished
under the auspices of United States Joint Forces Command (USJFCOM) to decompose
the FOMs used by the Joint Warfighting Center (JWFC),
identify and eliminate redundant elements, and develop a composite Joint
FOM. The effort is intended as a
“proof-of-principle” on the basis of which USJFCOM might solicit broader
community support in developing an object model library and process for
composing FOMs for use by the Joint and Multinational M&S
community.
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2007 Paper No.
7259
Richard
Williams, Shane J.
Smith
Alion Science and
Technology
Norfolk,
VA
In 2006, the
United States Joint Forces Command (US JFCOM) Joint Innovation and
Experimentation J9 Directorate conducted the Urban Resolve 2015 (UR2015)
Experiment. UR 2015 was designed to
examine specific solutions to the challenges that will likely confront U.S.
military forces in the future urban environment. This “human in the loop” experiment
provided training for senior military personnel in decision-making processes by
stimulating real-world Command, Control, Communication, Computer, and
Intelligence (C4I) systems using an array of simulation technologies. The experiment involved more than 1,000
people at 19 different sites across the United States. It featured extensive use of modeling
and simulation (approximately 30 individual simulations including Joint
Semi-Automated Forces (JSAF) and OneSAF Testbed (OTBSAF)) running on over 450 computers to create a
robust virtual environment that replicated what the urban environment may be
like in the future after a major crisis has occurred. This paper will begin by
providing background information on the numerous sites and applications that had
to come together to create the UR 2015 federation. Additionally, it will examine the tasks
required to integrate these sites and analyze not only the successes, but just
as importantly the problem areas encountered. This paper will conclude with guidelines
and recommendations for streamlining complex integration efforts when
incorporating numerous, diverse simulations distributed over a large number of
participating sites.
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2007 Paper No.
7266
US
JFCOM
Suffolk,
VA
The development
of high quality initialization data supporting correlated environmental
representations, force structure, and targeting is one of many challenges joint
training transformers must resolve.
There are several impediments limiting resolution of this initialization
data challenge. For one, the
scarcity of source data at quality and resolution to support system
initialization drives data producers toward antiquated processes that are
manpower intensive, error prone, and cost-prohibitive to most programs. Compounding this limitation is the
plethora of legacy systems with custom data requirements that impede
interoperability and consume resources which might otherwise accelerate
standards convergence. Transformational systems to correct these problems will
not be available for almost a decade, and thus legacy systems will remain for
the foreseeable future. There are a
number of initiatives holding promise, but convergence has been painfully slow.
To break this
cycle, the Joint Rapid Scenario Generation (JRSG) team formulated a series of
spiral development and technology demonstrations now called the Joint Training
Data Services (JTDS). The first two
JTDS spirals sought to harmonize a wide range of existing and emerging
initialization systems focused on terrain/geospatial data and force structure
data. In 2007, the spiral
demonstrations integrate force structure, terrain, and begin to address
correlated targeting data. JFCOM is
partnering with the National Geospatial-Intelligence Agency (NGA) and plans to
extend this partnership to the Defense Information Systems Agency (DISA) and
other interested agencies to extend and leverage these JTDS spirals into a pilot
project on the Global Information Grid (GIG). This pilot would seek to provide
initialization data to systems supporting the Range of Military Operations. Many of the processes that are currently
performed manually would be automated. Perhaps most importantly, this pilot
project will foster stronger relationships between the Command, Control, and
Intelligence (C2I), Modeling and Simulation (M&S), and other communities of
interest in order to accelerate convergence.
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2007 Paper No.
7165
AT&T Labs
Research
Florham Park,
NJ
Scientific
Research Corporation
Orlando,
FL
Both training and
testing require accurate simulation of direct fire engagements such as rifle
shots or tank main guns. Today’s systems use lasers to transfer shot information
from shooter to targets. The limitations of lasers are well known, and these
limitations detract from training and testing realism. The U.S. Army’s One
Tactical Engagement Simulation System (One TESS) program is working to improve
this state of affairs by augmenting or replacing lasers with ”electronic
bullets”, information packets transferred by wireless networking between shooter
and targets. Such packets contain sensor information including shooter’s
position and weapon orientation at the time of the shot, allowing geometric
pairing calculations to determine who would be hit by the shot. However, while
pure geo-pairing is the future goal, sensors are not yet accurate enough to
support pure geo-pairing that is more accurate than laser-based systems. Hybrid
approaches combine lasers with e-bullets, in an attempt to improve laser results
by fusing e-bullet-conveyed imperfect sensor information with laser packet
information. The goal of this study is to compare several of these candidates in
order both to determine what approach is most accurate today, as well as to
estimate when sensors will be accurate enough for pure geo-pairing to replace
laser-based solutions in the future. Our conclusions are based upon an extensive
simulation study of several extant approaches.
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2007 Paper No.
7122
Robert
Rogers, Peter D. Hottenstein
Southwest
Research Institute
San Antonio,
Texas
KIHOMAC
Inc.
Alexandria,
VA
Tactical data
links are critical to network centric battlefield planning and execution. There
are many legacy data links that must be optimized and integrated into modern
battle spaces. Implementations of data links have been platform-centric with
limited regard to how other military assets could use or process the data to be
transmitted. There have been some attempts to catalog each platform’s
implementation, but little has been done with the data to support automated
planning and evaluation of data link performance or levels of
interoperability. This paper
describes an investigation into alternative methods for simulation of data links
to support planning, design, and implementation of tactical data links. Data
link simulations created to date have focused on performance and
interoperability at the physical layer while modeling data and information flow
at a statistical level only, relying on reference implementations of military
standards. The methods investigated and presented in this paper seek to use
existing physical layer data link models while using actual documented platform
implementation data to develop accurate aircraft communication and information
exchange models. These accurate
aircraft data link implementation models, when coupled with equally accurate
aircraft motion and behavior models, will allow true interoperability and
information flow analysis without prolonged post-integration flight testing. The
approach has considerable potential impacts in the areas of platform
integration, training simulations and joint interoperability
testing.
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2007 Paper No.
7323
NASA/Glenn
Research Center (GRC)
Cleveland,
Ohio
Since the Vision
for Space Exploration (VSE) announcement, NASA has been developing a
communications infrastructure that combines existing terrestrial techniques with
newer concepts and capabilities.
The overall goal is to develop a flexible, modular, and extensible
architecture that leverages and enhances terrestrial networking technologies
that can either be directly applied or modified for the space regime. In addition, where
existing technologies leaves gaps, new technologies must be
developed. An example
includes dynamic routing that accounts for constrained power and bandwidth
environments. Using these enhanced
technologies, NASA can develop nodes that provide characteristics, such as
routing, store and forward, and access-on-demand
capabilities. But with the
development of the new infrastructure, challenges and obstacles will arise. The current communications
infrastructure has been developed on a mission-by-mission basis rather than an
end-to-end approach;
this has led to a greater ground infrastructure, but has not
encouraged communications between
space-based assets. This
alone provides one of the key challenges that NASA must encounter. With the development of the new Crew
Exploration Vehicle (CEV), NASA has the opportunity to provide an integration
path for the new vehicles and provide standards for their development. Some of the newer capabilities these
vehicles could include are routing, security, and Software Defined Radios
(SDRs). To meet these
needs, the NASA/Glenn Research Center’s (GRC) Network Emulation Laboratory (NEL)
has been using both simulation and emulation to study and evaluate these
architectures. These techniques
provide options to NASA that directly impact architecture development. This paper identifies components of the
infrastructure that play a pivotal role in the new NASA architecture, develops a
scheme using simulation and emulation for testing these architectures and
demonstrates how NASA can strengthen the new infrastructure by implementing
these concepts.
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2007 Paper No.
7226
Christopher M.
Sprague, Stephanie J.
Lackey, David M. Kotick
Naval Air Warfare
Center Training Systems Division
Orlando,
FL
Existing bridging
technologies such as Live Radio Bridges (LRB) and Virtual Tactical Bridges (VTB)
successfully exchange transmissions between live and virtual communications
assets. However, these technologies require a dedicated operational radio to
serve as a relay for each circuit bridged.
The one-to-one relationship between an operational relay and bridged
circuit, in conjunction with the associated costs and restricted availability of
operational radios, continues to constrain exercise planners. A two-year research effort, conducted by
the Concept Development and Integration Laboratory (CDIL) at the Naval Air
Warfare Center Training Systems Division (NAWCTSD) in Orlando, Florida, has
resulted in the development of advanced capacity prediction methodologies
coupled to a prototype Integrated Live to Virtual Communications Server (ILVCS).
The ILVCS serves to reduce the operational resources required to bridge live and
virtual communications during a Live, Virtual, Constructive (LVC) training event by utilizing a single relay
for multiple bridged circuits. This
paper will discuss the systems used to address issues such as latency,
degradation and loss while allowing for real time control and switching of
communications resources. Topics
discussed will include techniques for achieving acceptable latency in live to
virtual communications, hardware requirements for transceiver switch timing and
radio frequency (RF) monitoring, and software requirements for real time control
and management of the operational resources required to bridge live and virtual
communications.
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2007 Paper No.
7050
Rockwell
Collins
Salt Lake City,
Utah
Virtual
environment databases have traditionally included local areas of terrain,
textured with either geo-specific photographic imagery or with geo-typical
repeating imagery. In recent years, however, continuous whole-earth terrain
skinning algorithms have replaced the limited local-area terrain models. These
algorithms have elevated the need for corresponding continuous whole-earth
texturing mechanisms. While continuous whole-earth image datasets are available
at 10-15 m resolution, they are costly, storage intensive, and too coarse for a
wide variety of training tasks. Synthesizing higher-resolution imagery offers an
attractive alternative, both in terms of cost and training utility. A technique
for run-time synthesis of whole-earth high resolution terrain imagery is
described. Attention is paid to minimizing unnatural repetition and other
artifacts. This technique includes run-time nested blending of multiple high
resolution photographic insets. The correlation of synthetic terrain texture
with 3D feature decoration is also discussed.
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2007 Paper No.
7116
Steven Borkman, Gregory
Peele, Chuck
Campbell
Applied Research
Associates
Orlando,
FL
When designing a
synthetic environment terrain database format, developers face a tradeoff
between physical storage, runtime performance, and data accuracy. The context of the simulation and
particularly its specialized requirements heavily influence how the tradeoffs
are made. One of the largest
historical driving factors in how this balance has been struck has been the
“domain” context. The virtual and
constructive training domains drove most of the modern terrain format
development. However, the
requirements for live training are often significantly different. For example, the OneTESS player units allow minimal storage, require a small
memory footprint, and necessitate a high degree of ground truth accuracy. The requirements satisfied by existing
terrain formats fail to meet these requirements. OneTESS
requires terrain resolution far beyond anything handled by previous “high end”
simulations. However, OneTESS requires far fewer terrain services than traditional
virtual and constructive systems.
This duality makes OneTESS’s extreme
representation requirements attainable - the tradeoffs between time, space, and
accuracy is balanced in the context of a single, high-importance function. Furthermore, OneTESS must execute on a handheld player unit possessing
highly limited resources and performance capability compared to current desktop
workstations. In this paper, we
discuss the OneTESS terrain requirements and the
rationale for needing its own representation. We introduce a new terrain format
specifically targeting the OneTESS live training and
test domains. We describe its
design and implementation and report the preliminary performance benchmarks of
terrain services developed for this new terrain format. We conclude with ongoing efforts and
future directions.
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2007 Paper No.
7113
NAWC
TSD
Orlando,
FL
The primary
objectives of the Naval Aviation Simulation Master Plan Portable Source
Initiative (NPSI) are to increase visual database reuse, promote
standardization, and lower life cycle acquisition costs for new system
acquisitions, legacy platform trainer procurements, and major trainer visual
upgrades. The NPSI datasets capture
the prepared/corrected/refined visual source data in standard formats for reuse
by other platforms. The NPSI
datasets include imagery, elevation data, feature data, 3-D models, and
metadata. The datasets are stored
in the NPSI Archive, which currently contains three NPSI datasets along with
additional imagery layers. In
addition, there are several procurements underway that will deliver enhanced or
new NPSI datasets. The intent of
this paper is to propose quality assurance testing procedures and standards for
examining NPSI Datasets for placement into the archive. The quality assurance suite of tests
will involve the various layers and the metadata that combine to make a NPSI
Dataset. The testing will be utilized to evaluate datasets for compliance, to
determine how the data will be archived and to provide information to evaluate
the data for future reuse. NPSI
datasets, and the results of quality assurance testing, will be made available
to contractors at Request For Proposal (RFP) to allow the contractor to better
evaluate the NPSI Dataset against program requirements, and make a realistic
determination of data quality and potential for reuse, and assess additional
effort required for each future program.
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2007 Paper No.
7246
Swedish Armed
Forces
Stockholm,
Sweden
This paper will
present and cover what and why of a development possibly building a global reach
and a cost-effective training capability for Forces transformation into Global
Crises Response using a Persistent Partner Simulation Network. The purpose of the new Persistent
Partner Simulation Network (P2SN) would be to provide capabilities to P2SN
partners in support of education and training. P2SN will also establish
capability standards “In the spirit of U.S. Joint National Training Capability”.
Both these new concepts are based on the 1999 established Partnership for Peace
(PfP) Simulation Network with all Lessons Identified
and Learned in a number of related multinational events. Using a building block approach, the end
state of the developed P2SN Training and Simulation establishments in NATO/PfP will be represented in an event driven P2SN Capability
including an established set of operational requirements and an established set
of system specifications.
The existing PfP simulation network is a set of protocols, standards, and processes needed to create the infrastructure and technical elements required to support a distributed simulation exercise. The protocols and standards enable Partner nations to create the hardware and software suites needed to participate in or lead exercise events while the processes enable those Partners to quickly establish the required organization and communications network. The PfP simulation network continues to identify the nodes within Partner and NATO nations that have the requisite systems that enable their participation in a distributed simulation exercise. This information is then used as a fundamental building block of an exercise. The primarily P2SN possible benefits identified are: • Contributes to partners supporting real world coalitions. • P2SN expose partners to the Joint National Training Capabilities and to the NATO Education Training Network standards. • Improves the interoperability in the Education and Training arena needed to have a positive impact on forming coalitions for real world operations. • Partnership sharing is within the framework of NATO/PfP. • Building national…
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2007 Paper No.
7157
|
CAE USA,
Inc. Tampa,
FL |
PEO
STRI Orlando,
FL |
Renaissance
Sciences Corporation Chandler,
AZ |
As one of the
tasking orders on the U.S. Army’s SE Core Database Virtual Environment
Development program, the Common Virtual Components (CVCs) were envisioned as
extensions to the database storage and production facilities of the program. As
extensions, CVCs will provide added functionality as models which both are easy
to use/integrate and are pre-validated. The Common Sensor Model (CSM) CVC has
created a new software module that fits into this mold directly as it provides
proven yet modular sensor effects simulation for virtually any image generator
(IG) built on an OpenGL 2.0 platform. CSM was designed to be a drop-in module
that combines the power of modern commercial-off-the-shelf (COTS) graphics
processing unit (GPU) architectures with best of breed government-off-the-shelf
(GOTS) sensor modeling approaches pioneered under the Night Vision and
Electronic Sensors Directorate (NVESD) Night Vision Image Generator (NVIG), Air
Force Research Laboratory (AFRL) SensorHost, and AFRL
InfraRed Target Scene Simulation (IRTSS) programs. IGs
can easily control CSM through a lightweight thread-safe C++ application
programming interface (API). Design objectives focused on modular architectures
which would be non-invasive to its host application’s scene rendering yet
facilitate future incorporation of additional math models and new sensor types.
These design objectives were realized, in large part, by utilizing a floating
point frame buffer object (FBO) to cleanly separate the rendering of
quantitative radiance scenes from the rendering of sensor effects. This paper
will provide an overview of the design and inner working of the CSM codebase and
will conclude with an example
integration.
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2007 Paper No.
7258
Bart Presnell, Ryan Houlette, Dan Fu
Stottler Henke
Associates, Inc.
San Mateo,
CA
To create the
most effective possible simulations, domain experts must be able to author,
monitor, and modify the behavior of simulated agents. Current computational
models of autonomous agent behavior are not adequate in this regard. Simple
hard-coded models still predominate in many areas, while the most capable and
realistic behavior modeling architectures – such as SOAR and ACT-R – are also
generally the most difficult to work with, requiring trained programmers to
develop and update behavior models. We contend that to enable domain experts
without programming expertise to author sophisticated agent behaviors, there are
two main challenges that must be addressed: condition authoring and behavior
analysis. Complex conditions
– such as the preconditions for a step in a plan – are a necessary part of
almost any behavior model, but specifying these conditions is not easy.
Text-based authoring is an efficient way to enter the information, but the
required syntax can be overwhelming to the non-programmer. Visual authoring
methods, by contrast, are better able to guide non-programmers through the
authoring process but tend to be much more time-consuming and laborious. The
second major challenge is enabling non-programmers to analyze the runtime
behavior of the models they create. Behavior models of any significant
complexity require multiple “test and fix” iterations to uncover authoring
mistakes. Modeling tools must therefore provide data visualizations that permit
the non-programmer to see both global structure and specific details in the
large volume of data generated by test runs of the behavior model. In addition,
authoring tools must easily allow the creation of unit-test-like scenarios. We have spent the last three years
developing an adversary behavior modeling tool for the Air Force, during which
time we have attempted to address both of these challenges. We will present
lessons learned and suggested best practices as well as areas for future
work.
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2007 Paper No.
7163
Rockwell Collins,
Inc.
Salt Lake City,
UT
Advances in
display technology have provided a wide selection of display devices with an
equal variation in display cost and performance. Large field-of-view display
systems typically incorporate multiple display devices. Fast jet trainers for example might use
ten or more projectors. Selecting the best projector and designing the system
configuration while meeting end user requirements requires the ability to
predict system performance. The system configuration includes eye point
location, screen type and location, projector locations and lens
characteristics. The most important performance characteristics are
field-of-view (FOV), resolution, brightness and contrast. These all interact such that a change
which improves one parameter almost always reduces performance elsewhere. This makes display system design an
iterative process. Therefore it is imperative the system designer have tools
which accurately and rapidly predict final system performance. Projector
manufacturers and system integrators have developed tools for this purpose. Part one of this paper discusses the
mathematics used to predict FOV, resolution, brightness, and contrast. FOV can
be determined from system geometry and lens characteristics using simple vector
analysis. Resolution is determined from FOV, pixel format, and system MTF.
Brightness depends on screen coverage, screen gain, and projector light output.
In the past contrast was predicted based on
measurements of previous similar systems because the mathematical models
are computationally intensive. The power of today’s PCs makes it possible to
predict contrast, but the inability to model all aspects of the final system
limits accuracy. Part two provides
a survey of tools used by projector manufacturers and systems integrators,
including the tools used at Rockwell Collins. Typically these tools do more than
predict the parameters discussed above, and extra features will be discussed.
Finally some examples of how these tools are used are
given.
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2007 Paper No.
7187
The Boeing
Company
St. Louis,
MO
Because scripting
languages provide great flexibility, programmers have begun to use them more
frequently within software programs.
In the context of training systems, the ability to tailor the software to
the needs of the user rather than relying on a static implementation allows for
creation of software that facilitates a very agile training curriculum that is
easily adaptable to meet the needs of students. As these scripting languages are used
more frequently in time-critical applications, such as real-time training
devices, it is important to assess their effects on the overall speed and
performance of the software. In
this paper, I will highlight areas in which scripting languages can assist in
providing software that easily adapts to a dynamically changing training
environment. I will also discuss
strategies for embedding these scripting languages while avoiding negative
impacts on real-time performance.
Finally, I will analyze and report on the performance of these scripting
languages in existing training environments.
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2007 Paper No.
7403
|
ASC
Capabilities Integration Directorate WPAFB,
OH |
Air Force
Institute of Technology WPAFB,
OH |
ARFL
Collaborative Simulation Technology WPAFB,
OH |
The
field of distributed virtual simulation has typically been associated with
training human operators. While training is still a principle design goal, large
scale distributed virtual simulations are increasingly being used to analyze
assets within the simulation itself. In other words, the trend is to use
distributed virtual simulations for the purpose of solving more analytic
simulation problems. This paradigm shift requires more formal methods to ensure
that requirements from both human participants and analytic models are being
satisfied.
Considerable
research has been done to capture human interaction requirements which determine
the virtual environment that needs to be created, but little research has been
done to characterize distributed virtual simulations in general, especially when
analytic model requirements need to be considered. This paper will present a
framework to characterize distributed virtual simulations in terms of a temporal
data consistency model so that the performance and scalability of system designs
can be estimated. It also presents initial performance and scalability results
for a DIS-based simulation system.
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2007 Paper No.
7235
Science
Applications International Corporation
Orlando,
Florida
With the advent
of the OneSAF Objective System (OOS) and its model
composability, the catalyst again presents itself to
create models in OOS – and in many other object-oriented simulation applications
– that correctly observe object-oriented programming principles and at the same
time offer utility in cross-domain applications. Typically, models are written to support
a specific application domain’s use.
For example, a model of a Bradley Fighting Vehicle (BFV) might have three
variants: one for training (low fidelity, Lanchestrian
engagement adjudication), one for analysis (medium fidelity, deterministic
engagement adjudication), and one for R&D (engineering-level fidelity,
physics-based engagement adjudication). Combining the concepts of code
reuse through inheritance and polymorphism (implemented as “composability” in OOS) with the other capabilities of
object-oriented software development, it is possible to create a single model of
a BFV that can operate in at least two of those application domains (training
and analysis), and potentially all three, without recoding for a specific
application. This cross-domain
model would have public attributes (referred to as a Simulation Object Model in
the parlance of IEEE 1516 High Level Architecture standards) that could be
selectively accessed to support the required use. This paper discusses the object-oriented
software technology that enables this approach, providing specific examples of
code that represent the approach, and presents the functional trade-offs that
this approach entails.
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2007 Paper No.
7243
|
SAIC Orlando,
FL |
Dignitas
Technologies, LLC Orlando,
FL |
PEO-STRI Orlando,
FL |
The Synthetic
Environment (SE) Core program is developing a virtual
simulation architecture and common virtual components to improve reuse,
interoperability, and efficiency across virtual simulations. As these long-term objectives are being
worked, SE Core is addressing the immediate integration of a common
semi-automated forces (SAF) system, OneSAF, into two
pre-existing virtual programs: Close Combat Tactical Trainer (CCTT) and Aviation
Combined Arms Tactical Trainer (AVCATT).
This paper discusses the most complex aspect of OneSAF integration into CCTT and AVCATT, namely replacement
of current terrain databases and terrain services with OneSAF's Environment Runtime Component (ERC). ERC
integration will allow CCTT, AVCATT, and OneSAF to
share a common terrain format, in contrast to the three differing formats used
currently. Because CCTT and AVCATT
use their terrain databases across components, the integration extends to manned
simulators and other system components.
The use of common software will allow future improvements to be shared
across programs, while providing a springboard for extensions in CCTT and AVCATT
functionality. Reuse of common software is often difficult and this task is
further complicated by the fact that the reuse crosses domains: OneSAF's ERC is constructive, while the selected early
adopters are both virtual.
Challenges to be discussed in this paper include co-development on a
common product, performance, database format and representation issues,
specialized functionality, and resolving fundamental differences in interface
styles.
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2007 Paper No.
7304
Jennifer
Lewis, Kirk E. Kemmler and Khoi
Do
Science
Applications International Corporation
Orlando,
FL
Training and
Doctrine Command (TRADOC) is executing its plan to replace its primary entity
driver in the Battle Lab Collaborative Simulation Environment (BLCSE). Replacing
the existing multipurpose OneSAF Testbed Baseline (OTB) functionalities with OneSAF Objective System (OOS) will transition Army
experimentation in the Advanced Concepts and Requirements domain to a fully
capable environment for the study and testing of Future Combat Systems (FCS)
capabilities. Because BLCSE maintains an aggressive analytical experimentation
schedule, the transition from OTB to OOS must be completed in a short timeframe
while preventing loss of functionality for remaining BLCSE federate
applications. This paper discusses the technical issues associated with BLCSE’s
SAF replacement process, ranging from entity driver replacement to simulation
message protocol adaptation. The paper specifically describes near-term
activities associated with identification and resolution of interoperability
issues and functionality gaps within a large-scale, highly-distributed
simulation environment. In addition, the paper discusses potential enhancements
to the BLCSE environment made possible by the integration of OOS, including
behavior and modeling flexibility, varying entity fidelity and the introduction
of OOS-based servers and tools.
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2007 Paper No.
7307
Michael
Denny, Bill DeSmedt, Kamal Gella, Mary Hiles, Don May, Sridhar Natarajan, Laurie Waisel, John Wass
Concurrent
Technologies Corporation
Johnstown,
PA
We report on the
development of an agent capability for operational decision-making within a
real-time simulation world. A multiple agent system was developed to extend the
native behaviors of entities (force units, vehicles, etc.) in tactical
simulations. The system endows these entities with intelligent behavior
capabilities allowing them to adapt to unexpected scenario situations. The agent
system is designed to integrate tightly with the Semi-Automated Forces (SAF)
simulators used in live-virtual-constructive simulation environments by DOD and
others. Large-scale simulations often entail the necessity of human operators to
direct or fill in the ongoing behavior of force units or other entities not
being played by trainees or others in the scenario. Force Behavior Agents (FBA)
eliminates this staffing requirement, achieves realistic conflict scenarios and,
at the same time, simplifies the specification of complex mission scenarios rich
in force interaction and variability. In contrast to federate level interaction
in High Level Architecture (HLA) communication, FBA is designed to integrate
directly with simulators at the fine-grained level of native task frame stacks
and simulation state databases. Agent interaction with the simulator’s state
machines affords the means to adjust unit behavior, including disaggregation,
transparently without disrupting normal simulator operations. Selection of
alternative behavior tasks during runtime is governed by agents using situation
look-ahead trials based strictly on the force unit’s qualified sensor
capabilities. These look-ahead trials are like sketchy simulations run by the
individual agents to find the best alternative courses of action, much as a
human commander will survey and compare the tactical options available to his
unit. Ontologies define the tactical relations and
doctrinal constraints on tasks, and a commercial agent platform provides the
decision making environment. An early form of the FBA decision maker and its
interface with Joint Semi-Automated Forces (JSAF) simulators was demonstrated to
the Joint Forces Command (JFCOM).
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2007 Paper No.
7018
|
DSTO,
Australian Department of Defence Canberra,
ACT, Australia |
Zalcman
Consulting Melbourne,
Victoria, Australia |
Royal Australian
Air Force (RAAF) Simulation Roadmap (2007 – 2017) is being developed to identify
specific opportunities for simulation and readiness management. The Australian
Defence Force (ADF) has defined a vision that “Defence exploits simulation to develop, train for, prepare
for, and test military options for Government wherever it can enhance
capability, save resources, or reduce risk”. The ultimate objective of this RAAF
Simulation Roadmap is to produce and support a Distributed Simulation, Training
and Experimentation, Synthetic Range Environment that implements this ADF
vision. The RAAF Simulation Roadmap describes the main concepts and technologies
to be used in such a RAAF synthetic range system and recommends a program of
research over the period 2007 to 2017 to develop such a system. This paper presents an overview of some
of the research carried out so far, upon which the RAAF Simulation Roadmap is
based, including: • The concept of
the synthetic range, whereby ADF real-world, operational military platforms,
training and experimentation simulators and/or simulation systems can seamlessly
interoperate with each other, that is currently being developed; • Which
distributed simulation (eg DIS, HLA or TENA),
radio/intercom communications and tactical data link protocols, technologies,
gateways and standards need to be adopted and why. Interoperability between RAAF
systems, other ADF service and coalition partner systems has also been taken
into consideration; • The real-world, operational platform and simulation
architectures that enable such synthetic range systems to seamlessly
interoperate with each other; and • Some of the innovations and lessons learned
so far in the development of this interoperable, RAAF/ADF, training and
experimentation synthetic range environment.
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2007 Paper No.
7220
Paul Dumanoir, Robert
Parrish, Harry A. Sotomayor
U.S. Army PEO
STRI
Orlando,
Florida
Live, Virtual,
Constructive (LVC) interoperability can be defined as the ability for assets,
models, and effects from one training environment to be seen, affect, and be
affected within the rest of the training environment. LVC interoperability has
been implemented in a number of different ways for a number of years where most
of the approaches integrate LVC assets through defined protocols, various
gateways or translators, and a set of messaging collection tools. To a much
lesser extent, some implementation approaches also develop a common object model
and middleware, and use a set of system engineering and business practices that
drive a given particular LVC solution. The U.S. Army Program Executive Office
(PEO) Simulation Training and Instrumentation (STRI) is taking those basic
principles and practices and applying them on specific, relatively new Live,
Virtual, and Constructive simulation product lines attempting to influence their
design early in their development cycle by exploring options that could yield a
more robust, systematic LVC interoperability solution set. This paper provides
an overview of several LVC assets within the PEO STRI product lines and their
respective Live, Virtual, and Constructive domain common components, and how
they are being integrated to address current and future LVC training needs by
the Army and DOD. In particular,
the paper will focus on the Army “Live” training product line, and describe how
interfaces, standards, and training methodologies are being developed to support
specific LVC use cases required by the “Live” training community. This paper
will also provide lessons learned, challenges encountered, and recommended way
ahead from a “Live” perspective.
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2007 Paper No.
7261
Lockheed
Martin
MWTB, Ft Knox,
KY
The Counter
Insurgency (COIN) Experiment was performed in March 2007 using a distributed
network. It was focused on
simulating urban operations in Central Asia in 2015. A major goal of the
experiment was to demonstrate the use of a complex Models and Simulation
federation to train and evaluate doctrine for a Counter Insurgency
Environment. Participating
federates included OFOTB, FireSim, JSAF, CultureSim, EADSim, CMS2,
Universal Controller, ACRT, ACRT-DR, JNEM, ISM, SAServer, MC2, CERDEC CES, AOIServer, EffectsServer,
Reporter, DataLogger, SEAMS. This was an entity-level distributed
simulation event that included sites at Ft Knox, Ft Sill, Ft Bliss, and
Huntsville, using the DIS and HLA protocols. Approximate entity counts included 1000
US vehicles and soldiers, 1000 Local Police and Army, 1200 insurgents, and
20,000 civilians from various population groups. Several new and enhanced models
contributed to the richness of the COIN environment. A Force model was developed that allowed
each station to control its rules of engagement, crucial for a situation where
the enemy depended on who and where you were. A model of uniformed entities versus
plain clothes was added since insurgents don't generally show themselves as
such. JNEM/ISM provided real-time
feedback on the mood of the various civilian population groups. A new model of IEDs was developed that
simulated several trigger types, decoys and countermeasures. Suppressive effects
were added including non-lethal rounds.
The area-of-interest model was improved to allow good simulation
performance in a dense urban environment.
The terrain database had 10000 fully modeled multi-elevation buildings
along with 650,000 volume buildings.
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