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.
This paper is available on the 2007
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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.
This paper is available on the 2007
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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.
This paper is available on the 2007
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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