Training

Using Pedagogical Information to Provide More Effective Scenarios

AUTOMATED SCENARIO GENERATION SYSTEM IN A SIMULATION

Integrating Intelligent Structured Training with a Virtual Dismounted Environment

Automating Human Performance Measurement using XSLT in Simulation-Based Exercises

The Training Needs Framework – Mapping Simulation Tools to Desired Outcomes

Achieving Simulation Interoperability – Republic of Korea and United States

Best Practices for Creating Effective and Engaging 3D Procedural Animations

Case Study: Transforming HMMWV Mechanic Training with Interactive 3D Virtual Training

The Visual Assessment Method for Maintenance training (VAMM)

Designing and evaluating the transfer of learning through a game-based simulation for Combat Medics

Virtual Patient Simulation: Transforming Combat Medic Training

Just-In-Time Training of Deployed Skilled Support Personnel via Cell Phone Multimedia

Optimizing Leadership Performance

High-Fidelity Simulation/Mentoring System for General Officers in High-Stakes Operational Environments

Mastering the Battle Command Digital Environment through Team Training

Assessing Trainee Performance in Field and Simulation-based Training: Development and Pilot Study Results

Applying the Live Training Transformation (LT2) Software Reuse Strategy to the Homestation Instrumentation Training System

FCS – Changing the Face of Live Training

Integrating and Presenting Performance Information in Simulation-Based Air Warfare Scenarios

An Integrated Theory for After Action Review

Enabling Automated AAR Development by Abstracting Data Collection from Analysis

An Embedded Training Multi-Ship Demonstrator

Networked Electronic Warfare Training System (NEWTS)

Switchable Vision Blocks: The Missing Link for Embedded Training

Anytime, Anywhere Terrain Visualization Training

Using Data Visualization to Design FCS Task-Based Training

The Army’s Future Aviation Simulation Strategy Study

Training Architecture: Force Transformation Agent

Designing and Implementing Intelligent Tutoring Instruction for Tactical Action Officers

Using Synthetic Operators in Simulation for Self-Paced Training

Identification and Evaluation of Simulator System Deficiencies

Assessing Training:  A Methodology for Analyzing Tacit Assessment

Advanced Distributed Debrief for Joint and Coalition Training

Training for Conflict in Space

 

 Using Pedagogical Information to Provide More Effective Scenarios

2007 Paper No. 7107

 

Webb Stacy, Ph.D. , John Colonna-Romano

Aptima, Inc.

Woburn, MA

 

Melissa Walwanis Nelson

Naval Air Warfare Center Training Systems Division

Orlando, FL

 

Modern simulation environments provide powerful practice opportunities for warfighters. Current approaches to scenario definition in these environments specify terrain, platforms, and major planned events, but link only indirectly to training goals.  To move these environments from effective practice to effective training, they must incorporate pedagogical knowledge such as training objectives, performance measures, and trainee feedback.  We have been working on an approach that provides guidance for scenario design, execution, and review. The approach views scenarios as collections of potentially overlapping learning episodes structured by a construct called the experience—a specific scenario-based situation that will give trainees an opportunity to make progress towards their training objectives. The conditions that will bring about a particular experience are expressed as constraints. In practice, these are straight-forward statements of conditions in the scenario that must be true in order for the learning episode to take place. For example, in order for a helicopter pilot to work on a training objective in sensor fusion, multiple sensors must be enabled in the helicopter, the targets of interest must be within their range, and it must not be raining. Normally, this is accomplished during scenario planning by placing an event on a Master Scenario Events List (MSEL) that calls for relevant platforms to be in specified places at specified times.   But those specifics are often unnecessary from a training perspective. Relaxing them—while enforcing the experience-based constraints—provides the possibility of additional learning opportunities when the scenario does not unfold exactly as expected. The resulting scenario provides trainees with an environment that lets them make progress more reliably against their training objectives, and this results in more effective training.  This paper explains the approach and illustrates

 

 

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AUTOMATED SCENARIO GENERATION SYSTEM IN A SIMULATION

2007 Paper No. 7186

 

Hajime Tomizawa

Hitachi, Ltd., Defense Systems Group

Tokyo, Japan

 

Dr. Avelino Gonzalez

School of Electrical Engineering and Computer Science

Orlando, FL

 

Developing training scenarios that induce a trainee to utilize specific skills is one of the facets of simulation-based training that requires significant effort. Simulation-based training systems have become more complex in recent years. Because of this added complexity, the amount of effort required to create and maintain training scenarios has increased. This paper describes an investigation into automating the scenario generation process. The Automated Scenario Generation System (ASGS) generates the environment for the expected action flow in chronological order from several events and tasks, with estimated time for the entire training mission. When the user defines the training objectives and conditions, the ASGS automatically generates a scenario that includes not only the initial situation but also the sequential environmental conditions that will present the trainee with subsequent situations relevant to the training objectives throughout the entire simulation exercise.  The latter is the main contribution of the research, as the flow of the training exercise can take many directions after start, based on the decisions made by the trainees. The system considers the current situation, and strives to present the trainees with subsequent situations that are consistent with the training objectives, yet in a manner that is natural. It takes advantage of contextualization to accomplish this. This scenario includes a degree of randomization to ensure no two equivalent scenarios are identical. This makes it possible to train different groups of trainees sequentially, who may have the same level or training objectives, without using a single scenario repeatedly. The SVSTM Desktop system is used as the development infrastructure for the ASGS prototype training system. The paper describes and discusses the ASGS prototype, the tests to which the prototype…

 

 

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Integrating Intelligent Structured Training with a Virtual Dismounted Environment

2007 Paper No.7168

 

Randy Jensen, Coskun Tasoluk

Stottler Henke Associates, Inc.

San Mateo, CA

Major Jason Sims

US Army Command and General Staff College

Fort Leavenworth, KS

 

Henry Marshall

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

Orlando, FL

 

 Gary Green

Institute for Simulation and Training (IST), University of Central Florida (UCF)

Orlando, FL

 

The advancing state of the art in dismounted embedded training makes use of helmet-mounted displays, man-wearable computers, and other immersive hardware to construct increasingly engaging environments.  Within such a framework, structured training methods provide a means to achieve learning objectives and concept retention, with minimal instructor involvement.  Intelligent structured training applies real-time automated evaluation and feedback methods based on Intelligent Tutoring Systems (ITS) techniques.  This paper reviews results from the integration of an Intelligent Structured Trainer with the embedded Virtual Warrior Soldier prototype developed for the Army RDECOM Simulation and Training Technology Center.  Army subject matter experts defined dismounted training objectives and specific requirements for integrated evaluation mechanisms.  The paper discusses three areas of research results, both in terms of direct research findings and also how these findings can be applied for future work.  First, the effort identified the nature of the data that an integrated structured trainer consumes in order to generate useful real-time feedback for dismounted Soldiers.  This data includes not only state information direct from …

 

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Automating Human Performance Measurement using XSLT in Simulation-Based Exercises

2007 Paper No. 7251

 

Glen Cornell

General Dynamics Land Systems

Sterling Heights, MI

Wiley Boland, PhD

General Dynamics C4 Systems

Orlando, FL

Geoffrey Frank, PhD

RTI International

Raleigh, NC

 

The real-time collection and filtering of the enormous amounts of data resulting from training simulations involving hundreds of entities is a challenge for training system architects. Traditional approaches have relied on human observer/trainers (O/T) to tag key events and prepare the After Action Reviews (AAR), which identified what happened (particularly events contributing to metrics for mission success), why metrics were not met (precursor events that contributed to the metric events), how the critical sequences of events arose (identifying decision points), and provide timely learning points. For collective training simulations, the O/Ts are often overwhelmed in terms of tracking individual behaviors and skills. Automated approaches for capturing human performance data are a preferred method that can provide feedback to each member of a team or unit.  This paper describes the application of a novel use of XML Stylesheet Language Transformations to process simulation event stream using an Event-Condition-Action (ECA) rule engine. The human performance data capture used the following process:  1. Data Collection from multiple sources, including IEEE 1278 Distributed Interactive Simulation (DIS) data and other network data. 2. Protocol Filtering, which is done to reduce the processing workload in the later stages of the pipeline. 3. XML Conversion, where the filtered data streams are converted to a neutral XML format that allows processing using ECA rules. 4. Event Detection, which is done using XSLT to extract key events. 5. Event Processing, which is done to relate selected event sequences to human performance standards. The Embedded Training Group at General Dynamics Land Systems has applied this approach to measure learner performance in distributed interactive simulations, including driver training and gunnery training. Ongoing work is related to using competency standards to specify the ECA rules and generate the appropriate XSLT.

 

 

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The Training Needs Framework – Mapping Simulation Tools to Desired Outcomes

2007 Paper No. 7041

 

Dr. Paul A. Roman

Royal Military College of Canada

Kingston, Ontario

L Col Rusty R. Bassarab

Director Land Synthetic Environments

Kingston, Ontario

 

The current operational tempo within the Canadian Army has forced training policy and planning organizations to become increasingly outcome oriented.  There is considerably less interest in the specific tools provided to achieve these outcomes and a strong desire for a systems view of how to best meet the overall training requirements under challenging time and budget constraints.  The tools are certainly important, however, they are clearly a means to an end and not an end unto themselves.  As natural as the distinctions between live, virtual and constructive simulation may seem to those who are familiar with them, using them in combination and the advent of serious games have begun to blur the distinctions between them making them less useful in terms of describing training outcomes.This paper describes the training needs framework (TNF), which was created to portray not only the training requirements, but also, and more importantly, to facilitate decisions associated with finding the best tools for the job.  Specifically, the TNF can be used to map how any tool or set of tools can be applied to produce a particular outcome as part of an overall training plan intended to certify troops for a specific deployment.  The TNF is shown to help identify gaps in terms of tools required to achieve the desired training outcomes, but can also serve to facilitate options analysis for filling the gaps.  In this context, decision makers are able to objectively assess simulation investments based upon the training outcomes that will be enabled through their use.   The paper also provides a specific example of how the TNF can be applied in line with the tenets associated with experiential learning taking; physical, cognitive and affective training requirements into account.

 

 

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Achieving Simulation Interoperability – Republic of Korea and United States

2007 Paper No. 7042

 

Jay Grandin, COL Chong Ho Lee

Combined/Korea Battle Simulation Center

Seoul, Republic of Korea

 

The US currently provides simulation support to joint and combined training exercises in the Korean theater.  The fielded US simulation federation does not allow interoperability with emerging ROK simulations for a variety of technical reasons. The ROK has developed their simulations with the intent to link them with modern US simulations.  Achieving interoperability of ROK and US simulations supports coalition training and the National Military Strategy. The ROK has made significant progress in developing simulations for all services, to include an integrated joint after action review system, for use in training with the US. The ROK ground and naval models are in use today and their air and amphibious models are under development. A successful ROK-US simulation interoperability project could serve as an example to other countries and coalitions.  Achieving interoperability is in the best interests of America’s security strategy and that of our coalition partners and allies. This paper outlines the process ROK and US simulation developers are using to achieve interoperability. The objective is for current and future US training simulations to interoperate with simulations developed by other nations.  At conclusion it will be technically feasible for ROK simulation models to exchange data with US simulation models during joint and combined training exercises. As the US makes increasing use of simulations to support training it will be important to include the simulations of other countries in the simulation architecture.  This capability enables distributed training among coalition partners in preparation for full spectrum operations or a disaster relief/humanitarian assistance mission. Achieving interoperability with Korean models is an important milestone to enhancing the effectiveness of coalition training.  

 

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Best Practices for Creating Effective and Engaging 3D Procedural Animations

2007 Paper No. 7058

 

Erik Kaas, Travis Miller, Keith Reid, Jason Spencer

NGRAIN (Canada) Corporation

Vancouver, B.C., Canada

 

The use of procedural animations in training materials has grown since studies have shown animations to be an effective and engaging medium for introducing students to new procedures. State of the art 3D animation creation tools have introduced new capabilities as well as a new set of considerations and best practices that affect a content creator’s ability to build animations that most effectively meet learning objectives. As well, the background of the content creator is changing as the ease of use of content creation tools increases.   This paper will present methods to maximize the benefits of, and best practices for creating, 3D procedural animations. The paper draws from experiences delivering animations in over 35 3D virtual task trainers and interactive electronic technical manuals for the U.S. Army, Air Force, Marine Corps, and Canadian Forces and Air Force. In these projects, 3D animations were used extensively to familiarize students with individual parts and components of wheeled vehicles, aircraft, and weapons systems; to illustrate maintenance steps and procedures, and to visualize the cycle of operations of a system. Included in the best practices are specific animation design and style guidelines, and recommendations to integrate procedural animations with other training content including interactive parts familiarization and virtual task practice, to most effectively meet learning objectives.

 

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Case Study: Transforming HMMWV Mechanic Training with Interactive 3D Virtual Training

2007 Paper No. 7242

 

CW5 Harvey Jackson, Gabe Batstone

States Army 187th Ordnance Battalion

Wheel Vehicle Mechanic School

Fort Jackson, SC

 

Erik Kaas

NGRAIN Corporation

Vancouver, B.C., Canada

 

Training in the U.S. Army is critical for operational success. Although Training Transformation is an Army focus, it is a major challenge in wartime in the face of limited available funding and resources. The U.S. Army Wheel Vehicle Mechanic School (WVMS) at Fort Jackson, SC, trains approximately 60% of the Army's 63Bravo wheeled vehicle mechanics. As with all Force Generating organizations, the WVMS is limited in the equipment, time, and personnel available to train future mechanics.   Traditionally the WVMS has conducted platform training for Army mechanics using PowerPoint presentations, photos, and drawings. Recognizing that these training materials have less resonance with today’s young Soldiers, the WVMS turned to interactive 3D virtual training to close this training gap. This paper will discuss how the WVMS has improved training through the use of interactive 3D virtual training to augment hands-on training. Specifically, it will discuss:  The process of how the use of interactive 3D virtual training was introduced to the WVMS curriculum with minimal funding, from research to application development to implementation. • How 3D simulations are being used to address specific maintenance procedures that were causing many problems in the field. • The results achieved.

 

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The Visual Assessment Method for Maintenance training (VAMM)

2007 Paper No. 7301

 

Nieke Janssen & Eddy Boot

TNO Defence, Security and Safety

Soesterberg, The Netherlands

Toine Broers

Royal Netherlands Air Force

Volkel, The Netherlands

 

Observing maintenance competencies in training settings is difficult. Many critical attitudes such as safety-awareness or team skills are covert and occur irregularly. As a result, assessing such competences for learning and testing often is subjective and not transparent. TNO and the Royal Netherlands Air Force (RNLAF) together have created a method for learning and assessing the development of such critical attitudes and skills, called the Visual Assessment Method for Maintenance training (VAMM). In this method, video-cameras are set up in the workshop, monitoring a team of learners doing realistic F16 maintenance tasks. One of the team members is responsible for evaluation of task performance. A commercial computer-based tagging tool (Darthfish) is used to mark incoming video events, and quickly classify them according to predefined evaluation criteria such as ‘bookwork discipline’ or ‘team co-operation’. A selection of marked video-episodes is used in an After Action Review (AAR), showing examples of good and bad displays of attitudes and skills. Both task performers and evaluator can learn from this reflection process. Instructors may apply the method in exam settings, providing an objective and transparent manner of assessing realistic tasks. The VAMM method is currently being tested by means of a pilot project at a RNLAF school with two teams of four learners. The first results show that learners are capable to assess mutual task performance by means of video analyses; (a) a sufficient number of events was