EMERGING CONCEPTS & INNOVATIVE TECHNOLOGIES 2008 Abstracts

New Way Of Accessing and Reusing E-Learning Between Countries

Interactions and Training with Unmanned Systems and the Nintendo Wiimote

Semantic Web Technology for Training to Meet a Changing Threat

Web Client Training Solutions in DoD Enterprise Computing Environments

Rich and Thin: Migrating Simulations from Desktop to Web

Alternate   Reality  Game  (ARG)-Inspired  Training  for  Staff-Level  Skills

Experimenting with Simulation and Stimulation

Measuring the Accuracy of Predictions of Future Events and States

A  Unit-level  Combat  Resolution  Algorithm  Based on  Entity-level Data

Five Forces Driving Game Technology Adoption

The Application of Commercial Gaming Technology to Adaptive Adversarial Behaviors

SPeAR, Anchor, Scaffold, Thread: Learning Design for Scenario-Based Serious Games

What is Realism? Navigating the Obstacles and Forging a Path to Achievement

A Model-Following Variable Stability Control System for In-Flight Simulations

Virtual Patients for Future Leaders

Multi-National Distributed Training Exercise to Evaluate Massively Multiplayer On-Line Gaming Technology

Spatial Relationship Networks: Network Theory Applied to High-Detail Virtual Environments

An Immersive Learning Simulation Environment for Chinese Culture

Games – Just How Serious Are They?

Bloody Serious Gaming – Experiences with Job Oriented Training

Using Serious Game Technology to Improve Aircrew Training

Integrating Emotions, Perceptions, Cognitions and Motion Under Perceived Pressure Conditions

DARCAAT: DARPA Competence Assessment and Alarms for Teams

Maintaining Cognitive Engagement in T raining Scenarios Using Explicit Cognitive Models

INSTRUCTOR-FACILITATED VS STAND-ALONE TACTICAL GAME TRAINING

A Service-Oriented Approach for Competency Visualization and Management

Enhance learning with ITS style interactions between learner and Content

Integrating Training Simulations and e-Learning Systems: The SimSCORM platform

Game-based Learning Assessment

Gaps  in  SCORM  Implementation  and  Practice  Using  an  Online Simulation

Physical Modeling of Helicopter Rotorwash Environments for Enhanced Crew Training

Accelerating Line-of-Sight Computations in Large OneSAF Terrains with Dynamic Events

Improving Simulation of Botnet Infection and Propagation

Using Real-time Physics to Enhance Game Based Effects

Interactive  Photorealistic  Inside-Looking-Out  Automated  3-D Modeling

Multichronia – A Framework for the Exploration of Parameter, Simulation, Data and Visual Spaces

Next Generation Game Engine Evaluation

Real-time Computational Fluid Dynamics for Flight Simulation

 

New Way Of Accessing and Reusing E-Learning Between Countries

2008 Paper No 8112

 

Geir Isaksen, Peter Lamothe

Norwegian Defense ADL Centre, Giunti Labs

Oslo, Norway –Ottawa, Canada

Bill Railer

Canadian Defense Academy

Ottawa, Canada

 

Norwegian Defense Education Command (NoDEC) and Canadian Defense Academy (CDA) are in a joint effort using/testing Federated Digital Repository System (FDRS) to store and access e-learning courses in a Sharable Content Object Reference Model (SCORM) Learning Management System (LMS) environment. This paper presents the results of using the FDRS to store primarily learning objects without duplicating or manipulating any of the files. It highlights how the system is used to revolutionize the publication of courses through the use of Uniform Resource Locators (URL) to the content instead of uploading large SCORM content packages to an LMS. The paper describes how the FDRS allows federated searches across several instances of content management systems or repositories. By enabling an Open Knowledge Initiative (OKI) capability in the FDRS, Norwegian Defense (NoD) and Canadian Defense (CaD) gain instant access to the content from each other’s systems, ready to be reused right away. The FDRS also allows publication of a package from a single course to several types of LMS at the same time. This will enable the same course instance to run on multiple LMS. This paper will also recommend solutions to the cross domain issues of using different systems in a learning content management environment.

This paper is available on the 2008 I/ITSEC CD ROM.

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Interactions and Training with Unmanned Systems and the Nintendo Wiimote

2008 Paper No. 8255

 

Paul Varcholik, Daniel Barber, Denise Nicholson

Institute of Simulation & Training

University of Central Florida

Orlando, Florida

As unmanned systems continue to evolve and their presence becomes more prolific, new methods are needed for training people to interact with these systems. Likewise, new interfaces must be developed to take advantage of the increasing capabilities of these platforms. However, the complexity of such interfaces must not grow in parallel with advancements in unmanned systems technology. A common form of human communication is through the use of arm and hand gestures. Applying gesture-based communication methods to human-to-robot communication may increase the interface capabilities, resulting in less complex, natural and intuitive interfaces. In the context of military operations, hand and arm gestures (such as those listed in the Army Field Manual on Visual Signals, FM 21-60) may be used to communicate tactical information and instructions to robotic team members. We believe that a gesture-based interface provides a natural method for controlling unmanned systems and reduces training time and training costs for military personnel by reusing standard gestures. The research presented explores these hypotheses through interactions with unmanned systems using computer mediated gesture recognition. The methodology employs the Nintendo Wii Remote Controller (Wiimote) to retrieve and classify one- and two-handed gestures that are mapped to an unmanned system command set. To ensure interoperability across multiple types of unmanned systems, our technology uses the Joint Architecture for Unmanned Systems (JAUS); an emerging standard that provides a hardware and software independent communication framework. In this paper, a system is presented that uses inexpensive, commercial off-the-shelf (COTS) technology for gesture input to control multiple types of unmanned systems. A detailed discussion of the technology is provided with a focus on operator usability and training. Finally, to explore the efficacy of the interface, a usability study is presented where participants perform a series of tasks to control an unmanned system using arm and hand gestures.

This paper is available on the 2008 I/ITSEC CD ROM.

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Semantic Web Technology for Training to Meet a Changing Threat

2008 Paper No. 8259

 

Geoffrey Frank, Don Gemeinhardt, Barry Scott

RTI International

Research Triangle Park, North Carolina

 

An Operational Adaptive Training System (OATS) using operational intelligence sources can give First Responders, from bomb disposal teams to firemen and law enforcement officers, the ability to maintain their operational edge in an era of constantly changing threats. The traditional approach of infrequent attendance at residential training and lagging responses to rapidly changing threat warnings is not sufficient to keep up with the evolving threats. Most agencies cannot afford to send their officers to more frequent residential courses to catch up, even though the gap means more risk in terms of preparedness and First-Responder safety. An OATS uses distributed learning technology to provide up-to-date training to First Responders anywhere they have access to a computer and can a secure link to the Internet. The Internet provides key infrastructure for an OATS. It allows schools to access streams of operational intelligence data from around the world. Similarly, it allows those schools to analyze that data and distribute up-to-date training materials to any agency using Learning Management Systems. The weak link is the transformation of the analyzed intelligence data into training materials, which is a costly, labor intensive process that requires centralized peak-load staffing to maintain responsiveness. This paper describes research on emerging Semantic Web technologies to identify and isolate changes in training materials based on the analysis of incoming intelligence information. An ontology is used as a requirements traceability model to capture generic training requirements and link them to training assets. The incoming data is processed to determine which requirements are affected and to identify the assets to be modified. Critical tasks and performance measures are updated, as necessary, to meet the new intelligence, and simulation-based initial conditions and assessment methods are generated for these measures.

This paper is available on the 2008 I/ITSEC CD ROM.

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Web Client Training Solutions in DoD Enterprise Computing Environments

2008 Paper No. 8134

 

Steve Slosser, Curtis Conkey

Naval Air Warfare Center Training Systems Division (NAWCTSD)

Orlando, FL

Maj Dan Magidson, USAF

Air Staff

Washington, DC

The use of commercial gaming technology by the US military for PC-based training and mission rehearsal applications is increasing. However, deployment of this technology typically requires high-end hardware and large, lengthy software downloads; or worse, deployment via physical media and technical support. Additionally, DoD Information Assurance (IA) requirements forbid the execution of any software that has not been through an arduous certification process. Finally, the services are attempting to standardize computer and networking resources to specifications geared towards typical office applications (e.g., document editing, email, web browsing, etc.). These platforms typically have a multiyear refresh cycle so that any particular computing station could be up to 3 years old. Networking performance is “sized” for office expectations and not interactive content delivery. The push to adopt gaming and simulation platforms for interactive training is running counter to the push to standardize computing and networking platforms across the DoD. Services often cannot afford the costs of deploying additional equipment and resources for gaming and simulation-based training. Web client solutions, interactive applications that work primarily within a web browser environment, run on existing DoD computing and networking assets. The US Air Force and Navy have teamed to achieve a highly interactive web-based mission rehearsal trainer capable of being delivered through the browser on a typical enterprise desktop computer. This paper discusses the requirements, trade-offs and technology researched this year to meet this need. E-2C Naval Flight Officers (NFOs) and F/A-18 Sweep Lead during an air-to-air engagement.  Human observers and an automated data collection component collected performance data.  The second system, a two-ship F/A-18 simulation built to support training research by The Boeing Company, collected and analyzed performance data for tasks performed by the Escort Lead and Strike Lead during an engagement.  The paper presents and compares methods for integrating and presenting the multiple streams of performance information available to the instructor.

This paper is available on the 2008 I/ITSEC CD ROM.

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Rich and Thin: Migrating Simulations from Desktop to Web

2008 Paper No. 8137

 

Mary Ann Pigora, Eric Thompson

Applied Research Associates, Inc.

Orlando, FL

 

With computer security an ever-increasing problem, it can be time-consuming and expensive to get software certified for installation on government computers. This issue is compounded by the fact that most of today’s training and simulation software does not lend itself to easy portability across operating systems and geographical locations. To run in a large-scale, mixed environment, each version of code for each operating system must be rebuilt, retested, recertified, redistributed, and reinstalled. In cases where installation on government equipment is not feasible, the hosting entity must either ship-out standard equipment, or ship-in participants. Each of these solutions involves a significant cost to host a single training exercise.

 

The emergence of Rich Internet Applications (RIAs) and Thin Client (TC) technologies has made it possible to create a single-build application available over the internet for any configuration. These technologies solve the configuration and installation problems by running the application in its own virtual machine, providing security without sacrificing computational power. For many RIA technologies, no admin rights or IT support is required, and the look-and-feel is often indistinguishable from a desktop application. By binding to the simulation running on a back-end server, these applications can provide complex constructive or virtual team training, with minimal strain on the client. In this paper, we discuss the use of RIAs and Thin Client technologies to deploy training and simulation software. We will first describe the Thin Client architecture and contrast it with the distributed client architecture. Then we will cover the different Thin Client technologies available today, and in the near future. Finally, we will demonstrate the feasibility of Thin Client simulators by showing the evolution of the Emergency Management Staff Trainer from a distributed to a Thin Client system.

This paper is available on the 2008 I/ITSEC CD ROM.

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Alternate Reality Game (ARG)-Inspired Training for Staff-Level Skills

2008 Paper No. 8200

 

Alice Leung, William Ferguson, Bruce Roberts, Erin Panttaja

BBN Technologies

Cambridge, MA

Shawn Weil, Alexandra Geyer, Paul Picciano

Aptima Inc

Woburn, MA

 

The first demonstration of an Alternate Reality Game (ARG) style training event for military training applications has shown the unique benefits and challenges of this approach. ARGs are web-based, interactive experiences for large numbers of distributed individuals, built around a gradually unfolding narrative. Our event, Dark Waters, was designed to accommodate 100 participants in a scenario lasting 28 days and orchestrated by a small number of controllers. This initial demonstration was not developed for a specific training course but was instead designed to give volunteer participants invited from the military training community an opportunity to see how aspects of ARGs could be applied to training for staff-level skills for long-term situation management. Lessons learned from this demonstration include the need for explicit community building, the role of both synchronous and asynchronous event content, and some feasible approaches towards assessing learning in an ARG-based event. The event used a scenario about a disaster relief effort complicated by an unexplained epidemic to provide a narrative context for task assignments. Participants were assigned two tasks per week, designed to be completed by each individual, but with collaboration explicitly encouraged. These tasks provided opportunities to develop, practice, and demonstrate three main learning objectives: Information Management, Organizing and Organization Navigation, and Interagency Interaction. The scenario content and task assignments were designed for a target minimum participation time of 3-4 hours per week; however, the content was also designed to provide deeper avenues of exploration to support optional additional participation. This demonstration event showed that an ARG style training event can be used to provide immersive, webbased training to distributed participants. We discuss the strengths and weaknesses of the method as demonstrated by this event in terms of participation over the course of the event, feedback from the participants, and lessons learned about design and execution.

This paper is available on the 2008 I/ITSEC CD ROM.

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Experimenting with Simulation and Stimulation

2008 Paper No. 8045

 

Andy Ceranowicz, Brett Dufault, and Don Beesing

Alion Science and Technology

Alexandria, VA

 

Four trends have been reshaping simulation support for human-in-the-loop experimentation at the Joint Innovation and Experimentation Directorate of Joint Forces Command. The first is the need to interoperate with nonmilitary partners such as civilian agencies and emergency responders. The second is the rapidly expanding role of the World Wide Web as the communications medium of choice. The web opens new channels for the simulation to stimulate. Third, the domain of interest for military leaders and planners is expanding from traditional armed conflict to include many aspects of civilian affairs both in war and in peace. Finally, there is the continuous pressure for greater efficiency in all endeavors. While these trends have been long standing, their combined effects crystallized for us when we were asked to support the Noble Resolve series of experiments. Unlike previous experiments, the participants included the Department of Homeland Security and state emergency management personnel. The common operating picture was not presented on GCCS and the protocols were not LINK or OTH-Gold. Instead, web based common operational picture tools such the Department of Homeland Security's Integrated Common Analytical Viewer and websites were the participant's interface to the experiment. The domain was not combat but earthquakes, evacuation, and rescue; and we needed to execute with a minimum of operator support. These factors led us to reconsider the balance between stimulation and simulation; when to use one over the other and how to deliver stimulation content. In the process we have developed a more flexible and efficient approach for combining simulation and stimulation and delivering stimuli via a variety of Internet channels.

This paper is available on the 2008 I/ITSEC CD ROM.

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Measuring the Accuracy of Predictions of Future Events and States

2008 Paper No. 8104

 

Wesley A. Milks, PhD

Applied Research Associates, Inc. 

Orlando, FL

 

DARPA’s Realtime Adversarial Intelligence and Decision making (RAID) project required a means to evaluate the relative goodness of estimates of future enemy force activity. Estimates of the enemy location and strength were generated by both a control group of human staff members and the RAID tool. A formal methodology was required to objectively measure the accuracy of generated estimates.

A two-pronged methodology for comparing the estimates with “ground truth” as played out in the simulation-based experiment was developed. The first method requires calculation of an L1 metric to measure the raw error between estimated and actual locations / strength. The raw error was then normalized to produce a value between 0 (low accuracy) and 1 (high accuracy). The resulting value is interpreted as the accuracy percent for that estimate. As meaningful as this first measure is to an analyst, it has limited tactical value. To provide the tactical value, a second method adapted the “Circular Error Probable” methodology from the weaponeering community to produce a physical measure of the distance between the actual and estimated locations. The combination of the two methods was used to objectively compare the output from the RAID tool with that of a human staff (e.g., Is the output from the RAID tool at least as good as that of a human staff?).

The methodology is largely independent of the specific application and has the potential to be used to measure the distance between many functions (e.g., measure accuracy of predictions from various weather models to determine which models are more accurate under different conditions, estimates of IED locations, difference between emergent and collective agent behaviors, analysis of social trends, etc.). This paper provides an overview of the methodology, summary of the results, emphasizes other potential applications, and identifies opportunities for follow-on research.

This paper is available on the 2008 I/ITSEC CD ROM.

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A Unit-level Combat Resolution Algorithm Based on Entity-level Data

2008 Paper No. 8359

Mikel D. Petty

University of Alabama in Huntsville

Huntsville, AL

James Panagos

Gnosys Systems

Providence RI

 

Unit-level combat models provide computational efficiency, with the result that they can simulate large scenarios in terms of geographic scope and size of military forces involved and are often able to execute much faster than real-time. However, existing unit-level combat models (such as Lanchester equations) don’t exploit the detailed performance data and high-fidelity models that are available at the entity level. In entity-level combat models combat phenomenology, such as moving, sensing, and shooting, is represented at entity level, which is both more intuitively acceptable to users and more directly supportable by available test and operational data on entity performance than the abstract equations of a unit-level model. However, current pure entity-level combat models tend to produce unrealistically high attrition.

Under DARPA sponsorship, we have developed an alternative unit-level combat resolution algorithm. Within it the effects of moving, sensing, and shooting on unit-level combat outcome are based on entity-level performance information, directly supportable by test and operational data. Despite entity-level basis, the algorithm is sufficiently abstract to allow responsive execution in the context of a unit-level simulation. Entity-level performance is represented by a set of probability functions that eliminate as much entity level detail as possible while retaining the important effects of entity-level performance on combat outcome. These probability functions, all of which are based on entity-level data and models, include intervisibility, detection, kill, and location. The functions operate within equations that consider potential interactions between entity types and likely locations of entities of different types.

This paper will explain the combat resolution algorithm, its basic equations, the probability functions, and how the latter are based on entity-level data. It will also report work to test the new algorithm by comparing its results with the outcome of a historical battle.

 

This paper is available on the 2008 I/ITSEC CD ROM.

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Five Forces Driving Game Technology Adoption

2008 Paper No. 8023

 

Roger D. Smith

U.S. Army Program Executive Office for Simulation, Training, and Instrumentation

Orlando, FL

 

The computer gaming industry has begun to export powerful products and technologies from its initial entertainment roots to a number of “serious” industries. Games are being adopted for defense, medicine, architecture, education, city planning, and government applications. Each of these industries is already served by an established family of companies that typically do not use games or the technologies that support them. The rapid growth in the power of game technologies and the growing social acceptance of these technologies has created an environment in which these are displacing other industry-specific computer hardware and software suites.

This paper introduces five specific forces that compel industries to adopt game technologies for their core products and services. These five forces are computer hardware costs, game software power, social acceptance, other industry successes, and native industry experimentation. Together these influence the degree and rapidity at which game technologies are adopted in a number of industries. The military simulation industry is just one of the many industries that are being impacted by these technologies and the five forces are affecting it just as they are many other industries.

The paper extends the concepts of simulation industry disruption that were introduced by the author in the Journal of Defense Modeling and Simulation. Earlier papers have applied the innovation and disruption model of Clayton Christenson to the simulation industry and demonstrated that the industry was in the “process innovation” phase of Utterback’s innovation lifecycle model. This paper defines the forces that are driving these changes and indicates why these forces are undeniable and will permanently change the landscape of virtual and constructive military simulation products.

This paper is available on the 2008 I/ITSEC CD ROM.

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The Application of Commercial Gaming Technology to Adaptive Adversarial Behaviors

2008 Paper No. 8237

 

Benjamin D. Hamilton

Technical Support Working Group

(SETA CTR) RDECOM-STTC

Arlington, VA

Rodney Long and Nicole Coeyman

RDECOM-STTC

Orlando, FL

Vivian Gottesman and Jon Williams

L3 Communications

Orlando, FL

 

As computer gaming technology continues to improve it has come to rival or surpass the simulated imagery, dynamics, and human behavior representation available in current military training simulators. With the goal of applying gaming technologies to training simulations, the Technical Support Working Group (TSWG), through the U.S. Army Research, Development and Engineering Command (RDECOM) Simulation and Training Technology Center (STTC), has sponsored an effort to use a commercial game engine for the simulation of fully automated and adaptive individual adversaries. This paper discusses the use of gaming technology to implement fully automated and adaptive adversarial behaviors. The use of an AI gaming engine allows the adversarial behaviors to adapt by assessing local conditions and dynamically changing tactics, target selection and routing. Learning takes place, and tactics improve, during scenario execution and this learning is retained across scenario runs so that an adversary will improve each time a scenario is run. AI.implant, a commercial artificial intelligence game engine, was interfaced with the behavioral architecture of OneSAF Test Bed (OTBSAF) to provide OTBSAF simulated entities with adaptive adversarial behaviors. Several behaviors were implemented, including a Suicide Bomber and an IED Ambush. A graphical user interface was developed that provides the non-programmer the ability to modify existing behaviors or to create entirely new behaviors. An evaluation was conducted to assess the effectiveness of the AI.implant behavior engine in terms of variability, adaptability and autonomy. Additionally subject matter experts (SMEs) were used to evaluate the ease with which a non-programmer can create or modify adaptive behaviors. The results of these evaluations are provided and discussed. The developed adversarial behavioral system is currently in a usable state, and work to interface the system with existing training systems is discussed.

This paper is available on the 2008 I/ITSEC CD ROM.

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SPeAR, Anchor, Scaffold, Thread: Learning Design for Scenario-Based Serious Games

2008 Paper No. 8352

 

Dr. Michael W. Freeman

Camber Corporation

Fayetteville, NC

Ms. Angie White

Camber Corporation

Newport News, VA

 

Scenario-based serious games are a promising medium for providing direct experience and concrete contexts in military training environments. However, there are few research-based guidelines to support their learning design or account for why they include specific characters, environments, or activities. While the fundamentals of good instructional design and learning are enduring, the design of scenario-based serious games requires a different, holistic approach to leverage their great promise and inherent power.

 

This paper will describe an industry research and development initiative to produce an integrated methodology for designing scenario-based serious games while also providing a common lexicon for designers, developers, project managers, customers, users and stakeholders to communicate the role and relative importance of product elements and aspects. The methodology is based on a review of learning theories and methods that led to the identification of seven interconnected attributes of scenarios for serious games (Focus, Action, Relevance, Support, Anchoring, Evaluation, and Engagement). The SPeAR Design Methodology was then developed to provide a framework for implementation of the seven attributes through its four interconnected components: SPeAR Statement (Situation, Precipitating event, Action, and Results), Anchor, Scaffold, and Thread. The SPeAR Statement focuses design on active performance of the learning objective, while the Anchor provides the context, the Scaffold provides the support, and the Thread unifies the components into a meaningful learning experience. This paper will conclude with recommendations for continued research and implementation.

This paper is available on the 2008 I/ITSEC CD ROM.

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What is Realism? Navigating the Obstacles and Forging a Path to Achievement

2008 Paper No. 8377

 

Jeffrey W. Wallace, Barbara J. Hannibal

Carpe Occasio Technology Systems, LLC

San Diego, CA

 

At last year’s (2007) Interservice/Industry Training, Simulation & Education Conference (I/ITSEC) Flag Panel, many leaders mentioned the need for improving realism, and that it was a topic of interest for their service or organization. However, a community-wide agreement or consensus understanding as to how realism is defined seems to be lacking. For example, realism may be defined as high-definition graphics in some cases, as realistic environmental factors (e.g., simulation of strong winds) in other cases, or even as culturally-sensitive battle and negotiation tactics in others. So precisely, what does someone mean when they use the term realism, and is the meaning consistent across disciplines and across services and organizations? In a related vein, there is wide community agreement regarding the need to advance the practice of non-kinetic effects representation to the same level as our abilities in kinetic effects. As such, it would be useful to understand the relationship between realism and the concepts and practices in the modeling and simulation of kinetic and non-kinetic effects. The paper provides some examples of how these concepts are related, and also addresses the concepts of fidelity, resolution, and verification, validation, and accreditation (VV&A). The objective of this paper is to systematically describe a scheme to characterize realism in a way that provides insight into its significance, the obstacles to achieving it, and methods to enhance it, with regard to modeling and simulation efforts employed in training and education curricula and programs. Principally, this paper intends to begin the discussion of representation primitives required to support the improvement of realism in order to enhance warfighter readiness, and to ultimately understand how to build more effective training and education products to maximize the Government’s return on investment.

This paper is available on the 2008 I/ITSEC CD ROM.

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A Model-Following Variable Stability Control System for In-Flight Simulations

2008 Paper No. 8003

 

 

Joon Soo Ko

Agency for Defense Development

Daejeon, Republic of Korea

Sungsu Park, Steve S. Yoon

Sejong University

Seoul, Republic of Korea

 

 

A major design objective for in-flight simulation is to develop a controller that forces the aircraft being flown to follow the dynamics of other airframes. Through utilization of a model-following control system, this research seeks to force the in-flight simulation aircraft to respond according to a pre-programmed aircraft dynamic model. Specifically, this work presents a model-following variable stability control system (VSS) for in-flight simulation which consists of feed-forward and feedback control laws, the aircraft dynamic model to be simulated, and switching and fader logics to minimize the transient effects that occur when switching between the two aircraft dynamics. The separate design techniques for feed-forward and feedback control law proposals are based on model matching and augmented linear quadratic (LQ) techniques. The system allows pilots to select and engage VSS mode, and when deselected, the aircraft reverts to the baseline flight control system. Both the baseline flight control laws and VSS control laws are computed continuously during flight, and overall system stability during mode transition is discussed. Initialization of the state values are necessary to prevent undesirable transients during engagement and disengagement of VSS, since both baseline control and VSS control laws have integrators and filters in pitch (longitudinal), roll and yaw (lateral/directional) axes. This research demonstrates and validates the effectiveness and quality of VSS with F-16 models embedded in T-50 in-flight simulation aircraft.

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Virtual Patients for Future Leaders

2008 Paper No 8360

 

Patrick Kenny, Thomas D. Parsons, Albert ‘Skip’ Rizzo

Institute for Creative Technologies /USC

Marina Del Rey, CA

Greg M. Reger

CTR USA

USAMEDCOM

 

Caroly Pataki, Michele Pato, Jeff Sugar, Cheryl St George

USC Keck School of Medicine

Los Angeles, CA

War is one of the most challenging environments that persons may experience. The cognitive, emotional and physical demands of combat environments place enormous stress on even the best-prepared military personnel. The OIF/OEF combat theatre, with its ubiquitous battlefronts, ambiguous enemy identification, and repeated extended deployments have resulted in a significant number of returning American SMs with PTSD and other mental disorders. As a result, military leaders and clinicians in training need to develop clinical skills for identifying potential stress related disorders. Although traditional approaches make use of standard clinic patients to teach, there is limited ability to evaluate skills in a systematic fashion. There is the concern related to the time and money needed to train those involved in the role play for standardized patients. Perhaps most difficult is the “standardization” of standardized patients—will they in fact consistently proffer psychometrically reliable and valid interactions with the training clinicians. Virtual Human technology has evolved to a point where researchers are developing mental health applications that make use of virtual standardized patients. These virtual patients are embodied characters that have the ability to recognize speech, respond to questions and generate verbal and non-verbal behavior. We have conducted several pilot studies with clinical residents at USC’s Keck School of Medicine and will describe the ongoing study and methodology of our virtual patient approach that allows novice mental health clinicians to conduct an interview with a character emulating PTSD. The paper will summarize the data from the studies and discuss the preliminary standardization of the interactions with the virtual patients. The underlying virtual patient technology will be described. Finally future work will be discussed and recommendations related the ways in which these characters may enable future leaders to learn, train and win.

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Multi-National Distributed Training Exercise to Evaluate Massively Multiplayer On-Line Gaming Technology

2008 Paper No. 8241

 

Rodney Long and Nicole Coeyman

Research, Development and Engineering Command – Simulation and Training Technology Center

Orlando, FL

Dr. Mike Singer

Army Research Institute

Orlando, FL

 

 

The United States (US) Army Research, Development and Engineering Command Simulation and Training Technology Center (STTC), as a cooperative research effort with the United Kingdom’s (UK) Land Warfare Center, will be conducting experimental training exercises to evaluate Massively Multiplayer On-line Game (MMOG) technology. The goal is to run three exercises over the next 24 months, starting with a ground exercise and working toward a Close Air Support exercise. The first exercise, which will be conducted in July 2008, will contain several scenarios focused on Assaults, Hostage Negotiations, and Non-combatant Evacuation Orders. The purpose of these exercises is to conduct cooperative research activities that will enhance the technologies, processes, and strategies for applying distributed simulation to Coalition training. The exercises will be conducted in a distributed fashion, where both the US and UK Soldiers will be participating in the training experiment from their respective locations. Exercise control, role players, and after action review will also be distributed over the World Wide Web. Several technical research topics will be explored including: bandwidth constraints, network latency, network security, and scalability. In addition, the United States Army Research Institute will conduct formative evaluations, evaluating task performance, training strategy, and leadership feedback.

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Spatial Relationship Networks: Network Theory Applied to High-Detail Virtual Environments

2008 Paper No. 8306

 

Barry Bitters

Science Applications International Corporation

McLean, Virginia

 

In the information technology realm, ontologies are used to define an explicit set of objects, concepts, or situations within a subject domain. However, ontologies usually define only what could exist, not what actually exists. For a formal and explicit ontology of human and natural geographies to be a viable tool for the prediction of existence, it must provide more detail than just an itemization of a domain’s class structure. Ontologies must provide indications as to the likelihood of existence. In conjunction with existing feature databases, when developed properly, an ontology of a geographic domain can be used to augment existing feature content within a feature database with additional very high detail feature. Waldo Tobler proposed the “1st Law of Geography” with the statement, "Everything is related to everything else, but nearby things are more related than distant things" [Tobler, 1970]. The world can be viewed as a fixed set of features; a set of features distributed about the landscape based on a set of constant and definable associations and spatial relationships. Social systems, business systems, financial systems, natural landscapes and cultural landscapes can all be defined as hierarchical networks in a link and node form – the nodes as entities, objects or features and the links as associations and spatial relationships. By defining those associations and relationships (and including probabilities of occurrence) as a set of logical axioms, this assemblage of axioms constitutes a geospatial relational network of knowledge. Recording these commonly occurring situations in machine understandable form allows them to be used in the next generation Web environment in a wide variety of future applications. As an extension of past work with geographical taxonomies and ontologies, we are developing an extended spatial relationships network of natural and cultural features/objects. It takes the form of a set of logical axioms – each axiom describing a specific association between two objects. In addition to the definition of an association, each axiom contains a probability factor of the occurrence of the association, a specific spatial or aspatial relationship describing the association, and a spatial probability factor. Stored as a set of RDF/OWL predicates, each statement defines an association between two objects, their spatial relationship, and probabilities of the existence of the association. Including these discrete probability values within each logical predicate results in a complex network of domain knowledge. This spatial relationship network can be used in conjunction with existing feature data to predict the existence of additional feature content. Analyzing this spatial relationship network using classical inference, Bayesian logic filters, or graphical belief functions (Dempster-Shafer theory) allows inferences to be made of the presence and location of associated feature content. In this way, new feature content can be added to existing feature databases – for ultimate use in rich and detailed virtual environments.

This paper is available on the 2008 I/ITSEC CD ROM.

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An Immersive Learning Simulation Environment for Chinese Culture

2008 Paper No 8344

Julie Henderson, Paul Fishwick, Elinore Fresh, Franz Futterknecht,

University of Florida,

Gainesville, FL

Benjamin D. Hamilton

SETA Support to the Technical Support Working Group

Arlington, VA

Overseas operations for U.S. government personnel have steadily increased in frequency, spawning a growing emphasis on cultural awareness. Although appropriate behavior in a foreign context is often understated, skillful cross-cultural interactions have significant potential in diffusing, solving, and avoiding problems, as well as promoting healthy and co-operative relationships with local populations. Prior in-country immersion is rarely feasible, and therefore adequate alternatives are needed. A model immersive cultural learning environment integrates Second Life and traditional web content, optimizing the affordances of presence and web content for a robust cultural learning experience. Utilizing principals of situated cognition, authentic learning, and contextualized learning, the immersive cultural learning environment shows promise in meeting the need for cultural awareness training in an authentic, learner-centered environment.

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Games – Just How Serious Are They?

2008 Paper No. 8013

 

Dr. Paul A. Roman

Royal Military College of Canada

Kingston, Ontario

Mr. Doug Brown

Land Synthetic Environments

Kingston, Ontario

 

As military forces around the world begin to adopt gaming technology as an apparently cost effective and robust means for military tactical training it seems appropriate to consider how well suited they are for this task. This paper uses an evidence based approach to illustrate how American, British, Canadian and Australian forces are applying serious game (SG) technology to meet a variety of training needs. In particular, the paper uses these specific examples to address three questions: What tactical training requirements are serious games best suited to meeting? How effective and efficient are they at meeting those requirements? What are the technological limits associated with their use?

 

In answering these questions, the paper concludes that SGs are providing a cost-effective means to provide experience-based learning with emphasis on cognitive and increasingly affective training domains. War fighters will not develop the expert psycho-motor skills they need to effectively employ their weapon systems using game-based training. However, once the team of experts in various weapon systems is created, SG technology affords trainers the opportunity to turn them into an expert team capable of communicating well with the cognitive skills they need to effectively operate as teams. The examples demonstrate that this is true for infantry, armoured or combined arms training in open or urban terrain and holds for the very technologically demanding case of aviation training. To take full advantage of this capability, SGs need to be included as part of blended training solutions that take advantage of the strengths of the various types of training available with the SGs providing an experience-based learning alternative that has not been practically affordable since the end of the Cold War.

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Bloody Serious Gaming – Experiences with Job Oriented Training

2008 Paper No. 8169

 

Anja van der Hulst, Tijmen Muller, Sam Besselink, Dennis Coetsier

TNO Defense, Safety and Security

Soesterberg, The Netherlands

 

Major Clemens Roos (Royal Netherlands Army; Simulation Centre)

Amersfoort. The Netherlands

 

A long needed educational paradigm shift is steadily finding its way into the Dutch military organization, namely that of Job Oriented Training [1,2]. When training the JOT way, from day one, military students are confronted with increasingly complex real 'job' challenges to be solved in virtual environments. Along that road, we do not take prisoners; mistake means virtual death. Neither do we supply theory in advance: theoretical insights are acquired while solving realistic issues. Frequent and thorough reflection makes the insights stick. Military personnel enjoy being challenged and thrive on it. This is one of the main observations of four years of JOT within the field of serious gaming. We make them learn the hard way. They say ‘it is pretty cool’.

In this paper, we will explain the effects of JOT on learning and performance as we observed it in the various Dutch military schools that have adopted this way of training. While implementing JOT, we gathered quite some lessons learned. Additionally, we measured the development of crucial aspects of learning and performance during JOT curricula. Our experiences indicate that JOT may be a very effective approach to challenge soldiers to become professionals, to take responsibility for their performance and to be flexible when their mission and environment change. The effectiveness of JOT is promising for present military education, the road to implementation, however, is challenging.

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Using Serious Game Technology to Improve Aircrew Training

2008 Paper No. 8184

 

Dr. Tricia Mautone

Dr. V Alan Spiker

Dr. M Ron Karp

Anacapa Sciences, Inc.

Anacapa Sciences, Inc.

Arizona State University

Santa Barbara, CA

Santa Barbara, CA

Phoenix, AZ

 

Serious games offer a promising technology for training complex skills. But there are few implementation guidelines and even fewer empirical studies that unequivocally demonstrate a benefit of game-based training over conventional alternatives. To address the first issue, we developed a structured query framework that links elements of game design (e.g., feedback, challenge, fantasy) to training objectives. The framework is a synthesis of serious game, multimedia instruction, cognitive psychology, and instructional design literatures. This tool helps instructors incorporate gaming elements into their curriculum to improve the motivation, learning, and performance of key cognitive, psychomotor, and problem-solving skills. This framework also specifies the types of gaming environments that work best for each skill. To address the second issue, we applied the framework to develop a serious game to train an operational task: programming an aircraft’s flight management system (FMS). A training needs analysis revealed the FMS to be a good candidate for “gaming up” since its 1970’s interface and opaque logic are unfamiliar to many of today’s pilot trainees, where the intrinsic motivation to practice component skills is low. Yet learning to program the device quickly and accurately – and being able to recognize and correct errors – requires repeated practice in varied contexts. The training effectiveness of the FMS game is being evaluated using students from Arizona State University’s flight training program and co-located Mesa Airlines’ new-hires as subjects. A randomized design is used where half the students receive gamed FMS instruction and half conventional computer based training. A transfer of training task criterion test is then given using a physical replica of the FMS device, where comparisons of relative performance index game impact. The paper will provide graphic examples of the framework and quantitative results of the evaluation.

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Integrating Emotions, Perceptions, Cognitions and Motion Under Perceived Pressure Conditions

2008 Paper No. 8066

 

Gershon Tenenbaum, Selen Razon

Florida State University

Tallahassee, Florida

 

Of great concern to the 21st century warfighter is how well one may perform mission-essential duties under conditions of intense duress or high cognitive workload, and how decision-making skills may be influenced when emotions and timebased pressures call for immediate actions to be taken. In the highly applied military domain, a warfighter without properly integrated emotional responses, cognitive processes and subsequent behaviors, could potentially make a dangerous or even fatal decision. This research seeks to examine how relationships between emotions, cognitive processes, and motoric behaviors change under stress and lay out a framework that details how linkages may alter under specific conditions of perceived pressure. Is it the case that stronger emotional control can mediate the cognitive-motor relationship and result in better performance? What are the underlying mechanisms that enable or prevent efficient courses of action from occurring? Though sound theories have been put forth and extensive research has been devoted to investigate these questions, most of those initiatives have not taken an integrative approach to examine how the emotional, cognitive, and motor systems interact. More specifically, the structural components of human performance, such as emotional processes (i.e., feelings, mood), cognitive processes and structures (e.g., knowledge architecture, long-term working memory), motor processes (coordination, endurance), and the neurophysiological basis of these structural components (i.e., activation of cortical areas) have been studied independently. This research presents a conceptual framework to address the integration across these systems, and we attempt to propose a unified theoretical framework that offers an improved understanding of human performance as well as helping to generate scientifically-valid applications.

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DARCAAT: DARPA Competence Assessment and Alarms for Teams

2008 Paper No. 8180

Peter Foltz, Mark Rosenstein

Pearson Knowledge Technologies

Boulder, Colorado

Noelle LaVoie

Parallel Consulting

Longmont, Colorado

Rob Oberbreckling

Perceptive Research

Boulder, Colorado

 

Ralph Chatham

ARPA Consulting

Falls Church, Virginia

Joseph Psotka

U.S. Army Research Institute

Arlington, VA

Assessing teams in complex military environments requires effective tracking of individual and team performance. Indeed, performance measures must be both accurate and timely in order to provide effective real-time alarms. However, current methods of monitoring team and group performance often rely on delayed outcomes or global metrics that are insufficiently detailed to detect failures until recovery is impossible, and are often unable to reveal the causes of failures. An untapped source of timely and diagnostic information lies in the communications among team members. The DARCAAT program developed and tested a toolset for automating team assessment and near real-time alarms. The toolset uses Automated Speech Recognition and Statistical Natural Language-based techniques for embedding automatic, continuous, and cumulative analysis of team communication in training and operational environments. The techniques include measures of the content, patterns, and style of team members’ communications. These measures were combined using machine learning techniques to develop performance models based on Subject Matter Expert (SME) ratings of teams. Focusing on the domain of convoy training, we collected team performance and communication data from the Fort Lewis DARWARS Ambush! convoy training virtual environment and from the National Training Center’s live convoy STX lane training. Tests of the performance models and critical incident detection capabilities showed that the technology agreed significantly with SMEs’ ratings of teams, and could identify a majority of the team critical incidents. In this paper we discuss the implications for modeling team performance based on communication, describe the development of the technology, and demonstrate how it can process communication to detect critical incidents and to generate team performance metrics. Finally we describe how this technology can be integrated into training systems for automatic team assessment. These systems can provide automated feedback and can alert teams and commanders of potential problems before they occur.

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Maintaining Cognitive Engagement in T raining Scenarios Using Explicit Cognitive Models

2008 Paper No. 8217

 

Eric Roberts

Institute for Defense Analyses

Alexandria, V A

R. Michael Young

North Carolina State University

Raleigh, NC

 

Commonly, military training games and simulations depend on participants engaging in the immersive environment and then stopping to glean the meaning of their behaviors through(admittedly, increasingly sophisticated) After Action Reports. In order to derive the meaning of their experience, they must break cognitive engagement with their experience. This is, of course, sub-optimal. While it is established that reflection-upon-behavior is required to “make sense” of experience, it may not be possible to demonstrate how that can be realized without breaking the participants’ cognitive engagement. This presentation demonstrates a unique method of maintaining user engagement through a planned system of “graceful failures,” that allow non-catastrophic mistakes, precludes catastrophic mistake, and maintains “play” of the simulation. Plan-based models of narrative control interaction within a learning environment to provide powerful underpinnings for models of both the environmental dynamics and the cognitive model of the learner operating within it. The idea of narrative mediation – an analysis of the potential points of failure within an automatically generated learning experience that pre-computes appropriate story adaptations at points where user activity could cause a learning experience to break. This approach tracks every learner behavior in the engagement, making it possible to distinguish between the behavior-as-behaved and the behavior-as-instructionally-significant. This probable discrepancy typically is not addressed in games and simulations, leading to the real risk that active engagement in the game-play aspect is misconstrued as engagement in lessons to be learned.

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INSTRUCTOR-FACILITATED VS STAND-ALONE TACTICAL GAME TRAINING

2008 Paper No. 8022

 

 

Dr. Scott A. Beal

U.S. Army Research Institute

Fort Bragg, NC

 

 

Sixty-nine Infantry leaders attending the Basic Non-Commissioned Officer Course (BNCOC) at Fort Benning, Georgia, participated in an experiment that investigated the impact of instructor-facilitated vs stand-alone game training on tactical decision making. Thirty-two leaders were assigned to complete two urban operations-based missions (patrol and defense) using the SimFX game. These leaders worked under the direction of an instructor and interacted with peers. Thirty-seven more leaders completed the two missions, but worked in the absence of an instructor and peer interaction. Pre-exercise measures included military and game experience and tactical situation judgment. A questionnaire administered to leaders following the exercise documented their perceptions of training value, opportunities to implement tactical decisions, and motivation. Leaders in both groups were assessed individually for their ability to recognize and implement sound tactical decisions while serving as leader of a light Infantry squad during patrol and defense missions in an urban environment. Results showed that tactical decision making performance was not impacted by training methods, but that leaders’ perceptions of training value and decision making were more favorable when the exercise was facilitated by an instructor and when they interacted with peers. A discussion of the results and their applicability to the Army’s trend towards distributed methods of instruction is included.

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A Service-Oriented Approach for Competency Visualization and Management

2008 Paper No. 8214

 

Jeff Krinock, Upul Obeysekare, Matthew Cafasso, Walt Grata, Dave Richards, Tammie Panar, Nancy Johnson

Concurrent Technologies Corporation (CTC)

Johnstown, PA

The array of available network-hosted training material and advanced distributed learning content continues to expand. With this expansion, increasingly diverse applications launch training activities and content and track the progress of students and learners. Advances with standards and models help standardize content launch within specific "stovepipes" such as simulations or courseware. These standards, however, do not enable interchange of information about tracked learner experience between diverse online applications such as those increasingly hosted by Web portals. For example, learners engaging in an online small-group training experience may wish to augment understanding of a given subject with background material from a SCORM-conformant course. Yet gaming lobbies and simulation launchers do not typically contain data models and protocols for exchanging recent student experience and assessment results (and, related, the need for additional training or experience). I.e., the launch mechanisms and databases of games or simulations cannot communicate learner results and needs with courseware-launching applications such as Learning Management Systems (LMSs), or in a broader sense, the Web portal hosting these multiple applications. This paper describes a service-centric information service that combines training and assessment information into a single distilled joint profile to track current Knowledge, Skills and Abilities and to set the stage for robust adaptive support to the learner. This "Learner Profile"—built using existing standards and models and translating data where data model gaps exist—is accessible via a service-centric learner profile service that serves as a base information source for querying and exchanging learner data about competencies, skills, and training records. This prototype learner information profile service enables commanders, supervisors, and learners to visualize both individual and group training accomplishments and experiences and to make decisions ranging from next-up training events to personnel utilization. Its inherent learner model enables just-in-time provisioning and the basis for Intelligent Tutoring-like behaviors.

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Enhance learning with ITS style interactions between learner and Content

2008 Paper No. 8218

 

Xiangen Hu, Trey Martindale

Workforce Advanced Distributed Learning Co-Lab

The University of Memphis

 

Much e-learning content has been produced and is being delivered as uninspiring page-turners. Although advanced learning technologies such as Intelligent Tutoring Systems (ITSs) have been shown to produce significant learning gains, it is prohibitively expensive to convert existing e-learning content into more interactive learning environments. In this paper we describe a process that may produce greater learning gains with existing e-learning content with minimal conversion time and expense. We call this ITS-enhanced delivery of shared content objects (SCOs). This process was developed by the research associates of the Workforce ADL Co-Lab at the University of Memphis. It is based on years of extensive research and development in cognitive learning theory, human tutoring, ITSs, and other advanced learning systems. The prototype we will present is supported by a contract from the Joint ADL Co-Lab. The core of this process is a lightweight natural language processing (NLP) component that can be added to any SCO. In this process, the following scenario occurs: A student is participating in page-turning instruction. The learning management system (LMS) asks the student a question about the content. The NLP component understands the student’s response and offers meaningful feedback. The LMS requires the student to react, explain, or otherwise spend more time with the content. The resulting enhanced instructional content is a SCO that can be delivered in any SCORM-conformant LMS. The pedagogical foundation guiding the interaction between the student and the LMS is based on analysis of hundreds of hours of human tutoring and numerous studies of effective ITSs (including AutoTutor, developed by our Workforce ADL Co-lab research associates). Our paper will describe implementation of the NLP component, communication between API and LMS, and the feedback process for the student. We will demonstrate some enhanced SCOs that are used in the current Joint Knowledge Online (JKO) initiative.

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Integrating Training Simulations and e-Learning Systems: The SimSCORM platform

2008 Paper No. 8062

 

Leo de Penning MSc, Eddy Boot PhD, Bart Kappé PhD

TNO Defense, Safety and Security

Soesterberg, The Netherlands

From a technological, pedagogical, and commercial perspective, the world of training simulators has always been separate from the world of e-learning. There is a need, however, to merge both worlds. This would allow the pedagogical capabilities of the e-learning community to be combined with the operational training capabilities of simulators. Until now, this integration was held back due to the high cost and complexity of connecting training simulators with e-learning tools such as Learning Management Systems (LMSs). With the recent, rapidly growing adoption of standards for both simulation (e.g., HLA) and e-learning (e.g., ADL SCORM), integration can now be achieved much easier and at a lower cost. TNO has studied the integration of e-learning and simulation and developed an approach based upon integration by means of de facto standards in both worlds. The SimSCORM platform was built as a proof of concept of this approach. The SimSCORM platform provides a dynamic integration of e-learning systems and training simulators. Although not a unique effort, TNO has chosen a rather distinctive and flexible approach. In this approach, each learning task in the LMS is treated as a separate simulation component, which has its own direct link to the HLA simulation. This integration allows real-time, two-way interaction between one or more simulator(s) and the active learning task running in the LMS. The LMS, which can be any LMS as long as it is SCORM compliant, can be used for tracking, evaluation, and administration of training results, as well as for configuring and starting scenarios for the simulator. As a result, the SimSCORM platform enables cost-effective reuse of expensive simulator features in e-learning settings, joint training simulations, real-time assessment using ADL SCORM objectives, team training, and requires no adaptations to the simulator or LMS as long as they are respectively HLA and ADL SCORM compliant

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Game-based Learning Assessment

2008 Paper No. 8071

 

Curtis Conkey, Kelsey Henderson, & Katrina Ricci

Naval Air Warfare Center Training Systems Division

Orlando, FL

Chris DuBuc

Engineering & Computer Simulations, Inc.

Orlando FL

Games and simulations have great potential to support adaptive learning by placing learners in a “real-world” environment and allowing them to learn in context. While these types of simulations offer the opportunity to immerse a student within a context based scenario, student tracking, assessment, and feedback play a key role in the learning process and in learning management. From a learning perspective, feedback provides critical information to a student for insight regarding knowledge deficiencies and strengths. From a learning management perspective, knowledge of a learner’s progress can provide opportunities for more precise remediation or advancement to a more challenging level of training. However, historically most game-based training applications have not had the capability to interface with SCORM-conformant Learning Management Systems (LMSs) to track and record trainee progress. Moreover, there is a lack of ability to assess performance and provide learners immediate feedback in a game-based environment. The goal of the effort presented here is to provide a tool capability for interfacing a simulation’s characteristics with an LMS for control and tracking. A SCORM conformant gamebased assessment capability will be presented. Potential strategies to enhance the state-of-the-art of scenario-based, self-paced learning will be explored and recommendations for future study will be discussed.

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Gaps in SCORM Implementation and Practice Using an Online Simulation

2008 Paper No. 8345

Patrick Shane Gallagher, Ph. D.

ADL/Si-International

Alexandria, VA

In assessing SCORM 2004 for its affordances facilitating the implementation of specific requirements representing a simulation-based model optimized for interoperability and reusability several implications have come to light ranging from gaps in the technical architecture to standard implementation practice to instructional designers and programmers perspectives and understanding. They were identified technically within the RTE and Sequencing as well as in the common implementation practice of designing SCOs purely for content presentation. Findings also point to the need for persistent arbitrary SCO to SCO communication and the ability to conceptualize, design, and implement reusable functional SCOs to fully implement a simulation as an interoperable model within a SCORM environment. Also implied, are gaps in instructional design practice for SCORM-based solutions as well as gaps in the understanding of IT engineers and practitioners in relation to learning theories and practices. In respect to SCORM 2004 and simulations in general as a valuable reusable pedagogical model, the underlying behaviorist pedagogy inherent in SCORM’s design needs to be revisited and in so doing the academic community needs to become more involved in its evolution. These findings were derived from a gap analysis using a specific set of requirements derived from an existing online simulation learning environment as the criterion and the Run-time Environment (RTE) and Sequencing of the SCORM 2004 technical architecture as the condition. Results were based on an analysis of quantitative and qualitative data collected from 26 members of the SCORM community employed in industry, government, standards/specifications entities, and academia. Participants were asked to provide levels of agreement to indicator statements of the relevance of the SCORM 2004 targets to the SIMREF at both the individual and set levels. They were also asked to describe alternate standards, specifications, technologies, and capabilities necessary to fulfill the requirements.

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Physical Modeling of Helicopter Rotorwash Environments for Enhanced Crew Training

2008 Paper No. 8175

 

Jeffrey D. Keller, Daniel A. Wachspress, Todd R. Quackenbush

Continuum Dynamics, Inc.

Ewing, New Jersey

 

Military rotorcraft operations have grown in mission capability such that these aircraft are critical components in numerous combat and non-combat missions. Simulation provides a valuable tool for training aircrews and ground personnel during mission rehearsal of rotorcraft operations, which at times can involve coordination between multiple personnel. A critical aspect of ensuring that personnel receive effective training is the inclusion of physics-based models that account for the effects of rotorcraft operations, in particular, the effects of rotorwash, on the simulated environment. These effects have become more critical with the use of heavy lift rotorcraft and tiltrotors, which may potentially introduce a significant rotorwash hazard to ground personnel. It is highly desirable to identify enhanced models for rotorwash effects in simulation to yield highly effective training environments. This paper describes initial work on an advanced simulation capability for modeling helicopter rotorwash effects in a dynamic virtual training environment. The central element is a real-time, physically-based rotorwash model that is used to capture interactions between the helicopter and environment. A proof-of-concept rotorwash physics engine has been developed that simulates the response of dynamic objects (including rigid bodies and flexible objects such as cables) due to flight operations near the ground and ship flight decks. By using a physics-based approach, it is possible to represent the dynamic environment and provide proper training cues over a broad range of operational scenarios. The paper discusses the rotorwash physics engine development that combines an advanced rotorcraft flow model with a commercial off the shelf (COTS) multi-body physics engine. Results from representative applications are provided, including an application that presents regions of potential rotorwash hazards in a simplified manner for ground personnel training.

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Accelerating Line-of-Sight Computations in Large OneSAF Terrains with Dynamic Events

2008 Paper No. 8273

 

C. Lauterbach, M. C. Lin, D. Manocha

University of North Carolina

Chapel Hill, NC

S. Borkman, E. LaFave, G. Peele

Applied Research Associates

Orlando, FL

M. Bauer

STTC, RDECOM

Orlando, FL

 

We describe novel algorithms to accelerate the performance of line-of-sight (LOS) computations in large terrains with dynamic entities and events. The underlying approach can handle all kinds of dynamic environments with large number of moving entities, modifiable and dense urban features and may include environmental elements such as terrain skin and features (trees, roads, buildings) an entities such as smoke, clouds, etc. Our algorithm makes use of dynamic bounding volume hierarchies (D-BVHs), which are represented in terms of axis-aligned-bounding-boxes (AABBs). We describe efficient algorithms to compute the D-BHVs by using a combination of refitting and restructuring techniques and perform fast intersection tests between AABBs and the LOS to improve the runtime performance. We have integrated our algorithm with the OneSAF Objective System (Versions 1.1 and 1.5) and created an LOS services library inside of the OneSAF Environment Runtime Component (ERC). We have measured the LOS performance of the existing OneSAF algorithm and our novel D-BVH algorithm on many test suites including JNTC and JRTC databases. Our new integrated LOS algorithm executes the query in 18 micro-seconds per call on a current desktop PC within high-resolution, urban exercises. In practice, our D-BVH algorithm is about 3X faster than the current OneSAF v1.5 LOS routines and about 10X faster than OneSAF v1.1 LOS routines. To the best of our knowledge, this is the first efficient approach to accelerate LOS computations in large terrains with dynamic entities and events. Our formulation can also be used to accelerate route planning, collision detection and physics-based simulations in dynamic terrains.

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Improving Simulation of Botnet Infection and Propagation

2008 Paper No. 8284

 

Sheila B. Banks, Ph.D.

Calculated Insight

Orlando, FL

Martin R. Stytz, Ph.D.

Institute for Defense Analyses

Washington, DC

 

The simulation of cyber warfare and cyber activities, especially the activities of bot armies (botnets) and their effects upon networks, computers, users, and society, are an important simulation challenge. The importance of improving botnet simulation stems from their potential use in military operations and in other security-oriented simulations. Botnets are malware that can be remotely controlled at all times, uses increasingly sophisticated command and control structure, and can be upgraded at any time by the controller. A bot army is powerful and agile in its technical capabilities and can be extremely large, comprising tens of thousands or millions of computers. Botnets are a threat to all computing and networked systems. To improve our understanding of botnet operation and combat future hostile uses, bot army simulations that can be inserted into military simulation environments are needed. Developing botnet simulation capabilities requires advances in two areas: improved understanding of bot army technologies and development of standards and models that support the simulation of bot army operations. Additional challenges are posed by integrating bot army simulations into interactive and constructive simulation environments. To date, little work has been reported in the open literature concerning these issues. In the paper, we address these and related issues to highlight the challenges of botnet research and standards development. In this paper, we discuss the need for botnet simulations, describe a model for botnet operation, and discuss the need and benefits realized by their incorporation into broader simulation environments. Section One presents an introduction to bot armies and malware, the expected benefits, and the motivation for our research and for research on bot armies. Section Two presents background material on bot armies and malware and a discussion of related topics. Section Three presents the characteristics of our botnet model and its uses. Section Four contains the conclusion and suggestions for further research.

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Using Real-time Physics to Enhance Game Based Effects

2008 Paper No. 8033

 

John Mann, Jeff Lyons

Julio de la Cruz

Applied Research Associates, Inc.

RDECOM STTC

Orlando, FL

Orlando, FL

 

Advanced graphics processors, multi-core processors, and game physics engines have contributed to the rapid growth of games that inch ever closer to replicating real world physical interactions. Vehicles collide with objects and display realistic damage, structures hit by weapons crumble realistically, and trees bend and sway in the wind and snap off when fired at with small arms. The sources of these effects are sophisticated computational physics algorithms available to mainstream game developers through physics engines such as those developed by Havok and Ageia. In order to simplify the game environments where these effects are used, many assumptions are made about the physical properties and the interactions of objects in these environments. If the game is being used purely for entertainment or if it is being used as a training tool where the realism of the interactions is not critical, these simplifying assumptions are acceptable. However, there are valid reasons to replace simplifying assumptions of the environments and physical responses of objects in the game with more realistic physical models. If the game is being used for experimentation where certain effects can alter the outcome of an experiment, better models may be warranted. Physics-based effects are also valuable for training where accurate weapons effects are important to training requirements.

In this paper, we discuss our research into the implementation of real-time physics models in a game environment. The objectives of this research are to demonstrate the feasibility of using physics-based weapons effects models in a game engine and to develop an approach for optimizing the models for real-time response. The US Army Research & Development Engineering Command Simulation and Training Technology Center (RDECOM –STTC) is currently researching and evaluating these real-time models to support experimentation and training.

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Interactive Photorealistic Inside-Looking-Out Automated 3-D Modeling

2008 Paper No. 8044

 

Voicu Popescu

Purdue University

West-Lafayette, IN

 

Mihai Mudure

Google Inc.

Mountain View, CA

 

Digital 3-D models of real world scenes are important in many applications in defense and beyond. Constructing 3-D models that faithfully capture the complexity of the real world is a difficult problem. A promising approach is automated 3-D modeling based on directly recording the geometry and color of the scene. Current systems suffer of important disadvantages such as inadequate scene coverage due to slow acquisition, lack of immediate feedback on the quality of the acquired 3-D model, restriction to small scenes, and unintuitive operation.

 

In this paper we give an overview of the ModelCamera automated indoor 3-D modeling project at Purdue University, and we present novel research results and their implementation. The ModelCamera is designed to handle the challenging “inside-looking-out” 3-D modeling case of large, room-sized scenes. The system is interactive, it provides immediate feedback to the operator, it is efficient, and the resulting 3-D model supports rendering the 3-D scene photorealistically at interactive rates, as needed by applications such as virtual training.

This paper is available on the 2008 I/ITSEC CD ROM.

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Multichronia – A Framework for the Exploration of Parameter, Simulation, Data and Visual Spaces

2008 Paper No. 8084

François Rioux, François Bernier

Laval University & DRDC – Valcartier

Québec, Canada

Denis Laurendeau

Laval University

Québec, Canada

This paper introduces concepts related to Multichronia, a generic visual interactive simulation (VIS) exploration framework. Combining concepts on VIS, data farming and computational steering, Multichronia provides users with a visual history of an informal simulation experiment. We investigate how rich interaction metaphors with running simulations and resulting data can assist users to better understand the simulated system. To achieve this goal, four exploration loops are implemented in Multichronia. Firstly, parameter space exploration involves “what-if” analysis as well as formal analysis. Secondly, simulation space exploration offers users visual and interactive means of managing several concurrent executing simulations. Thirdly, data space exploration allows data streams originating from every simulation to be customized for particular needs (e.g. mathematical operators, windowing). Fourthly, visual space exploration allows users comparing several simulations over specific metrics using appropriate visual metaphors. Users experience the main interaction with the system through the multichronic tree, which is a visual representation of several parallel executing simulations. This paper presents the formal representation related to the multichronic tree concept as well as interactive features implemented such as simulation group synchronization and custom layout. On the other hand, the Multichronia framework is generic due to extensive use of Extensible Markup Language (XML) as the basic building block for the software architecture that implements the interaction metaphors for exploring several simulations. It is claimed that integrating a multichronic tree with interactive tools could help users be more efficient in their analysis of simulations. It is also claimed that complex scenarios in which decisions have to be made at runtime can benefit from the four interaction loops provided by the Multichronia framework. As a support for these claims, we show how Pythagoras, an agent-based simulation platform not a priori designed to be interactive, can be exploited by a Java-based implementation of Multichronia.

This paper is available on the 2008 I/ITSEC CD ROM.

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Next Generation Game Engine Evaluation

2008 Paper No. 8324

 

Eric Burns, Ty Christopher

Lockheed Martin, 3D Learning Solutions

Cary, NC

 

Rett Crocker

zapgun

Chapel Hill, NC

 

A growing trend within the simulation and training industry is to build 3D simulations on top of “game” engines used as platforms in the computer gaming industry. Recently, several “next generation” game engines have been released that take advantage of the latest techniques in computer graphics and the latest graphics hardware. These engines hold a lot of promise for the future of the simulation and training industry, but currently, many simulations are still built on the previous generation of technology. As a guide for upgrading to the latest platforms, we evaluated three next generation game engines: Garage Games' Torque, Epic Games' Unreal Engine 3, and Emergent Game Technologies' Gamebryo. For the evaluation, a team comprised of engineers and artists created an application on top of each engine that loaded a complex model (~500,000 polygon, working engine room) and allowed a user to navigate through it without penetrating objects. The engines were evaluated based on the software development process, the art content development process, performance, and licensing.

This paper is available on the 2008 I/ITSEC CD ROM.

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Real-time Computational Fluid Dynamics for Flight Simulation

 2008 Paper No. 8384

 

James Kenny, Kenji Takeda & Glyn Thomas

School of Engineering Sciences

University of Southampton

Southampton, UK

 

A service oriented architecture is described that enables computational fluid dynamics (CFD) simulations to run alongside a human-in-the-loop flight simulator; thereby informing the behavior of a simulated aircraft whilst it is being piloted. The scenario of a helicopter landing on a moving ship at sea, is used as an example application.

A generic service-oriented architecture is presented that allows coupling of a real-time flight simulator, flight dynamics model and CFD simulation running on a high performance computer. The case study used is performing unsteady CFD calculations used to model the aerodynamic development of, and interaction between, the ship and helicopter wakes; The CFD code resides on a cluster computer and is exposed to a PC-based flight simulator as a service, enabling two-way data exchange between the CFD and flight model whilst the simulation is running. Real-time analysis of the CFD results and control inputs allows prediction of the forces acting on the helicopter rotor, this is fed into a full six degree of freedom flight model. Performance results for the full end-to-end architecture are presented to demonstrate the capability, and limitations, of this approach. The paper concludes with a short discussion regarding the potential for this architecture to provide a generic representation of aircraft-environment interactions, and their influence on performance and handling. Implementing a more accurate representation of these phenomena in flight simulators could improve the ability to prepare pilots for challenging tasks such as: landing on ships, flying in urban environments, dealing with „brown-out‟ conditions, and encountering the wakes of other aircraft.

This paper is available on the 2008 I/ITSEC CD ROM.

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