Training

Supporting the Warfighter Training Community’s Use of Game-Based Training

Distributed Learning Interoperability with Embedded Training and Intelligent Tutors

Reusing  Simulation  Assets  for  Qualification  and  Sustainment  Training

Combat Air Force Distributed Mission Operations:  Immersion Into Daily Training

Building  A  Sustainable  DMO  Training  Program:  Please  Try  This  At Home

Integrated Live Virtual Constructive Technologies Applied to Tactical Aviation Training

A Systematic Approach to Scenario Design and Reconfigurability

Integrated Coalition Simulation Training – A Leveraged Approach to Improved Readiness

Supporting Ballistic Missile Defense Warfighters with a Training CapabilitY

Technologies for Rotary Aviation Crew Coordination and Collective Training

Flexible Method for Developing Tactics, Techniques, Procedures, and Training for Future Capabilities

Constructing Virtual Training Demonstrations

Techniques and Practices for Training Digital Operator Skills

Training Forward Surgical Teams: What role do simulators play?

Criteria for Use of Synthetic Characters

Potential Value of OneSAF for Small-Unit Leaders

Flight School (FS) XXI: A Comparative Evaluation

Assessing High-Fidelity Training Capabilities Using Subjective and Objective Tools

Development of an Instructor Aid to Diagnose Performance

Automated Support for AARs: Exploiting Communication to Assess Team Performance

Innovative Debriefing Solutions to Enhance Fighter Pilot Training

Advantages of Simulation Based Training for Future Combat Systems Spin Out 1 During System Design and Development

Communication Interoperability: FCS at the Live Training Ranges

Multipurpose Switchable Vision Blocks: Enabling Embedded Training in Combat Vehicles

Fidelity requirements for effective training: Pilot perceptions versus objective results

Cue Fidelity Evaluation: A Requirements-driven Approach to Training Effectiveness Evaluation

Challenges of Scenario Design in a Mixed-Reality Environment

Dynamically Configured Scenarios for Training Adaptive Network System Operators

From Glass to Platform without the ‘Physical Touch’

 

Supporting the Warfighter Training Community’s Use of Game-Based Training

2008 Paper No. 8132

 

Chris Guin, Virginia Travers, Bruce Roberts, Ray Tomlinson

BBN Technologies

Cambridge, Massachusetts

LtCol Dean Marvin, USMC (Ret.)

Joint Advanced Distributed Learning CoLab

Orlando, Florida

 

The use of games for training is increasing in the Defense community; however, this type of training can ignore the best interests of trainees and trainers. DARPA’s DARWARS program sought to address this deficiency by combining competency-driven access to game-based team training with the re-use of training content. For example, DARWARS Ambush!, a game-based training environment developed for DARWARS, allows warfighters to create scenarios that re-create their battlefield experience. Then, using DARWARS graphical tools, warfighters tag scenarios using meaningful search terms, and publish the scenarios to a registry. Instructors search the registry for scenarios that address their unit’s training requirements. Once selected, a scenario is automatically integrated with an appropriate Shareable Content Object Reference Model (SCORM) course. Then the DARWARS delivers both the course and the training scenario. Assessments from the training session are reported to the DARWARS Learning Management System (LMS), which uses the assessments to direct trainees to appropriate new or remedial training. This paper describes how we integrated the following technological advancements in an end-to-end demonstration for the benefit of the warfighter training community: (a) The DARWARS Ambush! convoy trainer, developed under DARPA sponsorship, provides PC-based, simulation-based training for small teams. Ambush! is in use at multiple military installations, and has trained over 30,000 warfighters. (b) The Advanced Distributed Learning Registry (ADL-R) is a searchable index of content metadata that can be resolved to content in distributed repositories. The primary purpose of the ADL-R is to support searching for, discovering, and re-using learning content. (c) A framework for simulation-based training integrated with courseware targeting individuals and small teams. Assessments from the simulation-based training are reported back to a SCORM-conformant LMS, where the results are used to direct each team member to new or remedial training. The Joint Advanced Distributed Learning CoLab (JADL) sponsored this work.

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

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Distributed Learning Interoperability with Embedded Training and Intelligent Tutors

2008 Paper No. 8336

Randy Jensen, Coskun Tasoluk

Stottler Henke Associates, Inc.

San Mateo, CA

 

Dean Marvin

Joint Advanced Distributed Learning Co-Lab

Orlando, FL

Don Holmes, John Campbell

Imedia.it Inc.

Houston, TX

Eugenio Diaz

UCF Institute for Simulation and Training

Orlando, FL

Training benefits have been widely documented for Intelligent Tutoring System (ITS) approaches integrated with virtual trainers, especially for embedded settings where human instructors are less available. Yet these forms of training are generally not available in distributed learning curricula with models such as SCORM (Sharable Content Object Reference Model), due to the limitations of browser based delivery methods. However, emerging concepts in the distributed learning community provide mechanisms that can be used to construct interoperability with such trainers. Notionally, a SCORM course could incorporate training events on a variety of available platforms, such as an embedded training system or an immersive virtual system at a training facility, which can exercise equivalent learning objectives. This paper describes findings from a prototype effort for the Joint Advanced Distributed Learning Co-Lab, to construct a mechanism for SCORM interoperability with an existing embedded training testbed, the Command and Control Vehicle (C2V) ITS at Army RDECOM. The C2V testbed exercises unmanned vehicle control concepts and skills, in a physical configuration mirroring the embedded training setting onboard an actual C2V. As a standalone trainer, this testbed cannot be integrated with a browser based learning environment in the traditional manner. Therefore the interoperable architecture includes a mechanism to configure and launch training events based on the instructional sequencing inputs from a SCORM course, while aiming to provide a simple transition for the learner. The training system performs automated assessment during simulated exercises, with a collection of evaluation mechanisms tied to specific learning objectives. Performance results are thereforecompiled automatically and internally in the C2V ITS, in… format that can then be relayed to populate SCORM learner profiles at exercise conclusion. This paper summarizes the interoperable design, followed by a discussion of the road ahead for similar extensions to support additional forms of training events.

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

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Reusing Simulation Assets for Qualification and Sustainment Training

2008 Paper No. 8121

 

Harold Waters, Margaret McDowell, Patti Krizowsky, Geoffrey Frank, Robert Hubal, Brooke Whiteford

RTI International

Research Triangle Park, North Carolina

 

The current strategy of unit rotations, extended combat missions for Reserve and National Guard units, and reset fielding means that multiple versions of the same equipment are operating in the field. The multiplicity of variants poses a challenge for trainers, who must prepare soldiers to be proficient on multiple versions of the same equipment as well as prepare them to work with different types of equipment.

Training institutions cannot afford to maintain inventories of all equipment models for training, nor can they spare the time to train for all possible scenarios (including troubleshooting fault scenarios) on all possible equipment configurations. In addition, unit commanders need sustainment training on their specific equipment configurations, yet they can neither afford to take equipment out of operation for practice and training, nor afford to insert faults in operational equipment for training troubleshooting. Alternative methods must be used to satisfy training needs.

This paper describes the training requirements and the reuse of assets underlying a tactical satellite communications terminal simulation-based training system that addresses the needs of both institutional training and unit sustainment training. The system is a collection of five training courses: a course for institutional qualification training on four equipment variants and a sustainment training course for each of the four variants. This paper also describes different levels of asset reuse, such as the following:

                        Reuse of a simulation architecture and user interface across multiple training systems

                        Reuse of simulation lessons across and within courses

                        Reuse of simulation assets across and within courses

                Reuse of lesson steps and simulation assets using randomized operating parameter sets.

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

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Combat Air Force Distributed Mission Operations:  Immersion Into Daily Training

2008 Paper No 8008

 

Walter Johnson

Santa Barbara Applied Research

Headquarters Air Combat Command

Langley AFB, VA

 

The sustainment of high readiness training across Combat Air Force (CAF) platforms remains a challenge, especially in today’s environment of increased deployments, reduced flying hours, range limitations, and geographically separated units. One method used to maintain the readiness level and increase the ―train like we fight‖ experience is through Distributed Mission Operations (DMO). Several DMO training-focused events were accomplished in 2006 and 2007 in an effort to enhance team training, highlight new platforms on the DMO Network (DMON), and stabilize combat capability. As the CAF 2007 annual flying hour program drew to a close, the Air Combat Command Director of Air and Space Operations championed an increase in distributed team-training events in conjunction with the decrease in live-fly training. The unique aspect of this effort was that it was not a centrally controlled exercise but a series of warfighter initiated training opportunities scheduled and conducted on a persistent ―hub-less‖ network without the need of a simulation center. Over 90 distributed events took place logging more than 300 hours of accredited training. This type of training requires a thoughtful design and disciplined development of scenarios to meet individual and team training objectives. If properly accomplished, it improves sensor-shooter composite training, immerses the operators into a realistic DMO scenario, and improves integration efforts for sustainment of future daily training. This paper will discuss the issues associated with designing, planning, and executing numerous inter-team training events over short intervals involving multiple missions, scenarios, and databases associated with all CAF platforms around the world. It will also examine the challenges and strategies used to foster better training and improved combat capability.

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

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Building A Sustainable DMO Training Program: Please Try This At Home

2008 Paper No. 8127

 

Mr. Mark A. Williams & Lt Col Kyle D. Mullen

HQ Air Combat Command C2ISR Operations Division

Langley Air Force Base, Virginia

 

The Combat Air Forces (CAF) Distributed Mission Operations (DMO) program has grown in capability and will expand significantly in FY09 to include various command and control, intelligence and surveillance (C2ISR), bomber, and fighter assets. Since the program inception in 1999, there has been little standardization between DMO programs regarding structure, organization, implementation, or priority. DMO-equipped units have adopted different approaches with a varying degree of ―success‖ and challenges in an increasingly difficult operational training environment. Some units have adapted well to this changing training environment while others have had less favorable results, inconsistent outcomes or endured a longer duration toward realizing the benefits of high-fidelity distributed training.

This paper defines specific recommendations for establishing and sustaining a viable DMO training program. In over seven years at Headquarters Air Combat Command (ACC) and DMO-equipped units, the authors have observed numerous DMO programs evolve from the ground up; some with commonality and focus, while others have struggled. This approach has application for Air Force (AF) integration into the Joint National Training Capability and evolving coalition virtual training. It will focus on CAF DMO evolution from 2001-2008. The paper focuses on CAF DMO C2 participants and the various levels of program maturity and their way ahead. It offers practical tips and techniques on how to build and maintain an effective transformational training program that includes discussion of continuity, scheduling, utilization, key tasks, and leadership involvement. The paper outlines a current construct that has truly been the model for optimizing DMO opportunities. While program approaches vary depending on the weapon system, there are some observed common characteristics that can help organizations build a leading edge 21st century joint training program that enhances warfighter skills by including DMO as a critical cornerstone capability.

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

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Integrated Live Virtual Constructive Technologies Applied to Tactical Aviation Training

2008 Paper No. 8147

 

Lechner, Rob & Huether, Carolynne

The Boeing Company

St. Louis, MO

Various Department of Defense (DoD) organizations have recognized shortfalls in training opportunities and assets to meet operational demand. The complexity of current and future weapons systems demand concurrency training in an environment representative of realistic battlefield conditions, yet the DoD can ill afford to provide this level of training at the desired frequency. Aviation fuel price escalation and range space limitations are exacerbating the training dilemma. Traditional training applications include the following discrete categories: Live, training on actual platform hardware; Virtual, training on manned simulations; and Constructive, training with computer generated simulations of battlefield conditions.

With the advent of interoperable training capability, such as the Air Force's Distributed Mission Operations (DMO), the ability exists to link local or remote training systems over a local or wide area network for the purpose of training in a team environment. The DMO network has the capability to greatly enhance the live training domain by supplying a vast operational environment composed of virtual and constructive red/blue forces. The integration of live platforms onto the DMO network, however, has unforeseen training challenges that need to be addressed.

This paper discusses the research performed and the challenges encountered when an integrated LVC experiment was performed with a tactical aviation platform. In 2007, an airborne F-15E aircraft was integrated with a ground-based manned F-15E training system acting as a wingman and a constructive environment generating hostile aircraft. We also discuss the safety of flight considerations, the transfer of training issues encountered and the solutions chosen during the development of this effort. This paper addresses training capability and capacity increases that can be gained while reducing life cycle costs of on-platform training and lastly, areas requiring further research. As research is ongoing, additional results from this year’s effort may be available for presentation.

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

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A Systematic Approach to Scenario Design and Reconfigurability

2008 Paper No. 8380

 

Randy Elms, Austin Riddle and Keith Biggers

Texas A&M Engineering Program

College Station, Texas

 

Realistic collaborative team training has been facilitated by recently improved simulation capabilities. Simulation-based exercises are more realistic and adaptable than ever before to a wide range of collaborative team operational settings. Before training developers can fully leverage the power of this new generation of simulations, scenarios that provide command posts and operations centers rigorous and cross-functional training in a relatively limited development cycle must be quickly generated. Veteran scenario designers are well aware that there are few “easy buttons” for alleviating what is at best a laborious, time consuming process. In many organizations, the scenario supply cannot maintain pace with the training demand. Although the scenario production challenge applies to the military to a great degree, it is even more pronounced in the civilian emergency management community where there is a lack of organizational uniformity and standardized tactics, techniques and procedures (TTP). Our research has addressed the collaborative team training challenge. Several computer-based systems have been developed which have been tested and used for formal emergency management training in both civilian and military (U.S. Air Force) venues. The computer-based training tool that was most recently produced is the Emergency Management Exercise System (EMES). The scenario engine of the EMES is a flexible and adaptable system known as the Scenario Design and Execution System (SDES). It has capabilities for reconfiguring scenarios with similar databases so as to produce meaningful, multi-level team exercises regardless of a wide range of operational complexities. It can be used for a variety of training venues to include full-scale exercises, seminars, table top exercises and classroom instruction. This paper describes the SDES, its scenario reconfigurability features and its application to the team training development phases of exercise design, exercise execution and post-exercise performance analysis.

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

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Integrated Coalition Simulation Training – A Leveraged Approach to Improved Readiness

2008 Paper No. 8335

 

Mr. Michael Kolb, Mr. Brian Hicks

Naval Air Warfare Center Training Systems Division

Orlando, FL

Mr Kevin McTigue, Mr Kevin Stenstrom

Raytheon Virtual Technology Corporation

Alexandria, VA

 

Unilateral engagement is no longer a viable option for U.S. forces fighting on multiple fronts in the Global War on Terror (GWoT). US military leaders are turning to a vision of increased cooperation and interoperability with our coalition partners to ensure our mutual security. A cornerstone to the realization of this coalition vision is achievement of integrated coalition training. Just as we have come to understand our Joint Forces must engage with each other and “train as they fight”, we have also begun to realize a parallel concern with our coalition partners. One area of training achieving significant success for U.S. Forces is distributed simulation training. As we continue to integrate our Services’ simulation training capabilities and realize the value of these efforts, there is a compelling argument suggesting we can achieve considerable leverage of these successes to advance the vision of coalition interoperability. Integrated coalition training using distributed simulation promises benefits similar to those currently enjoyed by U. S. Forces training in such venues as the Navy’s Fleet Synthetic Training (FST) exercises and the Air Force’s Virtual Flag exercises, including: increased unit tactical effectiveness, enhanced operational readiness, integrated force optimization, decreased AOR spin-up time and increased operations safety. This paper suggests the adoption of a U.S. and partner nation organizational framework, common processes, standards and technologies to promote a vision of coalition distributed simulation training interoperability. The basis for this discussion is an initiative called the Integrated Simulation and Training for Advanced Readiness (iSTAR) that leverages extensive work by the Navy and other Services to establish interoperability among disparate simulation training capabilities. The paper primarily details an approach to iSTAR implementation and suggests motivating considerations for coalition distributed simulation training interoperability that can enable effective training of partner nations interoperating with U.S. training networks.

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

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Supporting Ballistic Missile Defense Warfighters with a Training Capability

2008 Paper No. 8247

 

Mark Knight, Dr. Michael Papay

Northrop Grumman Corporation

Colorado Springs, Colorado

 

At the Missile Defense Agency’s (MDA) Missile Defense Integration and Operations Center in Colorado Springs, an integrated architecture is being used that enables missile defense training to occur for warfighters from the element to above element level. As a relatively new warfighting capability, the Ballistic Missile Defense System requires a new Concept of Operations (CONOPS), training regimen, and an integrated, distributed training system to assure that warfighter training needs are met. Previously, missile defense elements working independently were able to train and develop processes that enable them to successfully perform their mission. As the world’s knowledge of Ballistic Missile Defense increases and the possibility of potential threats increases, the ability to train in coordination with other elements is essential. Coordination issues such as preventing conflict, verification of sensor indications, and responsive actions cannot be fully practiced in a stand-alone environment.

This paper describes MDA’s support to Combatant Commander training using exercises, wargames, and the distributed multi-echelon training system for sustainment. This paper provides an overview of various training systems employed in the distributed architecture; and discusses the methodology for determining the appropriate tactical hardware, virtual simulations and constructive simulations connected for training. Additionally this paper describes issues and lessons learned related to the integration of distributed systems and simulations in the missile defense domain.

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

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Technologies for Rotary Aviation Crew Coordination and Collective Training

2008 Paper No. 8179

 

Mr. Anthony Marton

U.S. Army PEO STRI

Orlando, FL

 

Helicopter non-rated crew members play an essential role in today's operating environment. Because of the high emphasis on mission readiness, non-rated crew members receive very little training on operational tactical tasks. As a result, senior leaders have identified gaps to provide rotary aviation crew coordination and gunnery training for Army, Navy, and Marine Corps Warfighters. A number of initiatives have been undertaken to develop technology to fulfill these requirements and to seek user feedback and lessons learned. Those initiatives include a Navy initiated Small Business Innovative Research (SBIR) project to develop technology for non-rated crew member training; the Army funded additional development of a prototype system; and the National Guard Bureau has also fielded a number of prototype devices that will provide the opportunity to gain more user feedback and additional data. This topic will focus on the fundamentals of rotary aviation interoperability, crew coordination, and collective team training. The paper will cover a brief history of non-rated crew member training and provide an overview of current prototype systems from both a hardware and software perspective. This material draws upon real life experience developing prototype systems and developing technology in SBIR programs. The goals of the paper will be to highlight the fundamental design issues associated with emerging visual technology; understand the execution issues associated with implementing interoperable and integrated simulations; learn about the breadth of potential solutions and benefits provided to the Warfighter; and the potential for multi service collaboration and synergy.

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

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Flexible Method for Developing Tactics, Techniques, Procedures, and Training for Future Capabilities

2008 Paper No. 8221

 

Brian T. Crabb

U.S. Army Research Institute

Ft. Knox, KY

Richard Topolski

Augusta State University

Augusta, GA

Bruce C. Leibrecht, Robert D. Kiser

Northrop Grumman Mission Systems

Ft. Knox, KY

 

As new technologies are developed and “spun out” to the U.S. Army, effective training of its Soldiers, leaders, and units to employ these technologies will be essential. To support the timely development of new technology training, initial Tactics, Techniques, and Procedures (TTP) will need to be developed before the capabilities are actually produced. Because of this, traditional methods for developing TTP may not be adequate. Thus, there is a need to investigate TTP development methods to augment traditional methods. These new TTP development methods must provide structured activities to measure, assess, and guide the TTP development process, but must also be flexible enough to respond rapidly to a wide range of conceptual constructions. The goal of the research described in this paper was to create a future-focused method for developing TTP. The approach harnessed knowledge elicitation methodology and simulation-based vignettes to provide a flexible set of tools to structure and guide the TTP development process. As a proof of concept, the methodology was used to develop TTPs focused on the combined employment of the Future Combat System Class I Unmanned Aircraft System (UAS) with existing (and Spin Out 1) capabilities. The resulting developer’s support package was implemented with Soldiers to obtain feedback and ideas for improving the method. Facilitating TTP development via the structured knowledge elicitation (KE) process was productive across four wide-ranging simulation vignettes. The effectiveness of the method was measured by participant ratings as well as the research team’s ability to implement the process. A majority of participants and researchers rated all aspects of the KE method highly, with the only exception being the technical aspects of the simulation. The method produced high-quality TTP that could provide a firm foundation for developing future training. Lessons learned and future recommendations are provided.

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

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Constructing Virtual Training Demonstrations

2008 Paper No. 8153

 

Dan Fu, Randy Jensen

Stottler Henke Assoc., Inc.

San Mateo, CA

Eduardo Salas

University of

Central Florida

Orlando, FL

Don Lampton

U.S. Army Research Institute

Orlando, FL

Laura Kusumoto

Forterra Systems, Inc.

San Mateo, CA

 

In modern warfare the changing tactics of asymmetric threats present an ongoing need to disseminate lessons learned straight from the battlefield to a wide audience of personnel. Interactive virtual environments have been shown to be effective for training, and distributed game-based architectures contribute an added benefit of wide accessibility. However, conveying new knowledge with interactive training requires either the development of new simulation behaviors or the availability of training personnel for role-playing functions. This presents a constraint on either the speed or breadth of concept dissemination, but one which can be circumvented with virtual training demonstrations. Demonstrations have been favored by the Army as a complement to more traditional training materials because they accelerate learning, stimulate interest, and communicate better than text. They also can be delivered on a wide variety of hardware platforms and accomplish almost instantaneous shared knowledge. Unfortunately, demonstrations have received little attention in the research literature and there is little consensus on what constitutes a good demonstration. We describe two parallel avenues of research towards the rapid construction of effective demonstrations. The first avenue’s goals are to: clearly articulate the nature and purpose of demonstration; compare related areas of research (e.g., observational learning studies, behavioral modeling training) to identify factors influencing demonstration effectiveness; and define a set of component capabilities, guidelines and best practices for creating effective demonstrations. The results inform the second avenue's investigation of how a demonstration authoring toolset can be constructed from existing virtual training environments using 3-D multiplayer gaming technologies. We then outline four potential uses for our work, specifically geared toward authoring demonstrations for Army curricula.

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

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Techniques and Practices for Training Digital Operator Skills

2008 Paper No. 8240

 

Gregory Goodwin, Jean Dyer

U.S. Army Research Institute

Fort Benning, Georgia

Bruce Leibrecht, Richard Wampler

Northrop Grumman Corp.

Columbus, Georgia

 

The Army Battle Command System (ABCS) is a force multiplier because it enhances the dissemination, analysis, and storage of critical battlefield information. Effective employment of this system in operational contexts requires well-trained Soldiers and leaders. To evaluate the effectiveness of digital system training, we examined the techniques and practices of ABCS instructors of four major ABCS systems.

This paper describes the training techniques of digital instructors from the standpoint of cognitive, behavioral, and constructivist theories and offers guidance for improvement based on the literature. A total of 24 days of training was observed across eight separate classes covering four ABCS systems. Observers recorded a number of instructional activities including the incidence of training techniques (e.g., use of memory aids, pointing out screen prompts and cues, emphasizing active learning) and classroom activities (e.g., lecture, guided demonstration, practical exercise). Instructors predominantly taught with cognitive and behavioral techniques such as demonstrating the steps of a task while the students repeated the steps on their own computer. Research has shown that constructivist techniques such as guided exploration can improve the acquisition and transfer of digital skills over the techniques currently in use; therefore, instructors would do well to incorporate these types of techniques into their teaching repertoire. In addition, best practices from across classrooms were identified and discussed.

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

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Training Forward Surgical Teams: What role do simulators play?

2008 Paper No. 8251

Katherine A. Wilson, Jill Graygo, Jeffery S. Augenstein

University of Miami Miller School of Medicine

Miami, FL

Donald W. Robinson

US Army Trauma Training Center

Miami, FL

 

The military and healthcare have relied on simulation-based training for decades. To better prepare US Army Forward Surgical Teams (FST) for deployment overseas, a number of initiatives were proposed to expose military medical personnel to combat-like injuries (e.g., gunshot wounds, blast injuries). One of these initiatives was the development of the US Army Trauma Training Center (ATTC). Each month a 20-person FST attends a two-week training program at ATTC which focuses on classroom, simulation-based, and hands-on clinical experience. Within six months of training, FSTs begin applying what they have learned in theater. Given that, the purpose of this paper is two-fold. First, we sought to understand trainees‘ reactions to the training once deployed—if training was useful, what did they like, and how could the training be improved. This information is critical for making continuous improvements to the training provided to the FSTs. Second, based on trainees‘ feedback and our own observations, we created a list of lessons learned. It is our hope that these lessons learned will assist both the military and healthcare communities as they embark on similar endeavors.

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

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Criteria for Use of Synthetic Characters

2008 Paper No. 8091

Robert Hubal

RTI International

Research Triangle Park, NC, USA

The technology of synthetic characters (a.k.a. embodied agents) is no longer new: A great many of today’s military training applications employ synthetic characters. Seven years ago when the author laid out in this forum directives for the use of synthetic characters for training, this observation was not true. In this paper the author broadly assesses current applications – not just training – regarding their use of synthetic characters. Examples of current applications where the use of synthetic characters makes sense include those for training interaction or cultural skills, for certain forms of therapy, for crowd modeling, and for assessing procedures within otherwise difficult to accomplish (logistically, safety-wise, or due to time or resource costs) role plays. Examples of current applications where the use of synthetic characters makes less sense include those that do not involve interactivity and those for training that could easily, and more effectively, be done using role plays.

A number of criteria are offered to guide synthetic character application development:• Applications should reflect pressing current operational issues. Combat trauma assessment, understanding of cultural values, dealing with non-traditional (child, female) combatants, treatment of stress disorders, and conduct of support operations all may involve interpersonal interactions and warrant the use of synthetic characters. • Applications that require repetition, replay, extensibility, standardization, safety, and/or parametric variability indicate a possible use of synthetic characters. • Expert-derived models of behavior should underlie synthetic character behavior to make the applications realistic. Synthetic characters should engage, not detract. • Synthetic character-based applications are not by themselves sufficient for all purposes. Instead they belong within a mix of virtual, constructive, and live environments. • Applications using synthetic characters have merit if they lead to increased confidence, in addition to ability, before any live experiences.

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

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Potential Value of OneSAF for Small-Unit Leaders

2008 Paper No. 8041

 

Jean L. Dyer

U.S. Army Research Institute

Fort Benning, Georgia

David R. James

Northrop Grumman Corp.

Columbus, Georgia

 

The U.S. Army has developed a simulation, called OneSAF for One Semi-Automated Force, which supports training, analyses, research, experimentation, mission planning, and rehearsal activities. OneSAF uses semiautomated forces that provide intelligent, doctrinally-correct behaviors representing the Army’s modular force as well as other forces in the operational environment. The research determined the extent to which OneSAF could assist leaders at the company and platoon levels with tactical planning and rehearsal, and assessed the potential value of using OneSAF in training leaders on course of action (COA) development, analysis, and comparison. Using OneSAF version 1.0, training sessions were conducted with 15 Army Majors and Captains who had combat and instructional experience. Each session included a demonstration of OneSAF capabilities, and hands-on training in building and modifying scenarios. A special guide for OneSAF was developed to support the training. Officers also completed a survey on their previous planning experience and on their reactions to the potential of OneSAF. Results showed that OneSAF features used to develop a scenario supported offensive and defensive mission planning factors the officers identified as valuable in military operations. The officers believed that OneSAF could be a useful tool in institutional training for company-level officers in learning COA development, analysis, and comparison. Yet they also indicated that the time required to develop and execute COAs in OneSAF rendered it impractical for Infantry small-unit leaders in a time-constrained, often austere, tactical field environment. They suggested ways to make OneSAF tools and features more user-friendly to enable quicker development of scenarios for both training and operational purposes, while maintaining the simulation’s depth, complexity, and flexibility.

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

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Flight School (FS) XXI: A Comparative Evaluation

2008 Paper No. 8016

Sherry L. Piezon

Florida State University

Tallahassee, Florida

A study was conducted to determine whether differences existed between two test classes of U.S. Army flight school students enrolled in the Initial Entry Rotary Wing course at Fort Rucker, Alabama. The study was conducted using a 2 x 2 factorial design. Each class was divided into a simulator and flight only group. Data were collected on seventeen different flight maneuvers performed by each group over an eight week period. A multivariate analysis was conducted to determine whether any differences existed between the performances of the two groups. Only simulated engine failure at a hover and standard autorotation indicated multivariate significance. However, only simulated engine failure at a hover and slope operations indicated univariate significance.

 

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Assessing High-Fidelity Training Capabilities Using Subjective and Objective Tools

2008 Paper No. 8206

 

Leah J. Rowe

L-3 Communications

Mesa, AZ

Justin H. Prost & Brian T. Schreiber

Lumir Research Institute

Mesa, AZ

Winston Bennett, Jr.

Air Force Research Laboratory

Mesa, AZ

 

Instructors often assess training effectiveness using subjective evaluation tools. The use of evaluation by Subject Matter Experts (SMEs) assumes that the experts can distinguish between small but meaningful differences in the measured domain. Subjective evaluations by experts provide both an efficient and effective means of identifying the strengths and weaknesses of the assessed entity. In the area of simulation development, SME assessments evaluate the training capabilities of systems, identify deficiencies, and compare the relative impact of the various deficiencies. This paper presents methods that utilize subjective assessments from SMEs and compares SME ratings of Mission Essential Competency (MEC) experiences with objective performance measures. The methodology entails mapping the correspondence between MECs and objective performance measures. Additionally, we mapped performance measures to training scenarios in order to determine the appropriate skills for evaluation. This study uses performance measures based on the capabilities of the simulators in our laboratory. The congruence of the subjective evaluations by experts and objective simulator performance variables provides validation for the use of subjective assessments completed by experts. The results provide a strong framework for building an understanding of the relationship between subjective and objective performance data to measure training effectiveness.

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Development of an Instructor Aid to Diagnose Performance

2008 Paper No. 8213

 

Meredith B. Carroll, Roberto K. Champney,

Laura M. Milham, David L. Jones,

Design Interactive, Inc.

Oviedo, FL

Dervon Chang

Basic Commerce & Industries, Inc.

Dahlgren, VA

 

Glenn A. Martin

Institute for Simulation and Training

Orlando, FL

 

 

Given the increasing complexity of team simulations, there is a need to aid instructors by providing tools that can facilitate After Action Review (AAR). Without these tools, instructor evaluation and feedback might not be optimized due to human limitations in attention and memory (e.g., capability to simultaneously monitor and remember intricacies of all team members’ performance). By providing a tool which can facilitate detection of root cause errors, the diagnostic value of the AAR or system feedback provided to trainees may be improved, potentially increasing training efficiency by targeting the specific skills that need improvement.

The Performance ASsessment and diagnostic Tool (PAST) addresses these needs by 1) presenting instructors with the pertinent type and amount of information to properly assess training performance and 2) providing trainees in a deployed setting, with a “Trainer in a Box”, allowing them targeted feedback about specific errors on which they need to focus. PAST achieves these goals through 1) performance measurement via system collected and semiautomated observer collected metrics, 2) performance diagnosis of root cause via metric relationship logic, 3) interpretation of performance trends through metric linkages to relevant training goals/objectives, and 4) intuitive and usable presentation of performance diagnosis and interpretation to facilitate an understanding of the root-cause of performance decrements and areas in need of improvement. PAST was developed in close collaboration with United States Marine Corps (USMC) subject matter experts (SMEs) and validated with instructors at a range of different schoolhouses, including a series of evaluations testing its functionality and usability. This paper discusses PAST functionality, evaluation and testing data collection with SMEs, results and the redesign resulting recommendations.

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Automated Support for AARs: Exploiting Communication to Assess Team Performance

2008 Paper No. 8183

 

Noelle LaVoie

Parallel Consulting

Longmont, Colorado

Peter Foltz, Mark Rosenstein

Pearson Knowledge Technologies

Boulder, Colorado

Rob Oberbreckling

Perceptive Research

Boulder, Colorado

Ralph Chatham

ARPA Consulting

Falls Church, Virginia

Joe Psotka

U.S. Army Research Institute

Arlington, VA

The After Action Review (AAR) process provides a powerful methodology that in the context of training maximizes the benefits of exercises by enabling a unit to learn from experience by systematically reflecting on their strengths and weaknesses. We have developed a tool that supports the AAR process, essentially extending an Observer Controller’s (O/C) reach automatically. This tool was developed with two training contexts in mind: live STX lane convoy training at the National Training Center (NTC) and simulated convoy training using DARWARS Ambush! at the Mission Support Training Facility at Fort Lewis. At NTC, live radio communication is captured during training, while with Ambush! communication using voice over IP (VOIP) is recorded. The tool automatically converts recorded speech to text and then analyzes the text, using advanced statistical machine learning technologies, to determine a unit’s performance and identify critical incidents, leading indicators, and other training events that could be included in an AAR. We worked closely with Subject Matter Experts (SMEs) to derive the important dimensions of performance allowing the tool to support a wide range of O/C and commander AARs. The tool rates a unit on several scales based on a mission essential task list (METL), including command and control, situation understanding, use of standard operating procedures (SOPs), and battle drills. For each rating scale, the tool selects appropriate training events that reflect the unit’s range of performance from untrained through practiced to trained. The tool’s interface makes it easy to spot performance weaknesses at a glance and then to drill down to understand these weaknesses by listening to the relevant radio communication. The tool also enables commanders to create a custom AAR by selecting events of interest and the associated radio communication and then adding their own comments.

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Innovative Debriefing Solutions to Enhance Fighter Pilot Training

2008 Paper No. 8161

 

Ornella Schavemaker-Piva, Rob van Son, Lesley Jacobs, Ronald van Maarseveen

TNO Defence, Security and Safety

The Hague, The Netherlands

 

Debriefing is a crucial aspect of pilot training. To enhance the effectiveness of fighter pilot training, TNO Defence, Security and Safety and the Royal Netherlands Air Force (RNLAF) have developed various novel debriefing concepts. In typical mission debriefings, large amounts of data are recorded, often from different sources such as on-board systems and sensors. However, the available time for processing and debriefing this information and relating it to mission-specific or user-specific learning objectives is limited. This provides challenges for data integration, synchronization and presentation, and requires solutions to provide users with the right information at the right time in the right format. Instead of replicating information in exactly the same manner as presented in on-board systems we propose alternate information modes which provide operational users with additional cues. In this paper we discuss the results of our work on IDEFIX, our innovative debriefing environment. Together with operators we developed a number of solutions for presenting information in an adaptive, user-centric and mission-specific manner. IDEFIX has a dynamic Graphical User Interface that allows the user to customize the debriefing environment. Mission type specific parameters and objectives are used as input to control the presentation of information into different views and panels. A new agent-controlled, context-dependent 3d-view was created to enhance situational awareness and to gain insight into fighter jet movements, threats and weapons impact. IDEFIX proves to be a useful environment for testing integral plan/brief/debrief capabilities, which will be the focus of our future research.

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Advantages of Simulation Based Training for Future Combat Systems Spin Out 1 During System Design and Development

2008 Paper No. 8118

 

Robert Callahan

Wave Enterprises, Inc.

Orlando, FL

John Foster

PMCATT/PEOSTRI

Orlando, FL

Daniel Magee

Boeing Corporation

Orlando, FL

 

The Future Combat Systems (FCS) is being designed, developed and tested under the One Team Partnership concept which involves a myriad of contractors building the numerous components of the FCS. These systems are, by design, not only interoperable, but mutually dependant. They must be tested, trained and fielded simultaneously to ensure optimum functionality for the Warfighter. FCS requires a new way to train the Warfighter; the current method of New Equipment Training (NET) is no longer adequate.

This paper will discuss issues, solutions and the advantages of modifying a legacy training system; the Close Combat Tactical Trainer (CCTT), with FCS Spin Out 1 capabilities in support of the FCS acquisition process. CCTT provided an integrated environment that allowed testing and training of the multiple FCS Spin Out 1 system components. Integrating the tactical Battle Command Software (BCS) and System of Systems Common Operating Environment (SOSCOE) with simulated FCS systems in a simulated operational environment aided the One Team partners in identifying and resolving operational issues prior to formal test. CCTT provided training to the Soldiers before the actual systems were delivered, setting the stage for the integrated Systems NET. This made the actual NET more efficient by reducing the time and resources required. Because the CCTT virtual training system is designed to reinforce individual and leader skills, while conducting unit collective training, it provides an environment where comprehensive end-to-end testing can be conducted. It allows trainers to refine training products early on, and ensure that training products are correct before the equipment is delivered.

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Communication Interoperability: FCS at the Live Training Ranges

2008 Paper No. 8025

 

Oxana Fedak

The Boeing Company

Philadelphia, PA

Deborah Ratliff

US Army, PEO STRI

Orlando, FL

Ron Moore

SAIC

Huntington Bch, CA

 

The Future Combat Systems (FCS) program is modernizing the way the United States Army provides communications for tactical and training operations. Use of the tactical network and tactical radios provides realistic training and will enhance the live training experience (individual and collective). The unique challenge for the FCS Brigade Combat Team (BCT) is to be able to utilize its fully embedded training capability, while remaining seamlessly interoperable with a multitude of Tactical Engagement Systems (TES), target systems, Instrumentation Systems and their inherent communication backbones.

This paper will focus on the communication and radio requirements for the Combat Training Centers (CTCs), the challenges associated with bandwidth and spectrum availability, and how the operational data collected during training will be used for the training exercise After Action Reviews (AARs). The authors get to the core of the Live embedded training paradigm facing FCS and address the seemingly unrelenting questions. How can we design an embedded dual-purpose tactical and training communication system that can interoperate with the Army Combat Training Centers (CTC) and Homestation Instrumentation Systems, as well as replicate an instrumented range training environment during non-range training in a deployed posture? Furthermore, how do we achieve this goal given the Army-wide bandwidth constraints, limited spectrum and range-specific communication systems, all within the size and weight constraints of the combat systems? This paper will present the current status of an on-going multiple year study that focuses on FCS platform communication interoperability with the combat training ranges.

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

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Multipurpose Switchable Vision Blocks: Enabling Embedded Training in Combat Vehicles

2008 Paper No. 8256

 

Mr. Jorge Montoya, Dr. Geoffrey Frank

RTI International

Research Triangle Park, North Carolina

Mr. Paul Weissman

Optical Resolutions, Inc.

Brewster, New York

 

Embedded Training (ET) is an objective requirement of current and future force fighting vehicles. The goal of ET is to allow vehicle crew members to train anywhere at anytime with little or no training-unique components in the vehicles. Switchable Vision Blocks (SVBs) are a key technology for “train-as-you-fight” ET. Applied research during the past five years has established the feasibility of using SVBs as a visual interface for ET (Montoya et al., 2007). However, SVBs must compete with other technologies to earn their way into tactical armored vehicles, such as the Stryker family of vehicles and the Abrams family of tanks.

This paper describes the results of additional developments to transform the basic SVB into a multi-modal viewing device that can earn its place in tactical armored vehicles. This new SVB design is a multidimensional viewing device that supports the following three functions: 1) the conventional vision block function, 2) an ET function, and 3) an enhanced operational and situational awareness function, particularly for displaying night-vision systems video products, as well as for overlaying displays of symbology.

This paper also describes efforts to adapt the technology for use in the driver station of several current force fighting vehicles, including the Abrams, the Bradley, and the Stryker. After examining the physical environment of these three classes, the Stryker Infantry Carrier Vehicle was selected as the vehicle of choice. The target application of the SVB is embedded driver training and the presentation of night-vision systems video products. The ability of the SVB to rapidly switch modes without moving parts makes it an attractive alternative to night-vision goggles, particularly in environments with disruptive changes in lighting.

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Fidelity requirements for effective training: Pilot perceptions versus objective results

2008 Paper No. 8100

 

Ms. Jamie L. Estock, Ms. Kathryn Baughman, Dr. Emily M. Stelzer, Dr. Amy L. Alexander

Aptima, Inc.

Woburn, MA

Fidelity requirements defined by users provide valuable insight into the fidelity needed to ensure that trainees ‘buyin’ to the simulator as a training device. However, there are no empirical data to support a relationship between trainees’ perceptions of a simulator’s training effectiveness and actual training effectiveness. Our preliminary research revealed a discrepancy between pilots’ perceptions of the effectiveness of the simulator as a training device and objective in-simulator performance results (Estock, Alexander, Stelzer, & Baughman, 2007). For this paper, we conducted additional analyses to determine whether a similar discrepancy exists between pilots’ perceptions of training effectiveness and objective training effectiveness results. Specifically, we conducted an experiment in which 43 U.S. Air Force F-16 pilots flew air-to-air training research missions. During the experimental trials, two pilots flew in high-fidelity F-16 simulators with a 360° field of view (FOV), and two pilots flew in lower-fidelity F-16 simulators with a 108° FOV. Both before and after these experimental trials, all pilots flew benchmark missions using only the high-fidelity simulator. To obtain objective assessments of the training effectiveness of each simulator, we compared the two groups on their change in performance on air-to-air skills from pre- to post-training benchmark missions. To obtain subjective assessments of the training effectiveness of each simulator, we administered a questionnaire to all pilots immediately following the experimental trials. We focused on the effectiveness of each simulator in training a set of air-to-air skills most likely to be influenced by the FOV differences between the two simulators. We compared trainees’ perceptions of training effectiveness with objective training effectiveness results. The findings of this study replicated the findings of our previous study in that wefound a discrepancy between pilots’ perceptions and objective results. We discuss the implications of these findings for the verification, validation, and accreditation (VV&A) of training simulators.

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

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Cue Fidelity Evaluation: A Requirements-driven Approach to Training Effectiveness Evaluation

2008 Paper No. 8201

 

Laura M. Milham, Meredith B. Carroll, David L. Jones, Susan E. Dean

Design Interactive, Inc.

Oviedo, FL

 

Dervon Chang

Basic Commerce and Industries, Inc.,

Dahlgren, VA

 

Although the task of performing an empirical Training Effectiveness Evaluation (TEE) is not trivial in any domain, the nature of military training makes it a particularly difficult arena. Specifically, in operational environments, the lack of experimental control, limited participants, and extreme expense and resource requirements all lead to challenges for evaluators investigating the degree that the training system addresses targeted goals. A requirements-driven approach to TEE aimed at facilitating a less resource intensive evaluation has been designed. Advantages of this approach include the capability to be conducted early in the design cycle, allowing results to be fed back into the iterative design of the system. This approach leverages Sensory Task Analysis (STA) outputs to identify the multisensory information and interaction capabilities necessary to support the task, which are then used to evaluate the degree that the system supports these requirements. From this, redesign recommendations are developed, identifying specific system upgrades that would allow a greater percentage of training objectives to be targeted. This approach has been used successfully in the evaluation of multiple operational United States Marine Corps training systems including a desktop Fire Support Team (FiST) team training system, a high fidelity Forward Area Controller (FAC) training system, and a mixed reality infantry patrol trainer. This paper will discuss the method of conducting requirements driven TEEs and initial validation results.

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

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Challenges of Scenario Design in a Mixed-Reality Environment

2008 Paper No. 8129

 

Susan Dean, Laura Milham, Meredith Carroll

Design Interactive, Inc.

Oviedo, FL

 

Richard Schaeffer

Lockheed Martin

Burlington, MA

 

Mike Alker

USMC MAGTF Training Systems

Camp Pendleton, CA

Tom Buscemi

I MEF Battle Simulation Center

Camp Pendleton, CA

 

The Infantry Immersive Trainer (IIT) is a mixed-reality training system designed to extend training capabilities for Marines across a wide range of military operations (ROMO) within a single training environment. This is accomplished with a cutting-edge mix of real and virtual technologies, with a configurable hardware and software system infrastructure, allowing training scenarios to be quickly modified to focus on different training objectives based on an incoming trainee group’s specific needs and goals.

In this paper, we review our lessons learned in developing scenarios for this mixed-reality environment, In addition to traditional scenario design challenges, the experience involved new challenges focusing mainly on maintaining a realistic experience at locations where the physical system and the virtual system converged. Also, the effort involved using front end analysis to drive scenario design, early in the system development cycle, providing the opportunity for scenario design to inform the configuration of physical and virtual capabilities to support increased training value and modularity. Finally, we present a summary of our results of an initial theoretical training effectiveness evaluation for the whole system, which provides additional insights to the scenario design and system development process. We conclude with a recommended approach for future mixed-reality scenario design efforts.

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Dynamically Configured Scenarios for Training Adaptive Network System Operators

2008 Paper No. 8122

 

Patti Krizowsky, Harold Waters, Mark Wright, Robert Hubal, Geoffrey Frank, Brooke Whiteford

RTI International

Research Triangle Park, North Carolina

 

As a key element of Network Centric Warfare, satellite communications are a strategic resource shared by tactical units. This requires precise coordination across a deep chain of command that is controlled by a series of documents starting from high level authorizations, down to the cut sheets used by the ground station operators to determine specific equipment settings.

The current operating environment demands adaptive soldiers. Being adaptive includes understanding how standard procedures and configurations need to be modified in accordance with the mission. A key skill for adaptive soldiers at all ranks is reviewing plans and orders, noticing the anomalies or differences between standard procedures and what is required for the mission, and then implementing the system to be consistent with the plan.

This paper describes a tactical satellite communications terminal simulation that uses a common set of parameters to configure not only the simulation behaviors but also the corresponding documentation and student assessments. This simulation is designed to support both soldier qualification at the US Army Signal Center and sustainment training specific to individual units in the field. This paper describes quantitative and qualitative analyses of use of the simulation by students. The evidence highlights the training need to have students carefully review plans and documentation to detect anomalies and make appropriate configuration changes.

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From Glass to Platform without the ‘Physical Touch’

2008 Paper No. 8198

 

Mr Neil Turner, Mr Stephen Murray

BAE Systems, Integrated System Technologies

Portsmouth, Hampshire, PO3 5PQ, UK

 

Military training has historically placed considerable emphasis upon the need for high fidelity representations of operational equipment. Such fidelity comes, however, at a significant premium, the additional cost all too often being at variance with the increasing constraints upon defence budgets and the consequent drive towards reduced equipment costs. Large-scale training systems pose particular challenges as the amount of equipment necessary to provide both the extent and flexibility of training required can be a significant cost driver in the overall design of the system.

In this paper we address this issue and discuss how we have sought to achieve a cost-effective training system which preserves functional fidelity while achieving representative physical fidelity. We have applied the concept to the Maritime Composite Training System (MCTS) which is intended to provide the majority of Warfare Operator training required by the Royal Navy (RN). The need to provide both career and continuation training, on either an individual or team basis, for the surface fleet of the RN has necessitated a solution that can support frigate, destroyer, carrier and assault ship configurations and provides in excess of 170 operator role representations within a common environment. We report on work undertaken to identify critical issues which we have had to address during the design phase to permit the use of non-physical representations of operational equipment to achieve a common environment. We discuss the training design issues and trade-offs relating to the use of a truly generic, one size fits all, operator console to effect the necessary cues, stimuli and responses required to train warfare operators effectively. We also address issues that have arisen and lessons learnt during the design and prototyping phase which are now being incorporated into MCTS as it moves into the integration and acceptance phase of deployment.

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