Research and Development
Real-time
color blending of rendered and captured video
The Future of Mixed
Reality: Issues in Illumination and Shadows
An Integrated
Procedure for Measuring the Spatial and Temporal Resolution of Visual Displays
A Validation
Methodology for Human Behavior Representation Models
Opening Up New
Possibilities: Simulation-Based Tactics Mining
Adaptive and Modular M&S Configuration for Increased Reusability
Low Cost
Virtual Cockpits for Air Combat Experimentation
Advanced
Message Routing for Scalable Distributed Simulations
Load Balancing
for Distributed Battlefield Simulations: Tradeoffs in Workload and
Communications
Training in
Virtual Environments: Experimental
Evaluations and Implementation Strategies
Within-Simulator
Training Effectiveness Evaluation
Student vs.
Software Pacing of Instruction: An Empirical Comparison of Effectiveness
Real-time
translation of simulation data across multiple complex terrains
Digital
Environment Data: Identifying Anomalies from Source to Final Databases
Myths and
Truths of Interactive Volume Graphics
Building a
Mobile Augmented Reality System for Embedded Training: Lessons Learned
Genetic
Algorithm and Neural Network Hybrids for Controlling Mobile Robots
M&S within the Model Driven Architecture
Using
Intelligent Agents to Control Teams of Robotic or Simulated Entities
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Real-time color blending of rendered and captured video Erik Reinhard, Ahmet Oguz Akyuz, Mark Colbert, Charles E
Hughes Matthew O’Connor Institute for Simulation and Training Augmented
reality involves mixing captured video with rendered elements in real-time.
For augmented reality to be effective in training and simulation
applications, the computer generated components need to blend in well with
the captured video. Straightforward compositing is not sufficient,
since the chromatic content of video and rendered data may be very different
such that it is immediately obvious which parts of the composited
image were rendered and which were captured. We
propose a simple and effective method to color-correct the computer generated
imagery. The method relies on the computation of simple statistics such as
mean and variance, but does so in an appropriately chosen color space - which
is key to the effectiveness of our approach. By shifting and scaling the
pixel data in the rendered stream to take on the mean and variance of the
captured video stream, the rendered elements blend in very well. Our implementation currently reads, color-corrects and composites video and rendered streams at a rate of more than 22 frames per second for a 720x480 pixel format. Without color correction, our implementation generates around 30 frames per second, indicating that our approach comes at a reasonably small computational cost. 2004 Paper No. 1502 This paper is available on
the 2004 I/ITSEC CD ROM. Order it from I/ITSEC'S
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The Future of Mixed Reality: Issues in Illumination and
Shadows Charles
E. Hughes, Jaakko Konttinen, Sumanta N. Pattanaik Mixed
Reality (MR) is a blending of real and virtual objects. How well that
blending works is critical to a user’s
experience within an MR scenario. The focus of this paper is on the visual
aspects of this blending; other senses
such as sound and haptics are covered
elsewhere. Blending
the real and virtual realities in MR requires that the virtual objects react
properly to changes in real lighting
and that the real react properly to the insertion of virtual lights (e.g., a
virtual flashlight). Even more challenging,
virtual objects must cast shadows on
real objects and vice versa.
Making this realistic means
that all such interactions must occur at interactive rates (30+ frames per
second). Our research focuses on algorithmic development and implementation of these procedures on programmable graphics units (GPUs) found commonly on today’s commodity graphics cards. The algorithms we develop are tailored to take advantage of the parallel pipeline architecture of GPUs and to carefully avoid some of the limitations found in currently available versions of these units. 2004 Paper No. 1883 This paper is available on
the 2004 I/ITSEC CD ROM. Order it from I/ITSEC'S
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An Integrated Procedure for Measuring the Spatial and
Temporal Resolution of Visual Displays Air
Force Research Laboratory Link
Simulation and Training The
Boeing Company Air
Force Research Laboratory Spatial
and temporal resolution are two of the most fundamental characteristics of
visual displays, and yet they are
often incorrectly defined and specified. In order to address this problem, we have
developed techniques for estimating
both spatial and temporal resolution, and we have compared the resulting
estimates to data obtained from
perceptual tasks. The spatial
resolution technique is based on a VESA standard (FPDM, Ver.
2.0), and was applied to several CRT
displays. It was found that the pixel
count does not adequately define display resolution when the former exceeds the bandwidth of the display
device. In addition, the spatial
resolution measurements were found to
correlate well with perceptual assessments of the orientation of
target aircraft simulated at various distances. The
temporal resolution technique involved measuring the response of various
displays to simple light patterns that could
be flickered at up to 30 Hz.
Data obtained for CRT projectors indicated that temporal artifacts
obtained with these devices are due
primarily to the limited frame rate of the image generator, rather than to
limitations in the temporal response
of the projectors. In addition, data
obtained from liquid crystal on silicon (LCoS)
projectors indicated that their on-
and off-responses are short enough to support 60 Hz simulator frame rates,
but that the hold-time used to
maximize image luminance interacts with eye movements to produce
temporal artifacts that can reduce the quality of the displayed imagery. The results of a perceptual test, based on
the perceived separation of moving lines, were consistent with the measured temporal
resolution of the two displays. All
measurement and analysis techniques described here have been implemented in a
software package that is available
from AFRL, 2004 Paper No. 1855 This paper is available on
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A Validation Methodology for Human Behavior Representation
Models Lieutenant Colonel Simon R. Goerger, Ph.D. Colonel Michael L. McGinnis, Ph.D. Department of Systems Engineering Naval Modeling, Virtual Environments & Simulation The
Department of Defense relies heavily on mathematical models and computer
simulations to analyze and acquire new
weapon systems. Models and simulations help decision-makers understand the
differences between systems and
provide insights into the implications of weapon system tradeoffs. Given this
key role, the credibility of
simulations is paramount. For combat models, this is gained through the
verification, validation, and
accreditation process required of DoD analytical
models prior to their use in weapon system
acquisition and other studies. The nature of nondeterministic human
behavior makes validation of models of
human behavior representation contingent on the judgments of subject matter
experts that are routinely acquired
using a face validation methodology. In an attempt to better understand the
strengths and weaknesses of assessing
human behavior representation using experts, and the face validation methodology, the authors conducted experiments
to identify issues critical to utilizing human experts for the purpose of ascertaining ways to enrich the validation process for models
relying on human behavior
representation. The research was limited to the behaviors of
individuals engaged in close combat in an
urban environment. This paper presents the study methodology, data analysis, and
recommendations for mitigating attendant
problems with validation of human behavior representation models 2004 Paper No. 1589 This paper is available on
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Opening Up New Possibilities: Simulation-Based Tactics
Mining Sui Qing, Yeo Ye Chuan, How Khee Yin, Tan Poey Guan DSO
National Laboratories 20
Science Park Drive, Singapore 118230 Modeling and
Simulation (M&S) has been effectively made use of by the military for
applications like training and
supporting acquisition decisions. This paper proposes a new technology
called Simulation Based Tactics Mining
(SBTM) which will open up new possibilities for military applications
of M&S systems. The goal of SBTM
is to explore the use of machine
learning techniques to enable one or more simulated agents to learn novel
ways of task execution through
interaction with the simulated environment. For instance, SBTM could enable
the military to use an M&S
environment to explore the space of possible tactics for a system of unmanned
platforms to engage a system of ground
targets. Another example is to use SBTM on robotic simulation systems to
automatically acquire the rules for a
system of multiple robots to search and localize multiple targets. The rules
acquired by SBTM from robotic
simulation environment can then be tested on actual physical
robots. 2004 Paper No. 1494 This paper is available on
the 2004 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Adaptive and Modular M&S Configuration for Increased
Reusability Nathalie
Harrison, Bruno Gilbert, Alfred Jeffrey, Marc Lauzon, Richard Lestage Defence R&D Canada - Valcartier Quebec,
Canada In
the context of Modeling and Simulation (M&S) proliferation, modelers can
take advantage of a Model-Driven
Development (MDD) approach to increase the reuse of their models
within different implementation frameworks.
However,
this MDD approach can still lead to monolithic M&S components of limited
reusability. This paper focuses on the
simulation modeling phase of a MDD approach applied to M&S. It presents a
novel XML-based method to increase the
reusability of M&S components through fine granularity. Granular
instance-specific data elements are
associated to granular generic model elements. Configurable simulation
modeling data include model
parameters, entity composition, scenario composition and log
configuration. These elements can be reused through various models, scenarios and frameworks.
The data and the components are assembled at run-time to build a specific simulation application. This
method has been implemented in a M&S process designed for weapon
system modelers who need to integrate
their models into different simulation frameworks. The reusability of the
resulting model components and XML
data files was demonstrated in instantiating engagement simulations with
various entities dynamically composed
of defensive self-protection suites and weapon sub- systems having
different parameters. An adaptive
M&S configuration tool was developed to support this flexibility. It allows
to create compositions and to
dynamically display new parameters in adapting itself to the content of the
XML data files. Simulation modeling,
including scenario creation, is considered to be the entry point of any
simulation framework. However,
the model component interoperability is often limited since it is generally
related to proprietary file formats
and graphical user interfaces. It is believed that the method proposed in
this paper could increase the
interoperability and ease the exchange of models if XML schemas were
standardized. 2004 Paper No. 1864 This paper is available on
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Low Cost Virtual Cockpits for Air Combat Experimentation Singapore
Armed Forces Centre for Military Experimentation (SCME), Future Systems
Directorate (FSD), Ministry
of The
preamble in any experimentation usually involves a stage known as “screening”
( 2004 Paper No. 1596 This paper is available on
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Advanced Message Routing for Scalable Distributed
Simulations California
Institute of Technology The Joint
Forces Command (JFCOM)
Experimentation Directorate
(J9)'s recent Joint
Urban Operations (JUO) experiments have demonstrated the
viability of Forces Modeling and Simulation
in a distributed
environment. The JSAF
application suite, combined
with the RTI-s
communications system, provides
the ability to
run distributed
simulations with sites
located across the United States,
from Norfolk, Virginia
to Maui, Hawaii.
Interest-aware routers are essential
for communications in the
large, distributed environments, and
the current RTI-s
framework provides such routers connected in a straightforward tree
topology. This approach is successful for small to
medium sized simulations, but faces
a number of significant
limitations for very large
simulations over high-latency, wide area networks. In
particular, traffic is forced
through a single
site, drastically
increasing distances messages
must travel to sites not near the top of the tree. Aggregate bandwidth is limited to
the bandwidth of
the site hosting
the top router, and
failures in the
upper levels of
the router tree
can result in
widespread communications losses throughout the system. To resolve
these issues, this
work extends the
RTI-s software router
infrastructure to accommodate
more sophisticated, general router topologies, including both the
existing tree framework and a
new generalization of the fully
connected mesh topologies used in the
SF Express ModSAF simulations
of 100K fully
interacting vehicles. The new software router objects incorporate
the scalable features of the
SF Express design, while
optionally using low-level
RTI-s objects to perform actual site-to-site communications. The limitations of
the original mesh
router formalism have been
eliminated, allowing fully
dynamic operations. The
mesh topology capabilities allow aggregate bandwidth and site-to-site
latencies to match actual network performance. The heavy
resource load at the root node can now be distributed across
routers at the participating sites. 2004 Paper No. 1832 This paper is available on
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Load Balancing for Distributed Battlefield Simulations:
Tradeoffs in Workload and Communications SAIC Soar Technology, Inc. Load
balancing attempts to optimize the utilization of processors in a parallel
computing systems, and dynamic load
balancing is a prime candidate for improving the performance of
distributed battlefield simulation systems.
Last year we
reported on development of test-bed developed to assist in the
empirical exploration of a number of
dynamic load balancing heuristics.
Unique to the test-bed was a modification of the classical
discrete-event simulation (DES)
scheduling paradigm that enabled us to
determine processor lo ad at the application level. Experimental runs considered a number of
load-balancing heuristics, corroborated results reported by other
researchers, and provided confidence that our approach is indeed
feasible. Absent
from this initial study was a
consideration of cost measures for the system and a recognition of the
conflict between distributing workload
evenly and minimizing
communication cost s. For a load
balancing system to be effective, the
cost of balancing load must be less
than the cost of the status quo. The cost
is manifested by the monitoring, selection, transport, and initialization
time, versus the processing and bandwidth requirements. Without proper monitoring and calibration, it
possible to spend more time trying to balance the load than it does actually processing productive work. In this paper
we present the implementation of additional test-bed infrastructure designed to capture these tradeoffs. Moreover, we motivate the selection of
heuristics to be considered, present the
results of experimental runs with these heuristics, and discuss the
implications of the results. 2004 Paper No. 1638 This paper is available on
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Training in Virtual Environments: Experimental Evaluations and Implementation
Strategies The
Boeing Company This
paper summarizes a series of research studies conducted over a period of six
years in which we investigated the
effectiveness of virtual environments for aircraft maintenance
training. In these studies, we
systematically evaluated numerous
aspects of virtual maintenance trainers (VMTs) that
may impact training effectiveness, including comparisons of immersive vs. desktop virtual environments;
high vs. low detail graphics; task selection and specific tasking
requirements; and the effects of
individual differences on learning effectiveness within virtual
environments. In each study, we
conducted an evaluation of training
effectiveness, collecting objective performance measures of declarative
knowledge, training transfer task
performance time, and transfer performance errors. In addition, individual difference
measures of spatial reasoning
aptitude, computer/video game experience, and hand tool experience afforded
the opportunity to analyze the impacts
of these variables on VMT effectiveness.
Within each study, rigorous experimental protocol in training
procedures and data collection
remained constant, allowing us to compare results across the multiple
studies. The paper highlights significant results from each of these
individual studies, as well as generalized findings across all of the
studies. Our studies showed that interactivity and high graphic
detail are important for training effectiveness, and that desktop VE trainers
were a significantly more effective
medium than immersive training. In
addition, individual spatial reasoning aptitude is a significant mediator of virtual training
effectiveness when the task would be learned and performed with limited
visual feedback in the real world (e.g.,
a tactile or “blind” task). The impact
of the spatial processing aptitude is similar for both hardware and VE-based training, however,
when the task is normally learned and performed in the visual field. This paper
summarizes these findings, as well as other study results, as a series
of empirically driven guidelines for the implementation of virtual environments for aircraft
maintenance training. 2004 Paper No. 1635 This paper is available on
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Within-Simulator Training Effectiveness Evaluation Boeing Lockheed Martin Air Force Research Laboratory There
exists a need to formally assess the training benefits of Distributed Mission
Operations (DMO) training on the
performance of F-16 pilots. DMO
training consists of multiplayer networked environments designed to
enhance warfighter
competency. Although many studies have
converged on the effectiveness of training pilots in stand alone systems, very little research has
been done on the effectiveness of DMO
training of multiple pilots in
networked simulators. As Bell
and Waag (1998) outlined, to establish support for the effectiveness of training, several different levels of converging
support are needed. A proper approach
would involve collecting data from
several sources that taken together will lend support to the significance of DMO training. To establish the effectiveness of networked simulated
training, evidence from a variety of sources will be examined, including:
(1) objective indicators of the
performance of the pilots acting as a four-ship team engaged in point-defense
actions, (2) ratings of team
performance made by subject matter experts (SME), (3) scaling evidence
collected using the Pathfinder
paired-comparison methodology, and (4) pilot reactions to DMO as
recorded on rating forms
collected. Although
all four types of data should show support for the effectiveness of DMO
training, the inclusion of objective
data allows stronger conclusions to be drawn. Objective data enables quantification of
the subjective opinions and ratings,
thereby providing indications of the return on investment (ROI), in terms of
increased human performance, of the
training system. Our current work
involves assessing pilots using these methods, and the results should address the changes in
capability of training our warfighters. 2004 Paper No. 1778 This paper is available on
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Student vs. Software Pacing of Instruction: An Empirical
Comparison of Effectiveness Bruce M. Perrin, Brandt W. Dargue, and
Frederick Z. Banks Training Systems & Services, Boeing The
research on how people control their learning processes (e.g., metamemory) indicates that students are sensitive to the difficulty of the material to be
learned and will allocate their study time accordingly. In general, they will devote more time to more difficult
material. This research also suggests,
however, that students’ control of pace is
not perfect and they do not always increase study time sufficiently
for more difficult topics. As a
supplement to learner-controlled
allocation of study time, adaptive learning methods have been proposed that
adjust time on a topic according to
student performance. The relative
effectiveness of software vs. student-controlled pacing, however, has not been empirically evaluated. The current study provides data relevant to
this issue. We evaluated two
adaptive learning methods, which are
based on the capabilities provided by Advanced Distributed Learning (ADL™ )
Shareable Content Object Reference Model (SCORM®) 2004. By using performance during training to
diagnose student learning needs, these
methods schedule additional practice and review as required. Our results indicate that adaptive methods significantly increased
student learning, compared to classroom instruction or self-paced, computer-delivered training. Although students using the adaptive
learning courses did study longer, statistical analysis indicated that the increase in
learning was directly attributable to how study time was allocated to
specific topics, and not just the
increase in time spent. Implications
for adaptive learning and ADL SCORM-based training are discussed, as well as directions for
future research. 2004 Paper No. 1671 This paper is available on
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Real-time translation of simulation data across multiple
complex terrains SAIC SAIC SAIC SAIC We
present with this paper the results of an ongoing research and development
effort in which we integrate multiple
live and synthetic environments representing complex terrain at
different world locations into a single location environment using real-time entity
translation. Our efforts stem from the increased number of US military engagements in complex terrains like Afghan
caves, Philippine jungles, and Iraqi
neighborhoods and the commensurate
need for improvements in training and analysis capabilities for such
operations. The combined use of live
ranges and simulations can expand these capabilities, but the introduction of simulations
requires that we generate from
multiple terrain representations, a single simulation environment in which
constructive, live, and virtual
entities interact. Various
means of generating this unified environment exist. We discuss currently used
general methodologies and their
associated trade-offs. We then describe a method of real-time entity
translation that allow integration of
multiple live ranges and simulated models of complex terrains at
different world locations to produce a single location environment. The integration
process is rapid and inexpensive, and
it requires no modification of the
simulation tools used or their terrain models. Run-time processing is computationally
inexpensive. Our
real-time method shifts position, velocity, and orientation relative to
immediate surroundings for all simulation
data. The translation of orientation is accurate to the point that small unit, small arms combat between entities modeled to exist at different locations on
the globe is no different than small unit, small arms combat between entities modeled in the same terrain.
Minimal perceptible degradation of fidelity or realism results from the translation. 2004 Paper No. 1763 This paper is available on
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Digital Environment Data: Identifying Anomalies from
Source to Final Databases Robert
F. Richbourg, Timothy M. Stone, and George E. Lukes Institute
for Defense Analyses Digital
representations of the environment are being used in a wider spectrum of
applications. Military units deploy
to operational areas with
a digital database of that
area. This is one example of the many
factors that have
led the National
Geospatial-Intelligence
Agency (NGA, formerly
NIMA) to adopt a new
data production strategy
focused on providing digital geospatial data in addition to
traditional paper map and chart products.
The NGA emphasis on digital geospatial data promises new opportunities
for simulation database developers and users.
Simulation systems already
utilize large-scale, high-fidelity, geo-specific databases
to execute joint
experiments including urban
area operations. Expanded availability of digital
source data can
only increase this
trend; however, the
new geospatial data production
model, coupled with
more rigorous demands
and expectations from
the operational community, results in continued tension
between data quantity and data quality within a crisis-response production environment. Processes developed
and refined to produce traditional
maps and charts are not sufficient to meet
the demands for
multi-purpose digital geospatial
data. This paper
reports on results of research
into identifying the data anomalies that may arise in such an
environment and describes the development of automated tools that can be
applied early in the production process to detect those anomalies. 2004 Paper No. 1675 This paper is available on
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Myths and Truths of Interactive Volume Graphics NGRAIN
Corporation Within
the 3D graphics industry, there are many myths surrounding the use and
effectiveness of volume graphics
(based on voxels). The most common
myths–that voxels produce poor image quality and
slow performance, require significant
memory and are not am enable to compression–prevent many developers
from seriously considering
voxels as a viable solution for their
interactive visualization needs, and
reinforce their continued dependence on
standard surface technologies. In this
paper, the authors examine and dispel
the most common myths associated
with volume graphics, by referring to the most current
state-of-the-art literature, research and development work. Having shed light on these
misunderstandings, this paper will further illustrate that a voxel representation can
efficiently serve many interactive visualization needs in
areas such as training
applications for dangerous or complex
machinery, dynamic synthetic environment, and battle damage assessment. 2004 Paper No. 1755 This paper is available on
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Building a Dennis
G. Brown, David Armoza, Mark
A. Livingston, Lawrence J. Rosenblum Advanced
Information Technology Naval
Research Laboratory Yohan Baillot, Simon J. Julier ITT
Advanced Engineering and Sciences Paul
Maassel ReallaeR, LLC Mobile
augmented reality (AR) is a method for providing a “head up display” to individual dismounted users. A
user wears a miniaturized computer system, tracking
sensors, and a see-through graphics display. The system superimposes three-dimensional spatially
registered graphics and sounds onto the user’s perception of the real
world. Because information can
be presented in a head up and hands free way, it has the potential to
revolutionize the way in which
information is presented to individuals.
A
mobile AR system can insert friendly, neutral, and enemy computer-generated
forces (CGFs)
into the real world for training and mission rehearsal applications. The CGFs are
drawn realistically and properly occluded with respect to the real world.
The behaviors of the CGFs are
generated from two Semi-Automated Forces
(SAF) systems: JointSAF and OneSAF. The AR user appears as an individual combatant entity in the SAF
system. The AR user's position and orientation are fed
to the SAF system, and the state of the SAF entities is reflected in the
AR display. The SAF entities react to
the AR user just as they do any other individual combatant entity, and the AR
user interacts with the CGFs in real time.
In
this paper, we document the development of a prototype mobile AR system for
embedded training and its usage in
MOUT-like situations. We discuss the
tradeoffs of the components of the
hardware (t racking technologies,
display technologies, computing technologies) and the software
(networking, SAF systems, CGF generation, model construction), and we describe the lessons
that have been learned from implementing several scenarios. 2004 Paper No. 1575 This paper is available on
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Genetic Algorithm and Neural Network Hybrids for
Controlling Institute for Simulation and Training As
the hardware capabilities of unmanned battlefield robots, such as Micro
Aerial Vehicles (MAVs) and Unmanned Ground
Vehicles (UGVs), increases,
so to must
the intelligence of the
software controlling them.
Genetic Algorithms (GAs) and
Genetic Programming (GP)
have proven effective
in preliminary MAV
and UGV simulations
for evolving simple
tracking and surveillance behaviors. However,
the reactive approach
that most robotic GAs
provide falls short of demonstrating a comprehensive range of
intelligence. If for instance, an
object becomes occluded
from a robot's
view, GAs usually
must evolve to considerable complexity
before they can
effectively handle such situations.
In this paper, we suggest an approach whereby we augment the GA with a
neural network predictor as one of its
inputs. The robot’s task consists of following another moving object and
maintaining a certain distance. The neural network system is trained with
the behavior of the robot's intended target, and feeds this as an input to the GA. We present simulation results of how well
this method achieves its task, as well as
suggestions for adapting these techniques for implementation on
advanced mobile cluster computers. 2004 Paper No. 1642 |
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M&S within the Model Driven Architecture Andreas
Tolk, Ph.D.,
James A. Muguira Currently,
standardized distributed simulation systems are likely to follow the High
Level Architecture (HLA) standard, not only because it is widely adopted in
the One
candidate is the Model Driven Architecture (MDA), proposed by the Object
Management Group (OMG). The MDA can best be described as an overarching
standard framework merging various middleware solutions and platform
independent models of various application domains, using the Unified Modeling
Language (UML) as the common concept gluing the various components
together. This
paper introduces the concepts of the MDA and shows, how the complementary
ideas and methods of the HLA and DEVS
can be merged into a well-defined M&S application domain within the MDA
framework, allowing heterogeneous solutions as well as the migration from
existing solutions to alternatives.
The focus of this paper is the
proposal of a framework of methods ensuring reusability, composability, and orchestration of events in a
heterogeneous M&S and information technology environment, based on the
migration of successful and accepted concepts. 2004 Paper No. 1477 This paper is available on
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Using Intelligent Agents to Control Teams of Robotic or
Simulated Entities Scott
D. Wood, Jack D. Zaientz Soar
Technology Ann
Arbor, MI DARPA’s vision of the future for armored and mechanized military
structure includes the use of mixed teams of
human and robotic forces on a dynamic and rapidly changing
battlefield. Successful implementation of this shift will require autonomous and semi-autonomous
robotic forces and a command and control infrastructure that will allow human, robotic, and mixed teams to be
controlled quickly and easily. This infrastructure will need to allow
human commanders to control the robot
teams in a similar manner to how they command human teams, that is, in the language of
the military, not the language of robotic control theory. Furthermore,
the human interface for robotic
command and control must simplify the controller’s tasks and automate
processes in such a way that the cognitive
workload is reduced, situation awareness is enhanced, and situational
control is preserved. In
this paper we present a theoretic approach to creating such a system. The
approach is centered on recasting the
robotic control problem as a supervisory control problem, focusing on
the human commander as supervisor of an
intelligent command and control (C2) system. To explore and evaluate
this approach our team is building a C2
framework of cooperative interface agents that reflect roles found in
current command staffs. The intention is to
create a virtual command staff for the robotic controller by embedding
these military functions within the system
itself. Although this work is ongoing, the results to date suggest
that the approach we have taken will significantly reduce cognitive and human performance
workload, thus improving overall usability and reducing training requirements. In addition to robotic
control, this work opens up a new approach to controlling simulated entities during experimentation, training and
mission rehearsal. 2004 Paper No. 1867 This paper is available on
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