Simulation

Enhancing Training Realism by Incorporating High-Fidelity Human Behavior Representations in the Synthetic Battlespace. 55

Emotion Modeling to Enhance Behavior Representation:  A Survey of Approaches.. 56

Sides and Forces in the OneSAF Objective System... 57

Methodology to Accelerate Simulation Scenario Development for Immediate Reusability   58

Chemical Casualty Simulation for Emergency Preparedness Training.. 59

Applying Existing Simulation Systems to Homeland Security Training.. 60

Behavioral Layering for Re-Use in Multiple Resolutions.. 61

Causal Models and Learning for Robust Human Behavior Models.. 62

A Visual, Object-Oriented Approach to Simulation Behavior Authoring.. 63

Intelligent Parser Simulator for Speech Recognition under Special Conditions.. 64

OneSAF Data Evolution: A Multi-Strategy Approach.. 65

Developing Primitive Behavior Ontologies using the Web Ontology Language. 66

System Environmental Representation: Building for Success from the Very Beginning   67

Development of Future Combat System Synthetic Natural Environments.. 68

Real-Time Simulation of Unconstrained Munitions Damage to a Virtual Training Environment   69

Moving Toward a Distributed Continuous Experimentation Environment.. 70

Supporting Distributed Simulation on Scalable Parallel Processor Systems.. 71

The Road to Successful Joint Experimentation Starts at the Data Collection Trail   72

An Integrated Solution to C4I and Simulation Initialization.. 73

DCEE Simulation-to-C4I Capabilities and Architecture Overview... 74

Simulating Military Radio Communications Using Chat-Bot Technology.. 75

The Military Missions and Means Framework.. 76

Conceptual to Composable:   Driving Towards Rapid Development of Simulation Spaces   77

Experimental Interest Management Architecture for DCEE. 78

Automated Symbolic Generation of Vector Graph Theoretic Object Based Non-Linear Dynamic Simulation Models.. 79

Motion Quality in Simulator Imagery: Some Effects of Resolution.. 80

Importing Extensible Deformable Structures Into Synthetic Environments.. 81

Learning from the First Victories of the 21st Century: Federating Simulations for Reconstruction and Exploration.. 82

A Personal LCAC Simulator Supporting a Hierarchy of Training Requirements.. 83

SIREEL – Simulated InfraRed Earth Environment Lab.. 84

The Grand Illusion, Twenty Five Years of Smoke and Mirrors.. 85

Data Distribution for Mobile Augmented Reality in Simulation and Training.. 86

High Dynamic Range Out-The-Window Simulation Liquid Crystal Displays.. 87

Validation of a “Virtual Check Ride”. 88

OneSAF Uses a Repeatable Knowledge Acquisition Process.. 89

 

 

AN INTELLIGENT TUTORING SYSTEM (ITS) FOR FUTURE COMBAT SYSTEMS (FCS) ROBOTIC VEHICLE COMMAND

 

Randy Jensen , Richard Stottler

Stottler Henke Associates, Inc.

San Mateo, CA

 

Henry Marshall , Jeffrey Stahl

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

Orlando, FL

 

Under the Army’s Future Combat Systems (FCS) concept, the warfighter manning a Control Vehicle (CV) crewstation must maintain situational awareness and apply tactical decision-making principles in a heightened information-rich setting with distributed vehicles and sensors under his command.  This paper discusses a proof-of-concept Intelligent Tutoring System (ITS) to provide scenario-based practice for the FCS soldier.  In this context, a limited principle hierarchy serves as the instructional basis for the training system and the automated evaluation of student actions in an FCS scenario.  Embedded training systems for this domain must be integrated with a variety of software packages using a common protocol.  This system communicates with the OneSAF Test Bed (OTB) simulation environment, and the control interface for networked robotic vehicles under the student's command.  In addition to the fundamental tactical principles, students are also monitored for their mastery with the task of translating tactical intentions to robotic commands correctly executed in the control interface.  The ITS observes the student's actions and performance in a simulated scenario and produces specifically tailored feedback on principles executed correctly and incorrectly.  Design issues for the development of an ITS for the FCS domain also include the need to facilitate scenario authoring, and the objective of providing a flexible architecture that can switch between real-time feedback during scenario execution versus strictly after action review.  This proof-of-concept system aims to provide a foundation for future training systems based on the same architecture, but supporting team training on multiple scenarios with multiple simultaneous participants.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

AN INTELLIGENT TUTORING SYSTEM FOR REMOTE SENSING AND IMAGE INTERPRETATION

 

Aaron M. Bell

Stottler Henke Associates, Inc.

San Mateo, California

 

Remote sensing technology is playing an increasingly central role in military operations. The interpretation of satellite and aircraft photography has great utility in allowing forces to assess a situation from a secure, stealthy distance. However, performing effective interpretations of remote sensing photography is a complex science. Knowledge of a complex, highly-visual domain, such as that of remote sensing, cannot be learned from manuals. For an analyst to become proficient requires a large investment of training time from an expert.

 

Our paper describes an Intelligent Tutoring System (ITS) being built for NASA. The goal of this software is to provide the benefits of a one-on-one remote sensing instructor to teach Earth Science principles. The ITS integrates directly with the NASA Image2000 image processing software, the actual end environment in which researchers perform real-life tasks. Together, NASA Image2000 and the ITS provide students with a dynamic, hands-on educational experience that is cost-effective. It monitors and assesses the student’s actions, provides immediate feedback as well as contextual guidance and challenges. A separate authoring tool allows new tutorials for the ITS to be developed by non-programmers. Thus, instructors can readily produce interactive, adaptive tutorials for an area of remote sensing interest. With regard to military application, tutorials can be constructed to teach the wide array of interpretation tasks: image enhancement, object classification, target discrimination, damage assessment, weather prediction, etc. The tutorials can focus on a specific geographical location.

 

This paper outlines our research of a remote sensing ITS system, its general framework, the artificial intelligence technologies it employs to model the knowledge of the student and the expert, and its application to the Earth Science domain.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

 

 

TECHNIQUES FOR AUTOMATIC AAR FOR TACTICAL SIMULATION TRAINING

 

Richard Stottler

Stottler Henke Associates, Inc.

San Mateo, CA

 

One of the limitations which prevents more effective use of tactical straining simulations is the need for instructors or observer/controllers to observe the student’s actions in the simulation and then debrief him.  Many tactical training situations require this After Action Review (AAR) to ensure that the student actually learns from the experience.  Thus an instructor is required to observe each simulated scenario, limiting the number of such scenarios that can be played.  An automatic AAR capability therefore greatly increases the number of scenarios each student can perform.  But the development of this capability is very challenging, principally because in a free play simulation, there is an infinite number of possible outcomes, at least  at the most detailed level.

 

Two techniques have been found to be very useful in the development of automatic AAR capabilities for tactical simulations.  The most common type of tactical decisions are made in real-time during the execution in a simulated scenario.  General and scenario-specific Behavior Transition Networks (BTNs) have been shown to be highly adept at determining the correctness of student decisions in real time free-play simulations in a variety of domains including Navy, Army, Air Force, and Marine Corps training applications.

 

Another type of tactical decision occurs during the tactical planning process that results from the receipt of an order to perform an upcoming mission.  The result of this process is a tactical plan which is intended to be executed to meet stated objectives.  It has been shown that evaluating the correctness of the various aspects of the plan can be accomplished through the comparison to previously entered and annotated plans specific to particular scenarios.  These plans are typically both good and common bad plans. 

 

This paper describes both techniques in detail as well as their application to Navy, Army, and Air Force tactical decision-making domains.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

NAVAL GUNFIRE TRAINING WITHOUT THE TRAINING RANGE

 

James R. Cooley

AAI Corporation

Hunt Valley, MD

 

The political storm following the tragic live-fire training accident on Vieques Island in Puerto Rico resulted in the imminent closure of that facility and the urgent need for a replacement. One solution rapidly emerged that involves the integration of several existing technologies together into a system known as the Virtual At-Sea Trainer (VAST). The VAST system supports both live fire training into a synthetic environment and simulated gunfire into the same simulated environment. The VAST system consists of four major, independently developed subsystems that were combined into an integrated whole to provide this type of training. These systems are the Integrated Maritime Portable Acoustic Scoring and Simulator (IMPASS) acoustic sonobuoy system, the Battle force Tactical Trainer (BFTT), the portable BFTT system also known as the Carry-on Combat System Trainer COCST, a MK 45 gun simulator developed for the Device 204 pierside trainer, and a commercial, PC-based forward observer trainer. This paper describes the VAST system, the integration process and the technologies incorporated into the VAST system.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


NEXRI Interoperability Concepts for the Joint Strike Fighter

 

James E. Keeler , Joseph J. Testa

JE Sverdrup Technology, Inc./TEAS Team

Eglin AFB, Florida

 

Major Dwayne J. Opella

Joint Strike Fighter Program Office

Arlington, Virginia

 

The overarching mission of the Air Force Range Instrumentation Systems Program Office (RISPO), located at Eglin Air Force Base, Florida, is to acquire, develop, and sustain worldwide leading-edge test and training range instrumentation that meets present and future war-fighter requirements.  However, the requirements for air combat training continue to evolve because of emerging tactical weapon capabilities and new tactical airborne platforms such as the F/A-22 and Joint Strike Fighter (JSF).  The NEXt-generation Range Instrumentation (NEXRI) program will investigate interoperability issues associated with F/A-22 and JSF embedded air combat training capability via the full mission trainer (FMT), distributed mission training (DMT), and new emerging range systems such as the P5 Combat Training System (P5CTS). 

 

Interoperability with the JSF is the key driving factor for the NEXRI set of open (i.e., non-proprietary) standards governing the behavior and performance of the system elements.  Key considerations for allowing FMT, DMT, and P5CTS interoperability with the JSF are based on NEXRI performance-based standards that include definition of the following areas:  participant instrumentation capability, wireless data link and voice communications, multi-level security, pre-mission planning, data recording, post-mission debriefing, the JSF’s Communications Navigation Instrumentation and Embedded Training capabilities, interrelated Department of Defense standards (such as Joint Technical Architecture, Foundation Initiative 2010, DMT, and Joint Tactical Radio System).  This paper presents background regarding shortcomings in current range instrumentation, DoD guidance on JSF/NEXRI interoperability, a primer on the NEXRI program, and key combat training system range interoperability concepts for the JSF currently under study for NEXRI standardization. 

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Integration of Joint Modeling and Simulation System Models into the ACTS

 

Edward M. McCall II  

Sverdrup Technology, Incorporated

Eglin Air Force Base, Florida

 

The credibility and validity of weapon simulations used in the Tactical Aircrew Combat Training System/Air Combat Training System (TACTS/ACTS) are crucial to achieving positive training goals.  The Air Force Air Armament Center (AAC) Range Instrumentation System Program Office (RISPO) is continually seeking effective and cost efficient approaches to improving existing weapon simulations and adding simulations of new or more advanced weapons.  This paper describes an effort where the RISPO explored the concept of integrating JMASS compliant weapon models into the TACTS/ACTS.  In fall 2002, the initial integration experiment was completed using JMASS compliant surface-to-air missile (SAM) models, the Computation and Control System (CCS), and the Joint Display System (JDS).  The paper will present the goals of the concept exploration together with an overview of the design, conduct, and outcome of the experiment.  Particular attention is paid to the issues that resulted from integrating JMASS object-oriented programming structures into the legacy air combat training structured programming.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

 

Infantry Officer Basic Course (IOBC) Rapid Decision Trainer (RDT)

 

William Y. Pike

US Army RDECOM Simulation Technology

Orlando, FL

 

CPT Daniel C. Hart

US Army Infantry Center and School

Fort Benning, GA

 

The Department of Defense recently published the roadmap for transforming future military training in the document Strategic Plan for Transforming DOD Training. Distributed learning technologies play a key role in the DOD training transformation strategy and support life-long learning, a key component of the Army’s training transformation strategy.  The U.S. Army Training & Doctrine Command (TRADOC) is leveraging distributed learning capabilities as a means to improve training effectiveness, reduce training costs, and improve overall soldier readiness. Research continues in the Army to improve distributed learning technologies as well as its ability to incorporate these technologies in both resident and non-resident training programs.

 

Newly commissioned infantry second lieutenants are trained at the US Army Infantry Officer Basic Course (IOBC) at Ft. Benning, GA.  To successfully complete the course, IOBC students must demonstrate an understanding of individual and small unit infantry skills by participating in live-fire battle drill exercises. Resource constraints limit the number of students who can perform in leadership roles during the live-fire exercises, thus preventing many of the students from fully demonstrating their knowledge and skills.  Distributed learning technologies are helping to address this training shortfall.  A research effort led by the U.S. Army Research, Development and Engineering Command’s Simulation Technology Center is producing a PC-based, web-enabled, rapid decision trainer, enabling all IOBC students to participate as the leader in a “virtual live-fire exercise.” The trainer will successfully demonstrated the use of distributed learning technology to enhance live training.

 

The trainer incorporates web-enabled 3D graphics and audio content built upon open source technologies.  Training scenarios are delivered through Extensible Markup Language (XML).  A Learning Management System (LMS)  will provide instructors with feedback and a summary of student performance.  The trainer will use existing government standards such as the High Level Architecture (HLA) and the Sharable Content Object Reference Model (SCORM).

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

 

Applying Learning Outcomes to Media Selection for Avionics Maintenance Training

 

Mark Hemenway , P.E., CPL

Dynamics Research Corporation

Andover, Massachusetts

 

In recent years, much emphasis has been focused on the use of training simulation systems to support aircrew training.  The results are well documented. However, in spite of the clear impact of maintenance performance on readiness, and the growing complexity of the maintenance task, the use of simulators for maintenance training has received much less attention. Experience has shown that the approaches used to select media for operator applications do not transfer well to maintenance training.  A methodology is needed that will reflect the complex cognitive aspects of avionics maintenance, and incorporate the growing range of training system technologies in an effective, usable media selection methodology.

 

This paper describes the development and application of a media selection methodology based on Robert Gagne’s theory of learning outcomes.  Mission avionics maintenance tasks are mapped to learning outcomes.  Learning conditions described by Gagne and associated with learning outcomes are used to define optimal characteristics of the learning environment and process.  Learning conditions provide criteria for assessing the effectiveness of media alternatives.  Those alternatives are ranked according to the results of this evaluation.  This paper will describe the methodology and present an example based on lessons learned during an application to the EP-3E avionics maintenance training program.  Analysis results provide direction for media selection and a basis for developing a training strategy.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

 

Key Crew Resource Management Behaviors Underlying C-130 Aircrew Performance

 

Robert Nullmeyer

Air Force Research Laboratory

Mesa Arizona

 

V. Alan Spiker  

Anacapa Sciences

Santa Barbara, California

 

David Wilson

Lockheed Martin Information Systems

Dyess AFB, Texas

 

Gregory Deen

Lockheed Martin Information System

Little Rock AFB, Arkansas

 

Air Force Instruction 11-290 (AFI 11-290) encourages migration of CRM training from presentation of generic concepts to instruction that addresses platform and mission specific CRM behaviors.  This paper describes an effort to facilitate this migration in the C-130 community by identifying key underlying behaviors, which were extracted from three data sources.  In the first, expert observers documented CRM behaviors and mission performance as experienced C-130 crews underwent annual Mission Oriented Simulator Training (MOST).  Specific CRM behaviors discussed in Class A mishap report narratives formed the second.  The third source was instructor comments in student training records.  Extracting CRM behaviors was supported by applying several content analysis tools.  One involved organizing applicable elements of the Air Force Safety Center Human Factors Taxonomy into CRM “bins.”  Another was an aircrew performance framework, originally developed for S-3 crews, that was applied to provide a structure to connect core CRM areas with observed behaviors.  All three data sources revealed strong quantitative relationships between CRM and mission performance overall, and varying degrees of importance within CRM areas.  These relationships have strong implications for allocating finite training resources to optimize potential benefits.  The main focus in this paper is on qualitative findings to identify specific CRM course content and support development of behaviorally-based CRM training objectives for simulators and flight.  CRM behaviors observed in the MOST study are combined with the specific CRM behaviors described in recent Class A mishap reports to recommend behaviorally-anchored terminal CRM training objectives.  Trends in the CRM behaviors across our studies suggest opportunities to improve crewmember CRM skills through both modified CRM academic instruction and increased opportunities for “hands-on” performance with feedback.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

PC-Based “MicroSims” in a Distributed Military Simulation Environment

 

William E. White , Lead MicroSim Engineer

Louis Wharton , Computer Scientist

Dave Kotick , Principal Engineer, Concept Development Integration Lab

Eric Anschuetz, Head, Technology Development & Integration Lab Branch

NAVAIR Orlando Training Systems Division

Orlando, Florida

U.S. Navy

 

This paper will provide insight on how low-cost PC-based simulators can provide meaningful training to the war fighter given current advancements in the video gaming industry.  It will also describe a new opportunity to add a Department of Defense (DoD) compatible interoperability interface to PC Aviation Training Devices (PCATD) based on Microsoft’s Direct Play technology used by many commercial-off-the-shelf (COTS) flight simulators. This paper will attempt to provide a vision of how the PCATD will fit into the Navy’s future training capabilities, given the new possibilities for interoperability in a distributed military simulation environment. The initial results of NAVAIR Orlando’s interoperability concept study will be presented.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

Secure Distributed Digital Training Systems for the U.S. Army

 

John G. Tyler ,

Henry H. Allen ,

Gary L. Klein,

David E. Mireles

The MITRE Corporation

McLean, VA         Ft. Monmouth, NJ

 

Richard K. Koval

Readiness Engineering Office, PEO C3T

 

The Digital Divisions 2-through-N (DD2-N) program was established to develop battle command training solutions for the U.S. Army's digitized divisions.  The Army Battle Command System (ABCS) supports digital command and control in operational units.  The DD2-N program is pursuing development of an ABCS Training Sub-System (TSS) to meet institutional, unit and individual training needs, and has conducted a series of Proof-of-Principle (PoP) experiments to prototype and demonstrate a Secure Distributed Digital Training System (SD2TS) to operate over existing Department of Defense (DoD) networks.  Three such PoP experiments have been conducted.  In PoP1, a single ABCS system was remotely controlled from remote distance learning classrooms, using standard Windows PCs, to train personnel on awareness of the ABCS system and its capabilities.  PoP2 focused on an assessment of the SD2TS architecture, using four ABCS systems plus the OneSAF Testbed stimulation driver, simulating battalion-sized unit maneuvers with logistics and air-defense simulations.  Students accessed the ABCS systems from remote distance learning classrooms, again using Windows PCs and commercial thin client software.  Robust network security was established to prevent unauthorized access to the ABCS systems and data on the wide area networks.  Two distributed training events were conducted to assess ABCS TSS capabilities, network performance and support for secure distributed digital battle command training.  The PoP3 experiment involved two battalion staff teams (in Minnesota and Kansas) executing a simulation-driven brigade scenario/training event in remote, PC-equipped distance learning classrooms.  Digital battle command training was distributed over wide area networks from remote login-enabled ABCS systems (in Iowa) to the students at common Windows PCs using thin client software.  The experiment proved that operators at remote sites, equipped only with standard Windows Personal Computers, could effectively access, manipulate and train on ABCS systems over available DOD networks.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

 

HLA INSIDE AND OUT: INTRA- AND INTER-VEHICLE COMMUNICATIONS

 

Malachi Wurpts , Ryan Logan

Southwest Research Institute

San Antonio, Texas

 

A Virtual Environment Advanced Amphibious Assault Vehicle (VEAAAV) simulator has been developed as part of the Office of Naval Research (ONR) Virtual Technologies and Environments (VIRTE) program. The High Level Architecture (HLA), commonly used for inter-vehicle communications in distributed simulations and to share other simulation-wide data, was also used for communications between internal components within the VEAAAV simulator. A separate HLA federation is used to distribute the internal vehicle data eliminating the need for the data to be added to the Federate Object Model (FOM) of the external federation. The simulator has incorporated an Agile FOM Implementation (AFI) for external communication, which provides for multiple FOM support. The simulator consists of a vehicle simulation component and three modular crewstations; a driver, gunner, and vehicle commander. All communications between the VEAAAV simulation components, the marine-machine interface (MMI) components, and the Image Generators (IGs) are handled through HLA. There are several advantages to using HLA for both internal and external communications. Processes communicating over HLA can be distributed either as sub-processes or geographically. This allows the crewstations, or even components within the crewstations, to operate from remote locations, and makes it possible to distribute the main vehicle simulation component as necessary to improve performance. Instructional Tutoring Systems (ITS) and After Action Review (AAR) systems can easily receive internal simulation data by subscribing to the appropriate data in the FOM. Because the simulator IGs receive HLA data directly, the need to have a centralized vehicle simulation component to receive and rebroadcast external data is eliminated and allows for the playback of AAR data with no changes in the software. This approach provides flexibility in the current and future configurations of the VEAAAV. The advantages and disadvantages of this approach are described, along with the lessons learned during this effort.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

 

The Challenges of Creating Storyboards for SCORM Conformant Multimedia Courseware

 

Sean Glithero

ManTech Advanced Development Group (MADG)

San Diego, CA

 

As the Shareable Content Object Reference Model (SCORM) becomes a worldwide standard for analyzing, designing, developing, implementing, and evaluating multimedia training products, it’s imperative that technical writers and instructional designers shift their approaches to creating multimedia storyboards.  Writers and designers must account for the many different ways in which the training will ultimately be stored, accessed, and utilized by end users.  From learning management systems (LMSs) to search-driven knowledge bases to CD-ROM, writers and designers must now appropriately develop a single training product that is portable to each of these environments.  This requires a new way of organizing, planning, and designing at the storyboard phase of the development process to ensure that a cost-effective, SCORM conformant, and instructionally valuable product is realized.

 

Challenges include identifying Shareable Content Objects (SCOs), creating the appropriate SCORM manifest documentation, aggregating, sequencing, and other issues that most writers and designers did not need to account for in the past.  Unfortunately, many organizations are now relying on programmers to help them meet SCORM requirements.  This is another expense for content developers and extends the production schedule.  Therefore, profitability and timeliness are greatly affected.  Storyboarding applications that leverage automated tools will help writers and designers create SCORM conformant multimedia courseware that is instructionally valuable and cost effective.  By examining online storyboard functionality and automated tools, along with the testimonials of experienced writers and designers, and key TRADOC and ATSC personnel, contractors and storyboard developers will have a better understanding of how online storyboarding applications linked with automated tools can help them meet the challenges of creating and delivering SCORM conformant products.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

 

Evaluating Distance Learning Delivery Effects on Mission Safety and Performance

 

Gary Grubb , Dynamics Research Corporation, Enterprise, AL

Kurt Kline , Dynamics Research Corporation, Enterprise, AL

Dr. Larry Katz , Army Research Institute, Fort Rucker, AL

 

Army Research Institute’s Aircrew Coordination Training Enhancement (ACTE) effort promotes applied research and development of a distance learning delivered, interactive aircrew coordination training system. The goal of this three-phase program is to provide Army aircrews deployed worldwide with the knowledge and skill-sets needed to increase safety and mission performance in daily operations. Research products from the two completed phases include prototype courseware and training materials. This paper describes Phase III research methods, performance measures and web-based data collection systems that were developed to evaluate the effects of distance learning delivered ACTE materials on safety and mission performance in operational units. The research design included three operational units: one receiving no training, the second receiving traditional classroom instruction, and the third receiving training using the Army’s Classroom XXI linked to the unit’s local Digital Training Facility. Measures included (1) reported completion, delay or aborted mission segments related to performance of crew coordination objectives and, (2) accident, incident or error reduction reports citing crew coordination as a factor. Data collection methods included a combination of Likert type scales, questionnaires, and a web-based mission performance and incident feedback program. The measures and methods used to quantify the effectiveness of distance learning delivery on operational unit safety and mission performance may be applied to other training systems.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

 

Web-Delivered Simulations for Lifelong Learning

 

Geoffrey Frank , Brooke Whiteford , Randy Brown , George Cooper , Noah Evens , Kevin Merino

RTI International

Research Triangle Park, North Carolina

 

The U.S. Army has started transforming its training approach to focus on lifelong learning.   A key piece of this transformation is shifting the role of the Training and Doctrine Command (TRADOC) schools from a focus on resident training to a mix of resident training and support of distance learning in the units.   This is a paradigm shift that requires a major shift to the development and support of distance learning simulations.

 

The Signal Center at Ft. Gordon is leading the implementation of lifelong learning.  It is creating the University of Information Technology (UIT), and is using assignment-oriented training to reduce the time for new recruits to get to their units, trained in the skills needed for their first assignment. 

 

The Signal Center is using Virtual Reality simulations that are delivered over the Internet from the UIT website to unit computers for training soldiers going to different assignments.   These simulations must meet stringent requirements.  The missions of the units may preclude extended access to the Internet, so the training must operate in stand-alone mode, and must be downloadable in segments using a modem and a phone line in under 15 minutes. The simulations must run on a broad range of computers with varied performance capabilities.

 

This paper describes two simulations developed for the UIT.   The first trains operation and maintenance of the AN/TRC-173B, a Radio Terminal Set.   The second trains operation and maintenance of the FBCB2 command, control, and communication system.    These simulations contain a series of lessons for each skill that help the soldier go through the learning stages of Familiarization, Acquiring the skill, Practicing the skill, and Validating the skill, while teaching the soldier to use the Technical Manuals.   They combine high fidelity 3D virtual reality views with 2D displays to bring the technical manual alive.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

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MC-130 EMBEDDED RADAR WARNING SIMULATOR

 

Capt Tim Barber ,

MSgt Yvette Leonard

Air Education and Training Command Studies & Analysis Squadron

Randolph AFB, Texas

 

Air Education and Training Command, Studies and Analysis Squadron (AETC SAS) in conjunction with the 58th Special Operations Wing (58 SOW) at Kirtland AFB, NM, assessed the suitability and effectiveness of using an embedded simulator to stimulate the HC/MC-130P AN/ALR-69 radar-warning receiver (RWR). The AN/ALR-69 is Air Force Special Operation Command’s (AFSOC) operationally employed radar warning receiver (RWR), currently installed on AC-130, MC-130, and MH-53 aircraft. It continuously monitors the radar environment to alert the pilot of any hostile or foreign activity that may be taking place. Currently, the only way to effectively train aircrews in the use of the RWR is by scheduling flights at electronic warfare (EW) ranges.  Although these ranges provide excellent training, they are expensive, constrained by scheduling considerations, and consume additional flying hours in transit time.  Ultimately, this training approach is limited by the scarcity of training opportunities necessary to teach and reinforce learned behaviors. 

 

The 58 SOW, in conjunction with the Air Force Research Laboratory, Warfighter Training Research Division (AFRL/HEA), has created an on-board system to stimulate the HC/MC-130P AN/ALR-69 RWR with fully correlated and validated threat parametric data.  Advances in technology now permit hosting of a transportable, affordable, and credible "electronic combat range in a box" utilizing a commercial-off-the-shelf (COTS) personal computer (PC). In addition to overcoming the cost and inconvenience associated with geographically constrained EW ranges, this solution allows instructors to manipulate the order of battle in support of diverse training scenarios.  The ability to regularly engage countermeasures against adversary air defense radar systems during routine training sorties infuses increased realism into the training domain and permits aircrew to "train the way we fight."

 

The study focused on real-time interactions between aircraft positional data, line of sight (terrain masking) calculations, clutter degradation, and RWR visual/aural cueing to provide accurate threat representation.  Additionally, the test confirmed that no permanent aircraft modifications are required and the system installation/removal does not exceed 30 minutes.  This paper presents the test and study results and recommendations.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Train as you Fight – Design and Integration Issues for Embedded Training in the Future Combat System

 

Henry Marshall

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

Orlando, Fl

 

Gary Green

Institute for Simulation and Training,

University of Central Florida

Orlando, FL

 

For the past six years embedded simulation research has focused on methods to transform digital-based current force systems, such as the latest version of Abrams tank and Bradley Fighting Vehicle, into systems capable of supporting embedded individual, crew and unit training. This research was spearheaded by the Inter-Vehicle Embedded Simulation Technology (INVEST) Science and Technology Objective (STO). While many technologies still required improvement to meet onboard training needs and size limitations, the INVEST program had great success in demonstrating the potential of the technology for both current and future programs. Based in part on the success of the INVEST program, the Army decided in 2003 to make fully embedded simulation a requirement for Future Combat System (FCS). This paper discusses research focused on embedded simulation capabilities for the FCS.

 

The Embedded Combined Arms Team Training and Mission Rehearsal (ECATT/MR) STO was initiated in FY03 to explore risk areas for FCS embedded simulation. As a new system start, FCS has the advantage of building embedded technology into the fundamental architecture of the system rather than having to add it later to a fielded system. However, development is complicated by the fact that neither the FCS vehicles nor FCS doctrine are yet defined. This paper discusses the development and application of an embedded testbed as an aid to FCS embedded training concept exploration. The paper discusses testbed use to define a fundamental embedded interface that will permit embedded components to interoperate via a network for large exercises and mission rehearsal. Other technologies being explored for FCS are also discussed such as the vehicle-soldier linkage for dismounted infantry training, intelligent tutoring and the use of C4ISR to control computer generated forces. The paper concludes with a discussion of future work.

 This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Electronic Warfare Rangeless Embedded Training A Cost Effective Training Approach

 

Michael Cooper,

Linda Viney,

Tom McDermott

Georgia Tech Research Institute

Atlanta, Georgia

 

US military aircraft are continuously being updated with the latest advances in modern weaponry and electronic warfare (EW) systems are no exception to this trend. While enhancing ownship threat avoidance and detection capabilities, these advances in weaponry place significant demands upon service men and women to adequately train with these new systems to maximize their battlefield effectiveness. On-going efforts are underway to enhance EW training on several US Air Force aircraft. These enhancements provide closed-loop simulations of air-defense environments creating realistic in-flight combat training for the aircrew. This training capability is an integral part of the aircraft integrated processor operational flight program (OFP), which allows for ‘on-demand’ training facilitating an in-route mission rehearsal. This capability also removes the requirement to schedule expensive time on training ranges or can be used in conjunction with traditional range training to supplement the training environment.

 

This paper will present an overview of an EW Embedded Training System including: the embedded training architecture, an instructor toolset for configuring training scenarios consisting of threat laydowns and air defense behaviors, and a training mission playback capability to support instructor scoring. Additionally, this paper will summarize results from these ongoing efforts.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Developing an Adaptive ADL Solution for Training Medical Teams

 

Sowmya Ramachandran , Michael Cramer

Stottler Henke Associates, Inc

San Mateo, CA

 

Donald L. Harville ,

Alan Ashworth

AFRL/HEAI

Brooks City Base, TX

 

Training military medical personnel to maintain readiness for medical emergencies and combat-related operations is a critical problem. Distance learning solutions are required for providing effective training while minimizing time away from the important peacetime duty of providing quality medical care to military personnel. Since medical emergencies are unexpected, it is important to dynamically generate customized courses to address the particular emergency. Since time is at a premium in such situations, it is important to address the precise learning needs of the medical team being trained.

 

We are developing an Intelligent Tutoring System (ITS), called ADAPT-MD, for military medical teams in combat and emergency procedures. Using a scenario-based approach, this system provides adaptive instruction that is customized to individual teams and their members. Team training poses challenges beyond individual training and few ITSs address this problem. Issues like student modeling, team performance evaluation, tailoring the challenge level of scenarios to student expertise, etc. take on added complexity. Adapt-MD addresses these issues by using a compositional approach to scenario generation and student model representation. A student model of a team comprises of a model of the team as a whole and models of each of the individual members. In addition to representing each members own state of expertise, the student model also represents his knowledge of the other team members’ tasks and abilities. ADAPT-MD has facilities for creating scenarios that are adapted to individual team members’ expertise levels. Simulations can include simulated intelligent entities to take the place of team members. The ADAPT-MD framework includes an authoring tool for specifying presentation content, domain knowledge, training scenarios, and instructional strategies. This framework is currently being applied to create an ITS for training hyperbaric treatment teams. It is, however, domain-independent and can be used to create ITSs for other medical domains.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

How Simulation is Training the Army’s New 91W

 

Sandy Fowler ,

Jack Norfleet

RDE Command

Orlando, FL

 

LTC Karen Basehore  

ARNG MCTS-PA

Annville, PA

 

This paper describes how the Army is using simulation to train its 91W Healthcare Specialists. The 91Ws are a new medical series. Previously the Army had 91Cs, who are licensed practical nurses (LPNs) and 91Bs, who are combat medics. These two specialties merged to become the new 91W Healthcare Specialist. The 91Ws are certified as emergency medical technicians (EMTs) and also in basic or pre-hospital trauma life support. Many 91Ws do not have an opportunity to practice in a civilian hospital or trauma center. Consequently, the first time many medics treat a patient is in combat. The 91Ws have one of the most important tasks on the battlefield.  Since they treat the patient immediately after the injury occurs, they have a huge impact on the outcome of that patient. They must be decisive and skilled medics to maximize the patient’s chances of survival and recovery. The Department of Combat Medic Training at AMEDD Center and School uses patient simulations of various forms to provide valuable hands-on experience to the Army’s next generation of warrior medics. Patient simulation allows trainees to develop critical psychomotor skills that can only be acquired through hands-on training.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Remote Medical Treatment Protocols for First Responders

 

Judith Riess

JR & Associates

Vienna VA

 

H. Barbara Sorensen

Air Force Research Laboratory

Mesa, AZ

 

The Department of Defense recognizes a serious void in remote operational health care management and is actively searching for solutions to pressing medical readiness issues. Chemical and biological agents and new operational threat environments combined with a rapidly changing scientific database and scarce medical resources accelerate the demand for new tools and methods to enhance and strengthen remote medical management capabilities. Tools that distribute knowledge and capabilities to aid a range of first-responders in comprehensively evaluating a medical situation, guide the uniform collection and reporting of critical information, and provide a telemedicine clinical reach-back to medical experts for rapid point-of-care evidenced-based guidance are essential components of today's medical preparedness and response plans.

 

This paper will describe a framework and methodology for the development of a distributive, deployable, protocol-driven training system with integrated telemedicine capabilities to enhance and streamline assessment and management of remote medical situations across military and civilian environments, nationally and internationally. Ultimately, the creation of this type of system could enhance the efficient and effective transfer of remote clinical and logistical information, expedite appropriate medical intervention, significantly leverage available medical resources and knowledge, reduce mortality, morbidity and the incidence of medical errors and reduce long-term injury related disabilities through rapid remote management of medical conditions.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

The Joint National Training Capability “The Centerpiece of Training Transformation”

 

CAPT H. W. Thorp

Joint Warfighting Center

Suffolk, VA

 

G. F. Knapp

Joint Warfighting Center

Suffolk, VA

 

In January 2003 Secretary of Defense Donald Rumsfeld assigned Joint Forces Command a critical new role in the department’s effort to transform training through the establishment of a Joint National Training Capability.   This capability will significantly improve joint training by embedding joint tactical tasks in Service training events, closing horizontal gaps between Service training programs, establishing broader joint interoperability training events, and configuring exercises to improve vertical exercise linkages; all in a global distributed training environment.  The first transformation of training was the establishment and improvement of Service national training centers.  These sites provided the Services with robust, dynamic, training in a realistic, albeit Service-centric, combat environment.  The JNTC will produce a second transformation in training by extending the Service-centric focus to encompass joint operations.  This will improve realism in a joint context, improve opposition forces, improve ground truth through improved instrumentation and data sharing, and improve the assessment of joint training events.  The JNTC will reach beyond the essentials of training event planning and execution.  JNTC will coalesce Service investments in training systems and infrastructure such that the tools of training are joint tools.  JNTC will ensure that all elements of joint command and control systems, processes, and techniques are employed in Service and joint training.  JNTC will provide oversight and management for diverse, unique, and expensive Service OPFOR investments such that critical OPFOR tools can be shared across Service boundaries.  JNTC will provide incentives to the Services to ensure that investments in training are joint and interoperable.  Finally, JNTC will provide the resources, coordination, focus, and a testbed for the development and implementation of advanced training technologies.  The JNTC is the cornerstone of training transformation creating a persistent joint training environment that enables US forces to train like they fight; at an affordable cost.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

A Capabilities-Based Architecture for Simulating WMD Emergency Response

 

Mary Ann Pigora ,

Theresa Tamash

SAIC

Orlando, FL

 

The Automated Exercise and Assessment System (AEAS) is a simulation that enhances training and coordination of emergency response to incidents involving Weapons of Mass Destruction (WMD).   The system simulates WMD incidents, and allows emergency responders to utilize their own Incident Command System and available resources to exercise decision-making and other cognitive skills.  The WMD scenarios cover a variety of incidents, including chemical, biological, radiological, nuclear, and high explosive (CBRNE) attacks.

 

In order to optimize the training experience, the exercising jurisdiction must be able to respond to the simulated incident with the resources and capabilities that they would normally have, and using their own command structure.  There is no standard equipment set or nomenclature for emergency responder agencies, and resources available to response agencies vary greatly.  Agency structure is also highly variable, with HazMat resources reporting to the Fire Department in some jurisdictions, and to Law Enforcement or even Emergency Medical Services in others.  It is impractical to ask jurisdictions to specify their equipment from an exhaustive and perpetually outdated list, so a capabilities-based approach to building resources was created.  This approach allows unlimited resource composition and a flexible command structure, allowing user specification of specialized units such as Urban Search and Rescue or National Guard WMD Civilian Support Teams.  This paper will discuss the AEAS Agency Survey component used for specifying a jurisdiction’s resources and the capabilities-based implementation for simulating those resources in a WMD response.

 This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Concepts for Training of Joint Combined Operations Planning Based on Modelling & Simulation Support

 

Dr. Uwe Dompke

NATO C3 Agency

The Hague, The Netherlands

 

Even in the new security environment with diplomatic and political strategies military power can’t be ruled out and is often necessary to back up diplomacy by the threat of force. Military operations in that respect will always be joint and combined (multinational). The planning of such missions on the operational level has to be done in the multinational environment bringing different cultures with their planning approaches and traditions together. NATO has established Guidelines for Operational Planning (GOP) which are made to support the Joint Multinational environment in which NATO operates.

 

The staff officers coming from different nations have to be familiarized with this planning environment. Seven new nations are invited to become members of NATO. They also have to be familiarized with the planning process in NATO. Besides NATO also “coalitions of the willing” have to bring planning cultures of different nations together to establish some interoperability in planning.

 

The familiarization as training task can be achieved using different concepts. From a system level perspective individual training has to be the starting point and the enabler for a collective training with the aim to bring the whole staff in a situation which is close to real world especially in using their normal command and control means. Modelling and Simulation (M&S) can support the whole range of training tasks and is not only restricted to the collective training with its Computer Assisted Exercise (CAX) approach.

 

This paper will describe concepts for an integrated training approach bringing individual and collective training together. The use of scenarios especially developed for training issues and the use of M&S will be key points. NATO is supported by the NATO Consultation Command and Control Agency (NC3A) with their Operational Analysis specialists in this regard. NC3A developed a full range of tools for the support of individual and collective training. These tools and the requirements which led to their development are presented. The paper will also report about the experience gained and the lessons learned. A summary and an outlook on future possibilities will conclude the paper.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

“Train As You Fight” Integrating The Army's Aviation Mission Planning System With AVCATT

 

Ken Bakker  and Craig Button

L3 Link Simulation and Training

Binghamton, New York

 

One of the major training objectives of the Aviation Combined Arms Tactical Trainer – Aviation (AVCATT-A) Re-configurable Manned Simulator is to provide the capability to "Train as You Fight".  This concept goes beyond providing realistic cockpits.   The concept stresses multiple collaborative training systems where student-student interactions can be taught and evaluated.  The concept also includes the ability to rehearse missions in a more realistic synthetic environment.   AVCATT-A extends the "Train as You Fight" concept into the preparation and planning phase of a mission.  This paper discusses the integration of the Army's Aviation Mission Planning System (AMPS) with the AVCATT-A system, thus allowing the ARMY aviators to "Train as You Fight".

 

For a typical mission, AMPS generates a significant amount of data that is used to describe several mission parameters such as Air Routes, Communications, Waypoints, Friendly and Threat situations, Performance load data and Weather information. To effectively utilize the AMPS generated data, many issues were identified and addressed.  Challenges encountered spanned areas such as Aircraft Data Rights, Database Correlation, Interface Media/Format Compatibility, Simulator Fidelity and Mission Generation.  This paper discusses each of these areas and the approaches taken to satisfy them for the multiple helicopter types that AVCATT supports.

 

Finally, the paper discusses how an AMPS system could be used to further enhance the overall capabilities of the AVCATT-A training system.  For example, AMPS could be used to initialize friendly and enemy forces.  AMPS might also be used to create much of the exercise-wide initialization data, which is currently created by manual input.  Additionally, comparing mission results with the mission objectives provided by AMPS could be used to augment the evaluation of a training session’s success or failure.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

UAV Mission Trainers - Requirements and Solutions for Current and Future Systems

 

Itai A. Toren

Silver Arrow / Elbit Systems

Haifa, Israel

 

In the last few years the world has witnessed a fast growth of the Unmanned Airborne Vehicle (UAV) market. While various kinds of UAVs had been introduced, the training systems for most of these systems were left far behind. Training systems for UAV systems are needed throughout the whole life cycle of the system. During the phase in of a UAV system, it is required to train the crews in an environment, which is as close to real life operational environment as possible. Training such a UAV crew is a complicated task as there is a need to train the full range of mission phases, including mission planning, cruising, reconnaissance and surveillance tasks, artillery fire adjustment, damage assessment and more. All these indicate that there are a lot of airborne and ground subsystems to simulate and control in the trainer which is, like the UAV system, a “system of systems” i.e. UAV systems (including 6 DOF), payloads, communications, GCS systems and especially the 3D Payload video. It is essential to enables the operators to train both in normal operating environment and in malfunction/emergency situations, which should be simulated as well.  In later phases of the system’s life there is a need to train in a joint distributed training environment, where all the training units can train and interact on the same scenario at the same time. The UAV mission trainer should have the capability of training in a joint and cross platforms/systems/units training operations such as joint training with the intelligence forces, artillery units, air support squadrons etc. The UAV mission trainer should also allow mission rehearsals.

 

This paper will try to address the current requirements and available solutions by looking on the existing HERMES UAVs trainers, and will try to forecast the requirements for next generation UAV trainers as UAV’s roll is rapidly expending.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Special Training for Special Forces

 

Major Michael Newell

PM CATT (STS) PEO STRI

Orlando, Florida

 

Tom Burch ,

Jim Combee ,

Jim Caylor

CAE USA Military Simulation & Training

Tampa, Florida

 

The 160th Special Operations Aviation Regiment (Airborne) (SOAR(A)) conducts extraordinary operations that require unique training capabilities.  This paper describes those capabilities, and the methods used to achieve them.  The paper first looks at the mission of the 160th and how that mission dictates the need for special training capabilities.  These capabilities encompass integrated mission planning, mission rehearsal, and rapid prototyping.  An overview of the methods used to achieve these capabilities is presented, in the context of the Light Assault/Attack Reconfigurable (LASAR) A/MH-6M Combat Mission Simulator (CMS), currently undergoing development and integration into the existing SOAR(A) training system.  The Requirements Analysis/Concept Exploration (RA/CE) sustainment effort is also described, with particular emphasis on its role in achieving timely capability enhancements and aircraft/simulator concurrency.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

A Chromakey Augmented Virtual Environment for Deployable Training

 

Rudolph P. Darken , CDR Joseph A. Sullivan

Naval Postgraduate School

Monterey, California

 

MAJ Mark Lennerton

U.S. Naval Academy

Annapolis, Maryland

 

In our attempts to construct virtual environments that simulate certain aspects of the real world, several significant technical shortfalls have limited our ability to elicit human behavior in the VE that approximates human behavior in the real world. Among these shortfalls are display issues and the insertion of the trainee in the training environment. Observable differences between the training environment and the real environment can severely limit the ability to induce stress and consequently to train complex tasks. These issues are exacerbated in a deployed setting where footprint matters most.

 

Our training problem involves skilled helicopter pilots and the ability to train at sea. The objective is to construct a training system suitable for deployed use that is low cost, small footprint, and that can be shown to have quantitative value as a training device. This paper will describe a mixed reality appended trainer solution that uses a Chromakey technique to mix the real environment inside the cockpit with the simulated environment outside the cockpit. This apparatus allows the near-field environment, including cockpit displays, maps, and controls, to “pass through” while the view out the window is replaced with a virtual simulation. Our prototype has been integrated with JSAF and interoperates with other simulators under development in our program. It will then describe an initial experiment that determined if experienced helicopter pilots could effectively navigate using this system and if their performance was reasonably similar to their performance in an actual helicopter. Results indicate that performance in the trainer does approximate actual performance within real world threshold values and that techniques for overland navigation used in actual flight also apply directly to navigation using the simulator. Future work includes adding NVG capabilities and further experimentation to determine the extent of training transfer possible with the system.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Virte: A Training System For The Future…Today!

 

Michael A. White , Christopher Arena

BMH Associates, Inc

Norfolk, VA

 

Roy Newton , Jeffery Hopper

BMH Associates, Inc

Norfolk, VA and Orlando, FL

 

Virtual Technologies and Environments (VIRTE) is an Office of Naval Research (ONR) sponsored advanced research initiative focused on meeting the training needs of forward-deployed amphibious forces faced with increasing operational tempo and mission complexity.  This program focuses on providing training and mission rehearsal capabilities for crewmembers that operate Navy Landing Craft, Air Cushion (LCAC), rotary-wing aircraft (RWA) and USMC Expeditionary Fighting Vehicles (EFV).

 

Technological advances have made it possible to reduce both the physical footprint and the number of computational processors required to run manned simulators.  Thus, the basic functions of a simulator that once required a warehouse-sized space and multiple high-end computers can now be replicated with off-the-shelf personal computers (PCs).  VIRTE has produced three manned simulators able to operate in a Joint Synthetic Battlespace (complete with Joint Semi-Automated Forces (JSAF) simulation engine and a dynamic synthetic natural environment) and has adopted and modified an existing after action review system (AARS) into a suite of compatible simulation systems, all with reduced footprints.  VIRTE also is achieving interoperability with other programs intent on providing computer-based simulations such as the USMC Deployable Virtual Training Environment (DVTE).  

 

The purpose of this paper is to share some of the challenges the VIRTE Systems Engineering and Integration (SEI) Virtual Product Team (VPT) encountered and overcame in the course of developing, assembling, integrating and testing the entire suite of simulation systems.  We discuss innovative methods of providing user-friendly simulation interfaces and address reuse of existing simulation components to provide a common training environment.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

The RAF Helicopter Voice Marshalling Simulator:   Early Experiences & Recent Enhancements

 

Robert J. Stone

Virtalis / VP Defence Limited & University of Birmingham

UK

 

A paper presented by the author at I/ITSEC 2002 described the development of a new virtual reality (VR) system for training RAF Helicopter Voice Marshalling (HVM) students.  The results of early human factors analyses of in-flight behaviors were instrumental in delivering affordable, PC-based trainers hosting semi-immersive virtual environments, endowed with levels of fidelity and visual cues commensurate with the training tasks specified.  Since the installation of the simulators at RAF Valley and Shawbury, reductions in the number of student failures following remedial VR training have been experienced.  RAF instructors and students alike have commented positively on the benefits accrued and cost savings made by undertaking repeatable VR sessions prior to flying actual training sorties over land and sea.  However, in some cases, concerns were raised that the simulators actually fell short of delivering a comprehensive training package, although this was due to budgetary limitations underpinning the original RAF statement of requirements.  For example, RAF Valley personnel (Search And Rescue Training Unit, SARTU) drew attention to the need for a detailed virtual littoral (coastal) scene, in addition to the basic seascape environment already in place.  Shawbury personnel also commented on the absence of a method of training the handling of under-slung loads and the need for greater accuracy in measuring student performance in confined area operations.  This paper presents some of the recent enhancements to the original simulators, covering the development of the littoral environment in detail, together with early student results, observations and operational findings.  In addition, there is growing RAF interest in extending the VR simulators even further to support rear-door gunnery training.  The paper concludes with a relevant description of the recent development of a low-cost, general-purpose machine gun (GPMG) trainer to enhance the Royal Navy’s Close-Range Weapons Simulator Facility at HMS Collingwood (also presented at I/ITSEC 2002).

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

VoRTEX – The Development of a Generic Architecture for VR Maintenance Trainers

 

Ken Fearn

Alenia Marconi Systems (AMS)

Integrated Systems Division

Dunfermline, Scotland

 

John Moore

Alenia Marconi Systems (AMS)

Integrated Systems Division

Dunfermline, Scotland

 

The argument between the use of real equipment versus synthetic environments for training is not new. No one can deny the importance of physical fidelity, but as the complexity of military systems increases so too does the cost of procuring and maintaining real equipment for training purposes alone. Decisions are taken which often result in a poor quality training environment where exercises are inadequate and throughput is compromised.

 

Computer Based Training of course is already in widespread use, but Virtual Reality (VR) training is different in that it adds value by providing the ability to build complex simulations that enable a user to assimilate information and interact within the simulated environment, either in real time, or where appropriate, faster than real time.

 

AMS is currently engaged in developing a generic VR platform that can be customized for any specific training application. The Virtual Reality Training Executive (VoRTEX) is a software suite that provides a core of common functions and a pre-defined architecture that run on COTS PC hardware under Windows. The VoRTEX architecture and design process, whose basis is in UML, is re-usable and the core software is configured for each specific trainer application through the use of database tables.

 

This paper discusses the options available to the end user of training equipment and describes why synthetic media are becoming more prevalent. It then describes the development of VoRTEX from its origins as a bespoke diagnostic trainer through to a generic classroom facility for VR maintenance training. The paper also discusses the VoRTEX architecture and design process and identifies the experience and lessons learned from the development to date.

 This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Lessons Learned Using Tactical Software in Maintenance Training Simulations

 

Harold L. Waters, II ,

Alan D. Amsden ,

Geoffrey A. Frank

Research Triangle Institute

Research Triangle Park, North

 

Stuart A. England

United Defense

Santa Clara, California

 

David J. Voor

NAVAIR Orlando

Orlando, Florida

 

As the US Army strives to reduce logistical costs, more and more functions traditionally performed by the maintainer with plug-in test and diagnostic equipment are being performed by diagnostic software executing on computers embedded in the weapons system.  This approach is critical to reducing the "logistics tail" of test equipment and the complexity of maintenance tasks.  The role of the system maintainer is being redefined as working with the embedded diagnostic software to troubleshoot problems, isolate faults to line replaceable units, and repair systems through remove and replace operations or by performing adjustments guided by the system under test.  This means that maintenance training must focus on teaching the maintainer how to use the diagnostic software effectively. 

 

The Army is using simulations to provide maintenance training at its schools as a way of minimizing the acquisition and maintenance costs of weapon systems that are not deployed.   A key decision for the maintenance training simulation developer is whether to use tactical diagnostic software as opposed to emulations of that software in a maintenance simulator. 

 

This paper presents lessons learned during the successful development and fielding of the Diagnostic and Troubleshooting (DT) Trainer for the M2A3/M3A3 Bradley Fighting Vehicle System (A3 BFVS). The A3 BFVS DT is currently fielded at Fort Knox and Fort Benning and has been used to successfully train eleven Maintenance classes to date. This desktop maintenance trainer uses the tactical vehicle software to replicate the system's operational and diagnostic behaviors.  It also uses interactive two-dimensional and three-dimensional A3 BFVS components as the soldier-machine interface to the virtual A3 BFVS.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Requirements for a High Fidelity Virtual Aircraft Maintenance Training Environment

 

Glen A. Pfeifer

The Boeing Company

St. Louis, Missouri

 

Virtual reality (VR) training applications have attracted worldwide attention and study. One application that shows great potential is aircraft maintenance training. Virtual aircraft maintenance trainers offer the advantage of affordability and flexibility over traditional hardware-based trainers, providing an accurate, 3D representation of the aircraft without the associated lifecycle costs of physical hardware mockups and original aircraft equipment. Moreover, VR permits comprehensive user interaction with the virtual aircraft's systems and components. These range from dynamic navigation using augmented or hypothetical viewpoints to complex manipulation of realistic virtual aircraft components.

 

The past several years have seen advances in computer and visualization technologies that make the integration of VR with traditional training media more practical. To exploit this new potential, The Boeing Company's Phantom Works group has been investigating high fidelity virtual environments for maintenance training as a more effective means to support its aerospace products. One result of this effort is a matured set of requirements, derived in part from lessons learned creating numerous prototypes. This paper will discuss these requirements, which address many key elements necessary to develop an effective virtual maintenance trainer. Discussion will recognize the challenging issues of source data conversion, geometry management, user navigation and interaction, and functional simulation integration, all associated with the virtual environment. Training systems providers who develop solutions based on these blueprint items will better produce more realistic and effective environments for maintenance training.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Local Positioning Systems: New Possibilities for Urban Combat Training

 

Pete Steggles ,

Peter Batty

Ubisense Limited

Quayside, Cambridge, England

 

As urban combat becomes more important the need for effective large-scale urban combat training is increasing. But urban combat environments are complex and cluttered, making it hard to monitor player performance and so conduct effective exercise control (EXCON) and after action review (AAR). Local Positioning Systems (LPS) can help solve this problem by tracking the locations of players and weapons in real time across the entire training environment, even inside buildings and tunnels. By integrating LPS with other systems, such as hit detection and digital video cameras, EXCON personnel can see a detailed real-time overview of the entire engagement, and the AAR can be supported by automated retrieval of synchronized data streams from LPS, weapon systems and video cameras showing selected players or events.   Even closer integration with weapons systems can provide extra realism including modeling of area weapons and control of pyrotechnics and simunitions.

 

Meeting the challenge of these applications places heavy demands on the LPS: it must provide accurate and robust sensing even in sensor-hostile environments, such as buildings and tunnels; it must ensure that responsive performance is maintained whatever the scale of the environment; it must enable fast and low risk training application development; and it must provide built-in support for minimizing total cost of ownership.

 

This paper details the benefits of integrating LPS into urban combat training, describes the application- and systems-level requirements that LPS must meet and discusses how currently-available systems match up to these requirements.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Military Operations Other Than War (MOOTW): Making Flexible Asymmetric Simulation Technolgies (FAST) Relevant for Warfighters

 

John Cipparone  

Dynamics Research Corporation

 

Dr. Philip Barry

MITRE Corporation

 

As in Somalia and Haiti, as well as Bosnia, Kosovo and most recently Afghanistan, MOOTW often encompasses open-ended missions unrelated to traditional military core competencies of fighting and winning wars.  Geopolitical factors, transformations in US foreign and security policies, and terrorist attacks, when combined with US political leadership and advances in power projection capabilities, all contribute to the growing importance of MOOTW.  Consequently, an emerging challenge for the military is how best to use FAST in training commanders and their staffs to fight and win on the battlefield of MOOTW. 

 

To enhance warfighter readiness, the Defense Modeling and Simulation Office (DMSO) continues to explore FAST in the representation of the natural environment, human and organizational behavioral representation, and repository support.  Today, such efforts make it possible to create a prototype MOOTW toolbox that promotes training and readiness as it supports mission planning, analysis and execution.  In consonance with documented operational needs for modeling peace support operations and multinational training, as well as non-force-on-force and stability operations, DMSO developed a prototype toolbox to advance end-to-end problem analysis and/or situation rehearsal.  Moreover, this prototype supports data and working scenarios, a knowledge base containing lessons-learned in the use of the tools, and assessments done with the tools as well as supporting training materials.

 

This paper describes the challenges of developing a toolbox environment that allows various tools to operate synergistically through the exchange of data, as well as the employment of reusable scenario definition files, in eXtensible Markup Language.  This prototype includes the integration of the United Kingdom’s Ministry of Defence stochastic simulation model of Diplomatic and Military Operations in a Non-warfighting Domain (DIAMOND) modified for DoD use, the US Joint Conflict and Tactical Simulation (JCATS) Tool, the Canadian Mine Tool, and the US Unit Order of Battle Data Access Tool (UOB DAT).

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Anywhere - Anytime Orders Production Training using OneSAF Objective System and the Maneuver Control System

 

Richard T. Anderson

Dynamics Research Corporation

Orlando, Florida

 

Russell R. Sherrett

Scientific Applications International Corporation

Orlando, Florida

 

Tactical orders production in a fast paced, time sensitive, combat situation requires warfighter operations officers to be firmly grounded in doctrine, tactics, unit structure and capabilities and highly proficient in the use of digital communications equipment.  Currently, military service schools and unit-level staff training programs do not provide a low overhead, train anywhere – train anytime process, but instead are time-consuming, resource-laden undertakings.  The need exists for a low cost, time efficient process for the development of tactical orders production skills.  This paper presents a training system design using software applications developed for the U.S. Army’s next generation training simulation, One Semi-Automated Forces Objective System (OOS), and digital communications equipment found in Army brigade-level tactical units called the Maneuver Control System.  Enhancement of tactical orders production skills will be achieved by requiring the operations officer to develop and digitally transmit a doctrinally correct operations order within time limitation using actual wartime procedures and technology.  A ‘train up’ period will be required emphasizing doctrine, tactics, techniques and procedures, orders formatting, battlefield synchronization and use of the communications equipment.  Evaluation will be accomplished utilizing several of One Semi-Automated Forces Objective System (OOS) software applications designed for command and control interface, military scenario development and after action review.

 

This ‘learning with technology’ approach provides for Army-wide application and lends itself to a broader Department of Defense use by integrating joint-service language and operational graphics designed for automated communications in an intra/inter-service environment.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

A Common Instructor Operator Station Framework: Enhanced Usability and Instructional Capabilities

 

Melissa M. Walwanis Nelson

NAVAIR Orlando TSD

Orlando, FL

 

David G. Smith

Jardon and Howard Technologies, Inc.

Orlando, FL

 

Jerry M. Owens

CHI Systems, Inc.

Orlando, FL

 

Maureen L. Bergondy-Wilhelm

NAVAIR Orlando TSD

Orlando, FL

 

Military aviation training faces many new challenges today with the introduction of networked or distributed mission training.  One of the challenges that must be met is the need to improve the effectiveness and efficiency of instructors in what is becoming an increasingly complex and demanding training environment.  Another challenge is the need for system acquisition cost saving methods in relation to major training subsystems.  The present work is based upon previous research (Walwanis Nelson, Smith, Owens, Stubbs, & Bergondy-Wilhelm, 2003) and brings focus upon both of these issues in seeking new ways to improve the usability and capabilities of the Instructor Operator Station (IOS) subsystem, which is a key component of all modern aviation simulation systems (Farmer, Van Rooij, Riemersma, Jorna, & Moraal, 1999).  Findings from interviews with instructional personnel across seven Navy aviation platforms concerning IOS requirements are reviewed and a framework for a Common IOS (C-IOS) is proposed in order to achieve improved training support and system acquisition cost savings objectives.  Ways in which training personnel will benefit through improved strategies and capabilities to meet requirements such as scenario development, performance measurement, and mission debriefing are discussed.  Further development of the concepts and infrastructure to implement the C-IOS across Navy aviation platforms is needed to demonstrate the proposed payoffs of these scientific and technological advances.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 


Navy Aviation Simulation Master Plan Requirements Analysis

 

Robert Guptill  and

Mark Hemenway

Dynamics Research Corporation

Andover, MA 01810

 

Erosion of aviation readiness through the Inter-Deployment Training Cycle is a major concern for Navy Type Commanders.  In response to this concern, the Office of the Chief of Naval Operations sponsored an in-depth analysis to identify the physical and functional requirements of training systems that meet operational training needs of post-Fleet Replacement Squadrons in selected aviation communities.

The Navy Aviation Simulation Master Plan (NASMP) Requirements Analysis was conducted to define these training requirements that will guide the design and development of effective and empowering mission simulation solutions for Fleet aviators.  The initial NASMP Requirements Analysis identified operations training system requirements for the following Navy aircraft and their aircrew personnel: F/A-18C/E/F, E-2C, EA-6B; SH-60 B/F; MH-60S, EP-3E; P-3C, and E-6B.

This paper describes the technical approach that was used.  The approach is comprehensive in scope, aggressive in its implementation, and included all of the training front-end analysis steps required to define Navy aviation mission, system function, aircrew task, training media, training system alternative (including utilization and cost), fidelity, and simulator functional requirements.  An important feature of the approach was using the Universal Naval Task ListæNaval Mission Essential Task List Process to identify mission task requirements; and decomposing and linking these tasks to Navy Training and Readiness task lists, and individual, team and collective aircrew task performance requirements.

Lessons learned include the efficacy of mission-based task analysis, reconciling semantic and operational differences in mission terminology and usage, shortcomings in MIL-PRF-29612 mission analysis guidance, reconciling task differences across Navy aircraft communities, the need for validated models to conduct utilization and cost analyses, and the critical need for a comprehensive, accessible, and current training requirements analysis database to host the data, conduct requirements analyses, and report results.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

REUSE POTENTIAL OF LEGACY SIMULATORS TO SUPPORT DMO

 

Garry H Boyle

Air Force Research Laboratory, Warfighter Training Research Division

Mesa, Arizona

 

Modeling and simulation has become an increasingly more important contributor to mission readiness.  Distributed Mission Operations (DMO) has the potential for big payoff in terms of peacetime Aerospace Expeditionary Force (AEF) and coalition preparation as well as operational joint mission rehearsal. There is an enormous residual investment in existing simulation-based training devices that were not designed for DMO. The question arises as to whether these legacy or fielded simulator systems can be used to support DMO objectives and the training needs of tomorrow?  The answer to this question is an important one because of its potential economic impact and it can spread DMO to more systems earlier. At the same time, the answer can be unique to each system since it will be based on many variables. Legacy systems are plagued with concurrency problems, exorbitant life-cycle costs, obsolete computer systems, and a lack of networking capability. Other variables include funding, contract issues, ownership of aircraft and simulator software, ripple effects of changes, and having the right personnel. There have been various legacy simulator systems that have gone through a redesign and refurbishment to provide enhanced training capabilities including Distributed Mission Training (DMT).  The Air Force Research Laboratory, Warfighter Training Research Division, has had significant experience in integrating existing systems into DMT and reusing elements of legacy systems to meet new training requirements.  We have seen the extreme of integrating DMT capabilities into an existing system to a simple offering of the cockpit and existing software as resources in a follow-on RFP for a new simulator system.  This paper addresses the variables, their implications, actual conversion experiences, recommendations, and lessons for future simulator procurements to ensure that the next generation of simulators will have the capability to meet yet undetermined future needs.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Air Combat Student Performance Modelling Using Grounded Theory Techniques

 

John A Huddlestone

Royal Air Force

Oxford, England

 

Don Harris

Cranfield University

Bedford, England

 

This paper describes the use of grounded theory techniques to develop a performance model for fighter crews undergoing initial training in pairs combat techniques on the Tornado F3 Operational Conversion Unit (OCU). The work was undertaken as part of a study to evaluate the training effectiveness of the JOUST low-fidelity, multi-player simulator system used for pairs air combat training.  The OCU instructors considered that students performed poorly in communications related aspects of pairs combat, and attributed this to the fact that the available synthetic training aids only took a single crew.  They had identified the JOUST system as being a more appropriate training device.

 

The empirical evidence, in the form of archived narrative reports of past student performance in the pairs phase, was investigated in order to develop a student performance model, identifying the essential aspects of performance upon which the instructors were focused.  A total of 46 reports completed by an equal mix of pilot an d navigator instructors (80%) of the instructor population) were analysed to provide 200 performance statements.  The performance model was developed through successive application of open, axial and selective coding of these statements.  Grounded theory technique was selected for evaluating this qualitative data as it provided a rigorous analytical procedure, and it facilitated the development of a model of student performance by analysis independent of input form the subject matter experts, namely the instructors whose opinions were to be validated.  The model that was developed was found to support the anecdotal evidence from the instructors on students’ communications problems, and was consistent with published models of situational awareness in air combat.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Mission Essential Competencies for the AOC: A Basis for Training Needs Analysis and Performance Improvement

 

Dr. George Alliger

The Group for Organizational Effectiveness, Inc.

Albany, NY


James M. McCall

Simulation Technologies, Inc.

Mesa, AZ

 

Michael J. Garrity  and

Rebecca M. Morley

Aptima, Inc.

Woburn, MA

 

Capt Larry Beer  and

Capt David Rodriguez

Air Force Research Laboratory

Mesa, AZ

 

The Air and Space Operations Center (AOC) is the operational Command and Control center in which the Commander, Air Force Forces (COMAFFOR) has centralized the functions of planning, direction, and control over assigned and attached Air Force resources.  If the COMAFFOR is also designated as the Joint Force Air Component Commander (JFACC), these functions will be performed for all aerospace resources from the Air Force and other Services and nations made available for planning and tasking within the guidance provided by the Joint Force Commander.

 

The core manning of an AOC consists of approximately 252 personnel from over 30 Air Force enlisted and officer career fields.  The majority of these personnel do not receive training on their duties and systems within the AOC prior to their assignment.  They are expected to meld career field knowledge and skills, professional military education, and AOC unique training to perform their part of the planning, direction and control of Air Force resources.  The Air Force has recently declared the AOC a weapon system with the attendant focus on training and certifying AOC operators.

 

The Air Force Research Laboratory, Warfighter Training Research Division, under the sponsorship of ACC/DOY and AC2ISRC/DOT have begun an effort to define AOC training and rehearsal requirements using an approach based on Mission Essential Competencies (MEC).  This effort provides the most complex attempt to date to apply the MEC process across multiple teams and individuals.  This paper will discuss the application of the process to two AOC divisions, Combat Plans and Combat Operations, and provide an interim report on the results.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Extending the Team Learning Methodology to Coalition Training

 

Janice L. Giebenrath ,

 John J. Burns ,

Todd A. Hockensmith, Paul J. Hession

Sonalysts, Inc

Orlando, FL

 

James Brewer

NOVONICS

Arlington, VA

 

Daniel P. McDonald

NAVAIR Orlando TSD

Orlando, FL

 

Increasingly, the United States Navy is operating within coalitions to achieve its military objectives.  Reliance on combined operations necessitates effective training to address new operational requirements.  Little work, however, has been done to establish best practices for using simulation-based coalition training.  Team Learning Methodology (TLM) is described as one approach for effective coalition training in a distributed simulation environment.  The TLM has already been successfully implemented across a variety of United States Navy (USN) sponsored R&D and acquisition efforts (Brewer, Baldwin-King, Beasley, & O’Neil, 2001).  The TLM focus is on distributed team training with an emphasis on team performance and problem-solving.  Implementing TLM for combined training requires the redefining of team parameters and training requirements to support coalition operations.  The results are new training objectives and performance measures to support these requirements.  This was a Phase II effort that built upon lessons learned during a Phase 1 demonstration of the “virtual” training of coalition forces at the 23rd Annual Interservice/Industry Training, Simulation and Education Conference. The TLM is herein described as it was applied to defining coalition training requirements, the development and implementation of training objectives, and the creation of performance measures and debriefing materials.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Tactics Development and Training Program Validation in Distributed Mission Training: A Case Study and Evaluation with the USAF Weapons School

 

Todd E. Denning

L3 Communications

Link Simulation and Training Division

Las Vegas, Nevada

 

Winston Bennet, Ph.D.

Air Force Research Laboratory

Warfighter Training Research Division

Mesa, Arizona

 

Jeffery Bell

Simulation Technologies Inc.

Mesa, AZ

 

Major Lance Landrum

16th Weapons Squadron

United States Air Force Weapons School

Nellis AFB, NV

 

When mission requirements emerge to test or validate tactics or training programs, state-of-the-art distributed training systems afford a bridging method for efficient exploration and development if used with appropriate attention to system strengths and limitations.  The United States Air Force Weapons School’s 16th Weapons Squadron is the first USAF advanced tactical training unit to harness distributed simulation technology specifically for exploration, validation, and enhancement of air combat tactics training programs.  The Air Force Research Laboratory’s F-16 DMO research site teamed with the USAFWS to provide DMO facilities, technical support, data collection, and training analysis.  With fours years of program development and two years of performance data collected, this paper examines the 16th WS program as a case study to provide a roadmap of lessons learned for distributed training application in the advanced air combat training environment.  The discussion opens with an assessment of mission constraints and requirements that drove the exploration of advanced training simulation applications in the F-16 and F-15 Weapons Instructor Courses (WIC).  The examination then moves to a discussion of Air Force Research Laboratory and WIC data collection methods to assess graduate combat capability in DMO.  The program’s evolution provides the context for discussing perceived and tangible results along with their implications for future extension of simulation technologies in advanced tactical training.  Performance assessment comparisons between AFRL and WIC methodologies are explored in the context of the current DMO training program in both objective and subjective methods.  Finally, the results of the 16th WS training initiative are compared to the USAF concept of operations for distributed mission training/operations for an examination of the implications of current lessons versus long-term program vision.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Semi-Autonomous Cyberware Red Team Forces for the Information Warfare Battlespace

 

Martin R. Stytz, Ph.D. ,

Air Force Research Laboratory

Wright-Patterson AFB, OH  45431

 

Sheila B. Banks, Ph.D. ,

Air Force Research Laboratory

Orlando, FL  32828

 

“Train the way you will fight” is the mantra for United States’ military training and this philosophy has served the warfighter well as evidenced by the many successful operations executed around the world over the last decade.  However, this philosophy has not been adopted in command post and commander exercises in the arena of information warfare, which is untenable.  The coming capabilities in networks and computing portend a time when warfighters will become increasingly dependent upon the unprecedented level of detailed information available concerning the situation within a battlespace.  Recent technological advances, including improvements in computer-generated forces, information assurance and software protection technologies indicate that a much more realistic information warfare battlespace can be provided. Therefore, we are remedying this situation by assembling an autonomous information warfare (IW) red team capable of conducting information warfare exploits against friendly forces and testing their information warfare readiness.  In this paper, we discuss the enabling technological advances that permit the assembly of an autonomous red team and how they can be combined to develop a semi-autonomous force (SAF) information warfare red team that can generate and conduct threat information warfare activities without human supervision.

A further benefit of an IW red team will be that it can provide the capability for standardized evaluation of defenses and allow command echelons to experience and prepare for information warfare exploits in a variety of forms.  In this paper we discuss the technologies that enable the development of a cyber red team and present a methodology for the development of the cyber red team, also called the information warfare opposing force (IW OPFOR).  We motivate and highlight the need for the cyber red team for training and defensive systems evaluation, discuss the requirements for the information warfare cyber red team, and elaborate our vision for its need and required capabilities to function within the information warfare, or cyber, battlespace.  Given the state of technology, we believe that a symbiosis between man and IW cyber red team is required to achieve an IW cyber red team and that there must be a corresponding dividing line between the human’s responsibilities and the cyber red team’s functionality.

The paper is organized as follows.  In Section One, we discuss the needs and requirements for the SAF information warfare red team and our vision for its capabilities.  Section Two contains a discussion of previous and current research and technologies that support the creation of the cyberwarfare red team.  Section Three contains a discussion of the developmental process and the testing and validation steps that we have identified to date.  The paper concludes with a summary and suggestions for further efforts and research.

 This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Benchmark Study of NASA and Air Force Space Operations Training

 

Alan E. Johnston

National Aeronautics and Space Administration

 

Michael L. Gilchrist

Teledyne Brown Engineering

 

In 2002, the National Aeronautics and Space Administration (NASA) conducted a comparative analysis of the space operations training programs used by the United States Air Force (USAF) Space Command with those used by the NASA’s Payload Operations and Integration Center (POIC) at Marshall Space Flight Center, Huntsville, Alabama. The concentration of the study focused on improvements in payload operations ground controller training for the International Space Station Payload Program.

This report looked at the respective programs and investigated potential improvements for NASA’s POIC ground controller training program in areas as diverse as staffing issues to database software capabilities. The report provided recommendations to NASA’s POIC management, based on the findings, in such areas as separation of office and console operator staffing, centralizing the POIC training staff, developing a web-based tracking database, and implementing recurring training and evaluation into NASA’s POIC training.

This paper will provide a brief review of the analysis and then present the benchmarking recommendations made by the Marshall Space Flight Center Training Organization. It will discuss the reasons for each recommendation and the implementation scheme that will be followed for each approved one. It will further focus on the cooperation between the two governmental agencies and the challenges to making the cooperative efforts successful.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Enhancing Training Realism by Incorporating High-Fidelity Human Behavior Representations in the Synthetic Battlespace

 

Jeffrey A. Doyal

Science Applications International Corporation

Beavercreek, OH

 

Bryan E. Brett

Science Applications International Corporation

Beavercreek, OH

 

With continuing advances in technology, we are increasingly afforded opportunities to examine complex training issues using modeling and simulation.  Each year, software and hardware advances make it easier to integrate multiple, complex simulation environments, with more and varied constructive entities being incorporated.  However, the true potential of modeling and simulation as a training tool will not be realized until adequate fidelity (including operator tactics, behavior, and performance) of simulated entities is achieved.  Further, once such high-fidelity human behavior representations are developed, they must be reusable in order to be cost-effective.  The Air Force Research Laboratory is leading an effort to facilitate the development, integration, and reuse of human behavior representations as part of the Combat Automation Requirements Testbed (CART) Program.  This paper describes the CART Program’s efforts to evolve a user-friendly, task network based modeling tool, and to demonstrate how high-fidelity human behavior representations can be easily developed and interfaced with other system and mission models to provide for intelligent constructive entities that enhance the synthetic battlespace environment.  The paper discusses two distinct modeling and integration efforts performed to demonstrate the technology.  The first involved modeling a strike fighter pilot performing an attack mission against a moving target.  The second involved modeling of multiple individuals performing a command and control function in an aerospace operations center.  Finally, we discuss how the CART approach and technology can be applied to enhance modeling and simulation toolkits used to build intelligent constructive entities.

 This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Emotion Modeling to Enhance Behavior Representation:  A Survey of Approaches

 

Dr. Elizabeth Sheldon Biddle, Ph.D.  

Sonalysts, Inc

Orlando, Florida

 

Dr. Amy Henninger

Soar Technology, Inc.

Orlando, Florida

 

Dr. Robert Franceschini

SAIC

Orlando, Florida

 

 

Dr. Randolph M. Jones

Soar Technology, Inc.

Waterville, Maine

 

In the past few years, there have been many discussions on the inadequacies of traditional, logic-driven human behavior representation schemas to portray realistic and believable human behaviors.  In response, a number of researchers have been working towards the development of behavior moderator functions (BMFs), which are methods and models that augment human behavior models to simulate the effects of a host of soft factors (e.g., affect, personality, fatigue, etc.), with the intent of rendering more human-like behaviors.  One type of BMF that has received considerable interest recently is affect (emotions, moods).  Like other aspects of human behavior, affect is extremely complex.  Aptly, several diverse theories for describing and explaining affect exist.  For example, one body of research explains emotions as a cognitive process, whereas another body of research advocates that emotions originate in lower-level physiological processes. Unsurprisingly, there is a tremendous diversity in the approaches researchers have adopted in developing affect BMFs.  These divergences lie in both the theories of affect subscribed to as well as the means of integrating the influence of affect with models of human behavior.  For example, some of the affect modeling approaches redesign the architecture of an existing cognitive model by including processes that allow for various pathways of cognitive processes that are related to a specific emotion.  There are other approaches in which the affect model is interfaced with the cognitive model, such that it acts as a perceptual filter for the information that is received by the cognitive model.

 

This paper will provide a survey of affect modeling approaches that have been developed with respect to human behavior representation.  Additionally, the models described in the paper will be compared and contrasted, and future research directions will be recommended.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Sides and Forces in the OneSAF Objective System

 

Susan A. Gugel

SAIC

Orlando, FL

 

Gregory S. Miller

Alion

Fort Monroe, VA

 

Over the past few decades the world has changed, no longer is it dominated by two world powers.  Today’s conflicts and wars involve many different sides and forces, where several sides and their affiliated forces may agree on the enemy but cannot agree on how they view other sides.  Regularly, new events occur and new information is available, that cause relationships between these sides to change.  Our experience in Afghanistan shows how quickly these views can change.  These changes impact the soldier; he must learn to determine who is the enemy and who is a friend by more than the type of tank that he or she sees through their sensors.  To support training and analysis, simulations such as the OneSAF Objective System (OOS) must support multiple-sided engagements with changing relationships across the full range of military operations.  This paper outlines the OOS approach starting with definitions for sides, forces, and relationships.  The sides and forces are used by models as well as presented to the user both for viewing and modification through tools.  The OOS approach utilizes MIL-STD-2525B (DISA, 1999), which is designed to display tactical symbols and graphics to US soldiers, to display the symbols and graphics to trainees and roleplayers on the US side, showing who is hostile, friendly, etc...  To provide a user-friendly display for non-US side roleplayers, the presentation may need to reflect the view of the “enemy” roleplayer’s side.   In addition, different presentations are needed to support observers evaluating the training exercise or human-in-the-loop experiments.  To this end, this paper outlines how OOS utilizes and enhances MIL-STD-2525B to provide the presentation of sides and forces necessary to support training and experimentation.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Methodology to Accelerate Simulation Scenario Development for Immediate Reusability

 

Eric D. Trias

Detachment 4, AFC2TIG

Kirtland AFB, NM

 

Karl S. Mathias

Air Force Institute of Technology

Wright-Patterson AFB, OH

 

Det 4, AFC2TIG, also known as the Air Force Distributed Mission Operations Center of Excellence (DMOC), uses interactive modeling and simulations to accelerate DMO events.  The simulations are realistic scenarios supplying the immersive and coherent environments, and provide combat operators a cost-effective venue to conduct invaluable mission rehearsal, training, testing, and tactics validation.  Unfortunately, developing and maintaining a comprehensive entity-level (air, ground, maritime, and space) scenario for multiple simulation systems have become cumbersome and time consuming.  Scenario developers depend heavily on existing databases to create new ones.  Scenario data reuse is usually limited to the cut-and-paste method within the same simulation language.  Little, if any, is being done to take advantage of scenarios developed on one system for reuse into another.  This paper presents a methodology to promote rapid scenario development and reusability.

 

A repository capable of containing multiple validated scenario databases is critical to accelerate scenario development and promote reuse.  The ability to quickly and intelligently access stored data is imperative.  The selected data must be correctly transformed into the desired format automatically. This process can be implemented using a combination of three technologies:  automatic parser generation, repository architectures using Extensible Markup Language (XML), and Information Retrieval (IR) techniques.  Automatic parser generation tools, like JavaCC, can automatically generate code capable of reading data sources from any simulation language.  For simulations that regularly add scenario keywords to support ever-changing needs, automatically generated parsers can greatly reduce redevelopment time and costs.  Then, objects parsed from any source data can be encapsulated in XML and stored into an integrated repository.  Using information retrieval techniques, objects can be queried and retrieved from the repository.  Finally, the selected segment of the scenario can be transformed into the appropriate format for reuse into the scenario under development.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Chemical Casualty Simulation for Emergency Preparedness Training

 

Paul N. Kizakevich ,

 M. McCartney ,

 S. Duncan ,

 H. Schwetzke ,

 J. Zimmer ,

 W. Jochem ,

 J. Heneghan

RTI International

PO Box 12194, Research Triangle Park, NC 27709

 

Traditional medical training cannot provide adequate experience for disasters, such as chemical agent exposure, because these events occur so rarely.  To address this need, a virtual patient simulator was developed to provide physiological simulations of chemical exposure and treatment for terrorism preparedness.  The STATCare Chemical Casualty simulator presents a scenario comprising a virtual scene and one or more cyanide casualties.  The caregiver can survey the scene, interact with the virtual patient, use medical devices, administer medications, monitor data, and perform interventions.  The simulation presents animated, 3-D patients with signs and symptoms related to level of exposure for recognition of the appropriate level of treatment.  Animations such as vomiting, coughing, seizure, and convulsions portray realistic chemical exposure effects.  Physiological effects such as changes in heart rate, blood pressure, respiration, and skin color are also based on blood levels and imply the appropriate treatment for each level of exposure.  Scenarios have been developed for casualties at a subway station and after transport to the emergency room, thereby permitting training for both pre-hospital and in-hospital personnel.

 This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Applying Existing Simulation Systems to Homeland Security Training

 

Roger Smith  and

 Lou Ford

Titan Corporation

Orlando, Florida

 

Following the events of September 11, 2001, many countries began new efforts targeted at improving the security of their nation.  These have included additional security at border entry points, new procedures for screening materials entering the country, an increased focus on intelligence information gathered at home and abroad, and the preparation of emergency response personnel who must deal with terrorist incidents.

 

Each of these activities presents new problems, new tactics, and new ways of looking at familiar situations.  Becoming proficient at any of these will require new forms of training that focus on issues unique to Homeland Security (HLS).  Within the US Departments of Defense, Justice, and Health there are numerous efforts examining the best ways to create training scenarios, facilities, course materials, and simulations. Our team has identified a number of existing simulations that have the potential to address HLS issues.  We have also defined some high-level requirements for new simulations in this domain. 

 

The study of existing simulation categorized those systems as: leadership training, immersive systems, desktop trainers, analytic simulations, and simulation support tools. In this paper, we will introduce many of these systems and identify those that we believe are the most immediately applicable to different forms of HLS training. The large number of potentially applicable simulations indicates that HLS organizations should not engage in the development of a new simulation system before they have studied, experimented with, and applied several of the systems identified in these studies.  Organizations can make more efficient use of their financial resources by applying them to the gaps that exist between available simulations, rather than paying to reinvent those capabilities.  The study also indicates that existing simulation systems, usually from military or medical organizations, are targeted at the actions that should be taken in response to an emergency event.  But, we were able to find very few simulations that focused on planning for an emergency, identifying threatening situations, or preventing an event from occurring. In these areas, it appears that new simulation systems will have to be constructed.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Behavioral Layering for Re-Use in Multiple Resolutions

 

Shanming Loh ,

 Richard Thiang ,

 Keng-Oon Chiam

Defence Science & Technology Agency

Singapore

 

One important factor in simulations is the accuracy and robustness of CGF behaviors. Development of acceptable CGF behavioral models can require considerable time and cost. Re-use of behavioral models is a logical step to reduce development time and costs, and increase consistency of behaviors across simulations. However, this is hampered by differences of resolution and fidelity, level of user control, and the desired degree of automation in different simulations, which lead to non-equivalent roles for their behavioral models.

 

Drawing on ideas from command forces and team behavior, an architecture was constructed that specifies the division of behaviors into modular layers for customization to match the requirements of different simulations. This allows re-use of the behaviors in simulations with different resolutions and fidelities, or partial re-use with acquisition of behaviors where the exact level of detail is not matched by existing behavioral sets. A focus on maximizing correspondence between user roles and behavioral layers facilitates interchangeability between man-in-the-loop and automated behaviors. The flexibility of this architecture can greatly increase the reusability of CGF behaviors.

 

This architecture underpins our design of behavioral models for next-generation simulation systems which would run at varying resolutions and fidelities, and allow user control at arbitrary points throughout the command hierarchy of otherwise-automated entities. This paper presents the concepts that underlie the design of the architecture, as well as its capabilities, usage, and limitations.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Causal Models and Learning for Robust Human Behavior Models

 

Dr. Paul E. Nielsen  and Jonathan T. Beard

Soar Technology, Inc.

Ann Arbor, MI 48105

 

Human behavior representations (HBRs) are an essential component of simulation-based training.  Historically, these HBRs involve significant cost to encode expert knowledge for specific uses. One of the largest development costs is re-engineering due to failure, where failures stem from incorrect, incomplete, obsolete, or inconsistent information.

 

Previous work has demonstrated that it is possible for HBRs to overcome a significant number of their own failures by providing them with limited meta-awareness through self-monitoring, error-detection, and failure recovery. A limitation of those approaches has been their reliance on random selection among possible actions., Although self-correcting systems utilizing random selection are theoretically capable of eventually searching the entire recovery space, this is undesirable in real-time applications. Pruning the search space to decrease the number of options that must be attempted before achieving success can reduce the impact on real-time applications as well as reducing the incidence of recovery-induced failure. However, it can be developmentally intensive to manually annotate world states with suggested recovery actions.

 

This paper describes a complementary methodology that improves the quality of recovery actions without significantly increasing development cost. Specifically, this paper examines constraints on failure recovery through the use of causal models and learning.  These constraints drastically reduce the search possibilities over exhaustive recovery techniques. First, HBRs are enhanced with internal representations of causal models describing recovery domain spaces.  These models guide the reasoning process to the selection of appropriate, relevant recovery actions. Once a recovery method is attempted, the self-monitoring capability of the agents is utilized to measure the efficacy of the selected recovery actions.  Finally, a learning mechanism, which will be described in detail, is used to prefer future selection of recovery actions in similar circumstances.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

A Visual, Object-Oriented Approach to Simulation Behavior Authoring

 

Daniel Fu ,

Ryan Houlette ,

Randy Jensen ,

Oscar Bascara

Stottler Henke Associates, Inc.

San Mateo, CA

 

Realistic behaviors for computer-generated forces (CGF) are as crucial as realistic graphics and terrain to the creation of high-quality military simulations.  While a variety of simulation-building and 3D-modeling tools exist to help with the construction of the latter, the development of CGF behaviors still typically requires programming code to be written, either in a standard language such as C++ or Java or in a custom scripting language.  As a result, the subject matter experts (SMEs) with the tactical or operational knowledge about how CGF should behave are seldom able to directly specify that behavior for a simulation, because they lack the necessary programming skill.  The researchers therefore set out to develop an approach to simulation behavior authoring that minimizes the amount of programming required while still allowing the creation of sophisticated behaviors.  Two key observations guided this effort.  First, there exist already a variety of largely visual “languages” for describing complex sequences of actions and conditions – such as flowcharts, finite-state machines, and decision trees – that are either familiar to or quickly understandable by non-programmers.  Second, CGF behaviors, particularly at a tactical or operational level, can often be adequately specified using such lightweight procedural representations.  The end result was a behavior authoring methodology that is founded on a lightweight, visual, procedural approach to modeling CGF behaviors.  This methodology, which is embodied in a graphical editor and runtime engine, is intended to allow non-programmers to participate more directly in the behavior authoring process.  It is also designed to encourage good development practices such as reuse and top-down design, to which end it borrows several elements of object-oriented programming, including the notion of behavioral polymorphism.  This paper describes the basic authoring methodology and underlying behavior representation.  Examples are drawn from the Counter-Strike simulation testbed constructed by the researchers.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Intelligent Parser Simulator for Speech Recognition under Special Conditions

 

Jorge L. Ortiz, Ph.D., PE ,

Electrical & Computer Engineering Department

College of Engineering

University of Puerto Rico – Mayagüez

 P.O. Box 9042

Mayagüez, Puerto Rico 00681-9042

 

Maniel Sotomayor, BS

Electrical & Computer Engineering Department

College of Engineering

University of Puerto Rico – Mayagüez

 P.O. Box 9042

Mayagüez, Puerto Rico 00681-9042

 

Automatic speech recognition (ASR) technology allows people to interact with computers in advanced simulation systems or real life applications. ASR is the capability of a computer to convert spoken language to recognized words in textual form. Speech signals for commands and control messages must be processed in a reliable fashion especially under adverse conditions including noisy environments, different speaker accents, and stress. The conversion from spoken language to text can generate mistakes due to several environmental and human conditions that “confuse” stochastic conversion algorithms resulting in a wrong text output.  The intelligent parser presented and simulated in this paper helps detect and correct these errors and output the processed speech as a text output and synthesized speech from the computer. The combined use of Java and logic programming in Prolog provides the necessary tools to implement and simulate a parser model that is able to recognize human speech in a reliable fashion, even if the recognition is done under noisy or adverse conditions. Humans are able to understand commands under special or adverse conditions due to their experience, common sense, and other cognitive abilities. Fuzzy logic rules are embedded in an intelligent parser implemented in Prolog to emulate the human’s ability to understand language under adverse conditions. The parser could be an excellent tool to recognize spoken language in command communications and simulations. This paper presents an intelligent parser implemented using Java and an intelligent finite-state transition network (FSTN) syntactic parser model implemented in Prolog to overcome these difficulties. A working prototype model is presented in this simulation using commercial speech recognition software. The prototype uses air traffic controllers’ commands to demonstrate its operation. A demonstration of the intelligent Prolog parser is being presented at I/ITSEC 2003 Conference.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

OneSAF Data Evolution: A Multi-Strategy Approach

 

Boaventura DaCosta

Dynamics Research Corporation

Orlando, FL 32817

 

Tim Lucas

Science Applications International Corporation

Orlando, FL 32826-3014

 

Dr. Amy Henninger

University Of Central Florida

Orlando, FL  32817

 

The One Semi-Automated Forces (OneSAF) Objective System (OOS) is a next-generation Computer Generated Forces (CGF) simulation that can represent a full range of operations, systems, and control processes from individual combatant level and platform level to fully automated BLUFOR battalion level and fully automated OPFOR brigade level. OneSAF is a data-driven simulation, which has embraced eXtensible Markup Language (XML) as its data interchange format (DIF). Data is stored, managed, and interchanged using XML. One of the challenges with large simulation programs such as OneSAF is the evolution of data and the ability to manage data over time particularly when multiple releases of the simulation become available.

 

This paper describes the OneSAF Data Evolution approach. This is a multi-strategy approach providing different solutions to evolving data. The strategy employed will depend on the data and degree of evolution required. These strategies are discussed in detail. Before describing these strategies, however, background knowledge is needed. A brief overview of the OneSAF Data Architecture is discussed describing how data is accessed, stored, and managed. In addition, DIFs and their role in defining the grammar for OneSAF data stored in XML documents is discussed. This includes discussions on DIF packaging, versioning, tracking, and validation. Lastly, current efforts on the evolution of data through OneSAF installations is touched upon describing how data is evolved as new releases become available.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Developing Primitive Behavior Ontologies using the Web Ontology Language

 

Lee W. Lacy

Dynamics Research Corporation

Orlando, FL  32817

 

Dr. Amy Henninger

Soar Technology, Inc.

Orlando, FL  32817

 

The military and gaming industries invest heavily in developing low-level Computer Generated Forces (CGF) behaviors.  These behaviors often involve a verb-object phrase associated with a particular type of simulated entity.  Often, similar primitive behaviors are implemented in multiple CGF systems.  Several CGF systems use hierarchies of behaviors.  The implementation of primitive behaviors is simulation implementation specific.  However, the metadata describing these behaviors can be represented in a simulation implementation independent manner.  Describing and relating primitive behaviors using a formal ontology results in sophisticated behavior representations and promotes reuse of behaviors.  Composite behaviors that reference primitive behaviors described with explicit semantics are more easily reused than current methods.  

 

New technologies are evolving for formalizing ontologies of domains.  The Semantic Web vision of Tim-Berners Lee involves adding explicit semantics to information representations on the web.  This enables software to extract information rather than requiring a human to read an HTML page.  DARPA has been developing the DARPA Agent Markup Language (DAML) as a formal XML language for describing semantic web concepts through ontologies.  This work is being evolved by the World Wide Web Consortium (W3C) into the Web Ontology Language (OWL).  OWL can be used to define an upper-ontology of behaviors. 

 

This paper describes the development of a primitive behavior metadata ontology and an OWL encoding of the ontology.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

System Environmental Representation: Building for Success from the Very Beginning

 

Virginia T. Dobey

Science Applications International Corporation

Alexandria, VA   22311

 

Improved simulation technology has made it possible for system developers to include higher quality representations of the natural environment in their systems.  Such representations should include not only the manifestation of the physical environment but also environmental effects and impacts.  The challenge is to build a credible representation of the appropriate environment for each system, based on system assumptions and intended use.  This paper will discuss how to identify and develop an appropriate system natural environment representation by leveraging and extending the verification and validation (V&V) process from system inception.  It will provide detailed guidance on the critical task of comprehensively identifying requirements for the environmental representation.  It will identify methods, tools, and other resources which can be used to address these requirements, particularly in the challenging task of balancing credibility of the environmental representation with the affordability of its inclusion in the development.  It will present ways to simplify the process of including any representation of the natural environment in a system and establish the necessary foundations for successful V&V of the environmental representation and its interactions with entities in the overall system.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

Development of Future Combat System Synthetic Natural Environments

 

Benito Graniela  and

 Daryl Siddon

SAIC ASSET Group

Orlando, FL

 

The United States’ Future Combat Systems (FCS) includes a wide variety of military platforms, which will help soldiers in conflicts of the 21st century, including: manned and unmanned, ground and air, sensors and weapons capabilities. FCS includes the Objective Force Warrior (OFW) combatants and various unmanned sensors, which operate within close-in environments requiring a high level of detail in the Synthetic Natural Environment (SNE). This paper describes the development of a set of correlated Semi-Automated Forces (SAF) and visual SNE for FCS experiments. The development and significant features of three SNEs are discussed. The first SNE is an urban database that contains a large number of Multiple Elevation Structure (MES) buildings (with interiors). The challenges associated with this quantity of MESs along with the implemented solution are discussed. The second SNE discussed is a mountain database that contains complex cave structures with different types of ground access, and tunnel geometries.

 

The challenges with the junction of the terrain skin and tunnel access along with various solutions are discussed. The third SNE is a complex and dense jungle database with restricted mobility and line-of-sight. The challenges with modeling a jungle SNE that permits warfare along with the implemented solutions are discussed.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Real-Time Simulation of Unconstrained Munitions Damage to a Virtual Training Environment

 

Dr. Bruce Naylor

Dept. of Computer Sciences and Center for Agile Technology

U. of Texas at Austin, TX

 

The history of virtual environment training simulator technology has inadvertently charted a course that has made unconstrained simulation of damage due to munitions difficult. There are two independent reasons for this: 1) lack of a solids based model of geometry, using instead a surfaces based model, and 2) data structures for representing the geometry that have not allowed the kind of unconstrained real-time dynamic modification of the geometry that is required for simulating damage. In addition, the visual database used by the graphics subsystem has typically been separate from the physics simulation database, thus requiring techniques that were different to update both types of databases simultaneously, thus increasing the difficulty of maintaining the required consistency between the two databases. We describe in this paper a system that obviates these difficulties by basing the representation of geometry on Binary Space Partitioning Trees (BSP Trees). This is used as a single unified representation for both the visual and the simulation database. Our system’s capabilities for simulating damage due to munitions is unique due to two reasons: 1) our use of a geometric algorithm that merges BSP Trees in real-time 2) an underlying memory management system that supports dynamic modification of arbitrary geometry. For example, our “dynamic” BSP tree system performs subtraction operations to simulate damage in real-time on virtual environments comprised of well over 1M polygons on today’s PC’s. In our system, damage is simulated using Constructive Solid Geometry (CSG) operations implemented using a BSP tree merging algorithm. This supports arbitrary transformed shapes being subtracted from any other geometric shape in the database, regardless of whether that shape represents terrain, buildings or vehicles. The CSG operations rapidly and efficiently modify the existing BSP trees to produce incremental modifications to the BSP tree data structure. Thus the important computational efficiencies of BSP Trees are maintained after the modification is effected. These efficiencies include visibility culling collision detection, correct transparency and no-additional-cost edge anti-aliasing.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Moving Toward a Distributed Continuous Experimentation Environment

 

Andy Ceranowicz

Alion Science and Technology

Alexandria, VA

 

Rae W. Dehncke

Institute for Defense Analyses

Alexandria, VA

 

Tony Cerri

USJFCOM  J9

Suffolk, VA

 

The U. S. Joint Forces Command (JFCOM) has the requirement to conduct joint experimentation for the Department of Defense (DoD). The JFCOM staff agency responsible to lead joint experiments is the J9. Joint experimentation is used to develop transformational warfighting concepts, technology, and processes through a series of wargaming and simulation activities, typically culminating with a large human-in-the-loop event. Thus far these events have been independent, each with its own setup, integration, execution, and teardown. To accelerate experimentation, include the Services and Allies, and reduce per event costs, J9 is transforming the way it executes experiments by creating the Distributed Continuous Experimentation Environment (DCEE). Initially, the DCEE will simply reduce overhead by creating a standing simulation infrastructure, including the Joint Experimental Federation (JEF) built for Millennium Challenge 2002 (MC02) and Service facilities. The DCEE will be a continuously evolving capability incorporating the latest simulation developments from the Services and other sources. DCEE expansion will be accomplished by linking additional simulations into the JEF, embedding new models in the existing federates, and linking with other federations. Preliminary DCEE development efforts have included: integrating scaleable computing power via the inclusion of DoD High Performance Computing assets; the development of a worldwide terrain database with high resolution inserts, including urban environments; developing a real time data collection and analysis capability; and developing simulation monitoring and control functions. A network of J9 and Service sites is being established to provide USJFCOM with a highly flexible, evolving, and distributed experimentation capability based on interlinked federations of simulations.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Supporting Distributed Simulation on Scalable Parallel Processor Systems

 

Richard Williams

BMH Associates, Inc.

Norfolk, VA

 

John J. Tran

Information Sciences Institute, USC

Marina del Rey, CA

 

The Distributed Continuous Experimentation Environment (DCEE) is a permanent simulation infrastructure being set up by U.S. Joint Forces Command (JFCOM) to support Joint experimentation.  DCEE will combine simulations running on both local JFCOM networks and Scalable Parallel Processor (SPP) networks.  JFCOM has been working to develop tools to manage a large number of simulation computers with a minimal number of technical support personnel.  These tools allow an operator to start and stop various applications, monitor and graph machine resources, generate simulation routing topologies, check network connectivity, and perform these functions in a secure environment.

 

As DCEE planning continues, the requirement for centralized federation control becomes obvious.  The challenge of remotely coordinating the operation of hundreds or possibly thousands of simulation applications looms ever larger.  The fact that numerous machines may exist on remote networks further complicates this issue.  As an integral element of DCEE, centralized control will need to be expanded to manage and monitor SPP networks along with existing systems.

 

This paper will address the complex challenges of controlling and monitoring an extensive simulation environment.  The paper will introduce the environment, describing the simulations and the SPP.  The paper shall also discuss the operational and technical advantages using a centralized set of tools.  The paper will not only examine the challenges encountered by attempting to run simulations on SPP networks, but also how these challenges are met.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

The Road to Successful Joint Experimentation Starts at the Data Collection Trail

 

Robert J. Graebener ,

 Gregory Rafuse ,

 Robert Miller  

& Ke-Thia Yao

M&S Team, Experimentation Engineering Department, J9 USJFCOM

Suffolk, Virginia

 

Joint Forces Command has made great strides formulating the roadmap for conducting joint experiments.  However, success for the Command will be measured by its ability to present quantifiable results to support transformational findings. The Services have considerable experience documenting requirements and articulating needs based on quantifiable results. Weapons systems, sensors and related procurement developments lend themselves to statistical testing (primarily through repetitive constructive simulation runs and live tests). The nature of joint experimentation relies on a discovery-type of approach when dealing with 2015 (or later) weapons, decision support systems and identifying the best methods for their utilization. The strengths in using human in the loop (HITL) immersion within distributed virtual simulations (e.g., Joint Semi-Automated Forces (JSAF)), requires innovative approaches to data collection and analysis. The correct approach will provide creditable and quantifiable results to strengthen the Commander, Joint Forces Command’s rationale for transformation within DOD. This paper addresses methods for achieving more creditable and quantifiable data support. The first section provides a short description of the spiral development and data integration processes. The second section describes the flexible data collection toolkit used in the initial verification of entity behaviors and performance and then used to extract and display the data generated from the simulations. Finally, the third section describes a distributed framework for scaling the logger and analysis tools to handle very large data sets--in the terabyte range--for meeting the Joint Forces Command, Joint Experimentation Directorate’s need for a Distributed Continuous Experimentation Environment capable of providing quantifiable results.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

An Integrated Solution to C4I and Simulation Initialization

 

Bruce Carlton  and

Roy Scrudder

Applied Research Laboratories

The University of Texas in Austin

Austin, TX 78758

 

Most medium to large-scale training exercises today involve digital Command, Control, Communications, Computers, and Intelligence (C4I) systems integrated with live, constructive, and virtual simulations. The U.S. Army has traditionally expended tremendous resources to ensure that the individual C4I systems within the Army Battle Command System (ABCS) start an exercise with an accurate, complete, and consistent set of initialization data. When digital C4I systems are integrated with either a simulation or federation of simulations, the complexity is significantly increased. Federations of simulations and their associated databases must be initialized and synchronized with the C4I systems that they interface with at the start of an exercise (StartEx).  In addition to training applications, simulations and C4I systems are now being integrated for system testing, mission planning, course of action (COA) analysis, and mission rehearsal.

 

To meet these challenges, the Army’s Program Executive Office, Command, Control, Communications, Tactical (PEO C3T) with members from the Defense Modeling and Simulation Office (DMSO) and the Army’s Simultion-to-C4I Interoperability (SIMCI) Consortium, developed the Army C4I and Simulation Initialization System (ACSIS). The purpose of ACSIS is to establish an integrated database of authoritative data from which to build initialization data load products for both C4I systems and simulations based on a particular mission-specific Unit Task Organization (UTO).

 

Although, this paper will use ACSIS as a specific example of Army C4I and simulation StartEx integration, our intent is to provide the reader with experiences that are applicable to C4I and simulation integration for any Service or for Joint application.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

DCEE Simulation-to-C4I Capabilities and Architecture Overview

 

Ron A. Keter

Joint Forces Command (JFCOM) / Joint Experimentation (J9) Directorate

KES Inc.  San Diego, CA

 

The Distributed Continuous Experimentation Environment (DCEE) is a permanent simulation center designed by US Joint Forces Command (JFCOM) to provide a persistent, live, constructive and virtual experimentation environment to support JFCOM, other combatant commanders, the Services, other governmental agencies and multi-national partners in the process the discovering new ideas, methodologies and technologies to facilitate concept exploration and refinement.  Additionally, DCEE will serve as the core experimentation and support element for a host of JFCOM-sponsored activities and events, including support of the Joint National Training Center (JNTC) operational environment, Limited Objective Experiments (LOEs), seminars, major war games, human-in-the-loop (HITL) and constructive analytical studies and experiments.  At the center of DCEE activities is a core simulation suite that will accurately emulate and stimulate the joint battle space, including the integration of live and training range driven forces, which will effectively drive real world C4ISR systems, in operations centers distributed around the globe, and experimental C4I (xC4I) tools supporting an adaptable collaboration and information exchange environment within the DCEE.

 

Building upon the successful simulation-to-C4I architecture utilized during Millennium Challenge 2002 (MC02), DCEE will provide a robust platform for Joint C4I experimentation, prototype development/integration, and concept validation.  In support of JNTC, DCEE will facilitate the integration of tactical and operational level C4I data from training centers and ranges to construct a national Common Operational Picture (COP).

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Simulating Military Radio Communications Using Chat-Bot Technology

 

Donald J. Stoner  and

Louis Ford ,

Mark Ricci 

and Marcia Williams

The Titan Corporation

Orlando, Florida

 

In most modern warfighter simulations users interact with semi-automated forces (SAF) through a graphical user interface (GUI).  Players point and click on SAFs they wish to control and command them via the GUI.  While this provides good command staff training it is not a realistic simulation of how the staff would actually function during exercises with troops or wartime.  In the real world the command staff would use their radio networks to communicate with troops and issue orders.  This type of communication using formatted radio messages is rarely modeled in simulations and could easily be added using modern Chat-Bot technologies.

 

Although Chat-Bot technology still has a long way to go in the field of parsing and responding to conversational natural language, the technology has developed enough to handle the structured forms of military radio communications.  By modifying the AI of the Chat-Bot to handle these communications the Chat-Bot can interact with the user via formatted radio messages.  The Chat-Bot can then be attached to the AI of the SAF and act as its command interface.  The command staff can then send radio messages to the SAF, just as they would with real forces, and the SAF would act accordingly.  Currently these radio messages must be text based, however given the available technology and advances in voice recognition software these interactions may soon be performed via voice or radio transmissions.  A Battalion could set up their Tactical Operations Center and command real and virtual units over the same radio network operating as they would in wartime. 

 

This paper will focus on the modification of the AI to interact using standard military radio messages, techniques for setting up a network of these entities, methods for connecting Chat-Bot AIs to the SAFs and some of the research and prototypes that are currently being tested.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

The Military Missions and Means Framework

 

Mr. Jack H. Sheehan

PM Knowledge Integration

DoD DOT&E/C3I & Strategic Systems

4850 Mark Center Drive, Alexandria, VA

 

Dr. Paul H. Deitz

U.S. Army Materiel Systems Analysis

ATTN:  AMXSY-TD

Aberdeen Proving Ground, MD  21005-5071

 

Mr. Britt E. Bray

Dynamics Research Corporation

213 C4 Delaware Street, Leavenworth, KS

 

Mr. Bruce A. Harris

Dynamics Research Corporation

60 Frontage Road, Andover, MA  01810

 

Mr. Alexander B. H. Wong

U.S. Army Materiel Systems Analysis Activity

Aberdeen Proving Ground, MD  21005-5071

 

As the Department of Defense (DoD) transforms itself from a forces-based, materiel-centric Cold War posture to a capabilities-based, mission-centric asymmetric-warfare posture, it is increasingly vital that military planners, operators, and analysts concern themselves not only with “doing things right” (i.e., the technical architecture) but also with “doing the right things” (i.e., the operational architecture).  Moreover, the historic “right thing” of winning the large-scale conventional engagements in Europe has given way to multiple and diverse “right things” of unconventional combat, homeland defense, peacekeeping missions, and various kinds of military operations other than war (MOOTW).  To address these complex new objectives, a framework is needed to comprehensively organize and rigorously specify operational purposes and goals and then explicitly relate, map, and allocate them to the proposed technical means for accomplishment.  This paper describes the fundamental elements and usage of the military Missions and Means Framework (MMF), which is increasingly being used to represent the synthesis of military operations and the employment of materiel/forces to accomplish these operations.  The MMF provides a disciplined procedure for implementing the transformation guidance in Rumsfeld (2003) and Chu (2003) and the acquisition reform promulgated in Wolfowitz (2003a, 2003b) and Myers (2003).

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Conceptual to Composable:   Driving Towards Rapid Development of Simulation Spaces

 

Paul Gustavson

Larry Root

SimVentions, Inc.

3330 Bourbon Street, Ste 129

Fredericksburg, VA 22408

 

Phil Zimmerman

Chris Turrell

Defense Modeling Simulation Organization (DMSO)

1901 N. Beauregard St., Ste 500

Alexandria, VA 22311

 

Among all the activities associated with simulation development, one specific area that has historically received far less focus and attention than any other is conceptual modeling.  Before a simulation or simulation enterprise (i.e., federation) is composed, a solid conceptual model identifying the intent, interfaces and activities for the various simulation elements should be captured and cataloged.   It's recognized that this conceptual model can then serve as a blueprint for development, but it is at the molecular level that the conceptual model provides the basis for identifying and defining the components needed to support the composition of many simulations and simulation enterprises.  Furthermore, the cataloging and linking of the conceptual model to these components provides an opportunity for carrying forward metadata; mapping requirements to implementation; and, measuring the effectiveness of the simulation.

 

This paper investigates the elements required to enable rapid development of simulations and simulation spaces starting at the conceptual level.  We'll specifically look at the requirements and mechanisms needed to achieve a flexible component-based architecture that facilitates interoperability, component reuse and system adaptability.  Technologies examined include Base Object Models (BOMs), the Simulation Reference Markup Language (SRML), current and emerging XML-based standards and schemas for representing metadata, and web service technologies for supporting collaboration.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Experimental Interest Management Architecture for DCEE

 

Bill Helfinstine

Lockheed Martin Information Systems

Burlington, MA

 

Mark Torpey

Gene Wagenbreth

Information Sciences Institute

Marina Del Rey, CA

 

The Distributed Continuous Experimentation Environment (DCEE) is a permanent simulation system and facility that is being designed and assembled by the US Joint Forces Command (USJFCOM) to provide a capability to do simulation-backed experimentation without incurring heavy integration and ramp-up costs.  Among the several thrusts of the DCEE system is the capability to do large-scale human-in-the-loop experiments in the spirit of the Millennium Challenge 2002 experiment, as well as very detailed representations of joint urban operations scenarios.  Additionally, the DCEE system will be used in support of a number of smaller-scale experiments and training events, such as Limited Objective and Multinational Experiments.

 

In order to provide a system that can scale to a richer and more expansive world, we need to increase the computational power available to produce the environment.  However, this leads to a classical problem of parallel computation, where the communications requirements of the system become the bottleneck, and additional computation adds no additional capacity to the system.

 

This paper describes the architecture that we have prototyped to address some of the problems of data communications scalability.  It discusses the interest management techniques that have been used in the past, and how those experiences influenced the prototype design. It talks about the technology that provides finer resolution interest management than simulations have had in the past while allowing better scalability.  It explains the limitations of the prototype system and discusses some possible approaches to addressing them.  Finally, it describes some likely future requirements of the DCEE system, and talks about how the architecture would have to change in response.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Automated Symbolic Generation of Vector Graph Theoretic Object Based Non-Linear Dynamic Simulation Models

 

Sriprakash P. Sarathy ,

Khalil A. Shujaee ,

Kayin R. Cannon

Clark Atlanta University Georgia Institute of Technology

Atlanta GA 30314 Atlanta GA 30332

 

Flight Dynamic modeling of complex aerospace systems is as much a challenge today as it was at the dawn of aviation. The trade-off between higher fidelity versus computational simplicity has not altered significantly. As the computational hardware has made a quantum leap, so has the level of detail and complexity of the models of physical phenomena. This has been driven by the explosive expansion of the performance envelope by a new generations of highly maneuverable aircraft. This frontier is getting ready to expand rapidly once again as unmanned autonomous aerial vehicles prove themselves as vital components of future military and civilian systems. With the pilot out of the cockpit, the vehicle is no longer limited by the physiological constraints of the human body. Extreme performance at or near the flight envelopes will be the norm and not the exception. While the tools to model such inherently nonlinear regimes exist today, very few of them are suitable for flight simulation, particularly in real time. Further, the comprehensive analysis tools that do exist are non-trivial to learn and model with. Object oriented approaches have made modeling environments less error prone and more transparent. Physically based models have taken the guesswork out of developing accurate models. However, every model development effort is as distinct as the aircraft it mimics, in spite of reusable nature of object orientation. The basic problem is in the conventional approach to developing dynamic equations. Inevitably, geometric constraints and coordinatization leave a characteristic imprint of tedious complexity, which leads to numerical difficulties and computational overload.  This paper outlines the application of a hybrid approach, using vector-graph theoretic methods with object orientation.

 

This approach has the advantages of (i) providing a simple generic (automated) procedure to obtain simulation equations for complex systems, (ii) greatly reduced model verification overhead, (iii) significantly more effective validation approach, and (iv) allow unified handling of dynamic and control system models. The technique can be used to develop high fidelity simulation models of actual aircraft, using physical attribute data. In this paper, two distinctly different examples (a robotic arm and a rotorcraft) are used to highlight the commonality of the approach and the ease of obtaining the simulation equations.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Motion Quality in Simulator Imagery: Some Effects of Resolution

 

Julie Mapes Lindholm

Lockheed Martin Systems Management

Mesa, AZ

 

Angélique A. Scharine

Army Research Laboratory

Aberdeen Proving Ground, MD

 

Byron J. Pierce

Air Force Research Laboratory

Mesa, AZ

 

The level of detail in flight-simulator imagery depends upon the resolutions of the database, the image generator (IG), and the display.  In response to the need for greater detail, resources are being devoted to increasing the spatial resolution of each of these system components.  Next-generation flight-simulator visual systems will thus be capable of representing smaller environmental features and of representing a given feature at a greater distance.  However, flight-simulator imagery is more than a sequence of static, spatial images.  During simulated flight, the system creates a three-dimensional (two dimensions of space, one of time) space-time image that approximates the continuous changes in the spatial image that would result if the pilot were to actually fly through the synthetic environment.  The quality of such space-time images depends upon the temporal as well as the spatial characteristics of the IG and the display. 

 

Here we (a) discuss how database and IG resolutions and simulated-flight speed and altitude affect the temporal frequencies in an image and thus the extent of temporal aliasing likely in simulator imagery, (b) describe effects of a display system’s spatial and temporal resolution on the spatiotemporal-frequency spectrum of a display image, (c) summarize characteristics of the human visual system relevant to spatiotemporal-frequency and motion perception, and (d) report preliminary results of a research project in which we are examining the effects of image resolution on perceived-motion quality during simulated flight.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Importing Extensible Deformable Structures Into Synthetic Environments

 

MAJ Nick Wittwer

TRADOC Analysis Center (TRAC) - Monterey

P.O. Box 8692

Monterey, CA 93943

 

Mr. Lawrence A. Rieger

HQ, TRADOC; TPO OneSAF

DCSO&T Attn: ATTG-O

Ft. Monroe, VA 23651

 

The objective of this research is to enhance Military Operations in Urban Terrain (MOUT) representations in the Army's next generation, entity-level simulations, such as OneSAF Objective System and COMBATXXI, as well as on the World Wide Web. Using an open-source Extensible Mark-up Language (XML) framework, attributed 3D models may be readily imported onto geo-specific terrain mapped from Digital Terrain Elevation Data (DTED) or similar geo-referenced data sources. The current work focuses on creating and extending current objects to support physics-based entity interactions such as the effects of munitions on structures. This project uses an open-sourced approach and is closely related to the ongoing Extensible Modeling and Simulation Framework (XMSF) project for leveraging commercial technologies to define and implement a modeling and simulation framework for the World Wide Web.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Learning from the First Victories of the 21st Century: Federating Simulations for Reconstruction and Exploration

 

Robert F. Richbourg  and George E. Lukes

Simulation Center

Institute for Defense Analyses

4850 Mark Center Drive

Alexandria, VA 22311-1882

 

Ward C. Page

Information Exploitation Office

Defense Advanced Research Projects Agency

3701 North Fairfax Drive

Arlington, VA 22203-1714

 

In October 2001, the United States response to terrorism included insertion of Special Operations Forces (SOF) teams into northern Afghanistan to operate with indigenous opposition forces as part of Operation Enduring Free-dom.  Initial success came with the defeat of Taliban forces controlling Mazar-E Sharif, the key hub in the lines of communication for all northern Afghanistan territories.  Northern Alliance horse-mounted cavalry, allied with small teams of SOF, overpowered and routed defending Taliban infantry and armor forces.  Victory here depended on a unique marriage of 18th century close combat tactics with 21st century communications, synchronization and preci-sion munitions.  Air Force, Marine Corps and Navy strike aircraft using GPS- and laser-guided ordnance, provided critical indirect fires under the direction of on-ground SOF who synchronized cavalry charges to secure objectives.  These operations hold many lessons for the transforming United States military that can be presented and studied in simulation using combinations of immersive and constructive systems.  DARPA is developing a simulation federa-tion to capture these operations, both as a reconstruction of fact and as a laboratory for exploring possible alterna-tives.  This paper describes the architectural design and associated implementation of a federation of simulations to represent important aspects of the Enduring Freedom operations including weather, information operations, commu-nications, and the unprecedented mixture of forces and capabilities.  The Enduring Freedom reconstruction effort highlights an approach to overcoming several technical challenges including the mixture of simulation free play (“what-if” excursions) with historical presentation of fact.  Finally, we exemplify potential uses of the architecture and implementation to stimulate real-time command and control environments.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

A Personal LCAC Simulator Supporting a Hierarchy of Training Requirements

 

Richard Schaffer ,

Sean Cullen

Lockheed Martin Information Systems

Burlington, MA

 

LT Joseph Cohn, PhD

Naval Research Laboratory

Washington, D.C.

 

PC-based simulators exploiting technology developed by the gaming industry have much promise for military training systems.  Such “personal simulators”, when combined with distributed simulation technology, can create training systems that support a broad hierarchy of training needs.  This paper reports the research, prototyping, and transition of one such personal simulator.   This Virtual Environment Landing Craft Air Cushion (VELCAC) simulator is targeted at training LCAC crews transitioning to an updated version of the vehicle created as a result of a Service Life Extension Program (SLEP).  The SLEP VELCAC is part of a research effort on networked virtual environments for expeditionary warfare training conducted by the Office of Naval Research VIRTE (Virtual Environments and Technologies) program. 

 

The LCAC is an air cushion vehicle that enables high speed delivery of payloads of tens of tons from ship to shore and across the beach.  A service life extension program is currently underway that includes upgraded engines and a new glass cockpit.   The first of these has already been delivered to the fleet with more on the way.  However, the LCAC Full Mission Trainers will not be updated to the SLEP configuration until late in the decade, when half the LCAC fleet has been converted.  VIRTE virtual environment technologies were applied to prototype a low cost, interim SLEP transition trainer to fill this gap.

 

This paper reports on the key technologies that were employed to create this simulator, as well as the overall strategy of supporting a hierarchy of training applications.  Technologies and components employed include the NetImmerse visualization engine from the commercial gaming industry, the DMSO developed Agile FOM Interface, a Windows/C version of the Full Motion Trainer craft dynamics software, and key pieces from the DARPA STOW and DMSO EnviroFed programs, including JSAF and synthetic environment technology.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

SIREEL – Simulated InfraRed Earth Environment Lab

 

Dan Rinald

National Ground Intelligence Center

Charlottesville, VA

 

The National Ground Intelligence Center (NGIC) has the mission to produce and disseminate all-source integrated intelligence of foreign ground forces and equipment to ensure that U.S. forces have a decisive edge on any battlefield.  The NGIC provides the best signatures available on foreign ground force systems within requested wavebands and defined scenarios through field measurements, predictive codes, or scaled models. The Simulated InfraRed Earth Environment Lab (SIREEL) leverages this expertise to make geometric models and real and simulated IR signatures available in a variety of formats to a wide range of customers from acquisition and material developers to operational forces, including those involved in Homeland Defense and Operations Enduring Freedom and Iraqi Freedom.

 

The key feature of SIREEL is a process in which infrared measurements and predictive models are used to produce infrared signatures of threat vehicles and scenes. Through simulations and field collections the NGIC can generate the infrared signature of any system, at any time, in any operating condition, at any location. SIREEL has available dozens of high fidelity signature models that are accessible through Internet, SIPRNET, and JWICS websites. Current simulation efforts include continued modeling of basic weapon chassis as well as systems under netting, coated with IR reflective paints, and with modifications such as skirting and reactive armor. Future areas of development involve simulated gun flash to enable identification of the firing weapon system, interactive plume modeling, and higher fidelity system-scene integration. This paper will discuss the process and tools developed for the program. These include CAD model development tools and techniques; mesh application, IR codes, and dissemination methodologies.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

The Grand Illusion, Twenty Five Years of Smoke and Mirrors

 

CW4 Clifford N. Cox

Arizona Army National Guard

Marana, Arizona

 

For 25 years I/ITSEC participants have eagerly sought to immerse themselves in the latest offerings of computer-generated visual wizardry. We even liken ourselves to fictitious sorcerers, possessing the power to transport willing participants to distant lands and future seasons using magical machines.  Commonly however, we have drawn conflicting assumptions concerning what we are actually seeing and what can be accomplished within a virtual battle space. As we rival in our power to suspend disbelief and control the virtual universe, we must never forget that just as a dragon slayer can suddenly find himself the prey, we too are fallible, and can be easily swept away in the illusions we are attempting to create.

 

Like the novice magician who moves from simple card tricks to death defying exhibitions, it is common for simulation developers to misjudge the effectiveness and risks involved in the creation of new technology. Thus, cybernetic illusion will be presented as a two-edge sword and analyzed from four unique perspectives covering the critical aspects of physiological, marketing, process and seer illusion.  Physiological illusion will be presented first in order to anchor some of the basic concepts that enable real-time imagery and suspension of disbelief.  Marketing illusions will then address the incredible power of computer graphics to sell themselves and the attendant risks that all buyers should be aware of.  Process illusion will delve further into how we often deceive ourselves when building training systems designed to meet government requirements.  And last, seer illusion will address the inherent problems associated with predicting the performance and development of future applications that will be used by 21st century warriors, who must exploit the power of virtual reality to think, train, and win on the digital battlefield.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Data Distribution for Mobile Augmented Reality in Simulation and Training

 

Dennis Brown

David Armoza

Mark A. Livingston

Lawrence J. Rosenblum

Advanced Information Technology, Naval Research Laboratory, Washington, DC 20375

 

Yohan Baillot

Simon J. Julier

ITT Advanced Engineering and Sciences, Alexandria, VA 22303

 

Joshua J. Eliason

Electronic Visualization Laboratory, University of Illinois at Chicago, Chiacgo, IL

 

Pat Garrity

U.S. Army Research, Development, and Engineering Command, Orlando, FL

 

The Battlefield Augmented Reality System (BARS) is a mobile augmented reality system that displays head-up battlefield intelligence information to a dismounted warrior. BARS consists of a wearable computer, a wireless network, and a tracked see-through Head Mounted Display (HMD). The computer generates graphics that, from the user's perspective, appear to exist in the surrounding environment. For example, a building could be augmented to show its name, a plan of its interior, icons to represent reported hazard locations, and the names of adjacent streets.

 

The full power of mobile augmented reality systems is realized when these systems are connected to one another, to immersive virtual environments, and to remote information servers. These connections are made through wireless devices that cannot guarantee connectivity and may have highly constrained bandwidth. Based on these constraints, we present a robust event-based data distribution mechanism for mobile augmented reality and virtual environments. It is based on replicated databases, pluggable networking protocols, and communication channels.

 

For use in simulation and training exercises, we have been working with U.S. Army RDECOM to create an interface between this data distribution mechanism and a Semi-Automated Forces (SAF) system. With this interface, the BARS user appears as a dismounted warrior in the SAF system—the BARS user's position and orientation are fed to the SAF system, and the state from the SAF system is sent back to the BARS user's display. Connected to a SAF system, BARS technology creates a training system that works in a real location (as compared to a virtual reality simulation) to make simulated forces appear to exist in and interact with the real world.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

High Dynamic Range Out-The-Window Simulation Liquid Crystal Displays

 

Geoff Blackham

SEOS Ltd

Burgess Hill, UK

 

Ray Bridgwater  

SEOS Ltd

Burgess Hill, UK

 

Modern fixed-matrix light-valve projectors offer several advantages for simulation displays, such as high luminance, geometric stability and compactness. In one respect however, they are a step backwards. Their off-state output (black-level) is significantly higher than their CRT predecessors. Civil flight simulators emphasize night take-offs and landings, military simulators have a need for night-mission training, and both use tiled displays with overlapped images for blending. All of these aspects suffer when black-level is too high. CRTs, with their good off-state and natural gamma of about two, provide significantly better detail in dark images for given number of video input bits than commercially available light-valve devices. The higher light output and natural stability of light valve projectors make them attractive for a variety of simulation displays. Especially acute is the need for replacements for the curved-faceplate CRT monitors that are no longer available for the large installed base of Wide-Angle-Collimator (WAC) optics.

Commercially available light-valve projectors have a sequential contrast ratio, the ratio of full white to full black field light output, of typically 300:1 to 2000:1. Much effort has been expended in the presentation projector industry to reach the higher end, which has recently been pushed as far as 3000:1. CRTs can achieve 10,000:1 or more. This paper discusses an alternative approach, which has achieved better than 50,000:1 on a Liquid-Crystal-on-Silicon (LCoS) projector. The additional hardware and video-processing algorithm is described, together with benchmarking results for a prototype projector and lessons learnt converting this to a deliverable product. Two applied examples for flight training include civil fixed-wing simulation, where simultaneous representation of bright light points and ground detail at dusk/night is a particular challenge, and military rotary-wing simulation, with its demanding requirement for training the use of Gen-3 NVGs.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


Validation of a “Virtual Check Ride”

 

Talleah L. Allen,

Ronald W. Tarr

University of Central Florida Institute for Simulation and Training

Orlando, Florida

 

The major problem with using simulations for education or evaluation/testing or as a diagnostic tool is determining how to demonstrate the effectiveness of the intervention and how best to complete the evaluation and validation, especially when it is to be conducted in an operational setting with minimal disruption to those operations. This becomes more of a challenge when using blended evaluation and assessment techniques. The objective of this evaluation was to determine if a blended simulation assessment designed to replicate the Commercial Driver License (CDL) process could be a more valid and effective alternative to CDL testing than traditional or “real world” applications. We call this alternative approach Virtual Check Ride. Borrowed from the Aviation community’s check ride concept used to verify pilot readiness prior to piloting aircraft, our Virtual Check Ride is intended to measure the driver’s knowledge and skills in a more performance based approach. Further, it reduces test anxiety, increases understanding of driver performance issues, and provides a reliable diagnostic process of evaluating and validating a driver’s driving skills and general CDL required knowledge therefore making intervention more precise. An added benefit is it is a cost effective way to evaluate prospective CDL employment candidates.

 

The beginning point of any validation is to conduct a thorough Analysis & Verification of all components to eliminate all design issues and simulator operation problems. A proof of concept consisting of a Knowledge Test and Pre-Trip Virtual Inspection of a standard tractor-trailer was followed by a simulator drive using the stationary full-motion GEI-I SIM or the mobile non-motion FAAC SIM. All known issues were resolved using a building block approach. The different components of the Virtual Check Ride were verified, evaluated and then validated separately. Concurrently the stationary and mobile simulators were also evaluated and validated. Finally, a comparison of the separate validations was conducted.

 

This paper discusses the qualitative, structured, and unobtrusive Quasi-Experimental Design used to validate Virtual Check Ride Computer-Based-Training (CBT), the FAAC Simulator (a mobile non-motion simulator) and the GE I-Sim (a stationary full-motion “Road Skills” simulator) against the Commercial Drivers License (CDL) exam standards and requirements. Emphasis was placed on Commercial Drivers License re-certification and a cost-effective method of identifying fraudulent CDL licenses issued either through purely fraudulent means or as a result of inadequate training.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

OneSAF Uses a Repeatable Knowledge Acquisition Process

 

Wayne Randolph

Dynamics Research Corporation

Orlando, Florida

 

Dan Sagan

Dynamics Research Corporation

Orlando, Florida

 

The development of simulation systems is a complex engineering process.  It is essential to have validated representations of the real world.  To produce these representations, a disciplined knowledge acquisition process is required.  Just as software development is made more manageable and efficient by use of appropriate tools, so is knowledge acquisition more manageable and efficient.  The same level of process rigor and tool support that is used in software development should be applied to the Knowledge Acquisition Process.

 

This paper promotes well-defined, repeatable processes for knowledge acquisition and describes the supporting tools to be used in the development of validated representations of the real world.  It also shows how OneSAF has taken the generic process and adapted it for its usage. We have applied the principles, practices and tools used in Personal Software Process/Team Software Process to achieve a knowledge acquisition process, capable of high quality, validated representations of the real world.

 

There is growing evidence that Knowledge Acquisition (KA) saves both time and dollars in the development of models and simulations.  In this KA process there are a series of short phases.  Each phase has a stated purpose, entry criteria, defined steps and exit criteria.  Each of the phases in the process is instrumented with supporting tools.  Metrics are developed, maintained and used to determine both the quality of the product and the time necessary to repeat the process.  Prior to the KA agent beginning work, the KA Team works with their customers to define and scope the work.  When the KA agents have completed their work the Team reviews the product using a clear set of program standards and determines that the product is ready or requires additional work.  The result is a timely KA product that is reliable and cost effective.

This paper is available on the 2003 I/ITSEC CD ROM. Order it from I/ITSEC'S Website