Malls, Sprawl and Clutter: Realistic Terrain for Simulation of JUO

Creating a Communication Infrastructure for Simulating Urban Operations

Successful Joint Experimentation Starts at the Data Collection Trail—Part II

Interchange and Interoperability – Modeling Environmental Data with the Common Data Model Framework

Composability Perspectives Within the Threat Modeling and Analysis Program (TMAP)

Improving Information Quality and Consistency for Modeling and Simulation Activities

Behavior Composability Support Through Standardized Ontology Representations

Formalized Behavior Models for MOUT OPFOR Individual Combatant Weapon Firing

Adapting to Urban Warfare

Red Force Modeling in JFCOM Experiment Urban Resolve

Simulating Urban Traffic in Support of the Joint Urban Operations Experiment

Improving Image Generator System Performance Through Video Frame Extrapolation

An Intelligent Synthetic Wingman for Army Rotary Wing Aircraft

Going Beyond Reality: Creating Extreme Multi-Modal Mixed Reality for Training Simulation

21st Century Simulation: Exploiting High Performance Computing and Data Analysis

Development of a Next Generation Embedded Simulation Engine for FCS

Developing an Incident Management Simulation for Training Emergency Responders

The Portable Source Initiative - Building Reusable Databases

The Portable Source Initiative - An Industry Perspective

Database Correlation in an Increasingly Parametric World

Generating Polygons in Real Time: Minimizing Synthetic Environment Costs

Integration of PFPS Mission Planning System into LASAR CMS

Culture Matters: Better Decision Making Through Increased Awareness

Developing an Immersive, Cultural Training System

Simulating Non-Kinetic Aspects of Warfare

Integrating Physics-Based Damage Effects in Urban Simulations

Converting a Large Simulation System to a 64-bit Computer

Realtime Pixel Lighting Using Fragment Programs

The DMT Master Conceptual Model

Integrating the Portal into the Distributed Mission Operations Network (DMON)

Transfer of Control between Operational and Tactical Environment Generators

Progress Report on the Battle Lab Collaborative Simulation Environment

Web Technology Enables Joint Theater Level Simulation (JTLS) Distribution Capability

Collateral Damage Estimation: Transforming Time-Sensitive Command and Control

 

 

Malls, Sprawl and Clutter: Realistic Terrain for Simulation of JUO

 

Steve Prager, PhD and Kent Cauble

Lockheed Martin STS

Bellevue, WA

 

David Bakeman

Nakuru Software, Inc.

Seattle, WA

 

Steve Haes and Glenn Goodman

Alion Science and Technology

Washington, DC

 

Until recently, the vast majority of joint modeling and simulation (M&S) activities were germane to theater level operations.  Where they existed, synthetic environments for M&S of urban activities were typically of limited scope and out of context to the remainder the battlespace (e.g., the broader theater of operations, the rest of a given city).  Recent Joint Urban Operations (JUO) experimentation at the J9 Joint Experimentation Directorate, USJFCOM, sets a new standard for urban synthetic natural environment (SNE) development and urban M&S.  A key driver in the requirements for the JUO synthetic environment is the idea that a realistic opposing force must be able to take advantage of the urban environment.  This “thinking” enemy is driven through a human in the loop (HITL) process wherein enemy activities are modeled after real world threats and realistic “local” advantage.  In order for this local advantage to be prosecuted, a realistic urban environment is required that supports such activities. 

The terrain database produced for JUO thus represents a revolutionary step forward in terms of combined scale and detail of a synthetic environment.  The database produced for JUO experimentation includes over 1.8 million attributed buildings (many thousands of which are based on real-world footprints and corresponding urban terrain zones), a road network that is approximately five times denser than VMAP1 data, and numerous discrete intensified features such as parked cars, dumpsters, jersey barriers, individual trees, tree canopies, and trashcans.  The scale and fidelity of the JUO database is, in turn, one of the key drivers behind a series of significant changes to the Joint Semi-Automated Forces (JSAF) Compact Terrain Data Base (CTDB) format.  This paper will discuss the characteristics of the JUO database, details regarding the data content and production methodology, and the rationale for the requirements that drove intensification and production and format decisions.  

2004 Paper No. 1884

 

 

Creating a Communication Infrastructure for Simulating Urban Operations

 

Richard Williams

BMH Associates, Inc.

Norfolk, VA

 

John J. Tran

Information Sciences Institute, USC

Marina del Rey, CA

 

Bill Helfinstine

Lockheed Martin

Boston, MA

 

Joint Forces Command is currently developing a large-scale, human-in-the-loop (HITL) federation to support a Joint Urban Operations (JUO) experiment.  This resulting JUO HITL federation brings together hundreds of simulations running on both Scalable Parallel Processors and standard desktop computers located at sites ranging from Hawaii to Virginia. This endeavor faced the challenge of developing a communication infrastructure that could support a demanding set of simulation requirements while faced with multiple technological hurdles.  These diverse issues, which included high latency rates, huge amounts of network traffic, and organizing large numbers of computers, had to be solved to create both a stable and reliable federation. 

 

This paper shall focus on how the communication infrastructure for the JUO HITL Environment was constructed. It shall describe how the capabilities and demands of the network, machines, run-time infrastructure, and multiple simulations affected the communication topology design. The paper shall also describe the resulting infrastructure used for the JUO HITL federation with a discussion of system strengths and weaknesses. The paper shall use quantitative measurements to illustrate how changes to infrastructure affect network traffic levels and performance. This paper shall also introduce the specific tools created to facilitate the rapid generation and distribution of the complex communication topology. Finally, future development work shall be discussed that should result in an even more robust system with improved implementation features.

2004 Paper No. 1733

 

 

 

Successful Joint Experimentation Starts at the Data Collection Trail—Part II

 

Robert J. Graebener, Gregory Rafuse, Robert Miller & Ke-Thia Yao

M&S Team, Experimentation Engineering Department, J9 USJFCOM

Suffolk, Virginia

 

Last year Joint Forces Command’s, Joint Experimentation Directorate (J9) initiated planning and development in technical support of the most complex experiment (URBAN RESOLVE) undertaken to date. The experiment trials  (Summer 2004) will explore future concepts and technologies for achieving situational awareness and understanding when operating in a robust large-city urban environment.  In addition, the need for generating quantifiable results took on a renewed level of interest. The Commander, Joint Forces Command directed that future experiments provide findings that can survive critical scrutiny, particularly if those transformational products and solutions are to be promulgated across the Department. The authors’ add another chapter to last year’s paper, as they craft a system for providing more creditable and quantifiable data to support experiment findings. This paper will cover:  changes made in the initial plan for data collection and analysis as new challenges arose along the way; the technical issues related to the architectural choices; as well as the challenges awaiting the group of individuals charged with maintaining a nationwide, distributed federation and network whose ultimate goal is to provide cogent, traceable data generated from the federation and human-in-the-loop player inputs. In preparing for the experiment trials, initial data storage assumptions gave way to the realities of finding more robust methods of collection as bandwidth traffic increased as federation architectures were modified to support emerging user requirements. Innovative approaches on how near-real-time data would be collected were instantiated as attention turned towards the post-processing needs that would sustain the experiment analysis team in the months following the trials. Integrating scalable parallel processors and addressing issues dealing with the means for storing and retrieving extremely large quantities of data added to the challenges. Finally, major lessons learned will be addressed from a transformational perspective.

2004 Paper No. 1579

 

 

 

Interchange and Interoperability – Modeling Environmental Data with the Common Data Model Framework

 

Dale D. Miller, Annette C. Janett, Melissa E. Nakanishi,

Leo J. Salemann, Timothy W. Miller

Lockheed Martin Simulation, Training and Support

Bellevue, WA

 

Paul A. Birkel

The MITRE Corporation

McLean, VA

 

Denise Hovanec, Constance Gray

U.S. Army Engineer Research and Development

Center, Topographic Engineering Center

Alexandria, VA

 

Julio De La Cruz, Todd Kohler

U.S. Army Research and Development Command,

Simulation and Training Technology Center

Orlando, FL

 

A logical Environmental Data Model (EDM) specifies the entities, attributes of the entities, and relationships between entities in any environmental domain: terrain, atmosphere, ocean and space. Formal EDMs have been developed for emerging and legacy modeling and simulation systems, data products produced by authoritative data providers, and for systems in the C4ISR domain. The Common Data Model Framework (CDMF) is a collection of tools based on Microsoft Access© that help automate the generation, maintenance and analysis of EDMs. For example, the CDMF automates answering questions like “What percentage of the environmental terrain data required by Objective OneSAF is actually provided by the National Geospatial-Intelligence Agency ( NGA) product Urban Vector  Map?” Other analyses allow investigation of environmental data interoperability between specific M&S and/or C4ISR systems. The CDMF was developed under government sponsorship and is freely available for both government and commercial use. 

 

Recently, the CDMF has been extended to better support the interchange, inter operability, and use of EDMs in different communities of i terest. While originally developed using the Environmental Data  Coding  Specification  (ISO/IEC 18025 Final Committee Draft) as its data dictiona y, support for multiple data  dictionaries  is now pro- vided. Mappings may be defined between equivalent or related concepts in multiple data dictionaries. The mappings between individual concepts may be exact or approximate. The CDMF now supports interchange of EDMs with commercially available data modeling tools through the use of XML Metadata Interchange (XMI). 

 

The CDMF has also been extended to support the forward-engineering of EDMs to physical data models (where the data structures themselves are defined) and realizations using commercial technology. For terrain representation, one physical data model takes the form of an ESRI Geodatabase. ESRI Geodatabase implementations are in current use in a number of Joint and Army systems, all key to the evolving National System for Geospatial Intelligence.

2004 Paper No. 1553

 

 

 

Composability Perspectives Within the Threat Modeling and Analysis Program (TMAP)

 

James C. Watkins, Carolyn Hare, and Roy O. Scrudder

Applied Research Laboratories

The University of Texas at Austin

Austin, TX 78758

 

Ollen Landrum and Michelle Busbee

Air and Electronics Directorate

National Air and Space Intelligence Center

Wright-Patterson AFB, OH

 

A primary mission of the Intelligence Production Centers (IPCs) within the U.S. DoD is to acquire, collect, analyze, produce, and disseminate information on foreign threat weapons systems.  This community has begun transitioning from static textual-based products to integrated, dynamic engineering- and engagement-level threat models based  upon commercial modeling software, thereby promoting better predictive analysis capability, increased integration,  and significantly improved efficiency in  providing comprehensive assessments to the client base.  The Threat Modeling and Analysis Program (TMAP) is the result—a four-year-old initiative within the DoD that has facilitated this major improvement in process and a revolutionary new way of doing business.   As the centers continue to develop products in the TM AP environment, they will develop a “critical mass” of model classes describing all threat systems, as well as a core of skilled analysts able to employ these tools effectively to sustain their intelligence products. 

 

The primary TMAP focus thus far has been on developing initial capabilities and embedding these processes into the analytical culture of each center’s “lane in the road.”  As proficiency has progressed dramatically over the past two years, some of the centers have increasingly begun to explore and embrace the composability philosophy and work toward defining and implementing a common approach to this innovative method of producing threat assessments.  The desired end-state is a set of composable simulation components that can be rapidly assembled in an interoperable simulation environment. 

 

This paper will explore the current state of TMAP development guidance and standards that have the potential for improving composability aspects of TMAP models and simulations.   Specifically, it will address those characteristics of TMAP models that contribute to M&S composability.  This approach will define the characteristics that distinguish core, common, and custom structures used in simulation environments.

2004 Paper No. 1646

 

 

 

Improving Information Quality and Consistency for Modeling and Simulation Activities

 

Roy Scrudder

Applied Research Laboratories

The University of Texas at Austin

Austin, Texas

 

Dr. W. Henson Graves, Tom Tiegen, Chris Johnson

Lockheed Martin Aeronautics Company

Joint Strike Fighter Program

Fort Worth, Texas

 

Steve Hix

Paradigm Technologies, Inc.

Arlington, VA

 

James W. Hollenbach

Simulation Strategies, Inc.

Washington, D.C.

 

Modeling and simulation  (M&S) has taken its place as a key enabler in all phases of today’s military systems development and fielding, from research and development through training and operations planning. The quality and value of M&S activities are dependent not only on the quality of M&S software, but also on the information that drives models and simulations. When M&S is employed in a large-scale enterprise, data dependencies among models and simulations emerge. These range from sharing data among models and simulations to using model and simulation outputs to drive other models and simulations. 

 

In the Joint Strike Fighter (JSF) Program, M&S is a key enabler to all activities, from design through training. Hundreds of models, simulations, and modeling environments (such as computer-aided design systems) enable a web of interrelated activities and require a corresponding information flow. The JSF pioneered an information management approach utilizing metadata to facilitate the understanding and appropriate use of data.  Traditional metadata management approaches focus on describing the content and format of individual information resources. The unique aspect of the JSF information management approach is the addition of metadata that captures the lineage of data, allowing information traceability from external sources and through the chain of M&S activities.   

 

This information management approach has been incorporated in the Resource Access System (RAS), which is part of the overall JSF product data management system.  RAS is used to locate, access, and register data about the JSF weapons system and other systems with which it interacts.  RAS uses metadata for information location and retrieval and for validation of data integrity conditions.   We defined an Extensible Markup Language (XML)-based data interchange format that is used to package information resource metadata along with the data content and share these across activities.

2004 Paper No. 1718

 

 

 

Behavior Composability Support Through Standardized Ontology Representations

 

William J. Gerber, Ph.D., Lee W. Lacy   

Dynamics Research Corporation 

Orlando, Florida 

 

Currently, significant resources within the Department  of  Defense  (DoD)  are  invested  in  developing  Computer  Generated Force (CGF) behaviors for various simulations. Unfortunately, that entails high costs for developing new behavior representations for each new simulation or behavior and repeatedly verifying, validating, and accrediting those behaviors in their different forms.  Often, similar primitive behaviors are implemented in multiple CGF systems, where the implementation of those primitive behaviors is simulation specific.  

 

However, the metadata describing those primitive behaviors can be represented in a manner that is independent of the simulation implementation.  Additionally, many of the newer simulation systems are using hierarchies for representing simulations. In their behavior hierarchies, simulation specific primitive behaviors are combined in a temporal framework to compose complex behaviors. The use of these composite behaviors, describing and relating the primitive behaviors in a formal ontology, results in sophisticated behavior representations and promotes reuse of behaviors, as they are themselves independent of the simulation implementation.  Thus, a composite behavior developed for one simulation could be reused in another if the composite behavior  made  reference  to  primitive  behaviors that were functionally equivalent in the two simulations.  

 

This paper describes research supported by the Defense Modeling and Simulation Office (DMSO) for using the Web Ontology Language  (OWL) to develop a means for standardizing the representation of  CGF  behaviors within simulations. The research project investigated the use of ontologies for describing both primitive behavior metadata and composite behaviors and has developed a prototype to demonstrate how they could be used for composing standardized behaviors in the future.

2004 Paper No. 1667

 

 

Formalized Behavior Models for MOUT OPFOR Individual Combatant Weapon Firing

 

Richard Stottler

Stottler Henke Associates, Inc.

San Mateo, CA

 

Stephanie Lackey

NAVAIR TSD

Orlando, FL

 

John Brian Kirby

Stottler Henke Associates, Inc.

San Mateo, CA

 

This paper describes techniques to augment the behavioral models of automated Opposing Forces (OPFOR) Individual Combatants (ICs) with a realistic, practical set of weapon firing behaviors for virtual Military Operations in Urban Terrain (MOUT) training environments.  These behaviors represent a formalization of target acquisition and firing execution tactics and techniques based on doctrine, input from subject matter experts, and observations from the field.  The formalisms are based on Behavior Transition Networks (BTNs), an extension of Finite State Machines (FSMs).  A COTS toolkit allows for rapid visual behavior specification, testing and modification, easy simulation integration, and flexible architectures. The behaviors are designed hierarchically so that the actions and goals of a human combatant can be modeled at various levels of detail.  Polymorphism is used heavily to alter the behaviors based on the type and current state of the IC at all levels of the model.  For example, an IC just exposed to a stun grenade behaves very differently from one who has not been so exposed.  A motivated, well-trained, elite OPFOR IC behaves very differently from a conscript.  Uncertainty is incorporated both in the initial selection of attributes (boldness, speed, aiming accuracy, etc.) of the ICs to give their behaviors natural variation and in runtime execution of decision making to keep even a single IC from being too predictable. This paper also describes the behavior modeling process itself from knowledge engineering to formalization and implementation through validation.  The initial prototype is described in which IC behaviors are implemented and interfaced to a real-time IC simulation.

2004 Paper No. 1774

 

 

 

Adapting to Urban Warfare

 

Andy Ceranowicz

Alion Science and Technology

Alexandria, VA

 

Mark Torpey

Lockheed Martin

Burlington, MA

 

Urban operations are currently of great concern to the defense community. J9, the Experimentation Directorate of USJFCOM, and the Joint Advanced Warfighting Project are currently conducting an experiment to investigate concepts for applying future technologies to joint urban operations. The first phase of the experiment focuses on employing future sensors to remotely monitor and understand enemy operations in a foreign city. Characteristics of the urban environment include high building density, a large civilian population, and a cultural environment. These characteristics pose significant challenges for simulation designers. This paper describes the modifications required to adapt the simulations supporting the experiment, JSAF and SLAMEM, to the urban environment. A landscape with a large number of buildings had to be automatically generated and represented in a space efficient manner.  Large concentrations of vehicles and pedestrians had to be modeled moving realistically through the city. This behavior had to be automatically generated since it would be impossible to individually control 100K entities. Embedding cultural features within the database in the form of building functions and other building attributes allows the civilian entities to automatically plan their movements based on generic daily schedules. Sensors had to be modified to detect building properties. The density of both entities and structures made both movement and intervisibility calculations significantly more expensive requiring optimization combined with the application of large amounts of hardware. Computation and control was distributed between three CONUS sites and the High Performance Computing Center at Maui. Limiting and balancing simulation traffic was a major effort. Source squelching was enabled by a distributed data collection system developed to collect data locally on each simulation node while still allowing analysts to perform real time queries during the experiment.

2004 Paper No. 1554

 

 

 

Red Force Modeling in JFCOM Experiment Urban Resolve

 

Ernest Haskell, Jamie Volkert

Alion Science and Technologies

Alexandria, VA

 

Brett Dufault

Alion Science and Technologies

Boston, MA

 

The nature of urban warfare and the challenges of creating a reasonable and effective Red force for the urban environment are considerably different and divergent from the traditional and legacy approach in JSAF.  This paper will address modeling an adaptive and challenging RED urban defense in support of the Joint Urban Operations Human-in-the-Loop (HITL) Experiment "Urban Resolve".  The presentation will include a discussion of the challenges associated with aligning the Red force order of battle and simulation behavior requirements within the three phases of the experiment, developing the most cost effective approach to building the simulation code, and implementing a strategy for executing a war plan by a simulation cell.  In the past, JSAF efforts have focused on fighting Cold War-type scenarios with fast- moving formations of armored vehicles rapidly crossing open terrain while engaging a similarly organized, equipped and trained opponent over several kilometers distance.   Although recent events have shown the continued utility of such thinking, larger more densely populated urban areas may preclude such an approach to modern warfare, resulting in drastically reduced operational tempos and focusing on smaller areas of interest.  This is especially true when facing a prepared and technologically advanced Red force.   Recent events have also demonstrated effective low-tech alternatives for U.S. adversaries to apply in the confrontation of forces with superior technologies.   The challenge for JSAF in Urban Resolve is carrying these ideas into the simulation environment, as well as applying them to an appropriate Red force.

2004 Paper No. 1730

 

 

 

Simulating Urban Traffic in Support of the Joint Urban Operations Experiment

 

Dan Speicher, Deborah Wilbert

Lockheed Martin

Simulation, Training & Support

Advanced Simulation Center

Burlington, MA

 

Providing background vehicles to serve as sensor clutter is an important component for experiments involving sensor detection of clandestine opposing forces.  The ClutterSim has been used since 1998 to cheaply simulate large amounts of civilian vehicles for the purpose of confusing or overloading sensors.  Clutter vehicles need to be simple enough to be cheap to simulate, but realistic enough that OPFOR vehicles are difficult to detect when they are performing their tasks. In support of the Urban Resolve 2004 (JUO) experiment, it was necessary to further increase the intelligence of the clutter vehicles to mimic realistic urban traffic patterns, including traveling on the correct side of the road, stopping at traffic lights, parallel parking, stopping for pedestrians, and so fort h.  This was perhaps the most challenging requirement in the history of clutter development, since it conflicted with one of the primary methods for keeping clutter cheap to simulate:  clutter vehicles are completely unaware of all other vehicles, including other clutter vehicles.  A further complication was that any solution had to work properly over the network, since clutter is commonly simulated on multiple machines. This paper describes the solution to this problem: the creation of an network-synchronized traffic intersection controller which permits appropriate behavior of clutter vehicles at an intersection while preserving clutter vehicles' ignorance of the presence of other vehicles and only adding a minimal amount of network traffic.

2004 Paper No. 1888

 

 

 

Improving Image Generator System Performance Through Video Frame Extrapolation

 

Richard E. Pray

President, RPA Electronics Design, LLC

Binghamton, NY

 

Douglas H. Hyttinen

Visual Engineer, NAVAIR Orlando TSD

Orlando, FL

 

Pushing the limits of scene complexity to maximize image generator performance creates the potential for system overload conditions. The result is generally characterized by dropped up date frames of imagery resulting in discontinuous apparent motion in the scene. The result of such events can be minimized by continuously capturing the video stream in real time, recognizing overload events, and using extrapolation techniques to manipulate the last frame video according to expected viewpoint motion. Techniques can be applied to provide various levels of fidelity of the substituted imagery of which several will be explored.  These range from simple, linear extrapolation to more complex non-linear methods based upon range to objects within the scene. By utilizing the proper method for anticipated scene motion, such methods can be utilized to not simply reduce effects from missed updates, but also to purposely operate the IG system at  overload or near overload capacity at all times in order to maximize scene content and complexity.

2004 Paper No. 1617

 

 

 

An Intelligent Synthetic Wingman for Army Rotary Wing Aircraft

 

Randolph M. Jones, Alan J. Wallace, Jens Wessling 

Soar Technology, Inc.

Ann Arbor, MI

 

The Army has a rich store of highly immersive flight simulations/simulators.  Due to the expense of deploying multiple flight simulators, they are often used in experimental scenarios that only represent a single aircraft at a time.  However, this is unrealistic because modern tactical Army aviation rarely flies solo, rather flying at a minimum in pairs.  To enable more realistic simulation while reducing costs, applications often use constructive simulation of entities.  However, the standard implementations of constructive entities sacrifices simulation fidelity by using low-cost desktop simulations that do not provide the precision and accuracy necessary in modern simulated warfighting exercises. A desirable solution would decrease cost while also retaining realism by providing autonomous, tactically correct, high-fidelity behaviors for the constructive simulated entities.   This is the goal being addressed by the Automated Wingman project.  This project integrates a state-of-the-art simulation architecture with the most advanced current technology for building knowledge-intensive intelligent agents.  In addition to the most immediate application, providing automated wingmen for Army experimentation with rotary-wing aircraft, this project provides a more general opportunity to broaden the use of Intelligent Synthetic Force (ISF) models in DoD applications. The industrial- strength integration of the Soar architecture for intelligence and the VR-Forces simulation environment creates a robust platform for future applications both in the DoD and the commercial arena.   This integration relies upon a clean design that include s independent but interacting components.  As a consequence, the resulting system contains individual part s that can be reused or upgraded as future demand and development dictate.

2004 Paper No. 1651

 

 

 

Going Beyond Reality: Creating Extreme Multi-Modal Mixed Reality for Training Simulation

 

Scott Malo, Christopher Stapleton

Media Convergence Laboratory

University of Central Florida

Orlando, Florida

 

Charles E. Hughes

School of Computer Science

University of Central Florida

Orlando, Florida

 

Nothing replaces the importance of the sweat, blood and tears of a live simulated training experience in which all your senses (visual, audio, haptic, olfactory, gastronomy, etc.) play into a physical, mental and emotional life-and- death scenario in a fully three dimensional, real-time world.  When Virtual Reality is provided as an alternative, it can pale in comparison, as it is a disembodied experience no matter how much artistry has been applied to the aesthetic display and emotional thrill.  This statement is applicable even to military simulations that drive complex and intricate training, and yet rarely cause trainees to break a sweat.  There is a need for systems that integrate training scenarios into physically responsive live environments, enhanced by compelling entertainment techniques.   Such systems must support the delivery of a wide range of simulation applications including vehicular, dismounted and constructive simulation planning. 

 

This paper covers recent developments in integrating multi-modal functionality into Mixed Reality (MR), the blending of real and virtual sight, sound and special effects.  More specifically, we present an overview of an MR research project and the multi-modal training engine (versus game engine) produced as a consequence of this research. This engine composes real and synthetic sensory stimulations into an interactive, multi-sensory, non-linear, immersive experience.   

 

One application of this MR system is to create a MOUT (Military Operations in Urban Terrain) environment that blends real assets, such as buildings or building facades, with virtual assets including neutrals and combatants, both friends and foes. The entire system (software and hardware) is designed to be deployed into the field to transform any site into a MOUT for use in military training, homeland security, emergency response, informal education and entertainment.  It can adapt core content experiences to custom environments providing in-the-field lush, compellingly, interactive and non-linear group experiences.

2004 Paper No. 1897

 

 

 

21st Century Simulation: Exploiting High Performance Computing and Data Analysis

 

Dan M. Davis

Information Sciences Institute, USC

Marina del Rey, California

 

Garth D. Baer

Oracle Corporation

Culver City, California

 

Thomas D. Gottschalk

California Institute of Technology

Pasadena, California

 

This paper identifies, defines, and analyzes the limitations imposed on Modeling and Simulation by outmoded paradigms in computer utilization and data analysis.  The authors then discuss two emerging capabilities to overcome these limitations: High Performance Parallel Computing and Advanced Data Analysis.  First, parallel computing, in supercomputers and Linux clusters, has proven effective by providing users an advantage in computing power. This has been characterized as a ten-year lead over the use of single-processor computers.   Second, advanced data analysis techniques are both necessitated and enabled by this leap in computing power.   JFCOM’s JESPP project is one of the few simulation initiatives to effectively embrace these concepts.  The challenges facing the defense analyst today have grown to include the need to consider operations among non- combatant populations, to focus on imp acts to civilian infrastructure, to differentiate combatants from non- combatants, and to understand non-linear, asymmetric warfare.  These requirements stretch both current computational techniques and data analysis methodologies. In this paper, documented examples and potential solutions will be advanced. The authors discuss the paths to successful implementation based on their experience. Reviewed technologies include parallel computing, cluster computing, grid computing, data logging, OpsResearch, database advances, data mining, evolutionary computing, genetic algorithms, and Monte Carlo sensitivity analyses.   The modeling and simulation community has significant potential to provide more opportunities for training and analysis. Simulations must include increasingly sophisticated environments, better emulations of foes, and more realistic civilian populations. Overcoming the implementation challenges will produce dramatically better insights, for trainees and analysts. High Performance Parallel Computing and Advanced Data Analysis promise increased understanding of future vulnerabilities to help avoid unneeded mission failures and unacceptable personnel losses.   The authors set forth road maps for rapid prototyping and adoption of advanced capabilities. They discuss the beneficial impact of embracing these technologies, as well as risk mitigation required to ensure success.

2004 Paper No. 1517

 

 

 

 

Development of a Next Generation Embedded Simulation Engine for FCS

 

Henry Marshall

US Army Research, Development and Engineering

Command, Simulation and Training

Technology Center

Orlando, Florida

 

Charlie Ragusa, Stewart Grayson

Science Applications International

Corporation (SAIC)

Orlando, Florida

 

Gary Green

Institute for Simulation and

Training (IST), University

of Central Florida (UCF)

Orlando, Florida

 

Embedded training is a Key Performance Parameter of the Future Combat Systems (FCS) program, and thus a requirement for fielding FCS systems.  Historically, embedded training capabilities have been appended to existing system architectures as afterthoughts. Consequently, embedded training hardware and software have been distinctly separate from the operational system and consume space and power resources not planned for in the original design. For FCS, embedded training and operational capabilities are tightly coupled and development will proceed concurrently. The Embedded Combined Arms Team Training and Mission Rehearsal (ECATT-MR) Science and Technology Objective (STO) is exploring a new embedded training simulation engine for FCS, based on the OneSAF Objective System (OOS). OOS is being leveraged to provide critical support for modeling and control of both ownship and ancillary virtual vehicles (i.e. ground and air robotic platforms), in addition to the usual computer generated forces support. Early releases of OOS and the FCS System of Systems Common Operating Environment (SoSCOE) are being used to implement the architecture, and an FCS-like Infantry Carrier Vehicle (ICV) crewstation simulator is used as a testbed for its evaluation. This paper explores the issues, advantages and findings of this research and suggests future enhancements to the architecture.

2004 Paper No. 1525

 

 

 

Developing an Incident Management Simulation for Training Emergency Responders

 

Dr. Jim Wall, Randy Elms

Texas Engineering Experiment Station

The Texas A&M University System

College Station, TX

 

Dave Nock

Texas Engineering Extension Service

The Texas A&M University System

College Station, TX

 

The use of simulation for training in the defense community is well-established and has evolved over many years as acceptance among service members grew rapidly based upon the high payoff results in real-world operational settings. It could be legitimately argued that the use of simulation for training contributed heavily to the great success of Operation Iraqi Freedom (OIF). Although methods may vary, the deliberate integration of simulation into unit training programs is relatively commonplace in all military services. 

 

The same cannot be said for civilian agencies and jurisdictions that are diligently seeking programs and methods to improve preparedness against the threat of terrorists including the use of weapons of mass destruction (WMD). The return on the military’s investment in simulation driven and assisted training can be attributed, in large part, to the simple fact that it is a mature, well-established institution. This provide s a foundation built over time that includes centralized organization and equipment development processes, sanctioned operational doctrine, standardized leadership, soldier training, and clear-cut chains of command. This type of environment does not exist for the relatively loosely coupled collection of agencies, organizations, local jurisdictions and departments that are responsible for homeland security at the operational level.  

 

This paper will present the lessons learned during the development of a simulation by the Texas Engineering Experiment Station for the National Emergency Response and Rescue Training Center (NERRTC) at College Station, Texas. The simulation is used to train emergency responders/managers for incident management and decision making during WMD scenarios. The lessons learned include discussions on many of the differences in simulation requirements in the defense and emergency responder communities, the requirements generation process based upon direct interaction with dozens of emergency responders from a broad national base, and feedback from  dozens of emergency responders participating in a series of pilot training classes. 

 

Finding the right simulation for training homeland defense organizations is a major piece of the preparedness puzzle, but not the only piece. Simply refitting an existing military simulation will not solve the overall training problem. Designing a simulation that can be tailored to compensate for differing organizational structures or doctrine and that can fit a range of possible exercise needs is a better alternative and generally less costly.

2004 Paper No. 1865

 

 

 

The Portable Source Initiative - Building Reusable Databases

 

W. Kent Nichols 

NAVAIR

Patuxent River, MD

 

For many years, the U.S. Government and the training industry at large has been forced into paying for visual and sensor databases over and over again, due to the proprietary nature of every Image Generator (IG) vendor’s software solution. Different concepts have been developed to enable re-use of these databases, but have yet to be widely accepted or fully embraced within the simulation community. With the advent of low-cost, PC-based visuals, readily available imagery, and blazingly fast processors, the time has come to leverage technology and put our money into building new databases and enhancing existing ones with additional features instead of rebuilding the  same virtual world over and over again.  

 

To this end, NAVAIR’s Multispectral Environment Engineering Team (MEET) at Patuxent River NAS has spearheaded an effort to develop processes that would allow us to build visual and sensor databases that maximized portability and minimized the re-work required to cross platforms. The Navy’s Portable Source Initiative is focused on building an area of the world in open format source and distributing it to our industry participants for re-hosting on their own platforms in whatever formats they choose.  

 

By building visual and sensor databases using a variety of sources, then feeding all value-added work back into standard, open, widely used source formats, databases can be published from this "refined source data" in a relatively simple, automated, and repeatable fashion. This allows various IG vendors to continue supporting their own optimized proprietary formats for run-time while maximizing portability and minimizing trade-offs and limitations normally imposed by attempting to build a database for multiple platforms. 

To date, the MEET has worked with a half-dozen source providers and produced no less than ten databases which have been published to at least twelve different run-time environments.

2004 Paper No. 1569

 

 

 

The Portable Source Initiative - An Industry Perspective

 

Michael Scott Jacobs  

Aechelon Technology, Inc. 

San Carlos, CA

 

The Portable Source Initiative, an effort spearheaded by NAVAIR’s Manned Flight Simulator team at Patuxent River and the Training System Division in Orlando, strives to define formats and processes to allow the creation of visual and sensor databases that maximize portability while minimizing effort required for reuse on multiple IG platforms. The goal of the initiative is to reduce duplication of costs: a visual database for a given geographic area is created once, and its components are stored in well-defined, industry-standard formats that can be ingested in a straightforward fashion by any image generator vendor.  Moreover, the concept allows a given vendor to provide value-added features and performance enhancements specific to a given runtime database, while still ensuring reasonable correlation with other vendor’s versions.  

 

In the past, IG vendors’ database generation tools have focused upon the creation of runtime simulation databases from raw source data. The emergence of PSI has clarified an important partition of the phases of database production: that is, the process of creating a synthetic environment, as distinct from the process of publishing that environment for a given target platform. This distinction sows the seed of correlation for all consumers: out-the-window image generation, sensor (NVG, IR, radar) image generation, and constructive simulations. 

 

This methodology has significant advantages over similar past efforts in that it truly enables the database generation tools, runtime database format, and IG hard ware to be completely independent of the database.  Also, the concept of publishing from refined source data allows for future ‘republishing’ of the database for increased database fidelity as IG performance increases over time (e.g., higher terrain resolution, greater density of cultural features). 

 

This paper describes the effects that the transition toward PSI has had on one vendor, in terms of shaping the evolution of tools, successes and challenges, and our perception of the work remaining on both the Government and industry sides to bring PSI forward as a robust and well–accepted standard.

2004 Paper No. 1679

 

 

 

Database Correlation in an Increasingly Parametric World

 

Dan E. Brockway 

MultiGen-Paradigm, Inc.

Plano Texas

 

Advances in graphics processing technology have caused an explosion of new geometry construction and graphics rendering techniques in the modeling and simulation industry. These advances make it possible to shift some of the work of producing the synthetic natural environment from the database generation system into run-time visual simulation applications. Un fortunately this trend stresses a co re tenet of distributed interactive simulation:  that interoperability among simulation applications is a function of the agreement between those applications on the content within the environment. When one application advances beyond the capabilities of the others, the correlation of the distributed system is called in to question.  This paper presents a conceptual architecture for Parametric Modeling as a method for managing advancements and innovations in a way that provides for correlation with existing simulation applications. 

 

The flow of environment data as it is refined from source materials, constructed and integrated into a common synthetic environment database, then prepared for use in simulation applications is presented as a reference model of the simulation system architecture. This model provides context for an explanation of how correlation is currently achieved which sets the stage for the description of Parametric Modeling. The benefits of Parametric Modeling are discussed and a business model to manage the risks is offered. 

 

Parametric Modeling is a technique for describing features in the synthetic environment as parametric objects before they are constructed in to 3D geometry. This allows a static 3D geometry version of the feature to exist in the database as the definition of “truth”, and it allows innovative graphics applications to construct functionally equivalent geometry in the running application.   

 

The point of Parametric Modeling is to improve system performance by reducing bandwidth utilization, taking advantage of advancements in graphics hardware and innovative geometry construction algorithms while maintaining system level correlation.

2004 Paper No. 1824

 

 

 

Generating Polygons in Real Time: Minimizing Synthetic Environment Costs

 

Mr. Nephi Lewis 

Evans & Sutherland Computer Corporation

Salt Lake City, Utah

 

Synthetic environments clearly play a key role in simulation, training, mission planning, and increasingly, command and control operations, and represent a significant cost of these systems.  They have traditionally been “pre-built” into render-able databases by converting what is largely vector and gridded data into polygonal and texture formats.   Once built these databases are unfortunately, often difficult to modify and verify, not easily re-used on other platforms, and contain proprietary data and data formats, specific to one vendor’s methods for rendering.  Because of their monolithic nature, and the difficulty of modifying them, they are also less likely to be based on current source data, such as the latest SRTM terrain data.   

 

By taking advantage of today’s increasingly faster PC processors and building polygons on the fly, much of the work of pre-building data for rendering can be eliminated.  Instead of paging polygons stored on disk, elevation grid posts and vector data, which contain the essential elements that describe the world in a much more compact form than polygons, are paged to a rendering engine that is not only capable of rendering polygons and texture, but creating them  from  the more basic vector form.  Segregating the several types of data that make up a synthetic environment (such as terrain, feature data, atmospheres, imagery, and moving entities), until just before rendering, facilitates the dynamic creation of scene polygons.   This markedly reduces the cost of synthetic environment production, maintenance, and verification.   In simple terms, this shortens the path from NGA source data to real time polygons.

2004 Paper No. 1841

 

 

 

Integration of PFPS Mission Planning System into LASAR CMS

 

Thomas Burch, Ben Cash

CAE USA Military Simulation and Training

Tampa, Florida

 

Mr. Chris Bailey

Information Technology & Telecommunications

Laboratory

Atlanta, Georgia

 

SOF Mission Planning is accomplished via the Portable Flight Planning Soft ware (PFPS), a set of tools that includes applications for performance, weight and balance, weapons, threat,  weather, etc. The map interface for  route  planning and threat location is  FalconView. The incorporation of the PFPS essential functions into the LASAR Combat Mission System provides a total training environment, allowing the mission rehearsal environment to be configured with the same components as in planning the actual mission. The W&B tool is used to configure the aircraft elements that affect simulated flight characteristics, and to initialize systems in the simulator. The AWE tool is used to configure the mission weapons, avionics and communications system on the aircraft, and is used to initialize the mission computer in the simulator. FalconView is used as the map display for the simulator, and as a GUI for the CGF. It provides controls and depicts positions and activities of CGF entities during the mission. 

 

Incorporation of software components that were not designed to be integrated with external components, such as the W&B and AWE tools presented a challenge to the successful integration of PFPS. In order to use these components of PFPS, some modification were necessary to the form at of the data stored by these components. The use of FalconView as the GUI for the CGF was another challenge.  To preserve components of the tools used in actual mission planning required the creation of a new published interface to FalconView. Specific outcome of the integration effort will be described in the final paper. They include; transfer of mission planning data in to the simulation environment, inter-play of computer generated forces with the FalconView display at the Instructor Operator Station, real time updates to own-ship position on the  FalconView display, and generation of mission data  for after-action-review.

2004 Paper No 1489

 

 

 

Culture Matters: Better Decision Making Through Increased Awareness

 

Alex Davis, Dan Fu  

Stottler Henke Associates 

San Mateo, CA

 

We describe an ongoing effort to develop a decision aid to give military planners, from battle planners to psychological operators, a handle on the nature and behavior of populations in an unfamiliar cultural climate. The aid provides products including profiles of people relevant to psychological operations and cases of cultural interactions.  The system consists of a model for the effects of culture on decision making and behavior, based on the Cultural Lens model of cultural differences in military domains, as well as a case-based reasoning engine that uses historical examples of scenarios and groups with specific cultural traits. We describe our current efforts focusing on articulation of a case base as well as the representations and artificial intelligence methods necessary to define and apply cultural aspects of behavior and decision-making. We also discuss the problem of cultural modeling in general, and the power and limitations of computational representations.

2004 Paper No. 1852

 

 

 

Developing an Immersive, Cultural Training System

 

Chris McCollum, John Deaton,

Charles Barba, & Thomas Santerelli

CHI Systems, Inc.

Fort Washington, PA

 

Michael J. Singer & Bruce W. Kerr

U.S. Army Research Institute for Behavioral and

Social Sciences

Orlando, FL

 

CHI Systems, under contract to the U. S. Army Research Institute, is developing an immersive training system, called Virtual Environment Cultural Training for Operational Readiness (VECTOR), which applies highly experiential, scenario-based virtual environments to training in cultural familiarization. This paper describes the cultural-training application, the architectural design, and the associated implementation of the immersive  environments and intelligent agent technology.  This training system employs 1) a virtual environment/3D game engine, 2) cognitive and emotion modeling, and 3) intelligent tutoring/instructor agents.  The virtual environment allows a trainee to explore the manner in which synthetic actors, or non-player characters (NPCs), respond to the actions of a trainee-led security force.  An important determinant of the success of the training system is the representation of significant aspects of NPCs’ cultural background and affective processes.  One of the innovative features of the virtual environment is the use of executable cognitive models and emotion models, which play significant roles in the overall reactions and behaviors of  NPCs toward the trainee.  In addition to influencing the behavior of the active NPCs, the emotion models constrain interactions with NPCs encountered later in a scenario.   In this way, the training system provides a means of modeling the overall cumulative emotional state of the simulated population and their impact on the simulated situation.  The initial implementation of the virtual environment, focused on Iraqi Kurdish culture, is discussed.

2004 Paper No. 1604

 

 

 

Simulating Non-Kinetic Aspects of Warfare

 

Alok R. Chaturvedi

Purdue University

West Lafayette, IN

 

Rae W. Dehncke

Institute for Defense Analyses

Alexandria, VA

 

Daniel R. Snyder

Booz Allen Hamilton

Suffolk, VA

 

The United States Joint Forces Command (JFCOM) has the requirement to conduct joint experimentation for the Department of Defense.  Joint experiments are conducted for many purposes: examine new warfighting concepts, determine the impact of new technology, assist in the development of new procedures, and study a specific type of joint combat or stability operation. A major shortcoming in previous experiments conducted by JFCOM has been the inability to model the political, economic, diplomatic, cultural,  social, religious, psychological, informational,  and infrastructure issues associated with modern warfare. For several y ears, JFCOM has been searching for a tool with the potential to model these critical areas of Effect s-Based Operations, and al so be used to bring members of the inter-agency groups into JFCOM experiments in a realistic, timely and cost effective manner. A recent prototype event demonstrated modeling at an unprecedented level of a granularity. The Krannert Graduate School of Business at Purdue University developed and modified for use the SEAS (Synthetic Environment for Analysis Simulation) simulation engine. SEAS is an agent-based simulation that models populations at varying levels of abstraction by portraying: environments, artificial agents, and the interactions among environments and agents. Human players dynamically try to influence the behaviors of the simulated agents, in keeping with their player defined strategy, as both players and agents respond to the confrontational dilemmas that the simulation facilitates. This paper will outline the reasons why a simulation like SEAS is so important to joint experimentation today. It will discuss how EAS was used in a recent prototype demonstration conducted by JFCOM and address the potential for future use at JFCOM and the military services. The academic theoretical underpinnings of SEAS will be described, as will the composition and functioning of the intelligent agents used to represent the groups and organizations modeled in  SEAS.

2004 Paper No. 1700

 

 

 

Integrating Physics-Based Damage Effects in Urban Simulations

 

John Mann, Dr Allen York, Bob Shankle  

Applied Research Associates, Inc. 

Raleigh, NC

Military simulations requiring realistic damage effects such as building structural damage from a direct air strike have typically resorted to look-up tables to determine the damage caused by munitions. More complex responses such as a physics-based calculation of structural collapse are beyond the capabilities of currently fielded simulations.  Although look-up tables are a quick way to approximate damage, the main drawbacks are the lack of realism and limited flexibility in handling a wide range of damage effects and munitions. A physics-based approach offers much better realism and also adapts to diverse inputs, yet physics-based effects have historically been relegated to analytical simulations which do not require real-time or near real-time response. In this paper we will discuss lessons learned in developing a physics-based damage server for a real-time urban simulation using HLA.  The damage server produces physically accurate penetration holes, craters and rubble for complex 3D building models using a wide variety of munition types. The server can output damage descriptions in a variety of polygonal formats for visualization. In addition, the extreme environments resulting from the weapon detonation are stored and available to compute personnel casualty and equipment damage. The damage server uses DoD accredited physics models.

2004 Paper No. 1481

 

 

 

Converting a Large Simulation System to a 64-bit Computer

 

Roger D. Smith 

Titan Corporation

Orlando, Florida

 

Command and staff level training events and experiments rely on very large simulation scenarios. Events like Ulchi  Focus Lens and Millennium/Olympic Challenge may be driven by databases with 10,000 objects, running 24-hours  a day, for more than 7 days.  These scenario databases have grown extremely large as our interests in representing a more diverse set of aggregate units and individual vehicles have increased.  Support units like logistics and maintenance forces have been added; non-combatant units play a role; and UAVs and precision weapons are represented at the entity level.  These factors have resulted in the repeated doubling of the scenario data size and have driven the current generation of 32-bit computers to the edge of their ability to support these events.  

 

Legacy systems like the Corps Battle Simulation (CBS) rely on the most stable version of the Red Hat Linux operating systems running on an Intel-based computer.  Both Red Hat 7.3 and the Pentium chip support 32-bit computing, which imposes limits on the size of memory, address space, and individual files that can be used by the computer or addressed by a single application.  Simulations like CBS have evolved such large scenarios that they are beginning to exceed these limits.  

 

In this paper we describe our experiments in porting CBS to a 64-bit computing environment.  This transition included the impacts and limitations of a new CPU, operating system, device drivers, shared libraries, compiled executables, and language compilers.  This process exposed a number of valuable and surprising lessons that will be faced by any project converting to a 64-bit computer. There are a number of other simulation systems that will soon exceed the limits of 32-bit computers and will face the need for this same type of conversion.

2004 Paper No. 1497

 

 

 

Realtime Pixel Lighting Using Fragment Programs

 

Steven Hales  

Lockheed Martin 

Orlando, FL

This paper will describe techniques to implement the lighting algorithms for point and spot light sources at a pixel level at realtime rates using fragment program capabilities on current graphics cards. 

 

Visual simulation has long been required to simulate point and spot light sources such as headlights, search lights, flares, and steerable landing lights.  To calculate lighting at a pixel level from these sources has traditional been difficult to run at realtime rates.  Today's commercial graphics cards now have the ability to do pixel lighting at realtime rates using fragment programs (pixel shaders).  The complex calculations for range and angle attenuation of these lights sources can be imbedded into texture maps and "looked-up".  Two or multi-pass algorithms per  polygon of the past are no longer necessary. 

 

The generation of texture coordinates and generation of the texture maps from the attenuation calculations will be described.  Lighting from directional light sources (e.g., sun or moon) and illumination of fog will also be addressed.  

 

The pixel lighting performance of current commercial graphics cards (NVIDIA/ATI) will be discussed.

2004 Paper No. 1830

 

 

 

The DMT Master Conceptual Model

 

Dr. Tony Valle

SPARTA, Inc.

Orlando, FL

 

Bruce McGregor

Northrop Grumman Mission Systems

Orlando, FL

 

The Distributed Mission Training (DMT) program links high fidelity cockpit simulators and crewmember workstations over a wide-area network into a single virtual battlespace. Simulators in the DMT system have been procured from different vendors and are largely designed to provide the best possible team training for that crew.  Achieving interoperability among these disparate simulators and support items is the primary challenge for the DMT Operations and Integration (O&I) contractor.  

 

The key to achieving effective interoperability in the DMT environment is the integration of constructive and virtual simulations and models through the use of a common battlespace content and a consistent set of data protocols. It depends upon a common data model for the battlespace that covers the full scope of required inter-team training  simulation content, in a manner that can be implemented in a variety of ways for different federations and mission  types. The DMT Master Conceptual Model (MCM) provides the description of the shared battlespace necessary for  team training interactions.  

 

The MCM is a set of products that together define a battlespace or virtual world at a level of abstraction suitable for defining training objectives, guiding implementation, and identifying limitations to inter-team training scope. It  provides the conceptual framework for DMT battlespace entities and interactions, and guides the development of the  standards and the DMT Portal software. The data model of the battlespace provides the common semantic content in  the form of entities, events, interactions, and phenomena along with the parameters that describe them.

2004 Paper No. 1508

 

 

 

Integrating the Portal into the Distributed Mission Operations Network (DMON)

 

Bruce McGregor

Northrop Grumman Corporation

Orlando, Florida

 

Robert Lillie

USAF ASC/YWI

Dayton, Ohio

 

The United States Air Force has embarked upon an ambitious long-term strategy to enhance the training of its operational crews through the Distributed Mission Training (DMT) program.  The DMT Operations and Integration  (O&I) Team has deployed Portals as part of its operational network.  The Portal provides an architectural mechanism for interoperability between Distributed Interactive Simulation (DIS) protocols and various versions of the High Level Architecture (HLA) run-time-infrastructures (RTIs) as well as performing other functions. 

 

The approach we have used with the Portal is to divide the large and complex (N2) problem of overall DMT System interoperability in to parts; the first of which is the single Portal-to-Portal interoperation problem over the WAN.   The other parts are the “N” simpler Portal to Mission Training Center (local simulators) interoperation problems on the local MTC LAN.  Deployment of the Port al is underway with the associated performance testing required to ensure quality operational training.  

 

This paper will discuss the test results and lessons learned to date of implementing the Portal into the Distributed Mission Operations (DMO) network.  Analysis will include the integration impacts experienced during lab testing at Northrop-Grumman, between Ai r Force Research Laboratory (AFRL) and the Distributed Mission Operations Center – DMOC (formerly the Theater Aerospace Command and Control Simulation Facility – TACCSF)  and  during operational training between sites on the DMO network.

2004 Paper No. 1511

 

 

 

Transfer of Control between Operational and Tactical Environment Generators

 

Joe Sorroche

Distributed Mission Operations Center/ASRCC

Kirtland AFB, New Mexico

 

Jerry Szulinski

Distributed Mission Operations Center/LMC

Kirtland AFB, New Mexico

 

The 705thExercise Control Squadron (EXS), the Air Force Distributed Mission Operations Center (DMOC), located at Kirtland AFB, New Mexico, conducts four Virtual Flag distributed training exercises each year.  The exercises focus on Tactical Command and Control (C2) Mission Operations Training.  The Air Force Command and Control Wing (CCW), formerly the Air Force Command and Control Training Innovation Group (AFC2TIG), located at  Hurlburt Field, Florida, conducts four Blue Flag exercises per year, which support Operational C2 Mission Operations Training.  A decision has been made to merge the Virtual Flag, tactical level exercises, with the Blue Flag, operational level exercises.  The combined exercise will fulfill both operational and tactical training objectives. 

 

To fulfill both training objectives, the environment generators that create air and ground tracks, or entities, must also merge.  One way to merge these simulations is to transfer control of appropriate, selected air and ground entities from the operational environment generator to the tactical environment generator, thus taking advantage of  each simulation’s strengths. Transfer of control between operational and tactical simulations was demonstrated during Virtual Flag 03-3 and Joint Expeditionary Force Experiment (JEFX) 04 System Integration Test 1.  The participating sites were the DMOC and the CCW. Control of Air Warfare Simulation (AWSIM) aircraft was transferred to the Next Generation Threat System (NGTS), using the Distributed Interactive Simulation (DIS)  Transfer Control Request, Set Data, and Acknowledge Protocol Data Units (PDU)s.  NGTS then applied higher fidelity engagement and radar models to the aircraft, and engaged tactical-level virtual simulators.  Once tactical training was completed, the aircraft were transferred back to AWSIM to continue with operational training support.  All aircraft and associated parameters were transferred successfully. 

 

This paper presents how the AWSIM and NGTS simulations transferred control of aircraft, thereby, supporting both  tactical and operational training requirements.

2004 Paper No. 1624

 

 

 

Progress Report on the Battle Lab Collaborative Simulation Environment

 

Paul E. Hanover, CMSP 

Science Applications International Corporation 

Heathrow, Florida

 

SAIC’s Systems Solutions and Technologies Business Unit, Huntsville, AL, is currently on task to support the improvements needed to fully integrate the eighteen different simulations comprising the Battle Lab Collaborative Simulation Environment (BLCSE).  At the highest level, BLCSE may be regarded as a persistent, uncommonly complex, geographically separated, federation of 9-12 local federations of  constructive and virtual simulations  (owned by the Army Battle Labs and Proponency Ce nters), linked across DREN, and using DIS (IEEE 1278)  protocols to exchange information.  The further integration of the BLCSE through migration to the use of HLA  (IEEE 1516) interfaces and protocols is in progress.  Le d by the Simulations Division of the Army TRADOC’s Futures Center, BLCSE is a pioneering effort in that it is the largest persistent federation within the Army.  As such, issues of planning lead-times, data reliability/credibility, repeatability, and consistent representations of common models across federates, are crucial to its success.   In that BLCSE comprises primarily simulations that were not designed with large-scale distributed operations in view, the BLCSE community is constantly pushing limits – not  only of each respective federate, but al so, more significantly, scaling limitations  of DIS in general.  This paper describes BLCSE, details its current federate composition, and discusses problems/issues that are associated with its  current uses.  The paper concludes with discussion of the actions in process to address the problems and related decisions made regarding the path forward.

2004 Paper No. 1563

 

 

 

Web Technology Enables Joint Theater Level Simulation (JTLS) Distribution Capability

 

Donald Weter, Dr. Larry Bartosh

USJFCOM/JWFC SimC4I Group

116 Lakewood Parkway

Suffolk, VA 23435-2697

 

LTC Kenneth Bartlett

USJFCOM/JWFC SimC4I Group

116 Lakewood Parkway

Suffolk, VA 23435-2697

 

The US Joint Warfighting Center (JWFC) has developed the Joint Theater Level Simulation (JTLS) with capabilities to distribute via web environment and use any web browser to have operators at remote locations interact with the  simulation.  The requirement to conduct larger and more complex exercises while reducing event support costs associated with distributed exercises moved the JWFC to develop web enabled JTLS technology.  Additionally, in 2003 Directives from Department of Defense (DoD) and the Joint Staff mandating use of technology for Training Transformation (T2) made the decision easier for United States Joint Forces Command (USJFCOM) to continue efforts to explore the web technology to train joint audiences.  This led to a new and emerging Web-Enabled JTLS  (WEJ) capability, which significantly reduces deploying large technical staffs and simulation equipment to remote exercise sites. 

 

Significant accomplishments of the WEJ architecture include overcoming existing latency and bandwidth requirements inherent in early Wide Area Network (WAN) capabilities.  The users wanted a user-friendly web- based graphical user interface (GUI) to easily provide required simulation functionality.  The WEJ interface program is written in Java script and is designed to work on UNIX or PC workstations. 

 

To reduce bandwidth requirements, limited code and scenario terrain static data files are downloaded on the remote simulation workstation, and files may be shared among those workstations at a distribute d site.  This architecture results in reducing the requirement to request this locally stored data from a main game engine at a distant site.   Dynamic updates to forces in the scenario are managed by an open data server and provided to player workstations only upon request.  The interface includes sets of intuitive component windows, allowing operators to view static and dynamic data on forces and issue orders to those forces with simple point and click menus.  A filterable map display allows simulation operators to monitor forces during mission execution.  The interface includes a command hierarchy window, allowing operators to view forces, context sensitive information, and global earth map view.  The web version also contains an easy to use web-based chat capability to support player coordination between various distributed sites.  Web-Enabled JTLS supports USJFCOM/JWFC vision for training transformation and enhances the capability to support distributed exercises at any number of sites, world-wide, and simultaneously at lower cost in terms of manpower, equipment and bandwidth. 

 

This paper will outline the web technology used for JTLS and outline future capabilities planned at USJFCOM/JWFC.

2004 Paper No. 1585

 

 

 

Collateral Damage Estimation: Transforming Time-Sensitive Command and Control

 

Mr Douglas D. Martin

Booz | Allen | Hamilton

Norfolk, Virginia

 

Dr Steven C. “Flash” Gordon

Georgia Tech Research Institute

Orlando, Florida

 

Reducing undesired collateral damage in war and in operations other than war is increasingly important to the United States of America.  Injuries to noncombatants and damage to protected sites are uniformly avoided by our forces whenever possible in planning and executing combat operations.  This desire to limit unwanted collateral damage presents unique challenges to command and control (C2), especially for time-sensitive targeting (TST).  The challenges begin the moment a target is identified because collateral damage estimates must meet specified criteria  before target approval is granted.   Therefore, Collateral Damage Estimation (CDE) tools must be accurate, responsive, and human-factored, with graphics that aid C2 decisions. This paper describes how CDE tools are used to build three-dimensional models of potential target areas and to select appropriate munitions, fusing, and delivery to minimize predicted collateral damage.  The paper covers the evolution of CDE from using only range rings around the target to improvements through Operation Allied Force (OAF), Operation Enduring Freedom (OEF), and Operation Iraqi Freedom (OIF).  During OAF, CDE was a very time-consuming process that generally foreclosed the possibility of TST unless the target was unencumbered by nearby protected sites.  During OEF, deficiencies in CDE impacted target engagement, especially TST.  These deficiencies were largely corrected in OIF.  This paper describes the deficiencies in CDE noted in OAF and OE F and the improvements made for OIF.  Positive CDE feedback from various sources, including the Secretary of Defense, OIF lessons learned, and warfighters is presented.  Current CDE tools are being improved, and short-term and long-term improvements in those tools and in the CDE methodology are described in this paper.  Lastly, several technical solutions to CDE have been shown to allow integration of the target analysis-targeting-CDE- battle damage assessment processes.  Ideas for these improvements to C2 will be presented.

2004 Paper No. 1768