SIMULATION

Virtual Hammer Recreating the “Silent Hammer” Exercise through Virtual Environments

THE LOGISTICS FEDERATION MODEL

Design of a Multi-National Federation for Combined Exercises: The ROK and US Army’s Ground Simulation Systems

Validating Human Behavior Representations: Moving Beyond “Preaching” To “Practice”

Bridging Kinetic and Non-Kinetic Interactions over Time and Space Continua

CART Virtual Warriors: Computer Generated, Synthetic Teammates for Command and Control Simulation

Practical Experiences in Creating Components from Legacy Simulations

Building and Using Base Object Models (BOMs) for Modeling and Simulation (M&S) focused Joint Training

A Scalable Component-based Modeling Environment Supporting Model Validation

Conceptual Modeling in OneSAF Objective System (OOS)

A Composable Behavior Modeling System for Rapidly Constructing Human Behaviors

KARMA: Materializing the Soul of Technologies into Models

Synthetic Air Assets in the Live Domain

Using Mixed-Reality for Simulator Situation-Awareness

High Resolution Immersive Dome Simulator With Arrayed Projectors

UAV Swarm Control:  Calculating Digital Pheromone Fields with the GPU

A New Fighter Simulator Based on a Full Spinning Six Degrees-of-freedom Parallel Mechanism Platform

An Analysis of Engagement Algorithms for Real-Time Weapons Effects

Embedded Training Alternatives for Future Dismounted Forces – An Evaluation of Gaming and Simulation Engines for Embedded Simulations

Application of Multiplayer Game Technology to Team Based Training of Medical First Responders

Capabilities of Today’s Game Engines

The Three Block War in OneSAF

Common Gunnery Architecture - Issues in Developing a New Software Product Line by Extending an Existing Software Product Line

Developing a Low Intensity Conflict Urban Simulation:  Lessons Learned

Managing the Explosion of Classified Data in PC-IG Deployments

Executing Real-Time Simulations on Linux

Extending The MeshRouter Framework for Distributed Simulations

Simulating the New Mode 5 and S IFF Systems

Evolving the High Level Architecture for Modeling and Simulation

Secure, Efficient use of HLA over the Internet

OneSAF: Management, Normalization, and Verification and Validation of Parametric Data: A Flat File Data Solution

 

Virtual Hammer Recreating the “Silent Hammer” Exercise through Virtual Environments

 

Paul Metzger

MIT Lincoln Laboratory

Lexington, MA

 

In October of 2004, a Navy Sea Trial Limited Objective Experiment named “Silent Hammer” took place on and around San Clemente Island, off the southern coast of California.  One of the airborne platforms participating in the experiment (a Boeing 707 operated by MIT Lincoln Laboratory) incorporated an Active Electronically Scanned Array (AESA) radar providing persistent surveillance coverage during operations.  This Lincoln Multi-mission ISR Testbed (LiMIT) radar collected and archived terabytes of sensor data per flight, for a total of four flights during the exercise. Portions of the data were processed in near real time and published to a ground station via a high speed data link. The processed data included both Synthetic Aperture Radar (SAR) imagery and Surface Moving Target Indicator (SMTI) “dots”.  Additional exercise participants, including several Unmanned Air Vehicle (UAV) surrogates, were cued where to look by the SAR and SMTI data.

 

A simulation environment to recreate Silent Hammer has been developed (named “Virtual Hammer”), with the live-fly data used to set the initial simulation parameters and constraints.  GPS instrumented ground truth vehicles were simulated as waypoint-driven entities, while semi-automated forces simulated the maritime components as well as dismounted special operations forces.  Randomized civilian vehicle traffic was also modeled.  Simulated data products (SAR, SMTI, and UAV video) were generated based on the Silent Hammer scenario and sensor tasking, and compared against experiment data.  Once convinced that the simulation models were at a reasonable level of fidelity, excursions from the Silent Hammer as-executed baseline began: experimenting with data link bandwidth; publish/subscribe architecture; sensor mix; collection tasking; and exploitation algorithms.  These simulated data products are in the same formats as operational field data, providing a framework for the development of architectures and algorithms that can seamlessly be integrated into future fielded experiments.

2005 Paper No. 2102

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THE LOGISTICS FEDERATION MODEL

 

MAJ A. Mark Morano

PEO STRI

Orlando, FL

 

Mr. Brent Nase

Tapestry Solutions, Inc.

San Diego, CA

 

Current worldwide operations have again proven that serious training is required for logisticians supporting forward deployed units and the modular brigades. We must provide their sustainment brigades, higher echelon staffs, and other logisticians with the simulation tools necessary to conduct this training. In order to train as one team with one fight, we must integrate a superior logistics model into our combat simulations.

 

PEO-STRI is leading the way to integrate the Joint Deployment Logistics Model (JDLM) into the ACTF. This program is called the Logistics Federate (LOGFED). Current development, within the JDLM model, will provide LOGFED a stand alone capability and allow it to be used with aggregate and entity level simulations. LOGFED will operate as a functional member of the federation of models under ACTF. JDLM’s current simulation functionality includes the ability to simulate TPFDD flow and the management of all classes of supply, maintenance, medical, personnel and transportation. It is in the second year of integration with JCATS through the DIS protocol. Plans to integrate using HLA protocols are currently underway for multiresolution federations. The stimulation of the Army’s logistics C4I system, BCS3, is also under current development. JDLM has already been proven as an operational tool and is the primary technology involved in BCS3.

 

As the material developer, PEO-STRI is refining requirements and providing configuration management with input from its customers. The functional lead for this project is the Army’s logistics simulations experts at the Logistics Exercise and Simulation Directorate, Fort Lee, VA. The current development effort will provide a usable logistics simulation to the Army in FY06. Concurrently, PEO-STRI is working with the Joint Community to provide a deployment and sustainment model that will provide a logistics training solution for joint force training events. As the Army’s logistics C4I tool, BCS3 has the ability to display supply point status, maintenance data, and ITV. By gathering and displaying sensor data, the system can provide the logistician updated information on transportation and cargo assets. LOGFED is able to stimulate BCS3 to include providing transponder position reports and ITV.

2005 Paper No. 2226

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Design of a Multi-National Federation for Combined Exercises: The ROK and US Army’s Ground Simulation Systems

 

LTC Yong Hyo Kim, Major Chaehwa Lee

ROK Army, Training and Doctrine Command

Daejeon, Republic of Korea

 

Won-Don Lee

Dept. of Computer Science Chungnam Nat’l

Daejeon, Republic of Korea

 

The CJ21(ChangJo21) was first developed and fielded by the TRADOC(Training and Doctrine Command) of the ROK(Republic of Korea) Army in 1999, replacing the Corp Battle Simulation (CBS) for the ROK Army Battle Command Training Program (BCTP). Currently the CJ21 is actively used to train the commanders and staff of the Corps and Divisions in the ROK Army.

 

Since then, the ROKA Army TRADOC has been engaged in developing the CJ21_NG(ChangJo21_Next Generation Simulation System) that is HLA-Compliant to be used in such combined exercises as in UFL(Ulchi Focus Lens) or RSOI(Reception, Staging, Onward Movement, and Integration) as a member of the JTC(Joint Training Confederation)/JIS(JTC Infrastructure Software). The CJ21_NG is capable of interoperating with the US Army ground model, the CBS, within the JTC/JIS training system. Since 2002 the technical feasibility of interoperability between these two models has been verified through ROK-US Combined Confederation Tests conducted at the Korea Battle Simulation Center (KBSC). 

 

Federations composed of Navy, Army, and Air Force models have been developed in many countries. However, a federation of two large-scale multi-national ground models has not yet been studied. Therefore, this study has significance in two perspectives; the two large ground simulations are connected in one federation and the federation is a multi-national training federation for ROK-US combined exercises. 

 

This paper, first, presents the development requirements for the CJ21_NG. Secondly, Using the FEDEP(Federation Development and Execution Process) model, the procedure to develop the CJ21_NG SOM is elaborated and the FOM of CJ21_NG included-JTC is suggested, followed by the CBS development requirements for interoperability with CJ21_NG. Thirdly, this paper describes the CJ21_NG’s interoperability with Hwarang21 and with the US CBS, Air and Navy models. In the following section, the issues in designing the CJ21_NG and CBS federation discussed. Finally, this paper concludes with a summary and the recommendations for CBS and CJ21_NG developers. 

2005 Paper No. 2424

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Validating Human Behavior Representations: Moving Beyond “Preaching” To “Practice”

 

Gwendolyn E. Campbell, Ph.D.

 NAVAIR Orlando TSD

Orlando, Florida

 

Amy E. Bolton

Strategic Analysis, Inc.

Arlington, Virginia

 

While it is widely agreed that human behavior representations (HBRs) must be validated before they are incorporated into military simulations, there is much less agreement on what activities and evidence satisfy validation requirements.  In this paper we will begin by discussing psychological taxonomies of theory and measurement validity, identifying some insights that the Department of Defense Modeling and Simulation community might gain from these well-established paradigms.  This discussion will include brief descriptions of a variety of techniques for collecting validity evidence gleaned from the psychological research literature.  While qualitative evidence will be mentioned, special emphasis will be placed on quantitative techniques for assessing HBR validity.  A number of relevant issues, such as appropriate and inappropriate statistical tests, overfitting data, and model complexity, will be addressed.  Next, we will discuss some limitations of the psychological perspective in general and for our community in particular.  Finally, we will expand on Defense Modeling and Simulation Office’s definition of validity and illustrate how this definition provides guidance for additional HBR assessment measures and processes that are highly appropriate for the military user community.  

2005 Paper No. 2014

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Bridging Kinetic and Non-Kinetic Interactions over Time and Space Continua

 

Alok Chaturvedi, Purdue University

Chee Mun Foong, Brian Armstrong, Simulex, Inc.

West Lafayette, Indiana

 

Daniel R. Snyder

Booz Allen Hamilton

Suffolk, Virginia

 

As non-kinetic warfare evolves, simulations are taking revolutionary steps forward to keep pace. Currently, a vast majority of attrition simulations synchronize on causal effects associated with tactical interactions.  Truly revolutionary approaches bridge kinetic actions with their correlations outside of the tactical realm to provide a holistic view.

 

Modeling these interactions pose significant challenges for simulation developers. This paper describes a bridging technology explored by J9, the Experimentation Directorate of USJFCOM, to interface aspects of an attrition simulation, JSAF, with a behavior simulation, the Synthetic Environment for Analysis and Simulation (SEAS). Enabled by this shared virtual environment, geographies and events from the real-world are generated based on published scholarly research and open source data. This research provides the means to develop a realistic model of population behavior consisting of population density, demographics, culture, and beliefs. 

 

Virtual agents are programmed with characteristics that replicate the behavior of individuals in given communities. Curious or volatile crowds emerge through micro-macro linkages of individual and group behaviors. In turn, group behaviors trigger macro-micro linkages that affect individual behaviors. 

 

JSAF is used to provide the kinetic aspects of activities at the entity level within a city. SEAS generates the Political, Military, Economic, Social, Information and Infrastructure (PMESII) impacts of such activities at local, national, and global levels. A SEAS-JSAF bridge facilitates the military decision-making process in complex urban environments, providing situational awareness of urban warfare and the effects of crowds on military operations. Various paths to outcome can result from a planner's inputs and the emergent behavior of agents. Additionally, decision superiority is enabled through rapid and enlightened experimentation involving military and civilian operations. By allowing planners to conduct a virtual rehearsal, innovative courses of action can be developed to influence crowd behavior and implement effective countermeasures.

2005 Paper No. 2123

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CART Virtual Warriors: Computer Generated, Synthetic Teammates for Command and Control Simulation

 

Bryan E. Brett, Jeffrey A. Doyal

Science Applications International Corporation

Beavercreek, OH

 

War fighting is a team enterprise.  Effective development of new equipment and training of personnel should reflect the team nature of warfare.  Representing the team can be costly when numerous personnel and systems are involved. This is particularly true when the focus of testing or training is on a subset of a larger team.  The Air Force Research Laboratory’s Combat Automation Requirements Testbed (CART) program is researching technologies for creating synthetic human participants that can function as team members and interact with live human participants in command and control simulations.  The application context is a Dynamic Targeting Cell (DTC) within an Aerospace Operations Center (AOC).  The CART team is creating a three dimensional virtual AOC environment that depicts workspaces and computers used by DTC personnel.  Human figures representing DTC personnel are being created using Boston Dynamics’ DI Guy tools.  Human performance models of DTC personnel developed under previous CART efforts are being modified to drive the DI Guy figures.  A speech engine is being developed that enables human participants to interact with the synthetic participants via voice and chat. Finally, model-driven command and control workstation simulations are being integrated with the virtual workstation displays in the AOC scene.  The content of these displays will reflect a dynamically executing scenario.  A large flat panel display provides the human participants a window into the virtual world.  Controls will allow them to move around in the virtual world. Live humans will participate in the simulation by (1) monitoring the virtual world displays to obtain data on the evolving situation, (2) interacting with synthetic team members to obtain information on targets and situations, and, (3) tasking synthetic team members to perform activities to accomplish the mission.  This paper describes the simulation architecture, technologies applied, and progress to date.

2005 Paper No. 2324

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Practical Experiences in Creating Components from Legacy Simulations

 

Judith L. Cerenzia

ARL/PSU

State College, PA

 

Thomas B. Haley

 NUWC/Newport

Newport, RI

 

Roy Scrudder

 ARL:UT

Austin, TX

 

David M. Lounsbury

 The Open Group, Inc.

Woburn, MA

 

Robert P. Goddard

APL/UW

Seattle, WA

 

The concept of creating simulation components which can be rapidly, easily, and effectively composed to meet a range of simulation demands has received considerable interest in the modeling and simulation community. To date, successes in developing simulations from compositions have been limited, especially when these components are extracted from legacy simulations. The Torpedo Enterprise Advance Modeling and Simulation (TEAMS) program developed an approach to create reusable components from a set of commonly used torpedo warfare simulations, and combine components to form simulations to meet specific user needs. This approach combines the features of open architecture development and model driven architectures to establish a common conceptual model and then identify the boundaries and interfaces for the components. Conceptual model development and interface specification use the Unified Modeling Language. Legacy simulation code is then wrapped with middleware to comply with the component specifications, allowing them to be assembled into simulations. 

 

The process described in the paper has been effective in defining and bringing together components developed by multiple organizations in a variety of programming languages and computing environments. The use cases addressed by these compositions range from faster than real-time analysis models, to real-time hardware in the loop stimulation, to detailed engineering analyses that run slower than real-time. 

 

This paper will discuss the conceptual model development approach and how a simulation community of interest can then transition from a conceptual model to a well-defined specification of component behavior and interfaces. We will also describe how this approach leads to both the composition of stand-alone simulations as well as simulations that can be federated with simulations that address other domains. The result is a simulation engineering process that can be applied to any domain to leverage existing simulations to create flexible, reusable components.

2005 Paper No. 2072

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Building and Using Base Object Models (BOMs) for Modeling and Simulation (M&S) focused Joint Training

 

Paul Gustavson

SimVentions, Incorporated

 Fredericksburg, VA

 

Modeling and Simulation (M&S) has proven to be an effective tool for training the warfighter and for planning and preparing against emerging threats within the global community.  Key enablers that have contributed to this effectiveness have been the availability of models, tools, and other resources such as terrain databases, network assets, and scenario missions.  And, as long as you remain within the mission area (i.e., Army, Navy) and domain (i.e., Surface, Air, Land) of your applied M&S framework (i.e., HLA, DIS, OOS), relative flexibility is achievable. The difficulty is in being able to leverage models across the environments, domains, and M&S frameworks to define and support scenarios and the executable environments representative of Joint training exercises. Models are almost exclusively defined for a particular simulation application.  Fortunately, a standards-based approach, termed Base Object Models (BOMs), for describing and sharing models across environments, domains, and M&S frameworks has emerged from a simulation-community-wide grass-roots effort.    

 

Essentially, BOMs can be used to represent the approaches and scenario elements that are necessary to fulfill specific military tasks, such as resupplying friendly forces or identifying and disarming combatants.  Thus, they are well suited for supporting Joint training efforts.  Furthermore, they serve not as executable models, but common descriptions of behavior, that can be implemented in multiple environments and frameworks.   

 

This example-focused paper will largely center on building and using BOMs for composing Joint training environments.  It will walk through the BOM development effort based on the Federation Development and Execution Process (FEDEP), and show how the Real-Time Platform Reference (RPR) BOMs and other supporting BOMs can be integrated and used to fulfill a specific training exercise.  Additionally, this paper examines the language-neutral interface provided by the BOM and various implementation aspects that can be supported to enable federates.  

2005 Paper No. 2302

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A Scalable Component-based Modeling Environment Supporting Model Validation

 

Hessam S. Sarjoughian

Arizona Center for Integrative Modeling & Simulation

Computer Science & Engineering Department

Fulton School of Engineering

Arizona State University, Tempe, AZ

 

Simulation validation remains a central and growing challenge, especially when models are large-scale and complex. To advance rigorous simulation validation, we have developed a component-based modeling environment called Scalable Entity Structure Modeler (SESM), which is based on the multi-aspect, multi-resolution component-based modeling paradigm. Using a multi-view graphical modeling interface, modelers can specify and compose large and complex models with arbitrary hierarchies.

 

Models can be manipulated and stored directly in standardized relational databases—simplifying model specification and simulation experimentation tasks.  A key advantage of a persistent model-base is that it enables modelers to measure a model’s structural and some behavioral complexity metrics (e.g. number and types of components, inputs, outputs, and states of models). A realization of this approach called Scalable Entity Structure Modeler with Complexity Metrics (SESM/CM) is developed. It supports syntactic and semantic correctness of domain-neutral properties of models given a set of well-defined relationships among model components and their interactions. The model components in the model-base can be transformed into XML and subsequently simulation model components suitable for simulation environments such as DEVSJAVA.  The scalability and transformation features of the approach offer a sound basis for simulation at varying levels of abstraction, including arbitrary yet systematic validation of models in terms of their observable input and output relations and state transitions. Direct support for incremental configuration of simulation experimentations and executions is important for large-scale simulation validation. To this end, the model-base logically lends itself to the management of simulation experiments. This approach supports formal specification of models, design of experiments, and observation of simulation executions.  The proposed modeling approach is illustrated using a computer network example. We discuss simulation validation and future research directions aimed at supporting integrative modeling and simulation of enterprise, supply-network systems. 

2005 Paper No. 2375

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Conceptual Modeling in OneSAF Objective System (OOS) 

 

Clark R. Karr

Science Applications International, Inc.

Orlando, Florida

 

The real world is infinitely rich in detail.  Models and simulations are computational representations that, by necessity, are not emulations of the real world but simplify aspects of the entities and phenomena modeled.  Unfortunately, there is a huge chasm between the subject matter experts’ (SME) understanding and description of the real world and the computational representations created by software developers.  To efficiently create effective models from subject matter expertise, the OneSAF program employs conceptual modeling. Conceptual models are implementation independent formulations of the domain accessible to the SME, user, and developer.  This paper describes the OneSAF Abstract Model—the colored graphical language for OneSAF conceptual modeling, presents illustrative conceptual models and discusses lessons learned in employing conceptual modeling as a modeling and simulation tool.

2005 Paper No. 2005

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A Composable Behavior Modeling System for Rapidly Constructing Human Behaviors

 

Christopher J. Garcia.

IntraNexus, Inc.

Virginia Beach, VA 

 

Todd W. Griffith, Ph.D

Discovery Machine, Inc.

Williamsport, PA

 

There are currently two predominant paradigms for modeling and simulating human behaviors in synthetic combat environments. One approach simply accumulates common behaviors that follow standard military doctrine into simulation engines. The other involves constructing high-fidelity models of the mental processes involved in performing domain-specific tasks. Both approaches require technical staff, significant costs, and time to modify or add a single behavior. Recent research in composable behavior modeling systems, however, has shown great promise of such systems to offer powerful, cost-efficient alternatives. 

 

This paper describes an ontology-based, simulation-independent, composable behavior modeling system developed under funding from the Office of Naval Research (ONR) Affordable Human Behavior Modeling (AHBM) program. This system supports rapid composition by non-technical staff of both standard military behaviors as well as sophisticated and flexible behaviors suitable for tactics-based experimentation. It utilizes an ontology which specifies an XML-based structure for representing behavioral compositions from primitive-level behaviors and conditions. The ontology specifies only the structure of these primitive behaviors and conditions, thus allowing sets of domain-specific, simulation-independent, atomic-level behaviors and conditions developed by subject matter experts to be easily incorporated into and interchanged within the system; there they can be composed into complex behaviors. In addition, since the execution of a composed behavior (in terms of when to execute and react to primitive behaviors and conditions) lies solely in its structure, this structural execution functionality can be encapsulated and reused. The AHBM system encapsulates this functionality into a portable agent. Thus, integration with a new simulation engine is accomplished through only wrapping or creating the primitive behaviors and conditions. 

 

This paper presents the AHBM system along with the composition ontology and execution agent architecture, and assesses its power, utility, and cost-effectiveness in comparison to conventional behavior modeling approaches.

2005 Paper No. 2151

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KARMA: Materializing the Soul of Technologies into Models

 

Nathalie Harrison, Bruno Gilbert, Alfred Jeffrey, Richard Lestage, Marc Lauzon and André Morin

Defence R&D Canada –Valcartier

Val-Bélair, Québec, Canada

 

Defense Modeling and Simulation (M&S) is facing the challenge to cope with the conflicting requirements to hasten a persistent Synthetic Environment (SE) to support the whole range of its life cycle activities and the time necessary to set up strong foundations. This paper presents an approach to adequately equip a deployed SE to evolve and persist over a long period of time. It consists of a process and a framework to capture the experts’ knowledge into reusable and interoperable models. This work originates from the teaming of software engineers with experts from different communities of interest to transition their expertise into SEs. The philosophy demonstrated is called KARMA and refers to the incarnation of the knowledge on physical systems into different forms of models. It is unique in the sense that it proposes a concrete day-to-day working process for the modelers. It is also related to current trends such as composability, ontologies, etc. The proposed solution implements the Model-Driven Architecture® (MDA®) theory tailored to M&S. It focuses on implementation independent conceptual modeling and automatic transformations using software engineering technologies such as the Unified Modeling Language® (UML®) and the Extended Markup Language (XML). The proposed method was demonstrated for the transition of weapon engagement expertise into reusable models. Examples of conceptual models and different automatic implementations, such as Simulink®, STRIVE® and KARMA, are presented. The results also include some lessons learned to timely advise the decision-makers of tomorrow’s persistent SEs. As a conclusion, such a rigorous modeling process provides a concrete solution to capture, share, consult and build upon the knowledge at the foundation of an SE. The next logical step would then be to extrapolate these results to a large-scale operational SE. 

2005 Paper No. 2256

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Synthetic Air Assets in the Live Domain

 

Mr Matthew Franklin

QinetiQ

Farnborough, Hampshire, UK

 

The purpose of this paper is to provide an overview of research undertaken on behalf of the UK MoD, investigating the maturity and application of Augmented Reality (AR) capabilities. The research has been broadly split into 4 phases consisting of the stakeholder analysis, technology analysis, test-bed development, and exploitation phases. This paper will focus on the technology analysis, and test-bed development phases.  

 

Analysis of AR technology has been undertaken to provide an evaluation of the current state of play and possible future trends that may lead to a lowering of the barriers to entry for AR. The results of this analysis for the display, tracking and software elements of an AR system are presented. In order to explore the technical issues associated with AR technology and convey the issues to the range of MoD stakeholders a test-bed AR system has been developed. Justification for the design of the testbed is presented, and details are given on the individual hardware and software components that are being used. 

 

The research culminated in a series of experimental field trials followed by a demonstration in March 05. The focus for the demonstration was providing training to Forward Air Controllers in a live/virtual Close Air Support exercise. Experiences from the trials and feedback from the stakeholders is also presented.   

2005 Paper No. 1972

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Using Mixed-Reality for Simulator Situation-Awareness

 

Javier (Jeff) Covelli

Northrop Grumman Corporation

Orlando, Florida

 

Ricardo Martins

Institute for Simulation and Training

Orlando, Florida

 

Jannick Rolland

College of Optics and Photonics: CREOL & FPCE

Orlando, Florida

 

It is neither practical nor feasible to deploy a conventional flight simulator with aviation units to maintain pilot proficiency. This is especially true for cockpits with side-by-side seating, for which the display system is inherently large. Operational Flight Trainers (OFTs) are the most practical way to keep proficient but are impractical when needed in tight spaces or with limited budgets.  

 

This paper explores the use of a lightweight, stereoscopic Head-Mounted Projective Display (HMPD) with integrated retroreflective screen techniques and Mixed Reality (MR) technology as the display system for an inexpensive PC based simulator. It focuses on development of a low-cost, deployable full 360º field of view (FOV) display system, and provides technical background on retroreflective materials and HMPD lens design for this application.

 

An initial experiment design for a prototype cockpit simulator will be developed. The simulator is a proof of concept for a high fidelity flight simulator that is less expensive and more portable than those using conventional flight simulator techniques. This display system will provide an Augmented Reality (AR) low cost, deployable, full-FOV display system that can be applied to any human in the loop command and control (C2) system. For example, the same technology can be used for providing extraordinary Situation Awareness (SA) for operators in Air Traffic Control (ATC), Remotely Piloted Vehicle (RPV) and/or Unmanned Combat Air/Rotary Vehicles (UCA/RV) and Command, Control, Communications, Computers, Intelligence, Surveillance, and Reconnaissance (C4ISR) systems.

2005 Paper No. 2091

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High Resolution Immersive Dome Simulator With Arrayed Projectors

 

Daniel H. Bass, Jeffrey Lyon, David L. Hoatson

AAI Corporation

Hunt Valley, MD

 

Presented here are lessons learned from the implementation and integration of a large, high-resolution immersive dome simulator with an array of more than 20 commercial off-the-shelf (COTS) video projectors and image generators.  While many commercial environmental simulators have used a small number of image generators with facetted flat screens to produce a virtual environment in which the student operates, this results in relatively low resolution and a small working area.  The use of a large (40- to 64-foot diameter) spherical dome allows for many advantages in team training. 

 

Such a system provides a working area large enough for tracked armored vehicles or teams of soldiers to train.  The large screen distance allows for comfortable distant focus viewing and realistic perception of distant objects.  The combination of wide field of view and high resolution allows for effective training of tasks that require target detection and engagement over a wide area. 

 

However, scaling up the display in this manner is only commercially feasible with the use of low-cost COTS image generators and video projectors.  While there are specialized proprietary hardware systems that provide solutions for such problems as edge blending and display warping, these are prohibitively expensive in a system of 20 or more displays. 

 

The system described here uses more than 20 COTS video projectors and image generators to produce a single integrated immersive training environment.  This array of video projectors is supported over the students’ heads and out of view.  Each projected image is warped, color matched, and edge blended in software to produce a seamless, high-resolution, wide field of view virtual environment. An automated, closed-loop camera-based system is used by maintenance personnel to quickly and precisely adjust the display alignment.  

2005 Paper No. 2283

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UAV Swarm Control:  Calculating Digital Pheromone Fields with the GPU

 

Bryan Walter, Adrian Sannier, Dirk Reiners, James Oliver

Virtual Reality Applications Center

Iowa State University, Ames, Iowa

 

Our future military force will be complex: a highly integrated mix of manned and unmanned units. These unmanned units could function individually or within a swarm.  The readiness of future warfighters to work alongside and utilize these new forces depends on the creation of usable interfaces and training simulators.  The difficulty is that current UAV control interfaces require too much operator attention and common swarm control methods require expensive computational power.  This paper begins with a discussion on how to improve upon current user interfaces and then reviews a swarm control method, the digital pheromone field. This method uses digital pheromones to bias the movements of individual units within a swarm toward areas that are attractive and away from areas that are dangerous or unattractive.   Next, a more efficient method for performing pheromone field calculations is introduced, one that harnesses the power of the GPU (graphics processing unit) in today's graphics cards by reshaping the ADAPTIV swarm control algorithm into a form acceptable to the GPU's pipeline (Parunak et al, 2002).  The GPU ADAPTIV implementation is tested in scenarios that involve up to 50,000 virtual UAVs. When compared to its counterpart CPU implementation, the GPU version performed over 30 times faster than the CPU version.  This gain translates directly into lower costs for training the future warfighter today and fielding the swarms of tomorrow. Finally, this paper presents a vision of how to combine these new interface ideas and performance enhancements into an effective swarm control interface and training simulator.

2005 Paper No. 2078

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A New Fighter Simulator Based on a Full Spinning Six Degrees-of-freedom Parallel Mechanism Platform

 

Jongwon Kim and Sun Ho Kim

Seoul National University

Seoul, South Korea

 

This paper presents an innovative motion base for flight simulator, which is based on the new six degrees-of-freedom parallel mechanism, called ‘Eclipse-II’. Most conventional simulators adopt the Stewart platform as its motion base. The Stewart platform is a six degree-of-freedom parallel mechanism that enables both translational and rotational motions. However, the motions such as continuous 360-degree overturn of the aircraft or continuous 360-degree spin of the flight are impossible since the platform can only tilt as much as ±20-30 degrees. The Eclipse-II mechanism created by the authors allows continuous 360-degree rotation in A, B and C-axis as well as X, Y and Z-axis translational motions. 

 

The paper introduces briefly the kinematic design issues of the Eclipse II platform including singularity avoidance problems. Then, the design and development issue of the working sample machine is followed. It is a miniature machine, which demonstrate successfully the original idea regarding the general motion simulation. 

 

 Finally, the paper presents the design and development issue of the real one-man riding flight simulator, which will be completed by the summer of 2005. This Eclipse flight simulator is the only one by which all the motions in the space can be simulated. The conceptual design accommodates a fighter’s cockpit inside the machine. It is controlled by a set of joystick and pedal input. All the translational and rotational motions of the platform can be synchronized in real time with the dynamic images of the Microsoft Flight Simulator 2002.

2005 Paper No. 2207

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An Analysis of Engagement Algorithms for Real-Time Weapons Effects

 

John Mann, Dr. David Fisher, Matt Kraus

Applied Research Associates, Inc.

Orlando, FL

 

Dr. Erik Lowndes, Dr. Allen York

Applied Research Associates, Inc.

Raleigh, NC

 

When selecting algorithms for real-time weapons effects, performance and fidelity requirements are the main drivers in model selection. In many cases, look-up tables are the method of choice for real-time applications. Look-up tables have had wide-spread use in trade studies, planning tools, training simulations and other applications over a long period and have proven to be both extremely valuable for real-time casualty assessment and at times misunderstood in what capabilities they provide. Look-up tables facilitate fast retrieval of vulnerability data, with measurable tradeoffs between memory requirements, computation requirements and fidelity. As processing power has increased, higher fidelity algorithms of casualty assessment have gained wider use, suggesting that look-up tables may eventually become obsolete. This paper describes the casualty assessment modeling spectrum from low fidelity to high fidelity, including look-up tables, curve fits, physics-based models and finite element codes. Each type of model is examined, along with the advantages and disadvantages of each. Guidelines for how to determine what model type to select and what factors should be considered when selecting a model are discussed. Principles outlined in this paper are being used to support model selection for the OneTESS program, the Army’s next generation tactical engagement simulation system. 

2005 Paper No. 2254

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Embedded Training Alternatives for Future Dismounted Forces – An Evaluation of Gaming and Simulation Engines for Embedded Simulations

 

Gary Hall, Derek Hong

General Dynamics C4 Systems

Orlando, FL

 

Henry Marshall, Pat Garrity

US Army Research,

Development and Engineering Command,

Simulation and Training Technology Center

Orlando, FL

 

Gary Green

Institute for Simulation and Training (IST),

University of Central Florida

Orlando, FL

 

The Defense training and simulation industry is in the process of a massive paradigm switch from site-based trainers, to embedded training that is part of the operational systems used by the war fighter. This paradigm switch poses numerous technology challenges. One of the most difficult is embedding simulation on the Dismounted Soldier. To investigate and demonstrate possible alternatives, the Research, Development and Engineering Command’s (RDECOM) Simulation and Training Technology Center (STTC) has developed several prototypes such as the Virtual Warrior System that provide a fully immersive, man wearable, virtual simulation capability. The focus of these systems is deployable training and mission rehearsal. They are dependent on proven military training simulation components such as computer-generated forces, image generators and terrain databases. However, in recent years commercial gaming technologies have emerged as an attractive alternative to traditional simulations for military training. Game engines are at the forefront of graphical advances and have the ability to rapidly respond to changing training needs.  

 

This paper discusses the findings of a trade study conducted to determine the most attractive gaming engine alternatives for embedded Soldier simulation. This study also considered low cost approaches to dismounted training such as a desktop or hand held first-person shooter environment. These low cost approaches are being investigated as alternatives to the more complex and costly fully immersive systems. The trade study assumed that game engines would allow scalability between the fully immersed and low cost approaches. In addition to presenting the results of the trade study, the paper identifies and discusses evaluation criteria such as interoperability with current database formats and simulation protocols such as Distributed Interactive Simulation (DIS) and the High Level Architecture (HLA), debrief and After Action Review (AAR) support comparable to current systems, use of physics-based models, realistic urban terrains and character animations.  Costs and open source considerations are also discussed.   

2005 Paper No. 2117

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Application of Multiplayer Game Technology to Team Based Training of Medical First Responders

 

Matt Kaufman

Forterra Systems

San Mateo, CA

 

Parvati Dev, PhD and Patricia Youngblood, PhD

Stanford University

Palo Alto, CA

 

Forterra Systems and SUMMIT (Stanford University Medical Medial and Information Technologies Center) collaborated on research to explore the application of game technology to team based training of medical first responders.  Focusing on medical first response to CBRNE (Chemical, Biological, Radiological Nuclear, and High Explosive) events, we developed sample training curricula for pre-hospital and in-hospital first responders, developed a virtual training environment, and conducted user tests with professional first responders. One outcome of our research was the identification of technologies, beyond those found in typical multiplayer game engines, required to successfully conduct team training for medical first responders.  This paper describes the research that identified these technologies and explains the importance of each to team based training for medical first responders. We conclude by describing next steps in our research and anticipated results.

2005 Paper No. 2174

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Capabilities of Today’s Game Engines

 

Michael L. McShaffry

Head of Studio, BreakAway Ltd.

Austin Texas

 

Modern game engines and the content they support are responsible for a $15B industry in electronic entertainment. Intense competition and high development budgets foster quantum leaps in technology and tools development from year to year. The tools, content, and technology that bring the best games into your living room can also bring the next generation of training simulations to the war fighter, yet not all of these technologies are equal. This paper will cover modern licensable technologies from companies like Criterion, Epic, NDL and others with a behind the scenes look at best selling games such as Half Life 2, Splinter Cell, and Full Spectrum Warrior. Particular focus will be spent on content creation, production pipeline, rapid prototyping ability, physics and dynamics, scenario generation tools, and AI. After hearing this lecture the attendee will have a firm grasp on which licensable technologies best meet their project’s needs, how to contact the licensors, and whether there's a business case for internal development of a proprietary system.

2005 Paper No. 2385

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The Three Block War in OneSAF

 

LTC John Surdu, Ms. Oanh Tran, Mr. Doug Parsons,

U.S. Army,

PEO Simulation, Training and Instrumental

 

General Charles Krulak, former Commandant of the United State Marine Corps, envisioned that our service members would be asked to fight a highly lethal mid-intensity battle and simultaneously execute humanitarian assistance and peacekeeping operations.  Further, these operations would occur within three city blocks. 

 

The OneSAF Objective System (OOS) is the next generation simulation system planned to provide the U.S. Army with an entity-level simulation to serve three modeling and simulation domains.  The ability of the OOS to provide variable levels of fidelity and support high resolution synthetic environments makes it particularly suited to simulate the precise urban operations described by General Krulak.  This paper will discuss the physical, behavioral and environmental models being developed by the OneSAF program.  Related modeling of the Contemporary Operating Environment will also be covered.

2005 Paper No. 1977

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Common Gunnery Architecture - Issues in Developing a New Software Product Line by Extending an Existing Software Product Line

 

Henry Marshall

US Army Research, Development and Engineering Command,

Simulation and Training Technology Center

Orlando, FL

 

Dean Runzel and Andrew Richards

US Army Program Executive Office for Simulation, Training and Instrumentation, Program Manager for Combined Arms Tactical Trainers

Orlando, FL

 

Darren Law

Science Applications International Corporation

Orlando, FL

 

Gary Green

Institute for Simulation and Training (IST),

University of Central Florida (UCF)

Orlando, FL

 

The Common Gunnery Architecture (CGA) is a new software product line being developed by the Project Manager Combined Arms Tactical Trainers (PM CATT) at the Program Executive Office for Simulation, Training and Instrumentation (PEO STRI). The CGA objective is to reduce duplication between gunnery training systems in part by maximizing the advantage of common components such as the OneSAF Objective System (OOS). Using requirements derived from different gunnery training systems as a baseline, the CGA team analyzed the OOS Product Line Architecture Framework (PLAF) to determine OOS extensions required to support precision gunnery training. This analysis determined that the OOS PLAF would need to be extended or modified to include unique gunnery training components such as crewstation interfaces, image generators (IGs), curriculum and student management, simulation controllers and physical and behavioral models. By extending the OOS PLAF, CGA could heavily leverage the existing OOS infrastructure investment. As the CGA analysis progressed, the Research Development and Engineering Command (RDECOM) Simulation and Training Technology Center (STTC) was developing an embedded simulation demonstration using OOS to drive both the constructive simulation and virtual ownship simulation. This was closely related to the direction of CGA which encouraged the teams to leverage their efforts. As part of the risk mitigation for the CGA product line development, the CGA team partnered with the STTC to develop a functional prototype of a gunnery training system to verify assumptions concerning the use of OOS as the building block for the CGA product line. This paper provides an overview of the CGA program and identifies issues and lessons learned during the gunnery prototype development. Examples of the many issues include simulation engine latency, bi-directional interfaces and high fidelity models.

2005 Paper No. 2134

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Developing a Low Intensity Conflict Urban Simulation:  Lessons Learned

 

Einav Kiperman, Amit Sirkis and Evgeny Popovich

IDF Ground Forces Command Battle Lab

Tel-Aviv, Israel

 

In the past few years the Israel Defense Forces (IDF) has been dealing with an evolving military situation, relatively unknown in the past.  This situation, currently referred to as Low Intensity Conflict (LIC), is made up of many isolated incidents including firearm attacks on troops and civilians, suicide car bombers, road side bombs, etc.  Dealing with LIC becomes particularly complex when it is conducted in an urban environment.

 

During 2004, the IDF Ground Forces Command Battle Lab (GFC BL) was instructed to develop a test-bed for evaluating various operational concepts, techniques, procedures and weapon systems in a LIC urban environment. 

 

The effort included updating the BL proprietary CGF, acquiring an urban database modeling a typical Middle-Eastern town, updating the operational command and control system used in the test-bed so that it might be of use in LIC and updating various BL models developed in the past.  There were many challenges facing the team during the development effort.  First, there was the town database, comprising approximately 25,000 buildings, with its large polygon count and complex geometry to be displayed on a PC. Next, there were the basic urban environment algorithms such as collision detection and avoidance.  The communications bandwidth was yet another issue to deal with because of the many potential entities in the urban environment.  The DIS protocol was found to have many shortcomings in simulating such an environment.  Dismounted simulation was yet another issue tackled during the simulation development phase.  Techniques and user interface from the gaming world were used to provide a proper simulation. 

 

This paper deals with the effort to develop the LIC test-bed in the IDF GFC BL, discusses the various difficulties tackled, the solutions adopted and the lessons learned from this experience.

2005 Paper No. 2156

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Managing the Explosion of Classified Data in PC-IG Deployments

 

Daniel Bernal, David Egts

Silicon Graphics, Inc.

Mountain View, CA

 

Many have enjoyed substantial hardware acquisition cost savings by using PC-based image generators (PC-IGs).  However, the PC-IG architecture presents many system administration challenges in environments that require processing data at multiple levels of security. Multiple levels of security normally require at least one system drive per channel (a.k.a. node) in the cluster. The compelling PC-IG cluster initial hardware cost savings can be significantly diminished by the labor and time required to change from one classification level to another.  Other industries have been successful using off-the-shelf diskless booting and shared file system technologies, and the simulation industry can also embrace these same technologies to help ease the burdens involved in processing at multiple levels of security.  This paper examines the management of classified data in visual simulation ranging from industry challenges to current and best practices inside and outside the simulation industry.  These technologies with sample implementations are under investigation and the results will be presented.

2005 Paper No. 2146

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Executing Real-Time Simulations on Linux

 

Lance Call

L3 Communications

Mesa, AZ

 

Michael Slater

USAF/AFRL

Mesa, AZ

 

The use of Linux for real-time simulation has become a popular topic of debate. The decision of whether or not to use Linux is a difficult one without actual data on real-time programs common to the simulation/training community.  The Air Force Research Laboratory / Mesa Research Site, AFRL/MRS, has ported a demanding but typical computer generated forces program and tested its functionality on several operating systems commonly used in simulation. 

 

Linux is gaining popularity and functionality in the simulation community.  However, the demands of hard real-time applications have produced a niche market of very powerful operating systems.  While the performance of popular real-time operating systems is good, the cost is high.  Users of popular real-time operating systems must pay for the development environment, compilers, technical support, and the operating system including royalties.  Linux provides the benefit of being open source and also is generally less expensive than proprietary software.  There also is a large Linux user community that is extremely helpful in answering questions that arise. 

 

AFRL/MRS was interested in reducing the cost of using proprietary real-time software by using Linux for flight simulation.  AFRL/MRS performed tests using actual simulation code to compare the real-time capabilities of several popular proprietary operating systems typically used in simulations to the performance of a standard Linux distribution. The tests were conducted using the physics based threat generator that is currently being used at AFRL/MRS in their high-fidelity four-ship F-16 simulators. 

 

A second test was performed to determine the behavior of Linux under various simulation frame rates and computational loads. 

 

The results and recommendations of the MRS findings for Linux applicability and durability for real-time simulations are documented in this report

2005 Paper No. 2236

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Extending The MeshRouter Framework 
for Distributed Simulations

 

Thomas D. Gottschalk

Center for Advanced Computing Research, Caltech

PasadenaCalifornia

 

Philip Amburn

SAIC, PET FMS On­site

Wright Patterson AFB, Ohio

 

The MeshRouter system provides a general framework for scalable, interest limited communications among processors in

largescale distributed simulations, such as the SAF family. The architecture was initially developed and implemented within the specific context of the ModSAF application and has recently been implemented in the JSAF/JUO application, using standard RTIs communications primitives. This work provides a more general analysis of the MeshRouter system, clarifying the applications pecific requirements for use of the communications framework and presenting a number of communications performance studies (total message throughput) for a system of simple federates using RTIs communications. The overall MeshRouter architecture is reviewed, emphasizing the application independent overall structure and the modest additional work needed to adapt the framework to the specific case of RTIs communications.


The RTIs MeshRouter is then compared with a treebased

communications built from standard RTIs routers, using pairwise

message exchanges among simple federates. It is shown that MeshRouter performance is compatible with tree performance for trivial (e.g., nearestneighbor) communications, and, more importantly, the aggregate bandwidth supported by the MeshRouter is substantially higher for nontrivial communications patterns, as would be expected in any realistic simulation environment. The communications performance studies are presented versus a number of relevant variables, including message size, total number of participating federates, and nominal length of the communications path. Extensions of the basic mesh topology used within the performance study are noted, including both modifications to support fault tolerance and a simple Tree/Mesh hybrid that could be easily implemented within the context of ongoing JSAF/JUO operations. Finally, the extensions of the existing MeshRouter software needed to support the OneSAF/RTIN application are discussed.2005

 

Paper No. 2257

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Simulating the New Mode 5 and S IFF Systems

 

Frank Hill

SDS International

Atlanta, GA

 

Implementing Mode 5 and Mode S IFF in simulation will be a major challenge for the simulation training community due to the sheer number of simulators that will need to be upgraded along with the changes to simulation protocols used to exchange the data.  Mode 5 IFF is the much awaited replacement for Mode 4 IFF, the encrypted military system designed to assure positive electronic identification of friendly units on the battlefield. Mode Select (S) is a civilian enhancement to the present Mark XII system that will provide enhanced aircraft information for air traffic control and in support of military operations. Military aircraft will be required to have Mode S in addition to their present IFF mode capabilities in addition to Mode 5.  Many of the U.S., NATO and Coalition partners’ military aircraft, ships, vehicles and C4ISR units that have Mode 4 interrogators or transponders will be upgraded to the new Mode 5 capability by the end of the decade. Mode S is being phased in for commercial and military platforms over the next 1-5 years. A brief overview of real-world Mode 5 and Mode S IFF will be presented.  

 

The Simulation Interoperability Standards Organization (SISO) Mode 5/Mode S IFF Study Group is ac-tively developing draft changes to the DIS protocol and to HLA FOMs, TENA and associated gateways with the participation of government agencies and defense contractors. They are also preparing design guidelines for upgrading simulators, simulation programs, and simulation interface devices to handle Mode 5 and S IFF. The status of this effort and an overview of the proposed changes will be presented. Simulated Link-16 is also affected and will be discussed. Updating simulation standards and simulators for Mode 5 and Mode S in a timely manner is critical to ensure that the warfighter will be able to train in a simulated environment that coincides with the introduction of these modes in the real world.  

2005 Paper No. 1990

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Evolving the High Level Architecture for Modeling and Simulation

 

Roy Scrudder

The University of Texas

Applied Research Laboratories

Austin, Texas

 

Gary M. Lightner

The AEgis Technologies Group, Inc

Orlando, Florida

 

Robert Lutz and Randy Saunders

Johns Hopkins University Applied Physics

Laurel, Maryland

 

Reed Little

Software Engineering Institute Carnegie Mellon University

Pittsburg, Pennsylvania

 

Katherine L. Morse

Science Applications International Corporation

San Diego, California

 

Björn Möller

Pitch Technologies

Linköping, Sweden

 

The High Level Architecture (HLA) was developed to provide a common architecture for distributed modeling and simulation. Initial HLA development began within the US Department of Defense (DoD) in the mid-1990s. International standardization was achieved in 2000, when the HLA was established as a set of Institute of Electrical and Electronics Engineers (IEEE) standards. Today, the HLA is used worldwide to link constructive and virtual simulations as well as interfaces to live components. HLA federations support a wide variety of applications including training, testing, and acquisition analysis. 

 

Subsequent to the 2000 IEEE standardization of the core HLA standard [the HLA Framework and Rules, the HLA Interface Specification, and the HLA Object Model Template (OMT)] many improvements have been proposed. Several of the proposals incorporate emerging technologies. Among the proposed changes are HLA applications programming interfaces which allow dynamic linking (allowing federations to change run-time infrastructures easily), a web enabled HLA interface, fault tolerance services, and additional flexibility in update rates. Proposed changes to the OMT include additional metadata to characterize HLA federates and federations; additional information about the computing hardware, network, and HLA services used by federates; and an update of the data interchange format to take advantage of advances in the Extensible Markup Language (XML). As part of the periodic review of IEEE standards, the HLA standards have been opened for revision with balloting anticipated in 2006

 

This paper will provide a brief background on the HLA and then discuss the process used to update the IEEE versions of the HLA specifications. Each of the major improvements that have been made in that process is described. Finally, information is provided on how readers can participate in the evolution of the HLA standards.

2005 Paper No. 2157

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Secure, Efficient use of HLA over the Internet

 

Bobby Chawla, P.Eng. Jarret Meadows, P.Eng.

 xwave

Stittsville, Ontario, Canada

 

The Tactical Aviation Mission System Simulation (TAMSS) project was a Technology Demonstrator (TD) research project to build three Networked Tactical Simulators (NTS) of the CH146 Griffon Helicopter.  The TAMSS NTS design uses low cost Commercial-Off-The-Shelf (COTS) Personal Computer (PC) hardware and graphic cards, as well as COTS software popular in the industry.   

 

The simulators are located in geographically different parts of Canada: two of the simulators are currently situated at Canadian Forces Base Gagetown, New Brunswick, and the third in Ottawa, Ontario (approximately 600 miles apart). The three NTSes communicate using High Level Architecture (HLA) via T1 lines to the Internet.  

 

HLA, by default, is configured as a “Best Effort” multicasting communication.  To shield the NTS computers from the hostilities of the Internet, all communications between the simulators are done within an encrypted Virtual Private Network (VPN tunnel), which, unfortunately, does not handle multicast traffic between the sites; so HLA was originally configured to send all traffic as TCP “Reliable” communications. However, when using TCP the addition of every federate causes an n-factorial increase of traffic over the network. Therefore in the TAMSS project a Generic Routing Encapsulation Tunnel (GRE Tunnel) was established between each NTS that manages and passes HLA multicast traffic between the sites. 

 

This paper gives an overview of the simulator design, and discusses the network architecture, real-time performance issues of using the Internet, and some of the “lessons learned” about using HLA over a long haul Internet connection. It also focuses on the use of a specialized GRE Tunnel to efficiently pass multicast traffic through a VPN.

2005 Paper No. 2413

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OneSAF: Management, Normalization, and Verification and Validation of Parametric Data: A Flat File Data Solution

 

Jeffrey Ketts Jr.

Innovative Management Concepts, Inc.

Orlando, FL

 

Boaventura DaCosta

Dynamics Research Corporation

Orlando, FL

 

The One Semi-Automated Forces (OneSAF) Objective System (OOS) is a next-generation Computer Generated Forces (CGF) simulation that is intended to 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. Unlike past systems, OneSAF has had the benefit to be built from the ground-up utilizing eXtensible Markup Language (XML) as the means to define, store, share, and interchange data. Most OneSAF data is stored as XML, including parametric and initialization data. Given the magnitude of the data, and the simple fact that XML data is stored as text, some of the biggest challenges facing OneSAF have been the data normalization, verification, validation, and management of XML documents.

 

This paper describes the methods of managing flat files during development in such a way as to maintain the flexibility of a truly data centric simulation without introducing fragility into the environment. For the purpose of this paper, the term flat files refers to files that contain data in a tablature or text based format like a text file, a spreadsheet or a comma delimited file. The process of taking data from this flat file format to XML, then into the final form as parametric data, is detailed including transformation, data normalization, and verification and validation. The use of eXtensible Style Sheets (XSL), XQuery, and XPath is discussed, as well as the incorporation of Perl scripting. In particular, how these technologies can be used to manage flat files in a manner similar to an RDBMS. To facilitate a better understanding of OneSAF, background knowledge is given, providing a brief overview of the OneSAF Data Architecture with emphasis as to how data is read, written, stored, and currently managed. Lastly, the introduction of these methods and technologies into the current OneSAF Data Architecture is discussed, outlining benefits and drawbacks.

2005 Paper No. 2358

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