Training
Unmanned
Aerial Vehicles – A New Challenge for Training System Development
A
SYSTEMS APPROACH TO SIMULATED ALTERNATIVES FOR COMMERCIAL DRIVERS LICENSING
Intelligent
Systems for Training Damage Control Assistants
MOPED
- A Mobile Evaluation System to Support Observers During Distributed Team
Training
Assessing Distributed Team Performance in DARWARS Training: Challenges and Methods
Performance
Assessment in Distributed Mission Operations: Mission Essential Competency
Decomposition
Using
Open Source Game Engines to Build Compelling Training Simulations
Virtual
Environments for Training First Responders - FiRSTE
Deployable
Simulation Training for Operational Medical Personnel
Lessons
Learned From Virtual Flag Integration
Training
Strategies for a Deployed, Distributed Virtual Environment
Royal
Navy Merlin Training System: Sonobuoy and Dipping Sonar Training
Stick
and Rudder Training for the Mind
STRATA:
DARWARS for Deployable, On-Demand Aircrew Training
DARWARS
Ambush! – Authoring Lessons Learned in a Training Game
The
DARWARS Tactical Language Training System
Embedded
Distributed Training: Combining Simulations, IETMs, and Operational Code
Scenario
Management Methods for On-Board, Self-Directed Training of a Naval Command Team
Integrating
Technologies for Shipboard Helicopter Signaling Skill Training
THE UTILITY OF METRICS IN
TRAINING NEEDS ANALYSIS - LESSONS LEARNT FROM RN TNA
Enhancing Simulation-Based
Training with Performance Measurement Objects
How to Effectively and
Efficiently Develop, Test, and Train Rules of Engagement
The Use of MMF to Organize,
Train, and Equip the Force
Auto-Authoring Instruction
from Ontological Representations of Procedures
MILITARY OPERATIONS OTHER
THAN WAR: A TOOLBOX FOR WARRIORS
OneSAF Interoperability
with CTIA – A LVC Connectivity Approach
CACCTUS: Linking the Live,
Virtual, and Constructive Environments
Army Training Support
System and Implications of Training Transformation (T2)
Evolving DODAF: An
Integrated Training Enterprise - Delivery Architecture Framework
Performance Support
Solutions: What You Need When You Need It
SYNTHETIC TECHNOLOGIES – A
SELECTION SCHEMA FOR FUTURE AIRCREW TRAINING SYSTEMS
Unmanned Aerial Vehicles – A New Challenge for
Training System Development
Jeffrey Pfledderer,
Technical Expert Special Projects Branch Training Systems Product Group Wright-Patterson AFB,
Unmanned
Aerial Vehicles are an increasingly important resource in the conduct of
modern warfare. Systems such as the Air Force’s MQ-1 Predator have proven
their effectiveness numerous times in recent combat operations. These systems
were rapidly developed and fielded, sometimes transitioning from concept
demonstration to operational use without the intermediate steps normally
accomplished under the traditional system acquisition process. In addition,
UAV programs have proven to be very useful testbeds
for new and innovative ideas, taking a “what-if” exercise and making it an
operational capability almost overnight. This approach stands in stark
contrast to manned aircraft upgrade programs, which require a much more time-consuming
and exhaustive testing and certification process. One
result of this rapid laboratory-to-field implementation approach has been the
lack of robust, fully capable training systems being made available to the warfighters at the time the system is operationally
deployed. Training has largely been conducted on an ad-hoc basis using
suboptimal resources, resulting in training deficiencies which ultimately may
have contributed to mishaps and loss of aircraft. The accelerated process has
simply not provided sufficient time or resources to accommodate a traditional
training system development. A longer term, but equally significant, problem
resulting from this approach has been trainer concurrency management. Keeping
up with aircraft changes in such a fast-paced environment poses a significant
challenge, even when sufficient planning has been accomplished. However, the
abbreviated testing process has shortened the timeframe available to
simulator developers to develop concurrency modifications for the trainers.
This problem is further compounded by the lack of robustness in the
rapidly-fielded initial training systems. This
paper will discuss the unique training system issues resulting from the rapid
fielding of such systems, and provide recommendations for implementing timely
and effective training systems in this challenging environment. 2004 Paper
No. 1793 This paper
is available on the 2004 I/ITSEC CD ROM. Order it from I/ITSEC'S Website. |
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A SYSTEMS APPROACH TO SIMULATED ALTERNATIVES FOR
COMMERCIAL DRIVERS LICENSING
Talleah L. Allen,
Ronald W. Tarr, John White,
Scott Tanner University
of Central Florida Institute for Simulation and Training Background This paper
describes the systems approach we used to develop and validate a virtual
diagnostic and training solution for the ground transportation community,
specifically those who hold a Commercial Drivers License (CDL). The training
system integration includes a computer-based knowledge test, virtual
mechanical compliance walk-around inspection, and simulator-based driving
skills tests. Using a systems approach, we designed the Virtual Check Ride
System (VCRS) to be a cost-effective, time-saving alternative to standard CDL
testing and training. ADDIE Model
Using the
ADDIE (analysis, design, develop, implement, and evaluate) Instructional
Design Model, we created a blended interactive multimedia intervention.
Participant characteristics included commercial truck-driving students and
expert drivers. Expert drivers were classified as drivers who have been
driving commercial vehicles for more than three years and those with less
than three years are classified as novice. During the
analysis phase, the Federal Department of Transportation (FDOT),
A
Diagnostic and Training Tool Based on the
analysis, a bank of 500 knowledge test questions were developed and
internally validated by Subject Matter Experts (SME). The design phase began
with a Computer Based Training (CBT) module, which generates a dynamic
After-Action-Review (AAR). The CBT, The
validation scores collected thus far suggest that the Virtual Check Ride is a
fair assessment of the CDL and may be a cost and time benefit if incorporated
into the training and re-certification procedures of organizations. 2004 Paper
No. 1540 This paper
is available on the 2004 I/ITSEC CD ROM. Order it from I/ITSEC'S Website. |
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Intelligent Systems for Training Damage Control
Assistants
Stanford University CSLI The Navy is shifting
its training and education from traditional methods, such as on-site
instruction, texts, and observing students during drills, to
computer-supported learning such as web-based instruction and computer
simulations in lieu of live drills. This transition presents the challenge of
keeping the best parts of traditional methods of instruction while obtaining
the advantages that computers afford. The challenge is more difficult because
to maximize savings in manpower, money and time, computer-based learning must
be able to teach, evaluate and give feedback to students without any
instructor in the loop. A valuable aspect of
traditional training methods, in which computers currently fall short, is the
'mentor/student' relationship: an experienced person discussing a novice's
performance with him or her. The mentor gives the student direct,
personalized feedback in a setting where the student can ask questions and
discuss issues. Most computer simulations are lacking in this type of
interaction. We propose that
giving computers the ability to debrief and discuss a student's actions using
natural language will more closely simulate this relationship and greatly
improve the effectiveness of computer-based learning. To assess this
hypothesis, we are utilizing natural language technology to (1) allow
students to use a damage control trainer for surface ships by speaking with
the simulation system, and (2) to support a subsequent spoken discussion with
an intelligent tutoring system that provides an after action review of the
student's performance. The combined system performs a mentoring function,
helping students learn correct actions and avoid 'practicing mistakes'. We
are studying the usefulness of this mentoring system for students under
training in damage control, and will present results about differences in
rate of learning with and without mentoring. An additional benefit of natural
language interaction with the computer systems is that students train as they
will actually perform on duty. 2004 Paper No. 1908 This paper
is available on the 2004 I/ITSEC CD ROM. Order it from I/ITSEC'S Website. |
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MOPED - A Mobile Evaluation
System to Support Observers During Distributed Team Training
Annemarie Hiemstra,
Marcel van Berlo & Wytze
Hoekstra TNO Human Factors Soesterberg, the Distributed team
training, often in joint settings, is becoming more and more important in the
military training today. As the teams and training staff are not physically
on the same location, special attention should be paid to performance
measurement and feedback. Important questions are what should be measured
during distributed team training, how this should be evaluated during the
After Action Review, and in what ways the training staff should be supported
in doing this. In this paper we will explore these issues and describe a
tool, the Mobile tool for Performance measurement and Evaluation in
Distributed training (MOPED), which we have developed specifically for
distributed team training. When evaluating team
performance in distributed team training it is important to not only address
the performance of the local team, but also the performance of the local team
in relation to the other teams in the training and vice versa. The mobile
evaluation tool is a hand held device that supports the evaluator in
observing team performance. The observer can send data to a central database,
where the data of all observers of the distributed team are analyzed and then
sent back to the local observer, who can now complete the
debrief. Some other functional features of the tool are on call
checklists based on targeted behaviors and a debrief organization screen that
facilitates the observer's preparation of the After Action Review. A preliminary version
of the tool was tested at the Royal Netherlands Navy during a small scale
pilot. The results were promising and used to improve the tool. MOPED will be
tested more thoroughly to identify those aspects of distributed team training
that are crucial for the teams and should be addressed during the After
Action Review. Special attention will be paid to the support of observers in
providing this 2004 Paper No. 1531 This paper
is available on the 2004 I/ITSEC CD ROM. Order it from I/ITSEC'S Website. |
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Assessing Distributed Team Performance in DARWARS
Training: Challenges and Methods
Shawn A. Weil,
Frederick J. Diedrich,
Jean MacMillan Aptima, Inc. Talib S. Hussain,
William Ferguson, BBN Technologies DARWARS is envisioned
to be a virtual training environment in which multiple distributed
individuals will interact with each other and with synthetic entities to in order
to acquire operational skills. Training in teamwork skills will be a
significant component of the DARWARS experience. In particular, DARWARS will
provide the capability for training multiple teams of players at the same
time, where the teams will interact in a variety of ways, thereby providing
training opportunities for a wide variety of skills. Accordingly, DARWARS
faces a significant challenge in assessing teamwork skills as player s
interact with the simulation and with each other, and in providing that
assessment to players in the form of coaching during a training session or
feedback in an After Action Review (AAR). Assessing the performance of
distributed teams in a simulation-based environment faces three major
challenges: (1) creating situations in which the relevant teamwork skills are
appropriate; (2) measuring behavior in these situations; and (3) providing
assessment to learners at the appropriate moment and the appropriate level of
detail. This paper will review our methods, discuss the measures most
relevant to DARWARS, and present an example of teamwork measurement in a
multi-player commercial game scenario designed to teach teamwork skills
relevant to military teams. 2004 Paper No. 1858 This paper
is available on the 2004 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Performance Assessment in Distributed
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Using Open Source Game Engines to Build Compelling
Training Simulations
Perry McDowell
,
Rudolph Darken MOVES Institute - Naval The arguments for
increasing the amount of computer-based training are clear, convincing, and
essentially over: almost every unit in the military is shifting its training
strategy to include a larger percentage of computer-based training. The
question now is how to create computerized training systems using the best
and most cost-effective methods. One solution is to
increase the training done in simulators. Military simulator-based training
has been used in substantial, expensive systems for over thirty years, first
in flight trainers and later in vehicle simulators. Simulator training was
limited to such large scale problems and solutions due to the cost of
procuring, operating and maintaining these systems. However, with today’s
technology, simulators can be built for any area of the military, and
operated on standard desktop computer systems or game consoles for a wider
range of tasks. In order to
demonstrate such training systems’ efficacy, we have built an application to
train shipboard personnel in basic Damage Control, which is a task every
shipboard Sailor must complete. The simulation is very similar to “First
Person Shooter” games which are wildly popular with the military’s primary
demographic. We intend to conduct research using this system to determine its
effectiveness in improving performance. One of the most
intriguing parts of this research is that this trainer was built with an open
source game engine created in house. By using an open source engine, we have
saved the licensing fees charged by large game companies, which normally run
between $500,000 and $1,000,000. Additionally, this open source engine
removes the legacy stovepipe that stunts the use of so many current training
systems. This not only greatly reduces the initial cost, but significantly
reduces the cost of follow-on because the application is not tied to a
certain vender who is able to charge exorbitant rates. 2004 Paper No. 1868 This paper
is available on the 2004 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Virtual Environments for Training First Responders -
FiRSTE
Michael G. Hilgers,
Ming C. Leu , Richard H. Hall
,
Sanjeev Agarwal Terry Lambert Battelle Robert Albright MANSCEN Fort Leonard Wood, MO Kyle Nebel TACOM Since September 11th
the need to train civilian response personnel to cope with terrorist activity
has greatly intensified; yet affordable and effective training methodologies
are elusive. The First Responder Simulation and Training Environment (FiRSTE) system is built to address this situation. Its
purpose is the application of virtual reality simulations for training
civilian first responders to deal with weapon of mass destruction events in a
zero-risk environment while applying proper procedures, techniques, and
protocols. Underwritten through
support from the Tank-automotive, and Armament Command, FiRSTE
is designed to accommodate personal protection equipment, be physically
stressful, mentally challenging, compatible with federal simulation
standards, and portable. Since the target training audience includes rural
and small town civil responders, FiRSTE was built
using inexpensive components to demonstrate the affordability of such
training technology. Forward motion
control in the virtual environment is driven by the trainee walking on a
treadmill modified to communicate with a gaming engine via a data acquisition
card. The trainee holds a mock-up of a Photo Ionization Detector (PID) which
has the same mode control buttons as the actual device. The virtual
environment is viewed via a head mounted display placed w ithin
the mask of a self-contained breathing apparatus. A mouse wheel embedded in
the PID mock-up provides directional control. The release of chemical toxins
within a building and the associated sensor behavior is simulated using
HLA-compliant software developed by the investigators. Three concept
exploration phases have been performed using local firemen. Quantitative and
qualitative measures were collected, and analyses were carried out with the
goal of evaluating: a) the nature of users’ navigation through the
environment; b) the degree of perceived fidelity and presence; and c)
subjective and objective effectiveness of the training tool. 2004 Paper No. 1766 This paper
is available on the 2004 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Deployable Simulation Training for Operational
Medical Personnel
Roberta Gearhardt William J. Walsh Laura Millitello & Andrea Snead Current training for
deployable medical personnel occurs in the field through on-the- job training
and focuses on the acquisition of procedural knowledge. This severely limits
the capability of training organizations to rapidly produce “mission
ready" personnel for the field, and hinders mission performance for
deploying medical forces, both ground based and air evacuation teams. Medical
professionals need a means of accelerating the acquisition of expertise in
decision-making and team coordination that underlies responses to chemical,
biological and radiological (CBR) threats. This paper describes the use of
cognitive approaches to determine the training scenarios needed and the
content to be included in simulation-based training to ad dress the potential
threat environments where ground based medical crews and aerospace medical
personnel are expected to operate. The use of simulation based training will
provide medical personnel with realistic, high fidelity, mission-oriented
training in critical medical skills, decision- making and team coordination
for emergency response and rapid deployment. The simulations developed will
be hosted in multiple delivery media to facilitate their use at the home duty
station, on transport aircraft en-route to deployment, at ground bases and in
theater. A conceptual high-level design and demonstration has been developed
in this Phase I SBIR effort to prove the concept for the training
technologies and simulation. 2004 Paper No. 1710 This paper
is available on the 2004 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Lessons Learned From Virtual Flag Integration
Scientific Research Corporation
USAF Distributed Kirtland AFB, The United States Air
Force Distributed Mission Operations Center (USAF DMOC) has participated in
distributed simulation exercises since the mid-1990s. Four years ago, the
DMOC initiated a series of exercises that immerses warfighters
in an intense virtual environment. Now known as Virtual Flag, nine of these
exercises have successfully trained warfighters in
an environment closely simulating battle conditions. The DMOC integrates
operational and simulation systems from Joint Services in an exercise
environment that includes units located from coast-to-coast and scenarios
with thousands of entities. This paper presents methodologies used at the
DMOC that integrate these systems in warfighter
training exercises. 2004 Paper No. 1648 This paper
is available on the 2004 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Training Strategies for a Deployed, Distributed
Virtual Environment
Peter Crane USMC Training & Education
Command Aptima, Inc. Matthew Archer Distributed Mission
Operations (DMO) is a U. S. Air Force program to augment aircraft training
with multi- participant, simulator training. DMO Mission Training Centers
have been established for F-15 and F-16 fighters and for AWACS mission crews.
In addition, a DMO research testbed has been
developed at the Air Force Research Laboratory in 2004 Paper No. 1849 This paper
is available on the 2004 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Correcting The Vision – Introducing The Joint
National Training Capability (JNTC) Advanced Training Technology Laboratory
(JATTL)
Director Advanced Training
Technologies JNTC Battle Laboratory Director
VMASC Until recently there
has been no real single portal for migration of technology and technical
training concepts into a single Joint context. This however, is necessary for
the Joint National Training Capability (JNTC) to achieve its mission of
“training the Joint warfighter”. This portal is the
flagship laboratory for the JNTC network or Joint Training and
Experimentation Network (JTEN), known as the JNTC Advanced Training
Technology Laboratory (JATTL). This laboratory will act as a lens by
concentrating on Research, Development, Test & Evaluation (RDT&E) of
technologies, which enhance capabilities in the JNTC technical focus areas (Command,
Control, & Intelligence, Surveillance, Reconnaissance (C2 & ISR);
Live, Virtual and Constructive (LVC) Environment; Instrumentation, Data
Collection and After Action Review (AAR); Opposing Forces;
Information/Knowledge Management; Architecture/Standards) while ensuring
interoperability, maturity, stability and most importantly relevance for
candidate technology under development for use in Service and Joint training
environments. The ATT mission is to evolve, enhance and provide tools,
processes and products for the JNTC by acting as the technology pipeline in
support of joint training for the warfighter. A
sustained process using systems engineering and acquisition best practices to
identify, evolve, enhance and develop new capabilities that address training requirements,
challenges and shortfalls is essential. ATT is and will leverage existing and
future Science & Technology (S&T) investments to a maximum extent
with Industry, Academia, Government and International organizations. Finally,
by taking a holistic approach, the JATTL will assimilate joint standards and
architectures to enable a seamless integrated LVC training environment for on
demand warfighter use. This paper will
describe the concept for the JATTL and explain the modes and methods for
transferring technology and expertise into the JNTC as well as outlining
technical challenges that it is focusing on to set new benchmarks. 2004 Paper No. 1787 This paper
is available on the 2004 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Training Tomorrow's Submariners Today - An Innovative
Approach and Simulation-based e-Learning System
ATeL, LLC Arnold O. Lotring,
Glen Graebner The paper describes
the simulation-based online training system that is being developed to assist
submarine technical personnel in understanding applied engineering principles
as well as to enhance their skills in preventing and troubleshooting emergency
situations. The system challenges the learner to explore the design and
operation of several major devices and their components in a virtual
computerized environment. The underlying technological principles and
scientific laws are linked to the virtual reality experience. The system is
designed with a flexible multi-layered and open-ended architecture. It
comprises virtual experiments, interactive lessons, problem exercises,
quizzes, integrated assessment and auxiliary tools for instructional modification.
All training resources are based on a uniform pedagogical approach and are
conceptually linked in such a way that they compliment each other. The system
employs “learning-by-doing’ and problem-based training methodologies that
prove to be effective for all learners including those with limited technical
training but who will be assigned to highly technical job areas. This new
approach attempts to provide alternate opportunities for the learner to
understand and master technical training topics. A training cycle begins with
the virtual exploration of a particular process or system using realistic
highly interactive simulations. The trainee is then provided with an
interactive lesson that focuses on underlying technological and scientific
principles to support the learner's conceptual understanding. Realistic Java or
Flash simulations immerse trainees in job related virtual environments
enabling them to perform tasks that are similar to those they will face in
real life. Learners are able to (1) observe the physical processes
insightfully at different levels of detail, (2) analyze constraints between
relevant parameters, (3) push these parameters beyond normal allowed values
to simulate infrequent operating conditions or casualty situations, (4) run “what
if” scenarios, and (5) acquire data from virtual experiments for detailed
analysis and comparison to actual operating conditions in a theory to
practice approach. Such complex activities help trainees master
troubleshooting skills and better appreciate the potential causes of
hazardous or even emergency situations. 2004 Paper No. 1592 This paper
is available on the 2004 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Royal Navy Merlin Training System: Sonobuoy and
Dipping Sonar Training
CAE inc. Lockheed Martin ASIC RNAS Royal Navy RNAS The Royal Navy Merlin
Training System (MTS) is a complex network of five training devices that
provide a fully immersive, realistic training environment for flight crews
and mission systems operators. The MTS was designed and built by CAE, under a
subcontract from Lockheed Martin, to provide extremely realistic front line
squadron/flight training for Anti-Submarine Warfare (ASW) and Anti-Surface
Warfare (ASuW) missions. When operated in its
integrated m ode, with a front cockpit and a rear crew trainer coupled, full
aircraft operations are supported, allowing complete aircraft training. The acoustic simulation
developed for the MTS includes high-fidelity simulation of the Merlin
helicopter acoustic suite which comprises a dipping sonar system and a sonobuoy processing system. The acoustic simulation is
fully integrated as part of the MTS overall sensor simulation which also
includes radar and ESM. Another important
innovation of the system is the capability to train up to three crews
performing ASW operations in the same scenario. The simulation considers the
mutual interferences between all acoustic sensors and processing coherent
information among them. All dipping sonar components (cable model, control
panels, signal processing, tracking processing, sonar mode management and
video and audio generation) are fully simulated using COTS PCs with the Linux
operating system. For the sonobuoy processing
system, the real processing unit is being stimulated using dedicated hardware
interfaces. Complex sonobuoy types such as BARRA,
CAMBS and HIDAR are supported. The sonar systems are fully integrated into a
virtual acoustic and synthetic environment. This paper describes
the acoustic training capabilities of the MTS. It will detail how multiple
aircrew acoustic training is performed on the MTS in a mutual
interactive-mode environment and will explain how the various developed
monitoring and control tools allow the instructors to achieve efficient
training and role-play capabilities. 2004 Paper No. 1720 This paper
is available on the 2004 I/ITSEC CD ROM. Order
it from I/ITSEC'S Website. |
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Stick and Rudder Training for the Mind
Mr. Arthur W. Gallo |