Training

A Tactical Trainer for Air Defense Platoon Commanders

The CF-18 Integrated Maintenance Training System - IMTS

Military and Civilian Terrorism Response: The Other Joint Training

Delta3D: A Complete Open Source Game and Simulation Engine for Building Military Training Systems

A Low Cost Methodology for Achieving Joint Objectives – ONR Game

Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Training

An Aerial Refueling Boom Operator ITS Design for Embedded Training

Supporting Forward Deployed Urban Operations Training

Benefits and Techniques of Integrating Embedded Training Capabilities in Legacy Hardware-Specific Control Systems

How to avoid using stupid agents to train intelligent people

Simplifying Semi Automated Forces Operations in the Virtual Training Environment

Assessing the Potential of Massive Multi-Player Games to be Tools for Military Training

Enhancing Army Training Support Management Using a Visual-Analytic Model

Transforming Navy Education and Training by Delivering a Robust Integrated Shipboard Learning Environment

Development of an Immersive Learning Environment for U.S. Northern Command (USNORTHCOM)

Automating Hand Signal Recognition: Transforming Helicopter Signaling Skills Training

A Modular Interactive Virtual Surgical Training Environment

Using Augmented Reality to Enhance Fire Support Team Training

A Language for Rapidly Creating Performance Measures in Simulators

Implementing an Automated Performance Assessment Capability for the Joint Training Special Event (JVTSE)

Collaborative Performance Evaluation in Multi-Platform Team Training Exercises

The Royal Australian Air Force Air Defense Ground Environment Simulator

Exploring the Development and Effectiveness of a Low Cost “Microsim” Approach for Teaching C-130 Crew Resource Management Skills

Training Trainers and Rehearsing Rehearsals by Simulating the Simulator

Virtual Electronic Combat Training System (VECTS)

Towards a Common Joint Training Architecture Picture: Framing the JNTC Enterprise Architecture and Technical Standards

LVC Gateway Builder

MOOTW FAST TOOLBOX:  SUPPORTING THE WARFIGHTER IN WINNING THE PEACE

Applying Volume Graphics in a Maintenance Training Environment

The Rapid Decision Trainer: Lessons Learned During an R & D Development and Fielding Process

A Continuous Improvement Engine-The NMETLS-based Navy Warfare Training System

 


 

A Tactical Trainer for Air Defense Platoon Commanders


Maud Stehouwer, Chris Niekel

TNO Defence, Security and Safety

The Netherlands

 

Captain Michael Serné

Royal Netherlands Army

The Netherlands

 

In this paper we will demonstrate how simulation can upgrade the learning process substantially when used according to principles of Job Oriented Training (JOT). The context is instruction for Air Defense (AD) Platoon Commanders. We describe a practical co-operation between instructors, educational and technical specialists in an integrated approach to curriculum- and simulation development. Furthermore we discuss the result of a try out and clarify the role that the tactical trainer plays in the curriculum.

 

Currently, military jobs put high demands on human performance and expertise development. Considering this context, the value of good training is obvious. The JOT philosophy is based on modern insights about learning and human development. It puts the learner, their responsibility and performance on the job, at its centre. It supports ‘natural learning’ by making use of the self learning ability of people. Although JOT shows clear results and is supported by people’s intuitions, in daily practice training developers and instructors seem to be constricted  to more traditional, content driven and instructor centered, training paradigms. An often used argument is that traditional training is less time consuming. In a traditional setting, simulation is often employed late in the curriculum and, from the perspective of learning, not used to its full potential. We demonstrate how the tactical trainer, because of the possibilities of simulation and when used early in the curriculum, increases the efficiency of learning significantly.  We argue that the bond between simulation and JOT helps realize modern requirements of training. On the one hand the JOT approach guarantees effective use of simulation. On the other hand, and more importantly perhaps, simulation helps demonstrate the strength of JOT to professionals in the training field and is therefore a tool for the implementation of modern insights about learning in the daily practice of training.

2005 Paper No. 2066

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The CF-18 Integrated Maintenance Training System - IMTS

 

G.R. Coulman

10 Field Technical Training Squadron

4 Wing Cold Lake, Alberta, Canada

s

B. D. Melnick

Atlantis Systems International

Brampton, Ontario, Canada

 

The Integrated Maintenance Training System (IMTS) is an F-18 Hornet maintenance simulator recently developed by Atlantis Systems International (ASI) and The Boeing Company for the Canadian Forces (CF) and Royal Australian Air Force (RAAF).  The IMTS simulates all systems of the F-18 aircraft, including avionics, armament, fuel, environmental control system, propulsion, and flight controls.  Students interact with the IMTS using a full-size replicated cockpit and two touch-sensitive “Smart” display panels.  Over 400 different maintenance procedures and malfunctions are simulated, in addition to “freeplayfunctionality, meaning that the simulator is expected to react like a real F-18 aircraft even when procedures are not followed exactly or the student does something unexpected.  The IMTS requirements were driven by large upgrades to the F-18 avionics and weaponry for both countries.  In Canada the F-18 upgrade is called the Incremental Modernization Program (IMP), while in Australia it is called the Hornet Upgrade (HUG).

 

In this paper, existing IMTS capabilities will be described, along with ideas for future enhancements and new capabilities made possible by the unique and flexible design of the IMTS software.  The role of the IMTS within the Canadian F-18 fleet school will be examined along with early assessments of the utility and learning effectiveness of this new tool.

2005 Paper No. 2368

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Military and Civilian Terrorism Response: The Other Joint Training


Theresa Tamash, Mary Ann Pigora, and Matt Kraus

Applied Research Associates, Inc.

Orlando, FL

 

In 1999 funding was provided by Congress and the Department of Defense to train, organize, and equip a series of Civil Support Teams (CSTs). The CST mission is to support civilian emergency response authorities in crisis and consequence management for domestic incidents involving Chemical, Biological, Radiological, Nuclear, and Explosive (CBRNE) Weapons of Mass Destruction (WMD). Each CST employs 22 Army and Air National Guardsmen trained in 6 functional areas: command, operations, communications, administration and logistics, medical, and survey. 

 

CSTs and civilian emergency response organizations share a common mission – to effectively mitigate the effects of WMD incidents. To achieve this mission CSTs and civilians must be able to train together. Coordinating efforts between military and civilian teams in high stress situations will always be challenging but a joint training and exercise program will begin to solve this problem.   

 

This paper will discuss the issues and solutions involved with modifying a training and exercise program designed specifically for civilians to create a tool that is able to train, exercise, and assess CSTs and civilians together. The Automated Exercise and Assessment System (AEAS) is a simulation system designed to train, exercise, and assess command-level civilian emergency responders in incidents involving WMD. Incorporating CSTs into AEAS required knowledge engineering the responsibilities of the six functional areas of a CST and how the CST is expected to complement the civilian emergency response team. While tasks, conditions, and standards are consistent for all CSTs, their standard operating procedures, capabilities, response times, and equipment vary substantially from team to team.

2005 Paper No. 2342

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 Delta3D: A Complete Open Source Game and Simulation Engine for Building Military Training Systems

 

Perry McDowell, Rudolph Darken, Joe Sullivan, Erik Johnson

MOVES Institute - Naval Postgraduate School

Monterey, California

 

Delta3D, the open source game and simulation engine built for military training, was released in version 1.0 form in September 2005 and contains several upgrades over previous versions of the engine.  These improvements include a professionally designed level editor, enhanced graphics (including support for shading languages), and advanced terrain generation via the GENETICS (Generating Enhanced Natural Environments and Terrain for Interactive Combat Simulations) terrain system. 

 

With these added features, Delta3D has become the engine of choice for several military simulations, including programs of record.  The developers and program managers of these programs were attracted by its advanced technical features, its lack of proprietary vender lock in and licensing fees, and the ability to quickly produce sophisticated applications using Delta3D. 

 

Despite having just released a version 1.0, the Delta3D development team is continuing to make enhancements to the engine. Improvements currently being added to the engine include the ability to quickly generate training scenarios and after action reports (AAR’s) in support of the Joint National Training Capability (JNTC), which has funded these advances.  Unlike most simulation systems, however, these improvements will be available without cost to any application using Delta3D; there are no “upgrade fees” as in most commercial systems.

 

This paper discusses the current state of Delta3D version 1.0 and how developers and program managers can use Delta3D to quickly and cheaply build complex training systems.  It will also briefly touch upon the systems currently being built using Delta3D as well as discuss what improvements to the engine will be added in the near future.

2005 Paper No. 2347

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A Low Cost Methodology for Achieving Joint Objectives – ONR Game

 

Curtiss Murphy

BMH Associates, Inc

Norfolk, VA

 

The Office of Naval Research demonstrates various Navy technologies to the general public on their Yard Patrol vessel.  For this year, ONR required a fun, multimedia game that is representative of the types of technologies used to train our sailors and marines.  The application, ONR Game, will become a part of Yard Patrol tours. 

 

ONR Game lets players experience a joint Navy/Marine assault from the perspective of the Forward Observer.  ONR Game is a representative simulation of the Virtual At Sea Training (VAST) family of systems used for joint training.  In the game, the player is the forward observer.  He or she parachutes behind enemy lines, and must navigate unknown terrain to locate and destroy two targets: a moving convoy and an armored bunker.  They must make tactical use of Air and Naval Gunfire resources to eliminate hostile targets within 7 minutes.   

 

The project leveraged a joint partnership between the Navy and the Army by using the America's Army game engine.  In addition, it leverages existing commercial technology. The joint effort resulted in a first-person commercial-quality game that will be viewed by thousands of public visitors during summer tours along the east coast.  

 

This paper will discuss how existing game technologies were leveraged to develop a representative game for ONR's public relations effort.  It will show how these technologies are cost effective and adaptable to meet training and education needs. It will discuss issues relevant to developing serious games such as the integration of complex technologies including audio, video, voice, character animation, terrain, game logic, and user interface components.  Further, it will discuss the relevance of gaming technologies for training as well as the limitations of their use. 

2005 Paper No. 2350

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Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Training

 

Sonny E. Kirkley, Ph.D.,  Steve Tomblin, Jamie Kirkley

Information in Place, Inc

Bloomington, IN

 

A significant trend is underway to apply entertainment game technologies to training environments, the Serious Games movement. These training games will be delivered through traditional technologies such as desktop computers as well as mobile computers, embedded in operational equipment and mixed reality technologies. The design and development of effective training using these technologies is challenging. There is often deep conflict between ensuring that the desired instructional goals are met while at the same time staying true to key benefits of games for training––engagement, fun, and complexity of the training scenario. The unpredictability of games impedes control of training variables and poorly designed games may result in negative training effects. Yet, trainers realize that many current training systems and instructional methods are ineffective, lack real world complexity and are boring. There is a need to bridge the gap between proven simulation and other training systems, and gaming entertainment technologies. Authoring tools are needed to ensure these new systems are used effectively.

 

Our team has been investigating how to develop an instructional design authoring tool that supports the entire process from identifying training requirements through the delivery of regular and embedded training. We developed the Simulation-game Instructional Systems Design (SG-ISD) Model which has been mapped to ensure it supports official Instructional Systems Development (ISD) processes for effective design while integrating game processes (e.g., Waterfall Method) and best practices. We have integrated this model into a prototype authoring system. This prototype supports the upfront analysis and design process while enabling any game engine to be used as the development and delivery platform. The output of the design and development phase of using the tool is an interactive Training Support Package (iTSP) that enable local trainers to modify pre-developed game scenarios for local use and understand the effects those changes will have on meeting the TSPs training objectives and evaluation. This paper will report on the research that led into the design of the tool, validation by instructional designers and training experts, and examples of how systems like this can ensure better development and delivery of simulation-game training.

2005 Paper No. 2420

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An Aerial Refueling Boom Operator ITS Design for Embedded Training

 

Richard Stottler

Stottler Henke Associates, Inc.

San Mateo, CA

 

Jon P. Deal

Boeing

Oklahoma City, Oklahoma

 

This is an investigation into the feasibility and cost/benefit trade-off of an Intelligent Tutoring System (ITS) embedded in an Aerial Refueling Operator (ARO) station in an aerial refueling Tanker.  The domain has been investigated, knowledge has been elicited, the design developed, and costs estimated.  This instructional and software design and the process used to create it are described in this paper.   

 

The training process designed into the ARO ITS is an adaptation of the current training process described by instructors and documents and observed at Travis Air Force Base.  The four main types of ARO skills are: flying the boom, breakaway decisions, checklists, and communications.  We looked at on-board and off-board training, initial qualification and refresher training, various types of students with various types of backgrounds, and the full range of Boom Operator tasks, skills, and required knowledge related to the ARO station and aerial refueling.  Initial qualification training should follow a building block approach with training broken into a number of training stages which are Introduction and Initial Assessment, Communications Training, Checklist Training, Combined Checklist and Communications Training, Boom Flying Training, and Total Task Training.

 

The primary goal of the Software Design was to design a set of training systems that implemented the Instructional Design while trying to reduce costs and allow for a system that could be expanded and enhanced in a spiral development methodology. Existing software was reused where cost effective.  Components developed for any given trainer are reused in the development of others where possible.  The core components of each trainer are: simulated scenario-based evaluation, feedback, and debrief capability.  To this could be added a student modeling and instructional planning system.

2005 Paper No. 2431

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Supporting Forward Deployed Urban Operations Training

 

Thomas J. Beanland

US Army Program Executive Office

Simulations, Training and Instrumentation

Orlando, Florida

 

John C. Goetz

US Army Program Executive Office

Simulations, Training and Instrumentation

Orlando, Florida

 

Armed with lessons learned from Iraq and a 1996 prediction from the Defense Science Board that "Cities are the most likely battlefield in the 21st century..." the U.S. Army identified a requirement to train Soldiers in Military Operations in Urban Terrain (MOUT) or Urban Operations. Today the Program Executive Office for Simulation, Training, and Instrumentation (PEO STRI), PM FLD OPS supports Operations Iraqi Freedom and Enduring Freedom in the CENTCOM AOR at Mobile MOUT sites where military forces are staging for combat operations in Kuwait and performing mission rehearsals in Afghanistan. Training is tailored to specific unit and often "real world" mission requirements. To date, over 40,000 US and Coalition Forces including Soldiers, Marines, Special Forces, and Seals, have trained at the MOUT sites. The MOUT facility also has great utility in homeland defense to train law enforcement in anti-terrorist and hostage rescue situations.

 

The MOUT facility consists of operational structures made up of one or more standard shipping containers. Containers may be set up in single or multiple configurations, placed side-by-side or stacked on top of each other up to three high to replicate buildings in a small village. These instrumented containers are connected to an After Action Review (AAR) and augmented with realism using smoke, simunitions, smells and video. Moveable walls allow for the interior signature of the site to be changed. Facades may be added to container exteriors to enhancerealism.

 

Sustaining the technology in the most inhospitable environments presents unique support and maintenance challenges. Quality hardware and dedicated and ingenious operators employing the right mix of ‘just in time logistics" and local procurement resulting in economical sustainment costs for the government and the maximum benefit to the Soldier is essential. Operations and maintenance of these training systems in the Theatre of Operations must include 24/7 operations and 100% availability through the environmental challenges of 130 degrees in Kuwait, below zero temperatures in Afghanistan and sand storms where winds often exceed 100 miles per hour. 

2005 Paper No. 1994

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Benefits and Techniques of Integrating Embedded Training Capabilities in Legacy Hardware-Specific Control Systems

 

Troy Nguyen, Lamar Davidson, Michael Skinner, Pat Husband

Lockheed Martin, ST&S

Orlando, Florida

 

The benefits of embedding training capabilities as part of the physical equipment used during tactical operations are well known and widely accepted in the U.S. military training communities. Embedded Training (ET) provides a realistic and effective training experience that is identical to live operation and, since the training is conducted in the operational environment. The benefits of ET are most obvious when implemented on systems with unique Human System Interfaces (HSI) that consist of hardware buttons, levers, multiple indicator types and different display technologies.  The focus of this paper is to describe the benefits and techniques of integrating Embedded Training capabilities into a shipboard control system and to provide practical insights into the integration process.  The process will be illustrated using the implementation of ET for a control system of an electric generation plant aboard a U.S. Navy destroyer. 

 

Integrating ET features in an existing (legacy) hardware and software system presents several technical challenges that require innovative techniques to accomplish the design objectives.  Creating an effective instructor interface, addressing multiple software languages, handling data conversions, dynamically rerouting hardwired signals, and providing real-time hardware-in-the-loop simulation models that mimic mechanical, and electrical components are a few examples. The ET system consists of an instructor workstation with a Graphical User Interface (GUI) that allows the instructor to control the real-time dynamic simulation of the plant equipment. The instructor workstation connects to the physical control system equipment and allows the instructor to perturb the signals coming to the equipment for creation of various training scenarios. The simulation model provides excitation to the control system equipment as if the signals were coming from the real plant giving the operator an exact replication of live operation. Through the description of this ET system, the authors intend to present information that may be applied to other embedded training programs.

2005 Paper No. 2145

 

 

How to avoid using stupid agents to train intelligent people

 

Benjamin Bell and Jennifer McNamara

CHI Systems, Inc

Fort Washington, PA

 

Team training is increasingly conducted as distributed exercises blending live, virtual, and constructive players. But the benefits that distributed team training affords could be significantly extended if training were made available to individuals or teams on an as-needed basis. For individual and team training to be truly “on-demand”, three important requirements must be met: the training must be accessible when and where the user needs it; the presence of an instructor must be optional; and the presence of human teammates and adversaries must be optional. 

 

In order to meet the challenges presented by on-demand team training, robust, verbally-interactive synthetic agents are required with capabilities that extend well beyond conventional computer-generated forces (CGFs), semi-automated forces (SAFs), and game-based “AI”s – largely scripted entities with limited abilities to respond to events beyond a predefined range of simple behaviors. These “AI”s, or any task- or frame-based agents, cannot model the real-world complexities necessary to provide training value. 

 

Despite these limitations, new training initiatives driven by desktop gaming engines increasingly feature AIs, which can deliver eye-catching demos but fail to provide comprehensive training across a spectrum of required situations and behaviors. Training warfighters to be better decision-makers requires simulations that present the user with realistic problem-solving experiences; for promoting team coordination, simulations must present realistic dialogue and interaction. Cognitive agents provide more training value because of their ability to interact in realistic ways across a broad range of tactical situations and to verbally engage in dialogue with users (and with each other). 

 

In this paper we present a systematic approach to creating agents of sufficient cognitive fidelity to provide training benefits that extend well beyond what is capable with limited, scripted agents, and present three example demonstrations of this approach in different training domains.

2005 Paper No. 2366

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Simplifying Semi Automated Forces Operations in the Virtual Training Environment

 

Brian D. Saute

Army Aviation Systems Engineer

Orlando, Florida

 

Darryl L. High

Senior Software Engineer

Binghamton, New York

 

Imagine being in the role of an instructor who is controlling the virtual environment for a Black Hawk or Chinook flight simulator.  Your responsibility is to closely observe the student crew, analyze the performance of critical tasks, and provide feedback during flight and in after-action review.  Because this is a high fidelity, full motion, flight simulator, you are likely to experience G-force accelerations in the roll, pitch, and yaw axis as the student crew executes a training mission.  With advances in Semi-Automated Forces (SAF), and their integration with flight simulators, complex and elaborate scenarios can now be used to further enhance the realism of a training mission. While the realism can greatly benefit the student(s), it can easily create a challenge for an instructor who needs to seamlessly coordinate and control all the set-up, virtual environment settings, instructions, observations, and feedback required for successful training.  Because of this, the need for simplification has become paramount, as well as a focal point, for programs like the Lift Simulator Modernization Program (LSMP) and the Additional Black Hawk Flight Simulator (ABHFS) program.

 

This paper will discuss the steps taken, by LSMP and ABHFS, to simplify the integrated training environment.  As the fidelity of flight simulation continues to climb, the effort to maintain simplicity needs to keep pace.  Consequently, this paper will also discuss areas of enhancement that could further improve the simplicity, and ease of operation, of the virtual environment in the high-fidelity, virtual, flight simulator domain.

2005 Paper No. 2142

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Assessing the Potential of Massive Multi-Player Games to be Tools for Military Training

 

Shawn A. Weil, Tad T. Brunyé, Jason G. Sidman, Lisa L. Spahr

Aptima, Inc.

Woburn, MA

 

Talib S. Hussain, William Ferguson, Bruce Roberts

BBN Technologies

Cambridge, MA

 

Global network connectivity has made it possible for individuals distributed around the world to interact in common virtual environments. Commercially available Massive Multi-Player Games (MMPG) allow dozens to hundreds of participants to work together in simulated locations, often displaying high degrees of coordination to accomplish complex goals. The potential of this type of interaction to be used for training purposes has not gone unnoticed. Individuals who are unable to gather physically for training can assemble more easily in a virtual environment. DARWARS, an initiative that aims to support a diverse array of distributed simulation-based military instruction, is being developed to take advantage of the opportunities afforded by wide-spread network connectivity. The current project, Gorman’s Gambit, was designed to investigate the capability of existing MMPGs to support training, and to identify resources that would need to be developed to increase the training effectiveness of such applications. We conducted an exercise using an existing Commercial Off-the-Shelf (COTS) game. A scenario was designed to support behaviors indicative of effective teamwork. Forty members of the U.S. Army infantry at Ft. Benning, GA participated. The attributes of the in-game characters controlled by each soldier were manipulated to encourage coordination among participants. Trained observers monitored performance in three thirty minute sessions, and recorded instances of teamwork using a template based on the existing team performance literature. Collectively, results indicate that the MMPG genre may be a functional model to emulate for distributed multi-user military training. However, the results also highlight several inherent challenges with using COTS gaming systems for assessment-intensive applications such as military teamwork training. Our results strengthen the argument that MMPGs are a plausible platform for training. However, it is clear that additional training components would need to be developed. The lessons learned will inform development of Massive Multi-Player Training technology. 

2005 Paper No. 2031

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Enhancing Army Training Support Management Using a Visual-Analytic Model

 

David A. Dryer

Virginia Modeling, Analysis and Simulation Center

Norfolk VA

 

Randall Chalkley

U.S. Army Training Support Center

Ft. Eustis, VA

 

This paper describes a training analysis solution for the Army’s Training Support System (TSS) that enables managers and analysts to conduct decision support activities through a combination of visualization and analysis techniques.  The Army TSS is an emerging system of systems that, when fully mature, will provide the networked, integrated, interoperable training support and mission rehearsal capabilities necessary to enable an operationally relevant training environment for warfighters.  In short, it is an integrated training support enterprise that is flexible and tailorable to meet dynamic training strategies. It is comprised of product lines, architectures and standards, and management, evaluation, and resource processes that enhance training effectiveness.  The complexity of training support overwhelms traditional management and decision support tools such as spreadsheets and databases. Program managers and analysts need to look across TSS product lines to integrate enablers such as live, virtual, constructive (LVC) simulation architectures, ranges, and training ammunition to better synchronize training support.  What is needed is a new capability that provides senior leaders and action officers a tool that enables them to iteratively observe, orient, decide and act based on a total vision of the TSS.  The proposed solution is a visual-analytic model of the TSS that displays interdependencies among training enablers in ways not now possible.  The paper will include a description of a prototype model that will focus on visualization and resource impact analysis of Urban Operations (UO) training.  The model will provide a means to assess not just the immediate impact of the training solution, but also second and third order effects, as well as to identify redundancies, gaps, seams, and reuse opportunities.  By applying visualization and analysis modeling techniques to map TSS enabling capabilities, leadership will have a more complete picture of the implications of current decisions on future training support.

2005 Paper No. 2334

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Transforming Navy Education and Training by Delivering a Robust Integrated Shipboard Learning Environment

 

Jason Davidson

Progeny

Manassas, VA

 

Michelle Bruce

OutStart, Inc.

Orlando, FL

 

Training is vital part of everyday Navy life.  The Navy places a large emphasis on being the best trained fleet in the world and is currently in the process of revolutionizing the way training is delivered.  In the past, training has typically been provided via school house courses, distance learning via paper courseware, and computer based training via CD.  To help bring better computer based training and the ability to track sailor progress and grades for online courseware, the Navy established the Integrated Learning Environment (ILE). Up until recently, the ILE has only been available for sailors assigned to shore duty, or currently in port. A solution needed to be developed to allow sailors at sea to have access to the same computer based courseware, and career advancement tools available to sailors currently on shore.

 

Through an integration effort with Navy Personnel Development Command (NPDC), Naval Education and Training Command (NETC) and OutStart, the Navy was able to address this need and benefit from robust and comprehensive training and maintenance solutions. By taking advantage of dynamic content combined with web-based, open-imaged platforms, operators are able to improve onboard tasks and speed the understanding of system operations.   

 

This presentation will provide an overview of the Integrated Shipboard Learning Environment (ISLE), which parallels the Navy’s shore-based Integrated Learning Environment (ILE). Scheduled to be installed on USS Hyman G. Rickover, USS La Jolla, USS Buffalo and the USS Dallas (along with others in 2005), the ISLE is the only solution of its kind to have been formally delivered as a certified shipboard environment as part of the NTDPS Build 3.1.

2005 Paper No. 2359

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Development of an Immersive Learning Environment for U.S. Northern Command (USNORTHCOM)

 

Dr. Stanley Supinski

NORAD/USNORTHCOM

Colorado Springs, CO

 

Upul Obeysekare and Nancy Johnson

Concurrent Technologies Corporation

Johnstown, PA

 

Dr. Robert Wisher

Office of the Deputy Under Secretary of Defense

Washington, DC

 

The rapid establishment of the U.S. Northern Command (USNORTHCOM) after 9-11 created significant training and education challenges.  The North American Aerospace Defense Command (NORAD) –USNORTHCOM) (N-NC)  needed to swiftly develop requirements for an education, training, and mission rehearsal capability to support both Department of Defense and interagency partners in meeting new homeland defense operational knowledge requirements. Meeting these needs involved developing open architecture tools, processes, and procedures to meet the time demands of a quickly evolving net-centric operational capability.  In response, the Office of the Secretary of Defense organization responsible for Training Transformation sponsored the development of a next-generation capability called Immersive Learning Environments (ILES).

 

ILES is an exercise framework for handling activities associated with the complete training life cycle from initial establishment of training objectives to final After Action Reviews, while capturing Lessons Learned throughout the process.  This framework traverses individual, small-team, and enterprise levels of education, training, and mission rehearsal activity.

 

The proposed standards-based exercise framework consists of five subsystems: Event Sequence that provides time-based exercise activity management; a Common Tools Interface that provides access to tools; Reusable Training Objects for representing training content; a Learning Management System that tracks training-related data such as participant profiles, performance levels, and participant progress, and a Data Repository for exercise database management services.  The Event Sequence and the Reusable Training Objects are original concepts that innovatively address unique requirements. 

 

The Event Sequence uses Nodes to represent time-based activity chunks either at the individual or at the group level.  Decision, Injector, Observer, and Mentor Nodes are also used for providing a highly dynamic “what-if” experimentation platform.  The Reusable Training Objects will be based on specifications in the Sharable Content Object Reference Model (SCORM®) model, with extensions to handle group-based learning activities and High-Level Architecture for linkages to modeling and simulation.

2005 Paper No. 2320

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Automating Hand Signal Recognition: Transforming Helicopter Signaling Skills Training

 

John W. Ruffner, Ph.D., Dmitry E. Shiraev, Peter A. Morey, Jim E. Fulbrook, Ph.D., Andrew D. Struckhoff,

DCS Corporation

Alexandria, VA

 

Thomas M. Franz, Psy.D.

NAVAIR - Orlando Training Systems Division

Orlando, FL

 

In 2006 the United States Navy will acquire four new Vertical Flight Deck Training Systems (VFDTS) that combine virtual reality simulation of helicopter shipboard landings, takeoffs, and over-deck operations with an automated Hand Signal Recognition System (HSRS), effectively transforming how and where initial helicopter signaling skill acquisition and refresher training before or between deployments can be conducted. In this paper, we describe the development and evaluation of the HSRS and discuss training issues and challenges faced by the project team.  We identify instructional design issues and suggest some future HSRS capabilities and applications.  Finally, we discuss links to the Department of Defense Training Transformation Initiative.

2005 Paper No. 2171

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A Modular Interactive Virtual Surgical Training Environment

 

Charles J. Cohen, Ron Hay

Cybernet Systems Corporation

Ann Arbor, Michigan

 

Andrew Urquhart, MD, Paul Gauger, MD Pamela Andreatta

University of Michigan Medical School

Ann Arbor, Michigan

 

Safe and successful surgical intervention requires careful planning and precise technical execution. The ideal surgical education and training environment would include repetition, reinforcement, review, and re-evaluation to speed the achievement of required performance levels, focus trainees on critical tasks, and promote the development of competent intraoperative decision making.  In practice, students learn how to operate by practicing, under supervision, on real patients.  This method subverts the desired objectives due to uncontrollable factors such as random patient availability and diverse disease presentation.  An interactive virtual surgical training environment provides a promising alternative by potentially reducing medical error rates, improving the accuracy of intraoperative judgments, and increasing efficiency without the risk to living patients.

 

A good first step for creating a full surgical trainer is the development of a fractured femur simulator that provides medical personnel with hands-on experience in managing various types of fractures without risk to a human patient. This paper describes ongoing work to develop such a simulation, and includes a discussion of the following:

1. Development a of medical Haptic device tool kit.

2. Development of an instructional plan.

3. Creation of six training modules.

4. Assembly of an integrated system architecture for a full femoral procedure. 

5. Assessing of the computational, force feedback, and display latency as well as haptic and visual fidelity to judge the overall ability of the system to replicate conditions in an actual medical procedure.

 

The modules are used to teach a student through a series of exercises that develop the cognitive and psychomotor skills required to perform the outcome procedure.  We conclude by discussing how to transform this special purpose simulation into a general-purpose surgical training simulator. 

2005 Paper No. 2074

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Using Augmented Reality to Enhance Fire Support Team Training

 

Dennis G. Brown

Advanced Information Technology

 Naval Research Laboratory

Washington, DC

 

Yohan Baillot, Dr. Simon J. Julier

ITT Advanced Engineering and Sciences

Alexandria, VA

Dr. Michael P. Bailey

USMC Combat Development Center

Quantico, VA

 

K.C. Pfluger, Paul Maassel, Justin Thomas

ReallaeR, LLC

Port Republic, MD

 

Live fire training keeps warfighting capabilities at peak effectiveness. However, providing realistic targets for live fire exercises is prohibitively expensive.  The United States Marine Corps uses a variety of target proxies in live fire exercises, such as derelict vehicles or piles of waste, which are non-reactive and stay in fixed locations.  Augmented Reality (AR) can provide realistic, animated, and reactive virtual targets, as well as special effects such as explosions, for real world training exercises with no significant changes to the current training procedure.  

 

As part of USMC Fire Support Team (FiST) training, trainees learn how to call for fire as forward observers (FO). The FO determines the location of a target and calls for fire. After the round is fired, an instructor determines the effect on the target, and the FO adjusts. Initial FiST training takes place on a scale model firing range using pneumatic mortars, which is where we inserted an AR system.  

 

Our system provides a head-mounted display for the forward observer and a touch screen for the instructor, each showing virtual targets on the real range.  The observer can see a simulated magnified view and reticule to determine target identity and location.  The instructor controls the targets through a simple interface. The FO calls for fire and a real round is fired.  The instructor sees where the round lands in the augmented touch screen view and designates the effect on the target.  The forward observer sees that effect and adjusts. 

 

The system was demonstrated at Marine Corps Base Quantico in October 2004, where it was well received by mortar trainees and instructors.  The system can also show virtual terrain and control measures. Future plans include testing at a full-scale live fire range like Twentynine Palms and completing a Semi-Automated Forces (SAF) interface for more intelligent targets. 

2005 Paper No. 2216

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A Language for Rapidly Creating Performance Measures in Simulators

 

Webb Stacy, Ph.D., Jared Freeman, Ph.D, Emily Wiese, Cullen Jackson, Ph.D

Aptima, Inc.

Woburn, MA & Washington, DC

 

Danielle Merket

NAVAIR Training Systems Division

Orlando, FL

 

Simulations are designed to provide warfighters with realistic practice. Simulator-based training, on the other hand must provide measured practice plus feedback. Doing so yields efficient and effective training. However, it is often difficult and time-consuming to construct and configure a simulation environment to provide measures and feedback. Creating performance measures may involve a lengthy cycle of measure specification, implementation of the measure in software, testing in the environment, and then repetition of the cycle to correct residual errors. Configuration of performance measures to tailor specific feedback to the trainee is no simpler; in fact, it is often skipped altogether. A simulation environment may rely on a set of more-or-less permanently configured performance measures intended to apply to everyone. Culling the output is left to overburdened trainers and their staff.

 

Ongoing projects for the U.S. Navy are focused on developing technology to provide capabilities to define new measures and assessments rapidly and then to configure them for specific training missions. We do this using simple visual tools that leverage a Human Performance Measurement Language. HPML is understandable to instructors and systems, and it also supports automated dialogues with other automated programs within a simulator environment.  In this paper, we define HPML and associated tools, and we discuss its potential to achieve a significant increase in training productivity and, ultimately, warfighter readiness.

2005 Paper No. 2310

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Implementing an Automated Performance Assessment Capability for the Joint Training Special Event (JVTSE)

 

Elizabeth Biddle, Michael Keller

The Boeing Company

Orlando, FL

 

Randy Pitz

The Boeing Company

St. Louis, MO

 

Anthony Nixon

Boeing Australia Limited

Brisbane, QLD, Australia

 

The Joint Forces Command (JFCOM) demonstrated the Joint National Training Capability (JNTC) as part of a special event, called the Joint Virtual Training Special Event (JVTSE), during the 2004 Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC).  JVTSE implemented a prototypical live-virtual-constructive (LVC) training event that was supported by participants from the government, industry, and academia.  The assessment of large-scale, joint exercises is a laborious and challenging task.  The current method employs human observers/trainers (O/Ts) monitoring the training audience’s performance.  Given the pace that these exercises are conducted and the large number of simultaneously occurring events, this assessment process is fraught with errors, including the omission of key events, and O/T bias. The need for automated performance assessment technologies to provide detailed and accurate reports of performance has been advocated (Cardinal et al., 2004; Meliza et al., 1992; Watz et al., 2003).  This paper will target the design, development, and implementation of an automated performance assessment capability that; logs, analyzes, and presents data obtained from an LVC environment.  It will provide information regarding the performance of the trainees as well as the training system.  Additionally, this paper will describe how this system can be used to diagnose specific performance issues and make appropriate adjustments to improve human and/or system performance. 

2005 Paper No. 2224

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Collaborative Performance Evaluation in Multi-Platform Team Training Exercises

 

Thomas F. Carolan

Micro Analysis & Design Inc.

Okemos, MI

 

Joseph J. Mihal Jr. & Tom Little

Fleet Anti-Submarine Warfare Command

San Diego, CA

 

Paul H. Radtke

NAVAIR Orlando Training Systems Division

Orlando FL

 

The Fleet Anti-Submarine Warfare Command (FLTASWCOM) trains Atlantic and Pacific Strike Groups in the area of integrated Anti-Submarine Warfare (ASW). FLTASWCOM training events are flown on both instrumented ranges and in open ocean areas and may last up to 12 hours, and frequently involve up to ten air, surface, and submarine participants.  Evaluating these events involves simultaneous real time observation, assessment, and analysis of both individual and multi-platform cooperative missions.  The team of evaluators must track, record, assess, and analyze the participants’ performance in real time.  The evaluators must produce a timely debrief for the participants, provide an in depth analysis for their leaders, and use the evaluation results to tailor and improve the training process.  

 

Tactical Warfare Instructor Support Environment (TacWISE) is an integrated set of training support tools that has been successfully employed to evaluate performance of Navy Strike Groups for over three years.  Assessors and mentors have been located at sea, in the air and on shore.  Simultaneous evaluations were performed on each individual ship in a STRIKE GROUP, in aircraft participating in the same event and from shore based observation points.  Results and lessons learned from applications in Strike Group-level ASW and surface warfare training exercises will be discussed.

2005 Paper No. 2214

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The Royal Australian Air Force Air Defense Ground Environment Simulator

 

Lucien Zalcman, Senior Research Scientist (Contractor)

 Defense Science and Technology Organization

Australian Department of Defense

Melbourne, AUSTRALIA

 

Previously Royal Australian Air Force (RAAF) Air Defense Controllers relied on interaction with live F/A-18s to receive most of their realistic, high fidelity training. Access to such live asset training is limited in that it is prohibitively expensive and such assets have very short lifetimes before a major overhaul is required. An Advanced Distributed Simulation, virtual environment, training system known as the Air Defense Ground Environment Simulator (ADGESIM) has been developed and delivered. 

 

A generic, Test and Training Enabling Architecture (TENA) like, composability, toolbox approach, using a mixture of Commercial-Off-The-Shelf (COTS) and customized “thin client” Government-Off-The-Shelf (GOTS) components, has been used to construct ADGESIM. The Distributed Interactive Simulation (DIS) protocol is used to communicate between ADGESIM components however the simulator architecture is such that the Higher Level Architecture (HLA) or TENA “protocols” could also be easily used in the future if required.

 

All ADGESIM components are developed to run on desktop/portable PCs under the Microsoft Windows XP operating system and are therefore low cost and cost effective to develop and maintain and can be easily deployed. ADGESIM was rapidly developed and fielded from a concept demonstrator to operational use bypassing the normal, system acquisition process. ADGESIM stimulates the real, same systems used by the Air Defense Controllers thus eliminating most traditional, trainer concurrency problems. 

 

This paper describes and discusses some of the innovations, technologies, toolbox components, simulator architecture, development processes and philosophies used and the lessons learned developing ADGESIM.

2005 Paper No. 2028

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Exploring the Development and Effectiveness of a Low Cost “Microsim” Approach for Teaching C-130 Crew Resource Management Skills

 

Ryan C. Logan, Warren C. Couvillion

Southwest Research Institute

San Antonio, TX

 

Larry Clemons

Air Education and Training Command

Randolph AFB

 

C-130 classroom and simulator-based training is primarily dedicated to basic flying and operational skills for new aircrews. The opportunities for practicing and enhancing crew resource management (CRM) skills are limited. Because CRM issues are often present in C-130 mishaps involving mission-qualified crews, it is apparent that additional CRM training is required to allow crews to learn and practice these critical skills. 

 

Through the Air Force’s Education and Training Technology Application Program (ETTAP), a study was done which required a proof of concept device to determine if advances in CRM skills can be made through the use of a low-cost, PC-based flight simulator. This simulator allows a C-130 crew to practice CRM skills in a hands-on cognitive learning environment to assist students in the transition from classroom lessons to performance in the actual aircraft. 

 

With modifications to support training, Microsoft® Flight Simulator (MSFS) provided a basis for the simulation and 3D imagery. Additional training functionality and the Instructor Operator Station (IOS) were developed using a traditional software development environment. All hardware was Commercial Off-the-Shelf (COTS) and a versatile touch screen interface was used for the instrumentation in the system. 

 

This paper will explore the development and integration effort of the C-130 CRM system. We will also discuss an array of gaming support software that is available, as well as that which was used, to extend MSFS capabilities. The results of the ETTAP study and an analysis of the lessons learned will be provided as well.

2005 Paper No. 2089

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Training Trainers and Rehearsing Rehearsals by Simulating the Simulator

 

CW4 Clifford N. Cox

Arizona Army National Guard

Marana, Arizona

The improved technology of modern simulators requires highly trained operators if these devices are to meet the aggressive mission training, rehearsal, and pre-deployment requirements emerging in the joint force.  The ongoing work at the Western ARNG Aviation Training Site (WAATS) provides a good model for the challenges facing regional training sites today. While the AH-64A Combat Mission Simulator (CMS) was being upgraded, instructors were faced with the simultaneous challenge of learning how to use the new equipment while preparing to conduct pre-deployment training for customer units potentially destined for Afghanistan, Iraq, or Bosnia. This in turn required that we train our trainers, not only on the new simulator, but in emerging joint tactics and complex tactical scenario development. Concurrently, supporting personnel had to learn the new hardware and software methodologies required to maintain the system, integrate unique terrain databases and comply with USAF Distributed Mission Training (DMT) protocols. 

 

The nature of the modern electronics used in the simulator upgrade demonstrated that the reduced cost of simulation computers now allows duplication of essential host capabilities for a very modest investment. This in turn can lead to a practical ‘simulation of the simulator’, enabling exceptional instructor/operator/maintainer training, offline scenario development and future hardware/software integration. The integrated capabilities of the IBM host/server computer used in the CMS led to the decision to build a computer lab around this component.  Given the unique instructor training and scenario development capabilities offered by the lab, a complementary $ 48,750 investment for peripheral equipment was made by the Program Executive Office for Aviation Systems.  This paper will review technological methodologies, current applications, and the financial justifications used in building the lab.  Finally, the paper provides practical lessons learned when implementing these capabilities at other simulation facilities.

2005 Paper No. 2427

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Virtual Electronic Combat Training System (VECTS)

 

Linda Viney, Bob Baggerman, Jeff Krug, Jonathan Martin

Georgia Tech Research Institute

Atlanta, GA

 

The US Air Force specifies C-130 aircrew training events for electronic combat (EC) as optical guided threats, infrared (IR) guided threats, and radar warning receiver (RWR) events. Training for these events is defined as proper application of tactics, techniques, and procedures to recognize and defeat the threat. The training media can be the weapon system trainer (WST) or aircraft. The on-aircraft training can be on a range, but this approach is costly, and has problems associated with availability, scheduling, and short notice access requirements due to aircrew availability. To eliminate these issues, in many cases the on-aircraft EC training is accomplished using ‘flash cards’ or ‘hand-signals’ to indicate a threat event completely devoid of the on-aircraft defensive systems. Training for the RWR may include flying in airspace with known radio signals in order to show a symbol on the RWR threat display. Based on these indirect threat alerts, the aircrew must then respond with the correct tactic or technique to defeat the threat. This method of on-aircraft training does not provide a realistic EC training experience nor does it integrate training into the aircraft defensive system suite.

 

The Virtual Electronic Combat Training System (VECTS) provides low-cost, rangeless threat recognition training using the existing on-aircraft defensive system displays and audio; and supports tactics training with real-time feedback using the existing on-aircraft electronic countermeasures, in-flight maneuvers and terrain to defeat the threat.  The VECTS training simulations are hosted on a laptop computer that also serves as a planning station for the training missions. Additionally, VECTS records the training mission events and provides a capability to review the training mission post-flight. This paper will review the VECTS training methodology and test results which demonstrated that this training approach provides a realistic training solution using the on-board defensive systems to inject pseudo threats.

2005 Paper No. 2276

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Towards a Common Joint Training Architecture Picture: Framing the JNTC Enterprise Architecture and Technical Standards

 

James “JR” Reed

USJFCOM JNTC-JMO

Suffolk, VA 

 

David A. Dryer

Virginia Modeling, Analysis and Simulation Center

Norfolk VA

 

The paper will describe evolving joint training architecture and technical standards frameworks and the way ahead that enables linking globally distributed capabilities to meet joint warfighter training and mission rehearsal requirements.  DoD tasked United States Joint Forces Command, Joint National Training Capability to develop "joint" architecture and technical standards to seamlessly link Live, Virtual and Constructive (LVC) capabilities into an integrated joint training infrastructure.  These architectures and standards are developed in accordance with DoD policy and guidelines, commonly referred to as the DoD Architecture Framework (DoDAF).  In order to more fully address complexities involved in training integrated architecting, a Business Modeling Framework (BMF) has also been developed.  BMF links and extends related DoDAF training architecture views, which can create an enterprise-level common training architecture model.  This approach has applicability to joint training support enterprises, such as the Joint National Training Capability (JNTC), with its associated Joint Management Office (JMO) as well as other supporting joint and service directorates.  Specific BMF mappings to joint training architecture concepts, including the Joint Training System (JTS) enterprise, JNTC JMO certification processes, as well as JNTC technical standards are described.  The joint training enterprise framework contains business practice models, including joint training life cycle processes and business infrastructure requirements.  Linkages and interdependencies between these concepts are explained in terms of relationships and higher order effects.  Critical to this integrated architecture are JNTC technical standards, which are part of the enterprise technical and business structure essential for joint training realism and interoperability.

2005 Paper No. 2330

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LVC Gateway Builder

 

Mark A. Wigent, Andrea M. Mazzario, Ph.D, Kristen A. Chang

SAIC

Waimea, Hawaii

 

The future of joint training calls for seamless interoperability between live, virtual, and constructive (LVC) elements.  Integration of these components prior to an exercise can be complex and time consuming. Systems integrators frequently rely on gateways to bridge different simulation and live protocols.   The Maritime Synthetic Range (MSR) Gateway Builder is an interoperability tool designed to significantly reduce the effort, time, and cost of integrating LVC elements into distributed training exercises and experimentation scenarios.  The MSR Gateway Builder streamlines the integration process and reduces the time and effort of creating gateways.  Unlike traditional gateways that are hard coded for a specific use, Gateway Builder is a flexible, extensible, graphically driven tool that automatically generates gateways to bridge simulation and live protocols.  It enhances interoperability by leveraging the Test and Training Enabling Architecture (TENA).   In addition to automatically generating gateways for LVC interoperability, Gateway Builder creates a framework for managing and controlling the event integration process.  It allows systems integrators to import, modify, and store data representations and mappings between simulation and live protocols for different exercises. Gateway Builder represents a unique approach to integrating multiple sites and architectures in distributed events because of its flexibility and ease of use.

 

This paper describes the design and use of MSR Gateway Builder.  An example of its application to rapidly integrate systems into a cohesive LVC environment is presented.

2005 Paper No. 2402

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MOOTW FAST TOOLBOX:  SUPPORTING THE WARFIGHTER IN WINNING THE PEACE

 

Mr. John Cipparone, Mr. Wayne Randolph 

Dynamics Research Corporation

 

Mr. Curtis Blais

MOVES Institute-NPS

 

Dr. Dean S. Hartley III

Hartley Consulting

 

Current military operations are exceedingly complex, reaching far beyond direct combat operations into social, political, economic, and information dimensions. As our National Military Strategy continues to emphasize the importance of “military operations other than war” (MOOTW), the demands and expectations for warfighters to understand their shifting roles within dynamic and interrelated settings is likewise growing in importance.  Accordingly, military leaders across the ranks require a comprehensive set of modeling, simulation, database, and other computational tools to rapidly represent the operational situation and to perform various analyses to assist in planning, course of action evaluation, decision support, mission rehearsal, and training.   

 

In response to documented operational needs for modeling peace support operations as well as non-force-on-force and stability operations, the Defense Modeling and Simulation Office continues to explore flexible asymmetric simulation technologies (FAST) relevant to MOOTW.  An initial prototype MOOTW “toolbox” has been developed comprising a collection of loosely integrated software capabilities to advance critical analysis across shifting civil-military operations in support of deliberate and crisis planning as well as to facilitate data and scenario re-use.  

 

This paper will describe the current operational status of the MOOTW FAST Toolbox, providing a brief synopsis of functional capabilities and proposed additions to the tool set. Inclusive in this overview is an example of how to employ the toolbox in representing and analyzing an operational situation as well as continued science and technology initiatives designed to advance automated processes, especially those related to initializing/updating data for models and applications to use.  Finally, the presentation will describe lessons-learned from application of the toolbox in an instructional setting at the Naval Postgraduate School as well as selective insights gained from supporting Service and joint user groups.

2005 Paper No. 2211

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Applying Volume Graphics in a Maintenance Training Environment

 

Andrew Woo, Josie Simpson, Erik Kaas, Jonathan Young

NGRAIN (Canada) Corporation

Vancouver, BC, Canada

 

Volume graphics have typically been applied successfully in a number of application areas, such as medical imaging and engineering analysis. In a previous I/ITSEC paper (Woo 2004), volume graphics have been shown to provide many advantages in other application areas such as battle damage assessment and dynamic synthetic environments. In this paper, we focus on the advantages of applying volume graphics in a maintenance training environment. This is a relatively new area in which little 3D graphics have been applied cost effectively. We will demonstrate how volume graphics provide unique benefits to simulated hard skills training environments by enabling high levels of interactivity with information-rich virtual equipment at a lower overall cost than traditional, surface graphics.

2005 Paper No. 2285

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The Rapid Decision Trainer: Lessons Learned During an R & D Development and Fielding Process

 

Mr. William Y. Pike

Joint Advanced Distributed Learning Co-Laboratory

Orlando, FL

 

Mr. Robert Anschuetz Mr. Charlie Jones

General Dynamics Advanced Information Systems

Orlando, FL

 

Mr. Timothy Wansbury

US Army RDECOM Simulation and Training Technology Center

Orlando, FL

 

The Rapid Decision Trainer (RDT) is a virtual, interactive, game engine-based simulation developed as an applied research effort by the US Army Research, Development, and Engineering Command (RDECOM), Simulation and Training Technology Center (STTC). The trainer was developed in cooperation with the 11th Infantry Regiment and the Infantry Officer Basic Course (IOBC) at Ft. Benning, GA.   The RDT simulates two live-fire training exercises conducted by infantry second lieutenants during IOBC.  Unlike live training in which time and logistics constraints prevent all students from participating in key leadership positions, the RDT allows all IOBC students to assume the key roles of squad or platoon leader in the virtual training exercise.  The RDT forces students to experience the same decision making process that key leaders will face during the actual live-fire exercises.  The RDT has been a success with IOBC devoting three hours in the current program of instruction (POI) to using the RDT in support of platoon-level training. 

 

Government and industry program managers as well as subject matter experts and developers will use this paper to identify and discuss a number of lessons learned from the development experience.  We will describe key decisions made by the development team and will present ideas that contributed to the successful development of the RDT.  The primary goal of this paper is to offer suggestions that may be useful to others planning to develop similar low-cost simulations.  Many of these lessons learned are pertinent to the modeling and simulation for training community at large.

2005 Paper No. 2312

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A Continuous Improvement Engine-The NMETLS-based Navy Warfare Training System

 

David K Brown

CFFC N721B (Dynamics Research Corporation)

Norfolk, VA

 

The NMETL-based training process of the Navy Warfare Training System (NWTS) is a product of both the Joint Training System and an application of good business practices. It is in essence a “Continuous Improvement Engine.”  The NWTS methodology uses these practices to set training policy, prepare forces for joint assignment, and effect efficient resource utilization.  The article reports current progress and offers recommendations for further employment of NWTS and Navy Mission Essential Task Lists (NMETLs). This article describes four basic areas for leaders to understand to enable them to excel both in implementing the Fleet Training Strategy and understanding the larger picture of force transformation: the Background of METLs, the NWTS process, the role for Lessons Learned, and the universal applications of NMETLs to metrics and business processes. 

 

The idea is that the "NMETL" and the four-phased continuous improvement process have universal application.  We can use the NMETL framework to state the requirements (capabilities)- the What- clearly and in a common format applicable to force planning, procurement, training, operational requirements, testing, inspection, and certification.  SECDEF directed the department to base plans on Mission requirements and develop "capabilities-based" programs. CNO established the Mission Capability Packages to effect an alignment of Sea Power 21 objectives.   

 

Understanding the NWTS process and the four-phased “continuous improvement engine” will keep our formation in step and working together toward a common goal of "training transparency."  That is when operations performance and training performance can be set to similar (if not the same!) standards.  And since we will have learned what to look for from our training and mission rehearsal efforts, we will be better prepared to perform successfully during actual operations.  All of the efforts align to effect continuously improving mission performance.

2005 Paper No. 2126

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