. 1

MODELING AND SIMULATION

DEVELOPMENT OF COMPUTER GENERATED FORCES FOR AIR FORCE SECURITY FORCES DISTRIBUTED MISSION TRAINING   48

INTERNATIONALIZATION OF SAF FOR CZECH REPUBLIC.. 49

ONESAF TESTBED BASELINE 1. 0. 50

A SYMBOLIC-CONNECTIONIST FRAMEWORK FOR REPRESENTING EMOTIONS IN COMPUTER GENERATED FORCES   51

COGNITIVE MODELING OF DOCTRINAL BEHAVIORS IN AUTOMATED UNITS: APPLICATION OF BEHAVIOR DEFINITION FRAMES IN WARSIM 2000. 52

AN AUTHORING TOOLKIT FOR SIMULATION ENTITIES.. 53

HOW TO COPE WHEN TRAINING DEMANDS DYNAMIC NATURAL ENVIRONMENTS.. 54

THE COMMON BATTLESPACE ARCHITECTURE – A DISTRIBUTED TACTICAL/ELECTRONIC/SYNTHETIC COMBAT ENVIRONMENT.. 55

INTEGRATION AND USE OF SYNTHETIC NATURAL ENVIRONMENT IN A FEDERATED SIMULATION SYSTEM    56

A METHODOLOGY FOR THE EXTRACTION OF TWO-DIMENSIONAL VECTOR FEATURES FROM HIGH-RESOLUTION IMAGERY   57

AUTOMATED ANALYSIS OF BUILDINGS FOR COMPUTER GENERATED FORCES.. 58

VERIFICATION AND VALIDATION (V &V) OF FEDERATION SYNTHETIC NATURAL ENVIRONMENTS   59

A DIS-/HLA-BASED, GENERIC PLATFORM SIMULATOR THAT EXPLOITS PC TECHNOLOGY.. 60

THE ACCELERATED COMBAT TIMELINE. 61

REPRESENTATION OF NATURAL ENVIRONMENT IN CZECH ARMY.. 62

BUILDING AN INTEROPERABILITY SPECIFICATION FOR THE MARINE CORPS.. 63

HIGH-LEVEL VIRTUAL REALITY NAME SERVICE (VRNS) 64

ADDRESSING REALISM IN DETERMINING REQUIREMENTS FOR SIMULATION BASED LEARNING ENVIRONMENTS   65

A COMPOSITION PARADIGM FOR VIRTUAL OR CONSTRUCTIVE PLATFORM ENTITY DESIGN.. 66

ARCHITECTURE OF A COMMON MILITARY SCENARIO DEVELOPMENT ENVIRONMENT FOR SIMULATION   67

PHYSICS BASED MODELING OF A HELICOPTER GAS-TURBINE PROPULSION SYSTEM FOR TRAINING SIMULATION   68

USING DYNAMIC INTERFACE MODELING AND SIMULATION TO DEVELOP A LAUNCH AND RECOVERY FLIGHT SIMULATION FOR A UH-60A BLACKHAWK.. 69

ADVANCEMENTS IN QUANTITATIVE SIMULATOR EVALUATION.. 70

THE APPLICATION OF STATISTICAL USAGE TESTING TO IMPROVE VALIDATION OF SIMULATION SYSTEMS   71

VERIFYING AND VALIDATING THE AEGIS AIR DEFENSE WARFARE HUMAN PERFORMANCE MODEL   72

OICW FOR MILES.. 73

. 151

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

DEVELOPMENT OF COMPUTER GENERATED FORCES FOR AIR FORCE SECURITY FORCES DISTRIBUTED MISSION TRAINING

 

Bruce McDonald, Ph. D. *

Joseph Weeks, Ph. D. **

Jack Hughes*

* McDonald Research Associates

Winter Park, Florida

** Air Force Research Laboratory

Warfighter Training Research Division

Mesa, Arizona

 

This paper describes the Computer Generated Forces (CGF) behavior development on the Air Force Research Laboratory Security Forces Distributed Mission Training (SecForDMT) technology development program. The near-term goal of this program is to develop distributed training technology that will allow Air Force Security Force decision-makers to practice the planning and execution of air base defense. The system must be distributed because Air Force Security Forces are drawn from many separate home bases, and receive only limited training as a team before deployment to a contingency site. The training target is the decision-makers (e.g. Squad Leaders, Flight Leaders, S-3, Base Defense Commander) as opposed to the trigger pullers in the fire teams. This emphasis on decision-makers is due to the fact that needs assessments have indicated training requirements for these positions. We will use CGFs to simulate fire team members, other friendlies, neutrals and threats in order to generate situations requiring decisions by the trainees.

 

The CGFs being developed on this project are different from other CGFs in a number of ways. These CGFs do not exhibit cold war behavior of always fighting to the death. Although opposing force (OPFOR) CGFs are capable of lethal force, they do not automatically shoot given intervisibilty. Neutral CGFs are capable of a range of behaviors varying from peaceful intent to lethal threat. Security Forces CGFs who observe such threats issue doctrinally correct situation reports (SITREPs) for students’ situational assessment, decision making, and operations order/fragmentary order (OPORD/FRAGO) formulation. Security forces CGFs challenge, engage, or capture threat CGFs in accordance with the rules of engagement (ROE) stated in the trainee-generated OPORD as well as level of compliance by OPFOR CGFs. Since these CGFs will be controlled directly by the trainees instead of an experienced CGF master, a simple, understandable user interface is a major design requirement. This paper discusses the process of defining behaviors for computer generated forces and how these behaviors were implemented. It also discusses initial evaluations of behaviors, lessons learned and future plans for extending and improving these behaviors.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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Internationalization of SAF for Czech Republic

 

Brian Burke

Science Applications International Corporation

Orlando, Florida

 

Pavel Pospisil

VR Group

Brno, Czech Republic

 

One of the issues in Military Simulation that has not often been addressed is the capability of the Graphical User Interface (GUI) to run in a multi-language format. This new endeavor of running the ModSAF GUI in a multi- language format, namely the Czech language, was undertaken by SAIC in work for the Simulation Center in the Czech Republic. This paper will address the process experiences, lessons learned, and future direction of the text internationalization effort. The ability to display languages on the ModSAF GUI is done by setting the appropriate language ‘locale’. This ‘locale’ -Motif information can be the character set, language, and formatting preferences. Language ‘locale’ ames are designated for each country (‘en_US’ or English, ‘cs_CZ’ or Czech). The ‘en’ nd ‘cs’ represent the language (‘English’ and ‘Czech’, respectively), and the ‘US’and ‘CZ’ represent the country (‘United States’ and ‘Czech Republic’, respectively). The ‘en_US’ locale belongs to the ‘iso8859-1’ (Latin-1) character set, consisting of special characters used by Western European countries/languages. The ‘cs_CZ’ locale belongs to the ‘iso8859-2’ (Latin-2) character set, consisting of special characters used by Central/Eastern European countries. By setting the language ‘locale’, via the environment LANG, before execution of the ModSAF GUI, the appropriate language text will appear on the GUI during execution of ModSAF. This language text for the ModSAF GUI resides in .xrdb and .po data files, which are language ‘locale’specific. The .xrdb file is a resource data file used to customize X Motif applications without modifying source code. The .po file is a portable object file consisting of text that is ‘hard-coded’, but can now be accessed and modified in that file. VR Group, from Brno, Czech Republic, went further and developed dictionary tool sets to better facilitate the text manipulation (by the translator) of the .xrdb and .po files. Specific dictionary tools select source language strings (from the English .xrdb and .pofiles), and into 2 dictionary files (dictxrdb and dictpo). The translator simply translates strings in these 2 dictionary files, as opposed to hundreds of .po and .xrdb files. Specific dictionary tools are then executed to copy the text translations into the respective Czech .xrdb and .po files, where the translated text will appear on the ModSAF GUI.

 

This paper will further describe the process of internationalizing the ModSAF 5.0 GUI. Additional details on approaches, design, code development and modification, and lessons learned will be addressed. Also, the future direction of internationalization of the SAF system will be discussed. The international version of the ModSAF GUI is currently used at the Simulation Center in Brno, Czech Republic, by the Czech Army Military Academy.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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OneSAF Testbed Baseline 1. 0

 

LTC Tom Coffman and John Logsdon

Simulation Training and Instrumentation Command (STRICOM)

 

Jim Duke and Bryan Cole

Science Applications International Corporation (SAIC)

Orlando, FL

 

Although it will replace ModSAF, the OneSAF Testbed Baseline (OTB) is itself an interim product. It represents a bridge program between legacy Computer Generated Forces (CGFs) and the OneSAF Objective System (OOS), a new Department of the Army development program managed by STRICOM that will be a composable, next generation Computer Generated Force. The OOS will represent a full range of operations, systems, and command and control processes from individual combatant and platform to the battalion level.

 

The Army chose to develop the OTB well prior to the award of the OOS contract to explore potential risk mitigation targets and to examine what legacy artifacts should be directed for reuse and what functionality should be developed under the new contract. In addition, they chose to refine the concept of collaborative development; i.e. customers and developers working side by side. Consequently, the OTB is being used to provide integration, test and user feedback of technology developments and methods for the objective system. OTB provides a type of simulation test-bed never before used by the Army. Over 28 Department of Defense agencies representing the Army, Joint and Coalition organizations provide input and feedback from the various modeling and simulation domains, and combat development organizations. OTB 1.0 was released in December 2000 and is the official replacement for ModSAF The OTB provides a variable level of fidelity that supports ACR, RDA, and TEMO. This paper describes the key technological advances made during the course of the OTB 1.0 development, ranging from Architectural innovations to the complete rewriting of functional areas, e.g. Artillery and Combat Engineering (minefields). In addition to the advances in technology, there were breakthroughs in the software development process itself. The final section of the paper includes some of the key areas where OTB 1.0 is already being employed as an analysis tool and/or low-overhead driver of C4I devices.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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A SYMBOLIC-CONNECTIONIST FRAMEWORK FOR REPRESENTING EMOTIONS IN COMPUTER GENERATED FORCES

 

Amy E. Henninger, Ph. D.

Soar Technology, Inc.

Ann Arbor, MI.

 

Randolph M. Jones, Ph. D.

Colby College

Waterville, ME.

 

Eric Chown, Ph. D.

Bowdoin College

Brunswick, ME.

 

In concert with the I/ITSEC’01 theme, “Warfighting Readiness Through Innovative Training Technology”, this paper explores an innovative approach to enhancing the realism and hence the efficacy of training – developing the capacity for synthetic forces to act and respond emotionally. Emotions, along with moods and dispositions, have been shown to be important determiners of behaviors. They influence how situations are interpreted, how attention is focused, which actions are considered, and how these actions are executed. For example, individuals who are afraid will more readily interpret a situation as dangerous, have their focus of attention narrowed down to the source of their fear, and be biased toward actions that can reduce their level of fear. Similarly, individuals who are angry will more readily interpret others as being hostile, have their focus of attention narrowed down to the source of their anger, and be biased toward aggressive and/or retaliatory actions. Understanding and modeling variations in emotions will be crucial for producing realistic human-like behavior in synthetic forces. The Army has recognized this potential and is now emphasizing the need for such human behavioral characteristics as being vitally important to training. This paper discusses fundamental principles of emotions research and then applies these principles to the development of a computational, emotional framework for synthetic forces.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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COGNITIVE MODELING OF DOCTRINAL BEHAVIORS IN AUTOMATED UNITS: APPLICATION OF BEHAVIOR DEFINITION FRAMES IN WARSIM 2000

 

Paul Foster

Lockheed Martin Corporation

Orlando, Florida

 

Modeling the cognitive behavior of military units requires a framework that is flexible, extensible, and can easily describe military doctrine. A language known as Behavior Definition Frames (BDFs) was created for Warfighter’s Simulation 2000 (WARSIM 2000), the U. S. Army JSIMS simulation, to easily describe doctrinal military behaviors for autonomous units of any echelon and faction. This language allows an efficient incorporation of knowledge engineering products for use in a software system.

 

This paper will describe the BDF language, its purpose in WARSIM 2000, and its applicability to other models. Our paper provides an overview of the BDF language, key concepts and technologies, and current capabilities for encoding doctrinal behaviors in BDFs. It also describes the Knowledge Engineering (KE) process used to define and create the doctrinal behaviors using the BDF language. After discussing the developmental process, the paper depicts the software architecture that supports the implementation of the BDFs. Last, the paper provides an overview of the applicability of BDFs and their supporting roles to the Planning and Execution Agents contained within the WARSIM 2000 software architecture.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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AN AUTHORING TOOLKIT FOR SIMULATION ENTITIES

 

Daniel Fu, Ryan Houlette, and Oscar Bascara

Stottler Henke Associates, Inc.

San Mateo, California

 

Instructors and analysts within the military community have noted the possibility of using video games for training or analysis purposes. Game developers, however, often deviate from actual doctrine. Unfortunately, the instructor or analyst is often left with no means to modify the entity behavior to conform to doctrine. At the same time, there has been interest in the Artificial Intelligence research and game development communities as to whether it is possible to create an “AI toolkit. ” Developers could use such a kit to create the entity behavior in a game quickly without having to start from scratch. In the ideal case, a kit would consolidate the existing branches of useful work in the field, thus providing developers easy access to the fruits of mature research.

 

In this paper we describe some initial steps towards a solution for both communities. There are two parts to our work. First, we have created an authoring tool that enables a developer to create entity behavior using a graphical “drag and drop” interface to quickly build up complex behavior. Second, we have created a runtime engine that works in conjunction with a simulation to operationalize the behaviors defined in the editor. The authoring tool allows authors to rapidly build complex behavior, while the runtime engine is built on well-understood game technology.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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HOW TO COPE WHEN TRAINING DEMANDS DYNAMIC NATURAL ENVIRONMENTS

 

S. K. Numrich

US Naval Research Laboratory

Washington, DC

 

T. Cuff

Oceanographer of the Navy N096TB

Washington, DC

 

G. Purser

Director, Fleet Battle Experiments

Navy Warfare Development Command

Newport, RI

 

T. Curtin

Office of Naval Research

Arlington, VA

 

We all recognize that the natural world is highly dynamic and that the variability in the natural environment can have a profound effect on system performance. When and how do we have to incorporate the dynamics of the atmosphere and ocean into training scenarios?  When can we use archival data and when must we replicate the environmental variability that currently exists – variability which participating live systems actually perceive? We discuss current research in generating, delivering and interpreting dynamic synthetic environments and how that can be introduced into constructive, live and virtual exercises. Particular attention is paid to experience in providing METOC (meteorological and oceanographic) data to Fleet Battle Experiments and Global War Games. We conclude with a rationale for linking environmental data delivered to simulations with environmental data used for operational, tactical decision support. While much of the technical work is being reported through the SIW conferences, the focus of this paper is on a broad scope of exercises and novel ways to achieve more comprehensive, realistic training at reasonable cost.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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THE COMMON BATTLESPACE ARCHITECTURE – A DISTRIBUTED TACTICAL/ELECTRONIC/SYNTHETIC COMBAT ENVIRONMENT

 

Brett Vonsik

Lockheed Martin Corp.

Orlando, FL

 

Greg Mikkelson

Lockheed Martin Corp.

Orlando, FL

 

 

The modern battlefield upon which warriors engage in the deadly art of combat is an environment filled with increasingly sophisticated and complex weapon systems. Weapons, sensors, and transmitters utilizing new technologies and the entire electromagnetic spectrum have become commonplace and the knowledge required by warriors employing these systems has grown proportionally. Simulations of today’s weapon systems and the battlefields in which they must operate have improved both in fidelity and richness, but their implementations have evolved in isolation from one another. Aircraft, ground vehicle, naval vessel, and dismounted infantry simulations have concentrated on the interactions between soldiers and their weapon subsystems, but this ownship-centric approach often results in battlefield abstractions, modeling only those subsets of the combat environment necessary to train specific tasks.

 

Manned simulators and CGFs are now being asked to interoperate and accurately simulate complex interactions between intelligent subsystems, including sophisticated electronic combat. The limited bandwidth of affordable wide-area network technologies is a major roadblock to meeting this new challenge. Often, compromises are employed to integrate inconsistent data, algorithms, and differing levels of fidelity, making each implementation a customized solution despite DIS and HLA standards. Fair-fight, correlation, and consistency issues are commonplace due to isolated developments of manned simulators and CGFs without a common battlespace framework to work within.

 

This paper explores the increasing complexity of the modern battlefield and the resultant demands on manned simulators, CGFs, and their synthetic environment as the industry progresses into the realm of distributed simulation. This paper also discusses the limitations of current modeling approaches and proposes a distributed interoperable architecture designed to provide a consistent, correlated, expandable synthetic battlespace across distributed simulations.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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INTEGRATION AND USE OF SYNTHETIC NATURAL ENVIRONMENT IN A FEDERATED SIMULATION SYSTEM

 

Gregory A. Harrison

Lockheed Martin Corp.

Orlando, FL

 

Mark Falash

Lockheed Martin Corp.

Orlando, FL

 

Eytan Pollak

Lockheed Martin Corp.

Orlando, FL

 

Simulation of the natural environment provides more realistic training in flight, ground, ocean, and littoral domains. The effects of illumination, cloud cover and physics-based smoke affect the ground forces. Winds aloft, pressure and temperature variations, turbulence, precipitation, clouds, and icing characteristics affect the flight domain. Realistic surf zone, open ocean and ship dynamics enhance the marine simulation. These richer dynamics increase the quality of training for the warfighter. The establishment of the Environment Federation allows more standardized weather information to be available at each federate through the HLA, but how each federate uses this information is not standardized. This paper describes the implementation and use of STOW97 and ModSAF Synthetic Natural Environment capabilities, and the EnviroFed paradigm, in a real-time simulation system. Various capabilities, including pressure barometer simulation and localized weather, as well as fair-fight correlation issues between live, virtual, and constructive forces, are discussed.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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A METHODOLOGY FOR THE EXTRACTION OF TWO-DIMENSIONAL VECTOR FEATURES FROM HIGH-RESOLUTION IMAGERY

 

William Proger

Evans &Sutherland Computer Corporation

Salt Lake City, Utah

 

 

Imagery at resolutions of ten meters or higher is increasingly being used in the simulation industry to provide more realism in databases. Photo-specific textures are derived from combinations of sensor bands or from true color imagery, and are placed on top of the terrain elevation model in the database production process. In addition, generic three-dimensional feature models are placed over certain photo-specific textures throughout he databases to lend a more realistic effect when flying close enough to ground level to see three-dimensional objects. A key part of the production process for photo-specific databases is the delineation of two-dimensional vector features that serve as boundaries for the placement of the generic feature models. In the past, these vector features were obtained from Digital Feature Analysis Data (DFAD) or were digitized manually from paper maps at scales of 1:50000 or smaller. Due to the high level of detail required in photo-specific databases, DFAD data is often too general, and manual digitizing becomes prohibitively time-consuming.

 

This paper presents a methodology for semi-automated derivation and abstraction of vector data from high-resolution imagery. This methodology can be superior to DFAD data in the level of detail supplied, and ism many times faster than manual digitizing. The process consists of classification of the raster data using selected texture codes or brightness value combinations, a two-stage removal of unneeded noise and complexity from the raster data, and the generalization of the vector data to which the raster data are converted. The generalization is performed using a geographic information system (GIS).

 

The paper presents results of the methodology applied to gray-scale imagery that consists of physical material texture codes. Classification and feature extraction from true color imagery is more problematic than gray-scale processing due to the increased complexity of textures in the color imagery, and the paper discusses some problems encountered. It was found that preprocessing the color imagery prior to running the feature extraction process yielded more accurate and thorough coverage in the placement of vector features. The application of the feature extraction process toward deriving geo-specific vector point and linear features from imagery is also discussed.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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AUTOMATED ANALYSIS OF BUILDINGS FOR COMPUTER GENERATED FORCES

 

Dr. Douglas A. Reece

Cindy Zhang

Science Applications International Corporation

12479 Research Parkway

Orlando, Florida

 

 

This paper addresses the problem of automating terrain reasoning in urban environments. It describes our approach to generating abstract building objects in the Dismounted Infantry Semi Automated Forces (DISAF) simulation and illustrates their use in a fire team room clearing behavior. DISAF uses a terrain database format that includes a special representation for buildings and other Multi-Elevation Structures (MES’s). The MES representation includes topological information: the building is divided into rooms and apertures by the database modeler, and this information is part of the MES data. However, there is no organization of the polygonal surface information into floors, walls, or other useful objects. We have de-veloped a blueprint description for tactical reasoning that represents rooms as a sequence of connected wall objects. Each wall can contain one or more aperture objects. A wall is basically a line segment, so blueprints support movement planning in 2D. Somewhat different versions of the same blueprint support movement control, collision detection, and display of the building in 2D.

 

DISAF uses blueprints for movement planning, 2D display, and tactical reasoning. The most advanced example of the latter is the fireteam room clearing task, which requires that four team members first line up outside a room and then enter the room along specific paths. The algorithm finds the initial positions by starting at the doorway edge and tracing back along the wall object a certain distance for each soldier. This process wraps around corners and into other rooms if there is not enough space. The paths into the room are computed similarly, with the algorithm adjusting for non-rectangular rooms automatically. The result is that for a majority of rooms, the room clearing behavior generates doctrinally correct paths. We expect to continue using this blueprint representation for additional reasoning tasks in future work.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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VERIFICATION AND VALIDATION (V &V) OF FEDERATION SYNTHETIC NATURAL ENVIRONMENTS

 

Robert F. Richbourg, Robert J. Graebener, Tim Stone, &Keith Green

Institute for Defense Analyses

Simulation Center

Alexandria, Virginia

 

The rapid assimilation of leading-edge technologies into the modeling and simulation (M&S) tools of today has provided a revolutionary approach for many of DoD’s users, particularly within the acquisition, joint training and joint experimentation communities. However, leveraging technology to assist the warfighter with the “process of applying incremental review, analysis, evaluation, and testing to M&S products to improve credibility” (Defense Modeling and Simulation Office, DMSO, definition of V&V process) has not kept pace. One area of M&S that has undergone the greatest metamorphosis is the synthetic environment. In the short span of 10 years, what was a paper-like digitized terrain map depicting a flat earth at “high noon” and devoid of weather has evolved into a sophisticated synthetic natural environment. Modern simulation synthetic environments continue to grow in size, geodetic rigor, geographic fidelity, and application domain. The richness of these data sets, while markedly improving their utility and widening their applicability, increases the likelihood of error caused by feature interaction and the sheer complexity of construction techniques. Although our capacity to produce large and complex digital environments has seen great improvement, there has not been an attendant growth in the development of automated tools that can help ensure credible results. This paper addresses V&V of federated synthetic environments. The first section exemplifies classes of digital environment conditions that have proven to contribute to anomalous simulation entity behaviors or incorrect analytical results. We describe a utility to automatically locate such conditions as the first step toward managing inter-simulation interactions within a federation. Then, we discuss a methodology to assess interaction validity of the environmental algorithms and data, across a federation. Finally, we describe this process as an asset for event managers, aiding in the design of scenarios that will avoid unfair fight situations.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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A DIS-/HLA-BASED, GENERIC PLATFORM SIMULATOR THAT EXPLOITS PC TECHNOLOGY

 

Joseph Steel, Cranfield University,

Swindon, UK.

 

With the continuing decrease in cost of PC technology, plus its ever-increasing capability, the development of medium-to high-level fidelity simulators, at low-cost, has now become a reachable goal. This paper describes the development of a real-time generic platform simulator for the PC. The component-based architecture of the simulator allows different dynamics models to be utilised at run-time. These dynamics models determine the platform specific behaviour of the simulator. Thus, by making use of this “plug-and-play” technology the bulk of the application software remains unchanged for different platforms. This considerable eases the rapid development of new platform simulators and reduces software maintenance issues. Based upon PC technology, the simulator can be configured to make use of either the OpenGL or Direct3D graphics libraries, thus exploiting the available graphics hardware capability of the host platform. Likewise, the user-input interface makes use of the DirectInput architecture from Microsoft. This allows for a wide range of COTS input devices to be used with the simulator. To allow the simulator to be used in a synthetic environment, the system makes can make use of either DIS or the High Level Architecture and the Run Time Infrastructure, using the Real-Time Platform Reference Federation Object Model (RPR-FOM). In addition, the paper describes the current set of dynamics models that have been implemented. These include models for a re-configurable ground vehicle, a fast jet and a dismounted infantryman.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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THE ACCELERATED COMBAT TIMELINE

 

Capt Lonnie Hammack, USAF

Air Force Wargaming Institute

College of Aerospace Doctrine, Research, and Education

Air University

Maxwell Air Force Base, Alabama

 

Dr. E. L. Perry

TASC, Inc.

Montgomery, AL

 

In order to teach students about campaign planning, the Air Force Wargaming Institute (AFWI) together with TASC, Inc. has developed most of the code for a two-sided simulated war game to allow players to input a joint operational campaign plan and to see results of the plan after many days of warfare, with no reduction in the fidelity of the simulation. This new innovative tool set is called the Accelerated Combat Timeline (ACT). It consists of a Graphical User Interface (GUI), which currently permits entry of air, ground and naval portions of a joint campaign plan, together with an Air Tasking Order (ATO) Generator, a Ground and Naval Order Generator, and a Situation Display. The player enters the air campaign plan by specifying prioritized target sets, as well as an apportionment and an allocation for the friendly aircraft.  The ATO Generator incrementally plans 24 hours of aircraft sorties. As the battle progresses through these 24-hour increments, the Situation Display is used to view statistics about the campaign. The current simulation engine is the data driven Air Command Exercise System (ACES) model used at FWI. It is capable of modeling the battle to a fidelity determined by the data entered in the database. This allows the user to tailor the fidelity of the simulation to the educational objectives of the teaching faculty.

The primary advantages of the ACT system are:

1. It allows players to see long term results of their campaign plan;

2. ACT can be run for many game days or it can be stopped and restarted at the end of each cycle. It

can also be rolled back to any previous cycle and restarted with new or modified orders;

3. ACT makes use of simple Excel charts as well as more sophisticated display tools to show the state

of the game at any point; and

4. The modular design, which allows for adapting ACT components to other adjudication engines.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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REPRESENTATION OF NATURAL ENVIRONMENT IN CZECH ARMY

 

Martin Klicnar

VR Group, a. s.

Prague, Czech Republic

 

Milos Chmelik

Military Academy in Brno, Military Land Information Department

Brno, Czech Republic

 

Distributed simulation grows to be a significant part in individual and collective training in the Czech Army. It is necessary to prepare non-visual terrain databases for ModSAF, which is the primary simulation tool for training commanders and their staffs at National Center of Simulation and Training Technologies (NCSTT) in Brno. Visual terrain databases for virtual simulation tools in Brno and for virtual simulators at the Training Center of Ground Forces (TCGF) in Vyskov are also needed. The main effort is to prepare both types of terrain databases correlated to each other and also build and preserve their links to digital source data used within Czech Army. SEDRIS, which was initiated in 1994, is fundamentally about two key aspects: representation of environmental data and the interchange of environmental data sets. Using SEDRIS could be the ideal way to maintain all three described types of natural environment representation in the field of modeling and simulation in the Czech Army.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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BUILDING AN INTEROPERABILITY SPECIFICATION FOR THE MARINE CORPS

 

Mark Biddle

Science Application International Corporation

Orlando, Florida

 

Steve Zeswitz

The MITRE Corporation

Camp Lejeune, North Carolina

 

This paper describes an ongoing effort to define an interoperability specification for the Marine Corps, specifically the Marine Air Ground Task Force (MAGTF) training community. The focus of the research effort is on combined arms training in a distributed Modeling and Simulation (M&S) environment. The interoperability specification is built upon the High Level Architecture (HLA), and it includes the development of a Conceptual Model of the Mission Space, an HLA Federation Object Model (FOM), and an interoperability agreements specification to compliment the FOM. The development of this specification is addressing a wide range of considerations. It is addressing Marine Corps operations, doctrine and programmatic considerations, which emphasize the need to address a heterogenous set of mission domains in order to support such concepts as asynchronous warfare and operations other than war (OOTW). It is addressing issues of fidelity related to modeling the warfighter's perspective of the mission, support of an integrated learning methodology to facilitate control of the environment and measurement of performance and effectiveness, and support of scalable training at both the team and individual levels. This project is also addressing issues related to compatibility with training systems that are currently in the development cycle, as well as implementation of a flexible and evolutionary design to accommodate technological advancements. The primary purpose of this specification is to facilitate standardized interoperability of future Marine Corps training systems. This paper is a follow-up to one that was published last year entitled "Baseline Interoperability for Marine Corps Air and Ground Simulators: The Marine Air Ground Task Force Federation Object Model (MAGTF FOM) ".

 

This paper is available on the 2001 I/ITSEC CD ROM.
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HIGH-LEVEL VIRTUAL REALITY NAME SERVICE (VRNS)

 

Michael D. Myjak, Sean T. Sharp

The Virtual Workshop

Titusville, Fl

 

Rapid deployment of Dynamic Federated Simulations still eludes us. Today, our best approach is one based upon convention. First we have to agree upon the Federation Object Model (FOM) (step 1). Next, we have to agree upon the process of starting the federation execution (step 2), followed by the joining of federates where in some cases, federates must be joined in some predefined order (step 3). Then the process continues with the publication and then subscription of objects, followed by the registration of object instances (steps 4, 5, & 6). Finally, we're prepared to run the federated simulation (step 7). But is this mechanism optimal?What if there were a better approach to development and deployment of federated simulations?

 

At The Virtual Workshop, we’ve been researching a new mechanism by which to build, deploy, and distribute FOM and Base Object Model (BOM) information to federates and federations, dynamically. We call this service the Virtual Reality Name Service (VRNS). VRNS provides a mechanism by which object data and metadata can be stored in a namespace database, outside of the classical tabular FOM “Spreadsheet”. Through VRNS, we can store object class information, object instance information, even object behaviors, in terms of the protocols that operate upon them. More over, through VRNS, all of these attributes can be updated dynamically, even during federation run-time. This has many implications for new types of federated simulations, where late joiners are supported, or dynamic behaviors are implemented. In this paper, we describe our approach to developing the Virtual Reality Name space.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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ADDRESSING REALISM IN DETERMINING REQUIREMENTS FOR SIMULATION BASED LEARNING ENVIRONMENTS

 

Jerry Gordon, Scott Casey, Dr. John Burns

Sonalysts, Inc Orlando, Florida

 

Dr. Joseph Cohn

Naval Air Warfare Center Training Systems Division

Orlando, Florida

 

Research has shown that simulations that are more realistic provide better knowledge transfer and richer educational experiences. Consequently, the challenge for simulation designers has been to “create a more realistic model.”  Unfortunately, the concept of realism is a subject of much debate and differing understanding. At the lowest level, realism deals with the physical representation of entities within the training space, i. e. do they look right. Simulation designers have attacked this level of realism with success. However, higher order concerns of realism are often overlooked in simulation design. Entities may look real, but they must also act real, and act real for realistic reasons. Unfortunately, these first and second order effects are often hard to detect during requirements analysis. Simulation designers have not yet established a structured method for determining them. However, they are critical to produce a good simulation for use in a context based learning environment, especially for those used in training decision- making skills. The identification of realism concerns will have an impact on a number of design, control, and interoperability concerns as well. This paper proposes a structured approach for identifying and organizing training system requirements that address the physical, first, and second order concerns of realism.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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A COMPOSITION PARADIGM FOR VIRTUAL OR CONSTRUCTIVE PLATFORM ENTITY DESIGN

 

Mark Biddle

SAIC

Orlando, Florida

 

Constance Perry

STRICOM

Orlando, Florida

 

Robert Franceschini

IST

Orlando, Florida

 

This paper describes an approach to implementing virtual or constructive platform entity design using a component based framework architecture. The approach is being implemented as part of a research effort to develop a framework that allows a user to compose and recompose applications for a distributed modeling and simulation (M&S) environment, and to further compose applications into a reusable packaged execution environment. The purpose of the project is not to develop virtual or constructive applications but to develop the composition framework. However, some virtual and constructive platform entities are being developed as test cases for the framework. This paper focuses on the use of this experimental framework to develop these virtual or constructive platform level entities for the synthetic battlespace. It examines alternative component design and composition methods, which can be used to support a wide variety of application domains. Examples of these application domains include distributed mission training, doctrinal policy analysis within a particular theater or tactical situation, or engineering design alternative analysis of a particular system or subsystem, to name but a few examples. The paper discusses issues related to component design, storage and retrieval of components from a repository, composition of components into a complete application, and interoperability issues related to executing a composed application in a distributed M&S environment. The purpose is to provide lessons learned and information exchange for the benefit of projects that are concerned with developing virtual and constructive entities.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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ARCHITECTURE OF A COMMON MILITARY SCENARIO DEVELOPMENT ENVIRONMENT FOR SIMULATION

 

Jeffrey B. Abbott

AcuSoft Inc.

Orlando, Florida

 

Functionality of a Military Scenario Development Environment (MSDE) is traditionally implemented in a proprietary fashion. Virtually every simulation system in existence today utilizes a specific exercise file format that is unique to that system. Each time a new simulation system has been developed, scenarios have been created in proprietary formats to support exercises in that simulation. All too often, these exercises are re-created by re-keying data out of other existing simulation exercise files or training packages. Such redevelopment of exercises is time consuming and costly. Frequently, simulations share similar architectures, and even training objectives. Each utilizes data and data structures that model real world weapon systems, organizations, time, and environment. A great number of standards are available that support modeling of complex systems. Relational database standards define rules of referential integrity for data. Extensible Markup Language (XML) provides for data type definitions in portable ASCII format. Microsoft Office provides standard desktop interfaces typically used by customers and users of military simulations for planning and after action review (AAR). Other standards exist or are developing that support integration of simulation with native C4I systems. This paper describes how a common MSDE software capability could provide for interoperability of simulations across disparate platforms in a fashion that integrates the desktop applications and C4I systems already in common use by the simulation end user.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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PHYSICS BASED MODELING OF A HELICOPTER GAS-TURBINE PROPULSION SYSTEM FOR TRAINING SIMULATION

 

Ding-Jen “Dean ” Liu

Simulation and Research Services Division, SAIC

Hampton, Virginia

 

Troy D. Abbott

Simulation and Research Services Division, SAIC

Lexington Park, Maryland

 

Mathematical modeling of complex, non-linear physical systems has often been limited by computational requirements. Simple tools have resulted in the development and use of simplified models, making use of gross approximations and focus on “effects modeling”, where the final output of the model is more important than modeling of the physical properties which govern the behavior of the system. This approach has been observed on many training simulations, which were among the first devices requiring real-time computation, and hence required simplification of complex systems in order to function with limited computational capability. Today, however, though computational horsepower continues to grow exponentially, many trainer systems continue to rely on simplified “effects based” modeling approaches. Limitations of these models are not always obvious, since they can often be tuned to match a specific set of criteria data very well. Without a foundation in physics, however, these models quickly lose fidelity when operated “off condition ”, or when malfunctions are introduced.

 

The development of a physically representative model of the aircraft’s engines has resulted in increased trainer fidelity, while reducing the amount of software required. Whereas previous model required “special” operation for startup, shutdown, and malfunctions, the improved engine model is able to replicate engine performance throughout the operational envelop using the same set of core engine component models during the entire run cycle. Further, because each mechanical component of the engine and its control system are modeled in a physically representative manner, malfunctions may be inserted at the component level, allowing appropriate failure responses to cascade through the system.

 

This paper first presents the shortfalls of the previous propulsion system model. A very brief introduction to gas-turbine engine thermal dynamics is followed by examination of the UH-1N engine and engine control components and the methods by which they are modeled. Methods of resolving unknown engine parameters (compressor-turbine matching) are then presented, followed by verification and comparison of the results with the actual engine performance.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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USING DYNAMIC INTERFACE MODELING AND SIMULATION TO DEVELOP A LAUNCH AND RECOVERY FLIGHT SIMULATION FOR A UH-60A BLACKHAWK

 

Christopher Sweeney

Northrop Grumman/Logicon Operations &Services

NASA Ames Research Center

 

Robert Nicholson

JSHIP (Information Spectrum, Inc. )

Patuxent River, Maryland

 

Joint Shipboard Helicopter Integration Process (JSHIP) is a Joint Test and Evaluation program sponsored by the Office of the Secretary of Defense. Under the JSHIP program is a simulation effort referred to as the Dynamic Interface Modeling and Simulation System (DIMSS). The purpose of the DIMSS project is to develop and test the processes and mechanisms that facilitate ship-helicopter interface testing via man-in-the-loop ground-based flight simulators. Specifically, the DIMSS charter is to develop an accredited process for using a flight simulator to determine the wind-over-the-deck (WOD) launch and recovery flight envelope for the LHA/UH-60A ship/helicopter combination. DIMSS is a collaborative effort between the NASA Ames Research Center and OSD. OSD determines the T&E and warfighter training requirements, provides the programmatics and dynamic interface T&E experience, and conducts ship/aircraft interface tests for validating the simulation. NASA provides the research and development element, simulation facility, and simulation technical experience. This paper will highlight the benefits of the NASA/JSHIP collaboration and detail achievements of the project in terms of modeling and simulation.

 

The DIMSS project consisted of three phases that follow an approved Validation, Verification and Accreditation (VV&A) process. The first phase will support the accreditation of the individual subsystems and models. The second will follow the verification and validation of the integrated subsystems and models, and will address fidelity requirements of the integrated models and subsystems. The third and final phase will follow the verification and validation of the full system integration. This VV&A process will address the utility of the simulated WOD launch and recovery envelope.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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ADVANCEMENTS IN QUANTITATIVE SIMULATOR EVALUATION

 

Gerard C. Schwalbe

Science Applications International Corporation

Lexington Park, MD

 

 

The increased demand on simulators to replace live training has led to an increase in the capability and complexity of the cueing systems in simulators. Testing higher fidelity simulation requires even higher fidelity testing, evaluation and analysis methods. The increasing complexity of the cueing systems presents difficult challenges for rigorous simulator testing.

 

There are issues that must be addressed regardless of what cueing system of the simulator is being analyzed, and there are issues unique to each area. Issues affecting every area of testing include sensor accuracy and bandwidth, attachment and alignment of sensors, repeatable stimulation, and verifying sensor calibration. Motion testing is complicated by mechanical noise, large platform displacement, and acceleration limitations. Visual effects including non-standard video formats, variable frame rates, high- resolution displays, fog and other visual effects make visual system analysis difficult. Control loading analysis is easily affected by the sensors used and can use multiple sensors for a single measurement. Cockpit instrument analysis is complicated by the replacement of analog sensors with digital or computer- generated displays. Integration of the testing system with the simulator via digital networks is a very power analysis tool, but introduces numerous difficulties and can impact the performance of the simulator. Very powerful and inexpensive data collection systems can provide overwhelming amounts of data in a very short amount of testing. Special consideration must be made for the methods of testing done on the actual aircraft or previous simulator testing and the methods currently used.

 

Actual results from simulator testing are used to illustrate issues. Methods to determine acceptable sensor performance, to reduce and quantify attachment and alignment errors and perform repeatable stimulation are discussed. Case studies are used to demonstrate the effectiveness of different instrumentation for motion platform, control loading, and cockpit instrumentation testing. Special emphasis is given to visual analysis solutions and the development of the Visual System Sensor (VSS).

 

This paper is available on the 2001 I/ITSEC CD ROM.
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THE APPLICATION OF STATISTICAL USAGE TESTING TO IMPROVE VALIDATION OF SIMULATION SYSTEMS

 

Robert M. Patton and Gwendolyn H. Walton

University of Central Florida

School of Electrical Engineering and Computer Science

Orlando, FL, U. S. A.

 

Douglas J. Parsons

U. S. Army Simulation, Training and Instrumentation

Command

Orlando, FL, U. S. A.

 

There are a variety of approaches to validation of simulation systems, each attempting to solve one or more specific issues. When viewed as a whole, these approaches can address a broad spectrum of issues. However, regardless of the validation approach, scalability and input domain explosion make it impossible to exhaustively test simulation systems. Improved methods are needed.

 

This paper describes a case study that demonstrates the application of statistical usage testing methods to provide quantitative support for test planning and user testing of a commercially available combat simulation game. First, typical approaches to validation of simulation systems are discussed with respect to some of the challenges of simulation system validation. Then the case study is used to provide a brief introduction to statistical usage testing and to illustrate the applicability of usage modeling and statistical usage testing to improve the efficiency and effectiveness of test planning, management, and analysis of test results. Results from the case study include suggestions for applying usage model analysis methods to iteratively improve usage models and support more efficient and effective achievement of specific test objectives.

 

 

This paper is available on the 2001 I/ITSEC CD ROM.
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VERIFYING AND VALIDATING THE AEGIS AIR DEFENSE WARFARE HUMAN PERFORMANCE MODEL

 

Christine H. Brockett

Shelly Scott-Nash

Micro Analysis and Design, Inc.

Boulder, Colorado

 

James A. Pharmer

Naval Air Systems Center

Training Systems Division

Orlando, Florida

 

 

In some industries, simulation and modeling techniques are a widely accepted, integral part of system design, while in others these techniques may be perceived as expensive, unreliable, or inconclusive. Within the Manning Affordability Initiative (MAI), which was funded by the Office of Naval Research and managed by the DD-21 Program Office, we have attempted to demonstrate that simulation and modeling techniques can play a significant role during the design of future combatants, especially in light of future Naval goals to optimize shipboard manning. The MAI used a warfighter-centered design approach to developing a prototype air defense warfare (ADW) system, and human-in-the-loop data was collected from the watchstations in use today and from the prototype watchstations. Under a simulation experiment, the Integrated Performance Modeling Environment (IPME), a discrete event simulator, was utilized to represent a demanding ADW scenario, and models were created to simulate performance for ADW teams using today’s watchstation and then to predict the impact on performance that can be expected from the prototype. These complex models include multiple operators, dynamic operator task assignment configurations, workload tracking, internal and external communication network activity, and processes such as air track detection, track identification and re-identification, monitoring of changes in track profile, threat evaluation and engagement. This paper discusses the process of calibrating, verifying and validating models of the current and prototype watchstations, and present the conclusions made.

 

 

This paper is available on the 2001 I/ITSEC CD ROM.
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OICW FOR MILES

 

Robert Hulak &Vladimir Vrab

Military Academy in Brno, Czech Republic

 

System MILES is a well-tried mean of army units training till battalion level. For evaluation of point of impact at direct fire weapons MILES applies a laser beam, transmitted by the firing weapon. Means and warriors are provided with sensors evaluating any successful hit. Within increasing of battle effectiveness of a dismounted warrior an Objective Individual Combat Weapon (OICW) has been developed. Integral part of the OICW is a grenade launcher whose grenade explodes in the air above the target. This is the reason why at training of warriors in MILES neither hit nor annihilation of a target can be indicated by means of a laser beam. Effects of an OICW grenade launcher must be introduced into the MILES training system as a calculation pursued by the MILES system computer. Process of evaluation of grenade launcher fire must cover following operations:

· Allocation of the exact position of the weapon and the target at the instant of fire.

· Calculation of grenade explosion point and of effects of explosion towards the enemy.

· Transmission of a signal to the hit warrior after a successful shot and blocking up his weapon.

Data for calculation may be divided into several groups such as data describing the position of the weapon and the target, technical parameters of the weapon and environmental influences. For appraisal of calculation accuracy one must also know the errors of sensors at the estimation of coordinates and of the position. Position of the weapon and the target comprises the accurate coordinates of the weapon and the enemy target, azimuth and elevation of the grenade launcher barrel and the distance between the weapon and the target measured by a laser range finder at the instant of fire. Required technical parameters of the weapon and environmental influences depend on method of shell trajectory designation and designation of point of grenade explosion. When this is done by methods of exterior ballistics calculations then muzzle velocity, mass of grenade, temperature, air humidity, velocity and direction of wind must be given. When neglecting ballistic influences then only grenade muzzle velocity satisfies. Besides, experimentally given curve of grenade trajectory, stated in tables, may be used for calculations. But in any case one must know the radius of grenade annihilation effect and of injuring effect From the point of view of calculation one must know the error in estimation of position of the weapon and the target, error in measuring of azimuth and elevation and pertinent error of the laser range finder. Next the data transmission velocity between OICW, MILES computer and the target is important. These are the questions discussed in presented paper.

 

This paper is available on the 2001 I/ITSEC CD ROM.
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