MODELING AND SIMULATION

FEATURE CLASSIFICATION SYSTEM AND ASSOCIATED 3-DIMENSIONAL MODEL LIBRARIES FOR SYNTHETIC ENVIRONMENTS OF THE FUTURE

Simulation environment for developing/testing weapon system models in simulink

BUILDING SASO WARGAMING SIMULATIONS WITHOUT PROGRAMMERS

Elements of a Complete Naval Tactical Environment

USING WARGAME SIMULATIONS TO SUPPORT DECISION MAKING AT THE TACTICAL LEVELS

SENSOR PLATFORM OPTIMIZATION AND SIMULATION FOR SURVEILLANCE OF LARGE SCALE TERRAINS

TERRAIN INTEROPERABILITY IN LARGE FEDERATIONS:   CORRELATION AND CONSISTENCY IN MC02

DATABASE INTEROPERABILITY–THE CCTT TO AVCATT CONVERSION EXPERIENCE

WEB-ENABLED, RAPID, DISTRIBUTED, DATABASE DEVELOPMENT

GAMMA  (Global Aggregated Model for Military Assessment) DESIGN AND FUNCTIONALITY

Modernization of a Critical Legacy Simulation:   A Success Story

A FACILITY AND ARCHITECTURE FOR AUTONOMY RESEARCH

HAVE PC-IG’s LIVED UP TO EXPECTATION?  LESSONS LEARNED

SOLVING THE NETWORK AND CPU BOTTLENECK:   A ONESAF TESTBED (OTB) EXAMPLE

Real-Time Flight Vehicle Simulations:   Increasing Speed While Preserving Accuracy

The Joint Synthetic Battlespace for Simulation-based Acquisition–A Step towards the Future of Military Modeling and Simulation

REFLECTIONS ON BUILDING THE JOINT EXPERIMENTAL FEDERATION

DMSO RTI EVALUATION

SELF-AWARE SYNTHETIC FORCES–IMPROVED ROBUSTNESS THROUGH QUALITATIVE REASONING

ENGINEERING A SOFTWARE SYSTEM OF REUSABLE TRAVEL PRIMITIVES FOR VIRTUAL ENVIRONMENTS

A STUDY ON TERRAIN-SURFACE MODELING AND POLYGON-SEARCHING ALGORITHMS FOR REAL-TIME SIMULATION OF OFF-ROAD VEHICLES

FROM ENVIRONMENT DATA COLLECTION TO HIGH RESOLUTION SYNTHETIC NATURAL ENVIRONMENTS

A System for the Rapid Capture of Virtual Environments

web-based database development system

USE OF PRODUCT LINE ARCHITECTURE FOR MULTI-USE SIMULATIONS

KA/KE HYBRID DOCUMENT–VERSATILITY FOR V & V AND SOFTWARE DEVELOPMENT

ComposAble Behaviors in the OneSAF Objective System

STANDARDIZED MODULAR INTERFACE DESIGN FOR NETWORKED SIMULATORS

VISUALISING DISTRIBUTED SIMULATION DESIGN AND DEPLOYMENT

Multilevel Security Feasibility in the M&S Training Environment

Augmenting Model Validation with Simulation Graph Models

Distributed Repositories OF Reasonable Ontologies for sne component RETRIEVAL and REUSE

HIGH FIDELITY EGI MODEL FOR TRAINING SIMULATION

REVERSE ENGINEERING TO SUPPORT MODIFICATION OF JSAF

 



 

FEATURE CLASSIFICATION SYSTEM AND ASSOCIATED 3-DIMENSIONAL MODEL LIBRARIES FOR SYNTHETIC ENVIRONMENTS OF THE FUTURE

 

Barry Bitters

Lockheed Martin Information Systems

Hurlburt Field, Florida

 

 

This paper describes a new hierarchical data structure used to store natural and man-made feature data for use in modern and future real-time simulation systems.  This system is not based purely on a map oriented feature set as are the DFAD and FACC based feature classification structures.  This scheme is based on visible man-made and natural features (tangible features) and a wide assortment of intangible objects that are encountered in geographic information system (GIS) databases.  Also, a unique part of this classification scheme is the existence of an integrated feature-objects/3D-Model objects relationship.   An integral part of the system is a set of 3D models, in standard OpenFlight format, each associated with a feature object.

 

This classification system is an object oriented classification system.  The feature and attribute objects included in this new system are based on earlier, more traditional feature classification systems such as DFAD/FID, DIGEST/FACC, SEDRIS/EDCS, USGS/Anderson, and USFWS/NWI.  However, this classification scheme has been expanded with the express intent of opening up the real-time simulation field to a wide variety of scientific (and not so scientific), research, and production fields of study.  This classification system is not limited to a specific discipline but allows internal cross-referencing between the various "standard" feature classification systems currently in use today.  This not only makes the new classification system usable in the traditional Modeling and Simulation (M&S) environment.  It also will allow the real-time simulation capability to migrated into many other disciplines – disciplines totally outside the M&S environment.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

Simulation environment for developing/testing
weapon system models in simulink

 

David A. Hardaker and Matthew W. Kunkel
Dynetics, Inc.
Huntsville, Alabama

 

T. Ray Persing
National Air Intelligence Center
Wright-Patterson Air Force Base, Ohio

 

 

This paper discusses an innovative simulation development and test environment implemented in Simulink in order to develop and test models of integrated aircraft weapon systems.  The simulation architecture supports a multi-level model topology in which model components communicate with each other through a hierarchical data bus of named signals and with the spatial and signal environment through a function call interface.  The architecture enables model components to interact with runtime graphical user interfaces and provides a mechanism by which model components can update at independent rates.  In order to circumvent a limitation of Simulink, techniques were developed to allow the passing of dynamically-sized arrays of structures and primitive data types within and between model components.  The model development environment takes advantage of the ordered MATLAB search path to implement a baseline software thread as well as multiple development threads.  Finally, the simulation test environment provides a number of Simulink blocks and automated MATLAB tools to facilitate bench testing of models at any level of the simulation hierarchy.  The test environment enables the user to easily create, save, and load test scenarios/model configurations and provides a mechanism for journaling and storing data in a hierarchical structure for post-run analysis.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

BUILDING SASO WARGAMING SIMULATIONS WITHOUT PROGRAMMERS

 

Alexander Davis and Ryan Houlette

Stottler Henke Associates, Inc.

San Mateo, California

 

 

We have designed and prototyped a new software tool that will permit military planners to rapidly create wargaming systems customized for specific SASO missions without the assistance of a programmer.  This tool (KAGES) possesses two major components: the authoring tool and the knowledge representation engine.

 

The authoring component provides an intelligent, intuitive graphical user interface that can guide the user through the knowledge acquisition (KA) and simulation authoring process.  By manipulating a palette of objects on a “mission canvas,” the user specifies the entities and domain knowledge necessary to fully describe a mission.  KAGES is not simply a visual authoring tool, however.  It collaborates with the user during authoring, drawing upon its built-in knowledge engineering expertise to extract the relevant information from the user and encode it.  To help the user leverage the experience of past planners, KAGES also maintains a database of previously encoded domain knowledge from which it can dynamically retrieve and adapt elements to fit the current situational context.  Of course, the system also allows advanced users to deactivate the intelligent assistance features and directly author missions in the underlying representation for maximum flexibility.

 

In order to handle the complex data produced by the user interface, KAGES has at its core a knowledge representation engine designed for the codification of SASO domain knowledge.  It is capable of managing all of the rules, facts, constraints, entities, and other elements that are pertinent to a particular mission, starting with METT-TP (Mission, Enemy, Troops, Terrain, Time, and Politics) and ranging all the way to social and cultural factors.  The engine includes a compiler that can automatically generate wargaming scenarios from its internal knowledge structures, so that once a mission has been specified in KAGES, it can immediately be run as a simulation.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

Elements of a Complete Naval Tactical Environment

 

David N. Siksik

CAE Inc.

St-Laurent, Quebec, Canada

 

 

In the creation of a naval tactical environment that will meet today’s rigorous standards for helicopter Anti-Submarine Warfare and Anti-Surface Warfare training, there are several technical issues that must be considered. This paper describes the elements comprising a complete and fully integrated naval environment as built to support a full flight tactical simulator facility engaged in mission training. These are discussed with a view to their engineering aspects as well as their integrated functionality within the environment.

 

The consideration of a complete electronic environment implies elements of both entity modeling and tactics modeling. Entity modeling includes platform representations (eg: dynamics and scoring), weapons representations (torpedoes, torpedo search patterns, anti-ship sea skimming missiles) and sensor representations (sonars, radars, radar complexes, and radar warning receivers). Tactics modeling involves capabilities such as maneuvers (screening, zigzags, searches), communications (Link 11 networks), identification criteria and emission control strategy.

 

Additional elements include the realistic representation of weather (moving frontal systems, wind layers and wind shear) and underwater acoustic environments (sound velocity profiles and propagation loss models).

 

Components are discussed with respect to their engineering facets, their user interfaces and their collective roles as integral parts of the complete environment. An example includes several elements of tactical maneuvering that implied the creation of customized interfaces and provide for critical capability in training. Another example is the modeling of platform sonars, and both active and passive sonobuoys, along with an acoustic representation and interfaces to create an underwater sensor capability that is both consistent from the user perspective and fully integrated with the rest of the tactical environment.

 

Key technical concerns experienced in the development and integration of the naval environment are explored. These include such trade-offs as model fidelity versus complexity, development costs, and ultimately, training value.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

USING WARGAME SIMULATIONS TO SUPPORT DECISION MAKING AT THE TACTICAL LEVELS

 

Milan najder

Military Technical Institute of Electronics

Prague, Czech Republic

 

Philip W. Holden

Science Applications International Corporation (SAIC)

Orlando, Florida

 

 

Modern Command, Control, Communications, Computers and Intelligence (C4I) systems present opportunities to use tactical simulations such as Janus, Modular Semi-Automated Forces (ModSAF), or the OneSAF Testbed Baseline (OTB) to model courses of action on the battlefield.  Commanders can review the simulation results and modify the tactical plan using the insight gained from the simulations.  Previously, training simulations were not viable solutions for decision making due to the time required to input all of the combat entities, unit organizations, personnel dispositions, equipment configurations, status of the units and equipment, and the distribution of the available supplies.  Modern C4I systems have this information stored in databases that can be used to instantiate and populate the simulation. The Czech Republic’s new C4I system has specific consideration for constructive simulations as decision support tools.  The Army of the Czech Republic (ACR) has a training program for commanders and staff using ModSAF and OTB.  The Brno Military Academy and the Vyskov Training Center use these simulations as integral parts of their training programs.  The US Army uses the Situational Awareness Tactical Internet Data Server (SATIDS) to connect tactical command and control (C2) devices such as the FBCB2 with the Janus, ModSAF, and OTB simulations.  This interface allows the Tactical C2 devices to be used with Computer Assisted Training Exercises.  The next step is to be able to use these simulations to support the tactical decision making process in a real time environment. This integration is also seen as a means of rapidly transitioning the tactical forces into a training environment where they can use the real world tactical Command and Control systems as the "terminals" for running the simulations.  SATIDS was developed by the US Army Communications and Electronics Command’s (CECOM) Program Manager for Combat Identification and the US Army Simulation, Training, and Instrumentation Command (STRICOM), and has been steadily improved over the past several years.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

SENSOR PLATFORM OPTIMIZATION AND SIMULATION FOR SURVEILLANCE OF LARGE SCALE TERRAINS

 

Cagatay Undeger

Modeling and Simulation Section

Defense Technologies Engineering Inc.

Ankara, Turkey

 

Murat Balci, Sertan Girgin

Volkan Koc, Faruk Polat

Modeling and Simulation Center

Middle East Technical University

Ankara, Turkey

 

Sukru Bilir, Ziya Ipekkan

Scientific Decision Support Center

Turkish General Staff, HQ

Ankara, Turkey

 

 

Surveillance of large terrains using limited sensor capabilities is a challenging task in many military applications. In this paper, we present a new method to determine the number, type and location of sensor platform systems to effectively cover a large terrain, which is composed of areas of varying importance. A sensor platform system is an integrated system that consists of a platform (human, jeep, aircraft, etc.) and one or more sensors (day-tv, infra-red, radar, etc.) integrated to that platform. The objective in the optimization is twofold: first, determine locations of a given set of sensor platform systems in order to effectively cover areas in accordance with importance. Second, determine the number, type and locations of sensor platform systems to effectively cover the terrain. We developed a genetic algorithm to solve this optimization problem. In the optimization, user may specify a budget and the tool may be run to determine the number, type and locations of the sensor platform systems within this budget to maximize effective coverage as much as possible. Alternatively the tool may be run to guarantee a predefined effectiveness measure concerning coverage, minimizing total cost of sensor platform systems. In order to simulate optical sensors and radars, we developed a generic probabilistic sensor model, which is based on line-of sight and ray tracing. This stochastic modeling allows us to simulate detection, recognition and identification capabilities of different types of sensors on high-resolution terrains. The next part of that study is a distributed human in the loop simulation, which is developed to demonstrate the usage of the sensor platforms under the control of a tactical level control center. To perform the simulation, a tactical command center, an HLA compliant physical radar simulator, a number of sensor platform consoles and semi-automated agents are developed.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

TERRAIN INTEROPERABILITY IN LARGE FEDERATIONS:   CORRELATION AND CONSISTENCY IN MC02

 

Steven D. Prager, Ph.D.

Dale D. Miller, Ph.D.

Durwood Gafford

Lockheed Martin Information Systems–Advanced Simulation Center

Bellevue, Washington

 

 

This paper details the complexities associated with creating an SNE terrain database that is consistent and correlated across a diverse set of interests, ranging from members of the simulation federation to C4I and planning systems.

 

In simulation federations, a number of players such as JSAF use CTDB data that is typically a polygonal terrain surface and is constructed in a real world (curved earth) spatial reference frame (SRF). In MC02 a critical federation member is JCATS, which typically uses a surface derived from bilinear interpolation of gridded elevation data in augmented UTM space.  In order to achieve high levels of correlation, a series of developments in both the terrain database production process and in the simulation environment were required.  A set of data products integrating the requirements for JCATS and CTDB correlation were produced, a regularly triangulated terrain surface for the CTDB and a series of elevation posts in the same SRF for JCATS, and near perfect terrain correlation was achieved.  Special methodologies were developed to ensure that the representation of features in both data sets were as consistent as possible, further enhancing interoperability.  The specially produced area was then integrated with the larger CTDB for the entire MC02 play box, and a seamless database with its special high correlation insert has become the foundational data product for the federation.

 

As there are numerous MC02 participants who consume standard NIMA products, a series of surrogate DTED data were produced from the combined terrain surface.  This process ensures that terrain representation is consistent across participants, and users outside of JCATS and JSAF remain highly correlated.


This paper discusses the technical details and compromises associated with achieving the above mentioned terrain correlation and feature consistency, including specific discussion of SRF issues and the overall process of building the correlated and consistent terrain database.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

DATABASE INTEROPERABILITY–THE CCTT TO AVCATT CONVERSION EXPERIENCE

 

Michael Fortin

L3 Communications, Link Simulation & Training

 

Rita Simons

United States Army STRICOM

 

Michael Butterworth

Northrop-Grumman

 

 

The Aviation Combined Arms Tactical Trainer–Aviation (AVCATT-A) program is the newest rotary wing aircraft simulator to be fielded to the U.S. Army.  A significant requirement of AVCATT is interoperability with the Close Combat Tactical Trainer (CCTT) armor simulators.  In order to facilitate interoperability the U.S. Army Simulation, Training, and Instrumentation Command (STRICOM) further required that the AVCATT databases be derived from existing CCTT databases.  The CCTT databases were therefore converted to be compatible with the AVCATT image generation platform.  This conversion occurred at several levels and addressed multiple issues.

 

§      The primary conversion media was to be the SEDRIS Transmittal Format (STF).

§      The basic format of the visual database had to be converted from a hybrid list priority/range buffer priority architecture to a full z-buffer priority implementation

§      Correlation issues with derived databases for other simulation systems.

§      The program driven performance requirements implied an order of magnitude improvement in performance for the AVCATT image generators.

§      Addition of aviation related features and special effects.

§      A difference in the number and types of simulated sensors had to be accounted for.

§      Subtle modifications to the database texture maps and models were required so that they could be viewed from elevated eye points rather than ground level. 

 

These issues combined to make the conversion of the databases a complex and demanding effort.  This paper will discuss how STRICOM and L3 have cooperated to accomplish this task, the methods that have been employed, some of the challenges encountered, and the degree to which the effort has been successful.  Finally there will be some discussion of how the techniques used in this conversion might be applied to other databases and other programs, as well as suggestions for future database requirements to better facilitate similar conversions.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

WEB-ENABLED, RAPID, DISTRIBUTED, DATABASE DEVELOPMENT

 

LTC Charles Robinson

(Joint Training Information Management System)

 

Joan E. Conover

(Joint Digital Library)

 

Dave Hastedt

(Joint Integrated Database Preparation System)

 

 

Our Joint Forces require Rapid, Distributed Database Development (RD3) for modeling and simulation events, particularly those conducted in a federated exercise environment.  In our most recent conflict, military units had the requirement to federate constructive simulations with flight simulators for mission rehearsal; it was done, but only after extensive man-in-the-loop effort.  Presently, the requirement is still supported principally through ad hoc non-integrated solutions.  This does not have to be the status quo.  The solution is the development of a web-architecture and supporting protocols derived from Government and Commercial Off the Shelf Technologies (GOTS and COTS) database development technologies, which can be paired with state of the art, web-enabled technologies.

 

The processing, archiving and data management technologies supporting rapid, RD3, particularly for terrain and forces, are available now in GOTS and COTS forms.  Likewise, the data types used for modeling and simulation to support training, planning, and mission rehearsal are converging with those provided by C4ISR systems and other GOTS and COTS sources.  This is especially true for terrain and forces data.   Additionally, the databases themselves are moving to common forms with interoperable elements, which make exploitation of web-enabled database architectures feasible.  Finally, web-architectures are in place that could be expanded to allow the employment of these database development tools and architectures.  By combining these technologies and concepts with set processes and conventions, we can provide our forces the capability needed to optimize their modeling and simulation-based training and mission analysis/rehearsal strategies.

 

RD3 is a real need, an achievable and affordable capability as the solution set is based primarily on non-developmental items.  Based on these factors, web-based, distributed, database development should be the established standard for both future joint models and simulations and modeling and simulation event preparation.  This paper presents a specific approach to achieving RD3 using existing COTS and GOTS tools, architectures, and data sources to create both a web-enabled architecture based on the Joint Training Information Management System (JTIMS), the Joint Integrated Database Preparation System (JIDPS), the Joint Digital Library (JDL) and a Database Federation Manager (DFM).

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

GAMMA

(Global Aggregated Model for Military Assessment)
DESIGN AND FUNCTIONALITY

 

Dr. Uwe K.J. Dompke and Dr. Wolfgang Nonnenmacher

NC3A ORFS Division

P.O. Box 174

2501 CD Den Haag

The Netherlands

 

Stephen Yates

Newman & Spurr Consultancy Ltd

1 Pembroke Broadway

Camberley, GU15 3XD

United Kingdom

 

 

GAMMA is a simulation system developed at the North Atlantic Treaty Organization (NATO) Consultation, Command and Control Agency (NC3A) in The Hague.  It is used as an analysis tool in exercises on the operational level as well as in support of real operations (e.g. in the Balkans). 

Using the baseline prototype the simulation was reengineered to follow software engineering best practice using an Object-Oriented Computer Aided Software Engineering (CASE) tool.  The key features of GAMMA are its modularity and applicability to a wide range of scenarios from peace keeping and support, crisis response, anti-terrorism through to conventional war gaming. The paper will give an overview of the system design and its major software components including the handling of intelligent agents to autonomously represent both passive and aggressive military and non-military entities.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

Modernization of a Critical Legacy Simulation:   A Success Story

 

Chris K. Burns, Dr. Richard Coleman, David A. Sander, P.E.,

and Joe Moran

Quality Research, Inc.

Huntsville, Alabama

 

Scott Speigle

United States Army Aviation and Missile Command Research, Development, and Engineering Center (AMRDEC)

Huntsville, Alabama

 

This paper will discuss the conversion of a legacy constructive simulation from FORTRAN to object-oriented Java. The paper discusses the reasons for making the conversion, the processes used to convert the simulation, and the benefits received from the new architecture.

 

The re-architecture of a legacy simulation from procedural FORTRAN to an object-oriented language such as Java presents unique challenges. The current simulation being modernized has provided a long history of use by many customers, such as the Aviation and Missile Research Development and Engineering Center (AMRDEC), the US Army Training and Doctrine Command (TRADOC), the United States Marine Corps, the Defense Advanced Research Projects Agency (DARPA), and Fort Knox Battle laboratories.  AMRDEC is currently using the simulation as a missile server for numerous on-going experiments as well as an analytical tool for analyzing new missile systems.  The simulation has been developed over a 20-year period and due to the nature of continuously adding models and capabilities, has become difficult to maintain and add additional capabilities given the limitations of the current procedural architecture. Additionally, the legacy simulation is lacking the enhanced graphical interfaces that modern software tools provide that can speed up experiment development. By converting to the new architecture, the simulation was reduced in size approximately 40%, is able to support software component addition and code reuse, and supports an ergonomic graphical interface that does not require subject matter experts to operate. Benefits gained from modern software technology discussed in the paper include a fully documented Application Programmer Interface (API), platform independence, and the ability to dynamically load and execute external components. 

 

This paper will prove that for legacy products that are still being maintained, modernization is a win-win scenario that provides long-term cost saving, enhanced capability, and an extended product life.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

A FACILITY AND ARCHITECTURE FOR AUTONOMY RESEARCH

 

Greg Pisanich, Lorenzo Flückiger, and Christian Neukom

QSS Group Inc., NASA Ames Research Center

Moffett Field, California

 

 

Autonomy is a key enabling factor in the advancement of the remote robotic exploration.  There is currently a large gap between autonomy software at the research level and software that is ready for insertion into near-term space missions.  The Mission Simulation Facility (MSF) will bridge this gap by providing a simulation framework and suite of simulation tools to support research in autonomy for remote exploration. This system will allow developers of autonomy software to test their models in a high-fidelity simulation and evaluate their system’s performance against a set of integrated, standardized simulations.

 

The Mission Simulation ToolKit (MST) uses a distributed architecture with a communication layer that is built on top of the standardized High Level Architecture (HLA). This architecture enables the use of existing high fidelity models, allows mixing simulation components from various computing platforms and enforces the use of a standardized high-level interface among components. The components needed to achieve a realistic simulation can be grouped into four categories: environment generation (terrain, environmental features), robotic platform behavior (robot dynamics), instrument models (camera/spectrometer/etc.), and data analysis. The MST will provide basic components in these areas but allows users to plug-in easily any refined model by means of a communication protocol. Finally, a description file defines the robot and environment parameters for easy configuration and ensures that all the simulation models share the same information.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

HAVE PC-IG’S LIVED UP TO EXPECTATION?  LESSONS LEARNED

 

Nigel Ghost

AMS Integrated Systems Division, Donibristle

Dunfermline,  Scotland, UK

 

 

In the mid to late 1990’s, many visuals systems integrators began to review PC-based Image Generator (PC-IG) technology in earnest. Driven largely by the entertainment industry, CGI technology has made impressive strides over the past five years with PC graphics card performance in areas such as pixel fill rate and polygon processing capacity reaching the levels achieved from a comparable graphics channel of a SGI Onyx2 or E&S ESIG. 

 

Experienced visuals systems integrators will be primarily concerned with protecting their investment in databases and application software so that the ability to port these easily to the PC-IG is of paramount concern. If an application can be ported, then IG upgrade and replacement paths will become available along with the attendant cost benefits to the user that are inherent in the introduction of lower cost PC-IG technology.

 

There are many factors that affect how well existing visual/sensor databases and run-time special effects software will run on a PC-IG. In addition, different visuals applications, for example, in land, flight, naval, or civil simulators, can each bring a new set of porting problems.

 

Key aspects for porting are

§    the equivalence between the existing Graphics Application Programming Interface (API) used in the software to be ported and the one selected for the PC-IG

§    the level of application support provided by the API

§    the degree of completeness, or variation from the standard, of the graphics library implementation (eg OpenGL)

§    support for sensor simulation, overlays, and special effects

§    terrain management and texture handling

§    interface considerations

 

The paper describes AMS’s experience in porting to several different IG platforms with different APIs and highlights the lessons to be learned.  It also discusses issues relating to image quality such as anti-aliasing and texture implementation.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

SOLVING THE NETWORK AND CPU BOTTLENECK:   A ONESAF TESTBED (OTB) EXAMPLE

 

Dr. Klaus H. Schug

MiTech, Inc.

Silver Spring, Maryland

                               

Mrs. Barbara Pemberton

United States Army STRICOM

Orlando, Florida

 

 

This paper presents the results of a proof of principal demonstration of a distributed simulation technology enabling real-time 100,000 entity simulations with existing technology - simulators, networks, communication protocols, High Level Architecture/ Run Time Infrastructure (HLA/RTI), Distributed Interactive Simulation (DIS), etc.  An introduction section identifies the main problem limiting scaling of distributed simulations.  A section on Network Communication narrows the problem to communications overhead inside simulation host machines.  Next, an overview of the of the Interoperable Network Communications Architecture (INCA) software based technology is provided.  The application of INCA technology to One Semi Automated Force (OneSAF) Testbed (OTB) simulation environments is then presented which includes quantified performance data for numbers of entities that are supported with the INCA software architecture and library.  Conclusions based on the achieved results and effort expended is the final section of the paper.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

Real-Time Flight Vehicle Simulations:

Increasing Speed While Preserving Accuracy

 

Tim Keeter and David Purinton

Dynetics, Inc.

Huntsville, Alabama

 

 

Implementing an engineering-level missile simulation in a real-time environment involves satisfaction of frame rate budgets while preserving model fidelity.  The objective becomes more critical when miss distance analysis for stressful endgame scenarios is a requirement.  Despite increases in computer processor speeds and virtual memory capacities, it is still often a challenge to meet real-time frame budgets, making simplification of the missile simulation a necessity.

 

Using a simulation of a “hybrid” surface-to-air missile (SAM) developed in the Joint Modeling and Simulation System (JMASS) architecture, six techniques were investigated and ranked based on execution performance and model performance.  Multiple target engagement scenarios from benign to “edge of the envelope” were also considered in order to exercise the full range of missile dynamics.  Techniques that rank the highest provide the best trade-off by significantly increasing the execution speed with minimal impact to model performance. 

 

Specifically, model performance analysis is based on deviations of 29 flight performance parameters relative to the baseline model.  Execution performance is a function of “clock time” required to complete each update.  Qualitative judgments and rankings are then derived based on an overall assessment of comparison data.  The results from this study are intended to provide meaningful direction for developers preparing high fidelity missile simulations for integration into real-time environments.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

The Joint Synthetic Battlespace for Simulation-based Acquisition–A Step

towards the Future of Military Modeling and Simulation

 

Colonel Phil Faye, USAF, ESC/CXC

Lt. Colonel Emily Andrew, USAF, ESC/CXC

Lt. Colonel (s) Domingo Ochotorena, USAF, ESC/CXC

Jeffrey W. Wallace, EnvoyTek, Inc.

 

 

The Joint Synthetic Battlespace for Simulation-based Acquisition (JSB (SBA)) initiative is part of the overarching concept for a Joint Synthetic Battlespace-Air Force (JSB-AF) sponsored by Headquarters AFMC (Air Force Materiel Command), the activity responsible for the acquisition for all hardware and software used by operational forces in the Air Force. This article describes the efforts undertaken by the JSB (SBA) initiative and the basic, underlying concepts that support the AFMC acquisition lifecycle responsibilities within the JSB-AF framework. The JSB (SBA) initiative is a key technology component that will enable AFMC to populate collaborative engineering environments (CEEs) that immerse the warfighter and engineer in realistic operational mission conditions, resulting in superior products developed more quickly and at significantly lower cost. As a step in the establishment of the JSB (SBA) initiative as a program, General Lester Lyles, Commander, AFMC has signed an Interim JSB (SBA) Concept of Operations [AFMC]. 

 

The JSB (SBA) architecture does not mimic any current simulation architecture as applied within the training, operations analysis or engineering communities. It represents an engineering-based approach to modeling realworld stimuli to real systems – whether they are platforms, weapons, sensors or communications devices – within a credible simulated tactical environment. 

 

The focus of this paper is to describe how the JSB (SBA) engineering-based approach applies to the development of Training and Operations models and simulations, creating not only a common and level playing field, but also better supporting mission-level requirements assessment, tactics exploration and warfighter training. So while the JSB (SBA) is focused on acquisition decisions, the rigorous engineering design of the JSB (SBA) modeled after the real world, supports all analyses requiring modeling and simulation – realtime and non-realtime, standalone singleprocess and distributed – and by design supporting continuous V&V.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

REFLECTIONS ON BUILDING THE JOINT EXPERIMENTAL FEDERATION

 

Andy Ceranowicz

IITRI

 

Mark Torpey, Bill Helfinstine, and John Evans

Lockheed Martin Information Systems

 

Jack Hines

Titan Systems Corporation

 

 

The Joint Experimental Federation (JEF) is a large collection of simulations federated together by the US Joint Forces Command (JFCOM) and the Military Services to support Millennium Challenge 2002.  The federation stimulates Service C4I devices to create a Common Operating Picture for a Joint Force Headquarters. The MC02 construct also included concurrent Service experiments, such as the Navy's Fleet Battle Experiment and the Air Force's Joint Expeditionary Force Experiment.

 

JFCOM asked the Services to nominate simulations that would drive their C4I systems and realistically portray military capabilities. The JEF was constructed by linking the nominees together via the Defense Modeling and Simulation Office's Run Time Infrastructure (RTI). The resulting federation linked RTI and Distributed Interactive Simulation (DIS) federates and live exercise feeds into a single geographically distributed simulation. Federation integration took a year and was primarily a process of resolving conflicting simulation approaches. Significant extensions allowed RTI-1.3NG to achieve the scalability and fault tolerance required for MC02. The federation simulated over 34,000 battlefield platforms over a Wide Area Network and allowed individual simulation federates or communications links to fail and restart without restarting the entire federation. A common Federation Object Model (FOM) and Federation Agreements were developed based on the Real-time Platform Reference FOM. 

 

While federations allow for simulation reuse, they also have drawbacks. Interactions gravitate to the least common denominator models and the effort required to implement new capabilities is significantly multiplied.  The real power behind the federation concept is that it allows disparate groups to use their own simulations in common experiments.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

DMSO RTI EVALUATION

 

Albert Ludwig

The Boeing Company

St. Louis, Missouri

 

Roger Wuerfel

Science Applications International Corporation

Alexandria, Virginia

 

 

The Air Force’s Distributed Mission Training (DMT) program provides a seamless simulation infrastructure that allows pilots at different bases to train together in a Joint Synthetic Battlespace.  This program relies on a high-performance, efficient network infrastructure to provide pilots the same visual and aural cues they expect in the real world.  With the advent of the High Level Architecture (HLA) technology, a Run-Time Infrastructure (RTI) controls data transfer between simulated cockpits and other devices.  Utilization of the DMSO-provided RTI during the Tasmanian Devil project, the C-5B DMT program and in initial integration of the F-16 DMT program uncovered performance issues with the VxWorks implementation of the RTI.

 

Since it was unclear whether the performance issues were specific to the VxWorks port of the RTI, or were exposed by VxWorks-based federates that require deterministic performance from the RTI, the Defense Modeling and Simulation Office (DMSO) contracted with The Boeing Company to investigate these performance issues.  The testing isolates the cause of the performance issues and provides recommendations on how to address the problems.  It involves two phases, one where the RTI is tested as a black box on two different platforms, and a second where the RTI is instrumented to isolate the cause of performance problems.

 

The first phase of testing compares RTI performance, in CPU utilization and latency, on the VxWorks and Linux platforms with measurements of object creation times, attribute and interaction transfer times, ownership transfer times, and tick performance.  The second phase uses the DMSO-provided RTI source code to instrument performance measurements internally to the RTI to isolate the performance problems.  This instrumentation relies on a high-resolution hardware timer clock to provide correlated performance measurements between platforms.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

SELF-AWARE SYNTHETIC FORCES–IMPROVED ROBUSTNESS THROUGH QUALITATIVE REASONING

 

Jonathan Beard, Paul Nielsen, and Jennifer Kiessel

Soar Technology, Inc.

Ann Arbor, Michigan

 

 

Much work has been done in the modeling and simulation community to capture expert knowledge as human behavior representations (HBRs) in developing behavior models for synthetic forces. A pervasive problem in the use of synthetic forces by the modeling and simulation community is their brittleness when exposed to massively complex simulation systems. Although synthetic-force behavior models may accurately encode a great deal of expert knowledge, the lack of broader commonsense knowledge frequently leads to suboptimal performance. When used for training purposes, these failures can lead to negative training and re-engineering downtime. When deployed in real-world situations, such as Uninhabited Aerial Vehicle (UAV) control, these failures can have far more serious and costly consequences.

 

This paper describes a methodology for imbuing synthetic forces with a capacity for commonsense reasoning through diagnosis of error symptoms detected during continuous self-monitoring. This methodology is part of the broader 'Recourse' architecture of robustness in behavior modeling. Behavior models are instrumented with a self-monitoring capability by using qualitative reasoning-based tests of domain-specific parameters. Failed tests are categorized as potential symptoms which can be diagnosed to suggest atomic effector-based recovery actions. This paper also describes some of the trade-offs and issues encountered during the design of the methodology and provides insight into how the methodology could be applied to behavior models in general. A prototype implementation of this methodology was applied to TacAir-Soar, a very large rule-based system that produces cognitively plausible behaviors of military aviators.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

ENGINEERING A SOFTWARE SYSTEM OF REUSABLE TRAVEL PRIMITIVES FOR VIRTUAL ENVIRONMENTS

 

Kevin Meinert, Laura Arns, Carolina Cruz-Neira

Virtual Reality Applications Center, Iowa State University

 

 

Travel techniques are used to control a user's viewpoint in virtual environments (including simulation, training, and first person games). Effective travel is critical, because travel is present in nearly every virtual environment application. Previous research on virtual travel focused on the theory and classification, but few implementation tools have been developed. Our work focuses on a practical approach to implement travel methods. We assert that the large number of existing travel methods all share common "primitive elements". Examples of primitive elements include: gravity, collision response, friction, and spring force. Primitives like these can be extracted, then mixed and matched to create many different travel methods. Ad hoc ways of implementing travel methods lead to designs that are single purposed and brittle. By separating the primitive elements of travel, we can use them to construct many navigation metaphors. This modular approach leads to a solution that can be extended and refactored easily. With travel primitives, the system designer can tweak the overall navigation metaphor until it is optimal for the application user. The system should also be flexible enough to accommodate future travel primitives. This promotes longevity and adoption of the toolset by a wide user base. Most previous travel methods have been implemented for particular applications and not for general use. This paper presents the design and development of a toolset of travel primitives for general use by VR developers. We also explain how our own classification system for virtual travel led to the desire to create this toolset. The toolset is structured into 3 layers: Dynamic Animation System: Provides an extensible animation system for particle or rigid body dynamics, allowing addition of arbitrary operations and objects. Travel Primitives: Provides primitive elements of travel with operators for the animation system. Travel Methods: Composes primitives into a navigation metaphor such as drive, walk, or fly. We also discuss the implementation of this design to date, and several case studies.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

A STUDY ON TERRAIN-SURFACE MODELING AND POLYGON-SEARCHING ALGORITHMS FOR REAL-TIME SIMULATION OF OFF-ROAD VEHICLES

 

Sugjoon Yoon

Department of Aerospace Engineering, Sejong University

Seoul, South Korea

 

and

 

Gi-Wook Nam

Korea Aerospace Research Institute

Daejeon, South Korea

 

 

Terrain surfaces have to be modeled in very detail and wheel-surface contacting geometry must be well defined in order to obtain proper ground-reaction and friction forces for realistic simulation of off-road vehicles. Delaunay triangulation is one of the most widely used methods in modeling 3-dimensional terrain surfaces, and the T-search is a relevant algorithm for searching resulting triangular polygons. The T-search method searches polygons in a successive order and may not allow real-time computation of off-road vehicle dynamics if the terrain is modeled with many polygons, depending on the computer performance used in the simulation. In order to accelerate the searching speed of the T-search, a terrain database of triangular polygons is modeled in multi-levels by adopting the LOD (Level of Detail) method used in realtime computer graphics. Simulation results show that the new LOD-search is effective in shortening the required computing time. The LOD-search can be even further accelerated by introducing the NN (Neural Network) algorithm, in the cases where a appropriate range of moving paths can be predicted by cultural or geographical or empirical information of the simulated terrain, such as lakes, houses, etc. Numerical tests show that LOD-NN search almost doubles the speed of the original T-search. 

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

FROM ENVIRONMENT DATA COLLECTION TO HIGH RESOLUTION SYNTHETIC NATURAL ENVIRONMENTS

 

Mr. Simon Ahlberg, Dr. Ulf Soderman

FOI (Swedish Defense Research Agency)

Linkoping, Sweden

 

 

The demand for timely, accurate and realistic natural environment models is increasing in many visual simulation applications. The production of detailed and high-resolution geospecific natural environment models is, however, not straightforward. In this paper we suggest a new approach to solve this problem. We also present some recent advances towards a solution. The long-term objective is an automatic production chain from environment data collection to environment models ready for use in simulation.

 

A major obstacle when producing detailed environment models is that appropriate data describing the environment of interest is usually not available. Consider for example future ground based applications which require environment models based on digital elevation models having sub meter post spacing and feature data describing forest areas down to individual trees. To obtain this kind of data we suggest the use of recent high-resolution airborne laser scanners and digital cameras. Today these sensors are found on full size helicopters and airplanes. In the future we can also expect to find them on UAVs of different sizes.

 

For building high-resolution models for e.g. visual simulation, data from the sensors must be processed and turned into data formats like DEMs and various types of feature data. We have developed several new processing methods for this, including a novel method for bare Earth extraction based on active contours, a method for identification of individual trees and estimation of tree position, height and canopy size, and a method for building reconstruction. The methods work on data from airborne laser radar systems. We illustrate the use of these methods for processing sensor data and how the result is applied in production of high-resolution real-time databases for visual simulation applications.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

A System for the Rapid Capture of Virtual Environments

 

Mary Ann Pigora, Benito Graniela, and Matthew Kraus

Science Application International Corporation

Orlando, Florida

 

 

Simulation technology is gaining greater fidelity and venturing into new realms such as training for urban combat, counter-terrorism, and emergency responders.  For these human simulation applications to mature, detailed databases of urban areas and building interiors are needed.  Traditional methods for the generation of 3D environments for simulation require the use of standard NIMA products like DTED, DFAD, and VMAP, however, current detailed data for a desired location is not always available. Furthermore, simulated environments for urban areas require that building interiors be modeled as well. Current methods require building blueprints, surveys, and significant after-the-fact processing to obtain a well-correlated model, easily requiring hundreds of man-hours.  This means that it is cost-prohibitive to model more than one or two specific locations for mission rehearsal, and such specific models require a tremendous lead-time.  A rapid, cost-efficient method for capturing geospecific locations for simulation and mission-rehearsal is needed.

 

SAIC has developed the Virtual Environment Capture System (VECS), which allows for rapid generation of building interiors and immediate exterior surroundings. VECS allows the user to capture building geometry and place premodeled furniture elements from the actual environment.  A typical office can be captured in detail, with geospecific textures, in less than five minutes.  The system uses a laser and optical encoders to facilitate a constructive geometry approach to model the building with a minimum number of data points.  The result is an optimized runtime model with a mix of geospecific and geotypical features that requires no post processing, and has both visual elements and the contextual information necessary for Semi-Automated Forces (SAF) computer reasoning over the model.  This paper will describe the first year of VECS research, the system hardware and software components, the process and lessons learned from the first modeling contract to utilize VECS, and planned system enhancements.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

web-based database development system

 

Carol L. Lamoreaux

Evans & Sutherland Computer Corporation

Salt Lake City, Utah

 

 

The introduction of low cost simulators to the market and the demand for a larger variety of cost-effective databases necessitates an easily accessible method for quick-turn around database development.  Accurate databases that are developed quickly for any area of the world are becoming more in demand.  This paper discusses a web-based database development system that allows the user to select an area of interest, define the characteristics of the database, and then have the database generated and delivered in a short amount of time.  The major emphasis of this system is to significantly reduce database cost and production time.

 

The types of databases developed by this system are “out-the-window” databases as well as various types of sensor-ready databases.  Creating the databases relies on quick accessibility of satellite and/or high-altitude multi-spectral imagery, which is the primary source data used.  This system can generate databases in various output formats compatible with multiple simulation systems.

 

The basic flow of the system begins with the user defining the area of interest, the specifications of the target simulation system, the output format for the database, and selecting 3D features from an existing library to populate the database.  The database generation is “man-out-of-the-loop”, or automatic based on the user-defined parameters.  The final database is then delivered to the user.

 

This database generation system greatly enhances the power of utilizing simulation for training by providing the user with several different databases for multiple training scenarios, and thereby making it possible for users to broaden their skill sets.  Acquiring databases has traditionally been an expensive and time-consuming part of an entire simulation system and this system will make databases more accessible to a greater contingent in a more cost-effective manner and in a reasonable turn-around time.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

USE OF PRODUCT LINE ARCHITECTURE FOR MULTI-USE SIMULATIONS

 

Lawrence A. Rieger

United States Army Training and Doctrine Command

TRADOC Project Office, One Semi-Automated Forces

Fort Monroe, Virginia

 

Cynthia T. Harrison

United States Army Simulation, Training, and

Instrumentation Command

Product Manager, One Semi-Automated Forces

Orlando, Florida

 

 

The One Semi-Automated Force (OneSAF) program is being developed to replace a number of models and simulations currently used in the training domain as well as those used for analytical purposes. With the Operational Requirements Documents requiring both human in the loop and closed form, stand alone and distributed modes of operation, and support to a myriad of users, a single monolithic simulation could not satisfy the variations in expected uses. Use of an innovative product line architecture which allows the user to compose a particular instantiation of the simulation for each use case from a hand basket of tools, will enable OneSAF to meet it's widely varying user needs. The product line architecture will also be designed for constant replacement or modification of tools and modules as dictated by the evolving tactical operational requirement. The paper details the breadth of the requirements, and differing operational architectures, and how the architecture is designed to be instantiated from multiple tools and models, by the user, at runtime.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

KA/KE HYBRID DOCUMENT–VERSATILITY FOR V & V AND SOFTWARE DEVELOPMENT

 

Richard T. Anderson and Amy E. Henninger, Ph.D.

Dynamics Research Corporation and Soar Technology, Inc.

Orlando, Florida

 

 

Behavior modeling for Computer Generated Forces (CGF) requires knowledge acquisition and knowledge engineering.  Traditionally, behavior modeling has been viewed as two distinct processes, a knowledge acquisition process being performed solely by military subject matter experts and a knowledge engineering process performed solely by software engineers.  A need to combine these separated actions into a collective process has existed for many years and should be formally instituted in the interest of program efficiency.  This paper presents a knowledge acquisition/knowledge engineering hybrid document designed to combine the doctrinally correct textual descriptions of military tactics, techniques and procedures written by subject matter experts and the engineering of this information into a software format called logic developed by a software engineer.  To provide a perspective, this paper compares the knowledge acquisition document and software development process utilized by Close Combat Tactical Trainer (CCTT) with the knowledge acquisition/knowledge engineering hybrid document and software development process designed for use by the Army’s next generation training simulation, OneSAF Objective System (OOS).  The enabling construct for analysis of the two knowledge acquisition documents will be a study of like behaviors modeled in each training simulation.  CCTT CIS ID# B1401, Engage Targets, Attack Helicopter Company is compared to OOS BKAD # 1BL0104BE0002B0, CO_ATK_HELO_ENGAGE_TARGETS. The knowledge acquisition knowledge engineering document developed for OneSAF Objective System has applicability for any training simulation software development process. This document would serve equally well as a standardized re-use document for Department of Defense simulations.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

ComposAble Behaviors in the OneSAF Objective System

 

Christopher Henderson

Science Applications International Corporation

Orlando, Florida

 

Bart Grainger

Quality Research

Orlando, Florida

 

 

Encoding doctrinally correct behaviors to control simulated military forces is labor-intensive, inefficient work. Traditionally, behaviors have been written in a programming language such as Ada or C++, which requires software development expertise and produces behaviors that are costly to maintain. This high cost often leads developers to write new behaviors instead of reusing existing ones. And the technical experts who write such behaviors often lack domain expertise, leading to incorrect doctrinal representation. The intent of composable behaviors is to allow developers with limited software expertise to easily create new behaviors from ones previously created for that simulation. Several simulations have taken this approach to counter the problems described above, with varying degrees of success.

 

A common shortcoming of past composable behaviors efforts was a lack of comprehensiveness in approach. The OneSAF Objective System has embraced composable behaviors and is providing an array of components to fully reap the benefits: 1. A framework on which composable behaviors may be constructed and executed. 2. Tools to support convenient, consistent behavior construction. 3. Processes and guidelines that ensure quality behaviors are produced.

 

This paper begins with a brief overview of the OneSAF modeling approach to establish basic concepts and provide context. Next it describes the composable behaviors approach in detail, including an example. The remainder focuses on the Behavior Composer tool, which provides a graphical environment for authoring composite behaviors. Detailed discussion of the OneSAF behavior development process is outside the scope of this paper.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

STANDARDIZED MODULAR INTERFACE DESIGN FOR NETWORKED SIMULATORS

 

Dan Paterson

Naval Air Systems Command – Training Systems Division

Orlando, Florida

 

William K Andrews & Joe Swinski

Distributed Simulation Technology, Inc.

Orlando, Florida

 

 

The true nature of a High Level Architecture (HLA) simulation interface should allow for a clear and defined separation between the simulation model/application and the code that supports the production and interpretation of the network data.  In essence, the middleware is in fact a translator between the native data representations within- in a simulator, represented within the context of an HLA Simulation Object Model (SOM) and the representations embodied in the Federation Object Model (FOM). This translation, the supporting code, and associated development environment should be structured into a free standing package that permits the simulator to be truly independent of FOM or even HLA itself.  Future network technologies may not utilize the current HLA Runtime Infrastructure and this type of design strategy provides a significant risk reduction over the closely coupled implantations that are common in Department of Defense (DoD) as the technology base for distributed simulation evolves.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

VISUALISING DISTRIBUTED SIMULATION
DESIGN AND DEPLOYMENT

 

Dr Russell Keith-Magee, Shawn Parr, Alex Radeski

Calytrix Technologies Pty Ltd

Perth, Western Australia

 

 

The “Hello World” code provided as a sample application for the High Level Architecture (HLA) framework comprises over 2500 lines of code, of which less than 50 provide any real simulation logic. This coding and integration overhead represents a considerable development effort. This overhead, and the lack of a standardized design pattern for separating simulation logic from integration code, often results in high levels of code coupling. This in turn leads to poor code structure and design, poor reuse, and increased maintenance costs.

 

Significant improvements can be made in the design, development and deployment of HLA based simulations through the application of a Component-Based Development (CBD) approach and the use of visual design metaphors. These improvements are realized through the use of CBD patterns, which provide a mechanism to clearly separate the simulation logic from the integration requirements of the federate. Using this model, simulation logic remains separated from the interrogation code. Generated integration logic can then be used to manage the physical integration with the RTI, and any other required services, such as data transformations. The simulation logic and the integration logic collectively form the HLA federate.

 

This separation also allows the developer to visually model the relationships between federates, allowing the creation of a simulation without the need to consider integration requirements. This visual design approach can be used to encapsulate the simulation workflow, the asynchronous ‘publish and subscribe’ relationships between the components and the FOM, the synchronous inter-component relationships (method calls between components outside of the RTI), any data transformation required to insure interoperability, and the deployment of the simulation.

 

This paper examines a number of visualizations that can be used to significantly aid in the development and deployment of distributed simulations. It will also examine how a simulation can be directly generated, deployed and executed from the visual model.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 

Multilevel Security Feasibility in the M&S Training Environment

 

Bonnie Danner

TRW

Orlando, Florida

 

Joanne Bragdon-Handfield

TRW

Reston, Virginia

 

Andrea Colegrove and Carl Muckenhirn

SPARTA

Columbia, Maryland

 

Charles McElveen

SPARTA

Huntsville, Alabama

 

Tony Valle

SPARTA

Orlando, Florida

 

 

This paper describes the results of a Distributed Mission Training (DMT) Operations and Integration (O&I) Research and Development (R&D) Task, DMT Multilevel Security (MLS) Feasibility Assessment, performed for the USAF.  The focus of the study is the feasibility of employing MLS capabilities within a virtual training environment.  MLS continues to be a significant challenge for military communications networks with unique issues arising in the modeling and simulation (M&S) context.  The fundamental MLS issue in a simulation environment is how to construct a consistent, useful battlespace at each participating classification, while not revealing, through inference or direct disclosure, information for which participants are not cleared.  The common battlespace consists of all observations and interactions possible among all participating Simulation Objects (e.g., Federates).  Approaches that obscure aspects of the system that have observable effects impact the fidelity of the simulation event and may impact the training value of the event.  Defining the common battlespace and obtaining agreement among the participating communities can then be difficult to accomplish.  The achievement of M&S MLS solutions will require a clearly identified strategy defining security risk and identifying the policy and technology changes needed to move from isolated, system high, to distributed, MLS, training.  Current MLS solutions only partially address the information sharing needs between simulated airframe, joint, and coalition communities. Based on technology and policy assessments, this paper provides a description of the core issues via scenarios for MLS in M&S and describes technical approaches using existing technology to solve these issues.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 


 

Augmenting Model Validation with Simulation Graph Models

 

Wesley A. Milks, Ph.D.

Lockheed Martin Information Systems

Orlando, Florida

 

Michael D. Proctor, Ph.D.

University of Central Florida

Department of Industrial Engineering and Management Systems

Orlando, Florida

 

 

Ensuring the validity of simulation models is essential to gaining user confidence in the output that results from employing the models. Current techniques for model validation focus on the using subject mater experts in the front and back of the development process. Between those boundaries, subject matter experts, who are not well versed in software engineering, have relied on the developers to ensure that model development properly accounts for their guidance. Operational tests conducted following development only catch those errors that are part of the tested capability. Those anomalies that are identified require detailed analysis to determine the cause and appropriate remedy. A Simulation Graph Model (SGM) provides an alternative to the current fix-test-fix cycle. An SGM represents system events and the state changes that occur between events. The SGMs are defined using simulation graphs, which are defined using event graphs. Event graphs consist of nodes to represent the events, directed edges to show which events are related, and logical and temporal expressions between the events. Simulation graphs are a mathematically explicit definition of event graphs. Specifically, simulation graphs are defined as an ordered quadruple of the set of event nodes, scheduling edges, canceling edges, and an incidence function. A simulation graph model is defined as the five-tuple of: the simulation graph, the set of state transition functions, the set of edge conditions, the set of edge delay times, and the set of event execution priorities. Once constructed, two or more simulation graph models can be compared for isomorphism to determine the degree of model structure consistency between them. This paper describes our proposed methodology for augmenting model validation using simulation graph models. The methodology involves producing an SGM of the real world system being modeled, a second SGM of the as developed model, and determining the extent of isomorphism between the two.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

Distributed Repositories OF Reasonable Ontologies for sne component RETRIEVAL and REUSE

 

 

 

 

Dr. Levent Yilmaz

Trident Systems Incorporated

Fairfax, Virginia

 

Julio De La Cruz, Thai Nguyen, and Todd Kohler

United States Army STRICOM

Orlando, Florida

 

 

Driven by fiscal constraints, increasing pressure exists to employ simulation for driving exploration into new and more effective methods for next generation modeling activities. The shorter timescales required as well as the need to rapidly incorporate operational elements demanded by these applications bring new challenges. In particular, cost reduction in Synthetic Natural Environment (SNE) development using parameterized scenario generation with compositional modeling is one of the core problems that need to be addressed. In particular, component-based development of complex SNE components requires domain-specific repository organization with intelligent component retrieval mechanisms along with reasoning methods for conflict identification before component assembly. Furthermore, integrating disparate SNE components needs sophisticated metadata interoperability analysis, diagnosis, and merge tools. In this paper, a brief overview of an ontology-oriented and web-based SNE retrieval and fusion framework is discussed. The proposed approach aims to support component-based SNE development lifecycle. Specifically, DARPA Agent Markup Language (DAML), the ontology language of Semantic Web, is proposed to uniformly specify and facilitate reasoning about the service profiles of environmental models as well as SNE data components. The framework builds on DAML and constitutes: (1) an ontology engineering subsystem, (2) an agent-based distributed metadata (ontology) broker infrastructure, built on Trident’s InterchangeSE - Object Oriented Data Repository, for SNE publishing, discovery, and retrieval, (3) diagnosis methods for SNE component certification before publishing, and (4) compositional consistency analysis and verification methods for integrated SNE component assemblies.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

HIGH FIDELITY EGI MODEL FOR TRAINING SIMULATION

 

David V. Luna and Jay  S. Copen

Science Applications International Corporation

Lexington Park, Maryland

 

 

Many aircraft navigation systems are being upgraded to Embedded GPS/INS (EGI) systems, which enable the accurate GPS solution to limit the drift of the INS solutions, and provide a more accurate GPS/INS blended solution.

 

Recently, the Simulation and Research Services Division of Science Applications International Corporation (SAIC), worked in conjunction with Manned Flight Simulator (MFS) at NAS Patuxent River, MD, to replace the current navigation system model with a high fidelity EGI model in the F14B Weapons System Trainer located at NAS Oceana, VA.  The model simulates the Honeywell H-764G EGI. This EGI unit replaced the AN/ASN-92 on the F-14B and is used on at least 19 other platforms.  The approach taken was to develop a simulated core EGI and allow for interface adjustments dependent on the platform.  The initial implementation accomplished the requirements for the F-14B.  The model is now being adapted for two other platform simulators currently under development at MFS.

 

The development of the high fidelity simulation of the H-764G EGI unit has resulted in increased fidelity for the navigation system on the trainer. The fidelity of the model allows the trainee to exercise all of the EGI alignments and modes of operation while observing the results and indications in the simulator.  Malfunctions may also be inserted providing more training opportunities for the aircrew by impacting the appropriate systems and/or solutions and propagating then throughout the associated systems.

 

This paper will present the modes and functionality of the EGI simulation: OFF, INITIALIZATION, ALIGNMENTS, NAVIGATION, and TEST.   The navigation solutions produced by the model; GPS ONLY, INS ONLY and GPS/INS BLENDED (including the Kalman filter simulation) will be presented followed by a discussion of EGI reactions to instructor entered malfunctions.  The interface/functionality changes between the original and the two new platforms will also be presented.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website

 

 

 

 


 

REVERSE ENGINEERING TO SUPPORT MODIFICATION OF JSAF

 

Michael Echevarria and Stephen Kasputis, Ph.D.

VisiTech, Limited

Alexandria, Virginia

 

 

The Joint Semi-Automated Forces (JSAF) simulation is a large program that has been modified across many developers. A complete and concise software architecture map of it has not previously existed. Such a map would assist new developers in understanding JSAF and speed development by allowing developers to quickly see relationships without having to conduct time-consuming searches of the documentation of several libraries. It also supports design of efficient regression tests of modifications by highlighting specific interactions that needed to be tested. JSAF was reversed engineered and organized with the assistance of software tools into a model. Requirements were then entered into the model and graphically traced down to the software. This end result provides a clear, graphical picture of the JSAF architecture. In addition to the benefits previously stated, this model helps document the connection between the software and requirements. This paper details the process of reverse engineering JSAF and the advantages of using a software model to implement development.

This paper is available on the 2002 I/ITSEC CD ROM. Order it from I/ITSEC'S Website