TRAINING
SYSTEMS: CONCEPTS, TECHNOLOGIES AND APPLICATIONS
BATTLE FORCE
TACTICAL TRAINING AFTER ACTION REVIEW... 118
INNOVATIVE
TRAINING TECHNOLOGIES IN AVCATT-A
BUILDING
TOWARDS COALITION WARFIGHTER TRAINING.. 122
UNITED
STATES – CANADA JOINT TRAINING RESEARCH
COST
EFFECTIVE VIRTUAL REALITY
F-15E
VIRTUAL REALITY INTERACTIVE COURSEWARE SIMULATION, ARMAMENT MAINTENANCE
TRAINING SYSTEM
DEFINING
SIMULATED TEAM MEMBERS: GUIDELINES BASED ON AN EMPIRICAL APPROACH
SHIPBOARD
SIMULATION SYSTEM FOR NAVAL COMBINED ARMS TRAINING
COLLABORATIVE
TRAINING AND OPERATIONS PLANNING SYSTEMS
THE
MIGRATION OF CLOSE COMBAT TACTICAL TRAINER TO LINUX
MIGRATING
LEGACY SKILLS-BASED SIMULATION SYSTEMS TO A DISTRIBUTED TRAINING-BASED
INFRASTRUCTURE
USING
RECONFIGURATION TO PROVIDE EFFICIENT USE OF RESOURCES
SIMULATED
INSTRUMENT PANELS FOR MULTI-PLATFORM/RECONFIGURABLE SIMULATION
RECONFIGURABLE
SIMULATION DEVICES
DATA
INTEGRATION TO SUPPORT COLLABORATIVE JOINT FORCES TRAINING MANAGEMENT
DEFINING
MISSION-BASED TRAINING REQUIREMENTS: CONNECTING THE DOTS
TRANSITIONING AN ITS DEVELOPED FOR SCHOOLHOUSE USE TO THE FLEET –TAO ITS,A CASE STUDY
A COMMON
COCKPIT TRAINING SYSTEM
APPLYING A
GENERIC INTELLIGENT TUTORING SYSTEM (ITS) AUTHORING TOOL TO SPECIFIC MILITARY
DOMAINS
AFLOAT
TRAINING, EXERCISE, AND MANAGEMENT SYSTEM (ATEAMS) ENABLING OBJECTIVE-BASED
TRAINING
AFLOAT
TRAINING, EXERCISE AND MANAGEMENT SYSTEM (ATEAMS) HAND-HELD DEVICE (HHD)
INTEGRATION
OF COMMON M&S RESOURCES FOR TEST AND TRAINING RANGES
CONCURRENT
DEVELOPMENT: THE C-130J STORY
SOFTWARE
INSTRUMENTATION FOR INTELLIGENT EMBEDDED TRAINING
A UNIQUE AIR
FORCE C2 TRAINING SOLUTION FOR
MODULAR CONTROL SYSTEMS
USAF
SECURITY FORCES TRAINING NEEDS
PROTOTYPE
AUTOMATED PERFORMANCE MEASURES
FOR FUTURE BATTLE STAFFS
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BATTLE FORCE TACTICAL TRAINING AFTER
ACTION REVIEW Digital System Resources, Inc. Fairfax, Virginia The goal of the BFTT
system is to provide training opportunities for Navy fleet personnel to
achieve and maintain combat readiness by providing a dynamic, interactive
war-fighting environment that includes all naval force elements. This is
achieved by tying US Navy vessels into a virtual battle space that includes
other live participants as well as synthetic entities. Leveraging recent
advances in cognitive learning research, the BFTT system wraps around the
combat system and immerses the trainee in a synthetic theater of war, providing
a closed loop learning experience. The debrief portion of BFTT is a training
tool which closes the loop in assessing the performance of participants in
BFTT training exercises. The training is accomplished through the use of
graphical displays that provide rapid feedback on the performance of the
exercise participants. A realistic replay of combat events in a familiar and
highly customizable environment is provided, as well as highly customized
reports to the user upon completion of the exercise. By leveraging the
BFTT scenario generation environment, replay is familiar to the operator in
terms of map appearance, controls, and track features. It is also an
extremely powerful learning tool, displaying both the ground truth and
perceived tracks from one or more exercise participants. This enables the
trainee to compare what he or she observed with the ground truth, or what was
stimulated by BFTT. This comparison can expose tracking or identification
successes or deficiencies in the individual operator. In addition, relay can
be used to determine if the force commander placed forces in an optimal way
to obtain the greatest defensive coverage. With full control over time,
speed, point of view, focus range, track filtering and symbology, as well as
other replay options, the trainer is able to tailor the replay to the
training audience, from a single watchstation operator to a battle group
commander, allowing one system to be used for multiple learning opportunities
for a range of training audiences. In the same vein, the reports generated by
Debrief can be used to train any user from an individual to a force
commander. Each level in the training hierarchy has a set of reports and
other products that are applicable to that audience, all easily accessed through
the use of the Debrief tool. Identification of the appropriate information to
include in these reports and the automated gathering of this information was
an exercise that required extensive research with trainers and trainees at
all levels. Through the use of this research, the Debrief program has evolved
from a product for analysis of exercise data into a powerful training tool
that continues to develop as more feedback is solicited and received by the
BFTT Program Office. BFTT Debrief s
ability to plan and begin an exercise review that is focused on the training
audience and rich in information within a few minutes after the completion of
the exercise enables the training to occur much more effectively. In the same
timeframe as a hot wash up, but with the level of information that one may
expect from an in-depth analysis, the enhancements to Debrief represent an
application of technology to improve the training experience.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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USE OF DIGITAL VIDEO TECHNOLOGY FOR REAL-TIME
EXERCISE MONITORING AND DEBRIEF OF COLLECTIVE TRAINING APPLICATIONS L-3 Communications Link Training and
Simulation Arlington, Texas L-3 Communications Link Training and
Simulation Orlando, Florida As
simulation evolves from single cockpit trainers to integrated multiple cockpit
configurations, the need to provide real-time exercise monitoring and debrief
capabilities becomes critical to a complete training environment. This paper
examines the current state of the art in video compression and storage to
solve problems related to monitoring an on-going training session in
real-time and provide playback capabilities for debrief. A case study of the
Sensor Video Recording System (SVRS) developed by L-3 Communications Link
Simulation and Training in the U. S. Army s Aviation Combat Arms Tactical
Trainer — Aviation Reconfigurable Manned Simulator (AVCATT-A) is discussed.
The SVRS uses digital video compression and network streaming to solve
monitoring/debrief requirements. The current resolution limitations, image
artifacts, and storage requirements of video compression techniques are
analyzed. Video regeneration is also examined as an alternative to video
compression and storage. The limitations and latencies involved in network
streaming are summarized along with lessons learned in developing a
multi-channel digital video system.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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INNOVATIVE TRAINING TECHNOLOGIES IN
AVCATT-A L-3 Communications Link Training and
Simulation Orlando, Florida United States Army Simulation,
Training, and Instrumentation Command (STRICOM) Orlando, Florida L-3 Communications Link Training and Simulation Arlington, Texas L-3 Communications Link Training and
Simulation Binghamton, New York In
2000 an I/ITSEC paper (George et. al. (2000)) was published that provided a
description of the systems, subsystem components and functionality of the
Aviation Combined Arms Tactical Trainer –Aviation Reconfigurable Manned
Simulator (AVCATT-A). The intent of this paper is to expound on the numerous
technical innovations that are being incorporated in AVCATT-A to facilitate
improved training and a higher level of warfighter readiness. A primary
objective is to explain to users how the innovations provide training
advances over previously available technologies (in terms of training
effectiveness and/or cost effectiveness). The paper will discuss the advances
in reconfigurability that have been achieved using new products and
innovative designs. Innovations in exercise initialization and control will
also be discussed including a cost effective methodology for transferring
avionics initialization data from real-world Aviation Mission Planning
Systems (AMPS). Innovations will be discussed that relate to advances in the
synthetic environment being provided to support the aviator’s combined arms
training, including modifications to facilitate and enhance the first use of
OneSAF Test Bed Semi Automated Forces (OTBSAF) in a major training system.
Advances in virtual-to-virtual and virtual-to-live interoperability
technologies will be described including the development of correlated
databases from Synthetic Environment Data Representation and Interchange
Specification (SEDRIS) source data and a Federation Object Model (FOM) Agile
Distributed Interactive Simulation/High Level Architecture (DIS/HLA) gateway.
The paper will also describe the use of state-of-the-art products for
distributed processing, networking, displays and digital sensor video
recording, monitoring and playback.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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TEAM LEARNING MODEL; A CRITICAL ENABLER
FOR DEVELOPMENT OF EFFECTIVE AND EFFICIENT LEARNING ENVIRONMENTS NOVONICS Corp. Arlington VA Wiliamstown Technical Services Newport Victoria, Australia DB & Associates LLC Purcellville, VA Naval Sea Sys. Command Washington, D. C. With
the on-rush of the information age and ready access to “faster, smaller and
cheaper” devices, there has been a tendency for defense acquisition programs
to chase the technology dragon. As a result of developing technology for
technology’s sake, training systems, for example, have been developed that
neither met the need nor the user's expectations. These systems failed to
create an effective/efficient team-learning environment. Up-front development
of appropriate learning models would provide the acquisition process with a
valuable framework to ensure technology met the needs of the trainee. A
learning model is necessary for the development, evaluation, and appropriate
technology upgrades through out the life cycle of a training system. The
Battle Force Tactical Training (BFTT) system was perhaps the first
acquisition programs to develop an up-front “team learning model. ” This
served as a framework in the development phase for the system design, M&S
application, technology infusion and evaluation. Based on this learning
model, the BFTT requirements incorporated not only technology capabilities
but concepts of team facilitation, contextual immersion, collective critical
thinking (problem solving), non-intrusive, data collection, relevant &
timely after action review and reflective learning supported by active team
dialogue as well. The learning model has served as a valuable aid in raising
the Naval Joint and Coalition community awareness regarding the learning
process dynamics and how it can enhance the readiness profile of forces
preparing to go in harm’s way. Discussions of the educational, industry and
business communities indicate that the BFTT learning model has broader
applications and can serve as a valuable function in stimulating dialogue and
cooperative learning efforts in a number of venues.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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Building Towards Coalition Warfighter
Training Peter Clark, Peter Ryan, and Lucien Zalcman Def. Sci. & Tech. Org. Melbourne, Australia Naval Sea Sys. Command Washington, D. C. NOVONICS Corp. Arlington, VA DB & Assoc. LLC Purcellville, VA The
Battle Force Tactical Training (BFTT) program brings distributed team
training to the U. S. Navy (USN). This program has many similarities with the
Royal Australian Navy’s (RAN’s) Maritime Warfare Training System. Therefore,
USN and RAN collaboration is mutually beneficial. A key near-term goal of
such collaboration is to enable rehearsal for joint exercises such as the
RIMPAC. In the long-term, the overarching goal is to enable conduct of
coalition training and mission rehearsal between multiple ships at sea. This
paper will discuss initial connectivity trials between USN and Australian
Defence establishments. Research and operational training issues will be
discussed including scenario generation, database requirements, connectivity
issues, interoperability among dissimilar simulators, exercise management,
coordination, and control, network traffic and latency issues, and use of
Computer Generated Forces (CGFs) to enrich the synthetic training
environment. Further, this provides the backdrop for conduct of a live
coalition training demonstration at I/ITSEC 2001 including training planning,
conduct and after action review (debrief). USN personnel manning a Fleet
representative combat system emulation on the I/ITSEC convention floor will
conduct a coalition training event with the Royal Australian Navy (RAN)
manning a Fleet representative combat system configuration at HMAS Watson,
Sydney. A human-in-the-loop research simulator (aircraft cockpit) being flown
from the Defence Science Technology Organisation Melbourne will augment the
event.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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UNITED STATES – CANADA JOINT TRAINING
RESEARCH Defence R&D Canada, Defence and
Civil Institute of Environmental Medicine Simulation and Modelling for
Acquisition Rehearsal and Training Section Toronto, Ontario Air Force Research Laboratory, Human
Effectiveness Directorate Warfighter Training Research Division Mesa, Arizona The
United States Air Force Research Laboratory, Warfighter Training Division
(AFRL/HEA) developed the Multi-Task Trainer (MTT) technology for advanced
training research. Defence R&D Canada has recently joined in a
partnership with the United States Air Force, under an international Project
Arrangement. to develop a CF-18 MTT at AFRL/HEA, Mesa, AZ. An associated
research program is being conducted in both countries. Upon completion of the
CF-18 MTT, it will be used for joint training and mission rehearsal research
and development (R&D) efforts involving the two countries’ sponsoring
R&D agencies. This paper presents a review of the joint U. S. -Canada
program and a proposed plan for joint training research. The current R&D
objectives of the program are described, along with how they support the
Canadian and United States Air Forces. The challenges encountered putting
together a joint international training research program are reviewed, and
some lessons learned are presented. The potential to expand the relationship
to include other countries is also addressed. Joint training R&D programs
such as this one significantly enhance R&D efforts for the participating
nations, and will help lay the groundwork for joint international training
using advanced simulation facilities.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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COST EFFECTIVE VIRTUAL REALITY Air Education and Training Command
(AETC) Studies and Analysis Squadron San Antonio, Texas AETC 363 Training Squadron Wichita Falls, Texas AETC, Technology Requirements Branch San Antonio, Texas AETC Studies and Analysis Squadron San Antonio, Texas Air
Education and Training Command (AETC) Studies and Analysis Squadron (SAS) in
conjunction with the 363d Training Squadron (TRS) at Sheppard AFB, Texas,
evaluated cost effective virtual reality (CEVR), an innovative application of
virtual reality imaging without the headset. This Education and Training
Technology Applications Program (ETTAP) funded initiative supports the Mark
84 Bomb portion of the Munitions Systems Apprentice course. The study focused
on the effectiveness of CEVR as a supplement to individual training
equipment. The initiative seeks to augment maintenance bay assembly and
disassembly of munitions with group presentation of scanned real-world
images. Constant assembly and disassembly of the training hardware causes
wear and failure of the equipment. Further, it is difficult for students to
adequately view parts and associated positions within the training equipment,
resulting in less than optimum training. Finally, training with heavy
munitions in the maintenance bay environment has inherent safety implications
that use of VR may alleviate. CEVR mitigates some of the dangers and
drawbacks of training with hardware.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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F-15E VIRTUAL REALITY INTERACTIVE
COURSEWARE SIMULATION, ARMAMENT MAINTENANCE TRAINING SYSTEM Air Education and Training Command
(AETC) Studies and Analysis Squadron San Antonio, Texas AETC Studies and Analysis Squadron San Antonio, Texas AETC Studies and Analysis Squadron San Antonio, Texas AETC Technology Requirements Branch San Antonio, Texas Previously,
the F-15E Weapons Block of the Aircraft Systems Apprentice (F-15) Mission
Ready Technician course was taught in eight hours to students slated for
F-15E bases. The delivery method used for F-15E Safe for Maintenance (SFM) task
training was lecture and student handouts only. In accordance with Standard
Instructional System Design, a hardware-training device is needed due to the
hands on nature and safety aspects of this task. In the early 1990s, the
Armaments Apprentice School programmed funding for a hardware trainer but the
device was rejected due to a cost of approximately $4M. By this time,
negative feedback from the using commands on F-15E weapons training was
growing. The Schoolhouse spent $425,000 to develop a “virtual ” F-15E
aircraft equipped with both cockpit and aircraft wing weapon pylons to fill
the need for hardware-like skills training. The new Virtual Reality
Interactive Courseware (VR-ICW) was devised to increase training quality, and
decrease cost by using the “reference” F-15C/D SFM task performed on the real
aircraft coupled with the “virtual” F-15E SFM task to provide a seamless
learning experience. In general, students of the F-15E VR-ICW course, based
on 1 st generation VR hardware, were pleased with course content and thought
the course was well organized and easy to follow. However, a few students
experienced varying forms of headache and nausea during their interaction in
the virtual world. About 9% of the target population did not complete the
course due to VR Sickness. The pointing device drew mixed reviews. Many
responded they had trouble selecting some of the switches due to their
location and very small targeting areas. Surveys indicated the majority of
graduates believed VR-ICW positively impacted their job performance and the
supervisors spent under four hours on aircraft training time. This is a
saving of 22 hours, based on the provided estimate of 26 hours per student to
reach the “go” proficiency level. Recommend augmenting other aircraft maintenance
courses with VR-ICW technology.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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A Web-based Distributive Simulator for
the ALVIN Deep Submersible Vehicle – Innovative Approaches and Early
Experiences L. Miguel Encarnação, Robert J. Barton III, Jan Jungclaus Fraunhofer CRCG, Inc. Providence, Rhode Island Multi-mission
proficiency training is a growing DoD-wide issue, with new technology and
systems being deployed at an accelerated pace. Furthermore, accomplishing
mission goals with minimal manpower will continue to push forward training
requirements. In part to address this problem, we present a system and
approach to team training for deep submersibles which uses the flexibility of
the web, and the interactive media content available today on the average
personal computer. The
Woods Hole Oceanographic Institution's "ALVIN" research submersible
is used for civilian scientific research at extreme ocean depths for
oceanographic research. Pre-operational system familiarization and rehearsal
is critical for successful missions. In particular, scientists need to be
able to plan a mission which takes into account battery capacity and
duration, in order to accomplish desired tasks before surfacing. What is
needed is a tool that affords both familiarization and mission planning prior
to underway research operations. The ALVIN
Distributed Simulator is a web-based, interactive environment which
allows users, either in stand-alone or collaboratively, to perform mission
planning and rehearsal over the Internet. In this paper, we describe this system
and discuss its migration into reusable learning objects based on Fraunhofer
CRCG's M5 training and learning object management system, to allow for
cost-efficient maintenance of the simulation interface, such as when
replacing panels in the original ALVIN. Upon acceptance, the paper
presentation will include a demonstration of the ALVIN simulator run over the
Internet.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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DEFINING SIMULATED TEAM MEMBERS:
GUIDELINES BASED ON AN EMPIRICAL APPROACH TNO Human Factors SOESTERBERG, The Netherlands Naval Air Warfare Center Training
Systems Division, AIR 4962 Orlando, Florida Team
training increasingly takes place in synthetic environments. However, team
training in synthetic environments is often modeled after live team training
without removing some of the disadvantages that occur in live training, such
as instructor-intense performance monitoring, and the fact that all
appropriate teammates have to be available. Simulated teammates are a
promising alternative to human teammates, because they are always available,
may be modeled after experienced training personnel, and may be more cost
effective. The
Netherlands Organization for Applied Scientific Research (TNO) Human Factors
and the Naval Air Warfare Center Training Systems Division are working
jointly towards defining the requirements for synthetic teammates (SYNTHERs).
The goals of this research effort are twofold: (1) to define the requirements
for SYNTHERS and (2) to develop validated guidelines for the use of SYNTHERS
in team training. In our approach to empirical validation of requirements a
set of psychological experiments will be carried out, utilizing scripted
humans as simulated teammates in a well-controlled simulation of a military
command-and-control task using a modified version of the Dynamic Distributed
Decision-Making (DDD), while taking a variety of measurements. Two
experiments have been conducted so far. This paper relates the results of
those experiments to an empirical validation of requirements, and provides
guidelines for the design and use of SYTNHERS for team training. This
paper is available on the 2001 I/ITSEC CD ROM. |
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SHIPBOARD SIMULATION SYSTEM FOR NAVAL
COMBINED ARMS TRAINING The MITRE Corporation Camp Lejeune, North Carolina This
paper describes the Deployable Virtual Training Environment (DVTE) Program.
It outlines the program's concept, operational requirement and development
approach. DVTE is a United Stated Marine Corps and the United States Navy
initiative to sustain readiness of deployed Marine units by improving
shipboard training capabilities on amphibious ships. The program capitalizes
on previous training technology investments to develop a system of training
systems that help Marines keep an edge on critical warfighting skills. The
program focuses on improving and maintaining combat decision making and
communication skills; and, to improve command and staff actions within the
Amphibious Ready Group (ARG), the Navy-Marine Corps combined arms team.
This
paper is available on the 2001 I/ITSEC CD ROM.
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COLLABORATIVE TRAINING AND OPERATIONS
PLANNING SYSTEMS Global Information Systems Technology, Inc.
Champaign, IL Lieutenant Colonel Mike Prevou Chief, Tactical Commanders Development
Program School of Command Preparation Fort Leavenworth, KS The
leader in the 21st Century will face a very complex, technologically driven
operational environment. Tomorrow’s leader will have to be adaptive,
creative, and resourceful in an ambiguous, rapidly changing environment. For
military education to reflect the demands of contemporary and future warfare
institutional instruction must move away from process-centric instruction to
an execution-centric curriculum that focuses more on how to think vs. what to
think, and how to make decisions during execution – not just during planning.
To achieve this change requires shifting much of the knowledge and
comprehension level curriculum into distributed format and focusing classroom
curriculum on higher cognitive learning. In an effort to increase
execution-centric opportunities a tool or set of tools is needed that will allow
students to complete planning outside of class but in a collaborative
environment if possible and provide dynamic execution of small vignettes up
to larger exercises. Initial demonstrations conducted at the Command and
General Staff College indicate that the Digital Command and Staff (DiCAST)
and Collaborative Training and Operations Planning System (CTOPS) provide
distributed collaborative mission planning capability integrated with a
robust execution model. CTOPS provides an Internet or LAN distributed,
multi-user planning tool that is interfaced to Raytheon’s Command and Staff
Trainer (RCAST) family of battlefield simulations. Within the CTOPS program
students can receive distance learning, collaborate with other students on
developing plans, or work individually on a plan or plan overlay to be worked
collaboratively with other students at a latter time, or to submit as a final
product. Complete plans can be exported to an RCAST simulation for execution.
DICAST-CTOPS allows headquarters staff to collaboratively mission plan and
train at their respective home base. Mission plans can then be downloaded to
the DICAST simulation for realistic battle results. Intermediate “time
slices” of the battle progress can also be fed back into CTOPS for evaluation
of effectiveness and re-planning. Re-planning can then be downloaded back to
DICAST to quickly update the simulation.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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THE MIGRATION OF CLOSE COMBAT TACTICAL
TRAINER TO LINUX Cristie Kern – Lockheed Martin Information Systems,
Orlando, Florida John Foster – STRICOM, Orlando, Florida Bob Callahan – Synesis, Inc. , Lock Haven,
Pennsylvania One
of the goals of the Close Combat Tactical Trainer (CCTT) program has been to
find ways to maintain and increase training effectiveness at a lower
acquisition and life cycle cost. While performing major upgrades to the CCTT
system can be a monumental undertaking, one way to make CCTT less expensive
is by the insertion of new hardware and software technology. Major factors
driving system improvements are the underlying operating system, the
price/performance ratio for the family of aging processors currently in use,
and the cost of the required software development tools. STRICOM believes
CCTT can be made less expensive by replacing the current Motorola PowerPC
(dual-processor 604 technology) running the AIX operating system with Intel
PCs running the Linux operating system. STRICOM
has formed a team to migrate the CCTT system to the Linux operating system.
The effort requires modifications in computer platform, operating system,
compiler, and supporting software libraries. Previous efforts to port
portions of CCTT to Linux provide a glimpse into challenges that can occur.
Software development plans and architectural/performance studies are now
based on the analysis of these efforts. The technical challenges and lessons
learned in performing the Linux porting Phase I demonstration and performance
testing is the topic of this paper.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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MIGRATING LEGACY SKILLS-BASED
SIMULATION SYSTEMS TO A DISTRIBUTED TRAINING-BASED INFRASTRUCTURE Mark Falash, Senior Staff Software Engineer Eytan Pollak, Ph. D. , R&D Technical Director Lockheed Martin Information Systems Training and Simulation Solutions Orlando, Florida Skills-based
training systems tend to be standalone systems, or are networked to a small
number of like platforms through reflective memory or Scramnet-like devices.
Architecturally, skills-based and collective training systems share several
attributes, some of which can conflict with attributes required to migrate to
a distributed collective training environment. Emerging programs are rapidly
moving away from expensive, proprietary hardware solutions to
commercial-off-the-shelf solutions based on commodity PC-based products. This
paper examines the architectural differences between existing, tightly
coupled skills-based training systems and loosely coupled distributed
collective training systems. In addition, the approach used to migrate an
existing skills-based simulation system to a distributed infrastructure
environment and the attendant lessons learned are reviewed.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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Air Education and
Training Command (AETC),Technology Requirements Branch San Antonio, Texas AETC Studies and
Analysis Squadron San Antonio, Texas AETC Studies and
Analysis Squadron San Antonio, Texas AETC Studies and
Analysis Squadron San Antonio, Texas The Air Education and Training Command
(AETC) conducted a proof of concept test of Commercial-Off-The-Shelf (COTS)
PC flight simulators in undergraduate pilot training. Based on the successful
employment of this technology in the Navy,the Air Force tested it’s own
version of the “Microflight Simulator” at Laughlin AFB TX.AETC compared 55
undergraduate pilot trainees who used Microflight to 209 students who did
not. The students using Microflight achieved individual “Time-to-MIF ”
(Maneuver Item File) sooner and these same students’classes had an average of
33 percent less dispersion among their individual “Time-to-MIF” scores. This
paper presents the study results and provides lessons learned and conclusions
from the study that can be directly applied to implementation.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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Using Reconfiguration To Provide
Efficient Use Of Resources Lockheed Martin Information System Orlando, Florida The
Close Combat Tactical Trainer (CCTT) is a simulation system wherein various
elements replicating actual combat vehicle weapon systems along with command
and control elements are networked together providing real-time, fully
interactive collective task training in a virtual environment. The M1 Variant
[M1 (V)] design was conceived to provide improved efficiency and a reduction
in resources required in supporting the Army’s training needs. The CCTT M1
design consists of a Crew compartment; containing the Commander, Gunner, and
Loader stations; a separate Driver compartment and three electronic racks.
Each original M1 Simulator requires 224 square feet of floor space and
supports only one configuration of an Abrams Tank. The
newly designed M1 (V) simulator is designed to make better utilization of
assets within a training site by using kits. These kits support the use of
multiple configurations within one unit. Currently, four kit configurations
have been designed: the Abrams M1A1, the M1A1-Digital (D), the M1A2, and the
M1A2 System Enhancement Program (SEP). The number of different types of kits
is expandable to as many Abrams configurations as needed. This is
accomplished through the use of a base or common simulator unit design, to
which reconfiguration kits are added to customize the trainer to the unique
requirement. Each kit is stored in standard supply cabinets, requiring less
than 5% of the unit space. Additionally,
the reconfiguration ability of the M1 (V) allows for the rapid development of
new configurations to support concept development and analysis of changes to
the tactical vehicle. Design changes can be incorporated into the trainer and
vehicle simultaneously. This allows the simulator to be used to train the
soldiers required tosupport tactical evaluation milestones. In
designing the M1(V), the original four stand-a-lone M1 simulator designs were
analyzed for commonality and to identify areas for design improvement. This
paper discusses the analysis and development work to improve Usability,
Maintainability and Life Cycle Cost of the CCTT Abrams simulator for the
Army.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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SIMULATED INSTRUMENT PANELS FOR
MULTI-PLATFORM/RECONFIGURABLE SIMULATION L3 Communications Link Simulation
&Training Arlington, Texas This
paper will discuss the design issues encountered during the creation of
simulated instrument panels for a reconfigurable training device. The paper
will draw on the experience of the AVCATT-A program team addressing both
hardware/software design and integration. It will focus on what we have named
the IPDG (Instrument Panel Display Generator), the tools used to create the
displays, sensor image integration and the use of hardware "overlays"
to provide a display screen with Man Machine Interfaces (MMI) providing a
positive training experience for the operator. This in itself would appear to
be a routine task for seasoned simulation engineers until one introduces the
dimension of reconfigurability for different aircraft types within an
essentially "generic" set of hardware. This placed an added effort
into the hardware design. Maintaining the relative positioning of eye points
to critical flight instruments, controls and crewmembers. Specifically we
required a hardware design requiring little or no interaction on the part of
a technician allowing for a swift reconfiguration of the device between
aircraft types, minimizing prime time expense for reconfiguring the
simulator. Software issues were also driven by having to accommodate
different sensor display video sources, resolutions and sizes. This
integration proved to be the most interesting problem we had to solve. The
individual component selection/design was challenging especially when one
considers the quantities of products assessed. Many components would prove to
be perfectly suited for solving problems encountered for one or two of the
aircraft types and impact solutions for others. The integration showed that
each component had far reaching impacts into other components of the design.
The paper will emphasize the coordination and integration of these associated
activities, as well as applied innovations to obviate compromise in critical
areas.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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RECONFIGURABLE SIMULATION DEVICES L-3 Communications, Link Simulation
& Training Arlington, Texas L-3 Communications, Link Simulation
& Training Arlington, Texas The
requirement to reconfigure all six of the Aviation Combined Arms Tactical
Trainer - Aviation Re-configurable Manned Simulator (AVCATT-A) Manned Modules
in a relatively short time interjected numerous problems for the design
engineers. The paper will discuss the innovative hardware solutions developed
for the many problems encountered during the design of the AVCATT-A. We will
discuss basic design issues encountered in accommodating all of the aircraft
configurations in a generic hardware solution. Generic hardware solutions
were deemed critical to our exploitation of soft solutions for the
reconfiguration. We will discuss the "generic" Manned Module design
and the problems and solutions associated with maintaining a positive
training environment for the different aircraft types. Specific problems,
including the establishment of a single Manned Module eye point,
accommodating the relative position of critical flight instruments and
controls, and the on-board storage of required parts will be delineated.
Solutions such as reversible panels, overhead Instrument Panel storage,
Instrument Panel Overlays and use of projected video will be discussed.
Related considerations such as a low power Control Loading System, main
instrument panel designs, and COTS obsolescence / versatile packaging designs
will also be examined.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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DATA INTEGRATION TO SUPPORT
COLLABORATIVE JOINT FORCES TRAINING MANAGEMENT Dynamics Research Corporation 60 Frontage Road Andover, Massachusetts As
part of the effort to implement the requirements-based Joint Training System
(JTS), the Joint Staff, J7, and the United States Joint Forces Command-Joint
Warfighting Center support and maintain an integrated automated system for
managing training exercises and related events, the Joint Training
Information Management System (JTIMS).
JTIMS is an automated system specifically designed to assist users in
developing the key products related to each of the four phases of the JTS.
JTIMS provides a Web-based, Graphical User Interface for developing and
viewing the JTS product data and is specifically designed to support the
task-based, closed-loop features of the JTS. More specifically, JTIMS
facilitates the development of an integrated, task-based, "thread"to
guide the application of all four JTS phases. The
Defense Modeling and Simulation Office (DMSO) Knowledge Integration Program
has been sponsoring the Unit Order of Battle Data Access Tools (UOB-DAT)
project. UOB-DAT is designed to provide simulation developers with consistent
and authoritative order of battle information. UOB-DAT consists of three main
components: a data interchange format, a data extraction tool, and a set of
authoritative data sources. This
paper will describe the ongoing efforts by the Joint Staff J-7 and DMSO to
integrate the UOB-DAT, part of the Functional Description of the Mission
Space (FDMS) Toolset, with JTIMS. UOB-DAT's intended purpose is to automate
the start exercise data load process, while JTIMS provides the integrated automated
system for managing training exercises and related events. The
integration of the two tools makes authoritative sources for military units
available to the exercise planners and developers in JTIMS. The objective of
the project is to develop a round-trip interface between JTIMS and UOB-DAT.
This interface will enable users to view, extract, and store UOB data to the
JTIMS data structure for JTS products development. This interface should also
enable to JTIMS users to locate UOB data in JTS products and extract that
data to the UOB Data Interchange Format (DIF) and associated data coding
specifications. Based on exercise scenarios and identified task forces within
JTIMS, the round-trip interface can greatly facilitate the start exercise
data load requirements for simulations.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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JOINT TRAINING INFORMATION MANAGEMENT
SYSTEM (JTIMS) SUPPORTING REQUIREMENETS, PLANNING, EXECUTION, AND ASSESSMENT
OF THE JOINT TRAINING SYSTEM Thomas Bravo, Dynamics Research Corporation (DRC) Mark Cooney, Joint Staff J7-JDETD The
Joint Training Information Management System (JTIMS), a Web-based system
designed to provide automated support to the Joint Training System (JTS). The
Joint Staff and major commands managing all large scale, military training
exercises and operational events are using the JTIMS. These events involve
thousands of people and cost millions of dollars per year. The JTS provides a
multi-phase methodology for aligning training strategy with assigned
operational missions while optimizing the application of scarce resources.
JTIMS is designed to be task-based, closed-looped by facilitating the
development of an integrated task-based thread to guide all four JTS phases.
Mission requirements, plans, events, and assessments are all linked to
mission tasks. JTIMS
employs the latest in Web-related technologies and graphical user interface
(GUI) design. JTIMS is a multi-user collaborative system. JTIMS employs an
integrated database that provides real-time information updates to users all
over the world. JTIMS employs a browser-based and platform-independent GUI. The
Department of Defense Modeling and Simulation Office recently awarded JTIMS
the Training Functional Area Award for 2000 for the Joint Training
Information Management System (JTIMS) software the company developed. The
award was presented to a government and industry team at the 10th Annual
Executive Forum for Modeling and Simulation May 30-31 in Vienna, Virginia. The
system, developed ahead of schedule in a highly compressed six-month
development cycle, supports the task-based, closed-loop features of the
Defense Department's Joint Training System, which enables commanders to plan,
schedule, de-conflict, review and analyze joint training exercises across the
armed services. ``The
capabilities of the JTIMS system reflect the results of many years of
research on training needs of the armed forces,'' said Lawrence O'Brien, DRC
vice president and general manager of systems engineering. ``This outstanding
product was the result of a complete team effort to understand and respond to
the needs of the joint training community. ''
This
paper is available on the 2001 I/ITSEC CD ROM. |
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DEFINING MISSION-BASED TRAINING
REQUIREMENTS: CONNECTING THE DOTS Mr. Robert Guptill and Mr. John Cipparone Dynamics Research Corporation Andover, Massachusetts Conducting effective
individual and collective training that is based on mission and job
requirements is the overall goal of all training. Only when this occurs can
there be assurance that individuals and units will be “ready ”to perform
their mission and associated task requirements. However, attaining this
training readiness state has been difficult due to a lack of validated,
constructive models that represent: (1) how missions are performed and
measured; (2) how units and systems function; and (3) how individuals, crews,
and teams perform work. Moreover, there is a lack of integration tools and
accepted processes for building these mission-to-task linkages and managing
the data. This paper describes
a top-down and bottom-up Mission-based Training Requirements Methodology that
evolved from numerous training requirement analyses. This approach initially
focuses on missions that are analyzed and defined using the Universal Joint
Task List –Joint Mission Essential Task List (UJTL-JMETL) process. This
process uses Service-approved taxonomies of strategic, operational, and
tactical tasks as well as a comprehensive set of task conditions and
performance measures to model mission task requirements. Using the Joint
Training Information Management System (JTIMS), an automated capability for
developing operational templates of these task requirements is provided. Central to this
methodology is the use of the Military Domain Representation Framework (MDRF)
modeling developed by the Defense Modeling and Simulation Office (DMSO) and
employed by the Joint Simulation System (JSIMS) program. The MDRF’s
Functional Descriptions of the Mission Space (FDMS) process models provide
the means for modeling unit and system functional operations and, most
important, provide the basis for linking mission task performance
requirements to human task performance requirements. Human task requirements
are identified using task analysis techniques that have been long-used by
training analysts. Task analyses developed using these Instructional Systems
Development/Systems Approach to Training (ISD/SAT) techniques constitute the
bottom in the overall task analysis hierarchy and provide the basis upon
which individual and collective training is developed. This
mission-to-individual task analysis approach provides a means for specifying,
acquiring, developing, operating, and managing training systems that directly
achieve mission and job task performance requirements. Beyond the training
benefits of this approach, the methodology products have implications for
supporting simulation-based systems acquisition, live-fire test and
evaluation, doctrine development, manpower and personnel requirements
analysis, logistics support analysis, business process improvement, and job,
unit, and organizational development. Ultimately, the application of such a
mission-focused analysis methodology specifies the level of unit and individual
“readiness” necessary to accomplish those warfighting task requirements
deemed essential by Commanders-in-Chief (CINCs) and their Service component
commanders.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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TRANSITIONING
AN ITS DEVELOPED FOR SCHOOLHOUSE USE TO THE FLEET –TAO ITS,A CASE STUDY
Stottler Henke
Associates,Inc. San Mateo,California MARCORSYSCOM,PMTRASYS Orlando,Florida Stottler Henke Associates,Inc. San Mateo,California This
paper describes our experiences in transitioning the Tactical Action Officer
Intelligent Tutoring System (TAO ITS), designed and developed specifically for
use by students at the Navy ’s Surface Warfare Officers School (SWOS), to
fleet use. PMS-430 recognized that
while they were fulfilling the needs of integrated team training, the Battle
Force Tactical Trainer system required a major portion of the shipboard
Combat Information Center (CIC)to be manned in order for the TAO to practice
tactical decision-making .Experts and
instructors agree that the most important factor for maintaining a TAO’s
tactical decision-making skill is the opportunity to practice making
decisions and timely feedback. SWOS
has found that the TAO ITS increased the amount of such practice by ten
times. Both PMS-430 and SWOS have
deemed it beneficial to transition the TAO ITS to the fleet for shipboard
use.The TAO ITS and the benefits realized by students at SWOS are described
in [Stottler and Vinkavich 2000 ].Transitioning the TAO ITS to shipboard use
would realize several benefits. Since
TAO ITS is PC based and requires no extra human players or support personnel,
it enables TAOs and prospective TAOs much greater opportunities to practice
their tactical decision-making skills anytime/anywhere. One of the primary
limitations to free-play simulated scenario training out in the field or
onboard ship is the need for evaluation of the student ’s actions. Tactical decision-making practice is
almost worthless without knowing whether the decisions were good or bad. The TAO ITS provides automatic debriefing
capabilities, giving the student the important feedback as to which decisions
were made correctly versus the omitted or bad ones. There were several considerations in planning the transition of
the TAO ITS to fleet use due to the differences between SWOS and the ship ’s
environment and mission. Individual
ships would want to train the TAOs with data specific to their ship and with
scenarios appropriate for their geographical area. The TAO ITS already possessed this ability, but the existing
interface was built to be used by only a handful of SWOS instructors. These capabilities had to be made far more
user-friendly. The TAO ITS was
alpha-released to the Fleet in January and beta-released in
April,2001.Recommended enhancements were made, and it will be released for
general fleet use in August,2001.The results and lessons learned from this
process are described in this paper. |
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A COMMON COCKPIT TRAINING SYSTEM Stottler Henke Associates, Inc. San Mateo, California Naval Air Systems Command Patuxent River, Maryland The
Naval Air Systems Command is introducing a new helicopter, the MH-60R
(Romeo), for anti-submarine warfare and other uses. There are three
crewmembers: the pilot, the airborne tactical officer (ATO), and a sensor
operator (SO). The SO will be responsible for interpreting and managing a
large variety of sensors. These sensors will be used to detect and track all
ships, submarines, and possibly planes in the helicopter’s vicinity, as well
as friendly and enemy missiles and torpedoes. It is imperative to maximize
the skills of both the ATO and SO, both operationally and tactically, as they
must handle large amounts of information under stressful time critical
situations. However,
carrying out anti-submarine warfare (ASW) at expert levels of proficiency
requires extensive practice in real or simulated tactical situations under
the guidance of experienced instructors. To train sensor operators more
rapidly and cost-effectively, the Navy needs advanced software which
complements traditional training methods. This software would provide a
learning environment where students can practice ASW via free-play simulated
tactical situations while receiving feedback and instruction customized to
their experience and competency level. The intelligent tutoring and
simulation system software being developed duplicates the Common Cockpit
Mission Display and includes free play simulation capability to maximize
training. This
intelligent tutoring system (ITS) will observe the operator's interaction
with their equipment in the context of the ongoing mission situation, and
provide appropriate reactive or proactive feedback to the operator in real
time. The system is based on an individualized proficiency model of an
operator, developed and updated throughout the operator’s use of the ITS.
This model will allow the software to provide feedback that is customized to
the specific operator.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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APPLYING A GENERIC INTELLIGENT TUTORING
SYSTEM (ITS) AUTHORING TOOL TO SPECIFIC MILITARY DOMAINS Dick Stottler, Daniel Fu, and Sowmya Ramachandran Stottler Henke Associates, Inc. San Mateo, California Air Force Research Laboratory Brooks AFB, TX This paper describes our experience in
applying a generic Intelligent Tutoring System (ITS) authoring tool to
specific training applications. The Internet ITS Authoring Tool (IITSAT) was
developed to decrease the time to develop tactical decision-making ITSs and
was based on the experience from several previous ITS projects. IITSAT allows
ITS authors to organize course principles, articulate teaching methods,
specify courseware, and develop a case base of scenarios for students along
with a specification of how the student’s actions will be evaluated and his
mastery of the required knowledge assessed. Evaluation of the correctness of
actions and inference of the student’s knowledge may be performed by external
code, or with libraries supplied with IITSAT. They support both the use of
finite state machines (FSMs) to evaluate a student’s actions in a free play
simulation, or comparison to correct and likely incorrect solutions for each
scenario. Different instructional methods can be chosen including who should
control the sequence of instructional events - the student, the author, or
the ITS, and what that sequence should be. The FBCB2/Tactical Decision-Making
ITS prototype teaches armor company commanders by presenting course material
and examples, then testing the commander in tactical situations displayed as
FBCB2 overlays or in a commercial tank simulator interfaced to the actual
FBCB2 software and the ITS. IITSAT’s comparison libraries successfully
evaluated a student’s battle plan with the addition of domain-specific code.
The next ITS to be developed with IITSAT was an F/A-18 Air Tactics ITS
prototype which intelligently evaluated a pilot’s actions during mission
rehearsal to practice perishable skills. IITSAT was interfaced to ACM, a
commercially available flight simulator which was altered to output a log of
actions and events. FSMs evaluated the correctness of the pilot’s actions and
inferred mastery of different principles. The Air Tactics ITS was developed
in a small fraction of the normal time and IITSAT did not need to be modified,
but FSMs were less general than planned. An authoring tool was very helpful
since it could be modified to increase its generality and flexibility. |
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OBJECTIVE BASED TRAINING AND THE BATTLE
FORCE TACTICAL TRAINING SYSTEM; FOCUSING OUR FLEET TRAINING PROCESSES Bruce J. Acton, ATEAMS Systems Engineer Novonics Corporation San Diego, CA. Barry J. Stevens, BFTT System Engineer Collaborative Technologies Branch Head
(DN 21) Combat Direction Systems Activity, Dam
Neck, Virginia Beach, VA Historically,
many of our Modeling and Simulation (M&S) training systems were developed
as a result of technology-push rather than requirements-pull. The challenge
that confronts M&S based training system developers is gaining an
accurate understanding of the individual and team training requirements to be
satisfied by a training system. The
United States Navy is installing a Battle Force Tactical Training (BFTT)
simulation-based system in ships in an architecture which wraps around
sensors, weapons and command and control systems -- allowing the ships themselves
to be used by the crew to conduct multi-warfare training. Until recently,
however, the Navy had little in the way of processes to quantify fleet
training requirements at the team, sub-team and operator levels for use in at
at-sea simulation environment. The
U. S. Navy’s Afloat Training Organizations (ATOs) have implemented a process
that quantifies training requirements, established clear training goals and
associated metrics, and provides diagnostic training feedback. This
systematic approach adapts accepted schoolhouse practices of curriculum
development by creating a hierarchical structure of objectives tied to
individual and team measures of performance linked to Naval Mission Essential
Tasks. The process facilitates automated scenario generation and focuses
smart systems on evaluation of performance and remediation. This paper
provides an overview of the BFTT system, defines the development status of
training objectives, and establishes a basis for related papers that detail
how fleet training goals will be realized through the application of new
training management & M&S based systems.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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AFLOAT TRAINING, EXERCISE, AND
MANAGEMENT SYSTEM (ATEAMS) ENABLING OBJECTIVE-BASED TRAINING Sonalysts, Incorporated Dahlgren, Virginia Over the past 7
years, collaborative efforts by various Navy afloat training organizations,
and by personnel in the training research, Battleforce Tactical Training
(BFTT), and joint training programs have defined a formal “train by
objective” process to facilitate shipboard training. Central in these efforts
was the need to formalize the links between training requirements, events,
performance measurement capabilities, and subsequent feedback. As these Fleet
and research program efforts matured, results were extremely encouraging. The
new processes allowed trainers to formally quantify readiness and performance
in a manner previously unavailable. However, it was apparent that these
processes were administratively burdensome and required technological
solutions. Execution of the
Objective-Based Training (OBT) process across training audiences required a
variety of tools to support both trainers and trainees. OBT planning tools
had to determine what needed to be trained, for whom. Context information had
to be provided to set the stage for trainers and trainees to efficiently and
effectively use time and resources. OBT also required tools ranging from
paper-based products to machine-aided collection of performance data. Data
entry/archive tools were required to ensure raw data was categorized into
meaningful performance information. Reporting tools were needed to provide
short and long term analysis products in support of training and readiness
decisions. Finally, technology had to be applied to ensure the conduct of OBT
was not cumbersome and administratively burdensome. Afloat Training,
Exercise, and Management System (ATEAMS) is the Fleet’s initiative to provide
an automated process to manage OBT that supports conducting training based on
pre-defined objectives that are both measurable and traceable. Commands can
use several paths for selecting objectives to rapidly identify the desired
training focus. In addition, it provides a simplified means to develop
training scenarios that are traceable to selected objectives, as well as
providing standardized methods to measure team and individual performance.
The results of ATEAMS related exercises support BFTT Debrief and provide
objective-based feedback both to the chain of command and to the Navy
training facilities supporting fleet readiness. The ATEAMS functional states
include Initialization, System Administration, Data Administration, Training,
Reporting, Print Management, and Periodic Update. Three States are described
in this paper, the Data Administration State, the Training State and the
Reporting State. This is followed by an overview of the data architecture for
ATEAMS. ATEAMS automation will increase the effectiveness and efficiency of
afloat training. This process will improve fleet training and assessment, and
support timely and relevant feedback to the chain of command and other
activities. As important, this architecture can be adapted to other training
requirements.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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AFLOAT TRAINING, EXERCISE AND
MANAGEMENT SYSTEM (ATEAMS) HAND-HELD DEVICE (HHD) Mr. Paul J. Hession, John J. Burns, Ph. D. , & Mr. Geary Boulrice Sonalysts, Incorporated Orlando, Florida The
Shipboard Mobile Aid for Training Evaluation (ShipMATE) effort to pair
advanced performance measurement methods with state-of-the-art hand-held PC
technology supporting training in a scenario-based environment has produced
numerous lessons learned. It is time to review findings and prepare for
transition of methods, tools, related trategies, and technologies to the user
community. One ready target for transition is the Afloat Training, Exercise
And Management System (ATEAMS). ATEAMS seeks to provide an automated process
to manage Objective-Based Training (OBT). As originally envisioned, ATEAMS
required use of cumbersome and error-prone paper-based data collection tools.
Once data was collected, it had to be reduced and stored in a format and
medium that would support useful reporting functions and allow future
training evolutions to be informed by historical performance trends. These
factors represent formidable obstacles to using behaviorally anchored performance
measurement methods to enhance performance. While ShipMATE-like technology
provides a potential solution to this challenge, hand-held PCs (HPC) are
prohibitively expensive. The advent of increasingly capable, less expensive
hand-held devices (HHDs) provides a technology-based solution that enables a
digital data collection, reduction, and storage process. The HHD affords the
developer the ability to transform a static measurement tool into an
interactive performance measurement tool that can be tailored to an
individual’s level of expertise, check input, prompt for actions, and
generally increase the consistency with which a methodology is administered.
This paper details research into the use of emerging hand-held computers and
associated software development environments to assist trainers in the
measurement of performance, specifically, in support of the development of a
prototype HHD for ATEAMS. Integration of the HHD with ATEAMS will
significantly increase the usability of this software, and hence, increase
the training potential of ATEAMS and BFTT.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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INTEGRATION OF COMMON M&S RESOURCES
FOR TEST AND TRAINING RANGES Dynetics, Inc. Fort Walton Beach, Florida Guidance
from the Office of the Secretary of Defense (OSD) in the form of the Joint
Test and Training Range Roadmap (JTTRR) attempts to merge and leverage test
and training range efforts where feasible. A multi-year effort being
performed under the Office of the Director, Operational Test and Evaluation
(DOT&E) CROSSBOW program is providing for the concurrent integration of
common weapon simulations into architectures which support real-time live-fly
exercises on the open air ranges (OARs) and into a high fidelity integrated
air defense system (IADS) model. The real-time surface-to-air missile (RTSAM)
models, which are being developed and validated under the cognizance of the
Defense Intelligence Agency/Missile and Space Intelligence Center (DIA/MSIC)
in Huntsville, Alabama, are related to those being developed under OSD’s
Joint Modeling and Simulation System (JMASS) Program. Information
regarding the mission and purpose of the CROSSBOW committee is provided, followed
by a description of the RTSAMs and their specific relation to the JMASS
Program. The individual integration efforts are then discussed in detail,
with primary emphasis upon the integration in support of real-time OAR
exercises. Topics discussed include system and subsystem requirements
definition, concept of operations (CONOPS) development, porting/verification
of software to the selected computer platform, development of software
utilities necessary to represent site-specific operation, and comparative
validation efforts following integration.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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CONCURRENT DEVELOPMENT: THE C-130J
STORY Military Simulation and Training Tampa, Florida In
1994, the UK Ministry of Defense ordered a suite of C-130J simulators for the
Royal Air Force. The aircraft development effort was in the critical design
phase – with First Flight still two years away. The aircraft design included
a highly integrated, quad-redundant
avionics architecture, with nine 1553 Busses linking six Bus Controllers and
more than one hundred Remote Terminals. Nearly all the latest communication,
navigation, surveillance, control and display systems were utilized. The
suite of simulators was to include full flight, part task, and maintenance
trainers. Producing these simulators concurrent with the aircraft development
posed unique challenges for both the aircraft and simulator manufacturers.
This paper describes those challenges, with primary emphasis on the
concurrency issues surrounding the avionics systems development. It describes
the decisions made, the logic behind those decisions, and lessons learned.
This paper also discusses the need for industry guidance, and suggests a
process for use on future concurrent development programs (new aircraft and
major upgrades).
This
paper is available on the 2001 I/ITSEC CD ROM. |
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SOFTWARE INSTRUMENTATION FOR
INTELLIGENT EMBEDDED TRAINING Brant A. Cheikes and Abigail S.Gertner The MITRE Corporation Bedford, Massachusetts Software
applications play a critical role in many work environments. These
applications may be general purpose, such as word-processing and spreadsheet
tools, or tailored to specific mission functions, such as systems for
air-traffic management and military command and control (C2). End-user training is critical if
these applications are to be adopted and used effectively. With operations
tempo up, and training budgets under constant pressure to do more with less,
it is more important than ever to bring training to the users and enable them
to learn whenever they have time, wherever they may be. One way to accomplish
this is to embed a training system in the mission application itself. Such embedded training systems (ETSs) have
been used to varying degrees throughout the military services, and the United
States Army has mandated the use of embedded training techniques for all new
systems it procures. Application-operation
skills are learned best when trainees are given extensive hands-on ,
interactive coached practice on the mission application to be used on the
job. Our research focuses on developing ETSs that approximate the advantages
of one-to-one expert human tutoring through the use of intelligent
computer-assisted instruction (ICAI) techniques. For ICAI-based ETSs to
support interactive coached practice, they must have some means of observing
both the trainee s actions on the mission application, and the application s
response(s) to those actions, and also a way to take control of the mission
application for the purpose of demonstration or to set up the initial
environment for training. To
provide this service, we have developed a technique called software instrumentation, whereby we
non-invasively modify the mission application s computing environment (rather
than the application itself) and thus gain the required forms of access for
our ETS. We discuss this general technique and our implemented software
instrumentation tools for X-Windows and standalone Java applications.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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A UNIQUE AIR FORCE C2 TRAINING SOLUTION
FOR MODULAR CONTROL SYSTEMS SMSgt. 133d Air Control Squadron, IA.
ANG Fort Dodge, Iowa Air Force Research Laboratory (AFRL) Mesa, Arizona Air Force Research Laboratory *L-3 Communications Link Simulation and
Training Binghamton, New York A
number of solutions have recently been proposed to provide effective training
for the Air Force (AF) battle management crews responsible for tactical-level
command and control (C2) in the in the Theater Air Control System (TACS) Modular
Control Equipment (MCE). Some proposed solutions include intelligent tutors
and stand-alone systems. Stand-alone systems currently do not provide
training for he complete TACS MCE functionality. The most effective way to
provide TACS training is to have the trainees employ the equipment they
actually use, interfaced with other TACS entities, and all operating in a
realistic synthetic battlespace. The immediate problem with the stimulation
of the MCE to provide “in box training” concerns the difficulty and expense
in integrating to the Military Standard (MIL STD) Naval Tactical Data System
(NTDS). There are two alternatives to provide this type of MCE stimulation:
(a) Reengineer a proprietary gateway to translate standardized simulation
data to NTDS format, or (b) Use a
remote radar port with an existing gateway to access the MCE. The first
option, which proved costly, was prototyped and reported in other papers. The
second option became available through the Joint Expeditionary Forces
Experiment (JEFX) 2000, where Distributed Interactive Simulation (DIS) data
from several simulations was integrated to real-world, next-generation C2
systems. Use of this existing translator from real-world experiments was then
applied to solving the training deficiencies for TACS with emphasis on the
MCE. This paper will report the success of a demonstration of that reusable
interface and the future plans for this innovative approach to provide
expanded MCE training.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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USAF SECURITY FORCES TRAINING NEEDS Joseph L.
Weeks , USAF
Research Laboratory, Mesa, Arizona Lt Col Jorge
S. Garza , USAF,
Security Forces Center, San Antonio, Texas Capt Mark A.
Archuleta , USAF, Force
Protection Battlelab, San Antonio, Texas L. Bruce
McDonald , McDonald
Research Associates, Winter Park, Florida Security
forces ensure USAF combat capability by providing force protection. The Air
Force Research Laboratory and McDonald Research Associates have launched a
research and development project dedicated to exploring affordable strategies
for security forces distributed mission training — known as SecForDMT. The
current approach consists of the design, development, and evaluation of
distributed interactive simulations. Expert assessments indicate the
potential of this technology for support of instructional objectives
involving command and control, decisionmaking, and team coordination. To
ensure emerging technology supports warfighter needs, technology assessments
must be considered in combination with training requirements. The purpose of
this paper is to review empirical data that describe training needs of
security forces enlisted and officer personnel and to discuss implications
for SecForDMT.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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PROTOTYPE AUTOMATED PERFORMANCE
MEASURES FOR FUTURE BATTLE STAFFS Human Resources Research Organization Fort Knox, Kentucky The
transition to the Objective Force is characterized by challenges, such as how
the Army will train, maintain, and operate as an information-age force. A key
aspect of the Objective Force is commander-centric command, control,
communication, computers, and intelligence (C4I) systems. One of the Army’s immediate
needs in the effort to utilize C4I capabilities is an approach for
ensuring that the capacity of digital information systems is fully exploited
in combat units, especially among staffs. To achieve that objective, staff
members must acquire and maintain the skills required on the digital
battlefield. Closely linked to the training requirement is the need for
assessment, both to allow for feedback and performance improvement, and also
to support the design and development of training programs. Digital
C4I
systems offer an exceptional opportunity for efficient and objective methods
for staff performance measurement. Digital C4I systems have organic capabilities
that should allow us to automatically collect, analyze, and portray data. For
example, the instrumentation of a C4I system records a system log of all
soldier-computer interactions. The graphic portrayal of the battlefield
depicted on soldiers’ C4I displays is the result of individual and collective
soldier-computer interactions, and these interactions can be empirically
captured in the system log. Accessing
the logged information and making it intelligible to observers or to the unit
in training is not currently a routine process. Recent studies have examined
what information can or should be accessed and how it should be aggregated
and portrayed to support performance improvement. Additional research and
development efforts are being undertaken to help the Army achieve effective
and efficient methods for automating staff performance assessment and
feedback. This paper describes an effort to develop prototype samples of
graphical performance information that exemplify the potential of digital
systems to provide that feedback. Topics covered include a definition of
automated measures and how they relate to measuring skills that staffs and
teams need to possess to be successful. The methodology used to design and
develop automated measures is discussed, and finally, representative results
obtained on these automated measures during U. S. Army concept experiments
will be presented, along with lessons learned during this research effort.
This
paper is available on the 2001 I/ITSEC CD ROM. |
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EVALUATION OF TRAUMA TEAM PERFORMANCE
USING AN ADVANCED HUMAN PATIENT SIMULATOR FOR RESUSCITATION TRAINING Michael E. DeBakey Dept. of Surgery,
Baylor College of Medicine, Ben Taub General Hospital Houston, Texas Michael E. DeBakey Dept. of Surgery,
Baylor College of Medicine, Ben Taub General Hospital Houston, Texas Michael E. DeBakey Dept. of Surgery,
Baylor College of Medicine, Ben Taub General Hospital Houston, Texas Background:
Human patient simulation (HPS) has been utilized since 1969 for teaching
purposes. Only recently has technology advanced to allow application to the
complex field of trauma resuscitation. The purpose of our study was to
validate the advanced HPS as an effective evaluation tool of trauma team
resuscitation skills. Methods: The pilot study evaluated ten 3-person
resuscitation trauma teams from non-trauma centers that participated in a
28-day trauma rotation. Each team consisted of physicians, nurses, and
medics. Using the HPS, teams were evaluated upon arrival and again upon
completion of the rotation. Two standardized trauma scenarios were utilized,
representing a severely injured multiple trauma patient with an Injury
Severity Score of 41. Performance was measured utilizing a unique human
performance assessment tool that included 5 scored and 8 timed tasks
universally accepted as critical to the initial assessment and treatment of a
trauma patient. Scored tasks included organizational skills, in addition to
airway, breathing, circulation, and disability assessments. Statistical
analysis was accomplished with a paired two-tailed t-test. Results: All ten
groups demonstrated significant improvement in the 5 scored (p <0.05) and
6 of the 8 timed (p <0.05) tasks during the final scenario. This
improvement reflects the teams’cumulative didactic and clinical experience
during the 28-day trauma experience as well as some degree of simulator
familiarization. Improved final scores reflect efficient and coordinated team
efforts. Conclusion: No studies have validated the use of the HPS as an
effective teaching or evaluation tool in the complex field of trauma
resuscitation. These pilot data demonstrate the ability to evaluate trauma
team performance in a reproducible fashion, and a significant improvement in
team performance following the 28-day trauma experience in groups with
varying degrees of prior trauma experience.
This
paper is available on the 2001 I/ITSEC CD ROM. |