I/ITSEC 2000 TABLE OF CONTENTS
Emerging Concepts Technology Applications
What Makes A Distance Education Program First Rate?
Learning With Reflection: Project Praxis
Experiments In Decision Analysis Techniques For Simulation Based Acquisition
Immersive Virtual Environments To Support System Design And Acquisition
Development Of A Virtual Distributed Collaborative Environment
Development Of A Virtual Proving Ground Using High-Resolution Terrain
21st Century Terrain - Entering The Urban Work
Dynamic Terrain In A Distributed Simulation Environment With Low Cost PC
Quantitative Performance-Driven PC-Based Image Generator Evaluation For
Visual Integrated Display Systems
Developing Intelligent Infrared Targets For Testing And Training (Irt3)
Establishing Unit Control Methodology To Support Embedded Simulation
Simulation Driven Virtual Objects In Real Scenes
Tracking Technologies For Virtual Reality Training Applications: A Case Study
An Evaluation Of The Training Effectiveness Of Virtual Environments
Employing Augmentation In Virtual Environments For Maintenance Training
Finite-State Grammatical Model And Parser For Air Traffic Controller's Commands
A Speech-Controlled Interactive Virtual Environment For Ship Familiarization
Speech Recognition In Noisy Military Training Environments
Aggregation Of Entities For Entity-Aggregation Simulation Interoperability
On The Fidelity Of SAFs; Can Performance Data Help?
Use Of Active Network Technologies For Distributed Simulation
Higher-Level Integrated Team Training Environment For Space (Hilite)
Closed-Loop Adaptive Training - Applications For Satellite Operator Training
An Empirical Evaluation Of The Java And C++ Programming Languages
Direct Use Of Avionics Software In Trainers
Simulator Cost Reduction Using A Distributed I/O And Distributed Power Architecture
Automated Linear Feature Extraction In Support Of Rapid Database Generation
Enhancing Training Systems W/ Text Mining
Extending Simulation Interfaces To Mobile Computing Platforms
Improving Simulator Accuracy With Integrated Analysis Of Flight Data
Military Medicine Modeling And Simulation In The 21st Century
New COTS Hardware And Software Reduce The Cost And Effort
In Replacing Aging Flight Simulators Subsystems
Realistic Modeling Of Chemical And Biological Agent Transport And Effects
UCAV Distributed Mission Training Testbed: Lessons Learned And Future Challenges
VERTS Synthetic Urban Environment Development Process - End To End
Web-Based Simulation And The Virtual Reality Modeling Language
Education Instruction and Training Methodology
Mentoring The Development Of Low Cost, Web-Deliverable
Electronic Performance Support Systems (EPSS)
Development Of A Learning Continuum For The Navy Learning Network (NLN)
Live Web Based Training, Is Synchronous Better? Prototype Case Study Results
MITAS And Mentor - Authoring Systems For Developing
Computer Based Instruction With 3d Microworlds And Dialogue
What Is A CBT Element?
Improving CBT By VR Elements
Briefing Room Interactive (BRI):
An Assessment Of A Web-Based Flight Preparation System In The F-117a
DOD Advanced Distributed Learning Network
The Field Guide To Veterans Service Representative (VSR) Training:
A Web Based Training Case Study
Tactical Action Officer Intelligent Tutoring System (TAO ITS)
A Constructivist Approach To Distance Learning For Counterterrorist Intelligence Analysis
Coaching Techniques For Adaptive Thinking
Cognitive Training Initiatives: A Case Study Of Aircrew Training
Technology Infusion Change Management: From Technology Frenzy To Transformation
Maximizing Technology Integration Efforts Using A Research-Based Approach
Building An Affective Component To Enhance
An Intelligent Tutoring System For Shiphandling
Intelligent Tutoring Systems For Procedural Task Training
Of Remote Payload Operations At NASA
Guidelines For Evaluation Of Internet-Based Instruction
Distributed Digital Skills Laboratory: A Virtual Coaching Environment
For Information Systems Training
Using The Theory Of Equivalency To Bring On-Site And Online Learning Together
Distributed Learning In Support Of Enhanced Regional Security
Database-Managed Training system For Customer-Specific Training
Guidelines For Designing Online Learning
Training The Marine Corps With Tactical Decision Games
Structuring Training For Simulations
Soldiers As Distance Learners: What Army Trainers Need To Know
Human Factors Engineering and Integration
Networked Simulators: Effects On The Perceptual Validity Of Traffic In Driving Simulators
The Development Of Information Visualization design Guidelines
Fighter Aircrew Visual Cue Analysis In Aircrew Terms
A Generic Assessment Tool For Evaluating C2 Exercises
Guidelines For Developing A Hand-Held,
Configurable Set Of Team Performance Measurement Tools
The Application Of A Validated Human Performance Model
To Support Predictions Of Future Military System Capability
Using Human Performance Prediction To Assess Manning Requirements
A Bridge Between Cockpit/Crew Resource Management And
Distributed Mission Training For Fighter Pilots
Supporting Shipboard Network Operations Through Electronic Performance Support Systems
Knowledge Representation As The Core Factor For
Developing Computer Generated Skilled Performers
Realtime Modification Of Large Scale Exercises:
Supporting The Management Of Human Trainer Resources
Considering Human Requirements In Training System Design:
A Vision For The 21st Century
Modeling Architecture To Support Goal Oriented Human Performance
COURSE OF ACTION TRAINING FOR HELICOPTER PILOTS
OPTIMIZING THE TRANSFER BETWEEN GENERIC AND TYPE-SPECIFIC SIMULATORS IN INDIVIDUAL AND TEAM TRAINING
Modality Preference And Short Term Memory
The Advanced Technology Crew Station (ATCS) Design Methodology:
A Crew-Centered Approach
Modeling and Constructive Simulation
Environmental Data Modeling For Simulation System Requirements Specification
Extending The Terrain Common Data Model To Training Simulations
On Low-Cost Visual Systems
Propagation Models And Anti-Submarine Warfare (ASW) Trainers
Communication With Intelligent Agents
Design Of An Observation-Based Autonomous Re-Planning Capability In A Synthetic Unit
Force XXI Battle Command Brigade And Below Digitization Of CCTT
A Temporal Database Approach To Simulation Data Collection And Analysis
Competing Context Concept: Experimental Results
Development Of An Abstract User Interface To Support Multi-Modal Interaction
How Hard Is It To Make A Visual Simulation Database?
Representation Of Urban/Suburban Sprawl Through Real-Time Generation
Of Pseudo-Random Cultural Feature Entities
Conversion For Distributed Mission Training PC-Based Image Generators
Modeling Platform Behaviors Under Degraded States Using Context-Based Reasoning
Simulating Human Cognitive Processes:
Exploring Aggregate Behaviors In Tactical Simulations
Development Of A 2nd Generation Semi Automated Forces (SAF) Workstation
Modeling And Simulation Augments V-22 Operational Testing
A Case Study On Model Integration, Using Suppressor
GOMS Modeling Application To Watchstation Design Using The Glean Tool
Simulation Meta-Architecture
DMT "Fair Fight" Temporal Triad: Weapon, Counter-Measures,
Target Via Distributed Ordnance Servers
A Knowledge-Based Simulation Architecture For Assessing And Managing Risk
Data-Driven Knowledge Engineering
Development Of Task-Aware Simulation Systems
Development And Application Of A CB Weapons Effects And Sensor Toolset
Policy and Management
Satellite Command And Control Training For The 21st Century
Crisis Planning And Response (CPR) Web Portal:
Opening The Doors Between Interagency And Coalition Communities
Cost Effectiveness Of Embedded Training On Army Ground Vehicles
Always Ready To Learn The Coast Guard Advanced Distributed Learning Initiative
Merging Resident ND Non-Resident Curricula Through
Management, Innovation, And ADL Initiatives
Advanced Distributed Learning Co-Laboratory Network
Beyond Our Borders: The Future Of Coalition Simulation
Building Simulation Centers For NATO And PFP Countries
Synthetic Environments - A Vital Tool For UK Defence
Determining Return On Investment In Terms Of Readiness
U.S. Navy's Fleet Aviation Readiness Assessment And Resource Optimization:
A Case Study
The Impact Of Advanced Distributed Learning (ADL) On Joint Readiness:
An Operational View
Specifying The Bowman Simulator Using The Systems Engineering Approach To Training
Standardised development of a needs statement for advanced training means
Procuring A Military Training System In The Commercial Market: Lessons Learned
Evaluating Training Management Software Products: A Case Study
A Decision Support System For Evaluating
Training System Improvements and Ensuring Return On Investment
Partnering With High Schools To Build A Greater America: A Case Study
Training and Live/Virtual Simulation
Using Distributed Mission Training To Augment Flight Lead
The Road To DMT
EVOLUTION OF THE PROCESSES USED TO EVALUATE AIRCREW TRAINING DEVICES IN A DISTRIBUTED ENVIRONMENT
A Complex Synthetic Environment For Aircrew Training Research
Training In A Synthetic Environment
For Improved Operational Effectiveness In Collective Air Operations
The Subjective Objective Assessment Of Airmanship
Integration Of Fielded Army Aviation Simulators With MODSAF:
The Eighth Army Training Solution
Lessons Learned From The Special Operations Forces STOW-A HLA Exercise
I/ITSEC 99 Joint Training Event: HLA Federation Perspective
Legacy Flight Simulation Transitions To The High Level Architecture (HLA)
And The Naval Aviation Training Systems Interoperability Maturation Model
Using JTIMS For Knowledge Acquisition In Training And Simulation Requirements Definition
Determining The Right Mix Of Live, Virtual, And Constructive Training
Automated Decision Aid System For Hazardous Incidents (ADASHI)
Military Based User Assessments For Medical Simulation
Simulation Of Voice Communication By Speech Synthesis
Training In Distributed Virtual Environments
Training-Transfer Guidelines For Virtual Environments (VE)
Training Teams With Simulated Teammates
The Army Aviation Collective Training Solution: AVCATT-A
Close Combat Tactical Trainer SAF On A PC
Incorporating Virtual Simulation With Interoperability Training
Integrating Complementary Views On An Exercise
Into An Objectives-Based Training Support Toolset
Centralized Training Analysis Facility For Live Training
Australian Collaboration With USN Battle Force Tactical Training Program
An On-Board Training System For LPD-17
Interoperability Of Air Combat Training Systems
Using HLA For Integrating Weapons Analysis Lethality Tool Set (WALTS)
With Live Flight Ranges And Virtual Simulators
Improved Battle Training Though FBCB2 Communications Link With Miles 2000
Tactical Driver Training Using Simulation
"Recent Experiences In Law Enforcement Driving Simulation
Low Cost Tactical Trainer Instruction / Tactical Training
An Evolutionary Approach To Embedded Training
Baseline Interoperability For Marine Corps Air And Ground Simulators:
The Marine Air Ground Task Force Federation Object Model (MAGTF FOM)
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Camille
K. Fareri This
paper addresses the issue of quality in Distance Learning ("DL")
programs. It attempts to
examine the issue of quality in distance learning from different angles.
Everywhere you look, new "electronic" institutions are offering
distance learning courses. The
proliferation of DL courses means that colleges, businesses and the military
now have choices in selecting distance learning programs and can implement
first rate programs. At issue in determining quality in distance learning is
"through whose eyes is the quality determined?"
On one hand, technologists built the systems and networks on which DL
programs operate and view quality in mostly technological terms: access,
successful transmissions, download time, etc.
On the other hand, educators, who also view access as a criterion for
quality, concentrate more on the program's ability to elicit learning.
Educators are more interested in the conditions of learning than bandwidth
size. One of the major components of a first rate DL program is the DL strategy employed by a specific institution. About a decade ago, the first, crude attempts at "distance learning" incorporated various methods to teach people who were widely dispersed geographically. In the early days, video broadcasts presented lectures and early attempts at computer-based learning consisted of throwing text onto the computer screen. Electronic books were merely poor imitations of their print counterparts. For the most part, these first approaches were rather unimaginative. In the last decade, the continuum of distance learning strategies progressed from the simple -- Web pages with text delivered over the Internet, Computer Based Training (CBT) delivery and one-way teleconferences/ videoconferences – through more advanced – synchronous instruction using white boarding available online; two way, interactive synchronous teleconferences; asynchronous videoconference supported by online materials with student collaboration and interaction -- to the more mature technologies of today: online synchronous and asynchronous delivery of instructor-developed curricula and multi-media instructional objects, artificial intelligence including various avenues for student interaction/ collaboration and total virtual campus solutions integrating DL courseware with other school functions and student support applications. Regardless of the DL strategy, courseware online needs to motivate, interest and fully involve the students in the learning process. When a boring campus lecture course is converted to monotonous text scrolling across the screen, even the most dedicated and motivated students zone out. The primary test of a course’s inherent quality is if it fully engages the students and elicits the desired learning outcomes. This paper explores what research has indicated are the components of effective courseware, how distance education programs can meet the conditions of learning and how to determine quality.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Peter
Eirich
Simulation Based Acquisition (SBA) is an emerging approach for DoD systems
acquisition. SBA can be applied
to a number of acquisition areas, and could be considered as a candidate
strategy or best practice for training systems acquisition. In particular, since training systems often directly include
a simulation component, the potential benefits from SBA may be even more
significant for training systems acquisition than for other types of
systems. It is generally
accepted that SBA must be supported by a collaborative information
technology environment, built around integrated design tools, product and
process databases, models, and simulations. The
author’s paper published in the 1999 I/ITSEC conference proceedings (see
Reference 1) described the preparation of an experimental environment to
evaluate candidate data analysis and decision-making techniques that
appeared promising for use within SBA.
The experimental focus included techniques for the post-analysis of
model results, and an evaluation of the desirable characteristics for tools
and techniques that could be used for shaping, defining, and quantifying the
"decision space" very early in the analysis and design process.
The 1999 paper discussed some insights gained during the preparation
process for the experiments, but the experimental results were not available
in time for inclusion. This paper is a continuation that presents the
experimental results. The
research involved a series of experiments in which groups of experts applied
different pre- and post- analysis methods to a small scale but realistic
design problem – in this instance, the design of a notional missile.
Data believed typical of what may be expected from future SBA
environments were presented to experts in missile design, who then used the
data to reach missile design trade-off decisions.
A number of information displays were programmed, and in the course
of a series of decision problems, the experts’ preferred display formats
became apparent. Suggestions
for making the preferred displays even more useful were recorded during the
sessions. This paper reviews
the types of information display formats utilized, indicates the ones found
to be most useful by the decisionmakers, and identifies their proposals for
further improvement. In
addition, to help prepare for the graphical data presentation sessions,
structured group decision analysis techniques were employed in advance to
assess the relative importance of several of the decision factors.
This paper summarizes additional insights for SBA decisionmaking
based on employing this alternative decision analysis approach. This paper is available on the 2000 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Grace
M. Bochenek, Ph.D. U.S.
Army Tank Automotive Research, Development, and Engineering Center Engineers
at the U.S. Army Tank-Automotive Research, Development, and Engineering
Center (TARDEC) are developing and applying high end projection-based
immersive virtual reality tools and engineering-fidelity simulations to meet
Army customer demands for simulation-based evaluation of ground vehicle
designs, technology, and proposed product improvements throughout a
vehicle's life cycle. As part of TARDEC’s continuous improvement of its
Simulation-based Development Processes, TARDEC acquired two projection-based
immersive visualization facilities (i.e., CAVE
, PowerWall ) to
permit multi-functional integrated concept/product teams to assemble and
solve design problems with the assistance of high-end computer visualization
tools. These technologies involve real-time simulation and interactions
through multiple human sensorial channels making users believe they are
interacting with real vehicle systems when in actuality they are only
interacting with computer generated replicas. Within
this synthetic environment team members can simultaneously enter a virtual
product design world and jointly evaluate design issues, ideas and
parameters, each from their own experience, perspective, and functional
responsibility. This paper will describe our virtual product design process,
the visualization toolset assembled, a
summary of the customization necessary, highlights of our experiences
to date in a series of user applications, changes and effects on the Army
acquisition process, and future research directions. These visualization
tools are being used in the Army to evaluate technologies that will
significantly change the user’s role in the operation of its vehicles. It
will also have application in the development and evaluation of technologies
going into the Army’s Brigade Combat Team and Future Combat Systems.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
Website |
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Grace
M. Bochenek, Ph.D.1 1U.S.
Army Tank Automotive Research, Development, and Engineering Center,2EDS VR
Center, 3MultiGen-Paradigm Inc. 4EDS
Federal, 5SGI OpenGL Performer As
a dual use science and technology effort, the U. S. Army Tank Automotive
Research, Development, and Engineering Center (TARDEC), in partnership with
EDS, SGI and MultiGen-Paradigm, is developing a unique suite of software
tools that provides the capability for geographically distributed teams or
individuals to conduct engineering level design reviews and analysis within
a common synthetic environment, a virtual distributed collaborative
environment (VDCE). This paper describes the impact of collaborative virtual
environments on Army acquisition processes, issues related to collaboration,
methodologies used to develop technical solutions, an overview of the
technical architecture, and results of experimentation and applications to
military system acquisition. The
VDCE technology and its application to Army processes has the potential to
improve Army acquisition processes, to improve system product quality, and
to reduce system development costs.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Alexander
A. Reid, Ph. D. Stacy
A. Budzik
TARDEC, in conjunction
with their Dual Use Application Program partners, is collaborating to create
a realistic, engineering-level of detail, virtual environment in support of,
both the Army’s Simulation Based Acquisition and Simulation Through the
Life Cycle programs, along with commercial product development. The Vehicle
and Heavy Equipment Virtual Proving Ground (VHEVPG) will be used by the Army
and Industry to apply "proof of concept" demonstrations through
use of high fidelity, motion based, human and hardware-in-the-loop
simulations. This is being accomplished through the utilization of
high-resolution engineering-level vehicle models, terrain and visualization,
along with three of the worlds most advanced ground vehicle motion
simulators. These include both TARDEC’s Ride Motion Simulator (RMS) and
Crew Station/Turret Motion Base Simulator (CS/TMBS) and the National
Advanced Driving Simulator (NADS) located at the University of Iowa.
Environment will exploit the unique capabilities provided by each individual
simulator- the high frequency capability of the RMS (up to 50 Hz), the large
active payload (25 tons) of the CS/TMBS, and the sustained accelerations and
large motion envelope of the NADS. The objective of these programs is to
develop a high-fidelity VHEVPG comprised of dynamic models, experimental
terrain techniques, enhanced graphics and associated data collection and
analysis techniques across distributed, concurrently running, simulations.
This environment facilitates the evaluation of vehicle and human
performance, human-machine interoperability, vehicle and crew compartment
design, along with the design of training simulators. The results of this
program will enable the acquisition
of vehicles and their subsystems, resulting in an efficient user oriented
design process.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Jeffrey
T. Turner Program
Executive Office – Intelligence, Electronic Warfare, and Systems
This paper describes the Rapid Terrain Visualization (RTV) programs
advancements in the rapid collection of high-resolution digital topographic
elevation and feature data in support of crisis or contingency operations
for both military and civilian users. The ability to rapidly collect
high-resolution urban terrain data affords our leaders and planners the
capability to implement the next generation of visualization tools and
tactical decision aids. Information
in this paper highlights the technology developed to collect this data as
well as prototype applications evolving to exploit high-resolution urban
terrain.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Rita
Simons Jesse
Liu Graham
Upton and Tim Woodard
As technology utilized in simulation has grown, so have the requirements for
a realistic solution to the dynamic terrain problem in the synthetic
environment. In order to
support the DoD Simulation Based Acquisition (SBA) initiative, the need for
a high fidelity Synthetic Natural Environment simulation is fundamental and
critical. Specifically, a realistic dynamic terrain solution is required by
the Advanced Concepts and Requirements (ACR) community, and maneuver forces
using simulation to support their collective training objectives. Research
has previously been conducted in the area of dynamic terrain implementation,
and the dynamic environment. Dynamic
terrain is not new to the simulation community, however previous efforts
have required high-end computational platforms, were unable to perform in
real-time, and were often low fidelity in appearance. With the fast paced
improvements in the performance of Personal Computers (PCs) and image
generators, the realism that is required for a dynamic terrain
implementation is now achievable on a PC. The US Army STRICOM sponsored a
Phase I Small Business Innovative Research (SBIR) topic addressing these
requirements, which has progressed to a Phase II effort.
In the Phase I effort, Diamond Visionics Company (DVC) and AcuSoft
teamed to provide a PC based technology demonstration of dynamic terrain
incorporating simple soil dynamics. Phase
II objectives include the development of a platform independent software
solution that has an open architecture and application program interfaces,
providing the fundamental functionality required by digital synthetic
environments to implement dynamic terrain in a DIS/HLA network. The
developed solution will use SEDRIS (Synthetic Environment Data
Representation and Interchange Specification) as the underlining data
standard. This paper will address the use of dynamic terrain in a
Distributed Simulation Environment utilizing low cost PC platforms.
It will examine the challenges of implementing dynamic Synthetic
Natural Environment in a distributed simulation environment, specific issues
related to DIS networking, and the challenges and advantages associated with
HLA migration. It will also
address interoperability with simulations and systems that encompass a wide
range of fidelity, resolutions and application domains.
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Budimir
Zvolanek William
Paone Ed
Elking Tim
Dwyer Affordability
and performance of training systems devices have become key factors in
improving availability of training to a broader military community.
An example of this is the Target Projection System (TPS) embedded
within Boeing’s Visual Integrated Display System (VIDS) – a product
delivered to a number of military training programs such as the T-38 and the
USAF Distributed Mission Training (DMT) F-15C and DMT F-16 programs.
Driven by a dedicated image generator (IG), the TPS simultaneously
projects multiple high-resolution images of aircraft onto VIDS screens.
Until recently, only a desk-side workstation or a full-featured,
high-performance IG has had the polygon and pixel-fill performance necessary
to generate the TPS aircraft imagery. However,
rapid advances in PC-based three-dimensional (3-D) graphics technology have
finally offered such performance at a much lower cost.
This paper describes Boeing’s effort in transitioning PC-based IG
technology into the VIDS product by quantitative measurements of PCIG
performance using TPS-specific benchmarks.
IG performance requirements and their embodiment in benchmark
databases and test software are described.
Available PC-based IG descriptions are provided followed by a
comparison of the benchmark test results, as well as a discussion of issues
with real-time image generation hardware and software integration. Finally, a recommendation of the TPS PC-based IG is presented
based on the observed performance, as well as IG features and other
‘non-performance’ factors. Suggested
PCIG applications conclude the paper.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Primary
Author: Third
Author This
paper will describe the developmental steps of a Live Fire Testing and
Training Initiative project to develop intelligent, interactive infrared (IR)
targets for use in both training and testing. The University of Central
Florida (UCF) team will develop an IR projection capability suitable for
providing live-fire targets for testing and training with IR systems in the
8-12 micron band. The system will use a Computer Generated Forces (CGF)
system to control the IR projector imagery to provide intelligent,
shoot-back capable, IR targets projected onto a fountain of water. Current
IR Target systems are unsatisfactory. Conventional approaches use IR targets
physically heated with heating strips that are constantly being "blown
away" when used in live fire. In
addition heating strips have slow response time and cannot provide fast
changing and moving imagery. Scanning
laser projectors are not suitable since their interaction with the scanning
mirrors in Forward Looking Infra Red (FLIR) sensors
produces the appearance of a cloud of butterflies. The unique
developmental approach detailed in this paper is based on the Texas
Instruments (TI) video projector Digital Light Processor (DLP) technology.
The project is designed to produce the full range of military targets on
unique reusable and renewable water-based projection screens.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Vanna
McHale The
Inter-Vehicle Embedded Simulation Technology (INVEST) program is dedicated
to providing onboard simulations in support of training exercises for
tactical vehicles. The Synchronized Player Model (SPM) portion of the INVEST
program was conceived to reduce the wireless communications bandwidth
between the embedded simulations used in a coordinated training exercise.
Current research of the SPM project focuses on the development of a Unit
Control Language (UCL) used to provide the virtual models of a live
unit.This research identified a set of unit control primitives that operate
as high level behaviors to facilitate synchronization between live vehicle(s)
and their simulation model. This paper describes the primitives identified
for successful control and the Difference Analysis Engine (DAE) developed
for primitive selection. Experiments
to validate the UCL as a potential means of vehicle synchronization were
executed within a Java testbed environment and generated results that were
evaluated against current dead reckoning techniques. The success of this
unit control language, merged with previous research in independent vehicle
control provides optimal solutions for reducing bandwidth in coordinated
training. Future research
includes analysis of Subject Matter Experts decision making criteria for DAE
refinement.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Erol
Gelenbe and Khaled Hussain Billy
Foss Niels
Lobo Hubert
Bahr STRICOM,
together with the School of Electrical Engineering and Computer Science (SEECS)
and the Institute for Simulation & Training (IST) at the University of
Central Florida are developing a system to allow virtual objects to be
placed in live images in real time. The proposed approach is simulation
driven in that it will use a geometric database of the site of the live
scene to drive a simulator which will be used to predict the location of the
synthetic object in the real scene at each instant of time.
The research we are conducting involves object identification in the
real world scene using registered overlays, registration of the real world
view with the synthetic view of the virtual terrain data, placement of the
virtual object with the synthetic terrain and then the natural view using
simulation, and finally realistic integration of the synthetic object into
the live scene. New techniques are being developed to determine the
occlusion of virtual objects based on their relation to terrain features in
the live scene. This paper
describes the whole process used in the project, discusses the basic
algorithms and presents novel techniques
used for recognition and placement of the objects.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Malachi
J. Wurpts In
response to continuous reductions in available funds, time, personnel, and
facilities dedicated to training, the United States Marine Corps (USMC) is
avidly exploring supplementing its current training with virtual reality (VR)
training applications. The goal of these applications is to provide a
computer-mediated experience in which trainees can perceive and interact
with a synthetic or simulated battlefield and simulated objects in a
realistic manner. VR training devices have the potential to meet the
flexibility, portability, and reconfigurability training requirements that
are now necessary to prepare for ever-increasing USMC operational demands.
Recent advancements of VR technologies are increasing the potential for more
realism in VR training devices. Despite the tremendous advancements in VR
technologies, one major question remains. Are these advancements significant
enough to support the levels of realism required for training purposes? To
answer this question, the USMC through the Office of Naval Research (ONR) is
conducting several VR initiatives. One of these initiatives is the Small
Unit Tactical Training Advanced Technology Demonstration (SUTT ATD) Program.
The top-level goal of the SUTT ATD is to demonstrate how VR technologies can
be used to support current and future USMC training requirements. These
requirements range from the training of individuals operating in close
combat situations to the training of a crew of individuals operating in a
wide array of combat vehicles. One of the major SUTT ATD tasks is the
evaluation and assessment of various VR technologies. These include
computers (hardware and software), tracking systems (for human and/or weapon
motion), locomotion systems (for traversal through a virtual environment),
and graphical display technologies. This
paper focuses specifically on the SUTT ATD tracking technology studies. With
the emergence of many new tracking technologies (e.g., mechanical, acoustic,
inertial, magnetic, and optical) over the last few years, it is extremely
difficult to determine the appropriate tracking solution(s) for various
training applications. Because tracking requirements may differ
significantly for different applications, selecting the appropriate tracking
system for a specific application becomes even more challenging. While
technical specifications such as accuracy and resolution may be useful
indicators of tracking system performance, for comparative purposes they can
be misleading. In most cases, these specifications are tied to environmental
conditions that are ideal for the specific technology. In addition to
conducting accuracy measurements in more representative environments, these
studies address other qualitative measures such as cost, ease of use,
footprint, reliability, expandability, and technical support. They are also
intended to present an approach to resolving the technical issue of finding
and selecting appropriate tracking technology solutions.
This paper is available on the
2000 I/ITSEC CD ROM. Order it from I/ITSEC'S
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Barbara
Barnett During the Boeing Joint Strike Fighter Concept Development Phase, we investigated the feasibility of using three-dimensional (3D) solid models, implemented within a Virtual Environment (VE), as a low-cost partial replacement for conventional hardware mockup trainers for aircraft maintainers. Currently, there are few studies directly comparing performance using VE-based training to more conventional methods. This paper summarizes the results of several empirical studies conducted to evaluate the effectiveness of aircraft maintenance training within VEs. In these studies, trainees were taught a simple remove-and-replace maintenance procedure. The task, while not complex, required a number of ordered steps involving visual and physical obstructions. Training effectiveness was assessed with a written test of task procedures and with an objective assessment of task performance on a hardware mockup. Measures of performance included task completion time and procedural errors (e.g., incorrect action, wrong tool). The initial study compared hardware mockup training to two alternative display formats: solid model-based VEs and 3D line drawings implemented as computer-based displays (CBD). Within each of these display formats, we compared passive "hands-off" training with user-interactive training. Results of the study indicated that as realism in the virtual training environment increased, performance approached that achieved with the more costly, time-intensive hardware mockup training. Another study assessed immersive Virtual Reality (VR) for task training. Participants in this condition trained for the maintenance task in an immersive VR, wearing a head-mounted display and interacting with task components using a 3D mouse. Results indicated that training time for the immersive condition was longer than the other CBD training methods, with a diminished task performance. Finally, using participants from the initial training study, we addressed the effectiveness of using Ves for maintenance rehearsal three months after completing initial training. Rehearsal involved a review of the task using one of two CBD methods. The first rehearsal condition was a review with annotated technical drawings; the second was the solid model-based interactive VE. A third group, the control, had no rehearsal. Performance for all participants was evaluated as before – with a written test of task procedures and performance on the hardware mockup. Results of this study showed a trend for better performance after interactive VE rehearsal over that of the other two conditions. Collectively, these studies indicate that solid model-based VEs provide a potentially significant alternative to hardware mockup based training, resulting in savings in training time and cost. Further research is needed to identify the types of training scenarios for which VEs are most effective. This paper is available on the
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Axel
Hintze The
application of conventional training methods displays many disadvantages
particularly for highly complex equipment. Significant improvements and cost
reductions can be achieved by means of three-dimensional computer
visualization and animation of technical scenarios. This paper identifies
with a list of common problems which will be improved in the Virtual
Training environment. The main
idea is to develop a general modeling methodology that can be utilized in a
wide variety of scenarios, while minimizing the need for programming
simulation source code. The
different layers of information used to define a training scenario are then
described in detail. Both the
author’s view and the trainee’s view of the developed prototype are
presented. Finally, the paper concludes with a description of the goals of a
most recent research project which will adapt these scenario structures for
utilization in an Augmented Reality environment This paper is available on the
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Jorge
L. Ortiz, Ph.D, PE This
paper presents a grammatical model for the air traffic controller's (ATC)
commands using finite-state transition networks (FSTN). The grammatical
representation is used by a syntactic parser and recognizer for the analysis
of the grammatical structure of the commands. A grammatical description
using FSTN is proposed for the ATC's commands assigning word categories and
syntactic structure that can be followed by a syntactic parser for
recognition and parsing. This paper, also, presents an innovative model
using "skip loops" for the implementation of a syntactic parser
using finite-state transition networks to delete and remove incorrect or out
of syntax words. These words could be the effect of mixed streams of words
or errors in the conversion from spoken language to characters. The skip
loop is an arc that allows the finite-state transition automata (FSTA) to
delete a word that does not match the grammatical structure of the sentence,
and continue the recognition process without affecting the syntactical
definition of the sentence. This particular approach is especially useful in
areas such as the command language of the air traffic controller (ATC). The
model uses FSTN with skip loops to model and recognize ATC’s command
language. The use of skip loops allows deleting words that may be present in
the statement that are unrecognized or that do not fit into the grammatical
structure of the ATC's language. This technique facilitates the recognition
of the statement minimizing the possibility of declaring the statement as
ill-formed. Two syntactic parser prototypes are implemented using Prolog and
CLIPS. These techniques are useful in applications like military tactical
environments that are exposed to rapidly changing commands, streams of
information, and different sources of background noise. Many critical
decisions have to be made extracting the correct information from multiple
input streams making difficult and uncertain the selection of the correct
input information. The method presented introduces a certain degree of
intelligence using current AI techniques to obtain an intelligent syntactic
parsing of the input information. The parser syntax can be defined to
dynamically adjust its model to follow a particular stream of information
that sounds or looks appropriate for the particular context. The purpose of
the parser will be to model the process that resembles the human ability to
follow a single dialog in an environment where there is many conversations
and background noise.
This paper is available on the
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Stephanie
S. Everett This
paper describes an interactive virtual environment (VE) designed to help
Navy personnel become familiar with the layout of a ship. The system
combines a 3D VE model of the ship with a spoken natural language interface
that enables the user to issue verbal commands and queries to the model. By
allowing the user to ask "Where am I?" or "Where is the
Communications Center?", or tell the system to "Show me how to get
to the Control Room from here" the virtual environment becomes more
than just a passive representation of a 3D space – it becomes an active
training aid that may help speed the learning process. The
paper also discusses the need for better integration of graphic
representation and object identification information to support future
interactive VE systems.
This paper is available on the
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Stephen
G. Boemler Henry
L. Pfister A
common problem using speech recognition in simulated training environments
is that computer speech recognition often fails at even moderate noise
levels. Although training realism is increased when simulated noise
environments such as a carrier landing deck are incorporated, the intense
noise from military activities makes speech recognition highly problematic.
This research developed adaptive noise canceling digital filters to enhance
computer speech recognition in high noise environments. This particular
design is specific to the Landing Signal Officer Trainer (LSOT FY 99 Block
Upgrade was initiated under Contract N61339-97-D-0003, Delivery Order 010, 7
April 1999 by NAWCTSD project manager Ron Cole), but the high noise speech
recognition technology adaptation is applicable to a large number of
training, simulation, and operational systems. The project focused on
removing the additive noise in the environment with adaptive digital filters
inside a speech recognition algorithm. The adaptive filter relies on a
recursive algorithm that is self-adjusting, which allows the filter to
perform in situations where complete knowledge of the signal is not
available. It is a process where the parameters of the adaptive filter are
updated from one iteration to the next, and the parameters become data
dependent. The design of the adaptive filter employs two signal estimates,
one for the noise and the other for the combined speech and noise signal.
The adaptive filter identifies the noise signal and looks for similar
spectra in the speech signal. It then removes any matching noise signal from
the speech signal.The speech recognition algorithm source code was modified
to incorporate the adaptive filter after the acoustic signal processing
which consisted of a 256 speech sample (real part of the Fourier Transform).
The recognition is triggered by a push to talk microphone and the initial
signal period is used as the noise estimate (or in the case of the LSO
trainer, the synthesized aircraft noise is used since the noise is known and
does not require an estimation). A Least Mean Squared adaptive filter is
performed and the noise reduced complex Fourier coefficients are processed
by the speech recognition system. This avoids the distortion encountered
when transforming the filtered data back to the time domain. The LSO trainer
environment simulates an aircraft carrier landing deck with an ambient noise
level of 80 dB. The speakers use handsets which feed into a PC based speech
recognition system running the Entropic HTK speech recognition system. This
system was modified to incorporate the adaptive filter in the frequency
domain for noise cancellation. Examples
of the LSO noise environment, speech input, and recognition performance are
presented for this research. This
research was funded by a combination of Small Business Innovation Research (SBIR)
contracts from the Naval Air Warfare Center Training System Division in
Orlando and the Air Force Research Laboratory.
The NAWCTSD SBIR contract N61339-98-C-0017 was initiated by program
manager Robert Seltzer and the Phase II effort was completed on 31 July
2000.
This paper is available on the
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Mr.
Lawrence A Rieger HQ,
TRADOC TPO OneSAF, GRC International, Inc., An AT & T Company The
continual evolution of military simulations has provided much of the
technology for the exchange of entity data between the environments.
In particular, the extensive development in the resolution and
granularity of aggregate simulations, combined with the entity data and
ownership transfer capabilities of the High Level Architecture (HLA), has
broken much of the virtual to constructive barriers for meaningful and
productive data exchanges. So much so that in simulations, the real division
has changed to be between the entity and aggregate simulations environments.
The real challenge is no longer moving entity data between the live,
virtual and constructive environments, but rather the movement of entity
data between the entity and aggregate environments.
This paper discusses eliminating the artificiality of aggregate state
casualty resolution and assessment tables and the aggregation and
de-aggregation of entities when passing ownership between entity and
aggregate simulations.
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Amy
Henninger A
recent report developed by the National Research Council (NRC) for the
Defense Modeling and Simulation Office (DMSO) encourages the use of real
world, war-gaming, and laboratory data in support of the development and
validation of human behavioral models for military simulations. Also
encouraged in this report is the use of interdisciplinary teams embracing
the disciplines of the psychological, computer, and military sciences to
create such models. This paper describes the use of an artificial
intelligence modeling framework, observational learning, to support these
objectives. This framework combines the research methods of experimental
psychology with the machine learning methods of computer science to develop
behavioral models from data generated by military experts participating in
live and/or simulated exercises. To date, research has demonstrated that
behavioral models developed through this framework can be integrated into
popular Semi-Automated Force (SAF) systems to enhance their performance.
However, there has been no known investigation as to what the benefits of
this approach are with respect to behavioral model fidelity. This paper
introduces the interdisciplinary nature of observational learning by briefly
surveying its history with respect to computer science and psychology and by
illustrating how it can be used in conjunction with military experts. Next,
this paper examines experimental evidence to determine whether a significant
difference exists between SAF performance and human performance for a
low-level, skill task. Finally, this paper demonstrates how behavioral
models developed through human performance data generated by military SMEs
can be used in conventional SAF systems to make SAF performance more
"human-like".
This paper is available on the
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Dr.
Stephen Zabele Thomas
Stanzione
While distributed simulation infrastructures have evolved
dramatically over the past several years to provide ever increasing levels
of flexibility, abstraction, and interoperability, the scalability and
performance of the simulation infrastructure continues to be a critical
limiting factor. In particular, it is now becoming apparent that the
limitations of the supporting networking technologies are a significant
impediment to achieving needed levels of scalability and performance.
Advancing the state-of-the-art for large-scale distributed simulations
therefore requires significant advances both in the underlying network
technologies and in the ability of simulations to exploit these new
capabilities. Under the Specialized Active Networking technologies for
Distributed Simulation (SANDS) project sponsored by the Information
Technology Office (ITO) of the Defense Advanced Research Projects Agency (DARPA),
TASC and the University of Massachusetts, Amherst (UMass) are developing
Active Networks-based capabilities to improve significantly the performance
of network-based distributed simulations . Our primary objective is reducing
the substantial amounts of irrelevant network traffic delivered to
simulation hosts in order to both improve bandwidth efficiency and to reduce
the considerable overhead associated with reading and discarding unneeded
data. Our approach involves installing dynamic packet filters within the
network that act on behalf of each host to eliminate unneeded packets as
early as possible. Our goal is a seamless integration with the High Level
Architecture (HLA) Declaration Management (DM) and Data Distribution
Management (DDM) services. Use of Active Networks to provide interest
management services offers several important benefits to large scale
simulations: (i) Because each entity can install its own filters,
information filtering is accomplished in a "receiver-driven"
manner, allowing each entity to customize its filters according to its own
need. This decentralized approach allows active filtering to scale well as
the number of entities grows large. (ii) Because active filtering is
performed at a routing point, filtering can also be dependent on the state
(e.g., congestion-level) at that router. In particular, this allows both
entities and network routers to determine which data should be shed in times
of congestion overload, and provides an effective means for mediating among
the conflicting demands of different entities. This paper is available on the
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Timothy
Choate Eric
Loomis Dr.
Barbara Sorensen As the Air Force continues the Expeditionary Aerospace Force (EAF) implementation, two factors are paramount to its employment: 1) training the geographically-separated, yet organizationally-related, EAF units for their area of responsibility prior to their on-call window, and 2) incorporating space-based systems into all EAF training and operations to gain the force enhancement effects fundamental to successful EAF employment. These two factors will yield the light, lean, and lethal force possible through the EAF concept. However, to realize the full combat potential of the aerospace team, the EAF plan requires units to train as they would fight, despite the limits imposed by financial constraints and geographic separation. Providing this training capability is Distributed Mission Training (DMT), the concept the Air Force is pursuing as the means to train aerospace teams using realistic synthetic battlespaces. DMT is an overarching approach applied to several domains – DMT-Air, DMT-Space, DMT-Special Operations, and DMT-Command and Control – with each domain having its own unique issues preventing a universal solution. This paper focuses on DMT-Space (DMT-S) and examines using DMT to conduct team training for space crews as part of the overarching EAF paradigm. We examine the team training requirements and system capabilities needed for such an approach, and present the results of our efforts to design and implement a prototype DMT-S training environment using the High Level Architecture and other distributed simulation technologies. Our prototype system provides the simulation assets that are needed to deploy a simulation environment for space operators involved in space missile warning activities. Further, the HILITE environment enables realistic, real time interaction between space-based system operators and dynamic digital threat environments. This allows operators to train effectively at any time and from any location. In addition, we examine the potential connectivity and interplay between the DMT-S and DMT-Air segments to determine the requirements and possible scenarios for a fully heterogeneous and multi-system battlespace capability. This information will be of significant interest to the I/ITSEC community as it focuses on strategic training initiatives and provides a unique and timely perspective on how DMT technologies can be applied to support space operator training requirement |