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COST EFFECTIVENESS OF FLIGHT
SIMULATORS FOR MILITARY TRAINING
SOFTWARE
MANAGEMENT OF A COMPLEX WEAPON SYSTEM SIMULATOR
KEEPING DOWN
THE COST OF TRAINING–A CHALLENGE TO THE USER
ADVANCED
INSTRUCTIONAL CONCEPTS IN FLYING TRAINING SIMULATION
THE
INFLUENCE OF FULL-MISSION SIMULATION ON VISUAL SYSTEM CAPABILITY
APPLICATION
OF THE CILOP PRINCIPLE TO SIMULATORS
RADAR
WARNING TRAINING DEVICES
A NEW
CONCEPT FOR APPLICATION OF MICROCOMPUTER TECHNOLOGY TO REAL-TIME TRAINERS
DEVELOPMENT
OF A LANDING SIGNAL OFFICER TRAINER
AIRCRAFT
SIMULATORS–RECENT IMPROVEMENTS AND AREAS OF RESEARCH
IMMEDIATE
LEARNER ACHIEVEMENT AS AN EFFECT OF AESTHETIC EMBELISHMENT IN EDUCATIONAL ART
TRAINEE
MONITORING, PERFORMANCE MEASURING, BRIEFING,
AND DEBRIEFING
INTEGRATION
OF ELECTRONIC WARFARE SIMULATION INTO THE F-16 WEAPONS SYSTEM TRAINER
A MECHANISM
FOR COMMUNICATING SIMULATOR
INSTRUCTIONAL FEATURE REQUIREMENTS
THE GOOD
STICK INDEX A PERFORMANCE MEASUREMENT FOR AIR COMBAT TRAINING
SPACE
SHUTTLE SINGLE SYSTEM TRAINER
TRIDENT
COMMAND CONTROL SYSTEM ONBOARD TRAINING: SIMULATE OR STIMULATE
A DYNAMIC
SIMULATOR FOR TRAINING WITH
MAN-PORTABLE AIR DEFENCE WEAPONS
RELIABILITY
ENHANCEMENT OF SIMULATORS THROUGH PARTS
CONTROL
SOME CRUCIAL
PROBLEMS IN TRAINING TANK GUNNERY SKILLS
A SIMULATION
MODEL FOR BATTALION COMMAND TRAINING
AIR-GROUND
ENGAGEMENT SIMULATION (AGES): REALISTIC AND EFFECTIVE TRAINING FOR AIR DEFENSE
PERSONNEL
NEW
DEVELOPMENTS IN NAVY FIRE FIGHTER TRAINERS
CIG
TRANSLUCENT FACE SIMULATION PROVIDES MULTIPLE BENEFITS
COMPUTER
-GENERATED TEXTURING TO MODEL REAL-WORLD FEATURES
REAL-TIME
GENERATION AND SMOOTH SHADING OF QUADRIC SURFACES
EVALUATION
OF FIREARM SIMULATION SYSTEMS FOR TACTICAL TRAINING OF POLICE
A
MICROCOMPUTER IMPLEMENTATION OF A SIMPLE VISUAL DISPLAY SYSTEM
INSTRUMENTATION
SUPPORT FOR EVALUATING MILITARY EXERCISES
INDIRECT
FIRE SIMULATION USING REMOTELY PILOTED HELICOPTER
A VERSATILE
WEAPON ENGAGEMENT SCORING SYSTEM (LWESS)
MARKSMANSHIP
AND GUNNERY LASER DEVICE (MAGLAD)
A
COST-EFFECTIVE METHODOLOGY FOR AIRCREW TRAINING DEVICES
PILOT
PERFORMANCE IN THE VISUAL CARRIER LANDING TASK–SIMULATOR VS. FLIGHT
USING THE
MICROPROCESSOR TO TAILOR COMPUTER SYSTEMS TO TRAINING SIMULATOR REQUIREMENTS
VISUAL
INFORMATION DISPLAY SYSTEM
COMPUTER
GENERATION OF FULL COLORED TEXTURED TERRAIN IMAGES
ADVANCED
FEATURES IN CONTROL LOADING AND MOTION SYSTEMS FOR SIMULATORS
EMULATION AS
A SONAR TRAINER MODEL VALIDATION AND VERIFICATION TOOL
RECENT
ADVANCES IN OCEAN MODELING TECHNIQUES FOR SONAR TRAINERS–FBM SOT
ALGORITHMIC
PRESCRIPTIONS FOR INSTRUCTIONAL SYSTEMS DEVELOPMENT
APPLICATION
OF SOFTWARE DESIGN METHODOLOGY FOR SMALL MAINTENANCE TRAINERS
TRAINING
REQUIREMENTS DETERMINATION DURING EARLY PHASES OF WEAPON SYSTEM ACQUISITION
IMPLEMENTING
AIRCREW JUDEMENT TRAINING
COST EFFECTIVENESS OF FLIGHT SIMULATORS FOR MILITARY TRAININGDr. Jesse Orlansky Mr. Joseph String Institute for Defense Analyses The Purpose of this Paper
is to evaluate research and development on the cost and effectiveness of
flight simulators used for training. The use of flight simulators for
purposes other than training is not considered. This study was performed for the Deputy Director of Defense Research
and Engineering (Research and Advanced Technology). The advantages of flight
simulators for training purposes are well known. They permit close
observations of pilot performance and immediate feedback which improves
learning; they permit training pilots in many types of malfunctions not often
encountered in flight, they are safe and permit training independent of
weather, air traffic and the availability of aircraft; they save fuel,
ammunition, targets, wear and tear on airplanes and, above all, the lives of
pilots. But simulators also have some important disadvantages. Even the most
advanced simulators have limited fidelity in external vision, platform motion
and flight equations, they cannot provide the motivation and stress possible
only in aircraft; and they are expensive to produce and to operate. This paper is available on the I/ITSEC Compendium
CD-ROM. SOFTWARE MANAGEMENT OF A COMPLEX WEAPON SYSTEM SIMULATOR Albert S. Goldstein Wendell J. Newell The Boeing Company This paper presents the
history and lessons learned in the development and implementation of the
computer programs for a large complex Weapon System Trainer (WST). The WST is a high fidelity simulator of
the B-52 and KC-135 crew stations.
The WST includes visual, motion, sound, and a highly flexible
instructional system. The contract
for the development of a production prototype unit began in mid-1977. The development team consisted of the
Boeing Company, Wichita as integrator and several subcontractors responsible
for the various stations and systems. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. INFANTRY WEAPONS TRAINERAlbert H. Marshall and Bon F. Shaw Naval Training Center. Dr. Herbert C. Towle University of Central Florida The infantry Weapons Trainer
is an electrooptics-based, microcomputer-controlled, training device that
enables tactical infantry weapons training under a simulated high-stress
battlefield environment in a classroom or aboard ship. In a short period of
time a trainee can be subjected to a large variety of combat situations where
each trainee’s performance is analyzed in real-time, and immediate feedback
is given to both the trainees and instructor. Combat scenarios can be changed
to fit any potential battlefield requirement. This paper is available on the I/ITSEC Compendium
CD-ROM. KEEPING DOWN THE COST OF TRAINING–A CHALLENGE TO THE USERAlexandra B. Taylor The Singer Company Simulator users, in
particular the military, are facing restrictive procurement budgets as well
as rapidly increasing maintenance costs for existing simulators. The simulator
industry would like to meet the challenge of keeping down both the
acquisition cost and the support cost of future training devices. Industry attempts to limit procurement
costs by utilizing designs and software developed on previous programs. At
the same time, industry attempts to develop and offer new designs in areas,
which yield a significant decrease in the cost of ownership. At times
however, industry is constrained for a Request for Proposal (RFP) that
specifies detailed design rather than performance objectives. These design
specifications often have serious cost impacts. Detailed design
specifications can be replaced by functional specifications, which will allow
industry maximum design creativity while giving the user a more cost-effective
training device. Government sensitivity to
the cost impact of detailed design specifications is reflected in Office of
Management and Budget (OMB) Circular A-109, Major Systems Acquisitions. OMB A-109 recommends defining system or
training objectives rather than specifying detailed system design and
performance requirements. OMB A-109
emphasizes the definition of mission needs and program objectives
independently of a particular system or technological solution in order to
stimulate innovation and competition.
By writing a functional procurement specification, industry will be
encouraged to create, explore, and develop alternative system design
concepts. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. ADVANCED INSTRUCTIONAL CONCEPTS IN FLYING TRAINING SIMULATION Dr. Ronald G. Hughes Air Force
Human Resources Laboratory. The following material is
the script portion of a sound/slide presentation entitled “Advanced
Instructional Concepts in Flying Training Simulation.” The presentation is unclassified, and is
available upon request from AFHRL/FT, Williams Air Force Base, Arizona 85224. Economic and resource
constraints demand more cost-effective approaches to routine training
needs. The impact of these
constraints upon the air Force is seen in the increased use of simulators at
all levels of flying training. This research represents
the beginning of an effort by the Flying Training Division of the Air Force
Human Resources Laboratory to collect data upon which to base such
guidance. The research approach
involves studying the effects of a variety of instructional variables as
measured by performance on representative “benchmark” tasks. Among the tasks considered are carrier
landings, aerial refueling, and air-to-surface weapons delivery. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. THE INFLUENCE OF FULL-MISSION SIMULATION ON VISUAL SYSTEM CAPABILITY In evaluating the prototype
full-mission simulator for Western Germany’s multi-role combat aircraft, the
PANAVIA TORNADO, important experience was gained in determining the degree of
quality demanded of the visual system by this type of simulator. The role of the TORNADO as
the principal battlefield interdiction and strike aircraft for the West
German military required pilots to maintain a high degree of combat readiness
for a multitude of tactical situations.
Four Air Force and two Navy wings should be operational by 1985 and
the overall program calls for each wing to be equipped with a full-mission
simulator capable of performing a degree of realism never achieved before in
simulation with the German Air force.
The simulators are to be delivered progressively over a three and one
half-year period starting in 1981. Decisive consideration of
the TORNADO training program took place during 1975. At that time, start-of-the-art technology
in motion systems, digital radar landmass simulation and, in particular,
computer-generated visual image systems (CGVIS) indicated that a full-mission
simulator was both technically and economically feasible. A major condition of the
TORNADO training program was to develop, integrate and evaluate the CGVIS in
prototype form before committing to a definitive technical specification. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. APPLICATION OF THE CILOP PRINCIPLE TO SIMULATORS The acronym CICLOP was
coined by the Department of Defense just a few years ago. It stands for “Conversion in Lieu of Procurement” and
was an attempt to decrease the cost of new programs. Although the acronym has
almost faded into oblivion, the concept remains both valid and active. The basic principle behind
CILOP is to decrease the cost of programs by modifying existing systems
rather than starting from scratch.
This principle moves along two separate and distinct tracks, both
starting from a common point but traveling in different directions. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. RADAR WARNING TRAINING DEVICESWilhelm Gerhardt and Bert R. Lindsey McDonnell Douglas Electronics Company The proliferation of
sophisticated hostile radar-directed weapon systems, and the complexity of
modern radar warning systems (RWS) dictates that our aircrews are thoroughly
trained in the techniques of electronic warfare (EW). Mission success is
directly dependent upon the aircrew’s competence in interpreting the threat
environment via the radar warning displays and their ability to react quickly
and correctly to this threat situation. This competence and ability are
achievable only with extensive, high-caliber training. To provide this
training within today’s time and economic constraints requires multiple
training media utilized to produce the most cost-effective combat ready
results. This paper suggests
augmentation of existing academic and flight-simulator training with a
hands-on interactive desktop trainer for improved indoctrination and
refresher training, as well as in flight simulation to reinforce this
training in a high stress environment. The paper describes a
compact universal desktop trainer, which is software programmable to simulate
the user’s radar warning system. A method of entering and changing threat
data and creating mission scenarios for the trainer, which requires no
programming ability, is described. The paper also discusses in-flight simulators,
which provide simulated threat presentations on the actual radar warning
equipment and display threat responses to flight and tactical maneuvers. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. A NEW CONCEPT FOR APPLICATION OF MICROCOMPUTER TECHNOLOGY TO REAL-TIME TRAINERS This paper presents a
summary of an analysis of a new and unique concept of microcomputer
technology application to real-time trainers that has been developed by NAVTRAEQUIPCEN.
It summarizes the technical objectives, the conceptual analysis, technical
feasibility, and life-cycle cost trade-offs. The required technologies for
system implementation are identified and a status of the exploratory
development to achieve the required technologies and demonstrate concept
feasibility is provided. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. DEVELOPMENT OF A LANDING SIGNAL OFFICER TRAINERJ. W. Lacy and C. W. Meshier Vought
Corporation The Landing Signal Officer (LSO) Trainer, developed through an austere yet comprehensive research and
development program at Vought, will provide another first in naval aviation
training. It will provide simultaneous simulation training, with performance
evaluations for LSO’s and pilots in a closed-loop mode. LSO on-the-job
training requirements for the control of actual aircraft are eased. JP-5,
aircraft flight hours, aircraft maintenance, and time in the training of an
LSO are direct savings. In an era of more restrictive budgets and reduced
operations, the opportunities to teach and learn aircraft control are more limited.
The Landing Signal Officer Trainer will increase the training opportunities
and provide a closed-loop pilot/LSO training relationship. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. AIRCRAFT SIMULATORS–RECENT IMPROVEMENTS AND AREAS OF
RESEARCH Dr. M. McKinnon and Mr. D. Raptis CAE
Electronics Ltd. The aircraft simulator
industry follows closely the state of the art in all the disciplines of
interest in flight simulation, both commercial and military. This paper presents recent
improvement in motion hardware and software, their interdependence as well as
active areas of research and possible future trends. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. IMMEDIATE LEARNER ACHIEVEMENT AS AN EFFECT OF AESTHETIC EMBELISHMENT IN EDUCATIONAL ART The purpose of this study
is to determine the effects of levels of artwork in audio-visual sound-slide
teaching devices on message comprehension. More specifically, the experiment
was undertaken to determine whether a student can obtain as much information
from simple art (line drawings, stick figures, geometric patterns, etc.) as
he/she can from a more complex rendition of the same subject, including full
human figures, extremely detailed subject matter, use of color and more
embellishment for the purpose of intensifying the aesthetic quality of the
visual. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. DESIGNER’S IMAGINATION AND EXISTING HARDWARE AND CREATIVE SOFTWARE PERFORMANCE-BASED MULTI-IMAGE INSTRUCTION Dennis Duke, Education Specialist and Murray
Tesser , Chief, Television Production United States Army Signal Center and Fort Gordon Today’s Department of
Defense has made great advances in developing and utilizing innovative
training materials within the last ten years. The Army, for instance,
currently employs the Instructional System Development (ISD) model in the
design of all training material. This model is unparalleled in defining and
analyzing instruction in a very logical and coherent manner. However, the model is only a tool. The
development of quality training packages is dependent upon the competence and
imagination of instructional designers. This paper seeks to review and
transcend the ISD model in suggesting methodological training innovations for
cost effective strategies to improve instructional packages. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. TRAINEE MONITORING, PERFORMANCE MEASURING, BRIEFING, AND DEBRIEFING My purpose in writing this
paper is to present in an organized way some of the methods that are being
employed in today’s state-of-the-art digital flight simulators to monitor
trainee performance and to provide simulator instructors with effective
briefing and debriefing tools. It is not my purpose to suggest that the
information presented herein represents the ultimate in design, or that it
represents future methods that will be employed, since we in the simulation
field know that much work is being done in this area and that much work
remains to be done. Rather, my intention is to
present typical methods and system hardware that is being employed. You may
draw your own conclusions as to the effectiveness of this typical system
which will be described. In fact, it is my hope that you will find this paper
an aid to drawing your own conclusions regarding this most important aspect
of the simulation training problem. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. INTEGRATION OF ELECTRONIC WARFARE SIMULATION INTO THE F-16
WEAPONS SYSTEM TRAINER The F-16 Simulator Program
consists of the purchase of a set of Weapons System Trainers (WST) for the
United States Air Force, plus expanded Operational Flight Trainers (OFT) for
the United States Air Force, the Royal Norwegian Air Force, the Royal Danish
Air Force, the Royal Netherlands Air Force, and the Belgian Air Force as well
as for Foreign Military Sales. An F-16 WST will consist of
the systems illustrated in Figure 1.
Each of the systems, the basic OFT (hereinafter designated OFT), the
Electronic Warfare Trainer Device (EWTD), the Digital Radar Landmass
Simulation (DRLMS), and the Fighter/Attach Simulator Visual system (F/ASVS),
is known as a building block. An expanded OFT will
consist of an OFT, and either a DRLMS, and EWTD or both. It does not include a F/ASVS or
interconnection of OFT cockpits. Each building block will be
purchased on separate contracts. The
Simulator System Program Office developed this concept to take maximum
advantage of technologies in each area of simulation without being
constrained to a single contractor’s approach. This paper will discuss the
system engineering aspects of the integration process and their application
to the preparation of the Request for Proposal (RFP) for the F-16 EWTD. It will begin with an overview of each
building block and then it will discuss four basic integration
principles. Next it will briefly
overview the Electronic Warfare (EW) simulation problem. Finally, it will discuss the application
of the basic integration principles to the EWTD procurement and how this
application resulted in the derivation of another principle, which was also
applied to the EWTD and will become central to integration of other building
blocks. This paper is available on the I/ITSEC Compendium
CD-ROM. A MECHANISM FOR COMMUNICATING SIMULATOR INSTRUCTIONAL FEATURE REQUIREMENTS Paul W. Caro, Robert N. Isley, and Lawrence D.
Pohlmann Seville Research Corporation Almost constant advances in
the capabilities and complexity of flight training devices have characterized
the history of flight simulation.
Most of these advances have involved increased fidelity of simulation.
That is, simulator design has emphasized physical correspondence between the
device and the aircraft simulated and between the simulated and aircraft
(real) environments. As a result,
flight simulators increasingly look, feel, sound and perform like aircraft. The emphasis upon fidelity
in simulator design has resulted in devices that are costly to procure and
operate. In spite of such costs, however, fidelity in flight simulators is
widely acclaimed as useful and, in many cases, even essential to effective
training. Because of the cost of high
fidelity devices, the development of simulator designs that permit more
efficient training is a necessary goal. A simulator designed to
permit efficient training is one whose instructional and other features
permit instructional activities to be conducted with a relative minimum of
time and effort. Several recent
efforts to develop more efficient simulators have sought to achieve greater
efficiency by eliminating the instructor from portions of the instructional
process through development of instructional features that permit automatic
training and performance measurement (e.g., Brown, Waag and Eddowes, 1975,
Semple, Vreuls, Cotton, Durfee, Hooks, and Butler, 1979). Others have concentrated on developing new
measures of performance (Walsh, Burgin, and Fogel, 1979) or on manipulation
of the task cues present during simulator training (Hughes, Paulsen, and
Brooks, 1978). A few studies have
examined the role of the instructor in non-automatic simulator training and
the manner in which the simulator’s instructional features facilitate or
hinder that role. These latter
studies have concentrated upon simulator instructor/operator stations (IOS)–the focus of control of most instructional features–and the extent to
which IOS design impacts instructional efficiency. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. THE GOOD STICK INDEXA PERFORMANCE MEASUREMENT FOR AIR COMBAT
TRAINING Charles W. Meshier and Samuel B. Moore Vought Corporation Robert E. Coward Air Force Human Resources Laboratory Tactical Research Branch, Luke Air Force Base Measuring the proficiency with
which a pilot performs a basic fight maneuver is a difficult task. Many
parameters come into play. . .the least of which is the frequently used term.
. .skill. A simulated environment
provides an easily managed atmosphere in which to develop and design
proficiency measurement techniques, or performance measurements, that may
eventually be applied in an airborne environment. This paper reports on one candidate system that has been
studied and validated based on the expert opinion of instructor pilots providing
air combat training to Tactical Air Command
(TAC) Pilots. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. SPACE SHUTTLE SINGLE SYSTEM TRAINERRobert L. Myers National Aeronautics and Space Administration (NASA) Henry G. Brown, Hal W. Halpin, and Terry L. Stratton Ford Aerospace and Communications Corporation The
Space Shuttle Single System Trainer was developed to enable more effective
use of available training time on the Shuttle Mission Simulator by
off-loading basic systems training from the mission simulator. In comparison to the mission simulator,
the trainer is a low-cost interactive systems trainer using two medium
fidelity student stations, each containing the Orbiter forward and aft flight
deck displays and controls. These student stations are interfaced with
application programs in a minicomputer to provide a realistic flight training
environment. The trainer math model fidelity enables the use of normal
mission checklist and malfunction procedures in operating the Orbiter
systems. The trainer provides systems level operations and skill training to
shuttle flight crews, flight controllers, and flight operations support
personnel on a single Orbiter system basis. Display and control
familiarization, normal operation and malfunction procedure training are
completed in the trainer in preparation for all-up flight crew training in the
mission simulator. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. TRIDENT COMMAND CONTROL SYSTEM ONBOARD TRAINING:SIMULATE OR STIMULATE
Dr. Edward F. Rizy Raytheon Company Submarine Signal Division This study was conducted under contract with the
Naval Underwater Systems Center Onboard training has
probably been a feature of shipboard operations as long as there have been
ships. Military vessels are typically in training mode during peacetime. Fleet Ballistic Missile (FBM) submarines
have been somewhat of an exception.
This strategic deterrent deploys and operates under secure and alerted
conditions. Nevertheless, the FBM
platform is used customarily for training junior officers and seamen on the
basics of FBM operation, middle-grade officer’s enlisted men in supervision
and command. Team and ship training
exercises are used to practice and verify ship control, emergency and missile
launch procedures. A Command and Control
System (CCS) level onboard training system is postulated not to supplant
existing training but to complement and amplify it. At this early stage of electronic training device development
for onboard application, some positions in the ship’s complement are very
difficult to integrate into an onboard training plan. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. A DYNAMIC SIMULATOR FOR TRAINING WITH MAN-PORTABLE AIR DEFENCE WEAPONS John A. Kreuzer Brunswick Corporation, Defense Division Charles L. Norris Atlantic Research Corporation William F. Hill Dynamic Simulation The depth of training
required for weapons systems that have a high man-engagement performance
requirement is a difficult task. Should a man solely depended upon to engage
and destroy a high-performance/high value threat be allowed to train by
actually firing the weapon? When the
gunners number in the thousands and the weapon costs in the thousands, would
this be practical? Conversely, can
the gunner realistically be totally trained without experiencing a live
weapon firing? Even the USA and USMC differ in their solutions to this
dilemma as evidenced by their individual approaches to training for the
Redeye Weapon. Hopefully, both services will realize that for the new Stinger
Weapon, the common goal must be a well-trained, confident gunner. Both the Redeye
man-portable air defense weapon and its upgraded version, designated Stinger,
are designed so that one man can shoulder-launch the missile to intercept and
destroy threats ranging from hovering helicopters to high-speed maneuvering
jet aircraft threats. The necessity for having a
well-trained gunner that can engage a high-value threat on the first attempt
requires a high degree of weapon confidence and operational proficiency. Brunswick Corporation as the prime
contractor for the United States Marine Corps to develop a Redeye Launch
Simulator (RELS) and a Singer Launch Simulator (STLS) believes the answer
lies in providing a trainer that allows a cost-effective live firing
experience. This training of a new
student or requalification of a trainer gunner can be effectively culminated
by firing a low-cost duplication of the actual weapon. This paper is available on the I/ITSEC Compendium
CD-ROM. RELIABILITY ENHANCEMENT OF SIMULATORS THROUGH PARTS CONTROL Mr. Robert E. Depp and Mr. John F. Raye Defense Electronics Supply Center One of the major cost
factors in the acquisition of a new military weapon system is the electronic equipment
and the associated parts used in that system. During the recent past, the
proliferation of new electronic parts types have both helped and hurt the
cost of electronic equipment in military systems. The ever-increasing development of new electronic devices has
made it difficult to maintain current designs. This situation has ultimately
resulted in diminishing sources of supply along with reliability and
maintenance problems for military equipment. Past studies in the
Department of Defense (DOD) and Congress have concluded that an effective
standardization and parts control program during design helps lessen
ownership costs and establishes a known reliability level for electronic
equipment. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. SOME CRUCIAL PROBLEMS IN TRAINING TANK GUNNERY SKILLSDr. David W. Bessemer and Dr. Brian L.
Kottas
United States Army Research Institute for
the Behavioral and Social Sciences
Fort Knox Field Unit
Instructional systems
development presents many problems for tasks that can be accomplished a
variety of ways, and particularly for tasks containing unobservable
processes. While unobservable processes are often ignored in instructional
systems development, the way in which they are performed can have significant
impact on operational performance. Evaluation of a tank gunnery trainer
emphasized that considering only observable measures of performance when
training gunners to engage moving targets was insufficient. The operational performance in hitting a
moving target depends critically on the amount of lead applied. The correct
amount of lead, in turn, depends on the target speed. There are, however,
several different (unobservable) cognitive strategies for determining lead
based on target speed. The current research demonstrates that the cognitive
strategy selected for training will have a marked impact on operational
performance, and that selection of a strategy to be trained rests on an
understanding of underlining psychological processes. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s Website. A SIMULATION MODEL FOR BATTALION COMMAND TRAINING Dr.
Alexander W. Dobieski Systems
Engineering & Intregration Division Defense
and Space Systems Group of TRW, Inc. The combined Army Tactical Training Simulator (CATTS),
designed and built by TRW Defense and Space Systems Group, is training
battalion staffs at Fort Leavenworth, Kansas, via computer simulation. In
this relativity new application, a real-time interactive simulation accepts
and executes command decisions made by trainees and provides real-time
reports on the status of forces. The
CATTS simulation model was developed from two existing models: the maneuver
and fire analyzer (MAFIA) and the Small Independent Action Forces (SIAF).
This paper focuses on the major modules within the simulation: terrain,
target acquisition, ground fire and engagement, ground movement, air movement
and fire, logistics, and command and control. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. AIR-GROUND ENGAGEMENT SIMULATION (AGES):REALISTIC AND EFFECTIVE TRAINING FOR AIR DEFENSE PERSONNEL
Earl S. Stein Ph. D. and Donald E. Erwin Ph.D. United States Army Research Institute for
the Behavioral and Social Sciences
Fort Knox Field Unit
The development of team
skills of United States Army combat units has traditionally involved “by the
numbers” crew drills or field training exercises (FTX). In both methods,
realism or training fidelity has been marginal. Field training exercises require
a rigid adherence to imaginary situations administered by the subjective
decision of umpires. The FTX often includes preplanned scenarios where units
perform on cue and the tactical behaviors of leaders or individual soldiers
have relatively little to do with the mission outcome. As casualties are assessed using an
arbitrary decision process, soldiers often engage in behaviors that would be
highly impractical in combat (i.e., frontal assaults of propositioned
defenses). There were essentially no
incentives to avoid the line of incoming fire, because the consequences were
ill defined. Early attempts at improving
realism through simulation in a military context concentrated on individual
skills such as the flight training simulator. In a combat situation, however, a tactical unit’s performance
depends on individual soldier skills and on a complex of team collective
skills, the nature of which has been much debated (Collins, 1977). The training of collective skills,
including the coordination of activities among unit elements, is the focus of
Engagement Simulation (ES). This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. NEW DEVELOPMENTS IN NAVY FIRE FIGHTER TRAINERSHubert H. Cadel , Wallace N. Guthrie, Jr., and
Edmond Swiatosz, Naval Training Equipment Center Shipboard fires represent a
constant and pernicious threat to the safety of personnel, the preservation
of shipboard equipment and, ultimately the combat readiness of Naval
forces. In response to this threat,
the Naval Education and Training Command, through the Naval Training Equipment
Center, has initiated experimental development efforts in support of its goal
to provide more effective fire fighter training in a pollution free
environment. This research and
development has provided a viable technical baseline from which to apply the
potential of modern technology to this long-standing Navy Problem, a problem
compounded by the growing number of restrictions imposed on man’s
relationship with his environment and the shortage of fossil fuels. The expedient and effective
extinguishment of shipboard fires is directly related to the ability of
shipboard personnel to: 1) Properly identify and classify fires 2) Communicate the threat 3) Select and properly employ appropriate equipment 4) Take appropriate offensive action to contain and
extinguish the fire without undue risk of personal injury. These behaviors must be
instinctive to crewmembers acting either individually or as members of a
shipboard damage control team. The
loss of personnel and equipment by fire on board ship is dramatically reduced
by a high state of readiness of the crew, a goal that is largely dependent on
the effective transfer of training in a realistic fire fighting training
environment. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. CIG TRANSLUCENT FACE SIMULATION PROVIDES MULTIPLE BENEFITS Dr.
Marvin Bunker General
Electric Company Military training trends are
placing increasing emphasis on use o simulators for full-crew, full-mission
training. Visual scene simulation
must provide effective visual cues with a high degree of realism and a
minimum of distracting effects. The relationships between
objects and their shadows, and the changes in these relationships as the
observer moves in the gaming area have been demonstrated to be extremely
effective in contributing to the mental correlation process by which an
observer extracts knowledge of the world from visual observations. Computer Image Generation (CIG) applied to
visual scene simulation has always had the capability to validly portray
shadows modeled as part of a fixed environment, but has had difficulty coping
with changing illumination or shadows of moving objects. The optical laws, which
apply to transmission of light through translucent faces, are quite simple,
and it was readily demonstrated that such faces could be used to provide
excellent simulation of shadows. This
provided the incentive to devise algorithms for such simulation, which would
be feasible for implementation in real-time hardware. After the capability to
simulate translucent faces was developed, ideas arose for their use in
applications other than shadows. They
were used for windows, with very realistic results. Overlapping translucent spheres and ellipsoids were used for
smoke and cloud simulation. For this
application to be satisfactory, the processing must be modified from that
process conforming to the laws of physics. An extremely fruitful use
for translucent faces is in implementation of gradual transition between
versions of three-dimensional models.
This application is expected to be of even greater significance that
the use for which they were developed.
As in the case of cloud simulation, processing must depart from
physical laws for gradual transition–but in a different manner than for
clouds. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. COMPUTER -GENERATED TEXTURING TO MODEL REAL-WORLD FEATURESDr. Geoffrey Y. Gardner Research Department Grumman Aerospace Corporation Current Computer Image
Generation (CIG) systems don’t provide adequate training effectiveness
because they lack the realism to provide pilots with many of the real-world
flying cues upon which they have come to depend. This lack of realism is a
direct consequence of an oversimplified database consisting primarily of
straight edges. This paper describes
an alternative database developed at the Grumman Aerospace Corporation. The
database avoids edges and uses texturing to model real-world features far
more faithfully than conventional CIG systems. The increased realism produces
a more valid scene representation and provides the kind of flying cues
encountered in actual flight. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. REAL-TIME GENERATION AND SMOOTH SHADING
OF QUADRIC SURFACES Johnson K. Yan Singer/Link Division In flight simulation, it is
necessary to portray manmade curved objects, such as water towers, oil
storage tanks, bomb craters, silos, other aircrafts, etc. The following
describes an algorithm for the efficient generation of curved surface objects
in real-time; i.e., at thirty frames per second. Early computer-generated
image systems approximated curved surfaces by a number of planar
surfaces. The shade across each of
these surfaces was constant and was computed by calculating the dot product
of the sun’s illumination direction with the normalized surface normal. As a result, curved objects look
faceted. To eliminate this faceted
appearance, Gouraud [1] introduced an algorithm for continuous shading across
boundaries of planar surfaces. This
algorithm improved the appearance of curved objects but doesn’t eliminate
completely the faceted effect because the shade gradient is still
discontinuous at the boundaries.
Another shortcoming is that the silhouette of the object is still
composed of straight edges. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. EVALUATION OF FIREARM SIMULATION SYSTEMS FOR TACTICAL TRAINING OF POLICERobert D. Doering, Ph.D., P.E.
Professor of Engineering
University of Central Florida
In recent years there has
been a growing interest in development and use of weapons for simulations systems
on the part of the military in this country and its NATO allies. This interest generally reflects the
growing costs of training exercised where live ammunition is expended and the
increased flexibility that simulation weapon firing permits in developing
tactics and training personnel under actual fire. It is noted that the police
are generally confronted with the same requirements in their training
programs and particularly in “SWAT” team exercises. Additionally, it should be recognized that the police perhaps
have a greater need for field training with firearm simulation systems since,
as a group, they are more frequently subjected to weapons fire and injury
situations. The police officer then
should also be afforded the opportunity to train with such systems where he
could learn and practice the responses which would increase his chances of
survival. This paper describes the
initial research effort to develop such a training system in cooperation with
the Orlando, Florida Police Department. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. A MICROCOMPUTER IMPLEMENTATION OF A SIMPLE VISUAL DISPLAY SYSTEMJerry W. Campbell
Florida Power Corporation
Dr. Christian S. Bauer, P.E.
Department of Industrial Engineering and
Management Systems
University of Central Florida
Computer-driven visual
display devices are receiving increasing user acceptance in the development
and deployment of simulators and trainers for complex systems. Most of the attention paid these systems
has been on the high end of the price/performance spectrum, with full-color,
real-time displays for aircraft/spacecraft training simulators becoming the
rule and not the exception. There
exist other areas of potential application of computer-controlled visual
systems, specifically in low-cost trainers designed for initial
familiarization or proficiency maintenance on specific areas of systems
performance. Such trainers do not
need the fidelity or flexibility required of complex systems, but can be
optimized for a specific function, such as training pilots for contact
approaches to airfields. This paper discusses some
of the basic aspects of implementing “simple” computer graphics and presents
an example in the form of simulated night landing displays at Herndon Airport
in Orlando, Florida. The
three-dimensional projections were calculated and displayed on a video
monitor in the form of two-dimensional scenes. Motorola 6800 Microprocessor-based hardware was used as the
interface to a video monitor. A
description of the various operating parameters for simulated flight landings
is presented. Included in the
discussion are various pictorial representations of simulated landing
approaches at Herndon Airport, and suggestions for improving and performance
of the system are outlined. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SOFTWARE LIFE-CYCLE COSTDr. Gerry C. White
Naval Training Equipment Center
Life-cycle cost estimation
can be a means to avoid mistakes in system design that would result in large
costs. Successful life-cycle
forecasting, however, requires the ability to predict, with reasonable
confidence, the total cost (life-cycle cost) associated with the development,
acquisition, and ownership of a system.
Unfortunately, life-cycle cost analysis has not been satisfactorily
applied to computer software systems.
Unlike hardware, logistic parameters for software are difficult to
predict and measure. Thus, software
costs have been difficult to predict.
Life-cycle costing of hardware systems has evolved into a systematic
approach involving concept formulation, contract considerations,
development/production and operations/disposal. Such an approach has been useful to define areas of high-support
costs, evaluate alternative support policies, determine impact of operational
requirements on support alternatives, and to provide for long-range cost
prediction. This paper examines the
cost of real-time simulation computers with emphasis on computer software
life-cycle costs. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INSTRUMENTATION SUPPORT FOR EVALUATING MILITARY EXERCISESDrs. Y.A. Hosni and D.G. Linton
Department of Industrial Engineering and
Management Systems
University of Central Florida
A feasibility study of
low-cost feedback information mechanisms for Multiple Integrated Laser
Engagement System (MILES) was conducted at University of Central
Florida. An optimum mix between man
and machine was the approach used in the analysis and design of the proposed
system. The system includes
mechanisms for data collection, analysis, and displaying information for
exercise evaluation. Instrumentation
includes hand-held terminals, central computer, and the necessary man-machine
interfacing software and devices. In
addition to feasibility and cost, system compatibility with more
sophisticated follow-on systems was also considered. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. COMPUTER AIDED SYSTEM FOR THE DEVELOPMENT OF AIRCREW TRAINING (CASDAT)–A GENERIC APPROACH TO COST-EFFECTIVE ISDDr. Patrick E. Smith and Steven A. Murray
Veda, Incorporated
The effectiveness of
current instructional development systems in the military cannot be
argued. Unfortunately, neither can
the great cost of the formal procedures used to design such systems. Instructional systems development (ISD)
has expanded in scope during the past few years as ever-new applications are
found for this approach to training design.
More recent, however, are cost-reduction efforts in the form of
automated aids to the ISD process.
These aids include computerized systems for developing task lists, for
writing behavioral objectives, for structuring syllabi, etc., and they vary
in terms of their complexity, cost, and the extent to which they assist the
ISD developer to create and them manage his instructional program. Veda, Incorporated is
presently under contract to the Naval Training Equipment Center (NTEC) to
design and implement one such automated aid for the development of aircrew
training. This system, Computer Aided
System for the Development of Aircrew Training (CASDAT) will be described in
this paper. An emphasis will be
placed on the unique, generic feature of the underlying task model. This generic structure applies across all
types of aircraft, missions, and flight crew positions, and possesses several
important advantages for instructional development, management, and
research. Having taken the step to
automate the methods of ISD, it appears to be time for examining these
methods to establish just what it is we wish to automate. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INDIRECT FIRE SIMULATION USING REMOTELY PILOTED HELICOPTERDr. Ronald L. Phillips and Dr. Yasser
Hosni
College of Engineering
University of Central Florida
This paper is a feasibility
discussion of incorporating remotely piloted helicopter (RPH) into the
Multiple integrated Laser Engagement System (MILES) Exercises so as to
simulate and assess casualties of indirect fire. The paper describes existing systems and current proposals for
fire in engagement exercises the problems of compatibility between MILES
equipment and RPH’s. A new approach
is then proposed which uses an RPH to carry a receiver/transmitter which
relays the MILES code from the firing weapon onto the target. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. A VERSATILE WEAPON ENGAGEMENT SCORING SYSTEM (LWESS)Roy H. Deen
TRADOC Combined Arms Test Activity
Fort Hood, Texas
Richard Wangler
International Laser Systems, Inc.
The lightweight Weapons
Engagement Scoring System (LWESS) was conceived by the TRADOC Combined Arms
Test Activity (TCATA) and was designed and built by International Laser
Systems, Inc. (ILS). LWESS is an
evolutionary replacement of TCATA’s aging Weapons Engagement Scoring System
(WESS). The goals set for LWESS were
the result of the lessons earned from the use of WESS. LWESS has not stood the test of time in
the field, but it is evident that a giant step has been taken in achieving
these goals. Specifically, TCATA
required real-time casualty assessment (RTCA) by the target without support
from an omnipotent central computer.
It was also required that test data be collected by each player and
saved for communication back to central as conditions allowed. TCATA needed an improved installation,
maintenance, test control, and test coordination concept to minimize the
recurring cost of test support. And,
last but not least, the engagement simulations’ algorithms, cues, and
signatures needed improvement. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. MARKSMANSHIP AND GUNNERY LASER DEVICE (MAGLAD)Don R. Woods, Program director
International Laser Systems, Inc.
Hugh Burgay, Project Engineer
Naval Training Equipment Center
The Marksmanship and
Gunnery Laser Device (MAGLAD) system (Figure 1) provides simulation of the
firing of live M16A1 ammunition during marksmanship training. An eye-safe laser transmitter produces
pulses of harmless light in place of potentially lethal and expensive live
ammunition. The system includes
simulation of firing against both stationary and moving full-scale targets,
in addition to the 1/12th-scale record fire range. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. A COST-EFFECTIVE METHODOLOGY FOR AIRCREW TRAINING DEVICESDrs. Gail H. Marcus and Joseph T.
Patterson
Analytic Services, Inc.
This paper provides a
technical description of a methodology and associated computer software
developed by Analytic Services for the Air Force Human Resources Laboratory
(AFHRL) for evaluating the cost and effectiveness of devices used in aircrew
training programs. The primary
purpose of the methodology is to identify the most cost-effective mix of
training devices (including aircraft, simulators, PTTs, etc.) for aircrew
training for a given weapon system.
The methodology is applicable to training programs at all levels for
both existing and future weapon systems.
The computer model requires input data on training requirements and
device training capabilities, some of which is not presently routinely
available. The model uses the
requirements and capabilities data to identify all mixes of devices that can
satisfy the training requirements; it then uses device acquisition and
operating costs to select the most cost-effective mixes of devices for
accomplishing the training and to compute the life-cycle costs of these sets
of devices. The computer software is
stored in AFHRL UNIVAC 1108 at Brooks Air Force Base, Texas. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. PILOT PERFORMANCE IN THE VISUAL CARRIER LANDING TASK–SIMULATOR VS. FLIGHTMoses Aronson
Naval Training Equipment Center
At the 6th
NTEC-Industry Conference, 13 November 1973, I presented a paper
entitled, “New Approach to the
Evaluation of Visual Attachments to Flight Simulators”. Some of the bases for the approach given
then will now be re-emphasized, and an application to an in-house experiment
will be presented. Present methods of
measuring performance characteristics of a visual attachment do not indicate
whether visual cues which a pilot uses to perform a visual flight task are
adequately presented to him. Lybrand
in 1958, stated that the best way of assessing a visual attachment is to have
experienced pilots fly specific flight paths, and base rating on judgments of
these pilots to supplement available evidence. By 1975 it was recognized by a Working Group of the fluid
Mechanics Panel of Advisory Group for Aeronautical Research and Development
(AGARD), reference 3, addressing pilot performance and learning in simulated
landings, that “the landing maneuver is subject to a number of direct
performance measures. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. USING THE MICROPROCESSOR TO TAILOR COMPUTER SYSTEMS TO TRAINING SIMULATOR REQUIREMENTSNicholas A. Siecko
Educational Computer Corporation
The advent of the
microprocessor has ushered in a new era of computer applications. The power and economy of the
microprocessor opens entire new fields for computer applications and will
change many existing techniques that now use mini and full scale CPU. It is this power and combined economy that
allows the microprocessor to be tailored to each particular application
rather than fitting system requirements to existing processors. Educational Computer Corporation’s
use of multiple microprocessors in a “Federated Multiprocessing Architecture”
is an example of tailoring the processing system to fit the application. It also represents changing an existing
mini-computer application. The EC 3,
as was its predecessor, the EC II, is specifically designed to accommodate
the requirements of simulator operation.
However, the microprocessor has provided the EC 3 a multifold increase
in capability and power, plus a decrease in mainframe hardware costs. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. VISUAL INFORMATION DISPLAY SYSTEMCaptain Craig F. Smith and Mr. Cecil Bone
United States Army Combat Developments
Experimentation Command
Mr. Dennis J. Rutledge
DBA Systems, Inc.
The Visual Information
Display system (VIDS), built by DBA Systems, Inc. for the United States Army
combat Developments Experimentation Command (CDEC) represents an innovative
and flexible approach to the display of field experimentation data. A fundamental aspect of CDEC’s
experimentation mission is that of two-sided, free-play field exercises in
which casualty assessment is carried out in near real-time, with a high level
of data collection instrumentation on down to the individual player elements
which can be infantrymen, tanks, aircraft, or other weapon systems. The purpose of this form of experimentation
is the collection of pertinent data from a realistic battlefield environment. The primary function of
VIDS is the graphical representation of player position and status data which
is collected and processed by the CDEC Real-Time Casualty Assessment
Instrumentation for use in real-time monitoring and post-trial analysis of
experimentation activities. The
display is multichromatic, and utilizes pre-programmed symbols to depict
various player types. In addition to
computational and display equipment, VIDS includes a map digitization system,
which provides the capability to record and process terrain or other data for
background information overlays. This paper presents an
overview of the VIDS and the CDEC Instrumentation to which it is
interfaced. It discusses the
capabilities and design features which are built into the display
system. Finally, other potential uses
of VIDS or a VIDS type system are considered. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. COMPUTER GENERATION OF FULL COLORED TEXTURED TERRAIN IMAGESBruce Schachter
General Electric Company
Computer generated shaded
relief maps have been used in cartography for a number of years. Most systems produce gray level images
which are simple orthographic projections of the terrain surface. We will show how digital terrain data can
be used to create more realistic displays. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. ADVANCED FEATURES IN CONTROL LOADING AND MOTION SYSTEMS FOR SIMULATORS Jean Baradat and Michel Lacroix
Thomson-CSF Simulateurs LMT-France
The ideal simulator would
be a device in which a pilot could feel he was effectively in a real vehicle
and which would also be easy to operate, easy to maintain and cost
little. Although these
characteristics are somewhat conflicting, there are reasonable solutions,
which provide a fair compromise. This
paper describes the solutions adopted by Thomson-CSF Simulateurs LMT for
motion systems and control leading systems in particular. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. EMULATION AS A SONAR TRAINER MODEL VALIDATION AND VERIFICATION TOOLBruce R. Walker
Honeywell, Inc.
The development plan for
the design and delivery of the Fleet Ballistic Missile Sonar Operational
Trainer (FBM SOT) real-time operational computer program included the
verification of the mathematical models and their hierarchical
structure. Verification was
accomplished by the development and utilization of an emulator, a
nonreal-time computer program written in Fortran. This emulator was used to: 1) Verify the model algorithms and associated logic 2) Verify program architecture 3) Provide test case data for checkout of the real-time
operational program (RTP). The emulator was also
intended to serve as a test bed for future real-world data base improvements,
and is provided as part of the deliverable SOT system. This paper describes the
conception, development, and use of the emulator as a mathematical model
development, validation, and verification tool. Detailed design information is presented elsewhere. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. RECENT ADVANCES IN OCEAN MODELING TECHNIQUES FOR SONAR TRAINERS–FBM SOTLinda Q. Sax
Honeywell, Inc.
Realistic simulation of the
received signals from ships and submarines is the primary objective of the
Fleet Ballistic Missile Sonar Operational Trainer (FBM SOT) built by
Honeywell’s Training and Control system Center. The sonar suites on board the FBM submarines provide reliable
information conveying a target’s movement and identity. Acoustic properties of the ocean
significantly affect the visual and aural representations of a ship’s
signal. The ocean medium’s
variability can be used advantageously in locating and tracking a ship as
well as to cause confusion resulting in tactical errors. Recognizing and utilizing various sound
propagating characteristics of the oceans is an essential training goal. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. ALGORITHMIC PRESCRIPTIONS FOR INSTRUCTIONAL SYSTEMS DEVELOPMENTSuzanne E. Sax and John M. Moscicki
Grumman Aerospace Corporation
The algorithmization of instruction
has gained prominence since the introduction of the concept to
education. Algorithms are generally
considered to be a sequence of operations applied to any problem within a
given class of problems which, when followed, guarantee an expected result. Algorithms, in the strict
sense of the word, possess these properties of generality and
resultivity. However, the concept of
algorithmization has widespread implications for education in applications
where such precision is not possible.
Landa (1974) has termed algorithms used for such purposes “algorithmic
prescriptions”. To distinguish
algorithmic prescriptions from strictly mathematical algorithms, Merrill
(1977) labels them as “heuristic procedures”. While recognizing that there are such distinctions between
mathematical and prescriptive algorithms, this paper will refer to both
classes of procedures as algorithms. An algorithm may take
various forms: 1) Prose test 2) Numbered steps 3) Question lists 4) Branching booklets 5) Flow charts 6) Directed graphs 7) Decision tables, etc. (Bunderson, 1970). Coscarelli (1978) discusses
the merits of different representations of algorithms noting that the form of
representation may influence one’s problem solving tactics. The flow chart format is proposed as most
appropriate for representing complex procedural operations. The flow chart and numbered steps formats
were selected to represent the algorithms presented herein. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. APPLICATION OF SOFTWARE DESIGN METHODOLOGY FOR SMALL MAINTENANCE TRAINERSMichael C. Dashow and Michael A. Kogan
Grumman Aerospace Corporation
The prime purpose of
Simulated Avionics Maintenance Trainer (SAMT) Common Core Program was, and
still is, to design and develop the hardware and software designs and techniques
which will allow us to build and deliver training equipment that is cost
effective and very responsive to short delivery schedule restrictions. Common hardware and software modules are
to be developed which will supply our company with a menu of technology
available for the SAMTs of the near future.
It is anticipated that this will be a continuing effort so that we can
update our capabilities as new requirements come over the horizon. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. A GENERALIZED SOFTWARE DEVELOPMENT AND SUPPORT ENVIRONMENT FOR THE A-6E WEAPON SYSTEM TRAINER (A6E-WST)Martin C. Blyseth
Grumman Aerospace Corporation
As the role of software
becomes an increasing, if not overwhelming, factor in the complexity, cost,
and schedule of training devices, maintaining and assuring management
visibility and control have become a decided challenge. As change and growth become a way of life
for large software systems, this challenge extends throughout the life cycle
of the device, encompassing the support phase as well. The software development environment for
the A-6E Weapon ‘system Trainer (A6E-WST) was spawned to meet this challenge. It is the intent of this
paper to provide an overview of the environment and tools created for the
development and support of the software for the A6E-WST. The principal objective was to produce an
environment, which minimized the cost and schedule for the development of the
device software while providing substantial visibility, traceability, and
manageability for the software product.
Secondary objectives were to: 1) Reduce the cost and improve the value of
documentation, 2) Provide a generalized platform for technological
growth, and 3) Provide for extension to other and future training
devices. The software development environment
is an integrated collection of software tools, management systems, and
procedures, which are operational in Interdata 8/32 and IBM 370/168
mainframes. Automation of functional
capabilities for simplicity of use and reliability of performance has been a
keystone concept during the development of this environment. Accordingly, in addition to the
development of proprietary software, maximum utilization is made of
off-the-shelf software packages from such companies as Infodata Systems,
Cincom Systems, and Applied Data Research Inc. This ensemble of resources, software tools, management systems,
and computing systems as a collection, is referred to as the Grumman software
Development Facility (SDF). This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. TRAINING REQUIREMENTS DETERMINATION DURING EARLY PHASES OF WEAPON SYSTEM ACQUISITIONJames J. Vaughan, Jr., Ph.D.
Advanced Systems Department
Dynamics Research Corporation
The Weapon System
Acquisition Process (WSAP) has generally been characterized by an inadequate
consideration of manpower, personnel, and training implications resulting
from early design decisions. In
response to this situation, the United States Navy has been involved in the
design, development, and consistent improvement of a Military Manpower Versus
Hardware Procurement (HARDMAN) methodology.
The purpose of this methodology is to assess the implications of
manpower, personnel, and training requirements early and continually
throughout the WSAP. As indicated in the reports
describing the application of the methodology to the Shipboard Intermediate
Range Combat System (Dynamics Research Corporation, 1978), the LSD-41 main
propulsion plant (Dynamics Research Corporation, 1979a), and the
Undergraduate Jet Flight Training System (Dynamics Research Corporation,
1979b), the methodology has been considered successful in generating manpower
and personnel requirements for a proposed weapon system. However, due to a lack of contractual
emphasis, the methodology has provided only a preliminary process for
generating training requirements. To satisfactorily close the
loop of the HARDMAN methodology necessitates a Training Requirements Analysis
(TRA) methodology step, which will accurately determine the training
implications, associated with a proposed weapon system. This paper will propose a TRA step which
provides the above determination and which is amenable to application early
in the WSAP. The TRA has been
designed in a manner which makes it compatible with the existing process of
the HARDMAN methodology. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. COMMON MODEL TEAM TRAINERJohn J. Barkley
Naval Underwater System Center
Submarine sonar and fire
control training has entered a new era–one of increased system complexity and
increased training requirements.
Indeed, the onset of embedded computer-based systems, such as
AN/BQQ-5, complicated the situation even further by allowing differently
performing versions of similar-looking systems. The purpose of this paper
is to propose both a technical approach and a development plan for a new
generation of submarine combat team trainer systems, emphasizing the use of
common problem control, target model and environmental model modules. The Common Model Team Trainer (CMTT) will
provide a consistent level of training realism and capability across multiple
trainer devices and allow maximum utilization of Navy resources both at
development laboratories and at trainer installations. Consideration of this
approach is especially significant now since most current trainers are
scheduled for system rearchitecture or upgrade over the next five years–an
excellent time frame for CMTT. This
approach is applicable to sonar and fire control trainers currently installed
and/or planned for SSN, SSBN and TRIDENT. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s
Website. IMPLEMENTING AIRCREW JUDEMENT TRAININGDr. Fritz H. Brecke and Mr. Steven A.
Murray
Veda Incorporated A fighter pilot delays his
lag roll for an extra second–and instead of flying too close to his target,
falls into a perfect shot position; his timing is the result of years of
experience. A Landing signal Officer
(LSO), guiding aircraft aboard his carrier, calls a pilot for power a moment
before it is needed and thus prevents a settling approach; his acute
sensitivity has taken hundreds of hours to develop. A Tactical Action officer (TAO), in the Combat Information
Center of his ship, correlates all of the information from an ambiguous radar
signal with the weapons available to him and correctly assigns ship missiles
to a low-altitude bomber; long months of training and practice have made the
difference between survival and disaster. Each of these jobs–and
there are many more like them in the armed forces–is an example of what is
generally called judgment. That is,
each job requires more than perceptual or motor skills. Jobs such as these require the ability to
select among methods of problem solving, to weigh alternatives under stress
and with limited information, as well as the ability to be innovative when
the situation requires. No one can
argue that judgment is not a valid reflection of trained performance. Few however, can define judgment in a
fashion which is usable for efficient training development. The major stumbling block is previous
efforts to develop methodologies for judgment training has been their attempt
to work with too global a definition of what judgment is. This paper reviews some recent work in
this area and suggests potential solutions to the problem of judgment
training (specifically, for aircrew tasks) which, though limited in scope,
lend themselves to relatively easy implementation. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. |
© 1999, 2000, 2001 Simulation Systems and Applications, Inc. All Rights
Reserved.