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I/ITSEC 1986 – 8TH I/ITSEC

 

TABLE OF CONTENTS

 

a multiprocessor bare machine ada system for flight simulators  5

real-time debug in ada environment  6

object-oriented development of training systems using ada   7

simulation of an advanced scout attack helicopter for crew station studies  8

MTs ii, a triple threat tactical environment trainer for air defense crews  9

simulation based maintenance training   10

real-time simulation of FLIR imagery   11

a new generation of trainers for acoustic analysis  12

The use of generic sensor simulators in team trainers  13

providing high performance visual simulation at low cost, revisited   14

design of an optical simulator visual system    15

visa 4–a computed image generator for ground training   16

generation of texture patterns for realistic visual simulation   17

aircrew training system: test and evaluation   18

issues in managing total training system development  19

the next step … emerging issues and implications for program management in the acquisition of training systems in the air force  20

The navy hardman process: Training the analyst  22

the role of the training situation analysis in united states marine corps training systems acquisition   22

The challenge of mpt integration   23

software security–how do we design it?  24

design, development and management of reusable software components in ada   25

training system building techniques & the potential of ada   26

design of level iii interactive videodisc training– exploiting the power of the technology to enhance learning   27

transferring classroom instruction to cbt  28

computer-based training to operate state-of-the-art weapons systems  28

simulator design criteria–new emphasis in concurrent developments  29

functional specification of training devices within a total training system context  30

specifying large cig data bases  31

organization of a photographic data base*  32

acceptance test procedures for very large data bases  33

systems engineering for training systems–a team approach   34

return on investment (roi) for full mission simulation–the developer’s perspective  35

whatever happened to teamwork? a concept of future customer acceptance testing   36

emphasis on quality: a procedural model for acquiring and managing technical support documentation   37

training systems quality assurance–the challenge to management  38

commercial quality standards for training system subcontractors and vendors  39

contractor logistic support puts the logistician into the front line of design   39

Practical applications of total contract training (tct)– lessons learned from E-3 TCT  40

combat mission simulation–the  41

the reserve component training technology field activity, boise, idaho   42

standards in weapons training   43

enhanced knowledge of results–individual and team approaches  44

computerized system for diagnosing maintenance technicians’ faults isolation capabilities–implemented in training packages for the LAVI fighter aircraft  45

can table-top training enhance p-3c acoustic analysis instruction?  46

aircrew training–the relative contribution of major training system resources to future readiness  46

the generic instructor/operator station–the next-generation approach to ios modularity   47

on-line help and references for courseware developers  47

a parallel processor alternative to the modular simulator architecture  48

multiple-microcomputer architectures–an integrated approach is needed for simulation   49

universal threat implementation concept development  50

measurements and effects of transport delays in a state-of-the-art f-16C flight simulator   50

Helicopter simulation techniques for full mission flight simulation   51

volatile environment software cost estimation   52

Proposal management through the contractor’s knothole  53

managing trainer configuration when development and production overlap  54

understanding cost estimating and cost-training effectiveness models–a place to start  55

methodologies for comparing cost/effective measures of alternative training systems  56

reserve component training   57

in-plant formative evaluation of training device instructional subsystems  57

the role of evaluation in training systems acquisition   57

training data generation with commercially available integrated software  58

government data requirements in a changing training environment  58

 

 

 

 

 

a multiprocessor bare machine ada system for flight simulators

Vincent F. Rich

Gould Inc., Information Systems, Computer Systems Division

 

In a conventional flight simulator, the real-time programs are loaded and controlled by an operating system, which is normally provided by the vendor of the computer system.  During the simulation, much of the operating system is redundant, as the functional capabilities of the operating system far exceed the requirements of the real-time programs.  The unused portions of the operating system consume system resources and increase the complexity of the design of those portions of the operating system that are called by the real-time programs.  Real-time programs written in Ada can use the I/O and tasking features of the language and need not call the operating system for these services.  The removal of the explicit calls to the operating system can lead to the removal of the operating system itself, and the direct connection of the Ada runtime system to the underlying hardware.  This configuration is known as a Bare Machine Ada system.  Real-time response, code execution speed, execution time predictability, user code space, and reliability are all improved by the removal of the operating system.  This paper discusses the advantages of a Bare Machine Ada system over a conventional implementation, and describes a prototype system implemented on a tightly coupled, dual processor, super-minicomputer system configured to represent a flight simulator.  The characteristics of a real-time Ada program executing on the prototype system are compared to similar Ada program and corresponding FORTRAN programs executing on a computer with an operating system.

 

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

Order it from I/ITSEC’s Website.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

real-time debug in ada environment

Robert Epps

The Singer Company, Link Flight Simulation Division

 

Real-time debug is a tool which primarily isolates errors concerning lower-level computer software component (LLCSC) interfaces.  Because Ada discourages making data available on a “global” basis, it is necessary to design a real-time debug system that accesses information without violating the software engineering design principles of the Ada environment.  To meet the requirement for a test methodology which removes errors within the Ada Programming Support Environment (APSE), the DIANA data structure is examined to determine its suitability to be transformed to the real-time environment to assist in performing real-time debug functions.  Currently implemented real-time debug features are evaluated for their suitability within an Ada “real-time” environment and their applicability within an Ada Programming Support Environment (APSE).  The types of errors detected and their removal from software are examined, with emphasis on the types of errors which real-time debug must be designed to detect and evaluate to allow for the most effective error removal.

 

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

Order it from I/ITSEC’s Website.

 

 

object-oriented development of training systems using ada

Dr. Matt Narotam

Burtek

 

Dr. Sabina Saib

Tomson-CSF

 

Mr. Clifford Layton

Rogers State College

 

This paper discusses aspects of software engineering and design methodology to be used for development of software using Ada for an existing C-141B Operational Flight Trainer (OFT).  The OFT software was originally developed using FORTRAN 77 as the implementation language.  The paper describes the application of software engineering concepts such as abstraction, information hiding, modularization and generalization, and the development of a methodology for generating a program design based on these concepts.  Also describe are problems with the traditional object-oriented design (OOD) methodology, and attempts to front-end OOD process to incorporate solutions for these problems.  The methodology described is applicable to the development of software for any type of training device.

 

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

Order it from I/ITSEC’s Website.

 

 

simulation of an advanced scout attack

helicopter for crew station studies

P.A. Lypaczewski, Engineer

CSRDF Systems Architect

CAE Electronics Ltd.

 

A.D. Jones, CSRDF Project Manager

Flight Systems & Simulation Research Division

NASA Ames Research Center, Moffett Field

 

Major J.W. Voorhees

CSRDO Research Manager

Aeroflightdynamics, Directorate, AVSCOM, Moffett Field

 

The system complexity and high workload of the next generation of light scout/attack helicopters is a major cause of concern for the U.S. Army.  The Crew Station Research and Development Program has been established by the Army to study the issues of battle captain performance for one-man versus two-man crews.  A Crew Station Research and Development Facility (CSRDF) has been contracted for.  It consists of a distributed computer system with several stations which play different roles in experiments.  Coordination of experiments is done from the Experimenter-Operator Console where a team of Army experimenters and NASA personnel control and monitor the mission scenario used to test the crewmembers.

 

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

Order it from I/ITSEC’s Website.

 

MTs ii, a triple threat tactical environment trainer for air defense crews

Ian R. Gilchrist and Jeffrey J. Jerome

AAI Corporation

 

Modern Air defense weapons such as Stinger, Chaparral, etc., can be extremely effective if used within their tactical boundaries, but their high cost and the difficulty of obtaining suitable targets makes training with live weapons impractical.  Existing Moving Target Simulators such as the M87 Stinger MTS are effective for procedures training, but a scenario presented with a single target above a painted environment does little to convey the stresses of real-life combat to the trainees.

 

If, however, a simulation presents a screaming enemy fighter attacking the group of gunners head-on, strafing them as it passes overhead and, at the same time, a hostile helicopter pops up from the nap of the earth and a third, unidentified aircraft appears in the distance as the sounds of the battle roar on, will the trainees remain calm and make the right decisions?  Will the group leader assign individual gunners to the correct targets?  Will the trainees ensure that the target is within the range and angular velocity launch boundaries, and that it is not too close to the sun or a sunlit cloud before they fire?  The next step in training systems is then to provide all of these elements without the danger or expense of the real battle.

 

The MTS II was developed to provide the most effective training possible under these simulated threat conditions.  Designed for all Short Range Air Defense (SHORAD) systems, the MTS II presents three realistic independent video aircraft targets interacting with up to eight different real life backgrounds.  These visual cues coupled with a correct IR environment, countermeasures and fully directional threat and battlefield sounds make the MTS-II the next step in SHORAD training.

 

This paper expounds on the MTS II system design, which presents a solution to the particularly difficult task of training air defense gunners in a realistic tactical environment in an efficient and cost-effective manner.

 

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

Order it from I/ITSEC’s Website.

 

 

 

 

 

 

 

 

 

 

 

simulation based maintenance training

Jack R. Fritz

Reflectone, Inc.

 

The training of personnel to maintain today’s sophisticated military equipment has long been associated with basically two extremes in terms of level of instruction and resulting proficiency.  On the simplistic end of the scale, recent technology has produced panel boards and video disk based devices which offer an abstracted, idealized portrayal of the operation and failure modes of the actual device to be maintained.  These two dimensional devices allow for a variety of training situations but lack fidelity and encourage development of poor maintenance habits.  At the other end of the scale, actual operating equipment has been used which, while certainly realistic, allow for only routine servicing and mundane maintenance tasks as failures of components cannot be activated upon demand.  These trainers also expose the trainee to hazards far above their ability to cope.  As an alternative a proper maintenance trainer design could be based upon proven simulation concepts.  These concepts have been established primarily in flight simulation and training.  This paper will enumerate and quantify these fundamental concepts.  It will then be shown that for the first time a set of maintenance trainers based upon these concepts has been developed, and that significant improvements in depth of training have been made.

 

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

Order it from I/ITSEC’s Website.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

real-time simulation of FLIR imagery

Heiner Biesel and Tom Rohlfing

Evans and Sutherland Computer Corporation

 

Infrared imagery appears superficially similar to monochrome television imagery.  An accurate simulation, however, must not only produce realistic images of self-luminous objects rather than illuminated scenery – it must also replicate the visual anomalies of the imaging system.  These anomalous effects arise from the imperfect nature of infrared imagers; they vary among systems, and they can become the dominant visual aspect of the displayed imagery.

 

A strategy has been developed for producing high-fidelity simulated IR imagery in real time.  The approach relies upon modeling techniques, which can create a database of infrared scenery derived from visual data, and upon a post-processor coupled to an existing image generator, which will produce IR system-specific effects.  A software emulation of the post-processor has been developed which permits evaluation of its projected performance, as well as facilitating tuning of system parameters in order to achieve realistic IR imagery.

 

To complement these developments in high-fidelity IR simulation a set of software tools is being developed to afford an efficient means of generating IR-specific characteristics for inclusion in the IG database.  These tools blend the physics of the scene, atmosphere, and sensor with the requirements of the mission to be simulated and the IG system to be used, thus contributing a major addition to the training system.

 

This paper reviews some of the aspects of FLIR imagery and their underlying causes, and describes the modeling approaches and tools, as well as the basic functions performed by the post-processor which are required in order to simulate FLIR imagery.