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Simulation
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I/ITSEC 1986 – 8TH I/ITSEC
a multiprocessor bare machine ada
system for flight simulators
real-time
debug in ada environment
object-oriented
development of training systems using ada
simulation
of an advanced scout attack helicopter for crew station studies
MTs ii, a
triple threat tactical environment trainer for air defense crews
simulation
based maintenance training
real-time
simulation of FLIR imagery
a new
generation of trainers for acoustic analysis
The use of
generic sensor simulators in team trainers
providing
high performance visual simulation at low cost, revisited
design of an
optical simulator visual system
visa 4–a
computed image generator for ground training
generation
of texture patterns for realistic visual simulation
aircrew
training system: test and evaluation
issues in
managing total training system development
The navy
hardman process: Training the analyst
The
challenge of mpt integration
software
security–how do we design it?
design,
development and management of reusable software components in ada
training
system building techniques & the potential of ada
transferring
classroom instruction to cbt
computer-based
training to operate state-of-the-art weapons systems
simulator
design criteria–new emphasis in concurrent developments
functional
specification of training devices within a total training system context
specifying
large cig data bases
organization
of a photographic data base*
acceptance
test procedures for very large data bases
systems
engineering for training systems–a team approach
return on
investment (roi) for full mission simulation–the developer’s perspective
whatever
happened to teamwork? a concept of future customer acceptance testing
emphasis on
quality: a procedural model for acquiring and managing technical support
documentation
training
systems quality assurance–the challenge to management
commercial
quality standards for training system subcontractors and vendors
contractor
logistic support puts the logistician into the front line of design
Practical
applications of total contract training (tct)– lessons learned from E-3 TCT
the reserve
component training technology field activity, boise, idaho
enhanced
knowledge of results–individual and team approaches
can
table-top training enhance p-3c acoustic analysis instruction?
aircrew
training–the relative contribution of major training system resources to future
readiness
the generic
instructor/operator station–the next-generation approach to ios modularity
on-line help
and references for courseware developers
a parallel
processor alternative to the modular simulator architecture
multiple-microcomputer
architectures–an integrated approach is needed for simulation
universal
threat implementation concept development
measurements
and effects of transport delays in a state-of-the-art f-16C flight simulator
Helicopter
simulation techniques for full mission flight simulation
volatile
environment software cost estimation
Proposal
management through the contractor’s knothole
managing
trainer configuration when development and production overlap
understanding
cost estimating and cost-training effectiveness models–a place to start
methodologies
for comparing cost/effective measures of alternative training systems
in-plant
formative evaluation of training device instructional subsystems
the role of
evaluation in training systems acquisition
training
data generation with commercially available integrated software
government
data requirements in a changing training environment
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a multiprocessor bare machine ada system for flight simulators 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 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 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 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 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 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 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. |