|
Simulation
Systems and
Applications,
Inc. |
|
| Info Engineering | ||||
| Company Info | Press Releases | Simulation Resources | Tampa Bay Links | |
SECTION ONE: POLICY AND MANAGEMENT
COMBINED
TEST: A TEAM APPROACH TO ACHIEVING SIMULATOR AIRCRAFT CONCURRENCY
MOVING IN A
NEW DIRECTION: TRAINING AND SIMULATION TECHNOLOGY CONSORTIUM
MINIMUM
ESSENTIAL CDRL REQUIREMENTS FOR SIMULATOR SOFTWARE DOCUMENTATION
INFORMATION
AGE COMMAND AND CONTROL TRAINING
THE COST
EFFECTIVENESS OF SYSTEMATICALLY DESIGNED TRAINING: LESSONS FROM THE FAA’s AQP
PROGRAM
THE COMBINED
ARMS TACTICAL TRAINER FOR THE BRITISH ARMY
INTEGRATNG
USERS INTO SYSTEM DEVELOPMENT USER EXERCISES IN CCTT
DEFINING THE
USER’S TRAINING TECHNOLOGY NEEDS THE ARMY’S
EXPERIENCE
RESOURCE
TRADEOFFS FOR AVCATT AVIATION COMBINED ARMS TACTICAL TRAINER
SOURCE DATA
ACQUISITION FOR THE CLOSE COMBAT TACTICAL TRAINER (CCTT)
THE
CHALLENGE OF MANAGING DOMAIN ENGNEERING
SOFTWARE
CONFIGURATION MANAGEMENT A MODERN PERSPECTIVE
SECTION TWO:
EDUCATION, INSTRUCTION AND TRAINING METHODOLOGY
INTERFACING
INTERACTIVE ELECTRONIC TECHNICAL MANUALS WITH INTERACTIVE COURSEWARE
ADVENTURE
GAMES FOR TECHNICAL EDUCATION
HIGH
TRANSFER TRAINING (HITT)–INSTRUCTION DEVELOPMENT PROCEDURES AND IMPLEMENTATION
STRATEGIES
INSTRUCTIONAL
DESIGN INTEGRATION OF COGNITIVE STYLE AND TECHNICAL CONTENT
IMPACT OF
TOTAL TRAINING SYSTEMS ACQUISITON ON INSTRUCTIONAL SYSTEMS DEVELOPMENT
AN ANALYSIS
OF DISTANCE LEANING APPLICATION FOR JOINT TRAINING
PARTNERS IN
EDUCATION CHANGING THE WAY STUDENTS LEARN
PROVIDING
MILITARY OCCUPATIONAL TRAINING USING COMMUNITY COLLEGES AND VIDEO TELETRAINING
COMPUTER-ASSISTED
TRAINING IN THE GERMAN ARMED FORCES
A STRATEGY
MODEL FOR COMPUTER BASED TRAINING
TRAINING
DISMOUNTED SOLDIERS IN VIRTUAL ENVIRONMENTS ROUTE LEARNING AND TRANSFER
VIRTUAL
ENVIRONMENTS IN TRAINING NASA’s HUBBLE SPACE TELESCOPE MISSION
SECTION
THREE: TRAINING, DEVELOPMENT AND
DELIVERY
A
METHODOLOGY FOR SELECTION OF TRAINING TO APPLY COMPUTER-BASED INSTRUCTION
AUTOMATED
AUTHORING–SOME PRELIMINARY RESULTS
APPLICATION
OF TRAINING ANLYSIS AND DESIGN TOOLS
THE USAF
T-3A TRAINING SYSTEM NEW DIRECTIONS IN FLIGHT SCREENING
TIME COMPRESSED
TANK GUNNERY TRAINING IN THE ARMY NATIONAL GUARD
DIGITAL
VIDEO FOR MULTIMEDIA–WHAT ARE THE ALTERNATIVES?
AN
INTERACTIVE MULTIMEDIA TUTOR FOR SOFTWARE SYSTEM MAINTENANCE
INTELLIGENT
EMBEDDED TRAINERS: A NEXT STEP FOR COMPUTER BASED TRAINING
DETERMINING
TRAINING RESOURCES AND REQUIREMENTS FOR NEW WEAPON SYSTEMS
THE FUTURE
OF SELECTIVE FIDELITY IN TRAINING DEVICES
VOICE
RECOGNITION: A REBORN TECHNOLOGY FOR
EDUCATION AND TRAINING
COMPUTER-BASED
ENGLISH LANGUAGE TRAINING FOR THE ROYAL
SAUDI NAVAL FORCES
SECTION
FOUR: MODELING AND SIMULATION
TESTING
CONFORMANCE FOR DISTRIBUTED INTERACTIVE SIMULATION (DIS) STANDARDS
DYNAMIC
LATENCY MEASUREMENT USING THE SIMULATOR NETWORK ANALYSIS PROJECT (SNAP)
DYNAMIC
MULTICAST ON ASYNCHRONOUS TRANSFER MODE FOR DISTRIBUTED INTERACTIVE SIMUATION
THE IRIS
ARCHITECTURE—INTEGRATING CONSTRUCTIVE,
LIVE, AND VIRTUAL SIMULATIONS
INTEGRATING
CONSTRUCTIVE AND VIRTUAL SIMULATIONS
CONSTRUCTIVE
TO VIRTUAL SIMULATION INTERCONNECTION FOR THE SOFNET-JCM INTERFACE PROJECT
ACHIEVING
CONSISTENT COLORS AND TEXTURES IN
VISUAL SIMULATION
VISIONICS
DATA BASE GENERATION--AN INTEGRAL PART OF TRAINING, PLANNING, AND MISSION
REHEARSAL
STATISTICAL
CERTIFICATION OF TERRAIN DATABASES
MODELING THE
CLOUD ENVIRONMENT IN DISTRIBUTED INTERACTIVE SIMULATIONS
MODELING
SIMULATION OBJECTS WITH RASP, NIAM, AND HCPN
MODELING THE
LITTORAL OCEAN FOR MILITARY APPLICATIONS
LARGE DIS
EXERCISES–100 ENTITIES OUT OF 100,000
A DIS
NETWORK FOR EVALUATING TRAINING SYSTEMS EFFECTIVENESS
APPLICATION
OF GPS TO HYBRID LIVE/CONSTRUCTIVE/VIRTUAL TRAINING SYSTEMS
SIMULATION
MANAGEMENT IN DISTRIBUTED INTERACTIVE SIMULATION
IMPLEMENTATION
OF THE LASER MESSAGE PROTOCOL IN A DIS NETWORK
DYNAMIC
ENVIRONMENT SIMULATION WITH DIS TECHNOLOGY
DEPLOYABLE
ELECTRONIC COMBAT MISSION REHEARSAL, TRAINING, AND PERFORMANCE SUPPORT
DISMOUNTED
INFANTRY IN DISTRIBUTED INTERFACE SIMULATION
HIGH
FIDELITY VIRTUAL PROTOTYPING TO SUPPORT GROUND VEHICLE ACQUISITION
ADA
STRUCTURAL MODELING DESIGN EXPERIENCE FROM AN ENGINEERING MANAGEMENT
PERSPECTIVE
PERFORMANCE
LIMITATIONS OF THE DIS INTERFACE
USING
BENCHMARKS AND SIMULATOR LOADS FOR
MULTI-PROCESSOR COMPUTER SYSTEM EVALUATION
PREDICTING
NETWORK PERFORMANCE IN HETEROGENEOUS, MULTI-FIDELITY, SIMULATION NETWORKS
SECTION
FIVE: SIMULATION AND TRAINING SYSTEMS
INNOVATIVE
SONAR TRAINING DESIGN: LINKING SONAR CONCEPTS WITH FAMILIAR HUMAN CONCEPTS
THE RADAR
SYSTEM CONTROLLER INTELLIGENT TRAINING AID
MULTISHIP
SIMULATION AS A TOOL FOR MEASURING AND TRAINING SITUATION AWARENESS
SYSTEMS
ENGINEERING AND ARCHITECTURE: LESSONS FROM THE F-22 TRAINER PROGRAM
LESSONS
LEARNED IN DEVELOPING MULTIUSE SIMULATION FOR F-22
THE HERITAGE
OF THE AIR VEHICLE TRAINING SYSTEMS DOMAIN
CUSTOMIZING
AN OBJECT-ORIENTED DESIGN OF LEADSHIP EFFECTS
MEGAPROGRAMMING
AND METHODS OF REUSE: THE NAVY/STARS PILOT PROJECT
WEAPONS
SIMULATION EXECUTION, IN THE TARGET? OR IN THE SHOOTER?
ARPA
RECONFIGURABLE SIMULATOR INITIATIVE (ARSI)
INSTRUCTOR
OPERATOR SYSTEMS: EFFECTIVE DESIGN TO MAXIMIZE STUDENT LEARNING
THREAT
SIMULATION: TRADEOFFS BETWEEN TACTICAL REALISM AND TRAINING VALUE
SECTION
SIX: RESEARCH AND DEVELOPMENT
TECHNOLOGY APPLICATIONS
A PC-BASED
PHOTOGRAPHIC-QUALITY IMAGE GENERATOR FOR FLIGHT SIMULATION
IMPLEMENTATION
OF A HIGH PERFORMANCE DATABASE GENERATION SYSTEM ARCHITECTURE
DYNAMIC
TERRAIN DATABASE DESIGN FOR REAL TIME IMAGE GENERATION
INCREMENTAL
REAL TIME DELAUNAY TRIANGULATION FOR TERRAIN SKIN GENERATION
NONINVASIVE
MONITORING OF HELICOPTER PILOTS’ INSTRUMENT
SCAN PATTERNS IN A MOTION BASED SIMULATOR
THE IMPACT
OF CUE FIDELITY ON PILOT BEHAVIOR AND PERFORMANCE
FEEDING
HUNGRY PROCESSORS: REAL-TIME I/O
DEMANDS OF HIGH-PERFORMANCE
MULTIPROCESSING COMPUTERS
TECHNICAL
EXPECTATIONS FOR A FULL SCALE DOMAIN
ENGINEERING DEMONSTRATION PROJECT
THE MAPPING
OF OBJECT-ORIENTED DESIGN TO ADA IMPLEMENTATION
INTERFACES
AND THEIR MANAGEMENT IN A LARGE ADA PROJECT
APPLICATION
OF MULTI-MEDIA TECHNOLOGY TO TRAINING FOR KNOWLEDGE-RICH SYSTEMS
TRAINING
EXERCISE PLANNING: LEVERAGING
TECHNOLOGIES AND DATA
AUTOMATED
EXERCISE PREPARATION AND DISTRIBUTION FOR LARGE SCALE DIS EXERCISES
APPLYING
ARTIFICIAL NEUTRAL NETWORKS TO GENERATE RADAR SIMULATION DATA BASES
RAPID SIMULATION
DATABASE BUILD USING HARDCOPY INPUT
SMART
JARMS–COMPUTATIONAL INTELLIGENCE IN SIMULATION
OPERATIONAL
PROTOTYPE FOR AN INSTRUCTOR/OPERATOR STATION
SECTION ONE: POLICY AND MANAGEMENTCOMBINED TEST: A TEAM APPROACH TO ACHIEVING SIMULATOR AIRCRAFT CONCURRENCYMajor William R. Corrigan, USAF
John K. Clapp, CAE-Link Corporation
Can Aircrew Training
Device (ATD) testing be restructured to better support concurrent
simulator-aircraft development and delivery to the using commands while
reducing cost, mitigating schedule risk, and effectively using a reduced
number of experienced test personnel?
Traditional development and acceptance testing followed an interactive
process of identical activities conducted first by the contractor then
repeated by the Government. This
inefficient process increased program cost and schedule risk. The reality of forced downsizing has
contributed to test risk by reducing the number of personnel available to
support a traditional test program, especially a program seeking to achieve
concurrency. To deal with these
problems, the B-2 ATD Government-Contractor team developed a combined test
methodology to eliminate redundant test, consolidate similar activities and
complement the major program objective, concurrent development and delivery
of the ATDs. The purpose of this
paper is threefold. Firstly, to
identify the test related problems associated with concurrent development of
complex training devices for a highly software-dependent aircraft not yet in
flight test. Secondly, to illustrate
the team-oriented structure and process of combined test and how it proved
critical to B-2 ATD delivery and functionality. Finally, to present the results – the on-time delivery of two
B-2 Aircrew Training Devices that reflect the configuration and capabilities
of the first operational B-2 delivered to Air Combat Command. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. TRAINING SYSTEMS VIA “NEW WAY” BEST VALUE CONTRACTING AND MIL-STD-1379DSteven L. Griffin & William Kitterman,
Naval Air Warfare Center, Training Systems
Division
Neal M. Finkelstein
Simulation, Training and Instrumentation
Command
In 1993-1994, STRICOM
formed a team to acquire the AGTS (Advanced Gunnery Training System). The team developed a “new way of doing
business” which synthesized a number of concepts—best value source selection;
emphasis on processes and metrics and total quality leadership; concurrent
engineering; integration of MIL-STD-1379D and the systems approach to
training; application of the Fixed-Price-Incentive (Successive Targets)
contract type; range pricing; and a uniquely structured Request for
Proposal. This “new way of doing
business is described and lessons learned are presented. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. MOVING IN A NEW DIRECTION: TRAINING AND SIMULATION TECHNOLOGY CONSORTIUMJanet Weisenford
Naval Air Warfare Center, Training Systems
Division
William F. Jorgensen
Training Simulation and Technology
Consortium
The Training and
Simulation Technology Consortium (TSTC) is a new model for transferring
defense training and simulation technology involving a partnership between
the federal government, industry, and a university. Members include three government agencies; four DOD based
industries and a major university.
These members determined that technology transfer would not occur
without commercialization. This
involves identifying new customers, understanding customer requirements,
matching requirements to defense-based capabilities, and then developing the
distribution and sales process. TSTC
was established to support this commercialization process through the
Advanced Research Projects Agency (ARPA) under the Technology Reinvestment
Program (TRP). This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. MINIMUM ESSENTIAL CDRL REQUIREMENTS FOR SIMULATOR SOFTWARE DOCUMENTATIONIgor V. Golovcsenko Training System Program Office, Wright Patterson Air
Force Base This paper describes an
approach to streamline software data acquisition with recognition of both the
contractor’s role in technical design development and the Air Force’s role in
managing requirements. It describes
recommendations of an Air Force/Industry CDRL Corrective Action Team,
implementation on recent contracts, and feedback from the simulator
community. The goal of the Air
Force/Industry partnership was to minimize cost and time for preparation,
review and use of documentation while ensuring effective and continued
sustaining support through the life cycle of the simulator system. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. EFFECTIVE SELECTION AND USE OF CONFLICT SIMULATIONS (WARGAMES) FOR OPERATION TRAINING OR CAMPAIGN ANALYSISSquadron Leader Patrick Beautement
Air Warfare Center, Royal Air Force
This paper will cover the
reasons why conflict simulations (better known as wargames) are used, the
types of wargames that exist, how wargames are selected, how they need to be
set up and what is required to make the best use of them. Some of the more common myths in wargaming
will be dispelled. The impact of
future technologies will also be highlighted. Wargames (including
models/simulations) have, in general terms, been used mainly for both
analysis and training. This paper looks
at the context in which gaming is carried out and asks “What types of
wargames are available?” The games
and simulations available fall into many categories depending on the level of
integration (political to tactical) the style of “play” and the type of
execution (eg manual or automated in some way). This paper considers what wargame choices are available and
what selection criteria should be used.
Above all, there should be a clear need for a wargame and the game
selected should fulfill that need.
Also considered in the paper is the impact of new technologies such as
synthetic environments and inter-model protocols like ALSP. Setting up a game
correctly involves considerations beyond simply the game itself: ie, the selection of equipment and staff,
data, rules and scenarios. Once a
game is provided, using the game effectively involves further effort. How is the game to be used? Whether the game is to be used for
training or analysis, seminar directors, i.e. subject experts, will be needed
to interface with the users.
Interpretation is a tricky business and needs to be done with care, as
is deciding on the criteria by which “success” or “failure” is to be judged. Overall, the paper will
inform readers about wargaming issues and provide methodologies for effective
selection and use of wargames. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INFORMATION AGE COMMAND AND CONTROL TRAININGColonel Michael J. Swords and Jeff O’Byrne
Training Resources Management Division
Marine Corps Base, Camp Lejeune, North
Carolina
Until recently, command
and control moved combat forces into position and watched them win the
fight. New managerial techniques made
possible by broad band communications and the organization and storage of
information in machine searchable data bases, have made command and control a
battlefield of its own. These improved
capabilities require major changes in the training required for commanders
and their control agencies. The commander’s decision
support system must provide appropriate information in time to support
effective decision-making.
Decision-makers must be able to maintain situational awareness from
computer displayed information.
Support for the training of these skills requires understanding of
both the concepts of command and control and the technological capabilities
becoming available. On the cutting edge of
these events is the Marine Air Ground Task Force. Command and control of Marine Air Ground Task forces must be
exercised during the most difficult of warfare operations, an assault from
the sea to enemy occupied territory.
The command and control training for such a force therefore provides
valid lessons for l services and a framework for the command and control of
events in civilian contexts. THE COST EFFECTIVENESS OF SYSTEMATICALLY DESIGNED TRAINING: LESSONS FROM THE FAA’s AQP PROGRAMJ.S. Bresee and A.G. Whitley
Delex Systems, Inc.
Instructional designers
have claimed for years that systematically designed, outcome-oriented
training is not only better but is also cheaper. As the argument runs, properly designed training addresses specific
needs that have been accurately identified by prior analysis; only the
training needed is developed and administered, thus saving wasted time and
motion in the training of irrelevant or already acquired skills and
knowledge. This argument has always
had strong appeal, but has seldom been supported by data. This is probably partly because much
systematically designed training is implemented for emerging systems where no
basis of comparison with past training practices exists. Moreover, when systematic training design
practices are used to revise training practices for existing systems, the
effort is typically coupled with a major revision in content so that the
effect of new training practices cannot be clearly distinguished from the
effect of new training content. The Advanced Qualification
Program (AQP) for the initial and continuing qualification of commercial
airline pilots offers a good opportunity for assessing the effects of
systematic training design without the intervening effect of new and
different training content. As an
initiative to allow airlines to replace current training practices with an
approach driven by well-documented analysis of training needs and
requirements, the AQP will allow training professionals to observe the effect
of new design on existing content in a well-bounded and well-understood
domain. This paper provides an
overview of the AQP development process and shows how an AQP provides
opportunities for assessing the cost effectiveness of the products of
instructional systems development. A
training cost model is introduced as a potential dependent measure for use in
assessing cost effectiveness and in predicting the costs/benefits of specific
training design options. Preliminary
results of the application of the model show support for the positive
economic impact of systematically designed training. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. THE COMBINED ARMS TACTICAL TRAINER FOR THE BRITISH ARMYRoger Burch and Brian Rush
Procurement Executives, Ministry of
Defense
Changes to the political
situation and threat in Europe together with a greater public awareness of
environmental conservation have resulted in pressure to reduce live military
training. Additionally, the British
Army is facing other training constraints due to cost, safety and range
availability. Against this background
is the need to maintain operational effectiveness and any substantial
shortfall in field training will need to be made good in other ways. The Army Strategy for
simulation in Training has stressed the priority that must be given to
systems that compensate for the lack of field training resources by allowing
basic skills and work-up training to be completed in barracks. The core of the Army’s simulation program
is to be the Combined Arms Tactical Trainer (CATT) that will allow
approximately two hundred armored vehicle and helicopter simulators to be
networked together in a realistic combat scenario. The CATT must allow all battlefield assets to be deployed and
fully integrated in two-sided exercises from platoon to battle-group level. A number of Pre-Feasibility
Studies into CATT were conducted in 1992/3 and five Feasibility Study
contracts were let during 1993 and reported in mid 1994. These show there are obvious comparisons
to be drawn between the CATT and the very similar US Army’s Close combat
Tactical Trainer (CCTT). Their
respective In-Service dates are also virtually coincident. However, a number of significant
differences have been identified, which are discussed. The methods used by the
Procurement Executive of the Ministry of Defense vary from United States
methods, and these are explained. The
procurement options available to the Ministry of Defense are also highlighted
and discussed, together with specific areas of risk as perceived by the
Procurement Executive. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INTEGRATNG USERS INTO SYSTEM DEVELOPMENTUSER EXERCISES IN CCTT
Thomas W. Mastaglio, Everett A. Goodwin,
III
Loral Federal Systems
CCTT is a networked
training simulation system being developed for the United States Army STRICOM
through a series of seven incremental builds. These builds will progressively add system components and
increase the complexity of components delivered in previous build. Each build will integrate the previously
built system with newly delivered hardware and software components into a system,
which is partially functional. Total
system functionality incrementally increases until at the conclusion of build
seven the system is complete and can enter qualification testing. To increase assurance that system testing
will be successful and that CCTT is ultimately training effective, a user
assessment of each incremental build is conducted. These assessments are conducted in the context of operational
user exercise scenarios with Army users.
Each scenario is designed to train those collective tasks which can be
performed using the technical capabilities provided by the system
functionality in the CCTT system built thus far in the program. The user exercises provide both a
checkpoint on progress toward meeting the technical requirements of the CCTT
program and a way to assess the system’s training effectiveness. Training effectiveness is assessed based
upon collective tasks that are going to be evaluated for training transfer
during the system’s initial operational test and evaluation (IOT&E). The approach supports a continuous test
and evaluation philosophy while gauging the training effectiveness of a
system throughout its development.
The methodology used in CCTT is key to integrating a user focus into a
concurrently engineered training system being incrementally developed. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DEFINING THE USER’S TRAINING TECHNOLOGY NEEDSTHE ARMY’S EXPERIENCE
Marta J. Bailey and Diana Tierney, Ph.D.
Headquarters, US Army Training and
Doctrine Command
User acceptability of new
technology is directly related to the degree to which the technology
satisfies the user’s needs. The
salience of the relationship between user needs and user acceptability is
underscored by the tenets of Total Quality Management (TQM). According to TQM philosophy, the
technology user is defined as the customer and the appropriate role of the
research and development (R&D) community is to satisfy customer
needs. But, how knowledgeable is the
training technology user of his/her own needs? Can trainers influence the course of technology development to
maximize gains from their technology investment? Conceptually, success in
this endeavor requires the training technology user to have a strategic
vision of where training is going in the next 5-10-20 years. The vision needs to be translated into
technology requirements for the near-, mid-, and long-term. Finally, the requirements need to be
communicated to the R&D community so work is focused on the identified
goals. The United States Army
Training and Doctrine Command (TRADOC) has an effort underway to identify,
prioritize, and communicate the Army training community’s science and
technology (S&T) requirements to the R&D community. In this paper, we discuss some of our
experiences setting up this management process, interfacing with the R&D
community and lessons learned.
Clearly, the process requires communication between the
users/customers and researchers to clarify requirements and identify useful
directions for research. In addition,
it is important to form alliances with users from other services, commands,
and agencies. Lessons learned from
our experiences so far indicate users need to be smart about what they need,
be smart about science, work together, and be proactive in order to
effectively manage technological change. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. RESOURCE TRADEOFFS FOR AVCATTAVIATION COMBINED ARMS TACTICAL TRAINER
Alan R. Keller, Directorate of Training,
Doctrine, and Simulation
Fort Rucker, Alabama
In times of acquisition
budget constraint, we must show realistic trade-offs to justify future
simulators. The Aviation Combined
Arms Tactical Trainer (AVCATT) will permit critical collective training in
exchange for minimal operating tempo (OPTEMPO) tradeoff. Three approaches to determining resource
trade-offs are presented: the Augmentation Approach, the Futuristic Approach,
and the Budget Constraint Approach.
The break-even cost analysis for the Budget Constraint Approach
reflects that AVCATT could pay for itself during its life cycle in exchange
for an OPTEMPO trade-off of approximately one flying hour per crew per
month. This tradeoff translates to 26
operating hours of AVCATT per crew per month. Prior to deploying for “Operation Desert Storm,” crews from the
AH-64 Apache and the OH-58 Kiowa equipped 2/229th Attack
Helicopter Battalion (ATKHB) trained gunnery and battle drill tasks in the
Apache Combat Mission Simulator (CMS).
Also during this time, companies trained combined arms
collective tasks in eight reconfigurable simulators that were networked to
form a collective training system.
Using the collective training system, the company commanders were able
to gain valuable unit cohesion before going into combat. In this scenario, the concept of
simulation-based collective training passed the ultimate test—that of actual
warfighting! The results of
reconfigurable cockpit training experiments can be added to the Desert Storm
evidence. Experiments involving 361
aviation officers reflect a need for a company level, combined arms
collective training system, accessible to each battalion. During a time of defense budget
constraints, the cost effectiveness of reconfigurble cockpits and reusable
software must be considered in future acquisition strategies. Specifically, when the AVCATT acquisition
effort comes before the scrutiny of milestone decision review officials,
monetary savings and cost avoidance can be achieved by taking advantage of
new simulation technologies. The time
has come for not only accepting the cost and training quality benefits of
simulation, but to also consider the AVCATT for both combined arms collective
training and individual sustainment training. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SOURCE DATA ACQUISITION FOR THE CLOSE COMBAT TACTICAL TRAINER (CCTT)Dr. Robert H. Wright
Resource Consultants,
Inc.
With the DOD reduction in
funds for the research and development of major weapon systems and the need
to continue training soldiers under austere funding constraints, the need for
simulators like the close Combat Tactical trainer (CCTT) becomes even
greater. Information is vital to the
effective and economical development of training aids, devices and
simulators. As a part of the army’s
information management initiative, the Simulation, Training and
Instrumentation Command (STRICOM) through its support contractor, Resource
Consultants inc. (RCI) has taken the lead in collecting, collating,
recording, storing and distributing information vital to the production of
the CCTT. This data will be re-used
in the development and procurement of follow-on trainers. To build training devices
like CCTT, the production contractor and the various government agencies
responsible for verification, validation and accreditation of the devices
must have detailed data concerning the weapon systems that are to be
modeled. To support this data
collection requirement, RCI has developed four user-oriented databases. This paper discusses these databases: the
Document Cataloging System (DOCATS), the Equipment Characteristics Database
(ECDB), the Combined Arms Tactical Trainer Task (CATTASK) database, and the
CATT Tracker database. The tremendous
cost and schedule savings that accrue by having data available at contract
award make this approach viable for follow-on Combined Arms Tactical Trainers
as well as other simulations or simulators that need data. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. THE CHALLENGE OF MANAGING DOMAIN ENGNEERINGGlen W. Dillard
Naval Air Warfare Center Training System
Division
Michael R. Welch
RDR, Inc.
The shift of DOD software development
practices toward the megaprogramming paradigm is creating new challenges for
project management. Megaprogrammng is
a twin lifecycle paradigm, which separates domain engineering from product
acquisition. While the product
acquisition lifecycle is not new territory for project managers, the domain
engineering lifecycle requires fundamental changes in technical management
and organizational practices. Some of
the challenges raised by Domain Engineering are: adopting a product-line
focus, planning Domain Engineering, establishing a Domain Engineering
organization, staffing a Domain Engineering organization, and integrating
Domain Engineering from several suppliers. Unlike the classical
software development lifecycle, the products of the Domain engineering
lifecycle persist beyond the lifecycle of any single product. This effect creates the opportunity for
leveraged reuse between products; the purpose of megaprograming. However, the persistent nature of Domain
Engineering products has naturally motivated the customer to take a much more
active interest in their formulation, including even active participation in
the domain engineering process. While
understandable and even desirable, this interest has raised additional domain
Management challenges in re-balancing traditional customer/contractor
relationships and managing joint organizations. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SOFTWARE CONFIGURATION MANAGEMENTA MODERN PERSPECTIVE
John W. Schulke
CAE-Link Corporation
Software development has
come a long way in the last decade, but Software Configuration Management
(SCM) is just beginning to adapt to the latest technology. Improvements in this area have become key
to the success of a number of new initiatives, including Reusable Software
and System Concurrency. SCM should
not be a burden to engineers. It should
not be an overhead to managers. In
fact, SCM, done well, can be one of the most significant cost savings and
avoidance factors available to industry today. Presented in this paper is a refreshing look at SCM as a
vehicle for improvements in the software engineering process and philosophy
of control. The increased complexity of
modern training devices and advances in the technology of the development
environment have dramatically increased the size and complexity of the SCM problem, thus demanding more
discipline and control. To meet this
demand, SCM must be inherent in the very way business is done. It must be owned by the entire development
team and be supported by efficient tools that enforce the process. This control must include every aspect of
the development process the term used for this discipline is
“self-governance”. Applied correctly,
self-governance will result in significant cost savings and process
improvements. Paybacks result from
improved maintainability, reductions in process cycle time, and the ability
to properly support reuse. This paper
advocates a phased approach to SCM that fits naturally into the engineering
process. The right amount of control
is placed into the hands of the people who are best able to accomplish the required
tasks during each project phase. By
having SCM tasks, such as software release and change control, performed as a
simple part of each software developers day to day activities, the costly
“crisis events” that tend to occur doe to loss of control can be prevented. The information age is upon
us. Future advances will increase the
demand for discipline and control.
The concepts presented in this paper are simple and the potential
pay-back is great. The challenge is
to implement self-governance effectively in order to meet the technical
challenges of the future. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INTRODUCTION TO THE INTERNETDr. Ann E. Barron
University of South Florida
The Internet is a worldwide
telecommunications system that provides connectivity for thousands of other
smaller networks. The “backbone” for
the Internet consists of high-speed, long-distance data lines that were build
by the national science Foundation in the 1980’s. No one owns the Internet;
the costs of operations are shared jointly by its users: educational
organizations, government research agencies, the military and private
organizations. Several sources
estimate that as many as 30 million people may be connected to the Internet
and that the Internet is growing at a staggering rate of over ten percent per
month. The benefits of the
internet for industry and military are enormous—information can be located in
international databases; up-to-the-minute weather data, economic information,
and images can be obtained; messages can be sent throughout the world in a
matter of seconds, and huge electronic files can be transferred quickly and
cost-effectively. This presentation
will provide an introduction and overview of the Internet and its
applications in industrial training. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SECTION TWO: EDUCATION, INSTRUCTION AND TRAINING METHODOLOGYINTERFACING INTERACTIVE ELECTRONIC TECHNICAL MANUALS WITH INTERACTIVE COURSEWAREJames D. Chenvert
Unisys Government System Group Training
The current trend of
converting technical documentation to magnetic media could be a boon for
training organizations, especially those developing Interactive
Courseware. This paper describes the
process of integrating Interactive Electronic Technical Manuals (IETMs) with
Interactive Courseware (ICW), as performed during a United States
Navy-sponsored demonstration project.
The initial concept of putting technical references on-screen along
with the interactive training material is introduced. The tools being used for the IETMs and ICW
are listed with some supporting rationale.
The roles of the ICW and IETM components are expanded on to provide a
background for the subsequent explanation of the implementation. The contrasting (or even conflicting)
goals of ICW and IETMs are presented to illustrate the reason for the
implementation choices. The
implementation itself is described with emphasis on the control of the IETM
display from within the ICW. The
problems associated with exercising that control are discussed and the
solutions are presented. Finally, the
resultant courseware is described.
The description provides details of training screen layout including
the instructions to the trainee, the navigation control bar, and the flow
chart mechanization. The rationale
for placement and sizing of the training window is also exposed. Additionally, the IETM window, with its
size and placement are discussed. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. ADVENTURE GAMES FOR TECHNICAL EDUCATIONHenry M. Halff
Mei Technology Corporation
This paper describes the
use of adventure games for technical and scientific education. The topics most appropriate for
instruction via adventure games are those such as chemistry and physics that
require knowledge of abstract concepts and mastery of advanced
problem-solving skills. Adventure
games that teach such topics can be constructed as a network of rooms in
which each room represents a concept or skill and the paths among the rooms
reflect the conceptual structure of the subject matter. Each room offers the player an opportunity
to practice the focus skill or explore the focus concept for the room. Ancillary support for learning can be
provided via conventional computer- or text-based instruction, hypertext, and
visualization techniques. Games of this sort offer
signal advantages over conventional computer-based or classroom
instruction. Their motivational
advantages are clear. Properly
constructed they allow the student to conceptualize the structure of the
subject matter in terms of the game topology, thus bringing the power of
spatial cognition to bear on the difficult task of conceptual organization. The adventure environment can immerse the
student in the subject matte in a way that is often impossible in the real
world. Instructional exercises can be
focused on critical learning objectives thus increasing time on task. Instruction can be adaptive so those
students devote only the time needed to master the subject matter. Visualization techniques can be used to
convey difficult abstract concepts. Cost effective development
of computer games can only be accomplished if the dual nature (instruction
and entertainment is recognized. The
market for instructional adventure games is often not the same as the market
for commercial games. Special
mechanisms (e.g., hypertext) are required to meet instructional
objectives. Prototypes and other
mechanisms needed to ensure that instructional methods and content are
effective. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. HIGH TRANSFER TRAINING (HITT)–INSTRUCTION DEVELOPMENT PROCEDURES AND IMPLEMENTATION STRATEGIESDorothy L. Finley, Michael G. Sanders
United States Army Research Institute
Field Unit
Some jobs, including many
Army Military Occupational Specialties (MOSs), require the job incumbent to
perform operations maintenance tasks on several different objects (e.g.,
items of equipment, reporting forms) or different object configurations. It has often been observed that job
incumbents in Army units resist performing tasks on equipments, for example,
on which they say they have not been specifically trained. A problem, however, is that the training
time needed to train persons on many different objects and in every configuration
is prohibitively costly. Any, given
limited equipment availability, for example, such training may not be
possible even if it were affordable. High Transfer Training
(HITT) is a new methodology for developing training programs which can be applied
when needed to resolve the problem of meeting training requirements for
multiple sets of related objects.
HITT is an extension of the Systems Approach to Training (SAT) in that
it adds some analytical steps and training implementation strategies to SAT. The HITT analysis enables the training
developer to identify and codify similarities between objects and between
object configurations, and then to group them into families according to the
similarities. The family groupings
provide the basis for implementing training strategies which enable soldiers
to transfer school knowledge to equipment sets and configurations which
differ from those on which they received specific training. The HITT methodology
consists of a two-phased training development process, Task Generalization
and Generic Design. The emphasis in
this paper will be on Task Generalization phase and the HITT training
strategies. This paper will also
briefly recount the history of HITT and evidences of its value-added
effectiveness. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INSTRUCTIONAL DESIGNINTEGRATION OF COGNITIVE STYLE AND TECHNICAL CONTENT
Linda J. Brent, Richard P. Brent
Loral Defense Systems
Basic research in
neuropsychology, learning theory, and cognitive psychology has contributed to
knowledge concerning human learning.
This research has been applied to the identification of cognitive
styles, which are defined as an individual’s unique method of processing
information. Investigations into ways
to apply this knowledge through computer-based instruction, the increased use
of multimedia technologies, and the integration of artificial intelligence
techniques have enhanced occasions for more effective use of computer-based
instruction in training applications.
While technological advances permit more cost-effective solutions for
individualized training, instructional designers may lack adequate techniques
for integrating the advances in learning theory and cognitive style with the
technology. The current research
literature acknowledges the importance of accounting for the nature of the
subject-matter content. Guidelines
concerning information presentation in computer-based instruction are needed
by instructional designers to accommodate the individual cognitive style of
the learner and for the differences in presentation format relative to
subject-matter content. This paper reviews current
research, and discusses how instructional designers can integrate the
research findings into a paradigm for the effective instructional design of
interactive computer-based instruction.
The paper describes appropriate design strategies, which integrate the
application of cognitive style research findings with subject matter content
and multimedia capabilities. Specific
examples of situations, learning scenarios, and strategies are provided. Directions for future research are also
presented. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. IMPACT OF TOTAL TRAINING SYSTEMS ACQUISITON ON INSTRUCTIONAL SYSTEMS DEVELOPMENTConrad G. Bills
Loral Defense Systems
Traditionally, the
Instructional System Development (ISD) process was applied for creating instruction
in a classroom or a learning center.
Historically, ISD grew out of a systems engineering methodology
applied in development of self-paced programmed instruction. Successful programmed instruction resulted
from a systematic development process.
The system-engineering concept provided a model for input, output,
process, and feedback loop. The
application of ISD to total training system acquisition brought a new perspective,
the instructional system infrastructure.
Top-level training system functions were identified and included in
the systematic development model. The
analysis phase was expanded to include functional analysis. The process for designing to function
incorporated tools used in total quality management. This paper presents the impact of the
expanded total training system perspective on the ISD process. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. AN ANALYSIS OF DISTANCE LEANING APPLICATION FOR JOINT TRAININGCommander Kenneth P. Pisel
United States Navy, Armed Forces Staff
College
Today’s constraints on
manpower and funding have done little to constrain the ever-increasing
demands for training. If we are to
continue to meet these demands, innovation and technology must be applied
through distance learning techniques to do more with less. Achieving the full potential of distance
learning requires an analytical approach to selecting and implementing
distance learning media. We must
first understand the needs of the training program and the customers, media
capabilities, and the costs and benefits of distance learning. But equally important is the knowledge of
existing distance learning systems.
How can we minimize costs and increase impact through
interoperability? This paper models
the analytical decision-making process used by the armed forces Staff College
in evaluating distance learning alternatives to its current three-day
traveling Joint Planning Orientation Course. PARTNERS IN EDUCATIONCHANGING THE WAY STUDENTS LEARN
Michael D. Williams, Naval Air Warfare
Center Training Systems Division
Marsha C. Vandivort, Edgewater High School
Chairman, Visual Arts Department
Jason Ahmanson, Edgewater High School,
Student
Using outdated traditional
processes for education will never cure the overwhelming ills faced by
education today. Worn-out lectures,
tests and homework fall far short in challenging high school students to learn
the skills they desperately need to face their rapidly changing future. The process is changing in orange County,
Florida, where the Naval Air Warfare Center Training systems Division (TSD)
and Edgewater High School, supported by Apple Computer, Inc., have joined
under the Partners in Education
Agreement to provide a new learning paradigm in one classroom
environment. The Training Systems
Division needed a method to explain the underlying concepts of distributed
Interactive Simulation (DIS) and Edgewater High School was looking for ways
to utilize their computer animation lab.
Edgewater and NAWCTSD jointly planned a learning venture for the
students to produce the DIS Instructional animation. This project provided “real-world”
multi-media production, which would enrich students’ skills in visual arts,
group dynamics, computer operation, and problem solving in a
multi-disciplined team environment. Students were encouraged to
learn to structure a task from conception to completion, work in groups and
independently, communicate ideas verb ally and visually, mange time and set
priorities. Students reported
learning important skills from participation in this project such as
cooperation, drawing, color theory, organization, public speaking,
advertising, brainstorming, animation, working with others, problem solving
and business planning. What started
as a simple classroom project evolved into a revolutionary teaching and
learning experience. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. PROVIDING MILITARY OCCUPATIONAL TRAINING USING COMMUNITY COLLEGES AND VIDEO TELETRAININGNeill H. Foshee
University of Central Florida, Institute
for Simulation and Training
Barbara L. Martin, Ph.D.
University of Central Florida
Research Sponsored by
Department of Defense Manpower Data Center
Training and Readiness Evaluation and
Analysis Division
The need for increased
training ha prompted the military services, industry and academia to research
several different distance education strategies (i.e. courses of instruction
packaged for delivery at remote locations), including video teletraining
(VIT). Two of the key reasons the
military is exploring new methods of distributed training are the size and
importance of the reserve components (RC) and continuing reductions in
military training budgets. Since RC
personnel are only available for an equivalent of 48 training days a year,
less expensive, more accessible training methods must be found for
reclassifying RC personnel in their occupational specialties. The purpose of this
research effort was to assess the feasibility of using two-year community
colleges to offer military courses to RC and active component personnel using
a two-way audio and video teletraining system. Five courses were reconfigured for delivery on the United
States Army Teletraining Network (TNET).
Three United States Army Reserve Component Configured Courses (RC) and
two United States Navy special topics courses were presented during a four
month period in late 1992 and early 1993. The courses were evaluated
on the basis of student performance on standard military proficiency tests
and forty (40) other data gathering instruments. The research demonstrated that VIT is a reliable and effective
means for delivering training to military personnel. The VIT approach appears to be acceptable
to both students and instructors.
Furthermore, the results of the quantitative and self-report data
indicate that the VIT instruction was successful in helping students master
the learning objectives. The findings
also support the premise that community colleges can effectively develop and
deliver occupational training to the military. COMPUTER-ASSISTED TRAINING IN THE GERMAN ARMED FORCESLTC Albert H. Wimmel,
Staff Officer, GE DOD
Training Technology and Internation pOC
NATO
Training working Group on Training
Technology
During the last forth years
the German Federal Armed Forces have sought to increase training efficiency
by using available training tools properly.
“Properly” in the context of training refers to the ability to tailor
training approaches to meet requirements in a way that is both technically
and economically feasible as well as coordinated in methodic and didactic
terms. Today’s training
environment is one in which resources are becoming scarcer while the amount
of training time available is becoming shorter and shorter. It has become very important to achieve
training objectives in a timely and cost effective manner. The introductory speech, at
the 15th Interservice Industry Training Systems and Education Conference
(I/ITSEC) in Orlando, Florida during November, 1993, described the current
training of United States officers in the following terms: “The total training period of officers
today has changed insignificantly compared to officers thirty years ago. What has changed is the volume of training
subjects to be covered. It has more
than doubled.” The knowledge explosion
situation in the United States Military is also present for the German Armed
Forces. In order to impart an
increased volume of knowledge, more efficient training methods and procedures
are required. The German military has
opted to introduce advanced training technologies that are capable of putting
the emphasis on learning and not on teaching. These technologies can make use of idle time and make the
learning process more successful and intensive through individualization of
instruction to the student’s needs. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. A STRATEGY MODEL FOR COMPUTER BASED TRAININGWilliam A. Platt and Stephen J. Guynn
Improving the state of the
art regarding computer based training can be directly linked to the validity
and completeness of instructional strategy and the clarity and utility of the
terminology and models surrounding the design and development of
instructional strategy. Current
research emphasis on isolated media variables has not yielded practical results
for field practitioners. An alternative
holistic approach is to focus on strategy and tactics of computer based
training. The purpose of this paper
is to create a model of strategy and tactics that could lead to a more
uniform communications between researchers and developers with categories of
strategy that fit the emerging technology.
Relevant research issues must be converted into practical guidance of
use to designers. Abstract theories
must be fortified with working case examples and applications. In a move to operationalize key concepts,
four key terms (Interaction, Adaptive Remediation, and Simulation) were
defined in terms of levels of increasing complexity. The proposed model takes into
consideration expanded use of artificial intelligence, expert systems, and
future use of virtual reality.
Learner centered design criteria were identified, with emphasis on
interactive formats. The proposed
model consists of three levels. The General Strategy Level
consists of a pool of options dealing with the overall training
approach. These training approaches
can be used in combination to provide a large number of possible general
strategies. A sample pool consists
of: 1) Active Interactive Simulation 2) Interactive Approximated Simulation 3) Random Access Discovery Learning 4) Controlled Path Rehearsal 5) Scenario Driven Free-play with Active Coaching 6) Scenario Driven Free-play with Computer Generated
Feedback 7) Opposing Force Game with Active Coaching 8) Opposing Force Game with Computer Generated Feedback The Sub Strategy Level
(meso tactics) deals with the order and use of motivational, evaluative,
practice, testing and informational elements. The Working Strategy Level
(basic tactics) is realized through implementation of a variety of tactics,
which includes path-option tactics, presentation tactics, learner input or
response tactics and feedback tactics.
The tactics determine how the audio visual elements will be used as
the learner interacts with the program.
This is the level that either makes the overall sequence of events an
effective learning experience or a boring, painful and ineffective
exercise. A wider selection and
mixing of strategy types and tactics along with tighter specification by
level of interaction, degree of adaptation, level of remediation, and
complexity of simulation could improve the probability of successful
programs. The intended outcome of
this model is to provide that opportunity to designers. This will permit Instructional Design for
CBT to be a flexible exercise, where learning outcomes are more important
than rigid formulas for format. The
empirical efficacy of various strategies can be established in practice. Training solutions must be evaluated on
training effect rather than a tenuous (and often weak) linkage to general
theory. Strategy, as used here, should
not be confused with theory. Theory
must hold over all cases and is therefore general. Strategy bridges the gap from the general to the specific and
must only be effective in its intended application. Theory provides guidance and explanation. Strategy leads to accomplishment and the
realization of goals and objectives. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. TRAINING DISMOUNTED SOLDIERS IN VIRTUAL ENVIRONMENTS ROUTE LEARNING AND TRANSFERBob G. Witmer, John H. Bailey, Bruce W.
Knerr
United States Army Research Institute
Simulator Systems Research Unit
Kimberly Abel
University of Central Florida Institute
for Simulation and Training
The United States Army
Research Institute is conducting a research program with the goal of using
virtual environments (VE) to train dismounted soldiers. To accomplish this goal, the conditions
necessary for transfer of training from VE to real world environments must be
identified. This paper reports the
results of two experiments investigating the use of VE to real world
environments must be identified. This
paper reports the results of two experiments investigating the use of VE for
training spatial knowledge s it related to learning routes through large
buildings. This task is especially
relevant to a hostage rescue situation or other missions performed by special
operations forces. Both experiments
used the same highly detailed computer model of a large office building. In the first experiment, 60 college
students first studied directions and photographs of landmarks for a complex
route, then rehearsed the route using the VE model, the actual building, or
verbal directions and photographs.
Everyone was then tested in the actual building. Building-trained students made fewer wrong
turns and traveled less distance than did VE-trained students, who in turn made
fewer wrong turns and took less time to traverse the route than did
verbally-trained students. In the
second experiment, 64 students practiced a different route using either a
landmark-oriented or a left-right direction-oriented instructional strategy,
and with their field of view either linked solely to body orientation or
controlled by both body orientation and head movements. These data indicate that the use of an
instructional strategy that increases the amount of exploration of a VE tends
to improve route learning. The use of
head tracking, however, had no effect on learning. The results indicate that individuals can learn how to navigate
through real world places by training in a VE. While the building model was not quite as effective in training
subjects as the actual building, it was much better than verbally rehearsing
route directions. The results also
suggest that instructional strategy is an important determinant of learning
in a VE. This paper is available on the I/ITSEC Compendium CD-ROM. Order it from
I/ITSEC’s Website. VIRTUAL ENVIRONMENTS IN TRAININGNASA’s HUBBLE SPACE TELESCOPE MISSION
R. Bowen Loftin, Patrick J. Kenney, Robin
Benedetti, Chris Culbert,
Mark Engelberg, Robert Jones, Paige Lucas,
Sean McRae, Mason Menninger,
John Muratore, Lac Nguyen, Laura Pusch, Tim Saito, Robert T.
Servile, Mark Vons
Virtual environment (VE) technology
was used to construct a model of the Hubble Space Telescope (HST) and those
elements that were replaced or serviced during the December, 1993 repair and
maintenance mission conducted by the National Aeronautics and Space
Administration (NASA). The VE also
included the payload bay of the Space Shuttle and the fixtures used for
transporting replacement systems into orbit.
Beginning in September, 1993, approximately 100 members of the NASA
HST flight team received over 200 hours of training using the VE. In addition to faithfully replicating the
physical structure of the HST and the interrelationships of many of its
elements, the VE also modeled the constraints associated with all maintenance
and repair procedures. For the first
time, a VE was integrated with a limited capability Intelligent
Computer-Aided Training (ICAT) system.
The ICAT component of the training provided identification of all
relevant features of the HST, monitored procedures carried out by the
trainees in real time, and intervened with assistance in response to
procedural errors or requests for assistance. Data collected from trainees, after completion of the HST
mission, demonstrated that, for most trainees, the VE training enhanced the
effectiveness of their job performance. The results of this project serve to define the future role of
VEs in training within NASA and to provide evidence that VEs can successfully
support training in the performance of complex procedural tasks. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SECTION THREE: TRAINING, DEVELOPMENT AND DELIVERY A METHODOLOGY FOR SELECTION OF TRAINING TO APPLY COMPUTER-BASED INSTRUCTIONLTC David W. Raes, ARPA SIMITAR Project
Camp Dodge Support Team
The purpose of this paper
is to present a methodology for identification of training that
computer-based instruction can be applied to in order to maximize training
effectiveness. The process described
is being developed as part of the Advanced Research Projects Agency SIMITAR
(Simulation in training for Advanced Readiness) initiative. The project objective was
to develop prototype individual and leader training approach for forward
Support Battalions of the Army National Guard. The scope of the problem included fifty-two separate Military
Occupational Specialties, as well as six different career field for
officers. The goal is to achieve
200-300% improvement in training effectiveness in the available time. A “Lane Training” approach
was used to isolate hard to train, high payoff, tasks to be developed using
Computer-based Instruction. Lanes are
developed using a top down analysis of missions, critical collective
sub-tasks, as well as supporting leader and individual tasks. This pyramidal approach allows subject
matter experts to filter critical tasks from the myriad of knowledges,
skills, and abilities, which seemingly carry the same level of importance. Although this methodology
is being applied to a military organization, the lane training approach can
be applied to any entity. It
effectively focuses organizational training objectives by breaking down
priority organizational goals and the critical management and individual
knowledges, skills, and abilities that are essential to organizational
success. The results of this project
include: methodology for focusing training priorities from the organizational
mission to every leader/manager, and soldier/employee; a methodology for
selecting high payoff tasks for CBI development; and a Training Management
system to track individual and organizational status of training. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. AUTOMATED AUTHORING–SOME PRELIMINARY RESULTSWilliam J. Walsh
Mei Technology Corporation
This paper reports
preliminary results of research into automated authoring currently being
conducted by MEI Technology for Armstrong Laboratory. The preliminary results reported here are
based on an internal try-out of the eXperimental Advanced Instructional
Design Advisor (XAIDA). XAIDA is an
expert system, which automatically generates computer-based training from
system information provided by a subject matter expert. XAIDA is not a finished product. The system is undergoing formative
evaluation at this time. Currently, a
small group of experienced instructional designers and some novices are using
XAIDA to develop courseware. These
internal tryouts will result in modifications to the system prior to more
extensive tests with actual Air Force users (both authors and students). A brief description of the research
foundations of the program is followed by an outline of the authoring process
and student presentation. Some XAIDA
features, which affect authors and students, are also described. Experienced and novice authors’ reactions
to the system from internal try-outs are reported, including problems
encountered, time to author, authors preferences and lessons learned. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. APPLICATION OF TRAINING ANLYSIS AND DESIGN TOOLSDr. Michael Reakes, Westland System
Assessment Limited
William Carpenter, Westland Helicopters
Limited
This paper describes the
application of a software tool in the training analysis and curriculum design
of a large multi-national helicopter project. Requirements for the tool are outlined, and the selection
process is described. Commercially
available tools are reviewed, and the application of such a tool at Westland
Helicopter’s Customer training School is described. When a new helicopter is
developed, airframe manufacturers consider training requirements as part of
the overall logistics plan. A
training curriculum and an integrated suite of training media) typically
ranging from Computer-Based Training to Simulators) are specified and
procured. A systematic approach to
the training analysis, design, development, implementation and evaluation is
required to provide an objective, audible record of the decision making
process, and to allow project controls to be applied. The analysis of maintenance and operator
tasks, selection of tasks for training, development and sequencing of
learning objectives, and the specification of appropriate training media, are
some of the key steps in creating a successful and cost-effective training
system. Software tools are very
effective in supporting training analysis and design by guiding analysts
through the required decision making processes, allowing them to make quicker
and more consistent training decisions.
The tools automatically create audible and traceable records of the
decision processes. Logistics Support
analysis Records can be imported as the starting point for the maintenance
analysis, helping to integrate the training system with the evolving aircraft
design. Training data can be easily
and quickly stored, retrieved, shared and exchanged - resulting in a
reduction in duplicated data.
Configuration control facilities allow changes to be tracked as the
aircraft design evolves. Use of a
common software too, data dictionary and database structure allows interchange
of computer-readable training data amongst geographically distant
organizations. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. USE OF “OFF-THE-SHELF” APPLICATION SOFTWARE FOR INSTRUCTIONAL SYSTEMS DEVELOPMENTMark C. Stevens
Boeing Defense and Space Group
Gregory S. Davis, Ph.D.
Andersen Consulting
Unlike many training systems that were developed after a weapon
system had reached design maturity or even after it was fielded, the F-22
Training System was tasked to be developed concurrent with the weapon system
design. Additionally, the F-22
Training System Development Team was challenged to be innovative, look into
the future, not accept “non value added effort,” to be cost effective and
develop an integrated training system.
This brought unique analysis requirements. Database and analysis support software was required that could
grow with the system, respond to changes in emphasis, data formats and
contents, provide insight into the analysis and technical performance, and
manage the analysis effort. A review of existing
database and analysis support software built specifically for Instructional
systems Development (ISD) found that none fully met the needs of the program
and supported both the pilot and maintenance analysis efforts. It was found, however, that personal
computer application software had matured to the point where special purpose
software applications could quickly be assembled without special purpose
coding, providing a responsive, and cost effective means of managing the
analysis effort. Using the same general ISD
analysis methodology, both the pilot and the maintenance analysts use
“off-the-shelf” software products to acquire, store, manipulate and present
analysis data. The major categories
of applications included: database management, decision support, analysis
support, program management tools.
We present the results of our efforts to create an integrated local
area network environment using commercially available software including
software selected, the adaptations we made, and the lessons we have learned
to date. THE USAF T-3A TRAINING SYSTEMNEW DIRECTIONS IN FLIGHT SCREENING
Lieutenant Colonel James Mohan and Major
John Paterson
619th Training Support
Squadron, Randolph AFB
The 619th Training Support
Squadron (AETC) received formal direction to develop the T-3A training system
in the spring of 1993. The tasking
included the development of a comprehensive training system including
aircraft sorties, ground training missions, and academic training in the area
of aircraft systems, basic aerodynamics, and flight physiology. The 619th was also directed to provide all
supporting materials for these topics such as how-to-information on aircraft
systems and maneuvers, and audio-visual materials used in classroom
presentations. This task was begun
even though the air vehicle was not readily available for view and flight
manuals were in various stages of development. At the same time, the AETC
requirements and acquisition division requested the 619th provide feedback on
a new Air force Handbook, AFH 36-2235, Volume 8, Information for Designers of
Instructional systems - Application to aircrew Training, the new
instructional systems development handbook.
Merging these tasks, the T-3A development team relied heavily on the
aircrew Training volume, making a special effort to follow its recommendations. This paper describes the
fielding of the T-3A Training system.
It examines the process prescribed in the handbook and how its use
affected the development of the training system. The examination will include descriptions of development tools
derived from the handbook and the decision-making processes. It will also examine the task analysis,
media selection factors and decisions, and the results of the analysis. It reviews system and personal
interactions that both advanced and hindered the development of the T-3A
training system. Among those was the
limited availability of subject specific information such as aircraft flight
manuals and operating limitations. Finally,
the paper will describe the finished product including the syllabus of instruction
and courseware. It will also include
feedback from the students and instructors engaged in this new program. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. TIME COMPRESSED TANK GUNNERY TRAINING IN THE ARMY NATIONAL GUARDJoseph D. Hagman
United States Army Research Institute
John E. Morrison
Human Resources Research Organization
Charles P. Lambert
Advanced Research Projects Agency
A device-based strategy is
proposed for reducing or compressing the training time required t prepare
army National guard armor tank crews for intermediate-level gunnery qualification
on table VIII. Using two
computer-based devices, that is, the Conduct-of-Fire Trainer (COFT) and guard
unit armory Device Full-Crew interactive Simulation Trainer - Armor
(GUARDFIST 1), time compression is accomplished in three ways. First, only Table VIII-related skills are
trained on the devices. Second,
emphasis is placed on training Table VIII engagements typically not performed
to standard. And third, training time
is allocated primarily to crews that need it most, as determined through
device-based competency pretesting.
The strategy is designed for company-level implementation over three
consecutive inactive duty training weekends. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DIGITAL VIDEO IN TRAINNGDr. Ann E. Barron
University of South Florida
Susan Varnadoe
Analysis and Technology
The training industry is
witnessing a transition from analog video stored on tape or videodisc to
digital video stored on computer disks or CD-ROM. New compression techniques are making digital video technology
more feasible for instructional applications such as interactive training,
desktop video editing, and video conferencing. There are several
advantages to storing video in digital form.
Digital video can be copied and reproduced without any loss of
quality; whereas, each time an analog format is duplicated, the quality
decreases and the noise level (imperfections) increases. In addition, digital formats offer the
potential for increased manipulation; the images can be repositioned,
resized, and recolored by a computer.
Video in digital formats is also easier to transmit over computer
networks. This presentation will
provide an overview of various digitizing and compression techniques for
video. In addition, digital
technologies such as QuickTime, Video For windows, and digital video
Interactive will be outlined.
Demonstrations of various compression techniques will be included, and
guidelines will be provided for selecting and implementing digital video in
training applications. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DIGITAL VIDEO FOR MULTIMEDIA–WHAT ARE THE ALTERNATIVES?Dr. David J. Sakes and Paul C. Swinscoe
Hughes Training, Inc.
Digital video is becoming
viable alternative to the analog videodisc for multimedia in Computer Based
Training (CBT) and other applications.
The benefits of digital video are lower cost delivery platform
hardware and more efficient processes for production, distribution, and
maintenance. Today, there is a wide
variety of hardware and software products available to implement digital
video for multimedia including PLV, DVI, RTV, Motion JPEG, MPEG, Indeo,
Quicktime, Cinepak, Ultimotion, and others.
Thee are a wide variation in the quality and cost of these alternative
solutions. Consequently, multimedia
content developers are faced with a confusing array of options when it comes
to using digital video. The objective
of this paper is to compare the available methods of providing digital video
to facilitate selection of the best approach for a given application. The paper included a tabulation of
performance, quality, and cost parameters t enable making informed
choices. The different techniques of
compression/decompression are briefly described together with the hardware
and/or software needed to implement them.
Decompression by software is particularly attractive since it does not
increase the cost of the delivery platform.
Hardware to play back the compressed video is also becoming more affordable
and is the preferred solution when full motion, full screen video is
required. Networking of digital video
is briefly covered. The impact of
emerging standards on the development of future products is discussed. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. AN INTERACTIVE MULTIMEDIA TUTOR FOR SOFTWARE SYSTEM MAINTENANCEJean D. Garthwaite, George A. Huff
The MITRE Corporation
Eighty percent of the
life-cycle cost of a software-intensive system is for maintenance, and the
cost of fixing software increases by an order of magnitude as it is passed
from developer to maintainer. Much of
the requisite knowledge about the system’s mission, software structure, and
maintenance toolset and procedures resides with the developers of a
software-intensive system. The
software maintainers must painstakingly recreate it. Current acquisition
documentation and training approaches, such as those required by
DOD-STD-2167A, do not effectively covey software system knowledge to the
maintenance organizations. Typically,
these approaches consist of one-time only system-specific training coupled
with large volumes of procured documentation that provide information in a
format that is more relevant to those acquiring and developing the system
rather than those maintaining it. In
general, maintainers fin this training too brief and the documentation too
hard to understand and use, so they resort to spending large amounts o time
reading the source code to derive the information they need. To reduce the learning curve among
software maintainers and the associated life-cycle costs for specific
systems, new software maintenance training approaches must be developed that
effectively capture and transfer this system-specific knowledge to the
maintenance organizations. This paper describes the
effort to develop a new software maintenance approach, a computer-based
tutor, for the Higher Authority Communication/Rapid message Processing
element (HAC/RMPE). The HAC/RMPE
tutor prototype, with its training system and on-line performance aid
features, is a unique approach for supplementing the software maintenance
training process. It captures the
knowledge about the system mission, software structure and maintenance
environment. Thus, it addresses the
steep learning curve associated with a new maintenance trainee gaining
proficiency with an unfamiliar project, software system, and maintenance
environment. It also packages
information in a format, hypermedia that to data is atypical for software
maintenance. The concept of a
system-specific software maintenance tutor as exemplified in the HAC/RMPE
prototype shows great promise for filling a critical gap in the training of
software maintainers and thereby reducing the life-cycle cost of system
maintenance. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INTELLIGENT EMBEDDED TRAINERS:A NEXT STEP FOR COMPUTER BASED TRAINING
Jonathan P. Gluckman, Ph.D.
Intelligent Control Technologies Division
of JJM Systems, Inc.
Ruth P. Willis, Ph.D.
Naval Air Warfare Center Training Systems
Division
Acquiring the cognitive
skills necessary to perform effectively as a member of a tactical
decision-making team is neither smooth nor a consistent endeavor. In order to extend training technology
into a more dynamic domain we have created a system tat utilizes expert
defined problem solving skills and strategies, and compares them to those
used by the trainee. Trainee models are
inferred on the bases of monitored trainee behaviors and the use of probe
techniques (such as verbal reports or questioning). Concurrence and divergence between the trainee and expert
models, assessed as a function of outcome (was the answer correct and was it
gained using a process similar to that of an expert), serves as the basis for
feedback and skill building. Such
systems could be embedded within the operational context to meet (train like
you fight, fight like you train” requirements. This new generation of training systems is referred to as
Intelligent Embedded Trainers (IET). One ongoing program
directed by the Naval Air Warfare Center Training Systems Division is to
develop a standard, modular architecture for the development of IET systems. Critical aspects of the architecture
include the use of a proven process model of human decision making and
flexible knowledge engineering/artificial intelligence technique in
combination with structured training objectives, cognitive feedback
techniques, performance assessment and tracking methods. The objectives of this paper are to
describe the architecture used, outline the functional modes for development
and operation of the IET systems, and to demonstrate how the architecture
addresses shipboard electronic warfare training. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DETERMINING TRAINING RESOURCES AND REQUIREMENTS FOR NEW WEAPON SYSTEMSFirst Lieutenant David M. Quick
Armstrong Laboratory, Human Resources
Directorate
Brooks Air Force Base, Texas, United
States Air Force
This paper presents
research being done to develop a training analysis tool that will allow
training decisions to influence the design of weapon systems earlier in
system development than ever before possible and to update these decisions
throughout the system’s life cycle.
Integration of training into the acquisition and engineering process
is often a very slow process. The air
Force has developed operational systems without qualified maintenance and
support personnel assigned to the systems.
Under current operations in the acquisition arena, funding is
available for only a single training analysis. By implementing a method to influence design with training
issues early in development, a trained and equipped force prepared to
maintain and support new weapon systems will be available as the systems
become operational. The objective of
the tool is to select tasks for training, assign tasks to instructional
settings, determine task-training times, and determine training resource
requirements for new systems by using an empirical data set associated with
existing systems. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. THE FUTURE OF SELECTIVE FIDELITY IN TRAINING DEVICESDee H. Andrews, Lynn A. Carroll, Herbert
H. Bell
Aircrew Training Research Division, United
States Air Force Armstrong Laboratory
Since the inception of
modern simulation the designers and users of training devices have attempted
to replicate as many physical and functional stimuli as possible in the
training device. There are three
primary impediments to this activity:
our frequent inability to specify the kinds of stimuli that are
required, our technological difficulty in replicating some stimuli, and the
cost of replicating stimuli. The constraints cited above
have led the training device community to develop the concept of “selective
fidelity”, meaning that e have to be very selective about the stimuli that we
choose to replicate. This paper
presents arguments that our definitions of selective fidelity now need to be
altered to fit recent behavioral and engineering developments. Over the years we have improved our
ability through research and analysis to define the important stimuli. Also, our engineering capability to
replicate formerly difficult stimuli has improved significantly. Finally, there have been dramatic
decreases in the cost of providing high fidelity simulation. In this paper, we discuss our belief that
while the concept of selective fidelity will remain important to the training
device community, the definition of selective fidelity will be more focused
on trainee learning requirements than on analytical and technological shortcomings. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. VOICE RECOGNITION: A REBORN TECHNOLOGY FOR EDUCATION AND TRAININGWayne E. Creech
Hughes Training, Inc.
Both the development of the
computer and the concept of voice recognition date back prior to World War
II. While the advancement of computer
technology has been steady since the early 940’s, it has boomed since the
late 1970’s. Conversely, the progress
of voice recognition has not been well received by the scientific and
technical communities until the last decade. A key reason has been the degree of accuracy with voice input
compared to that of keyboard or manual input. Ironically, it is the manual interface that has become an
obstacle for humans to handle the data entry and systems control functions. The need for an improved interface between
the information systems and their users is a prime factor in the current
technology research efforts. Voice
recognition offers a potential for a more user friendly interface and is the
object of renewed interest in both military and civilian communities. This paper will examine the latest
advances that have triggered the new interest in this technology, current
applications of voice recognition systems, and explore the development of a
new application. The structure will
be in five parts. Part One is an
introduction that defines voice recognition and terms, presents an
illustration of a generic voice recognition system, and describes the
categories of voice recognition systems.
Part Two discusses the current systems’ capabilities, identifies the
constraints that presently prevent the development of the ideal system, and
describes the most popular speech recognition model. Parts Three and Four discuss the potential
training application of voice recognition in business, industrial, military,
and education communities. Part Five
describes the creation of a training application using a developer’s kit. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. COMPUTER-BASED ENGLISH LANGUAGE TRAININGFOR THE ROYAL SAUDI NAVAL FORCES
Katharine C. Golas, Ph.D.
Southwest Research Institute
Ronald C. Fredrickson, Margery A. Negri
Naval Education and Training Security
Assistance Field Activity
The Defense Language
Institute English Language Center (DLIELC) is responsible for the American
Language Program. DLIELC training
materials are used in large-group classroom and individualized language
laboratory instruction. Materials may
include printed texts for students and instructors, lesson audio tapes, book
quizzes, performance tests, and training aids. With recent advances in training and speech recognition
technologies, it is now possible to augment such materials with interactive
computer-based exercises that use multimedia and voce input to teach English
as a second language more effectively.
Interactive training that combines audio with full-motion video, still
photos, and graphic or animated visual cues has been shown to increase
learner motivation by actively involving learners and providing
individualized feedback and remediation. This paper describes a
program in which speech recognition technology has been combines with
multimedia scenarios that simulate real-life situations and draw the learner
into active use of the language.
Using speech recognition allows students to improve their speaking
skills by requiring them to repeat words and phrases until they are
proficient. The system recognizes
over 50 words and phrases. The system
is currently being evaluated in Saudi Arabia. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SECTION FOUR: MODELING AND SIMULATION TESTING CONFORMANCE FOR DISTRIBUTED INTERACTIVE SIMULATION (DIS) STANDARDSAmy Vanzant-Hodge, Sandra Cheung, and
Scott Smith
Institute for Simulation and Training
(IST)
The standards for the interoperability of networked defense
simulations, also known as the Distributed Interactive Simulation (DIS)
standards, have been prototyped, implemented, and put to the test through
interoperability demonstrations at I/ITSEC 1992 and I/ITSEC 1993 conferences
as well as in military programs such as Warbreaker, BFTT, and CCTT. To achieve interoperability between the
various DIS systems, all systems must implement the same agreed-to
criteria. To ensure that this
occurred for the demonstrations at the previous I/ITSEC conferences, the
Institute for Simulation and Training (IST) was tasked with testing each
system for its level of conformance with the criteria, i.e. parts of the DIS
Protocol Data Unit (PDU) draft standard and the Communication Architecture
for DIS (CADIS) draft standard. To
perform this testing, IST created the DIS Testbed. This paper describes the
DIS Testbed, which consists of hardware equipment, test tools, and test
documents, and the test methodologies used for testing. For the I/ITSEC DIS demonstrations a
system could be tested in-house at IST, via long-haul connection over phone
lines, or on-site at the organization’s
location. The test methodology used
by IST uses a Capabilities Statement filled out for the System Under Test
(SUT) and tests the SUT based on its stated capabilities. The tests are outlined in detail in the
Test Procedures document. Data from
tests is logged with data recoding tools and then analyzed to determine if
the data is correct. Results from the
tests are recorded on a Results Sheet, which is updated for retesting or
continuation of tests. A Summary
Sheet is filled out when testing is completed and sent to the organization
for their review. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DYNAMIC LATENCY MEASUREMENT USING THE SIMULATOR NETWORK ANALYSIS PROJECT (SNAP)Richard Barry Bryant, Captain D. Scott
Douglass, and Ronald Ewart
WL/FIGD, Wright Patterson Air force Base
Gary Jeff Slutz,
EAI Services, Division of Halifax
Corporation
The purpose of the
Simulator Network Analysis Project (SNAP) is to develop networked simulation
analysis hardware, which measures network delays and simulator
accuracies. Latencies introduced by
simulations affect the research and training value of the simulator. Critical tasks such as handling qualities
evaluations can only be accomplished on high fidelity simulations with very
short time delays. In order to be an
effective simulation, the pilot’s stick input must cause the proper time
phased responses from the aircraft’s simulated instrumentation, motion base,
and visual displays. The introduction
of additional time delays between networked simulators, due to line communication
links and protocol hardware, reduces the types of tasks, which can be
accomplished. A thorough
understanding of the end-to-end simulation time delays is required to know
what types of tasks can be accomplished on the simulation network. The SNAP hardware and
software consists of portable test units, which can be located at two or more
simulator network nodes. These units
have the capability to accurately record and correlate, raw pilot inputs such
as stick position, instrumentation, simulation states, network PDUs (Protocol
Data Units) and visual display parameters.
Each SNAP unit records data at its simulation nodes; the data is time
stamped using GPS (global Positioning system) clocks for subsequent
correlation. SNAP provides the unique
capability of correlating the inputs of a pilot at one simulation site to the
perception of those actions at a second site. SNAP also measures the display attitude and aircraft target
position directly from the video going into the pilot’s display using an Electronic
Visual Display Attitude Sensor (EVDAS). This paper discusses the
development of the SNAP simulator analysis tool as well as experiments and
results of the use of the tool on an existing simulator network. Techniques for using SNAP as a simulation
verification tool are discussed. Future
applications of the tool are proposed. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DYNAMIC MULTICAST ON ASYNCHRONOUS TRANSFER MODE FOR DISTRIBUTED INTERACTIVE SIMUATIONThomas L. Gehl
Sprint, Government Systems Division
The concept of Distributed
Interactive Simulation (DIS) needs advanced network technologies and services
to communicate real-time state updates between autonomous simulators. The network architecture, consisting of
these technologies and services, must provide high throughput messaging between
multiple peer simulators that create the virtual environment. As the number of entities in the virtual
environment increases, the message throughput becomes a major performance
issue. Recently, scalability estimates
and analysis have been performed as to how to handle tens of thousands (up to
100,000) of entities in a distributed interactive simulation scenario. Filtering techniques have been studied to
determine how the message interaction between the distributed simulators can
be reduced. These filtering
techniques need to be performed, as appropriate, with commercially available
network services to ease interoperability and enable migration to future
technologies. This paper discusses an
architecture that incorporates dynamic multicast over Asynchronous Transfer
Mode (ATM) to reduce the state update traffic between the distributed
simulators. In discussing a dynamic
multicast approach, the DIS multicast requirements of multipoint
communication, group addressing, group definition, group membership, and
group change are redefined. These
requirements are then applied to a network architecture consisting of a
baseline topology and functional capabilities. Finally, the method of scaling DIS applications up to 100,000
interactive entities through the integration of the proposed network technologies and services is presented. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. THE IRIS ARCHITECTURE—INTEGRATING CONSTRUCTIVE,LIVE, AND VIRTUAL SIMULATIONS
Jason Paul Kazarian and Marjorie Ann
Shultz
Naval Air Warfare Center China Lake
The Internetted Range
Interactive Simulations (IRIS) project links three functionally and
geographically disparate simulations via the Distributed Interactive
Simulation (DIS) protocols. This
paper describes the IRIS system architecture, including components portable
to other projects. The paper also
raises issues regarding integrating simulations into DIS and discusses
candidate solutions to those issues. IRIS integrates three
simulation nodes: constructive, live,
and virtual. These nodes were
developed independently, without regard towards interoperability. The architecture allows all three nodes to
participate in a joint DIS exercise, while minimizing modifications to the
nodes themselves. Each of the three nodes has
unique characteristics. For example,
the constructive node executes war games, the live node receives multiple
data streams, and the virtual node incorporates avionics hardware. The paper discusses these characteristics
for IRIS simulation nodes in particular.
Similar projects may find these characteristics apply to other nodes
in general. Issues raised during
integration are discussed. These
include model, interface, and operator knowledge fidelity for all three
nodes. Issues unique to each
simulation class are also addressed.
Further, some lessons learned are presented for the benefit of others
attempting similar projects. For further information on
the IRIS project, please contact Clifford H. Stone, C)243, Naval air Warfare
Center, One Administration Circle, China Lake, CA 93555-6001, telephone (619) 939-2353. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INTEGRATING CONSTRUCTIVE AND VIRTUAL SIMULATIONSClark R. Karr and Eric Root
Institute for Simulation and Training
“Constructive” battlefield
simulations/models typically control groups of entities (e.g. the tanks in a
tank company) as aggregates rather than as sets of individual simulated
entities. Constructive models also
are typically “time-stepped”; that is, time proceeds in discrete steps with
each step covering several seconds or minutes. The position, movement, status, and composition of aggregate
units are maintained for the unit as a whole and are the result of
statistical analysis of the units’ actions rather than the result of the
actions of individual entities. In contrast, “virtual”
simulations typically represent each tank or vehicle as a distinct simulation
entity and operate in “real-time”.
Manned virtual simulators each represent a single vehicle. The human crews in their simulators
interact in a common, simulated (virtual) battlefield through the exchange of
information packets on the network that connects the simulators. Additional, unmanned entities in the
virtual environment are generated and controlled by Computer Generated Force
(or Semi-Automated Force) computer systems. The interoperation of
time-stepped, aggregate constructive simulations with real-time, entity level
virtual simulations provides benefits to both the analytic and training
communities but poses several technical challenges. This project’s goal has been to demonstrate the feasibility of
the interoperability of constructive and virtual simulations through the
integration of the Eagle constructive model and the SIMNET virtual
environment. A network architecture,
network protocol, and specialized interface computer systems have been
developed. Solutions to space and
time correlation, to movement of entities between the two environments, to
the transmission of orders and commanders’ intentions between environments,
and to combat between environments have been developed. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. CONSTRUCTIVE TO VIRTUAL SIMULATION INTERCONNECTION FOR THE SOFNET-JCM INTERFACE PROJECTCommander
Dave Babcock, Major Jim Molnar, Major George Selix, Mark Castle,
Glen Conrad, Jim Dunbar, Steve Gendreau,
Tony Irvin, JoAnn Matone, and Mike Uzelac,
Martin Marietta Information Systems
Under the sponsorship and
direction of the Joint WarFighting Center (JWFC) at Hurlburt Field, Special
Operations Command (SOCOM) at McDill Air Force Base, the 58th Special
Operations Wing (SOW) at Kirtland Air Force Base, and the Department of the
Air Force Headquarters, Ogden Air Logistics Center (AFMC) at Hill Air Force
Base, Martin Marietta has developed a Distributed Interactive Simulation
(DIS) compliant node which links the existing SOFNET virtual simulator
network with a theater level constructive simulation, Joint Conflict Model
(JCM). The JCM simulation and the DIS
compliant interface for the JCM simulation has been developed by Lawrence
Livermore National Laboratory (LLNL)/Department of Energy (DOE). On 8 June 1994, the
SOFTNET-JCM Interface Project performed a highly successful, long haul
demonstration between Kirtland Air Force Base and Hurlburt Field. This Proof of Principle demonstration
culminated a fast paced, nine-month development effort. The objective of the demonstration was to
interconnect a virtual simulator network with a joint, theater level
constructive simulation. The virtual
simulation network (SOFNET), located at the 58 SOW consists of three high
fidelity helicopter simulators (MH-60G, MH-53J, and TH-53A) and the Training
Observation Center (TOC). The project
introduced a new developmental node, the Network Interface Unit (NIU) which
connects the existing network to the outside world. The constructive simulation was the JCM simulation, which is
used by the JWFC to conduct JTF and theater level training exercises. The communications between the simulator
network and the constructive simulation were implemented via a T1 line and
used the DIS protocol (V2.03) to control the data interfaces. This paper describes the architecture and
the design that supported this
demonstration. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. ACHIEVING CONSISTENT COLORS AND TEXTURESIN VISUAL SIMULATION
Roy Latham, Computer Graphics Systems
Development Corporation
With increased emphasis on
the verification and validation of simulations, it is increasingly important
to match the colors and contrasts of the real world in the visual scene
simulation. For example, in military
simulations, the ability to detect and recognize targets depends in part upon
the colors and contrasts rendered for the target objects relative to
background objects. Visual
simulations are produced by digital image generators based upon polygon
databases. Each polygon in the
database is tagged with a color description or a texture description that
ultimately leads to the appearance of the polygon in the rendered image. This paper addresses the problems of
ensuring that the rendered appearance is both in accord with the real world
and with other simulators. The
suggested approach to achieving traceable colors involves (1) cataloging a
selection of real world colors by measuring them as they occur, (2) obtaining
texture patterns from photographs of real world textures either directly
through image processing or indirectly by synthesizing patterns to match the
characteristics of the photographs, (3) color correcting the texture images
by identifying two or more colors in the pattern that also appear in the
catalog of real objects and transforming the pattern colors accordingly, and
(4) calibrating the image generator and display system to reproduce assigned
colors as accurately as possible.
Practical limitations due to the color gamuts of display systems are
discussed. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. VISIONICS DATA BASE GENERATION--AN INTEGRAL PART OF TRAINING, PLANNING, AND MISSION REHEARSALJ. Jeffrey Lombardi
Martin Marietta Flight Systems
Lieutenant Colonel Edward T. Reed, United
States Air Force 58th OG/OGU
Kirtland Air Force Base
The 58th Special
Operations Wing (SOW) of the Air Force Air Education and Training Command and
Martin Marietta currently operate the largest data base generation facility
on the Department of Defense (DOD) tasked with producing high fidelity photo
specific simulation data bases for DOD customers world wide. Started in August 1990, initial data base
support was limited to five data base engineers producing basic training
environments within western United States and the development of small
mission rehearsal areas that were utilized by Air Force personnel only. Today, this facility has grown to twenty
data base engineers and three full time intelligence personnel working
around-the-clock seven days a week. Utilizing
a dedicated state of the art This paper addresses the
high fidelity simulation data base generation and the application of the
standardization scheme developed at Kirtland to overcome the many challenges
inherent in the construction of data bases.
The joint contractor, government team at Kirtland has developed a
standardization methodology that promotes efficiency, reduces cost, and
improves quality. The technological
barriers overcome involved integrating multiple disjointed databases into a
single contiguous landmass, converting databases into multiple Image
Generator formats, and scrutinizing the DMA specifications. The development of these standards and the
substantial expe4rience of the 58th SOW data base generation
facility was instrumental in DOD's decision to co-locate the Project 2851
Simulator Data Base Facility (SDBF) at Kirtland. This facility will be networked with the 58 SOW database
facility for data base production and transformation synergy with will
benefit all of DOD and industry. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. STATISTICAL CERTIFICATION OF TERRAIN DATABASESDr. Guy A. Schiavone, Russell S. Nelson,
and Brian Goldiez
Institute for Simulation and Training
Consistency in terrain
representations between run-time databases is a prerequisite for
interoperability in Distributed Interactive Simulation (DIS). It has been suggested in previous research
that one hundred percent alignment of databases will never occur in a
simulation that utilizes distributed geometric databases. However, statistical certification of
terrain database elevations offers a means of ensuring the degree of
consistency necessary for interoperability.
In this paper we define a statistical metric for terrain database
certification. Starting with a review
of the existing work on quantitative terrain database metrics, we examine a
basis for specification and statistical certification of terrain elevation
data. Using classical acceptance
sampling, hypothesis testing will be introduced as a method by which a
terrain database (TDB) is certified.
A method for determining the critical error value for thee desired
accuracy proportion and consumers risk (Type II error) will be
discussed. From these results the
producer's risk associated with the test is evaluated for several different
accuracy proportions. Using data
collected at the 1992 I/ITSEC as a basis for comparison, the utility of
acceptance sampling is demonstrated using data collected at the 1994
I/ITSEC. A distinction is drawn
between tests designed for TDB certification and tests with inherent
diagnostic capability. As an example
of the latter, the use of the cross-correlation metric is introduced for the
purpose of detecting linear shifts between the terrain skins of a baseline
database and a trial database. Using
a portion of the Hunter-Liggett high definition area, an example of linear
shift detection is provided for the case of a shift by an integer number of
samples. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. MODELING THE CLOUD ENVIRONMENT IN DISTRIBUTED INTERACTIVE SIMULATIONSMaureen E. Cianciolo
TASC
Brian Soderberg
LORAL Advanced Distributed Simulation
This paper describes an
ongoing effort to develop and integrate an empirical cloud model within a
Distributed Interactive Simulation (DIS) environment in support of
high-fidelity training and simulation applications. TASC is developing a cloud model (known as the Cloud Scene
Simulation Model) to simulate realistic high-resolution cloud features within
domains defined by larger-scale weather conditions. The cloud model generates four-dimensional (three spatial and
time), multi-layer cloud fields using a combination of stochastic field
generation techniques and convection physics, where internal model parameters
are tuned to fit observed cloud data.
One data set is generated for each specified output time and contains
cloud water density values arranged on a regular volumetric grid. A typical output field contains tens of
thousands of data points covering simulation domains of 50 km or more. Because these data sets are
too dense to be transferred across the DIS network or rendered in real-time,
we have developed an approach that approximates the complex cloud formations
generated by the model as a series of geometric primitives. The cloud data sets are filtered to the
level-of-detail appropriate for a particular simulator. The approach uses a planer-wise
approximation of a volumetric phenomenon that takes advantage of today's
state-of-the-art image generator hardware.
The cloud model runs in real-time, allowing for smooth transitions as
the weather conditions evolve over the simulation domain. In this paper, we present
an overview of the Cloud Scene Simulation Model (CSSM), its inputs, outputs,
and overall methodology. We describe
a DIS architecture which enables distributed real-time calculation of large
cloud fields, and addresses usage of and extensions to the standard DIS
network protocol. We follow with a
description of the volumetric rendering techniques employed in this
effort. Finally, we summarize and
briefly discuss the application of our methodology to other atmospheric
phenomena in future implementations.
We conclude our oral presentation with a videotape showing real-time
cloud field generation and visualization within a DIS training environment. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. MODELING SIMULATION OBJECTS WITH RASP, NIAM, AND HCPNBo Hagerf, Celsius Tech
To achieve efficient
interoperability, horizontal as well as vertical, between the nodes in a DIS
network and thus ensure that the simulations will be truly interactive, it is
essential that the various simulation objects in different simulation models
are structurally correlated or equal.
This is especially important for the development of computer generated
forces for computer based training for different command levels, operational
as well as tactical, where the artificial forces, equipped with sensor
models, weapon models and internal decision models will give the trainees a
realistic though virtual combat and war gaming environment. The methodology presented
in this paper focuses on the means of developing an effective and unbroken
tractability chain from computer simulation models that describe the
concepts, information objects and constraints and evolves to fully-fledged
systems models, back to the real world models that describe and represent the
human endeavors, goals and means in warfighting. The important side effects
of this methodology are high quality and practical database designs for
tactical battlefield C3 systems and computer-based training that have
advanced demands on information consistency and flexibility. The methods used are RASP
(Requirements Analysis and Specification, developed at Chalmers Institute of
Technology, Sweden), NIAM (Nijssen Information Analysis Methodology or
Natural Language Analysis Method, by professor Nijssen, Holland) and HCPN
(Hierarchical Colored Petri Nets, developed by professor Petri, Germany and
professor Jensen, Denmark et al). This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. MODELING THE LITTORAL OCEAN FOR MILITARY APPLICATIONSSteven D. Haeger
Naval Oceanographic Office, Stennis Space
Center
Describing the ocean
environment for military applications in shallow as opposed to deep water
requires not only a shift in technology but also a change in our management
and planning perspectives. The
purpose of this paper is to discuss some of the issues that the training
community should consider early on in the planning stages for modeling and
simulating the coastal ocean in order to estimate funding levels, computer
resources, communication capabilities, etc.
Although the Navy has enjoyed relative success in modeling deep water
for mainly ASW applications, our capability to model the coastal ocean is
very limited. In shallow water, there
are more warfare communities to address and more environmental parameters to
model, including currents, waves, surf, visibility, bioluminescence, sediment
dynamics, and temperature/salinity (with related variables of sound speed,
density, and conductivity). Defining how well we can
model the complex littoral region is relative to exactly how much and what
type of information we need to know for a specific application. Environmental prediction models running in
"real-time mode" describe what is happening in the ocean at a
specific site and time but often must be run at a central site, are more
expensive to implement/validate/run, and have a greater chance of not passing
validation. Models running in a
"typical scenario mode" provide time-varying answers that are
statistically correct over some time period but are not accurate for
real-time; they do not have the severe restraints listed for the real-time
models. Other issues include
research and development models versus "operational models, intentional
rejection of assimilation data for ocean models; and determination of unfair fight criteria for platforms
that are not capable of receiving model output from central sites for use in
tactical decision aids. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. LARGE DIS EXERCISES–100 ENTITIES OUT OF 100,000Steven D. Swaine and Matthew A. Stapf
McDonnell Douglas Training Systems,
McDonnell Douglas Aerospace
Distributed Interactive
Simulation (DIS) is being promoted as a tool to aid in design, prototyping
and manufacturing of weapon systems, development of joint doctrine, mission
planning, after mission reviews and historical analysis. Future networked exercises promise
hundreds of thousands of users interacting in a single "Seamless
Battlefield". To achieve this
goal, the evolving DIS standards have addressed the protocol for the data,
which must be exchanged between participants, and they embody a data
reduction method known as "dead reckoning" to help reduce network
bandwidth utilization. But this is
only part of the solution. Connecting
a simulator to a large exercise has been likened to "drinking from a firehose";
and most simulations, especially legacy simulators, simply cannot process the
envisioned number of external entities.
This paper discusses techniques for managing large quantities of
entities, by filtering, organizing, and prioritizing the DIS data for
presentation to the simulation host. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. A DIS NETWORK FOR EVALUATING TRAINING SYSTEMSEFFECTIVENESS
Christina L. Bouwens and Robert E. Jones
CAE-Link Corporation
Dr. Linda Pierce
Army Research Laboratory, Fort Sill Field
Element, Fort Sill, Oklahoma
Distributed Interactive Simulation
(DIS) has recently received widespread acceptance in the DOD community as the
standard for networking simulations.
Although DIS has its roots in interfacing virtual simulations (entity
level, typically main-in-the-loop training), it is also being adapted for use
with construct6ive simulations (wargame and analysis) and live simulations
(real, fielded equipment). This paper
describes a DIS This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. APPLICATION OF GPS TO HYBRID LIVE/CONSTRUCTIVE/VIRTUAL TRAINING SYSTEMSR. J. Van Wechel and R. P. Jarrell
Interstate Electronics Corporation
GPS user equipment has
matured and is now available to support the use of live players in networked
live/constructive/virtual wargaming simulations. GPS provides true WGS-84 based coordinate
information anywhere in the world at any time and to accuracies at the 5-ft
level (demonstrated in high dynamic aircraft using differential GPS. In supporting DIS-based
hybrid live/constructive/virtual networked team training, GPS is directly
applicable to the dead reckoning requirements of DIS. The on-board state vector for an
integrated GPS/Inertial Reference Unit provides accurate position, velocity
and acceleration as well as attitude and attitude rate information so that
dead reckoning thresholds can be both position and attitude driven. A simplified analysis is presented in the
paper to derive dead reckoning update rates from the G loading levels of
various player dynamics. Also,
information is provided which results in word length requirements for
GPS-based state vector information for transmission over minimum word length
DIS Field Instrumentation Protocol Data Units (PDUs, which are the data block
formats). The coordinate frame
problem is use of GPS-based state vector information from fixed ranges is
also addressed, showing that the use of a local geodetic frame is preferable
to the use of an earth centered earth fixed frame, in that it is more
efficient of network PDU word length.
Weapon scoring requirements using GPS-based state vectors are
addressed in terms of GPS state vector accuracy required to score various
weapons and provide "positive training". These requirements are all applicable to the JTCTS and NGTCS
programs, which are in the formative stages and will use GPS-based
information in the DIS Field Instrumentation PDUs. Results are presented of a
combined Northrop/IEC demonstration using the China Lake RAJPO GPS assets linked
into a DIS demo for I/ITSEC in November 1993. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SIMULATION MANAGEMENT IN DISTRIBUTED INTERACTIVE SIMULATIONHuat K. Ng, Ronald S. Klasky, and Kenneth
P. Kelly
Veda Incorporated
The standardization of
simulation protocols through the SIMulator NETworking (SIMNET) and Distributed
Interactive Simulation (DIS) concepts has allowed the interconnection of
dissimilar simulators into an electronic battlefield. A distributed simulation may encompass
many different types of systems and the number of entities in an exercise can
grow to thousands. As the network
traffic increases, an exercise control and management system is critical in
order to successfully control the scenario.
In DIS, a host computer designated as the Simulation Manager (SM)
performs exercise management functions via 12 SImulation MANagement (SIMAN)
PDUs. Some functions performed by the
SM include: Start, Restart, Maintenance, and Shutdown of an exercise. The focus of this paper is to describe an
on-going design and development effort, which will result in the test,
validation and implementation of the 12 new SIMAN PDUs on a workstation. From this workstation, a DIS exercise
manager will be able to utilize the SM software to control all of the
entities (live, constructive and virtual) on the battlefield. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. IMPLEMENTATION OF THE LASER MESSAGE PROTOCOLIN A DIS NETWORK
Randall K. Standridge, John D. Micheletti,
and Richard P. Weyrauch
Southwest Research Institute
This paper presents the
results of the integration of the Deployable Forward Observer/Modular
Universal Laser Equipment (DIS) evaluation testbed, representing one of the
first documented implementations of the Laser Protocol Data Unit (PDU). The DFO/MULE system provides target
acquisition and tracking training for artillery Forward Observers, Naval Gun
Fire Spotters, and Forward Air Controllers as well as laser designation and
rangefinding training. This
stand-alone training system was modified to add a DIS networking capability,
allowing ground-based Forward Observers to identify and designate targets for
attack by artillery and aviation assets distributed within the Multi-service
Distributed Training Testbed (MDTT) network.
In addition to providing an overview of the system design and
integration approach, this paper explores key issues which directly relate to
implementation of the Laser PDU such as laser spot correlation with respect
to terrain and targets, laser designation versus laser rangefinding, and
laser-guided munitions modeling. The
lessons learned from this implementation are discussed, along with
suggestions and recommendations for future study and development. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DYNAMIC ENVIRONMENT SIMULATION WITH DIS TECHNOLOGYMartin Altman, Mark Kilby, Curtis Lisle,
and Michelle Sartor
University of Central Florida, Institute
for Simulation and Training
During the latest DIS
workshops, the addition of a Terrain Manager or Environment Manager to DIS
brought out understandable differences of opinion. Options discussed have covered the responsibilities of the
Terrain and/or Environment Manager, its effect on the entities, and how
entities keep track of the changing environment while considering whether any
fundamental goals of the DIS paradigm such as "No central computer for
even scheduling or conflict resolution" are violated. However, providing a consistent and dynamic
environment in DIS exercises requires more than single environment management
module, whether it is per network or per node. Instead, modifications to the simulation support architecture,
as a whole must be contemplated. Issues such as network
bandwidth, CPU performance, and scalability must be considered by a system
architecture that supports dynamic environments in a distributed interactive
simulation. To address this need,
several architectures are presented which could support dynamic
entity/environment interaction. As
each architecture is discussed, results and measurements made from prototype
software are presented to point out strengths and weaknesses. IST demonstrated networked Dynamic Terrain
(DT) capability using the most recent architecture at the I/ITSEC 1993
conference. The architecture
supported changes to the terrain profile, an extended IDS protocol, and
provided a consistent way to manage changes made by entities. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DEPLOYABLE ELECTRONIC COMBAT MISSION REHEARSAL, TRAINING, AND PERFORMANCE SUPPORTPatrick G. Heffernan and David W. Galloway
TRW Avionics and Surveillance Group,
Warner Robins Avionics Laboratory
This paper presents the
approach and results of an internally funded project at TRW to develop a
portable, self-contained electronic combat (EC) simulation system. This system, known as the Portable
Electronic Combat Simulation (PECS) system, provides the ability to conduct
EC mission rehearsal, part-task training, and performance support functions
in a deployed state using one stand-alone package. For mission rehearsal and part-task training, this tool
provides a real-time simulation of the threat environment, a high-fidelity
aircraft flight path generator, an electronic warfare (EW) defensive systems
processing and environment interaction, a countermeasures effectiveness model,
and an audio and video interface to the user via a graphical user
interface. For performance support
functions, the system provides an encyclopedia of threat information and a
tool for conducting initial and refresher training for specific EW defensive
systems. The PECS system real-time
and off-line software is hosted on a single VME chassis and employs multiple
68030 and SPARC CPUs. The real-time
simulations software was developed in a building block style allowing the user
to rapidly reconfigure his EW defensive systems suite from the models
available. The off-line software
includes a toolset of editors to build mission files and the performance
support functions. This development effort
demonstrated that effective real-time EC mission rehearsal and training and
off-line performance support could be employed without large weapon system or
aircraft part-task trainers. The PECS
system software architecture also illustrated tremendous flexibility in
supporting a number of different EW configurations, allowing new and
qualified air crew members, from several different airframes, to learn and
practice on a single turnkey system.
The performance support function shows that air crew members can
improve their EW knowledge base without the formal constraints of a CBT
system. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DISMOUNTED INFANTRY IN DISTRIBUTED INTERFACE SIMULATIONRobert W. Franceschini, Mikel D. Petty,
and Douglas A. Reece
Institute for Simulation and Training
Simulation of discounted
infantry in realistic numbers and behaviors was omitted from SIMNET, the
prototype DIS-type simulation.
Representation and simulation of discounted infantry are not obviously
fitted into the same framework as vehicles because models of humans are more
complicated and not well understood.
This paper describes a dismounted infantry simulation system developed
at the Institute for Simulation and Training, and reports on lessons learned
about simulating dismounted infantry in DIStype simulations. IST's Semi-Automated Forces
Discounted Infantry (SAFDI) project developed a Computer Generated Forces
system with specialized capabilities for dismounted infantry. The goals of the SAFDI project are
twofold: first, to provide a
realistic simulation of dismounted infantry for the benefit of SIMNET
trainees, and second, to learn about the simulation of dismounted infantry in
support of future DIS simulations (like CCTT). The SAFDI system has been installed at training sites and has
been used in training scenarios involving United States Army soldiers. This paper provides an overview of the
SAFDI system, including the project's goals, the system's capabilities, and
the results of its evaluation at training sites. IST's dismounted infantry
research has led to a number of lessons learned of general applicability in
the area of simulating dismounted infantry in DIS-type simulations, including
SIMNET, BDS-D, and CCTT. This paper
will address the following questions: 1) Why simulate discounted infantry in DIS-type
scenarios? 2) What are the distinctive characteristics of
dismounted infantry that are important to its simulation? 3) How does one simulate dismounted infantry in
DIS-type scenarios? 4) What mistakes were made in the design of SIMNET that
made retrofitting it with dismounted infantry problematic? 5) How well does the emerging DIS network protocol
standard support special requirements of dismounted infantry? This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. HIGH FIDELITY VIRTUAL PROTOTYPING TO SUPPORT GROUND VEHICLE ACQUISITIONJon G. Kuhl, Ph.D.
Center for Computer-Aided Design, The
University of Iowa
LTC James Wargo, Ph.D., P.E.
Advanced Research Projects Agency
This paper describes an
ARPA initiative to develop a comprehensive simulation-based design
environment for ground vehicles. A
central component of this environment is the use of high fidelity,
operator-in-the-loop simulation for virtual prototyping, and a necessity if
the user is to participate actively and meaningfully in the development of a
new ground vehicle. A ground vehicle virtual
prototyping capability is being developed, using the Iowa Driving Simulator
(IDS) that employs real-time vehicle performance models with engineering
detail comparable to models typically used for off-line design and analysis
purposes, and employs terrain models that characterize surface type and
geometry at fine resolution. This fidelity
allows factors that previously could be evaluated only via physical
prototypes to be evaluated through virtual prototyping, including detailed
operator-vehicle performance characteristics and collection of specific
vehicle performance data, such as component load histories, in realistic operational
scenarios. A "virtual proving
ground" demonstration project conducted in July 1994 is described. For this test, the environment of two
Aberdeen Proving Ground test courses has been duplicated on the IDS. A series of instrumented tests were conducted
on the actual Aberdeen course and in the IDS-based virtual prototyping
environment. Data, ranging from basic
human factors measures to specific vehicle performance parameters, was
collected and compared to assess the ability of the virtual environment to
represent real-world conditions. The paper also discusses
additional aspects of the ARPA project, including ties to the synthetic
battlefield, development of reconfigurable, virtual-prototyping environments,
and integration of the virtual prototyping capabilities into a comprehensive
integrated product and process development (IPPD) framework. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. ADA STRUCTURAL MODELING DESIGN EXPERIENCE FROM AN ENGINEERING MANAGEMENT PERSPECTIVET. Michel Moriarity
AAI Corporation
Ada Structural Modeling
(ASM) is a software development concept that emphasizes the architectural
aspects of a real-time software system.
The concept was developed by the Aeronautical Systems Center,
Wright-Patterson air force Base, with assistance from the Software
Engineering Institute, Carnegie Mellon University. The concept was originally developed for flight trainers, but
has recently been used to design the Simulator for Electronic combat Training
(SECT), a high-fidelity, classroom trainer used to train Air Force Electronic
Warfare Officers. As might be expected, the
infusion of a new technological concept presented the development team with
numerous technical challenges and opportunities. While the specific technical responses to those demands are of interest
to the design analyst, the effect of the responses on the program is of
interest to the engineering manager.
This paper reviews the ASM design experience on SECT, summarizes its
effects on the program, and documents lessons learned for using ASM concepts
on future programs. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. PERFORMANCE LIMITATIONS OF THE DIS INTERFACERodney A. Long, Eric E. Anschuetz, and
Lawrence R. Smith
Naval Air Warfare Center,
Training Systems Division
Distributed Interactive
Simulation (DIS) Standards are being established to allow for connectivity
and interoperability of dispersed simulations through the standardization of
application layer protocols. However,
the underlying datagram design is governed by the network bandwidth thus
limiting what information can be shared between simulations. The finite bandwidth of serial networks
limits how much information can be transferred from one point to another
within a specified period. In
addition, interfacing to a DIS environment requires a computational element
capable of filtering information needed by the individual simulator and
performing common functions necessary to interact in this distributed
environment. Filtering of simulation
data is required since most PDUs are transmitted using broadcast
addressing. Dead reckoning provides
an engineering tgradeoff which reduces network bandwidth, but increases the
computation necessary at the simulation interface. Functions like filtering,
dead reckoning, simulation management, collision detection, and time stamping
are performed at the DIS interface.
The time required accomplishing these functions as well as reliable
Ethernet and FDDI communication for DIS is deterministic. The purpose of this paper is to identify
the performance limitations of accomplishing the DIS interface as well as to
identify the time required to perform the basic functions that make up the
DIS interface. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. USING BENCHMARKS AND SIMULATOR LOADS FORMULTI-PROCESSOR COMPUTER SYSTEM EVALUATION
Carl Mickelson, Scott Hill, and Steve Scibetta
Loral Defense Systems
Traditionally, the
selection of computer systems for simulation has been made on the basis of
synthetic benchmarks. Advances in
computer technology have caused this traditional method to poorly predict the
requirements of full training system loads.
Modern, commercial off-the-shelf (COTS) simulation computer systems
often include multiple processors, shared memory, time-shared system busses,
and coherent multi-level cache memories.
These systems are notoriously hard to benchmark since traditional
benchmarks fail to accurately model a multi-processor simulation load with
respect to cache memory and shared resource utilization. The technique presented
uses computer system theory and round-robin resource contention to consume a
known portion of the processing capacity of the system being evaluated. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. PREDICTING NETWORK PERFORMANCE IN HETEROGENEOUS, MULTI-FIDELITY, SIMULATION NETWORKSChristina Bouwens and Ron Matusof
CAE-Link Corporation
Simulation networking is no
longer new or novel. Heterogeneous,
multi-fidelity networks have been successfully demonstrated using either
proprietary protocols such as SIGNET, or Distributed Interactive Simulation
(IDS) protocols. As the technology
for simulation networking has matured, it has resolved some major issues. For example, we now have a standard for
the exchange of information between networked simulations
(IEEE-1278-1993). There has been very
little work done toward prediction and accurate measurement of simulator
network loading, and little significant work has been published concerning
the implications of network loading toward the overall network fidelity and
the successful transfer of training.
Implicit in the underlying structure of the IDS is an assumption that
network performance is purely an issue of applying appropriate technology to
support a particular set of objectives.
However, network loading imposes limitations upon these objectives and
it is unclear what effect unexpected network performance has upon meeting a
particular set of objectives. This paper addresses the
problem of predicting network loading in a heterogeneous, multi-fidelity
simulation network. It discusses the
issues associated with heterogeneous networks and multi-fidelity
simulation. Using objective data
obtained from a variety of networked exercises (both DIS and non-DIS) for context, this paper
discusses the detailed issues involved in measuring network loading. Finally, it makes some recommendations for
the future. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SECTION FIVE: SIMULATION AND TRAINING SYSTEMS INNOVATIVE SONAR TRAINING DESIGN:LINKING SONAR CONCEPTS WITH FAMILIAR HUMAN CONCEPTS
Dr. Thomas J. Hammell and Frederick M.
Ewalt
Paradigm Associates
Dr. Robert Ahlers and Cathy Matthews
Navel Air Warfare Center Training Systems
Division
An instructional approach was
developed for training applied sonar skills.
The approach allows a student to effectively apply concepts learned in
a classroom to problems presented on a training simulator. Instruction is in the form of
visualizations integrated with the training simulation. These visualizations of environmental,
tactical, and acousic variables facilitate training by providing links from
simulation elements to their more abstract representations on the tactical
console. Information that addresses
the procedural aspects of operating the tactical console is included in the
training approach. This approach was
presented to submarine sonar instructors and students, as a series of status
display snap-shots in the context of specific training scenarios. Evaluation was based on their judgments,
obtained with a structured-interview questionnaire, addressing the overall
instructional approach and prototype display/control design features. The value of this type of instructional
assistance was found to be very high. THE RADAR SYSTEM CONTROLLER INTELLIGENT TRAINING AIDJames E. McCarthy, Stephen Pacheco, H.
George Banta
John L. Wayne and David S. Coleman
Sonalysts, Inc.
The AN/SPY-1 is a phased
array radar system that functions as part of the AEGIS combat system aboard
modern United States Navy Cruisers and Destroyers. Enlisted personnel, known as radar system controllers (RSCs)
operate and maintain the radar system.
The RSC must optimize radar performance in a number of disparate
environments. In order to enhance a
new operator's ability to maintain this optimization, the AEGIS Training
Center contracted for the development of a training aid. The resultant Radar System Controller
Intelligent Training Aid (RSC ITA) is a PC-based training aid that makes use
of a master/apprentice training paradigm.
We describe it below. This paper is available on the I/ITSEC Compendium
CD-ROM. MULTISHIP SIMULATION AS A TOOL FOR MEASURING AND TRAINING SITUATION AWARENESSWayne L. Waag, Ph.D.
United States Air Force, Armstrong
Laboratory
In 1991 the United States
Air Force Chief of Staff posed a series of questions regarding situation awareness
(SA) in fighter operations including the following. Can SA be measured? Can
SA be trained? This paper presents
the findings of a research investigation that explored the use of networked
multiship simulation as a tool for measuring and training SA. The Division's MULTIRAD simulation
facility was used which permitted two F15s to fly against a suite of manned
and unmanned adversaries in a realistic combat environment. Controller support was provided using a
long-haul network linked to an AWACS simulation located at Brooks Air Force
Base, Texas. A weeklong evaluation
syllabus was designed consisting of nine sorties with four engagements per
sortie. A building block approach was
taken so those scenarios increased in difficulty over the week. Sixty-three mission ready F15 pilots
participated in the study. Critical
incident/event data and performance ratings of SA were gathered using two
trained observers. Additionally,
mission outcome, network communications, video recordings, and eye movement data
were gathered. As expected, SA was
found to be related to previous experience with Fighter Weapons School
graduates, as a group, performing the best.
Performance was found to improve for identical engagements flown early
and late in the syllabus. Study
participants regarding the potential value of multiship simulation for
training SA skills expressed positive opinions. Areas of greatest payoff appear to be the training of flight
resource management and decision-making skills. It was concluded that multiship simulation can be an effective
tool for both measuring and training SA. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SYSTEMS ENGINEERING AND ARCHITECTURE:LESSONS FROM THE F-22 TRAINER PROGRAM
Tony DalSasso
F-22 System Program Office
Wright-Patterson Air Force Base
George R. Rovny
Lockheed Fort Worth Company
The successful
implementation of a training simulation system requires that engineering
constraints be communicated from the Systems Engineer to the designers in an
unambiguous manner. This paper
proposes that an architectural framework can be developed, providing the
Systems Engineer with a tool to aid in this communication. The paper documents the
F-22 Pilot Training System team's observation that the term
"architecture" has no universally-accepted definition. It chronicles the process used to resolve
this problem, eliminating the confusion concerning both the terminology and
the process of developing an architecture.
It describes a hierarchy of definitions, allowing consensus to be
reached among a group with widely varying experience levels, without creating
a "least common denominator" definition. It explains the term by means of analogy–what
"architecture" means to a builder, and how this maps into the
trainer engineering context. Emphasis is given to how an
architecture needs to address hardware and software as a system. A preferred process for creating the
architecture and managing the subsequent development of the product, using
architecture as a systems engineering tool, is discussed. The paper describes the "litmus
test" developed to determine whether an approach constitutes an
architecture and describes the attributes of an architecture that allow its
relative quality to be measured. It
observes that most of what is touted as architecture doesn't pass the
"litmus test," and why it does not. Believing that the F-22
program is a microcosm of a trend throughout industry, the paper suggests
that lessons learned by the F-22 can be effectively applied elsewhere. It discusses why this subject is so vital
to a simulation development effort, and concludes with some thoughts on how a
properly developed architecture can provide significant advantages to a
system integrator. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. LESSONS LEARNED IN DEVELOPING MULTIUSESIMULATION FOR F-22
Dorothy M. Baldwin, James H. Gault, and
Stephen S. Zimmel
Lockheed Fort Worth Company (LFWC)
Multiuse Simulations are even more critical in light of current
budget constraints. Early planning
during F-22 development has provided a unique opportunity to maximize simulation
synergism across an entire Weapon System.
Via Integrated Product Teams (Pits), the Air Vehicle, the Support
System, and the Training System are being developed concurrently. Potential simulations for REUSE by the
Training System were identified early to be able to incorporate training
requirements into Air Vehicle and Engineering lab development. This paper describes
"Lessons Learned" in developing simulations to satisfy multiple
engineering laboratory and training requirements and also provides examples
of specific cases where Training System personnel have acted as
"integrators" between various Air Vehicle Pits. A good example is the
development of the Flight Dynamics Simulation (FDS). FDS has completed Preliminary Design
Review (PDR), Critical Design Review (CDR), coding, integration and testing,
and will be operational in the Vehicle Management System (VMS) Integration
Facility (a full-up pilot-in-the-loop engineering flight simulator) by the
time this paper is presented. All
potential users, including training system personnel, were involved in
requirements, review, and approval cycles. All identified training
requirements have been met. Examples
are given of how FDS development "Lessons Learned" have been shared
with other REUSE engineering simulation developers. Challenges that lie ahead
and the processes being put in place include (1) how to develop a robust,
flexible design based on early requirements that we know will change, i.e.,
how to incorporate REUSE simulations into the final media that result from
Instructional System Development (ISD) and provide these REUSE simulations to
the ultimate training simulator designer and integrator and (2) how to update
the REUSE simulations during the Weapon System life-cycle while satisfying
the requirements of diverse users. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. THE HERITAGE OF THE AIR VEHICLE TRAINING SYSTEMS DOMAINDavid C. Gross and Lynn D. Stuckey, Jr.
Boeing Defense and Space Group
One of the Holy Grails of
software development has been reusability. Everyone is frustrated with
continually reinventing the wheel; everyone knows that reuse would
dramatically cut costs; and no one has shown an effective reuse
paradigm. The trend has been to
develop reuse paradigms without regard to past successful projects. Historically, successes with reuse have been
accidental–based on personnel, not on process. Now a new paradigm has emerged that includes a focus on past
investments in forming a reuse process.
This initiative is DOD's push toward the megaprogramming paradigm.
Megaprogramming divides system development into two lifecycles, the
first focusing on the problem of leveraging assets through a family of
related products, and the second focusing on the problem of delivering a
single product. The process for the
first lifecycle is domain engineering. Domain engineering is not
easy. It resolves around all kinds of
questions that simulation software engineers are not used to asking such
as: (a) Is this a viable domain?, (b)
Is there an acceptable standard partition of the domain?, (c) Is this domain
definable?, (d) What granularity is best for domain work products?, and so
forth. Yet, if the DOD is going to
successfully transition its approach for the development of software
intensive systems to the megaprogramming paradigm, software development
organizations are going to have to be empowered to meet these challenges. The United States Navy and
the Advanced Research Projects Administration are presently funding a
megaprogramming demonstration project in the domain of air Vehicle Training
Systems. How has this project come to
grips with the technical challenges of domain engineering? Mostly by leveraging the investments of
previous research and development projects in this domain such as the Ada
Simulation Validation Program (ASVP), the HAVE Module (Mod Sim) Project, the
Software Engineering Institute's Structural Model Initiative, the Manned
Flight Simulator (MFS), and a series of planned pilot efforts. This paper discusses the advantages and
disadvantages of leveraging previous investments into new domain engineering
efforts. Its discussion captures
valuable lessons about the transition of existing organizational assets into
the megaprogramming paradigm. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. CUSTOMIZING AN OBJECT-ORIENTED DESIGN OF LEADSHIP EFFECTSJerome M. Weiss
CAE–Link Corporation
An Object Oriented Design
(OOD) approach to the simulation of Leadship effects was presented at the
1991 I/ITSEC Conference. These
Leadship effects were coded in Ada, contained within the Othership Subsystem
and used on the B-2 Aircrew Training Device (ATD). This paper will illustrate the success of this subsystem's
structure during subjective pilot evaluations and limited flight test data
correlation. These Leadship effects
were necessary to provide realistic aerial refueling and base escape
training. The Othership subsystem was
structured to be generic in form, highly transportable and easily maintainable. Subjective pilot
evaluations and a limited test data correlation have been performed for the
training task of aerial refueling.
The ease of conducting these evaluations and correlation support the
1991 stated advantages to this subsystem's structure. Ease of maintainability was demonstrated by
customizing this subsystem for two different tankers (KC-135R and KC-10A)
with tanker-unique data modifications within the same evaluation session. Customizing only the significant leadship
effects and eliminating the insignificant leadship effects without altering
the subsystem's basic form showed high transportability or reusability. Generic engineering notation supported
both maintainability and reusability.
The short time required to customize this subsystem is additional
support of the lessons learned.
Additional lessons learned during these evaluations and correlation
has led to a second generation OOD structure for the Othership subsystem. The second generation OOD
structure would be the preferred architecture of an Othership subsystem
slated for a training device with similar training requirements. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. MEGAPROGRAMMING AND METHODS OF REUSE: THE NAVY/STARS PILOT PROJECTBrian E. Cahill
DUAL Incorporated
Constance N. Lambert
Naval Air Warfare Center Training Systems
Division
Many software organizations
have not adopted software development practices that foster reuse in any
formal manner. As the simulation and
training industry moves into the twenty-first century, these organizations must
evolve or they will become less and less effective in an increasingly
competitive marketplace. A reuse
strategy is invaluable as a method of risk reduction. There are five levels of risk reduction
based upon degrees of reuse. An organization that has no
formal organizational or project-level reuse strategy generally does
accomplish some unmeasurable amount of ad
hoc reuse. A common example of
this is when an engineer has to provide certain functionality, and they reach
into their "bag of tricks" and pull out a piece of code from
another application, possibly in another language. The lowest level of quantifiable reuse-based risk management is
opportunistic reuse, which is
implemented at a project level, making use of some automated tools, with
little or no unifying direction from the organization. The next degree of risk reduction is integrated reuse, in which the
organization has adopted some form of reuse strategy, which is used
consistently throughout the organization.
The fourth level is leveraged
reuse, which adopts a product line philosophy and integrates reuse tools with
the software development environment.
The software engineer recognizes commonalities and variabilities in
their current design task within the product family, and creates a design
that reflects those elements, anticipating future reuse of the code. The highest form of reuse-based risk
management is anticipated reuse, in
which the organization pursues new business opportunities that take advantage
of the organization's reusable assets, as well as opportunities that will
further develop the product line. On the Navy/STARS pilot
project, using the process-driven, two life-cycle approach of
megaprogramming, the strategy of choice was leveraged reuse. This paper outlines the various methods of
creating reusable code, as well as the structural and environmental
considerations that can make reuse an attainable goal or a sizeable
effort. It also addresses the
experience gained and lessons learned in fulfilling the concepts of leveraged
reuse on the Navy/STARS pilot project. WEAPONS SIMULATION EXECUTION, IN THE TARGET?OR IN THE SHOOTER?
Ted Clowes
Cubic Defense Systems, Inc.
As the DIS community moves
towards incorporating live training range players into their games, a number
of issues arise. This paper provides
background on the set of problems unique to the range community and addresses
them relative to the issue of weapon simulations and whether their execution
should be based at the target or within the shooter. The issues addressed include low
communications bandwidth compared to simulators; intermittent communications
paths or dropouts; available processing power; and classification. These issues are primarily related to live
training ranges that impose real-time and real-world constraints. Since it is desirable to have simulators provide
pseudo threats and players that interact with real players, it is necessary
to understand these constraints. Examination of some Army,
Air Force, and Navy ranges and their restrictions relative to rate of player
communication, and amount of data that can be passed is presented. This is contrasted with the typical
capability of simulators. The effects
of communication dropouts or path unreliability are then added. Some ranges and types of players are less
susceptible to this problem than others. Next is a brief discussion of the class of processing power
available at the player unit and the restrictions this imposes on the
approach to simulation execution.
Some time is also spent on the issue of classification and the
problems that are introduced when you want to use classified weapons models
in a world that is inherently easy to monitor. The conclusion presents a recommendation about where the
weapons simulations should be executed when dealing with live ranges and a
mix of real and pseudo players. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. ARPA RECONFIGURABLE SIMULATOR INITIATIVE (ARSI)Duke Buster and Jim King
Texas Instruments Incorporated
ARSI is a low cost,
Distributed Interactive Simulator (DIS)-compliant simulation that can easily
change shape into different vehicles.
ARPA will use ARSI to explore the viability of such simulators for
training and the research, development, and evaluation of future vehicle
concepts. We contend that a single
reconfigurable simulator will maintain the required fidelity and be less
expensive than a collection of single configuration simulators. ARSI has five areas of
reconfigurability: mechanical
enclosure, distribution of simulation functions, crew/vehicle interface,
tactical interaction with other vehicles, and scenario/battlefield database. The keys to easy configuration are a flexible
"core" from which hardware and software modules can be hung, and
emphasizing the use of models whose behaviors are table-driven or
parameter-driven. The baseline ARSI
program will deliver this "reconfigurable core" and modules for
five vehicle configurations, which are:
M1A1 Abrams; M1A2 Abrams; M2A1 Bradley, M2A2 Bradley; and HMMWV scout. Keywords: simulator, reconfigurable, DIS, platoon
training, concept development This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INSTRUCTOR OPERATOR SYSTEMS:EFFECTIVE DESIGN TO MAXIMIZE STUDENT LEARNING
Linda J. Brent and John B. Heisler
Loral Defense Systems-Akron
This paper describes a
study conducted during the design phase of a weapons system trainer (WST) for
the United States Air Force Special Operations Aircrew Training System. The purpose of the study was to identify
key instructor requirements of the instructor operating station (IOS) for the
WST. During the pre-design and early
design phases, an analysis of existing IOS stations was conducted to
determine their strengths and weaknesses.
The analysis considered instructor tasking requirements, along with
task saturation points in the mission training from the perspectives of both
student crew members and instructors.
The results indicated that many required human factors and
instructional design features were not effectively built into many of the
existing stations. Several factors
also complicated the IOS for this system.
The requirement for instructors to have both over-the-shoulder and IOS
access to students, combines with the multiple crew positions involved,
created complex design problems to solve.
Following the analysis of existing systems, a study was developed to
determine the critical elements of instructor interface both to the IOS and
to the student during both crew station (individual) and weapons system
(crew) training exercises. Mission
scenarios were designed for use in this study, which paralleled real-world
situations. The segments of the
missions most subject to task saturation for instructors and students were
identified. The scenarios were then
run under controlled, simulated conditions.
The scenarios were videotaped for analysis and systematic debriefing
sessions were held following each scenario.
Instructor and mission tasking requirements analyzed the data. Study results were used to define specific
design requirements, which would meet the instructional needs of the
students, and the tasking and operational requirements of the
instructor. Refinements to the design
and the instructor operating stations were made to maximize both the
station's human factor capabilities and the instructor-student
interactions. General design
guidelines are provided for future research in this area. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. THREAT SIMULATION:TRADEOFFS BETWEEN TACTICAL REALISM AND TRAINING VALUE
Samuel F. Bass
AAI Corporation
Threat simulation in
electronic warfare training requires both signal fidelity and tactical
realism. These aspects of simulation
are generally not in conflict.
However, as tactical realism is increased–through the use of
autonomous tactics models responsive to simulated ownship position and crew
countermeasures–training value can be compromised. Specific problems can include: inability to
"schedule" the hostile signal environment to avoid trainee overload
or to present very specific signal combinations; loss of insight into exactly
what situation confronted the trainee at any given moment; and loss of
repeatability in a given mission, hence loss of the ability to deliver
equivalent, objective-oriented training to successive trainees. Modern training systems
must balance these issues to assure the development and maintenance of
superior skills in the electronic combat community. This paper describes the tradeoffs to be considered in the
design of threat libraries, selection algorithms, and tactics models. It further indicates approaches to be
considered as a function of purpose of the simulation and the level of
training to be delivered. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SECTION SIX: RESEARCH AND DEVELOPMENT TECHNOLOGY APPLICATIONS A PC-BASED PHOTOGRAPHIC-QUALITY IMAGE GENERATOR FOR FLIGHT SIMULATIONIzidor C. Gertner and George Wolberg
Department of Computer Science City College of New York
George A. Geri and George R. Kelly
University of Dayton Research Institute
Byron J. Pierce, Melvin Thomas, and
Elizabeth L. Martin
United States Air Force Armstrong
Laboratory
Conventional image
generation techniques rely largely on polygon rendering techniques. We describe here a system that uses
off-the-shelf hardware to realize high-end image generation. We have developed a prototype image
generator based on two Intel i860 processors and a host 486-PC. This hardware performs perspective
transformations, clipping, and texture mapping. Parametric surfaces are generated by fitting either a bilinear
or bicubic polynomial to standard Defense Mapping Agency (DMA) terrain height
data. Real-time texture mapping
algorithms are then used to place realistic textures, obtained from
real-world photographs, onto the terrain height map. In our implementation, a multiresolution
image pyramid is used to generate properly filtered images on demand at the
resolution required by the viewing geometry.
A wide range of terrain data approximations is used depending on
altitude. Course (fine) approximations
are implemented for high (low) altitude flight. A multiresolution terrain pyramid is used to achieve this
approximation. This pyramidal
approach is embedded into our real-time texture mapping system with the use
of an incremental scanline algorithm.
The current prototype can generate a 256 x 256 x 8-bit image at 15
frames/second using only two i860 processors, and the algorithms scale
sub-linearly with the number of processors. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. IMPLEMENTATION OF A HIGH PERFORMANCE DATABASE GENERATION SYSTEM ARCHITECTUREKenneth L. Merchant and Lee R. Willis
Loral Defense Systems
As part of the Special
Operations Forces Aircrew Training System, a production facility has been
developed which offers a significant increase in database generation
capability. This system will produce
a layered, correlated database from a variety of input data sources including
Defense Mapping Agency digital data, imagery, and hard copy maps. Outputs from this database are prepared
for visual, infrared, or radar simulations.
This system will be able to produce a 500,000 square nautical mile
mission area database within 48 hours of operational tasking. This performance is made possible by a
combination of state-of-the-art hardware for image and graphics processing,
and specialized software tools for editing, merging, and quality control of
the various data sources, and for production management. The system is managed by a
system supervisor software package, which tracks available data and job
resources, and allocates jobs to the workstations. An optimum schedule for processing is generated by use of a
simulation model of the entire system which predicts performance based on job
requirements, available resources including hardware, software, and
personnel, and job execution times estimated from past performance. A prototype workstation has
been in operation at Hurlburt Field, Florida since February 1993 with the
complete system delivered in the fall of 1994. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. DYNAMIC TERRAIN DATABASE DESIGNFOR REAL TIME IMAGE GENERATION
Xin Li, Dale D. Miller, Mark Illing, Mark
Kenworthy, and Mark Heinen
LORAL Advanced Distributed Simulation
Substantial interest in a
Dynamic Terrain (DT) database has been expressed by users and developers of
real time distributed simulation and training environments. This capability allows the dynamic
reconstruction of the landscape or rearrangement of the terrain surface
during a simulation. One of the most
challenging issues for DT in distributed simulation is the tessellation and
management of the terrain database with a desired resolution meeting the
real-time requirements of polygon throughput, memory allotments and interface
bandwidth of the image generator. Our research work is the
first attempt of developing such capability for SIMNET image generators and
databases. In this paper, the database
partitioning strategies are proposed, which can be conceptually adopted by
other image generators. The dynamic
soil model simulating excavating activities on the terrain surface is
described. The management of runtime
terrain database and interface messages is presented. Implementation issues on the image
generator are also discussed. INCREMENTAL REAL TIME DELAUNAY TRIANGULATION FOR TERRAIN SKIN GENERATIONRavi Sundaram, Donald McArthur and Venkat
Devarajan
University of Texas at Arlington
Several approaches exist in visual systems to create
the terrain databases needed to simulate flight. Terrain skin can be generated on-line by combining multiple
levels of detail polygons, which were originally created off-line. However, Delaunay triangulation to
regenerate the terrain skin every frame time has some advantages like
avoiding crack filler polygons which occur when adjacent regions are depicted
in varying levels of detail. In this
paper, a feasibility study is reported of the use of Dealunay triangulation
in real time to regenerate the display triangles as the eye point
changes. Bowyer's algorithm was used
to insert new points and the Tantrum algorithm to delete points. A generic terrain model was created using
fractal methods and used as input to the simulation. A time-line study using different data
storage structures showed that the time taken to add a point varies when N is
the number of vertices and, the time taken to remove a point is a constant
independent of the size of the current triangulation. Potential exists to reduce this to O (N
log N). ????? This abstract needs symbols. This paper is available on the
I/ITSEC Compendium CD-ROM.
Order it from
I/ITSEC’s Website.
NONINVASIVE MONITORING OF HELICOPTER PILOTS’ INSTRUMENT SCAN PATTERNS IN A MOTION BASED SIMULATORP.W. Kerr, L.A. Temme, G.A. Ouellette, and
D.L. Still
Naval Aerospace Medical Research
Laboratory, NAS Pensacola
The ability of a pilot to
acquire and integrate information provided by the aircraft instrument console
is one of the determinants of how well the aircraft is controlled. Thus, one important area of instruction of
novice pilots is the selection of which instruments to attend within a given
flight context and how to coordinate the information available from several
instruments. However, evaluation of
the effectiveness of a pilot's instrument scan is generally limited to
whether he or she is able to perform a given flight maneuver
successfully. Diagnosis of
ineffective instrument scans and specification of remedial training would be
facilitated by the knowledge of which instruments are viewed during the course
of the maneuver. An eye-tracking
device has been installed in a motion-based helicopter simulator at NAS
Whiting Field to obtain information concerning pilot instrument scan. This device provides a noninvasive on-line
video record of where a pilot is looking on the instrument panel as he or she
"flies" the simulator. In
addition, flight context variables, such as instrument readings, attitude of
the craft, and pilot control inputs, are time-locked to the pilot's
instrument scan data and digitally recorded.
A description of the noninvasiveness and accuracy of the system will
be made, and pilots' and instructors' reactions to the system will be
reported. A brief video tape
presentation will demonstrate the information provided by the system. Plans for a connectionist modeling of the
data will be described. By monitoring
a pilot's eye movements in the context of the flight demands, we believe we
have developed a powerful and useful research platform to study an important
characteristic of pilot competence. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. THE IMPACT OF CUE FIDELITYON PILOT BEHAVIOR AND PERFORMANCE
Alan D. White
FDS Department, Defence Research Agency
Bedford, United Kingdom For almost as long as flight simulators have been used for pilot
training, concerns have persisted that the difference in cueing environments
between simulation and flight could compromise transfer of training, and
therefore the training effectiveness, of synthetic devices. If these differences are intrusive then
confidence in the training value of these devices will suffer and, in extreme
cases, pilots may actually experience discomfort or feel sick in a way which
is unrepresentative of flight.
Reduced motion cues and restricted field of view are well-known
differences from flight but the effects of simulator delays and harmonization
between motion and visual cues are less well understood. A knowledge of these effects is necessary
if deficiencies are successfully to be countered using cue compensation
techniques. Such techniques
potentially offer either improved training effectiveness through better use
of available cues or cheaper training devices through less-stringent cue
requirements.
This paper presents the
results of a study to assess the effects of inadequate and poorly harmonized
cues on pilot perception (handling qualities, workload and discomfort), pilot
control behavior and task performance.
The study showed that a degraded cue environment, in the form of
restricted or delayed motion and visual cues, always leads to increased workload
and discomfort, modified pilot control behavior and degraded
performance. Adequate and
well-harmonized cues have a major beneficial influence on pilot perception
and performance, giving considerable scope for cue compensation techniques to
make an impact on training effectiveness. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. FEEDING HUNGRY PROCESSORS: REAL-TIME I/O DEMANDS OFHIGH-PERFORMANCE MULTIPROCESSING COMPUTERS
Bruce H. Johnson
Silicon Graphics Computer Systems
It has been documented that
microprocessor performance doubles about every 21 months. Much is published and reported on the
technology that delivers this impressive computing power. Much less is said, however, about the
unique Input/Output (I/O) demands that are presented when using these
microprocessors in high-performance, real-time, multiprocessing environments. Raw computing power is seldom questioned
anymore. Of more concern today is the
ability of a computer system to deliver data to and from these
high-performance processors. For example, it is not
difficult to select a computing engine that is capable of performing the
computations necessary to drive a Full Flight Simulator (FFS) or a weapons
Systems Trainer (WST). It is,
however, a significantly greater challenge to determine how the simulation
I/O can be performed so as to eliminate bottlenecks and latencies. The training value of a simulator can
easily be lowered by the stepping or jumping of an instrument, visual system,
or motion base that is due to the inability of the I/O to keep up with the
processors. This paper will explore
some of the technology available that can be used to "feed" today's
high-performance, real-time, multiprocessing systems. Both advances in hardware and software
will be discussed; advances that give developers the tools they need to
deliver I/O to and from a simulator with determinism and realism. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. TECHNICAL EXPECTATIONS FOR A FULL SCALE DOMAIN ENGINEERING DEMONSTRATION PROJECTLynn D. Stuckey, Jr. and David C. Gross
Boeing Defense and Space Group
Greg D. Pryor
Naval Air Warfare Center Training Systems
Division
STARS (Software Technology
for adaptable, Reliable systems) is a long-term ARPA project aimed at
advancing the management, quality, adaptability, and reliability of DOD
software intensive systems. Over the
years, the STARS project has gradually focused on enabling a paradigm shift
of DOD software practices to megaprogramming. The central megaprogramming concept is a
process-driven, two-life-cycle approach to software development. One life-cycle spans the creation and
enrichment of an organization's capabilities for a family of related
products, or domain engineering. The other life-cycle spans the
construction and delivery of individual products, or instances from the
domain. This approach may provide
substantial opportunity for leveraged reuse; that is, planned use of adapted
software components in multiple products.
Much of the effort to data has been for developing tools and processes
that support megaprogramming. The STARS
project is now in a transition and demonstration phase. One of the demonstration projects is in
the domain of simulator-based training, specifically the United States Navy's
domain of air Vehicle Training Systems.
If megaprogramming proves useful in this domain, it promises dramatic
increases in productivity along with corresponding reductions in the cost of
building simulations. Previous experience reports
have focused on pilot efforts in domain engineering for sub-domains of the
Air Vehicle Training Systems (AVTS) domain such as environment and navigation
simulation. These pilot efforts have
demonstrated that the processes and tools are sufficiently mature for
full-scale domain engineering for AVTS–which the demonstration project is
proceeding to do. This paper
summarizes the lessons learned from the pilot efforts and looks ahead to the
technical challenges and opportunities we anticipate in the full-scale
demonstration. Expected technical
challenges and opportunities include: 1) Integrating many sub-domains 2) Relation to non-domain engineered models 3) Integrating dramatically larger staffs 4) Relating to a real product acquisition project 5) Controlling adaptation, and 6) Leveraging extra-domain assets. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from I/ITSEC’s
Website. THE MAPPING OF OBJECT-ORIENTED DESIGN TO ADA IMPLEMENTATIONJohn Glaize, Staff Scientist
CAE-Link Corporation
Object-oriented development
(OOD) methodology is rapidly emerging as the technology of choice for
producing maintainable and reusable software. The Ada programming language was formulated to accomplish these
same objectives. Therefore it becomes
critical to develop proper mappings for implementing the structures of OOD
into the Ada language. A
"proper" mapping is one that exploits the inherent advantages of
both OOD and Ada, preserves a natural and understandable correspondence
between the design and the implementation phases of a project, and minimizes
redesign and rework costs by easing the transition from design to
implementation. As companies seek to
adopt OOD and Ada, there are usually significant costs associated with
training the engineering staff to use these methodologies. These costs and their attendant risks can
be greatly ameliorated by choosing mappings that simplify and improve
consistency between design and implementation. This paper investigates mappings of such OOD concepts as
classes, objects, generalization–specialization structures, whole-part
structures, and object services (methods) to Ada 83 programming
constructs. Judicious application of
these mappings can result in significant savings in training, development,
maintenance, and reuse costs, and ease the transition to OOD and Ada. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. INTERFACES AND THEIR MANAGEMENT IN A LARGE ADA PROJECTWalter E. Zink, Senior Systems Engineer
Richard E. Poupore, Systems Engineer
CAE-Link Corporation
The Department of Defense
continues to require that Ada be the sole programming language for all new
software related projects. In
addition, these new projects are expected to achieve higher levels of
maintainability from a software perspective.
Ada and its related compilation/software engineering issues have given
interfaces and their management a whole new perspective. In today's environment of dwindling
defense dollars, extensive rework during the development or maintenance phase
of a project due to interface changes, is prohibitive. Therefore, it is crucial to the success of
large Ada projects to address interface issues from the highest
perspective. For example, in a
simulation environment, as the real-world device changes, the simulator must
remain concurrent to provide maximum training benefit. These changes often result in changes to
interfaces. In order to keep pace with
the development and subsequent upgrades, it is necessary to provide reliable,
maintainable and flexible interface structures. By combining a successful software architecture, a data
base-driven interface management tool and auto-generated connection software,
major interface updates can be made in a timely and efficient manner. Experience has shown that with the proper
interface design strategy, maximum cost savings can be realized over the
entire life cycle of the simulator.
An approach to interfaces, their management and connection software is
discussed. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. APPLICATION OF MULTI-MEDIA TECHNOLOGY TO TRAINING FOR KNOWLEDGE-RICH SYSTEMSJanis A. Cannon-Bowers and Eduardo Salas
Naval Air Warfare Center
Phillip Duncan
Search Technology
Captain E.J. Halley, Jr.
United States Navy, OPNAV N912
Tactical decision making
(TDM) can be defined as a process whereby an individual must gather, process,
integrate and assimilate information in order to choose or develop a course
of action that will lead to attainment of tactical goals. In order to support this process, tactical
knowledge must be cognitively accessible to tactical decision-makers so that
they are able to recall and apply it in crucial situations. At present, the bulk of tactical knowledge
is presented initially to surface warfare tactical decision-makers in print
format (e.g., tactical notes, and other publications). However, recent research into decision
making in complex environments has shed light on the manner in which expert
decision makers use knowledge in support of a decision, suggesting
alternative strategies for presenting tactical knowledge in the learning
process so that it is easier for tactical decision makers to remember and
apply in required situations. The purpose of this paper
is to address the issue of how tactical knowledge can be presented to
tactical decision makers so as to improve its retainability and usability in
crucial decision making situations.
To accomplish this goal, several activities were completed: 1) Leveraging the work conducted under Tactical
Decision Making Under Stress (TADMUS) project, a description of manner in
which expert tactical decision makers employ knowledge in crucial decision
making situations was formulated. 2) Using this information, conclusions regarding the
manner in which tactical knowledge must be initially presented to
decision-makers were drawn. 3) Based on the first two activities, a description of
an automated system for presenting tactical knowledge that increases its
retainability and accessibility in crucial decision making situations was
formulated. The results of these
activities are documented in this paper. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. TRAINING EXERCISE PLANNING:LEVERAGING TECHNOLOGIES AND DATA
Dr. Mona Crissey, Major George Stone and
Captain David Briggs
Simulation, Training and Instrumentation
Command
Dr. Mansooreh Mollaghasemi
University of Central Florida
Recognizing that future
battlefield training and preparation for "other than war" missions
will rely more and more on simulators and simulations, unit commanders must
incorporate new ways to efficiently use their limited resources to develop
effective training plans. Currently,
commanders spend hours referring to training and field manuals, training
records, unit standard operating procedures and directives to develop how
best to train under resource-declining conditions and limited training
opportunities. Innovative
methodologies must be applied to the planning process to match essential task
lists against proper training resources.
Also, assessments of previous training events must be fully integrated
into the planning process to ensure a unit learns, and returns to train at a
higher state of readiness. This paper
describes a technology demonstration program being developed by Simulation,
Training and Instrumentation Command (STRICOM) called Combined Arms Tactical
Trainer Training Exercise Development System (CATT TREDS). The system will provide unit commanders
with an intelligent decision support tool to save planning time, enhance unit
training options, and automatically apply after-action review feedback in a
process applicable to planing maneuver, combat support, and combat service
support training, as well as, military operations other than was
exercises. Some state-of-the-art
technologies such as expert systems, multi-criteria decision-making, voice
recognition, and neural networks have been investigated for their use,
adaptability, and applicability for the tool. Commercial off-the-shelf (COTS) software packages with
capabilities to link applications in an object-oriented, intuitively
user-friendly manner have been evaluated.
Leveraging capabilities inherent in these technologies, software
packages, and previously developed databases shows great promise for
development of a tool allowing unit commanders to optimize training exercise
planning time. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. AUTOMATED EXERCISE PREPARATION AND DISTRIBUTIONFOR LARGE SCALE DIS EXERCISES
Barbara J. Pemberton and Douglas J. Classe
Naval Air Warfare Center Training Systems
Division
Charles W. Bradley and Mike Wilson
Hughes Surface Ship Division
New automated approaches
for preparation and electronic distribution of large scale Distributed
Interactive Simulation (DIS) exercises are required to accommodate the
increasing number of DIS exercises and geographically dispersed exercise
participants. This paper describes two
prototype tools -- 1) automated DIS exercise preparation tool, and 2) an
automated electronic distribution tool.
The preparation tool uses an expert system to reduce the time to
prepare large-scale DIS exercises from weeks/months to minutes/days. The electronic distribution tool
demonstrates a first implementation of the DIS "Set Data" protocol
data unit (PDU) for electronic exercise initialization. Three viewpoints of the
automated tools are combined in this paper: 1) Government–requirement
statement and DIS implementation, 2) contractor–systems analysis and expert
system implementation, and 3) military–ease of use, validation. Future direction and joint
applications of the automated DIS tools are also presented. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. APPLYING ARTIFICIAL NEUTRAL NETWORKS TO GENERATE RADAR SIMULATION DATA BASESHarry H. Heaton, III
Science Applications International
Corporation
Modern combat aircraft
sensor systems such as synthetic aperture radar (SAR) produce highly detailed
information rich displays. The simulation
of such displays for training has demanded ever-increasing computational
resources as well as data sources more detailed than normally available
digital feature analysis data (DFAD).
By focusing on the correct reproduction of the content of a radar display
rather than on a detailed model of radar physics, a novel Digital Radar Land
Mass Simulator (DRAMS) for training is briefly described. A prototype of the system reproduces
realistic real-beam, Doppler beam sharpened (DBS), and SAR ground maps from
readily available data sources. This radar simulation
technique depends upon highly detailed, modified phototexture databases that
contain both dimensional and effective radar cross-section information for
broad area clutter and specific radar targets. This paper discusses the application of artificial neural
networks in generating such databases from readily available data sources
including Project 2851 and commercial satellite data. The issues, differences and solution
approaches necessary to generate databases from such disparate sources as
overhead imagery, DFAD feature data and existing simulator visual system
databases are examined. The techniques discussed
have broad applications to the low-cost simulation of imaging sensor displays
including millimeter microwave (MMW) and forward looking infrared
(FLIR). The approach also drastically
reduces the computational needs for a DRLMS system. The prototype, capable of generating SAR maps, was hosted on a
single Motorola 68040 processor in a Macintosh personal computer. A simulation of the APG-68 radar,
including real beam, expanded and DBS modes, is targeted to run in real time
on a single MIPS R-4400 microprocessor. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. RAPID SIMULATION DATABASE BUILD USING HARDCOPY INPUTEdward W. Quinn and Gregory S. De Lozler
Cartographic Systems Engineering, Loral
Defense Systems
This paper describes the result of a research and development
effort focused on developing technologies supporting rapid extraction of
simulation databases. The specific
goal of the project during this period of time was to significantly reduce
the time required to extract features (roads, contours, streams, etc.) from
graphic hardcopy sources (i.e., maps and charts). This problem is significant
to overall database construction cost and timelines. Currently, attempts are being made to use
large maps, scanners, and commercial vectorization software to improve
extraction efficiency. Unfortunately,
the result of the use of only color or intensity to separate objects is that
substantial interactive editing of the final product is necessary. This restricts the use of maps as an
effective information source. A new process was defined
as a result of this task. It
represents an integration of insights gained through the technologies of
image processing, pattern recognition and neural network based learning. It represents two kinds of
improvement: 1) A reduction in setup time (the operator need only
identify typical objects, not define a complete color lookup table, and 2) Reduction in interactive editing (by on the order of
90%) due to the higher quality of the output. Examples are presented of
images that illustrate the new process.
They show the very significant capability that has resulted. In addition, possibilities for extension
of the process to multi-spectral image data are defined. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. SMART JARMS–COMPUTATIONAL INTELLIGENCE IN SIMULATIONDebbie Berry, Shelia Burgess, Steve Manzi
Martin Marietta Information Systems
Company, Flight Systems Group
The ability to simulate
Electronic Combat (EC) is a vital part of networked virtual reality
simulation. At Kirtland Air Force
Base in Albuquerque, New Mexico, the 542nd Combat Crew Training
Wing utilizes this capability to support Special Operations Forces mission
rehearsal and training. Importance to
National Command Authorities of successful missions rehearsed at this
facility cannot be overstated.
Therefore, the highest level of fidelity to the real world must be
achieved during simulation. Pursuing an upgrade to the
EC simulation as proposed herein would enhance overall mission rehearsal
capability. EC simulation consists of
software developed in the late 1970s rehosted on modern hardware. Although adequate, improvements are
possible. This study examines the EC
simulation to determine where computational intelligence techniques can be
applied to provide an improved solution. The purpose of this study
is to investigate two Computational Intelligence (CI) candidates for
replacement of the Offensive Tactics Simulation. The two techniques employed are Fuzzy Systems (FSs) and Neural
Networks (NNs). FSs are knowledge
based systems that allow subjective manipulation of inexact concepts. NNs are an idealization of the
interconnections and functions of a nervous system which mimic the brain's
learning and thought processes.
Initial modeling of both techniques is performed and the results are
reported. Implementation of either
system could potentially yield performance improvements. Overviews of real world
weapon systems and the current EC simulation are provided. Then, the approach used to develop CI
solutions is defined. The FS and NN
solutions are examined along with implementation considerations, empirical
results, and conclusions. This paper is available on the I/ITSEC Compendium
CD-ROM. Order it from
I/ITSEC’s Website. OPERATIONAL PROTOTYPE FOR AN INSTRUCTOR/OPERATOR STATIONDick Fulton and Ankur Hajare
Enhanced Technologies
Tom Diegelman
NASA Johnson Space Center
Dave Webster
CAE-Link Corporation
This paper describes the
implementation process for technology insertion into a real-time,
human-in-the-loop, flight simulator of the Space Shuttle used for astronaut
training. The Instructor/Operator
Station (IOS) is a twelve-year-old, highly tailored substation that was not
designed to easily accommodate changes in hardware and software
technology. Since the Shuttle program
is anticipated to run another 15 years, the objectives of the project were to
identify and evaluate commercial off-the-shelf (COTS) hardware and software
that meet defined requirements for the upgrade of the IOS in the training
facility. The rationale for
conducting the prototype was to find the best possible way to upgrade the IOS
and minimize the life cycle costs for continuing operations. The paper illustrates the prototype
architecture that was successfully used to establish the confidence of NASA
management in the concept and to refine the technical requirements for the
IOS upgrade. The paper also discusses
the lessons learned in implementing an operational prototype in a complex
real-time simulator as well as the plans for the future of the IOS. 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.