I/ITSEC 1999
TABLE OF CONTENTS
Education Instruction and Training
Distributed Virtual Training Applications For Education
Of Maintenance And Service Personnel
Reengineering The Instructional
Systems Development (ISD) Process Model To Facilitate Cost Efficient Processes
Developing Total Training Solutions For Complex Military Aircraft Systems
Distributive Learning Technologies
The Armor Captains Career Course: The Art And Science Of
Mounted Warfare Via The Internet
Down The Digital Dirt Roads: Increasing Distance Learning
Access With Hybrid Audiographics
Learning Theory and Techniques
New Insight For Training Development Of 21 St Century Advanced
Warfighter Training
Research And Development Of Intelligent Tutoring Strategies For U.S. Naval Recruits
Aviation Maintenance Training Continuum System (AMTCS) Software Module (ASM)
Simulation in Tactical Training
Application Of Commercial Personal Computer Games To Support Naval Training
Simulation Coupled With CBT Creating A Comprehensive Training Tool
Designing For Change: A Modeling And Simulation System Approach
Information Technology Advances
Will Support Advanced Distributed Learning Anytime And Anywhere
Automated Production Of Reusable Learning Objects
The Navy Advancement Center's Reusability Architecture
Benefits Of Modern Battlefield Simulations Systems
A Training Solution For Adaptive Battlefield Performance
Interactive Education For The
21st Century: The Armed Forces Staff College And The Education Of Future
Master Task List And Career Training Plan: A
Training Management Tool For Managers At All Levels
Using Mission Essential MOES/MOPS For Evaluating
Effectiveness Of Distributed Mission Training
Storyist Concept Development Tool For CBT- Programs
Predicting Naval Readiness Based On Personnel Variables
Electronic Learning Delivery Systems: A Selection Model
Electronic Learning Environments: Design Considerations
Design And Use Of Effective, High-Impact,
Computer-Based Academic Courseware For Pilot Training
Achieving An Acceptable Return On Investment From Training Technology
The Use Of IETMS In Training For Maintenance Engineers
Innovations In The Application Of Multi-Media Within
Sophisticated Training Packages
An Innovative
Approach To Familiarization Training Using Localization Technology Integrated With Interactive Multimedia Instruction
Producing Computer Literacy For The Digitized Battlespace Of The Future
Crew Resource Management And Mission Performance During Mh-53j
Combat Mission Training
Measuring C-5 Crew Coordination Proficiency An Operational Wing
Air Combat Training - The Effectiveness Of Multi-Player Simulation
Air Force C2
Training Solutions In Distributed Mission Training Environments, A Report From The Synthetic
Battlespace
Supporting Exercise Control And Feedback In The Digital Domain
For Virtual Simulations
Embedded Training For The Global Command And Control System
The Simulation Of A Human Subject For Interpersonal Skill Training
Using A Prototype Electronic Performance Support System (EPSS) And Data Base To Conduct A Front End Analysis (FEA)
Initialization Of UNIX Based Simulation Exercises From The Personal Computer
Embedded Stimulators For Naval On-Board Training
Abrams/Bradley Appended Conduct Of Fire Trainer (A-Coft)
Low Cost Embedded Simulation System For Ground Vehicles
BFTT AMN Application Of Stow Technologies For Category 1 Naval Training
Mobile "Rangeless" Instrumented Training: Meeting the Challenge...
LPD 17 Total Ship Training System Maintaining Peak Combat Readiness Through Continuous, At Sea Training
Micro-Simulator Systems For Immersive Learning Environments
Creating Military Simulators At Arcade Game Cost
Computer Based Maintenance Training In The Canadian Navy
Driving Simulators For Trucks And Busses
Use Of Operational Diagnostic Software In Maintenance Trainers
Simulator Based Training System Design - Recent Progress & Lessons Learned With Truck Driving
LINUX On A PC: A Viable Real-Time Graphics Workstation
Developing Creative Solutions To Simulator Database Engineering Probs.
Integrating Voice Recog. Software Providing More Effective Training
Distributed Simulation. Operations: Lessons Learned And Future Challenges
JEMP III And The Joint Training System: Spearheading Training And Readiness Into The Millennium
Partnership For Peace Simulation Network
Factors To Consider When Building Synthetic Environments With Coordinated EW And COMM Threats
The Squad Synthetic Environment - A New Virtual Simulation Facility For Dismounted Infantry
Simulation Based Acquisition: How Do We Make It Work?
The Use Of Simulation And Modeling For Acquisition, Requirements, And Training (SMART) In The Virtual Cockpit Optimization Program (VCOP)
Integration Of Optimization Modeling And Discrete Event Simulation To Reduce Costs And Improve Performance Of Defense Supply Chains
Consistency As A First Step In Moving Toward A Common Synthetic Natural Environment Standard
Toward A Common Synthetic Natural Environment
Automated Generation Of 3d Visual Simulation Databases For Mission Rehearsal
Challenges And Solutions In Developing A Dynamic Terrain Enabled PC-Based Software Image Generator
Task-Based Metrics For The Evaluation Of Terrain Interoperability
Virtual Targets For Twenty First Century Simulations
Infrared Sensor Simulation
Database Reqs. For Multi-Spectral (OTW/IR/RADAR) Scene Simulation
Distributed Simulation...Lessons Learned
Design For High DIS PDU Traffic Rates
Construction Of HLA Compliant Federates/Federations For The Special Operations Forces
Achieving Interoperability: A Perspective From The STRICOM Federation
An Architecture For Creating Simulated Object Behaviors
Assessing Intelligent Software Agents For Training Maritime Patrol Aircraft Crews
Dismounted Infantry Semi-Automated Forces (Disaf) 2000
Flight Fidelity Validation: Military Apps. And Commercial Practices
Real-Time Synchronization And Modification Of A Behavioral Vehicle Model For Distributed Simulation
Advantages Of Battlefield SIM. Systems In Modern Combat Training
Assessing The Benefits Of Implementing Tactical Engagement Simulation Concepts
Technological Challenges For Geometric Pairing For The Dismounted Soldier
Modeling And Simulation Composability
Composability As An Architecture Driver
When The Need For Immediate Human Factors Answers Conflicts With "You Want It Done Right?
Computer Modeling In Functional Allocation
Automated Self-Adaptive Multi-Modal User Interface (Asa Mui)
Visualizing Spatial Relationships: The Effects Of Two-Dimensional, Three-Dimensional And
Determining Motion Cueing Requirements For The Advanced Amphibious Assault Vehicle (AAAV) Driver Simulator
Safety For Live-Fire Training Systems
Integrating Human Engineering Requirements Into The Early Systems Engineering Process
Team Skills Assessment: A Test And Evaluation Component For Emerging Weapon Systems
Synthetic Environments Don't Have To Be Digital
After Action Review In Synthetic Environment Based Training Systems: A Training System Not A Technology.
Cockpit/Crew Resource Management For Single-Seat Fighter Pilots
Women's Learning And Leadership Styles: Implications For Aircrews
Using Applied Research To Meet Aviation Team Training Requirements
Computer-Aided Work Support
Measuring The Impact Of Advanced Technology On Manning Combat Information Centers
Human-Centered Development For Distributed Mission Training Systems
Modular Roll-On/Roll-Off Design Concept Of A Rotor-Craft Simulation Center
A Roll In/Roll Out Reconfigurable Approach For Multiple Aircraft Type Operational Flight Trainers
Analysis Of Deployed Training Requirements In The F/A-18 Community
Sustainment
Re-Engineering Legacy Simulations For HLA Compliance
Maneuver Combat Training Centers (Mctcs) Interface Control Documentation (Icd)
LogARMS: STRICOM's Solution To 21 St Century Logistics Management Challenges
Training Needs Analysis
Prep. For The Digital Battlefield Modeling Training For C 4 I Systems
Establishing Criteria For A Post Project Evaluation Model For Training Needs Analysis
Global Command And Control System (GCS) Training Management Procedure
Improving Training System Acquisition Through Process-Based Requirements Engineering
Multi-Developer Requirements Engineering
21st Century Verification And Validation Techniques For Synthetic Training Models And Simulations
Increasing Organizational Productivity With Active Knowledge Management
Paradigm Changes Under The Concept Of The Ipt Umbrella
Lessons Learned While Moving Between Different. Training Delivery Systems
Implementation Of Aviation Industry Computer Based Training (CBT) Guidelines Into Naval
Aviation Maintenance CBT
Simulation-Based Acquisition
Conducting Systems Acquisition With Simulations In The 21st Century
Helping Smart Procurement Work - The UK Synthetic Environment Based Acquisition Program
Supporting Bradley A3 Acquisition Using Simulation Based Technology
Linking Training Readiness To Resources And Warfighting Requirements - Concept To Reality
A Strategic Planning Framework For Training The Space Training, Education, And Exercise
(Stede) Mission Support Plan (Msp)
Automated Management Of Submarine On-Board Training Requirements
Measuring The Contribution Of Distributed Simulation To Unit Training
Comparison Of Us And Canadian Virtual Reality Shiphandling
Fixed Price Award Fees, Meeting Today's And Tomorrow's Challenges
Quality Criteria For Contracted Out Training Needs Analyses
Technical And Business Cases For Outsourcing Training Management At The National Training Center
Infrared Scene Projection, Synthetic Solution For Testing And Training Flir Systems
Joint Installed Systems Test Facility (Jistf) Infrared Sensor Simulation/ Stimulation Enhancement: Dynamic Virtual Reality Simulation/Stimulation
Realtime Feedback In Truck Driver Training
Information Assurance: The Forgotten Req. In Simulation Systems
Free Software: Open Source Or Open Wound?
Next Wave Software Technologies And Their Impacts On Modeling And Simulation
Automated Decision Support Systems Enabled By Models And SIMS. - A
Challenges Of Leadership In The 21st Century Virtual Environment
A Distributed Virtual Environment For Army Command And Control
SEDRIS: The Key To Providing Synthetic Battlespace Environments For The 21 St Century
Innovative Software Architecture For Real-Time Image Generation
Achieving Real-Time Visual Simulation Using PC Graphics Technology
Neural Network Based Semi-Automated Forces: Experimental Results
A Unique Cost Effective Assessment Tool For Training Analysis: Advanced Multimedia Consensus Technique (AMCT)
The Necessity And Development Of User Modeling For Future Modeling And Simulation Systems
Synthetic Vision Solutions: Operational Systems Assimilation Of Simulation, Lessons Learned And Challenges
Current Developments In Visual Display Technology For Fighter Type Simulators
Resolution Everywhere
Reducing Network Bandwidth In Coordinated Training Using Embedded Simulation
Perspectives On Constraint Satisfaction In The Military Planning Domain
SETHI Voice CGF Control By Speech-Recognition/Interpretation
Use Of Virtual Prototyping To Convey Man-Machine Interface Characteristics
Evaluation Of Integrated AFV Fire Control And Defence Concepts In A Virtual Environment
Applied Distributed Training
Retrofitting C-5b Aircrew Trainers With HLA-Based Networking: Results And Lessons Learned
AMC Simulator Aerodynamic Upgrade Program-Modular Aerial Refueling Simulation System
Analysis Of A Real-Time HLA Distributed Mission Training Federation
How Cots Technical Development And Program Management Can Survive In A Military World
A Comparative Review Of Cueing Technologies Motion Platforms Or Motion Seats?
Domain Requirements For Constructive Wargames For Command And Staff Training And C4i Stimulation
Requirements And Impact Study Of Increasing Tactical Environment Simulations In Training Devices
Vulnerability/Lethality Simulation Enhancements (VLSE)
Object-Oriented Design Approach For Simulated Tactical Sights
Distributed Mission Training: Modeling And Analysis Of Training Effectiveness, Costs And Resource Allocations
The Accelerated Combat Timeline
Decision Analysis Techniques For Simulation Based Acquisition
Evaluation Of A Cockpit Concept To Verify Training Needs
Modeling Information Overload
Distributive Learning Plus A Look At Re-Configurable Curricula
Computer-Based Training In The German Navy -Standards Used, Efficiency And Evaluation
Knowledge Management Methodology And Tools (How DOD Can Become A Learning Organization)
ACSC Distance Learning - 50 Years Of Lessons Learned
Instructional Strategies For Training Dismounted Infantry In Virtual Environments
Distributed Learning Frameworks (DLF)
Assessing The Effectiveness Of Simulator-Based Training
Scenario Cells For Military Training Systems
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Military organisations are demanding an ever-increasing range of training services in support of complex and modern weapons systems.
Industry has responded with a number of innovative and cost effective solutions to ensure both affordability and operational effectiveness. These innovative
training solutions apply to a wide range of training systems, developed to meet specific training needs, which may be installed within dedicated training
facilities. The systems range from desk- top Personal Computer Based Trainers, through to Full Flight Simulators for aircrew, and sophisticated mechanical
and electrical systems trainers for maintenance crews. Their effective application not only depends upon a good system design, but also upon the quality of
associated courseware, Training Management Information Systems (TMIS) and instruction. Recent experience has shown that the most cost effective solutions
make maximum use of low cost devices and part task trainers to ensure that higher cost items, such as flight simulators, are used to their full effect.
These solutions accommodate high student throughput and deliver a high standard of training. Training for complex aircraft systems is not only required to
support equipment being introduced into service, but must also be delivered and maintained throughout the operational life of the equipment. The delivery
and maintenance of training has traditionally been the responsibility of the military operator. However, this situation has changed significantly in recent
years, with the Military making ever increasing use of Industry to deliver training. In the UK, military training has recently been contracted under the
Private Finance Initiative (PFI), whereby Industry owns the training equipment and delivers training to the Armed Services for the life of the
equipment. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Training the art and science of mounted warfare to its soldiers presents significant challenges for today's Army in an environment of
constrained resources, expanding missions, and unit reorganizations. The traditional "best practice" for this learning is a multi-month resident
program of instruction, with an alternative correspondence program for those unable to attend resident courses. Understandably, correspondence programs
cannot offer the same depth of learning in the "art" of mounted operations as resident courses because the interaction of small group instruction
and peer collaboration cannot be duplicated. For various reasons, correspondence courses are often the only viable option for most Reserve Component
soldiers, giving them little opportunity to fully develop the range of complex abilities demanded by mounted operations. To address this dilemma the U.S.
Army Armor School at Fort Knox, Kentucky, has established a dynamic, innovative program to deliver both the art and science of mounted warfare to a diverse,
sophisticated, and widely dispersed student population using learning technologies. The Armor School applied lessons learned from operational tests of
various distributed learning methods to create a student-centric, open learning environment that provides a model for future military distributed learning
courses addressing similar content. This paper describes the conception, development, implementation, and evaluation of the Armor Captains Career Course,
used to qualify Reserve Component officers to command and serve in the mounted arms. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Distance learning has the potential to enhance individual competency and military unit readiness by delivering learning where needed and
when needed. However, this requires the distance learning systems to be highly accessible. Many potential classrooms, learners and organizations, especially
those in the Reserve Components of the Armed Forces, don't have direct access to the Information Superhighway. Instead, they live down the equivalent of
digital dirt roads. The proliferation of low cost personal computers capable of rendering high quality graphics, adoption of international standards for
multimedia conferencing, ubiquity of Internet access and universal telephone service have created the opportunity to deliver scaleable, low cost multimedia
instruction down the digital dirt roads with the hybrid audiographics approach. This approach delivers high quality audio over telephone lines and data
interaction over packet switched Internet connections, thus distributing the transmission load between two highly accessible but limited bandwidth media.
This paper explores the need for hybrid audiographics and describes a study comparing the performance of groups of Reserve Component soldiers taking an
introductory course on Information Operations via the following modes: (1) hybrid audiographics, (2) hybrid audiographics with video of instructor and (3)
traditional face to face classroom. The study results suggest there is no difference in student learning performance between the hybrid audiographics mode
of instruction and the traditional classroom for the Information Operations course. The results also suggest video of the instructor had no effect on
learning performance as measured by self assessment or actual test grades. Just as important, the typical transmission costs associated with delivering
hybrid audiographics were calculated as approximately 4% of the cost of two-way full motion video using Defense Information System Agency services. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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For over fifty years the Air Command and Staff College (ACSC) has provided Intermediate Level Professional Military Education (PME) via
Distance Learning (DL) to US and Allied Officers and civilians. The ACSC DL program was initiated in 1948. At that time the only feasible way of delivering
instruction to a mass audience was by correspondence. How times have changed! Well, for ACSC DL the times will finally change later this year when the last
cycle of book-based correspondence students complete their studies. During these five decades technology has had a profound effect on how we have presented
instruction to DL students. Today we provide ACSC PME by three modes to over 8,000 active distance learning students worldwide. These three modes are
multimedia correspondence, multimedia seminar and cyberseminar. Our program is rigorous and recognized by the American Council of Education, which
recommends the granting of up to 27 hours of graduate level credit across four cognate areas upon completion of any of the distance learning programs. In
this presentation we will share what we have learned during our evaluation and application of the various technologies we have employed. Included in these
technologies are: audio and video tape, live and delayed television, satellite broadcasting, one-way video and two-way audio, inter- and intranet, etc. Our
experiences have shaped our thinking. As we have developed our vision of the future we have considered most to the technologies mentioned above. We want to
share this vision with you and describe some of the possible mixes of technology we expect to use to make that vision a reality. One of the more profound
lessons learned is just because it is cutting edge technology, it doesn't necessarily mean it facilitates learning. We still intend to use books and other
printed matter because sometimes it is simply the best method of presentation. Media analysis still applies! This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Distributed Mission Training (DMT) opens a new horizon for advanced warfighter training. At last, the dream of training multiship
warfighter interaction in a synthetic combat environment is now achievable. It will also soon be possible to train disparate forces across multiple
geographic locations in preparation for our Air Expeditionary Force. With this enhanced training capability, the question becomes, How can training
development take advantage of this new capacity for advanced warfighter instruction? The answer must acknowledge the fact that training development for
advanced warfighter training is much more than developing master task lists, writing objectives, and meeting qualification standards. While DMT may be the
most advanced technology in the world, it requires a shift in training concept to fully utilize its potential. Since DMT learning occurs at high conceptual
levels, including the interaction of tacit knowledge and metaskills, cognitive task analysis techniques must be used to identify the intellectual skills and
cognitive strategies that complement the motor skills, verbal information and attitudes at the intuitive skill level of the expert combat pilot. A new
holistic skill hierarchy must be developed to guide the building blocks of instructional design for DMT. This will make it possible to select instructional
strategies that take full advantage of an ability to immerse a warfighter in a full-up, simulated combat environment. Similarly, it will also be possible to
design scenarios that can train situational awareness in three-dimensional space, identification of friend or foe, relationships of multiple air and ground
entities, and response to known and unknown threats. This will result in a level of readiness never before achieved through combat training. This paper
presents a methodology for developing this kind of DMT advanced warfighter training for the 21 st century. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Since 1990, the attrition rate of U.S. Navy recruits has increased significantly. While psychological disorders are the most significant
cause of attrition for females, males separate primarily for disciplinary and legal offenses. Naval training experts have long realized that academic
difficulties are often manifested in problem behaviors that lead to separation. The Navy also recognizes that their operational and training environments
are male-dominated, and there is a growing concern that gender integration in training has not been appropriately addressed. To stem attrition, maximize the
acculturation process, and align training to address Fleet requirements, the Navy is developing and testing new instructional strategies and pedagogical
practices. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Aviation Maintenance Training Continuum System (AMTCS) was established to address fundamental issues with reductions in funding and
manpower, and lack of formal standardized technical training for sailors and marines beyond the schoolhouse. The AMTCS is comprised of all training and
associated infrastructure required to support Naval Aviation Maintenance training. The AMTCS Program provides training and training management tools in the
form of interactive courseware (ICW), computer managed instruction (CMI), computer aided instruction (CAI), and the AMTCS Software Module (ASM) to satisfy
just-in-time training requirements for the individual technician, and the organization. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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ACSC DISTANCE LEARNING
- 50 YEARS OF LESSONS LEARNED
For over fifty years the Air Command and Staff College (ACSC) has provided Intermediate Level Professional Military Education (PME) via
Distance Learning (DL) to US and Allied Officers and civilians. The ACSC DL program was initiated in 1948. At that time the only feasible way of delivering
instruction to a mass audience was by correspondence. How times have changed! Well, for ACSC DL the times will finally change later this year when the last
cycle of book-based correspondence students complete their studies. During these five decades technology has had a profound effect on how we have presented
instruction to DL students. Today we provide ACSC PME by three modes to over 8,000 active distance learning students worldwide. These three modes are
multimedia correspondence, multimedia seminar and cyberseminar. Our program is rigorous and recognized by the American Council of Education, which
recommends the granting of up to 27 hours of graduate level credit across four cognate areas upon completion of any of the distance learning programs. In
this presentation we will share what we have learned during our evaluation and application of the various technologies we have employed. Included in these
technologies are: audio and video tape, live and delayed television, satellite broadcasting, one-way video and two-way audio, inter- and intranet, etc. Our
experiences have shaped our thinking. As we have developed our vision of the future we have considered most to the technologies mentioned above. We want to
share this vision with you and describe some of the possible mixes of technology we expect to use to make that vision a reality. One of the more profound
lessons learned is just because it is cutting edge technology, it doesn't necessarily mean it facilitates learning. We still intend to use books and other
printed matter because sometimes it is simply the best method of presentation. Media analysis still applies! This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Human Factors Psychology Program, University of Central Florida This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Department of Defense has been implementing a number of commercial PC simulation games to support surface, subsurface, and battle
group individual and team tactical training. Many of these low cost games offer realistic and accurate graphical and dynamic depiction's of U.S. and foreign
surface ship, air, and submarine platforms. In addition, the sophisticated 3-D visualization, challenging tactical scenarios, and the high level of
interactively presented in the current generation of PC games is appealing to today's computer-literate young officers and enlisted personnel, creating a
potentially effective learning environment. Conversely, features added to some products to increase entertainment and gamesmanship for the broader
commercial audience may misrepresent actual combat situations, conditions, or available information that could adversely impact potential training value.
This paper examines the advantages and disadvantages of using commercial PC games for naval training applications and offers recommendations and guidelines
for integration of these products into Navy training curricula. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Selective use of simulation in CBT increases training effectiveness. Simulations in CBT increase training effectiveness by presenting
situations in the same manner as they are experienced in the real world. This increases learner transfer. However, simulations alone are not enough. While
simulations allow the user to practice what-if scenarios, they lack content and instruction of proper methods and application. Without content and
instruction for the user to access, misconceptions can result. Therefore, an effective CBT should have simulations paired with instruction; preferably,
interactive lessons designed to help the learner with specific problems and topics. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Training simulation systems for the 21st century are growing increasingly more complex. They are characterized by being multi-role, i.e.,
"what do I want to train today", rather than a point design aimed at solving a specific training need. In addition, these systems are no longer
viewed as being a final design at Initial Operating Capability (IOC). Instead, they must continue to evolve and adapt to changing requirements over an
extended period of time. This paradigm changes the approach to effective system design. This paper discusses an approach to developing a flight simulation
system intended to meet a changing training environment.
An approach to addressing changing missions is through the mapping of the mission to a Concept of Operations (CONOPS) that describes how
all of the components work together to achieve the training objectives. This approach provides a broader perspective of mission needs that highlights the
interaction and correlation between components. An approach to addressing changing requirements is through the mapping of system requirements to the system
design. This approach supports a flexible modular design. In the past, networking of flight simulation devices was a simple linking of integrated devices.
In the future, systems components which are normally integral to a training device, such as electronic combat environment (ECE), natural environment,
instructor operator station (IOS), are broken into separate simulation system components that can be flexibly configured to "build" the simulation
system to support any training mission need. The end result is a totally modular and distributed simulation architecture in which every component is
equivalent to a system in itself. This architecture places greater emphasis on understanding and facilitating the integration, interaction and correlation
of the simulation system components. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Information technology advances will support advanced distributed learning anytime and anywhere. However, similar advances in learning
technologies are required to achieve cost-effective readiness and enhanced job performance. Adaptive learning that accommodates mastery differences in
individual learners also offers benefits of high media reuse for continuum training - initial, refresher, remedial, and just-in-time instruction and
performance aiding. High media reuse also can accrue from multiple courses supporting curricula related by personnel, equipment, or domain/core skills. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Creating reusable Interactive Multimedia Instruction (IMI) learning objects for diverse delivery environments is extremely important in
today's training systems. Expectations for IMI production require specific standards of reuse, or the ability to combine existing learning objects from
varying courses, to create new courseware without re-purposing. In addition, expectations are high for building learning objects once, but delivering them
in Internet, Intranet and stand-alone CD-ROM environments. Reusability and variable delivery environments are two of the most important issues to consider
when building learning objects. Both are separate, yet intertwined, and must be addressed in order to create true learning objects. Both issues cannot be
resolved unless production methods allow standardization in the creation of learning objects, and a procedure to control the functioning of several learning
objects linked together as a whole. New COTS technologies are available to produce IMI at a cost and quality only dreamed of previously. As a by-product of
this technology, standardization of production techniques allowing reusability and variable delivery environments built into learning objects is now
possible. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Military downsizing and budget reductions compel Department of Defense agencies to seek effective training interventions, which have
great applicability at reduced costs. The Navy Advancement Center's Reusability Architecture is one such technology-based intervention. The architecture
features a reengineering of the design and development processes associated with training products. Two very important principles, reusability and
maintainability, become an integral part of the philosophy and processes used to develop these products. The use of databases and electronic performance
support tools allow the warehousing of the lowest common knowledge structures (text or media) which may be manipulated by the training need or training
requirement. This architecture is designed to provide increased efficiencies and could reduce much of the redundancy efforts in training materials
production costs. Military downsizing and budget reductions compel Department of Defense agencies to seek effective training interventions, which have great
applicability at reduced costs. The Navy Advancement Center's Reusability Architecture is one such technology-based intervention. The architecture features
a reengineering of the design and development processes associated with training products. Two very important principles, reusability and maintainability,
become an integral part of the philosophy and processes used to develop these products. The use of databases and electronic performance support tools allow
the warehousing of the lowest common knowledge structures (text or media) which may be manipulated by the training need or training requirement. This
architecture is designed to provide increased efficiencies and could reduce much of the redundancy efforts in training materials production costs. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Operations Room Team Trainer (ORTT), provides the Royal Canadian Navy with equipment and operations training in a medium-high
fidelity, combat Canadian Patrol Frigate (CPF) environment. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In the face of global cuts in defense budgets, simulation based training has been recognized as a solution that retains competency while
reducing training costs. New tasks for armed forces, new scenarios, multinational structures, and restrictions in both financial and personnel resources
including those resulting from environmental considerations require new concepts and solutions in the areas of military training, exercises and planning.
The resulting loss of the 'reality' in conventional live exercises due to restrictions in the availability of supporting military personnel and other
limitations caused by reductions in training grounds must be compensated for as much as possible through synthetic environment and modern simulation
technology. Therefore, computer-based simulations, as training tools for effective planning, have become increasingly important. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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To meet evolving operational challenges, we must leverage new strategies to train officers "how to think," as well as
"what to think," preparing them to succeed in the face of unexpected events. This paper describes a model used for training adaptive battlefield
thinking and the experimental program of instruction to implement and test that model with officers at the US Army Command and General Staff College (CGSC).
In a recent project-Army Experiment 6 (AE6)--the challenge to provide a training strategy for adaptive thinking was met by a cooperative effort between the
US Army Research Laboratory (ARL) and the US Army Research Institute (ARI). Each organization initially responded to the requirement with proposed
approaches that at first glance seemed to be diametrically opposed. The operational question became whether we could integrate the approaches to define,
train and measure adaptive performance. The two approaches proposed were a Constructivist Advanced Learning model and the Deliberate Practice model. The
Constructivist model, an ecological approach to training, and Deliberate Practice, based on a Behaviorist orientation, were surprisingly complementary. A
synthesized approach was developed and implemented as the "Adaptive Thinking Program of Instruction" (AT POI) to train brigade staff decision
making during execution. Eleven Majors from the Advanced Tactics elective, A308, at the CGSC Officer's Course participated in the experimental course
in the spring of 1999. The students participated in exercises with a team of highly experienced military experts acting as mentors. The first part of the
instruction concentrated on creating a multi-dimensional understanding of the battlefield and actually used a more tradition instructional approach. The
second portion of the instruction was in the form of a capstone exercise. It centered on intense deliberate practice of cognitive skills in an environment
designed in accordance with the Constructivist model and the Deliberate Practice model. The process to guide the practice was based on the Constructivist
model, and it was also congruent with the Deliberate Practice model. Student insight into battlefield situations was supported in both parts of the
instruction by use of a consistent set of themes that have been shown to represent expert perception of battlefield situations, and by simulations to enact
and display developing situations under discussion. Performance was compared with that of similar students in a control group who did not receive the
special training, but who completed the existing advanced tactics elective course during the first half of the AT POI and participated in a traditionally
structured capstone exercise during the second half. Performance measurement, consisting of a structured method for eliciting situation assessments, was
conducted pre- and post-training for the first half of the course and pre- and post-training for the second half of the course. The performance instrument
was adapted from an ARI experimental assessment instrument. Subject matter expert and student assessments of the training were also gathered by means of
surveys and interviews. Students who completed the AT POI were found to perform significantly better at adaptive tactical thinking. Better performance was
found after the second half of the course only-the intense practice portion. The first half of the course, more traditional in nature, did not produce
measurable gains in adaptive thinking. We conclude the paper with recommendations for maintenance of model integrity as this approach is disseminated and
with reference to further research and development needed for assessment of adaptive thinking skills. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Raymond D. Kirkwood, This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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To develop and implement a new strategy for Navy training requires a fundamental change in the process for determining when and how much
the Navy educates and trains its workforce. The goal is to blend "just enough" and "just in time" training philosophies in initial
training together with a conceptual shift toward apprentice-journeyman-master relationships. This new strategy for training requires a comprehensive cradle
to grave assessment of all the knowledge, skills and tasks a sailor must master for any given Navy rating. It allows then to achieve immediate savings just
by identifying and eliminating inefficiencies in training. Training is not, however, the sole responsibility of a single agent within the Navy, but a shared
responsibility that requires close coordination. The Master Task List and Career Training Plan (MTL/CTP) process provides a vehicle for this coordination.
It also provides a process for distinguishing among Apprentice, Journeyman, and Master level tasks, and for determining which tasks are most appropriate for
formal, non-resident, fleet or on-the-job training. Including a process for validating and maintaining a database of these tasks, it provides managers
a way to ensure the accuracy of the data and assess the impact of decisions. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Demonstrating the mission relevance of advanced training and rehearsal systems and their focus on training and evaluating warfighter
needs is best achieved with objective metrics that can highlight mission performance changes. However, for a variety of reasons, it has historically been
much easier to evaluate training in the traditional ways, that is, focusing on student evaluations and end-of-course tests as opposed to examining
on-the-job behaviors and organizational or mission success. Student evaluations and learning tests are easy to implement but may or may not be explicitly
tied to the overall training objectives. Further, these assessments do not provide any indication of the impact of training on job performance or mission
effectiveness. Critical reviews found lack of an integrated system for measuring and assessing training performance, over-reliance on subjective measures of
performance, and a shortage of valid, reliable, quantitative performance measures of training effectiveness. This paper highlights initial research and data
collected to develop an Aircrew Measure of Effectiveness (MOE)/Performance (MOP) Hierarchical Taxonomy capable of assisting training and mission evaluators.
The paper details our approach and provides data on sample mission task MOE/MOP decompositions to illustrate how a taxonomic approach can help diagnose
actual aircrew mission performance of both individuals and teams. While this approach shows much promise, many technical obstacles need to be overcome
before it can be completed and used routinely in an automated form. We highlight and discuss these technical challenges, propose solutions, and provide an
agenda for needed research. Implications and potential future applications of the approach are discussed. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In this paper we describe a tool focusing on analysis, planning and design of CBT programs, called STORYIST. It is a tool for authoring
conceptual ideas. The output is not a ready-to-run CBT program but a design from which users can get various multi-platform CBT programs. The process of
designing a course usually involves different disciplines and people: problem-domain specialists, teachers, software engineers, psychologists, etc. STORYIST
allows the co-operative discussion and design of projects. The overall structure of the CBT program can be improved version by version in a well documented
way. Among the distinctive features of STORYIST are: learning goal- centered approach for the development of CBT programs; simultaneous definition of the
problem domain, the content of the course and elements of course structure; evolutionary development of the detailed course program structure; reusability
of design or design components; producing multi-platform-oriented CBT designs. Authoring with STORYIST actually means to achieve a step by step convergence
of learning goals, learning content, and program course structure. The process of convergence passes through three conceptual phases: Conceptual Outline,
Detailed Concept and Storyboard (Script). Finally, the author gets a detailed graphic description of the behaviour of the prospective CBT program and he can
navigate by sequential or direct links through the whole storyboard. He is able to define a set of multimedia-oriented learning materials for embedding in
the CBT programs and he can easily create layouts for learners graphical user interface. Graphical and textual representation and documentation of design
components lead to increased performance of the whole course production and follow-up courses. Authors will be able to change the content and the structure
easily, following their own ideas, needs, preferences, capabilities and experience. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The ability to accurately measure readiness is a fundamental characteristic of an effective armed force. "Our number one commitment
is to the readiness and well being of our men and women in uniform," said President Clinton (Clinton, 1994). However, regardless of the President's
often stated commitment to readiness, measuring and maintaining readiness has proven to be an extremely difficult task. Even more alarming, the United
States has a track record of being unprepared for its wars (Betts, 1997) |
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Selecting the most effective and appropriate delivery system for the successful implementation of a training project is often an
overwhelming task. Many of the existing delivery system selection models available to the training professional are outdated, and do not represent the
currently available delivery system options. Electronic technology advancements, and their application to training are bringing complex new media choices to
the training professional. Distance learning delivery systems represented in this model include satellite networks, teleconferencing, Internet/intranet
networks, desktop multimedia, electronic performance support systems (EPSS), transportable audio/video (i.e., systems relying primarily on physically
transportable audio- and videotaped materials), collaborative technologies, and the electronically enhanced classroom. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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This paper describes a design approach to simulate tactical sights within simulators and to facilitate a slaved-sight capability where
exercise observers at a Stealth station can observe sight views seen by simulator crews. The design approach exploits object-oriented techniques using Ada95
inheritance and focuses on reusable components shared among system simulators and stealth stations. The approach has benefits including reduced network
communication, cost-effective development, and others. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Pervasive technologies for interactive multimedia uses in education and training have become commonplace. Capabilities of commercially available hardware and software tools are making development issues a problem of the past. However, the purchase and use of technology for technology’s sake has become a widespread problem in educational institutions and military and industry training programs. The chasing of technology in order to be considered one of the "latest and greatest" training and education programs has resulted in an overabundance of facilities and locations that have hardware and software that is improperly designed, configured, and installed. This paper presents an overview of historical significance of technology uses in education and training. It discusses new media technologies currently available to include distance learning and web-based training considerations for electronic multimedia classroom consideration, and examines the plethora of equipment and software available. It also examines the problems and solutions associated with designing an optimum presentation and instructional system. Case studies are used to examine return on investment and expandability and portability issues. A sample checklist is provided for consideration when converting to an electronic multimedia classroom environment. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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It wasn't until simple-to-use multimedia software tools became available, and Personal Computers (PCs) gained a sufficient amount of
computing power, that the viability of using PCs for producing and administering self-paced academic courseware sophisticated enough for training pilots
became a reality. Such courseware developed for PCs prior to this time, was little more than the old 35mm slide presentation, only with audio narration
instead of a stand-up instructor. Unfortunately, with the powerful multimedia PC tools available today, design and implementation of computer-based,
self-administered pilot training courseware has not evolved much past a page-turning affair. As a result, the term CBT (Computer Based Training) has gained
a bad reputation in the pilot training world rather than the high tech connotation its name implies. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Many programs are now using information technology (IT) to deliver training, but in the absence of instructional design principles that
match technological capabilities to learning needs, IT systems may fail to improve training effectiveness. One of the most versatile and commonly used
IT-based training is interactive multimedia instruction (IMI). The purpose of this paper is to identify general principles for designing IMI that help
ensure an acceptable return on investment in this technology. The principles are presented in the form of "General Facilitative Links" (GFLs) that
tie technological capability to human learning processes. Examples of GFL application are focused on the type of complex skills that student pilots must
develop during aviation training. A substantial proportion of pilot training and other types of complex skill training takes place outside of the
operational environment, and this training can directly benefit from IMI when properly designed and implemented. In particular, IMI can be designed with
simulation and adaptive components that prepare learners for more advanced training in dedicated simulators (e.g., flight simulators) or with operational
equipment. Seven GFLs are identified to guide the design of IMI and take advantage of certain IT capabilities that are not available to conventional
training. Each GFL is matched to several "Return on Investment (ROI) Factors" that describe value-added capabilities for training. It is proposed
that GFLs will help courseware designers exploit IT capabilities that best This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In this paper the question is addressed how Interactive Electronic Technical Manuals (IETMs) can be used in the training of maintenance
engineers. In order to investigate these questions, we adopted the following approach. We investigated the state-of-the-art concerning IETMs and training.
An analysis was made of how an IETM could be used in the current courses for helicopter maintenance engineers. Several training scenarios were investigated:
Training embedded in the IETM, IETMs as a source for learning materials, and as a tool in the learning process. Demonstrators were constructed showing how
IETMs can be used in training. The electronic manual for a helicopter, available in SGML format, served as the source for the development of demonstrators.
The demonstrators show that an instructor can develop tailored instructional materials by (re)-using existing electronic materials with standard
presentation and word processing tools. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Training providers are applying the power of the latest Personal Computers and sophisticated graphics packages to develop multi-media
training systems which are able to meet an increasing number of training objectives. These multi-media packages can reduce the cost of complex training
equipment packages by reducing the workload requirement, and hence the number, of higher cost training aids. These package are highly flexible and
transportable and may also be available over the Internet. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Familiarization training is provided to crewmembers during pre-commissioning and also during crew phasing. During the familiarization
training process, the personnel become familiar with the operation of systems, as well with physical location of all system components throughout the ship.
These systems include damage control, engineering, weapons systems, communication and fueling systems. Historically, this training process has required
knowledgeable, experienced personnel to mentor the crewman. This training is commonly accomplished through the integration of both schoolhouse and shipboard
instruction. Unfortunately, with the impact associated with minimally manned ships as well as with the dwindling training dollars, training alternatives are
necessary. The Navy and Coast Guard have recognized a similar training need and have combined resources to examine various training solutions. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Computer literacy, especially the ability for leaders and staffs to use digital command and control systems, is clearly a decisive skill
for success in the future battlespace. What is not clear is how best to achieve it. Relevant research findings support the use of a problem-based,
student-centered approach in which the use of computer systems is situated in a context similar to the eventual expected performance setting. Whether this
approach could be used in US Army institutional training successfully and within the given time constraint was the operational issue. This paper documents a
successful implementation of the approach at the US Army Command and General Staff College (CGSC). The purpose of the new training methodology was to
integrate tactics education with training on the Army Battle Command System (ABCS) in a Brigade operations course to produce both computer performance
skills and tactical competency using the same amount of time previously devoted to tactics training alone. The methodology for this project consisted of a
radical redesign of an existing tactics course, including the integration of a previously separate 40-hour computer operator course. The development also
consisted of classroom configuration for maximum participation by the students and facilitation by the instructor. The methodology was based on a
Constructivist approach to instruction that is described here to replace two existing courses at CGSC. The new program of instruction has shown that this
combined training approach is viable at the introductory level, and we believe that it could be effective in both institutional training and unit training.
The results of the course indicated that even students who came into the course with minimal understanding of tactics and no understanding of digitized
tactical systems could produce high quality military operational products (such as orders and templates) using digital systems from the 147 hours of
training. Our recommendations include This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Empirical research is confirming that crew resource management (CRM) should be an integral part of tactical aircrew training. This study
evaluated the link between CRM and mission performance for 16 MH-53J rotorcraft aircrews during preparation and execution of a complex combat scenario in a
networked training simulation. A strong correlation of .84 was obtained between CRM and mission performance. All CRM categories (e.g., mission evaluation,
risk management, situation awareness) were highly correlated with mission performance; however, the categories were differentially predictive of mission
performance in the various mission phases (communication was the best predictor in mission preparation, task management in infil/exfil, tactics employment
in low-level). This study extends the findings of earlier research with MC-130P aircrews, where comparable CRM-mission performance correlations were
obtained. Despite differences in the missions, flight profiles, and capabilities of the two aircraft, a number of key CRM behaviors emerged as common across
the two weapon systems. As an example, the best crews in both aircraft immediately identified threats while enroute and classified them as
"planned" or "unplanned." There were also some notable differences between the two weapon systems. One example is that the nature of
communication among the crewmembers differed , with the MH-53J crews exhibiting more general, crew-wide interaction, while communication within the larger
MC-130P crew centered around pairs of crewmembers communicating specific information at specific times. A major implication of this body of research is that
a core behavior-based tactical CRM curriculum can be tailored to reflect the tactics and unique demands of each individual weapon system. The networked
training mission afforded an excellent opportunity to observe important coordination and communication activities within the larger tactical team context.
The results underscore the importance of broader team coordination and the need to formally train these team skills. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Air Force Instruction (AFI) 11-290 requires that all operating units use proficiency data to measure the effectiveness of their
cockpit/crew resource management (CRM) training programs. In response, the 512th Airlift Wing, Dover AFB and the Air Force Research Laboratory (AFRL)
developed an approach whereby the Wing supplied qualified data collectors while AFRL developed process and performance instruments, "calibrated"
Wing observers in the use of the instruments, and analyzed the data. Data were collected from 16 C-5 aircrews during a challenging, simulated nighttime
airlift mission involving poor weather, post-takeoff landing gear malfunctions, and eventual engine failure. Building on AFRL's established methodology with
the MC-130P, two expert observers independently rated CRM proficiency and mission performance using behaviorally anchored, C-5 specific scale elements. A
significant correlation (r=.58) was obtained between rated overall CRM proficiency and mission performance, extending the validity of AFRL's approach to
another weapon system and mission. The study also yielded a wealth of qualitative data capturing the specific CRM behaviors of successful aircrews (e.g.,
pilots and flight engineers directly interact to mission plan and solve in-flight problems). Data from the study were briefed to wing leaders who have
already implemented the study's major recommendations as a set of training initiatives to improve the mission performance of all aircrews. The study
demonstrates that, with nominal outside research support, an operational Wing can establish a valid CRM proficiency measurement program. Lessons learned
from this research can be applied across major commands to ensure that all units are able to comply with the CRM proficiency data requirements of the AFI
11-290. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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This paper describes a transfer of training trial conducted on a multi-player desktop simulator used for air combat training and provides
an analysis of the interim results. The availability of networked desktop simulation technology means that team training in air combat tactics is now
achievable at low cost. The critical test of the effectiveness of such a simulation system is the transfer of training to the aircraft. Whilst previous
studies have demonstrated performance improvement in simulator exercises in air combat, up until now, transfer of training to the aircraft has not been
demonstrated. A trial has been conducted to establish if such transfer occurs from training in pairs tactics conducted on the JOUST multi-player, desk-top
simulation system to the airborne environment. The interim results indicate that transfer of training has been demonstrated. Students trained on the new
system exhibited superior performance on a range of behavioral indicators, including communications and tactical leadership. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Currently, Command and Control (C2) virtual simulations used in training are usually not designed to be interoperable with other
distributed synthetic battlespace systems. This characteristic thus makes it difficult to integrate C2 training assets into a full synthetic battlespace.
Current systems are designed such that they are not open and have proprietary software thus further complicating the interoperability problem. Scenario
generation and control of the synthetic environment have proven to be tedious and cumbersome. Solutions such as strap-on systems to provide synthetic
battlespace require significant resources in regard to contractor personnel and role players. A few stand-alone training systems have been developed for the
general air defense task. This paper will discuss various advanced solutions including the application of realistic synthetic battlespaces to provide more
effective C2 training in the developing distributed mission training environment. Also, the transition of these training concepts to next generation C2 of
the 21st century will be considered. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The U.S. military and its contractors are developing digitized command and control systems to provide military units with information
dominance over the enemy. Ironically, these digital systems have created training control and feedback challenges for exercise Observer/Controllers (OCs) in
all simulation environments. OCs have the responsibility to assess and mentor exercise players on the effective use of digital systems. In addition, OCs
must control the exercise. To do this, OCs need the capability to monitor and store all player digital traffic, inject digital messages and display digital
information for post-exercise collective learning or after action reviews (AARs). However, today's OC may be unable to monitor player digital communications
of key players or may be deluged by information and unable to identify those digital actions or inactions that most affected the training event's tactical
outcome. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Embedded training can enable faster, more effective learning by delivering instruction that is operationally relevant, when and where it
is needed. Embedded training is a natural evolution from stand-alone computer based training tools and their proven training methods to the inclusion of
those technologies into the internal design of Command, Control, Communications and Intelligence (C4I) systems. The power to link C4I operational displays,
data bases and decision support applications to web based, multi-media embedded training support with all its creative potential will profoundly change C4I
training, planning and mission rehearsal. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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We have developed a unique, PC-based training tool that emulates human behavior using a computer-simulated person in a realistic
scenario. The tool was developed for the FBI to help agents develop interview skills by providing meaningful experience in detecting deception during
interviews. The self-paced, multimedia courseware enhances learning while delivering an effective, relatively low-cost, interactive experience. The
interview-training module gives the trainee experience in asking proper questions and distinguishing between deceptive and truthful responses. It also
provides a critique and numerical score for the interview. As their skills develop, law enforcement students can see their critiques improve and their
scores rise. Since the implementation of the simulation within the FBI, new agent trainees have increased their interviewing practice. This type of training
tool supplements and reinforces traditional classroom instruction by giving the trainee an opportunity to practice. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The purpose of this paper is to describe a prototype Electronic Performance Support System (EPSS) and database used by the Coast Guard to
conduct front-end analyses (FEA). This prototype design was based on the model developed by Dr. Joe Harless. The goal of the prototype model is to
standardize processes intelligently, capture data, and increase efficiency within the organization through the design and use of a computer program aimed at
automating analysis. A key feature of the Harless approach is a systematic process for identifying interventions that support the desired performance of a
particular job. This EPSS, developed by the Coast Guard, was originally prototyped in various studies on Coast Guard cutters over a one-year period. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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To effectively train in simulation environments, all aspects of mission planning must be considered. This planning can occur in locations
far from the simulation site, and can involve any of the following: development of the scenarios expected to be executed, preparation and generation of
support products such as the operations orders, maps with overlays, execution matrices, and administrative orders, and initialization data parameters for
both the equipment to be used and the simulated battlefield. Today's military planners are becoming increasingly computer literate, however, many trainers
do not use simulations often enough to become familiar with the specific exercise planning interfaces used in their simulation environments. Although,
simulation has moved much closer to the desktop, seamless initialization will require easier migration of common desktop tool produced products into the
simulation. Familiarity of user interfaces for simulation planning and initialization tools can be achieved through the integration of desktop commercial
off the shelf (COTS) products already in common use. Most exercise plans originate in COTS products such as Microsoft Office. These plans are then prepared
for application to specific simulation environments. The process of exercise preparation is primarily a task of transposing the mission, overlays, and
execution matrices from desktop formats into formats compatible with specific simulation environments and can become a time consuming process. Desktop
software is now sophisticated and powerful enough to automate this translation of exercise plan information (documents) into simulation formats for exercise
initialization. This process involves the transfer and integration of a simulation environment's object model into common desktop tools. The object model
must be integrated with the planning tools so that through the course of exercise development, the plan may be captured in a format consistent with scenario
generation. Initialization of Close Combat Tactical Trainer (CCTT) exercise units, obstacles, and control measures from PowerPoint will be used as a
practical example of this functionality. In particular, the paper will show how COTS products meet user requirements for an automated initialization tool
and provide a uniform view of the training and simulation domains for both users and developers. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In many navies, readiness training is moving out of the classroom and onto combatant vessels. This evolution is being driven by two
factors: declining defense budgets and the need to improve readiness of combat system team crewmembers. In the past, combat system team training has
consisted of two major elements: classroom training and underway training exercises. Both of these training venues come with a host of disadvantages. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Army National Guard's (ARNG) training strategy prescribes the use of a platform-independent, low-cost, PC-based appended trainer to
support the Guard's Armor and Infantry forces to train individual, crew and platoon gunnery at the Armory location. The National Guard is accomplishing this
by upgrading the current Abrams-Full-crew Interactive Simulation Trainer (A-FIST) with PC-based image generation and developing the Full-crew Interactive
Simulation Trainer-Bradley (FIST-B). The identical Instructor/Operator (I/O) console and open architecture allows training support for both combat vehicles
at a fraction of the traditional procurement costs. The combination of these training devices has been renamed the Appended Conduct of Fire Trainer or A-COFT. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The US Army is in the process of developing and demonstrating the technology to incorporate embedded simulation into ground combat
vehicles under the Inter-Vehicle Electronics Suite (IVES) and Inter-Vehicle Embedded Simulation Technology (INVEST) Science & Technology Objectives (STOs).
Proving the validity of Embedded Simulation (ES) to support multiple ground vehicle platforms will be difficult. Some of the concerns for ES are cost and
flexibility of the system. To alleviate these concerns TARDEC is developing an architecture for a low cost B-Kit capable of integrating with multiple
vehicle architectures. The B-Kit will be composed of off-the-shelf PC compatible hardware packaged in a ruggedized box. This paper addresses the hardware
and software decisions that were made as a part of these integration processes. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Battle Force Tactical Training (BFTT) Improvement Program is an in-port shipboard combat system team training capability to provide,
a realistic unit level team training in all Navy warfare areas. This training is partially accomplished with stimulation to shipboard sensors via onboard
trainers provided by tactical equipment program managers and simulation of non-shipboard forces such as friendly, neutral, and enemy aircraft and
submarines. One of the first BFTT Improvement Program components is the BFTT Air Management Node (AMN). The BFTT AMN is designed to provide Air Traffic
Control (ATC) and limited Air Intercept Control (AIC) proficiency training. This training is accomplished by integrating DARPA Synthetic Theatre of War
(STOW) technologies with the existing BFTT architecture. This combination brings intelligent aircraft and a High Level Architecture (HLA) simulation base to
the BFTT arena. This paper will discuss the STOW technologies and the software architecture designed to provide a robust ATC trainer to the fleet. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Requirements Officer for Tactical Air Training Ranges for Chief of Naval Operations, Director of Air War-fare (N88), Washington DC This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Technological advances in computational, network, communication and display systems open the way for cost effective approaches to
achieving "Start to Finish" onboard training for the entire ship's crew. Advanced technology training applications are being brought aboard the
LPD 17 Class of Ships to conduct a complete range of operations and support training. Success of the on-board training program is ensured through a Training
Management System function which provides the tools that facilitate the scheduling of training resources and automates the selection and assignment of
training exercises through performance based curriculum sequencing. The Training Management System also facilitates the transfer of training and
qualification records of each crewmember and automatically updates these records as the individual progresses through assigned training courses. State of
the art technologies in network and communications provide affordable Interactive Distance Learning (IDL) that allow off-board training resources to be used
for on-board training. Virtual reality techniques will be incorporated to support training in fighting fires and handling hazardous material spills without
risking crew injuries or damage to the ship. Another approach to training is achieved by stimulating ship systems to simulate realistic shipboard
situations. In this approach, referred to as organic training systems, the training function is embedded in actual shipboard systems to conduct full
fidelity training. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Chief of Naval Education and Training (CNET) has undertaken the Micro-simulator Systems For Immersive Learning Environments (MiSSILE)
project to identify, research, and apply commercial PC gaming and simulation technology as a potential training tool to supplement the development of
various warfare skills and tactical thinking. PC gaming and simulation is widely accepted and very familiar to today's students. The PC gaming and
simulation industry, driven by recent technology advances and consumer economics, has dramatically driven cost down while improving the quality and realism
of games and desktop simulation capabilities. The cost - capability curve available today was unheard of just two years ago. This technology has the
potential to be a very affordable way to enhance basic skill development and also allow personnel to practice tactical thinking every day. The underlying
theme for the MiSSILE project is to apply a learning methodology to the products and leverage the economics of PC gaming and simulation to improve the
efficiency of Navy training. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In these times of shrinking budgets and increasing equipment complexity, training for major equipment acquisitions requires carefully
selected, cost effective life of type solutions. This paper briefly reviews the types of solutions used to provide effective training for complex real
equipment. The introduction briefly outlines the advantages and costs of different solutions. The body of the paper provides a case study of a solution
developed by SMA for a Royal Australian Navy gun operator training requirement. Our approach has been to exploit popular commercial off the shelf (COTS)
hardware and software. In particular, in the area of graphics, we chose to go in the direction of Direct 3D (as opposed to Open GL) because of the benefits
of the parent Direct X suite of code, which supports sound, networking, IO, as well as 2D and 3D acceleration. The paper concludes that, although Part Task
Trainers are not a simple panacea to all training problems, advances in PC technology mean that they provide a highly cost effective training solution - in
fact at arcade game cost. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Canadian Patrol Frigate Project delivered 12 state-of-the-art warships in the early to mid 1990s. Along with the ship's came the
requirement to train crews on how to maintain a myriad of new and very complicated combat systems equipment. In the past, as with other navies, maintenance
training has been conducted almost exclusively on the actual equipment, either on ship or in a shore based training establishment. This approach has obvious
disadvantages, which include the considerable expense of procuring, maintaining and reconfiguring the real equipment to function as a trainer. In addition,
student throughput is limited and it is often difficult to simulate real faults in a meaningful way on the actual equipment. With the advent of increasingly
more powerful and capable personal computers and simulation software in the 1990's, an alternative has emerged in the form of computer based simulated
maintenance training. Under sponsorship from the Canadian Navy, Lockheed Martin Canada (LMC) Ltd has created a distributed, two dimensional simulation to
augment current training practices. Installed on networked PCs, the student is presented with a realistic visual representation of the equipment in which
familiarization and corrective maintenance tasks are performed. From an instructor's station, faults are placed on the simulated equipment and the student's
performance is monitored. The AN/SPS-49 radar courseware provides a high fidelity surface simulation, including simulated radar video, of the equipment
operation which is sufficient to permit the accurate diagnosis and rectification of 23 simulated faults. Dubbed the Maintenance Procedures Trainer (MPT) and
marketed as VISTA by LMC, eleven systems have been delivered to the Canadian Navy with more to follow. In addition, the US Navy is procuring VISTA for some
of the equipment in the AEGIS and NSSN programs. The early systems have been in use for 3 years in the Canadian Navy. This paper will examine the project
requirements, technical approach, system tradeoffs, the impact on training and the future direction of the program. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Within the last years, the use of high end driving simulators for basic and advanced training of truck and bus drivers in Germany became
very common. In February 1997 the Federal Office of Defence Technology and Procurement awarded contracts for the manufacture and delivery of a training
system for driving school training of truck drivers. In the beginning of 1999, the Berlin Traffic Agency (BVG) awarded a contract for a similar training
system for bus and truck drivers training. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Re-use of operational software has long been a viable design consideration in operator trainers. In the simulation of computer-controlled
subsystems characterized by complex functionality, frequent software changes, and the need for high functional fidelity, using operational software is often
the best design alternative. Typically, fire control, electronic combat signal processing, navigation, or operator/machine interface software is used to
support the simulation of ground vehicle or aircraft subsystems. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Experts assume that about 75% of all traffic accidents at sea, land and in the air have their reason in human unreliability. This paper
describes a new simulator based training concept addressing the theoretical and practical imparting of psychologically determined causes of the
unreliability of human acting. The simulator training shows the effects of repeated hindrances on the achievement of a goal through increasing stress and
anger. They consist in a so called "fixation" of perception and action patterns in the way that the normal bandwidth and variability of actions is
reduced. An important prerequisite for this kind of training is high performance simulators. This paper reports about development and testing of such a
training program for professional truck drivers, including economical as well as anticipatory driving training. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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High-end Unix-based computer systems have been the platform of choice for the past decade in real-time 3D Graphics intensive training and
simulation systems. The relatively high initial investment and maintenance costs for these systems, coupled with their proprietary architecture, have
prompted many developers and end-users in the training and simulation community to start searching for less costly alternatives, with comparable performance
and a more open system architecture. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The 58th Special Operations Wing's Training Support Squadron, Mission Training Support Systems (MTSS) at Kirtland AFB, New Mexico
provides initial/mission qualification and refresher training for Combat Search and Rescue and Special Operations Air Crew members. Training is conducted
using several different media, including networked Weapon System Trainers. To provide visual realism in training, mission scenarios are fabricated in
concert with a 3D visual environment, or visual database. In order to perform effective mission scenarios, however, extensive effort has been required to
successfully integrate the dissimilar Visual Databases (VDBs) of these flight and mission simulators. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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This paper will describe a Synthetic Solution for the 21 st Century by adapting COTS software to real world training requirements. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The right tools for the right phase of training is, and always will be the right approach for teaching. Exploitation of emerging
technologies in tools and their implementation for distributed simulations are taking a revolutionary turn for conducting tasks from student training
through Combat Mission Rehearsal/ Course of Action analysis. Budget cuts and active force reductions throughout DoD has everyone looking for answers that
will maintain a trained and relevant force into the next millennium. Simulation has stepped up to fill the gaps and provide at least part of the solution.
Traditional use of simulation for formal training will always have a place in the training of forces, however it has fallen short of providing the
integrated and dynamic picture of warfare. We have learned great lessons from the pioneers of distributed simulation including Air Education and Training
Command (AETC), the US Army, and our partners in industry. Our goal at the 19th Special Operations Squadron is to apply the lessons learned as a
foundation for the future, and apply commercial technologies and systems that provide a bridge leading to a simulation architecture that is distributed,
interactive, deployable, flexible, and cost effective. These systems will take the place many of the high cost proprietary systems. This paper focuses on
the successes and failures thus far in the area of Distributed Simulation Operations, outlines our current architecture, and concludes with a vision for the
future that provides integrated mission planning, analysis, preview, and rehearsal to forces around the world. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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For decades the United States Armed Forces have conducted event based training to prepare for combat. In that process of conducting event
based training, both Service Component Commanders and Joint Force Commanders have had no way of truly determining how "ready" their forces were
for combat. SORTS C-Ratings and a commander's subjective evaluation of his unit provided a fairly accurate look at sheer numbers and status of equipment
maintenance in an organization, but provided no objective way of assessing a unit's true readiness for combat. In 1994 the CJCS initiated the Chairman's
Readiness System and a concomitant move to Requirements Based Training. By making these sweeping changes, the CJCS could now make realistic assessments of
the readiness and training state of his Forces, and target resources in needed areas. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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NATO initiated the Partnership for Peace in 1994 as an invitation to non-aligned nations to participate in a program to improve the
operational interoperability between NATO and the Partners to support peacekeeping and humanitarian operations throughout Europe. In June of 1998 the U.S.
Secretary of Defense outlined a vision for Partnership for Peace training and education. At the heart of his proposal was recognition of the need for
Partners to graduate to higher levels of sophistication in the conduct of military exercises and cooperative defense education. An exercise simulation
network was part of a triad of initiatives proposed by the Secretary. Called the Partnership for Peace Simulation Network, it is expected to enhance the PfP
by: strengthening command and staff planning among partners and allies; improving interoperability through the conduct of distributed combined joint task
force training; and improving staff procedures and enhancing multinational cooperation through remote-site command posts with multinational staffs. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Over the years, many threat environments have been built for use in large, single purpose institutional trainers or as part of system
evaluation exercises. Most of these threat environments have included traditional EW threats (Radar and IFF emanations), and some have included threat network
Communications (both data and voice), but few environments have been built that combine the EW and Comm threats in a way that the two work together to produce
an environment that recreates what is seen and heard. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The U.S. Army is in the process of fielding a Squad Synthetic Environment (SSE) at the Land Warrior Testbed located at Fort Benning, Georgia.
This state-of-the-art virtual simulation facility consists of nine Dismounted Infantry Simulators, ModSAF 5.0 including newly developed individual combatant
simulation capabilities, and two Reconfigurable Ground Vehicle Simulators. The SSE represents the culmination of many years of investment by the government,
industry and academia working together to achieve a unique virtual simulation environment aimed squarely at meeting the needs of the infantryman. The Dismounted
Battle Space Battle Lab (DBBL) and the US Army Infantry Center (USAIC) at Fort Benning are the proponents for the SSE. It is envisioned that the SSE will be
used to support DBBL and USAIC simulation needs across the entire simulation regime, from TEMO to ACR and R&D. In this paper we describe the SSE in some
detail, postulate the role of virtual simulation within the modeling and simulation (M&S) domain, and then look to the future and provide our vision of how
the SSE can be used to support the Army's M&S needs well into the 21st century. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The current U.S. Military maintains a high level of readiness to respond to global deployments, such as Desert Storm, with a significant
military commitment for a short period of time. Future deployments may exceed the pool of available forces for a sufficient period of time to require pulling
resources from the American population. In order to meet the needs of large, sustained deployments, there will be a need for training systems with far more
capability to bring in non-soldiers and prepare them for battle. The widespread use of Commercial Off The Shelf (COTS) computers and integration technologies
has collapsed the cost and schedule of nearly all forms of teaching and training. The same technologies are being applied to existing military training systems.
This growing capability of COTS systems provides the potential to scale up, almost overnight, to meet the needs of an extended deployment. The time to start
preparing software applications for the future needs is already here. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Air Force Wargaming Institute together with TASC, INC. is developing a two-sided simulated war game to allow players to input a joint
high-level campaign plan and to see results of the plan after many days of warfare, with no reduction in the fidelity of the simulation. This new innovative
tool set is called the Accelerated Combat Timeline (ACT). It consists of a Graphical User Interface (GUI), which currently permits entering the air portion of a
joint plan, together with an Air Tasking Order (ATO) Generator, a Situation Display and a Situation Evaluator. The player enters the air campaign plan by
specifying prioritized target sets, as well as an apportionment and an allocation for the friendly aircraft. The ATO Generator incrementally plans 24 hours of
aircraft sorties. As the battle progresses through these 24-hour increments, the Situation Display is used to view statistics about the campaign. The Situation
Evaluator analyzes the current situation against player-input evaluation criteria and advises the player when contingency situations arise that might warrant a
revised plan. At the end of each 24-hour cycle, the player has the option to pause the game, rewind to a previous point in time and modify the campaign plan.
Currently, ground and naval orders enter the game via a separate user interface for each side. Future plans call for the inclusion of a ground and naval order
generator to match the air order generator. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Acquisition Reform is a DoD mandated procurement policy that attempts to deal with the growing complexity and cost of new government
procurements. Simulation Based Acquisition (SBA) is the paradigm that must be adopted by both industry and government in order to make this reform successful.
All current and future DoD programs will follow this methodology. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Virtual Cockpit Optimization Program (VCOP) is providing an answer to the problem of information overload for pilots of modern military
aircraft while reducing the cost of upgrading legacy aircraft. The concept of the virtual cockpit program is to provide the pilot with information such as
situational awareness, sensor imagery, flight data, and battlefield information in a clear, non-confusing and intuitive manner, thus making the aircraft easier
and safer to fly while also improving mission performance. The majority of the VCOP activity involves the integration of advanced technologies into a single
system that represents a significant leap ahead in cockpit design philosophies. Rather than concentrating on the aircraft and how it can be retrofitted to meet
the needs of the next generation warfighter, VCOP furnishes pilots with the necessary enhanced capabilities to perform their job more efficiently. VCOP is
comprised of the following five independently developed technologies: Full color, high resolution, high brightness helmet-mounted display (HMD) that
incorporates Virtual Retinal Display (VRD) technology; Three Dimensional (3D) audio; Speech recognition; Intelligent information management; and Crew-aided
cognitive decision aides. These technologies will be integrated based upon the principles of Simulation and Modeling for Acquisition, Requirements, and Training
(SMART), the application of Modeling and Simulation (M&S) techniques and technologies to the entire product development cycle of a system. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Reduced budgets and global mission requirements require that the military supply chain performs efficiently to support unit operations and
training. Optimization modeling and discrete event simulation are two analytical tools that can help supply managers evaluate supply chain performance, compare
alternatives, and quantify results. However, many supply and inventory mangers do not understand how these decision tools are applied to reduce supply chain
cost and improve performance. This paper develops examples that demonstrate the use of these tools to analyze the supply chain of a critical part. Linear
programming is applied as an optimization tool to develop a minimum cost supply plan for a system of three supply centers and ten users. Discrete event
simulation is applied to analyze the impact of random stock delivery and usage on availability. The paper provides a starting point for inventory managers to
analyze their current analytical methods and implement improvements. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Simulation Based Acquisition (SBA) is an emerging approach for DoD systems acquisition. SBA can be applied to a number of acquisition areas, and should be
considered as a candidate strategy or best practice for training systems acquisition. In particular, since training systems often directly include a simulation
component, the potential benefits from SBA may be even more significant for training systems acquisition than for other types of systems. It is generally
accepted that SBA must be supported by a collaborative information technology environment built around integrated design tools, product and process databases,
models, and simulations. Much of the ongoing research in support of SBA has emphasized these technical aspects of the environment. Less attention has been given
to a key decision-making issue for SBA: This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The models and simulations being incorporated into today's training systems are becoming more complicated and expansive at all levels from
the individual warfighter through the field commander. Training systems will encompass a battlespace that includes all aspects of the natural environment
encountered in space, air, land and at sea warfare. Traditionally, each simulation has developed it's own independent environmental representations, with little
consideration of consistency across an entire federation. This paper presents an approach for developing a synthetic common natural environmental standard that
can be applied across an entire federation. A common natural environment is defined as consisting of the databases and models that transform the databases to
multiple levels of fidelity and resolution. The common environment is derived from the Synthetic Natural Environment Representation efforts which have been
adopted by Maritime Virtual Environment Data Specification (MARVEDS) working group as our model for the development of a synthetic natural environment
specification. We will show that to qualify as common, all federates must use the same underlying databases and must use the same set of models and algorithms
to achieve any particular level of resolution. Implicitly, the models and algorithms used to transform from a higher resolution to a lower resolution must be
consistent with physical constraints and the processing used by the tactical equipment. Efforts ongoing in the Battleforce Tactical Trainer (BFTT) and the
Integrated Ship-Defense (ISD) programs will be used to illustrate the need for the common environmental standard This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The High Level Architecture (HLA) and its predecessors have sought to provide a degree of technical interoperability by providing services
permitting simulations to interface and exchange data. While providing communications between systems is a necessary precondition for interoperability, it is
not sufficient to guarantee meaningful training, since disparate representations within the different systems frequently provide inconsistent and conflicting
results. When simulations must interoperate with other simulations and with Command, Control, Communications, Computers, and Intelligence, Surveillance and
Reconnaissance (C4ISR) and other systems, consistent and correlated results to environmental queries is essential to achieve consistent behaviors between
Computer Generated Forces (CGF). This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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A wide variety of emerging visual simulation applications require automated methods for digitizing the real-world in 3D form. Examples
include movie/film production, architectural visualization, Internet-based electronic commerce, game development, and virtual reality mission rehearsal for
military and emergency services operations. The DoD in particular requires systems capable of acquiring entire urban areas in 3D form within hours, versus the
months required using conventional modeling techniques. This paper describes a developmental system designed to address these needs by processing video imagery
of an object or scene into 3D graphics models suitable for insertion into a wide variety of standard modeling and simulation tools. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Over the last several years there has been a growing requirement for Ground-based simulation training systems. As part of this requirement
there is also a need for added realism within the simulation to provide, in real-time, the manipulation of a simulated terrain database in a physically
realistic manner during an interactive simulation. Dynamic Terrain is not new to the Ground-based simulation community. However, current technologies require
high-end computational platforms, are not real-time (30Hz), and are often cartoonish in appearance. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Historically, computer generated forces (CGF) have been developed using the system-level approach. That is, they have been developed as a
unit with the terrain they operate on and use for behavioral reasoning tightly coupled to the rest of the system. Over the last several years, the evident trend
has been towards making various CGF systems interoperable. To do this, system developers and integrators have sought to use the same Terrain Databases (TDBs)
and/or live with the inconsistencies that arise when linking different systems together. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Based on today's rate of technological growth, the computational advances of the 21st century This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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This paper describes technical/mathematical solutions for simulating infra-red sensor effects. We have implemented our simulation using a PC
running Windows NT and off-the-shelf image processing hardware and software. In particular, we describe the computation of the dynamic characteristics of the
actual sensor package within the constraints of hardware and software environment. These characteristics can include video polarity, gain, contrast enhancement,
noise, blurring, AC coupling, sensor defects as well as video overlays (reticules/test patterns), and are applied to the post-processor phase. This paper
describes the research and development into the infra-red post processor (IRPP) algorithms needed to support the sensor simulation. The system performs all of
the following operations in real-time with a 30 Hz refresh cycle. The IRPP is modular and can be easily changed by configuration data. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Correlated, multi-spectral scene simulation requires the development of a Multi-Spectral Terrain Data Base (MTDB) to support spatially
consistent Infrared (IR), Night Vision Goggles (NVG), and Radar scene simulation that existing Visible Out-The-Window (OTW) databases do not support. MTDB's
must contain the elements necessary for accurate simulation at the spatial, spectral and temporal resolutions in the sensor bands of the Systems-Under-Test. In
this paper, Photon Research Associates (PRA) analyzes the information requirements of high fidelity simulations designed to support instrument testing in the IR,
Radar and NVG to arrive at a set of requirements for information content in an MTDB. The paper will explore the terrain phenomena that affect sensor performance
and explore methodologies for incorporating these phenomena in geo-specific MTDB's that can be applied across the spectrum. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Motion cues are essential in simulation because research shows that driving - or flying - requires an instinctive connection between the
human body and the mechanics of the vehicle. Good motion cues are essential if the trainee is to learn this connection correctly. It follows that poor quality
motion systems actually have a negative training effect. It has often been argued that no motion at all is better - and cheaper - than bad motion. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The United Kingdom (U.K.) Ministry of Defence is procuring a system, the U.K. Combined Arms Tactical Trainer (CATT), based upon the Close
Combat Tactical Trainer system (CCTT) developed for the U.S. Army. U.K. CATT supports exercises that are approximately three times larger than CCTT in number of
entities and CCTT Distributed Interactive Simulation (DIS) Protocol Data Unit (PDU) traffic rates. The U.K. CATT requirements include a capability to connect,
via Wide Area Network (WAN), sites in the U.K. and Germany to support training two Battle Groups in combined exercises. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The U.S. Special Operations Forces (SOF) have recognized the need and benefit of the DoD High Level Architecture (HLA), and have taken a
proactive role in pursuing HLA Compliance for their Distributed Interactive Simulation (DIS) legacy devices. The SOF have teamed up with the U.S. Army
Simulation Training and Instrumentation Command (STRICOM) and the Advanced Distributed Simulation Technology (ADST II) program to migrate these devices to HLA,
and have begun paving the way to leverage this new technology to advance their distributed simulation capabilities. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The U.S. Army Simulation Training and Instrumentation Command (STRICOM) is involved with transitioning many simulations to the High Level
Architecture (HLA). To coordinate efforts and share lessons-learned, several major STRICOM programs have joined together to create the STRICOM Federation. The
STRICOM Federation will be comprised of federates representing a variety of real-time, platform-level training applications such as an Rotary Wing Aircraft (RWA)
simulation, Close Combat Tactical Trainer (CCTT) manned module, CCTT Semi-automated Forces (SAF), and Modular SAF (ModSAF). Each of the participating federates
provide an example legacy system migrating to the HLA. Using the Federation Development and Execution Process (FEDEP) model as a guide, the STRICOM Federation
will integrate the respective federates and move toward achieving interoperability in an HLA federation execution. Commercial and government tools will be used
to help achieve federation objectives. This paper will describe the lessons learned in the development of the STRICOM Federation. The application of tools and
where they can best be used in the FEDEP process will also be evaluated. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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A Distributed Learning Framework (DLF) is a software architecture or infrastructure that allows the integration of various processes and
tools involved in front-end performance analysis, design of instructional interventions, development of component based learning content, network based delivery
of content, and management/administration of learning and results. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Much work has been done within the modeling and simulation community to aid in the rapid development of distributed simulations. Enabling
tools and technologies such as the Common Object Request Broker Architecture (CORBA), Java, and the High Level Architecture (HLA) specifications have assisted
tremendously to advance the state-of-the-art of modeling and simulation. These tools make it easier to develop distributed simulated objects within a simulated
environment and to have the objects interact with one another. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Use of intelligent software agents to play the role of supporting personnel in simulations has the potential to reduce the requirement for
support staff and increase the instructor's control of the simulation. The research presented here examines the suitability of intelligent software agents to
aid training of individual crewmember skills and team skills. In this evaluation, human crews, intelligent agent crews, and mixed human-agent crews performed a
simulated antisubmarine mission by a CP140 Aurora maritime patrol aircraft. Mission performance was recorded and crew communications were observed and rated to
determine whether the intelligent software agents could perform individual crewmember functions and whether they could provide the interaction necessary for
crew coordination training. The results indicate that (1) the intelligent software agents can perform individual crewmembers' functions adequately; and (2) the
intelligent software agents did not interact in a way suitable for crew coordination training. The paper concludes with a discussion of the generalizability of
the results and the growth potential of intelligent software agents in crew coordination training. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The U.S. Army Simulation, Training and Instrumentation Command's (STRICOM) Synthetic Environment & Technology Management Division (SETMD)
sponsors the Research and Development (R&D) project know as Dismounted Infantry SemiAutomated Forces (DISAF). DISAF is a Computer Generated Forces (CGF)
application based on the ModSAF architecture. DISAF was developed to add dismounted infantry to the virtual battlefield in a realistic fashion. SAIC began
developing DISAF as part of SETMD's Dismounted Warrior Network (DWN) program. The results of this effort have been integrated into the ModSAF V5.0 application. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The workload of trainers for Army live force-on-force exercises is substantial due to the need to support the simulation of tactical systems
and collect information on system employment. These activities pull trainers away from the important functions of coaching, mentoring, and presenting formal
feedback. The fielding of new weapon and reconnaissance, surveillance, and target acquisition (RSTA) systems under force modernization will increase trainer
exercise control and feedback (CAF) functions to a point that cannot be supported without interventions. Further, force modernization adds substantially to
existing deficiencies in the intrinsic feedback needed to cue and guide performance during exercises and the extrinsic feedback needed to identify corrective
actions for future exercises. Advances in tactical engagement simulation (TES) and instrumentation are the primary tools for reducing trainer workloads and
addressing gaps in feedback, and the Army needs to know which concepts for new TES and instrumentation systems offer the greatest benefits. The goal of this
project was to develop and apply an online database for assessing benefits of new TES and instrumentation concepts. This goal was addressed in three phases.
First, we defined the set of trainer CAF functions and feedback gaps by examining 155 new and emerging weapon and RSTA systems. We identified 228 trainer CAF
functions and 96 feedback deficiencies, with many of the functions and deficiencies applying to multiple tactical systems. Second, we developed information that
could be used to weigh the value of addressing a specific CAF function or deficiency. We weighted CAF functions according to their tendency to distract trainers
from coaching and mentoring responsibilities. We weighted trainer CAF functions and gaps in feedback according to the number of tactical systems to which the
function or deficiency applied and the nearness of the tactical systems to their fielding dates. Third, we tried out the database by defining and assessing the
value of 15 high level TES/instrumentation concepts. Collectively, the top five concepts eliminate 59 percent of the CAF functions and 75 percent of the
feedback deficiencies. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Dr. Joerg Schweingruber
The two-seater combat aircraft that went into service with the German Airforce in 1981 and with the German Navy
in 1982 was based on operational requirements and technical standards of the 70‘s and earlier. Changes in the
operational goals forced requirements for improving, conserving, and adjusting performance capabilities and made
various equipment necessary being added to the current system. During the realization of these modifications
aspects of human-machine-interaction and crew coordination as well as revision and improvement of the obsolete
training concept corresponding to actual training needs were largely neglected.
To work out actual training needs for the crews an analysis and evaluation of human-machine-interactions and crew
coordination in the cockpit was carried out, including analysis of specific demands on crew members and task
allocations between crew and machine resources depending on various typical airforce missions. Extensive
experiments were conducted with simulated and real flights tailored for airforce missions. Demands on crew
members in simulated flights were measured with questionnaires and rating scales SWORD and ZEIS, and in real
flights with questionnaires and rating scales ZEIS and NASA-TLX/ZEIS combination.
Experimental results indicated a wide range of demands and workload on crew members. Recommendations for
actual training needs were established to revise and improve the general training concept. Beside these aspects
extensive recommendations were determined to reduce demands and workload, optimize crew members interaction,
and ensure the required performance level. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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This paper reports the development of a mathematical model that can be used to simulate information over-load. A decision maker is posited,
whose task it is to evaluate units of information arriving at random times. The decision maker forms an opinion, based on the (possibly inconsistent)
indications of the considered information. This information may or may not be relevant to his or her task, and any unit might or might not accurately indicate
the true situation. Determination that a unit of information is irrelevant takes a small amount of time; evaluation of relevant information takes longer. The
elapsed time to a prescribed level of confidence provides a metric of decision maker efficiency. The subject's effectiveness depends on how frequently relevant
information is presented and to what extent he or she is distracted by the accompanying irrelevant data. The model permits prediction of the optimal rate of
presentation of relevant reports as well as analysis of the effects of distracting data on decision maker effectiveness. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Flight simulators used for the training of flying skills must receive careful scrutiny regarding the fidelity of the flight dynamics
simulation. If the goal of the training simulator is to improve pilot flying skills and eliminate bad habits, then relatively high fidelity standards must be
imposed on the design and validation of the flight dynamics simulation. Lower standards may be suitable only if pilot flying skill training is not a primary
goal, if only to ensure that the pilot's flying workload does not interfere with the primary training activities, such as sensor operation. Either way, training
simulator requirements must express flight fidelity performance goals in explicit terms to ensure that the desired training capability will be achieved. The
commonly accepted method for expressing flight fidelity performance requirements is to cite specific aircraft flight characteristics in terms of the tests and
parameters obtained through established aircraft flight test practices. A trainer specification typically lists tolerance values to express how closely the
simulation must match the aircraft flight test data. For USN/USMC fixed and rotary wing flight trainers, a body of knowledge and experience has built up over
the last two decades on how to define and achieve high flight fidelity through the combined efforts of knowledgeable aeronautical engineers and flight test
pilots and engineers from both contractor and government teams. As a result of this joint process, a set of tolerances for military flight trainers that is
comprehensive and stringent (but achievable) has evolved within Naval Air Warfare Center (NAWC) to ensure that military pilot training needs are met. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Distributed simulations have become valuable tools for individual and group training. A combination of live, virtual and constructive
distributed simulations that is highly promising for greater realism in training at reduced costs, called embedded simulation, is being explored by the U. S.
Army's Simulation, Training and Instrumentation Command (STRICOM) Inter-Vehicle Embedded Simulation Technology (INVEST) Science and Technology Objective (STO)
program for use in combat vehicles. Among the many technical challenges to be overcome is that of providing a simulation environment in which live vehicles,
manned vehicle simulators, and computer generated forces can interact with each other as well as with the battlefield environment in real-time over a
geographically diverse, distributed network. The main problem is the high communications requirements imposed by the need to convey large amounts of data among
the various players. The Vehicle Model Generation and Optimization for Embedded Simulation (VMGOES) project at the University of Central Florida is focusing on
this aspect of the INVEST STO program. The approach is to use a behavioral vehicle model that is context-based to match the actions of the human-controlled
entity on the battlefield. By observing the surrounding environment of the vehicle model's location in the simulation at each update time step, the model will
determine what context it should be in and perform the actions that are appropriate for that context. This will allow the vehicle model to match the
human-controlled entity's behavior for a longer period of time than is possible with only dead-reckoning updates, thus reducing the communications bandwidth
required. However, discrepancies between the vehicle model and the human controlled entity will inevitably occur and these must be detected and resolved to
allow the vehicle model to function efficiently. The portion of our model that addresses this need, the Difference Analysis Engine (DAE), will be resident on
the human-controlled entity. It will be able to observe the actual vehicle's actions as well as the simulation environment and the vehicle model itself. It then
must evaluate whether significant discrepancies exist. If they do, it will immediately take the action needed to synchronize the vehicle model with the actual
entity. These corrections can involve a simple State Realignment to update the vehicle model's location, direction and speed; a forced vehicle model Context
Shift to match the context of the human-controlled entity; a Model Correction to change the way the model itself responds; and, as a last resort, a Model
Suspension to revert to standard dead-reckoning until the DAE can recognize what context the human-controlled vehicle actually is in. This paper will focus on
those DAE functions and on how techniques, such as temporal template based reasoning, neural networks and genetic algorithms, are being used to accomplish those
DAE functions. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In the face of global cuts in defense budgets, simulation based training has been recognized as a solution that retains competency while
reducing training costs. New tasks for armed forces, new scenarios, multinational structures, and restrictions in both financial and personnel resources
including those resulting from environmental considerations require new concepts and solutions in the areas of military training, exercises and planning. The
resulting loss of the 'reality' in conventional live exercises due to restrictions in the availability of supporting military personnel and other limitations
caused by reductions in training grounds must be compensated for as much as possible through synthetic environment and modern simulation technology. Therefore,
computer-based simulations, as training tools for effective planning, have become increasingly important. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Knowledge Management (KM) initiatives are surfacing daily and at an increasing rate. The Department of Defense (DoD) can become a Learning
Organization by using many of these KM synthetic solutions in the 21st century. To become a Learning Organization, the DoD needs to implement integrated KM
using knowledge bases, KM tools and change management processes, rather than merely implementing information technology approaches. There are indications that
individual Services are already moving in that direction. The Navy is "committed to a broad KM effort."(Natter, Feb 99) The other Services are
beginning to focus on what KM can do for them as well, particularly in the area of training. To make this transition smoothly, clear definitions of knowledge,
knowledge processes, and knowledge management are needed. The author proposes two key paradigm shifts, including Metalevel thinking that dictate new KM methods
capable of being embedded in, and benefit to, the entire learning organization culture. This leads to distinct understanding of the impact KM will have on
training, as the new framework for all future training. The other new knowledge paradigm, besides metalevel thinking, "the best knowledge to the right
person at just the right time," has emerged from the ongoing KM activities. Use of the KM lexicon, and philosophy, allows further analysis of alternative
KM approaches in the light of their unique training and knowledge transfer needs. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The digital revolution has sparked a worldwide movement toward the use of simulators to enhance training and accelerate learning. As
simulator-based training grows, the concern of trainers should increasingly turn to determining if effective training is taking place, rather than merely using
simulators more extensively. We reviewed the simulator training literature to see just what literature exists as well as the effect simulation is having in
terms of training effectiveness. The review concentrated on the literature from several different domains/perspectives, including the NASA space program,
commercial aviation training, medical procedures training, and nuclear power plant operation training. The objective of the review was to focus on prototypical
studies which showed utility in determining the effects of simulator-based training of highly complex tasks. Unfortunately, our review showed that little
attention is being directed toward determining the effectiveness of these training devices and research on the effective tactics and strategies for utilizing
simulation are almost nonexistent. We then put forward a brief explanation for the lack of motivation to assess simulator-based training, along with a plea to
move forward in this area. Finally, we review a model, first outlined by Lewis (1996), for assessing the effectiveness of simulator-based training. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Since the early 1980s, the U.S. Army has conducted force-on-force Tactical Engagement Simulation (TES) exercises using laser-based systems
such as Multiple Integrated Laser Engagement System (MILES) for Real Time Casualty Assessment (RTCA). However, this laser-based approach requires line-of-sight
(LOS) between emitter and sensor to match a shooter with a target for a given direct-fire event (shot pairing) and is, therefore, inadequate for
non-line-of-sight shot pairing. This is especially critical in light of the new generation of small arms currently under development, such as the Objective
Individual Combat Weapon (OICW). The advantage provided by weapons of this type is the use of laser range-finding and smart munitions to defeat hidden targets,
in defilade, or otherwise out of direct LOS. Currently, no instrumentation system exists for shot pairing between individual dismounted combatants using or
being engaged by these new weapons, yet these new weapons must, in the near future, be integrated into the training environment. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The VLSE Project is one of a number of projects initiated under the Live Fire Test and Training Program. The program is sponsored by the Live
Fire Test & Evaluation Office, located within the OSD Directorate of Operational Test & Evaluation (DOT&E), and is being performed in partnership
with the Naval Air Warfare Center Training Systems Division (NAWC TSD), the Army's Simulation, Training and Instrumentation Command (STRICOM), and the Air Force
Agency for Modeling and Simulation (AFAMS). The common thread amongst the projects is to find ways to more closely integrate training and testing activities,
including modeling, simulation, and shared use of data. The primary objective of VLSE is to develop and implement a methodology for more realistic (i.e.,
detailed) damage assessments in direct fire gunnery simulations through improved use of live fire test data and models. Specific objectives of this effort
include:
This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
The term composability is most often used in conjunction with object-oriented software development. In this respect, composability is defined
as "the ability to rapidly create or adapt powerful systems to respond quickly to new hardware and software capabilities, dynamically respond to mission
requirements, system health/integrity, operating environment, and possibly reconfigure during execution, for example, to trade fault tolerance or security for
performance". [1] This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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There are two main issues that must be addressed when building a composable simulation system. The most obvious is identifying the functional
granularity of the composition. The choice for granularity defines the modules of the systems and therefore their building blocks. Compatibility across the
functional composition boundaries can best be thought of as syntactical consistency (e.g., when two systems can exchange the agreed upon data in a clear and
un-ambiguous manner). The semantic granularity of the system, the second and initially often overlooked issue, is where things like thoughts, concepts, and
level of interactions begin to separate the system components. These divisions go a step further to start to define groups of modules that "make
sense" together. Even though all the components might be able to exchange data with each other, the key is to exchange meaningful information in a flexible
and timely manner. It is this capability the leads to a truly composable system. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In the human factors arena, the conflict between "we need answers now" and "you want it done right?" often results in
trade-offs and, occasionally, heated discussions. This paper describes one such project in the context of a workload analysis conducted for a
sophisticated training simulator under development. In response to a request to determine if workload will be within acceptable limits for various
operators of the system, a MANPRINT team employed a stream-lined methodology in order to meet a rapidly approaching deadline. A computer modeling tool was
used to help overcome the lack of a platform to obtain direct measures of workload for the operators. The use of computer modeling also helped to reduce
the trade-offs between providing results quickly and providing quality, defensible results. The methodology employed enabled a quantitative comparison to
a comparable existing training system. The results illuminated potential workload problems and alternatives to bring workload within acceptable
limits. The methodology and results of the workload analysis are presented including how the computer modeling tool was integrated into the process.
Discussion is provided on the limitations of the methodology and how it can be improved. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The two-seater combat aircraft that went into service with the German Airforce in 1981 and with the German Navy in 1982 was based on
operational requirements and technical standards of the 70's and earlier. Changes in the operational goals forced requirements for improving, conserving, and
adjusting performance capabilities and made various equipment necessary being added to the current system. During the realization of these modifications aspects
of human-machine-interaction and crew coordination as well as revision and improvement of the obsolete training concept corresponding to actual training needs
were largely neglected. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The complexity of simulation systems has created a challenge for system designers in creating systems that are optimal for both machine and
human performance. One of the most useful Human Factors analyses in creating an optimal simulation system is Functional Allocation. While several methodologies
exist for Traditional Functional Allocation between humans and computers, many problems exist with current approaches. WARSIM 2000, a computer-based training
simulation, has tackled the challenge using computer modeling tools. A new approach, Systematic Functional Allocation, was developed in response to problems
identified with Traditional Functional Allocation. This paper outlines Traditional Functional Allocation and its associated problems, provides a general
description of Systematic Functional Allocation and describes how the new approach was executed for WARSIM 2000. A sampling of computer models, as well as
output reports are provided and discussed. Systematic Functional Allocation has assisted WARSIM Human Factors engineering in making critical design
recommendations which have significantly impacted the system design. While this methodology was created specifically for WARSIM, it has potential for use by
other simulation systems and domains. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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This paper describes the development of a new technology which causes a human machine interface to best-fit itself to the individual user, to
the environment, and to the transitory states of each. The automated self-adaptive multi-modal user interface (ASA MUI), is a method and an apparatus for
developing and implementing the design of a user interface which maximizes the usable communications bandwidth between the individual user and the machine,
allowing the machine to accept and interpret input from the human by a variety of simultaneous means and allowing the machine to communicate to the human by a
variety of blended, multi-modal communications methods. The unique features of this method of designing and implementing a user interface are: (1) that the user
interface tests each new user, develops a database of each user's cognitive styles, learning preferences, or individual traits which impact human machine
interface; (2) that the user interface self-configures to fit the individual user, monitors the user's performance and physiological states, and automatically
adapts itself to changes in the user's states; (3) that the user interface accepts simultaneous user inputs of different modes, and (4) that the user interface
outputs both blended and parsed communications of information in different modes and by different media simultaneously or sequentially to ensure maximum human
machine interactive performance. The author explains the need for and the further development and implementation of the automated, self-adaptive, multi-modal
user interface technology, describes the development and testing of a concept demonstrator, and provides recommendations for application of the technology. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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For training purposes, there are a variety of means for presenting spatial information to support and augment mental modeling. These include
alphanumeric parameter lists, schematic diagrams, plan views and maps, perspective views, and synthesized virtual environments. From a training perspective, we
need to know whether a medium contributes significantly to optimizing training resources. It should be implemented in a training program only if it presents
useful information with a minimum of distortion, ambiguity, or irrelevant and distracting data. This is particularly true when trainees are learning to
construct mental models of spatial relationships from instruments which do not offer a direct or intuitive representation of the necessary information. Under
these conditions, the choice of display parameters implemented in a training system will directly effect its utility for aiding in the development of spatial
problem solving skills. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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A determination was needed regarding whether or not to incorporate a motion base into the future Marine Corps Advanced Amphibious Assault Vehicle (AAAV) Driver
Trainer, and if so, the degrees of freedom (DOF) required to produce an accurate simulation. A force motion base was proposed as an option in the Naval Air
Warfare Center Training Systems Division (NAWCTSD) AAAV Front End Analyses and in an industry-generated Systems Functional Specification, however, rationale for
the necessity of force motion was not available. The task of determining the necessity for force motion cuing and the DOF required was somewhat formidable
because no actual operational vehicle presently exists and only limited models of the vehicle and the environments in which the vehicle will operate are
currently available. The end decision to incorporate platform motion into the AAAV Driver Trainers was based on data supplied from a number of sources (e.g.,
training effectiveness and cost data, historical data such as the Army's experience with the M1/A1 tank, and subject matter expertise). As part of the decision
process, it was necessary to use analytic methods to determine the DOF that would be required to meet AAAV driver training objectives. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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An important component of military training is training conducted with live ordnance. Safety - the protection of life and property - is a
critical requirement of the systems that provide this training. As software solutions are applied to these systems, methods and processes are needed to ensure
that the implemented software solutions perform as required in a safe manner. These systems include a number of types:
This paper will discuss the safety issues associated with these types of systems, the safety issues associated with live-fire training
systems, and the practices of designing and developing safe software systems. Included in this discussion will be the analysis of case studies presenting
various training incidents and how these might have been prevented through proper application of software safety practices. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The authors present the proposed functionality of a Human Centered Design Advisor (currently under development) that will increase the extent
to which human factors professionals are involved in the system design. The authors submit that the most effective way to convince systems engineers to include
the Human Engineering Process in the Systems Engineering Process is to reference human factors issues contained in IEEE 1220-1998, because systems engineers
consider this document a credible source. When systems engineers are developing specific requirements, the HCDA should recommend human factors oriented
requirements from the systems engineering community as opposed to coming from the human factors community. Finally, as the design progresses, the HCDA will have
sufficient knowledge of the design task at hand and can provide context-specific advice from the human factors community on how to fulfill the human factors
requirements. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The purpose of this paper is to report on the development of a team performance measurement system capable of supporting the Army's recent initiatives for
testing systems and doctrine in synthetic environments. One mechanism for evaluating emerging Army systems and doctrine is the Advanced Warfighting Experiment
in which a synthetic theater of war (STOW) environment is created. STOW environments provide a key function in the test and evaluation (T&E) process, yet
they pose challenges for effective team performance measurement, an important component for providing feedback to the development process. Challenges include
lack of control of task content, requirement to capture performance in near real-time, and the use of multiple observers who must be kept cognizant of ground
truth in a complex, dynamic environment so that they can legitimately assess team performance. To address the challenges outlined above, the TRACTs (Tactically
Relevant Assessment of Combat Teams) performance measurement system was developed. TRACTs capitalizes on recent work performed by the Navy and Army in the area
of team performance measurement. It captures both task-based and team-based performance and is implemented on a computer-based, hand-held data collection
device. TRACTs was recently used to evaluate team and task performance during an assessment of employment concepts for the Crusader system. Crusader is a
revolutionary weapon system which will be fielded by the Army in 2005. This paper addresses TRACTs design, TRACTs data obtained during the Crusader experiment,
and discussions of how these data can be used to augment the T&E process. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Synthetic environments have typically been perceived as testing and training facilities that provide visual, digital information about the world surrounding a task. This paper explores a more comprehensive interpretation that involves utilizing perceptual cues appropriate for the task and is not dependent on digital presentation of the task environment. AFRL/HESR has developed a three-phased approach to testing that includes laboratory, synthetic, and field-testing. In this method, the synthetic environment is a transitional platform between pure laboratory evaluation and field-testing. Appropriate environments are determined through selection, isolation, categorization, validation and analysis of the elements in the system to determine their relationship and interaction. Critical elements are used in the synthetic environment to test task performance. Examples showing the effectiveness of appropriately designed, non-digital synthetic environments, as used in maintenance task environments, are reviewed. Tools or mechanisms used in building appropriate synthetic environments are examined and the benefits associated with these intermediary platforms are discussed. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Few Synthetic Environment (SE) based training systems have been designed from a clean sheet of paper. Most have evolved from technical
demonstrators that had more than one design aim e.g. technical demonstrator, operational analysis tool and (or) training system. The need to adapt these systems
to provide training has led to the provision of training feedback through After Action Review (AAR). In these systems AAR has largely been provided by add-on
tools. In this approach AAR is typically seen as an isolated add-on to the training system and methodologically sound procedures for the use of AAR tools in the
training process are not well developed. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The goals of U.S. Air Force Cockpit/Crew Resource Management (CRM) training are to maximize operational effectiveness and combat capability
and preserve personnel and material resources through a focus on aviation human factors. CRM training provides crewmembers with performance-enhancing knowledge
and skills tailored to fit the unique characteristics of each primary mission and covers six core behaviors: Situational awareness, crew coordination/flight
integrity, communication, risk management/decision making, task management, and mission planning/debrief. While CRM training appears to be readily accepted by
Air Force aviators who fly multi-crew aircraft, including two-seat fighter aircraft, there are differences among single-seat fighter pilots in the perception of
the applicability of CRM training in their environment. These perceptual variances are highlighted by the fact that single-seat fighter aircraft do not have
"crews," but rather operate in "flights" of individual aircraft, each with a single pilot, to accomplish their mission through a mutually
supporting effort. This research was undertaken to examine how F-16 fighter pilots viewed the Air Force's emphasis on CRM; the breadth and depth of CRM skills
and behaviors; CRM's applicability to the "single-seat fighter community;" potential changes to CRM training; and the pilots' dominant learning
styles. The purpose of this study was to determine the pilots' attitudes, prior to later examining their behaviors. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Accident data reveals that at least 80% of the world's airline accidents are attributable to human factors related to crew performance rather
than technical failures. Ambiguity, assumptions, lack of communication, confusion, discrepancies - these have resulted in serious loss of life. Therefore,
continual examination of the factors that affect aircrew teamwork is essential. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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One challenge for applied training research is to effectively balance the need to deliver a product to meet real operational requirements
with the need to conduct a sufficient level of science. Although achieving this goal is challenging, success stories do exist; unfortunately, few have been
documented. This inhibits other communities from benefiting from the lessons learned. This paper documents an applied research effort and offers lessons learned
from balancing science and operational necessity while meeting naval aviation's aircrew coordination training requirements. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Computer-aided performance support technologies continue to transition from providing enhanced training support to providing enhanced
training and on-the-job work support. This ongoing transition is increasingly moving computer-based systems out of the traditional training classroom and onto
the actual work site, with the inherent goal of providing just-in-time work support at the exact point of need, irrespective of work setting, location, or
associated environmental conditions. It is suggested that this transition from training to on-the-job work support requires new thinking, new technologies, and
new models of task performance. Just as learning models are used to guide training design, task-specific "work" models must be used to guide the
design and development of computer-aided work support systems. In developing such models, it is imperative that human performance be viewed as consisting of
both correct performance and incorrect performance or human error. As such, correct performance and human error are two sides of the same theoretical
performance coin. After developing a task-based model of human performance, the paper focuses on analyzing various maintenance activities from a human
performance perspective. Based on this initial understanding, it then describes a computer-aided work support system developed specifically to support an
aviation-related maintenance activity. Particular attention is focused on describing design features that were built into the system to minimize the flip side
of human performance or that of human error. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In anticipation of shrinking budgets, the Navy has begun to examine technologies that will support a reduction in the manning requirements, and hence increase
the affordability, of 21st century surface combatants. Because more work per warfighter is not viable, reduced manning implies an increased use of technologies
that offset the increased workload that would otherwise be placed on future warfighters. Advanced human-computer interfaces and software-based intelligent
agents have the potential to alleviate the workload associated with the use of current systems. If these advanced technologies are designed and applied
correctly, future systems will allow cognitive resources to be focused on the task of accomplishing the mission rather than on the tasks of interacting with
systems and synthesizing data. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In a recent book, Donald Norman describes how products developed from lists of user demands often fail when they are integrated into work
environments. According to Norman, failures occur because actual customers for a product and their needs are often different from the focus groups that were
interviewed during product development. Further, Norman states that the design process is often a linear sequence of operations that inhibits interactions among
members of the team. He recommends that designs should emerge from a process of observing customers at work together with frequent prototype evaluations by
users and the design team including managers, engineers, software specialists, technical writers, and behavioral scientists. The Air Force Research Laboratory,
Warfighter Training Research Division, has applied this human-centered development process to create a four-ship, F-16 simulation testbed. The testbed has been
used in a series of Distributed Mission Training (DMT) exercises with pilots and air weapons controllers. The goal of these exercises has been to identify and
document how DMT systems can be designed and used most effectively to enhance mission skills. The lab's design team has used these exercises to observe
warfighters at work and identify significant training needs. During and after each training exercise, feedback is used to determine how to refine the scenarios,
procedures, and testbed systems to support a training environment that complements current flying training requirements. Exercises have included RoadRunner 98
(a composite force exercise), an air-to-air training evaluation study, and flight lead upgrade training. Collected data are being used to determine DMT
strengths and weaknesses and to identify the best training uses of DMT. These data are also providing a basis for a performance measurement system to assess the
effectiveness of training in DMT. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The topic of this paper is to present a short overview on the idea of the modular helicopter simulator concept and its implementation in the
realization of 12 helicopter simulators for a simulation center of the German army aviation in Bückeburg. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Operational Flight Trainers (OFT) require a visual system to provide pilot trainees with out-the-window visual cues. Even though the cost of
image generation systems has come down in recent years, the cost of a complete visual system with a state-of-the-art dome or collimated cross-cockpit visual
display is a significant portion of the total cost of the training device. Using multiple cockpit configurations with a single visual display system can
decrease the overall cost of multiple training devices and increase the efficiency of their use. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Naval aviators are limited in their opportunities to practice critical mission skills while deployed for reasons that include fiscal,
operational and safety constraints. Efforts have been initiated that specifically address simulation technology requirements associated with deployed training.
These efforts contribute to the development of deployed training capability by providing simulated environments in which to practice and refresh critical
skills. However, to focus simulation requirements, deployed training needs, in the form of missions, tasks, and skills, should be identified. The specific
objective of this effort was to begin to delineate potential deployed training needs and approaches for F/A-18 pilots. A deployed training requirements survey
was administered to 38 pilots from three squadrons aboard the USS Kitty Hawk representing carrier air wing 5 (CVW5). The results across the ratings and free
response survey items were consistent in indicating a clear need for deployed training. Air-to-air, smart weapons, electronic warfare, and integration were the
mission areas with tasks that received the highest ratings and rankings in terms of need for deployed training. In general, these tasks are not practiced on
every mission, are critical to perform, and have a high skill decay index. These factors combine to make them prime candidates for deployed training. In terms
of deployed training strategies identified by respondents, simulation was mentioned most frequently. Besides simulation, a variety of additional and
complementary training approaches were mentioned including computer-based training, video demonstrations of effective performance, and an organic TACTS
capability. Future work should consider the tradeoffs between these many alternatives. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Simulation proponents are driven to replace existing simulations as a result of several factors. These include obsolete and inefficient
source code, maintenance costs to upgrade aging hardware, need for expanded capability, and the requirement to be compliant with the DoD mandated High Level
Architecture (HLA). Good business practices argue against the wholesale replacement of simulations due to the enormous cost of developing entirely new systems.
TRADOC, faced with the need to maintain a entity-level simulation despite increasing maintenance costs and limited expansion capability, reengineered the Janus
simulation with a new architecture, re-hosted on personal computers, and modified to meet the HLA mandate. The reengineered simulation is known as HLA Warrior.
The paper addresses the policy management decision process to modify and adapt simulations rather than replace them. Using Janus/HLA Warrior as a case study,
the paper details a non-technical process for re-hosting a legacy simulation with modern technology, to include achieving HLA compliance. The paper also
discusses in-house versus outsourced tasks, budget management considerations, and modern architecture capabilities. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The purpose of the Interface Control Configuration Control Board is to manage the process of input of new items into the core instrumentation
systems in such a manner as to ensure Operations and Sustainment of major combat training systems in a manner that meets the customers needs and the providers
configuration control concerns. Areas of interest in the management process include: the concepts of electronic commerce for discrimination of meeting items,
agendas, approval processes and control of documentation, the concept of multi command inclusion in the process, and the concept of consensus in making
decisions for each of the combat training centers. Version control and publishing of all changes are maintained by a joint IPT initiative between the Contract
O&S provider and the Logistics configuration control engineers. The documents and supporting information are maintained on the STRICOM (Government) WEB site
for access by developers, sustainment personnel, user community and other commands/entities involved in maintenance of the training systems. Each of these areas
and the process of maintaining them will be addressed in detail in the paper and subsequent presentation. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The U.S. Army Simulation, Training and Instrumentation Command (STRICOM) Life Cycle Project Directors (LCPDs) who manage military training
systems face three concurrent mandates: 1) a governmental directive to operate within a paperless environment by 2002; 2) to optimize training system
utilization; and 3) to effectively evaluate the current performance of life cycle contractors in the support of training systems. These obligations are not
mutually exclusive, but are in fact synergistic. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Computers are improving in power, speed and affordability by an order of magnitude every five years. Thanks partly to parallel improvements
in miniaturization and ruggedization, the use of this speed and power in C 4 I systems on the battlefield seems set to increase dramatically in the next few
years. In spite of received wisdom about children's familiarity with computers, there is no evidence of any equivalent improvement in the ability of recruits to
operate these systems. If this lack of ability is not to become a limiting factor on the "Digitized Battlefield", an affordable, dependable and
practical training programme for C 4 I systems is urgently needed. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The recent work undertaken to develop agreed tri-Service Training Needs Analysis (TNA) procedures, reported at I/ITSEC 98, concentrated
primarily in aligning those procedures operable at the pre equipment delivery stages of the acquisition (procurement) cycle. PPE has tended to be regarded as a
lower priority so far in the drive to ensure that initial training input to long term equipment acquisition projects could be established and implemented. The
focus of the effort has tended to concentrate towards aspects of the Scoping Study, Operational Task Analysis, Training Gap Analysis and Training Options
Analysis. Whilst the tri-Service TNA Guide for Equipment Procurement Projects makes detailed reference to Post Project Evaluation (PPE) and states broadly the
issues that PPE should address, the process and mechanism by which this task might be undertaken has not been developed sufficiently to be articulated so far.
It was agreed that each of the three Services would develop their own procedures and to this end, PPE for Army delivered training is addressed here. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Weapon system training devices traditionally have high fidelity ownership and sensor models. However, due to the amount of tactical player
definition required (intel data), the tactical environments used on these trainers are typically of low fidelity. In addition, the effort involved in creating
and validating tactical models represents a huge investment on the part of the training community. It has been proposed that one solution is to use simulations
from other communities (Test and Evaluation, Mission Planning, etc.) which already have numerous validated models and scenarios. In the Modeling and Simulation
community there is also a goal to create a simulation environment that can be used by all communities, including training. In addition, realistic distributed
training through the use of DIS/HLA will also impact the training device. This paper discusses the results of an investigation of the imposed requirements and
impacts on the training device to accommodate this higher fidelity. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Joint Staff published the Global Command and Control System (GCCS) Training CONOPs in Sept. 1997, setting the stage for the current GCCS
Training Management Process. AF/XOCE, as the GCCS Single Service Training Manager (SSTM) developed this process to manage the multitude of training requirements
generated by the Department of Defense's (DOD) premier command and control system. It supports users from all CINCs, Services, and DOD Agencies in multiple
functional communities. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Developing software intensive systems, such as complex flight and mission training devices, within the Department of Defense (DoD), continues
to be excessively costly and time consuming and resultantly unsuccessful in meeting users' training needs. A myriad of government sponsored studies have
attempted to improve bleak success rates for delivering training systems within the confines of initial cost, schedule and performance thresholds. Such studies
have identified the following areas: shortfalls in requirements management and a lack of disciplined processes, as being at the crux of DoD's acquisition woes. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Requirements engineering standards and processes are inadequate in the simulation and training industry to support programs with multiple
developers and training objectives. This paper explains how the Joint Simulation System (JSIMS) program corrected that inadequacy by defining and implementing a
robust requirements engineering process that maintains a standard, program-wide traceability and test approach, flexible enough to allow multiple development
agents, of which there are eight, to use different development processes and requirements management tools. A key to this organized and successful practice was
to get common plans, definitions and agreements amongst the development partners. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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As computer technology emerges into the 21st Century, the education and training community has found itself depending heavily upon the use of
recent advances to improve training realism and reduce costs. The use of high fidelity models and simulations (M&S) is having a profound effect on our
ability to train soldiers and civilians alike under near-realistic conditions. Improved capabilities in visualization, virtual reality, artificial intelligence,
and distributed simulation are providing opportunities never before envisioned by our leadership. These same improved capabilities are also introducing risk -
validation of the credibility of these models and simulations under conditions that are not always verifiable or testable. After more than ten years of
explosive growth in the application and use of M&S in all domains, there is still no uniform approach to establishing and quantifying their creditability
through standardized verification and validation (V&V) techniques. More importantly, with the increased reliance on battlefield and campaign level
simulations such as ModSAF by the training community, these become extremely difficult, if not impossible, to validate using traditional techniques. This paper
will address the critical needs to improve our standards in the V&V of mission critical M&S and will introduce standard validation techniques that can
be applied to battlefield-level models to include: face validation, trace validation, historical validation, multi-stage validation, and internal validation.
Each technique will be discussed in terms of how to determine when that method should be used, to include selection criteria, strengths and weaknesses of the
method, and examples. References are available upon request. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Organizations can no longer rely on individual performers to succeed. The demands of global competition, cost reduction, quality improvement,
and employee shortages dictate increases in organizational productivity. Improvements in organizational productivity can be gained by better managing the
knowledge needed to do business. In recent years, knowledge management has been identified as a critical tool for improving organizational productivity.
Knowledge management could have a substantially greater impact on productivity if the search for knowledge were to be eliminated. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The primary training device acquisition activity, from procurement through life-cycle support, for Navy and Marine Corps training systems for
more than five decades has been NAWCTSD. For the past 18 years, NAWCAD MFS has been providing flight simulation support to the RDT&E functions, and has
provided flight trainer devices to the Navy and Marine Corps for more than 7 years.. As DoD budgets, and program funding grew smaller, these two agencies began
viewing each other more and more as competitors for training system programs. Further, in some cases during the normal procurement process and execution of
training device development contracts, a combative relationship developed between the Government representatives and the contractor development teams. The
competitive relationship between TSD and MFS and the combative relationship between Government and industry did not benefit the organizations nor provide a
better training device to the Fleet. A major emphasis with the development of the Integrated Product Team (IPT) concept, was the paradigm shift to build a team
comprised of Government agencies and industry participants structured to better support the product and customer. The UH-1N Aircrew Procedures Trainer (APT)
project, by embracing the IPT concepts, forged a partnership between NAWCAD, NAWCTSD, and industry. Working together, along with the sponsor, PMA-205, and the
customers, PMA-276 and the Fleet Project Team (FPT), the UH-1N APT team is an example of this paradigm shift. Besides establishing a healthy, cooperative
working relationship between Government agencies and industry, the UH-1N APT project broke other paradigms with respect to the procurement process of
traditional flight trainers. By having a team that worked together, non-parochially, to solve the project problems, non-traditional solutions became apparent.
An "out-of-the-box" mentality was not just accepted, but encouraged. This paper includes a general description of the UH-1N APT device (particularly
the unique aspects of the device, a description of IPTs, and focuses on specific examples of the benefits of the IPT concept, and lessons learned. Finally, a
summary of the benefits of cooperation and partnership in these times of shrinking budgets, rapid pace of technology, and increasing training requirements is
included. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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As new delivery systems are being made available and affordable, there is a rush to import old data and training into new formats required
for the new delivery system. Stand-up courses are being loaded onto web pages and computer-based instruction is being incorporated with electronic performance
support. Change is occurring at a very fast pace. Organizations seeking to expand and update existing training materials into the newer delivery systems are
presented with unexpected challenges. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The integration of Computer Based Training (CBT) products, Commercial-Off-the-Shelf (COTS) software products, and training software
applications, such as the Aviation Maintenance Training Continuum System Software Module (ASM), into a completely operational training system is complicated
enough without the additional burden of having to integrate a unique Computer Managed Instruction (CMI) tool for each CBT product. When CMI tools work only with
particular authoring systems, and CBT products are developed on multiple authoring systems, the task of integrating training system components becomes more
complex. In addition, the role of system configuration management is intensified by the need to keep track of which CBT product will run with which CMI tool. To
address this problem, the Aviation Industry CBT Committee (AICC) developed CMI and CBT "Guidelines and Recommendations" to promote the
interoperability of CMI systems. In this context, interoperability means the ability of a given CMI system to manage CBT lessons from different origins and the
ability for a given CBT lesson to exchange data with different CMI systems. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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As the new millennium approaches, a question begs to be answered; how can the modeling and simulation technologies developed over the past
fifteen years be applied to provide synthetic solutions to reduce the cost of systems acquisition? In the past year the call for simulation based acquisition
has continued to expand. The idea of using simulations to support acquisition is not new, novel, or revolutionary. Supporting acquisition with simulation is
sensible but also low risk and therefore provides potentially only a minimal reduction in acquisition costs. The opportunity before the community today is to
morph the paradigm of the simulation role from one of supporting to one of conducting acquisition. Conducting acquisitions using simulation brings forth a whole
new range of issues. It also transforms a low risk approach to a higher risk with the potential for significant cost reduction. Development of thought
leadership by the simulation and acquisition communities to address this opportunity is required as DoD moves into the 21st Century. The problem is very board
and the issues are many. This paper focuses on the challenges of conducting test and evaluation through simulation for systems acquisition. The keystone issue
here is to define a process which could evolve a simulation architecture that will be accepted as a tool for conducting portions of test and evaluation beyond
merely providing a supporting role. The results of our efforts will be valuable to Program Managers (PM) during the Milestone II to III phase of their system's
acquisition cycle. Our approach is based upon working through such a process of defining architecture and simulation specifications to support the operational
test and evaluation program for PM Grizzly. As a result of our effort to develop this architecture a need arose to also define a structured methodology that
would help us to arrive at a useable result. Through the process put forth in this paper we are confident we have developed a useful methodology that will
permit PM Grizzly to conduct segments of the Grizzly operational test and evaluation in simulation. This structured methodology is generic enough that it is
capable of supporting other acquisition projects as well. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Smart Procurement Initiative (SPI) is a fundamental part of the Strategic Defence Review (SDR) and aims to deliver the equipment needed
by our armed forces when they need it, with the capability that they need and at a price that is affordable. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Department of Defense (DoD) vision for Simulation Based Acquisition (SBA) is to have an acquisition process that is enabled by robust,
collaborative use of simulation technology that is integrated across acquisition phases and programs. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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A concept for linking Naval Aviation readiness to resources and warfighting requirements was presented in a paper at the 1997 I/ITSEC. The
concept came to life in December 1998 with Version 1.0 prototype of the Naval Aviation Training Decision Support System (NATDSS). This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Air Force Space Command (AFSPC) was faced with not enough training dollars and a poorly focused training planning infrastructure. To combat
this, we fashioned a framework in which to engage the elements needed to build a space training, education, and exercise (STEDE) strategic plan. It encompassed
organizational relationships between AFSPC, Air Education and Training Command (AETC), and Air Force Materiel Command (AFMC). This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Historically, the training time for shore-based courses provided at the Basic Enlisted Submarine School has been lengthy, and in recent years
there has been a reduction in resources required to deliver this training. When sailors are engaged in shore-based training, they are not available on board the
submarine to perform their duties. Also, data from the fleet indicated that much of the on-board training could be more effective (higher learning standards
achieved) and efficient (less time required) than shore-based training. For these reasons, the U.S. Navy made a decision to provide more courses on board the
submarine. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Simulation is being expanded well beyond procedure training for individuals and crews to address even greater aspects of training of
organizations through the use of distributed simulations. Measuring the contribution of these distributed simulations to organizational training has been
difficult. Task performance and teamwork are two general measures that provide insight into the contribution that training in distributed simulation makes
toward improving organizational performance. This paper reports findings of a field study of US Army units currently training within the Close Combat Tactical
Training distributed simulation system. The research examines unit training within this virtual synthetic environment in terms of improvements in teamwork of
the formal unit leaders and, secondly, performance of the unit on common tasks. As a portion of this research, a Navy measure for teamwork was refined for
application to this study. Data collected during the field study provides insight into the contribution that distributed simulation may have toward these
objectives. The results indicate that statistically significant improvements did occur in specific teamwork behaviors and teamwork dimensions by the unit
command and control team. Additionally, statistically significant improvements in unit task performance occurred on specified tasks in the virtual synthetic
environment. The implications of the study results and methodology of assessment are discussed in terms of evaluation of distributed virtual simulations for
unit command and control teamwork training as well as unit task performance training. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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A comparison of the Virtual Environment Training Technology (VETT) shiphandling simulation at the Naval Air Warfare Center Training Systems
Division (NAWCTSD) in Orlando, FL with the Maritime Surface/Subsurface Virtual Reality Simulator (MARS VRS) development system at the Defence and Civil
Institute of Environmental Medicine (DCIEM) in Ontario, Canada found similarities in the technology used by the systems. The basis for these similarities is the
natural interaction immersive technology provides for shiphandling. Both systems use a comparable head mounted display (HMD) for the visual scene, however head
movements are tracked with dissimilar technology. VETT hardware includes an inertial tracker so that it can meet the requirement for shipboard use. MARS uses a
magnetic tracker, allowing for 6 DOF to accommodate for movement used in real world performance. This hardware difference is compared. Necessary environmental
fidelity is directly related to training objectives. Both systems create an environment to develop "seaman's eye", a perceptual skill used by
shiphandlers. However, due to the differences in the specific shiphandling exercises used in the simulations, the fidelity requirements of environmental cues
are different. VETT implements an underway replenishment (UNREP) maneuver, an exercise in which ships operated in close proximity, requiring detailed
environmental cues such as waves and wakes. MARS VRS is used for performing training maneuvers completed at safe distances, precluding the necessity of high
fidelity wakes. These differences are compared. VETT represents navigational information in numeric/abstract format on an HMD for voice call-up by the student.
MARS uses high fidelity and real world representation of actual navigational instruments. The navigational information displays are compared. Unique to VETT is
the collection of automatic performance metrics for correlation with subject matter expert (SME) ratings. Some preliminary findings are discussed. Conclusions
are drawn regarding the differences in the systems and the implication for design of operational shiphandling training systems using virtual reality HMDs. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Increasingly scarce resources, environmental constraints, reduced service times and the equipping of the armed forces with more and more
complex and multifunctional weapon systems require the German Navy to make use of state-of-the-art training technology, such as computer-based training (CBT).
The development of these learning programs is preceded by a training analysis and the resulting selection of media with the program
objectives and contents described and defined therein. The approach and management of CBT learning program development are specified in a "Guideline for
the Development of CBT Learning Programs for the Bundeswehr" for the individual phases. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Department of Defense initiatives in recent years have focused on reinventing the way Government does business with industry. Coupled with
these initiatives is the reality of declining budgets without declining requirements. In the arena of contractor maintenance and support of U. S. Army aviation
simulators, these problems are compounded for the legacy systems fielded over the past twenty years. Budget constraints, and the promise of new technologically
advanced systems being fielded in the coming years, has made sustainment and modernization funds very difficult to acquire. Aging of the legacy systems, with
the persistent problems of obsolescence, has made the continued high system availability requirements a difficult challenge. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Training Needs Analysis (TNA) forms the core of the 'supporting case' required for the acquisition of military training equipment in the UK.
The TNA process is defined in a tri-Service document which, on major projects, is supported by a number of other acquisition processes and procedures, briefly
described in the paper. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The National Training Center (NTC) is the premier CONUS training site for the Army. Utilization of the facility involves some of the most
advanced training technologies available together with the efforts of more than 3000 people. However, technology insertion at the NTC has seriously lagged while
the evolving user requirements and costs for operation have risen. Although there are significant modernization programs in the wings, this is an ideal time to
consider alternate business models for the NTC training systems management. This paper conducts an initial, high-level assessment of the outsourcing model for
possible implementation at the NTC. Definitive statistics and costs were not available due to the widely spread accounting methods for NTC operations.
Nevertheless, we attempted to baseline some data using interviews, STRICOM briefings and commonly accepted industry references. The discussion starts with a
definition of outsourcing. The term has clear meaning in industry but is often confused with an "A-76" study/contract or "contracting out. We
reasoned that if there were to be an outsourcing initiative for the NTC, a first step would be the identification of certain factors to be considered. There are
numerous obvious metrics; beyond them, however, are a few subtle but potentially significant indicators that could guide an outsourcing decision. Accordingly,
we carefully considered personnel issues, technology insertion and obsolescence issues, and forward costing. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Distributed Mission Training (DMT) is a revolutionary training paradigm currently evolving at the Department of Defense, especially at the
Air force. DMT combines virtual, live and constructive assets so that warfighters can train as they intend to fight. While the dimensions and complexity of
modern warfare are expanding, the ability of the defense services to train forces in a realistic environment is being increasingly constrained. The primary
constraints arise from limited resources for team skill training using actual equipment such as aircraft, safety limitations of live training events and
security constraints due to operational conditions. Consequently, DMT is strongly emerging as an alternate but effective mode of team training in the defense
services. In this research, we develop models and a spreadsheet decision support system to assess the training effectiveness, costs and resource allocations in
DMT environments. The modeling framework performs parametric sensitivity analysis on (i) aircraft - DMT flying time tradeoffs, (ii) Training capacity analysis
for joint aircraft - DMT training, and (iii) high level cost analysis of DMT configurations. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Infrared (IR) scene projection (IRSP) is an innovative technology that will revolutionize and redefine test methodologies currently being
used to test and evaluate Forward-Looking InfraRed (FLIR) and other thermal imagers. This emerging technology can easily be transferred and applied to meet the
challenges of 21st century state-of-the-art training requirements. IR scene projector will provide realistic and repeatable operational-type test scenarios in a
controlled synthetic environment tailored for IR reconnaissance, surveillance, and target acquisition sensors. These dynamic scenarios can contain numerous
backgrounds, multiple targets, clutter, and countermeasures of interest to the testing and warfighter training community. This paper will include details of the
Dynamic Infrared Scene Projector (DIRSP) and Mobile Infrared Scene Projector (MIRSP) major instrumentation developments. It will be shown that DIRSP and MIRSP
are a unique application of modeling and simulation to real imaging IR sensor suites and systems. A brief description of related activities and how IR scene
projector's domain of application can be expanded to include training will be presented. Additionally, this paper will discuss how IR scene projectors can serve
as excellent tools to support simulation based acquisition (SBA) through the Simulation, Test and Evaluation Process known as STEP. IR scene projectors offer
synthetic solutions, innovative and unique opportunity for cooperative development as well as leveraging opportunities for common FLIR test and training
requirements. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The combination of declining investments in test assets and increasing test requirements dictates the coordinated and innovative development of modeling,
simulation and emerging technologies to maximize use of scarce testing and training investment resources. This paper addresses the capabilities and development
of the Joint Installed Systems Test Facility (JISTF) Infrared Sensor Stimulator (IRSS) system under the sponsorship of the Office of the Secretary of Defense (OSD)
Central Test and Evaluation Program (CTEIP). IRSS is a modular cost-effective system that will be used to generate high fidelity Infrared (IR) scenes for
stimulation of installed IR Electro-Optic (EO) sensors on aerospace platforms undergoing integrated developmental and operational testing. The IRSS will be
capable of stimulating multiple types of sensors such as Forward looking Infrared (FLIR), Missile Warning Systems (MWS), Infrared Search and Track (IRST) and
Missile Seekers. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In the beginnings of truck driving simulators, performance assessment of driving had to be done exclusively by the instructor, just by
observing the trainee driving. From the instructors point of view this is not much different from sitting next to the driver in truck driving training on the
road. In more sophisticated simulators [ThoDür 95] automated trainee performance assessment has been implemented and has so far relieved the instructors from
lots of time consuming routine supervision work [Thoeni 97]. Such automated assessment is very valuable for the instructor, but it will not be sufficient to
prevent the trainee from doing things wrong during training, it will tell him afterwards only. For certain tasks of maneuvering, where corrections by the driver
are necessary to prevent undesired situations, the automated assessment of the trainee's actions shall generate immediate feedback. An example of such automated
performance assessment in truck driver training with realtime feedback is presented here. Because in basic truck driver training the supervision of special
maneuvering procedures is an essential and time consuming task, it shall be performed fully by an automated tutorial system. The driver receives, as feedback
from the current path of the truck and/or trailer, driving instructions through an animated person. This person called SIGNAL MAN is placed in front of the
simulated vehicle. According to the signs given by this animated person, the driver shall maneuver the truck and trailer over a given path to a predefined end
position. This shall be possible forwards or backwards, with or without trailer, even when not looking into the rear view mirrors. This paper deals with the
concept and the implementation of this virtual supervisor in the driving simulator. The possibilities and limits of this supervisor component for truck driver
training are discussed and results are presented. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The education and training communities of academia, government, and business are being presented with a vast array of software and hardware tools to help carry
out the mission of teaching and training. The acceptance and use of the new educational technologies in the education and training arena has been enthusiastic,
especially considering that these sectors are traditionally regarded as being among the more resistive to change. The availability of these new technology based
tools has served as a catalyst for the creation of new academic and commercial enterprises. We are now entering an area where faculty and trainers and the
management at the more mature organizations (in terms of using educational technologies) understand and have developed a level of comfort with what the
technologies can do. As a result, there is an increasing focus on the question "what can I do with the technology?" and the responses to this question
are opening new horizons. When the focus shifts to what can be done with technology, attention begins to center on what could not be done before. The current
paradigm is then challenged, and enhanced effectiveness as well as efficiency are the anticipated results and payoffs. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In the course of satisfying requirements for functionality, user effectiveness, and performance, one category of requirements is regularly
overlooked in the simulation community - the requirement for information assurance. Information assurance is usually considered as an afterthought, minimally
addressed as a mandatory compliance requirement for system operation. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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From out of nowhere, the open-source movement is sweeping through the simulation and training industry with all the temperance of a
locomotive. Take the Linux® kernel for example. It seemed only a year ago that Linux was considered no more than a hacker's toy or a graduate student's
project. But today, Linux is endorsed by nearly every major computer hardware vendor and is found in a wide variety of applications from Web servers to full
flight simulators (FFSs). This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The recent introduction of Sun's Jini™ technology and its formative concept of spontaneous, "just-in-time" networks will
dramatically and fundamentally change the way software is developed, deployed, and utilized since it represents the next logical step in the progression and
fusion of distributed component architectures with network technology. The paper begins with a discussion of the problem domain and its characteristics and is
followed by a description of the next wave software technologies and an assessment its impact on the development, synthesis, and collaboration of distributed
models and simulations. The paper concludes with a representative simulation scenario in which the next wave technologies and enabling architecture can be
practically applied. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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A small team of engineers and subject matter experts at Lockheed Martin Information Systems has recently completed a Domain Analysis focused
on constructive simulations used in both command and staff training (CAST) systems and command, control, communication, computer, and intelligence (C4I)
stimulation systems. The intent of the domain analysis was to collect typical requirements for such systems and identify a common set of requirements that could
be used to drive the development of a framework and toolset to facilitate future development of systems in the domain. This paper describes the results of that
domain analysis. Specifically, it highlights the effort to sufficiently abstract and level the requirements to define the constructive simulation framework and
toolset and it identifies the areas in which the currently recognized requirements are weak or missing. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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This paper conducts an analysis of the future strategic environment, future guidance, evolving operational concepts and promising
technologies and provides a Research and Development (R&D) investment recommendation that will benefit US forces during the Army After Next 2020 timeframe.
Major survey documents include: The 1997 Quadrennial Defense Review, Report of the National Defense Panel - 1997, Joint Vision 2010, Army Vision 2010, the Army
After Next Study Program, and the Department of Defense and Army Science and Technology Plans. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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CHALLENGES OF LEADERSHIP IN THE 21ST CENTURY VIRTUAL ENVIRONMENT
1) In a world increasingly geared to Internet speeds, success is no longer simply a matter of getting there first, or being better equipped
than the next fellow. The ability to quickly and effectively form, unite and lead teams who collaborate in a virtual environment based on "Web like"
connections has become a major factor in getting the job done. Government agencies, commercial organizations and academic institutions are all experiencing the
need for leaders who are as comfortable in leading at a distance as they are face to face. The virtual environment demands leaders who can, at a distance: (1)
generate and refine ideas; (2) organize and integrate work; (3) sustain esprit; and manage boundaries.
Knowledge Management is a disciplined process for creating, capturing, sharing, and managing knowledge to meet mission objectives. This paper
focuses on the empirical evidence of a direct relationship between knowledge sharing skills and the amount of time spent on reinventing the wheel and
duplicating resources that exist out of sight, and are therefore out of mind. This paper presents (1) the simulations, and collaborative tools used in preparing
leaders for challenges that await them in the next century, and (2) challenges and lessons learned in leading dispersed work teams. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Army Command and Control facilities need the ability to function more effectively, with smaller staffs spread over a geographically dispersed
area. As communications capability, visual simulation, and virtual reality (VR) have increased in capability and decreased in cost, these technologies have made
distributed virtual reality applications attractive solutions for such problems. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The advent of networked, interoperable heterogeneous simulations has given the DoD an increased capability to support a broader range of
training tasks, networked simulations and mission planning and rehearsal. This capability has created a demand for complex, integrated synthetic environments to
provide the physical and environmental data for training systems and simulations. The process of producing a synthetic environment has become increasingly
costly and time consuming as requirements have grown more complex. It is necessary to develop processes to reduce the development time for synthetic
environments and to interchange and reuse environments between systems. The Army needs a common development process for synthetic environments to support
requirements for visual and sensor displays, computer-generated forces, and digital and paper map generation at multiple resolutions. This process must also
give the Army the capability to rapidly build these synthetic battlespace environments to enable home station and en route mission rehearsal for Strike Force,
Special Operations and other contingency forces. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Computer image generation has seen many changes over its relatively short lifetime. One of these has been the increasingly prominent role of
software within image generators. From its original position as the invisible "front end" of classic dedicated image generators to today's role as an
equal element in workstation-based systems, software has become an integral part of visual system selection and design. We see this trend continuing, with
recently developed software technologies enabling a complete inversion. Soon powerful software will be the image generator with graphics hardware serving as an
invisible "back end" beneath an intrinsic visual simulation platform. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Recent advancements in PC 3D graphics accelerator technologies and CPU horsepower have produced compelling rendering platforms that are
worthy of consideration for use in real-time simulation. The most prohibitive aspect of standard Commercial Off-The-Shelf (COTS) graphics accelerators is that
they do not contain certain key features that are required for real-time simulation_although many of these features may be simulated at the cost of
significantly reduced fill rate. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In concert with the I/ITSEC '99 theme, Synthetic Solutions for the 21st Century, this paper explores a variety of ways in which neural
networks, synthetic models of human cognition, can be used to improve performance in a distributed simulation exercise. Specifically, it examines the use of
neural networks in semi-automated forces (SAF) systems as a means of reducing network bandwidth and processing requirements. To address the first performance
measure, reduction of network bandwidth requirements, this research investigates the use of neural networks in lieu of the current, Newtonian, DIS
dead-reckoning models. While this concept is demonstrated in a SAF system, it is extendible to other types of players (e.g., manned modules or live/embedded
systems) in a distributed simulation. To address the second performance measure, reduction of processing requirements, this research considers the use of neural
networks in lieu of SAF behavioral models. This concept does not extend beyond SAF systems. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Instructional Systems Design (ISD) is a systems approach that ensures an effective, cost efficient training solution by integrating the
analysis, design, implementation and evaluation processes. Obtaining system information via surveys of Subject Matter Experts (SMEs) is a critical component of
this process. The limited availability of the SMEs as well as the potential variability of survey responses often makes this form of data collection difficult.
After completion of a survey process, an instructional analyst must examine the data and reach a consensus or justify the variations that may exist. Often, time
and personnel constraints result in limited or conflicting data, causing difficulties reaching the required conclusions. In addition, short time frames and
limited SME availability frequently prevent any follow up questioning. Because of these adverse circumstances and due to the criticality of data to the
development of a training program, it is important that the data collection process be optimized. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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As modeling and simulation (M&S) applications and real-world systems become increasingly complex and automated, more reliance will be
placed upon the computer system to assist and direct the human operator in the operation, use, and manipulation of the computer system. The ability of a
computer system to guide and direct a human operator is based upon three main factors: prior or input information, current situational information, and operator
goal information. The prior or input information includes information related to the individual operator, the objectives of the operator and system, and models
of previous operations similar to the current one. The current situational information includes current operator status, current objective status, current
systems status, and current environmental conditions. Operator goal information includes a variety of knowledge about operator past, present, and future uses of
the system or direction of tasking for system components within the current environment and other relevant environments. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Synthetic Visual System prototypes are demonstrating great promise for increasing aircraft safety, increasing situational awareness and
providing advanced steering cues in operational aircraft. Synthetic Vision enhancements are the beginning of a new wave of integration of simulation into
operational equipment that will have far reaching benefits for both the operational and simulator communities. Specifically, the rapidity of the initial
research imply that Synthetic Vision systems and associated simulation components may find near term application into operational systems. This paper presents
representative examples of current synthetic vision research projects in the context of lessons learned and posits challenges to the simulation and operational
communities to develop Synthetic Vision near term benefits for military and civilian systems. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The trend in simulation systems for current fighter type aircraft is to employ increasing numbers of components that have been developed for
commercial markets. The reason for this trend stems from two factors; the remarkable improvement in the performance of these system elements, and the relatively
low cost of those elements. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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High-resolution wide-angle visual displays are finding increasing application outside the predominately military simulation community. The
"cutting edge" of display technology and performance has, however, not advanced sufficiently to meet the new demands of published current and future
military simulation training requirements. Consequently the highest performance display systems, although superior in resolution, field of view and luminance,
have not reached the goal of "high resolution everywhere" that military flight training especially requires. This paper presents a novel display
concept which will provide near eye-limiting resolution imagery over the full field of view. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The Inter-Vehicle Embedded Simulation Technology (INVEST) program is dedicated to providing onboard simulations in support of training
exercises for tactical vehicles. For a particular vehicle, the onboard simulation is used to provide a virtual model of the vehicle, which then interacts with
other virtual vehicles being used in the exercise. The Synchronized Player Model (SPM) part of the INVEST program was conceived to reduce the wireless
communications bandwidth between the embedded simulations being used in a coordinated training exercise. This is done by synchronizing the simulations using a
high-level behavior command interface, as opposed to the simple dead reckoning techniques currently used by most distributed simulations. In this paper, we
describe the prototype development and preliminary results of a set of experiments where we use a software control algorithm for maintaining synchronization. We
develop these experiments starting with a baseline system, consisting of the standard dead reckoning algorithms now in use, and compare our results against this
known standard. The results indicate promising reductions in bandwidth requirements versus location fidelity errors for an SPM Phase 2 prototype testbed. Future
work includes extending SPM synchronization concepts to unit level formation behaviors and the development of a prototype embedded SPM testbed suitable for the
INVEST program. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Artificial Intelligence researchers have long used constraint satisfaction to solve a class of fairly well understood problems. During the
past five years, TASC, along with SAIC in Burlington, MA and Logicon RDA, has worked to extend the applicability of this technique into the broader and less
concrete domain of military planning. The results of this effort have included several software "command agent" systems, each capable of simulating
the behavior of military commanders in the field, including mission planning and reaction. This paper presents an overview of the techniques employed and
lessons learned in using this technology. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Today's development of virtual collective tactical trainers has spurred the need for human operators to interact in a user friendly manner
with computer generated forces (CGF). This interaction is no longer limited to firing weapons, but also includes command and control relationships. For example
company commanders under training have to control a high number of CGF subordinates. Furthermore role-players are often used to animate flanking or enemy units.
These training configurations require means to rapidly command a large number of units with minimal additional workload. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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Advances in computer technology are allowing more cost-effective approaches to be applied in the acquisition of large complex systems.
Synthetic environments are being created that rely on modeling, simulation and advanced visualization to expedite design, manufacture, test and evaluation,
etc., of new systems. A key element in this evolving acquisition climate is the virtual prototype. Use of a virtual prototype promotes communication among
domain specialists by providing a common basis for discussion. While the benefits of virtual prototyping have been exploited in some communities, most notably
by the aircraft and automotive industries, the wider use of virtual prototypes across the system acquisition cycle has been slow in coming. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The development and evaluation of new Armoured Fighting Vehicle (AFV) Fire Control This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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As the benefits of distributed, multi-aircraft training become increasingly widespread, it becomes obvious that we cannot always take the
course of building new aircrew trainers that are specifically designed to operate in a distributed, multi-ship environment. However, trainers designed
five-to-15 years ago present unique challenges to operating in a distributed environment. The C-5B Distributed Mission Training (DMT) prototype project was put
in place to integrate a High Level Architecture (HLA) interface to mid-1980's Air Mobility Command (AMC) C-5B aircrew trainers to allow the training of
multi-ship missions. This program was AMC's first major venture into the DMT arena. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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In response to training issues raised by the Air Mobility Command Director of Operations (AMC/DO), the Aeronautical Systems Center's Training
System Product Group (ASC/YW), initiated a three phase program to improve the operational fidelity of AMC's large cargo and tanker simulators employed in ground
training of aerial refueling (AR) tasks. Phase A, which is complete, identified deficiencies in existing training systems in the area of AR training as well as
the aeronautical data necessary to upgrade the handling qualities of the aerial refueling simulations. Phase B, completed in June 1999, included an aerodynamic
data collection and analysis program for the data requirements defined in Phase A. Phase C, currently underway, is incorporating upgrades to the large cargo and
tanker simulators in several areas, including the aerial refueling aerodynamic simulations. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The first phase of the C-5 Distributed Mission Training (DMT) contract has been successfully developed and delivered to the Air Force Air
Mobility Command. It has met its goal of using the High Level Architecture (HLA) to link two existing C-5 training simulators to demonstrate DMT technology
capable of training missions such as formation airdrop and air refueling. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |
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The current U.S. Military maintains a high level of readiness to respond to global deployments, such as Desert Storm, with a significant
military commitment for a short period of time. Future deployments may exceed the pool of available forces for a sufficient period of time to require pulling
resources from the American population. In order to meet the needs of large, sustained deployments, there will be a need for training systems with far more
capability to bring in non-soldiers and prepare them for battle. The widespread use of Commercial Off The Shelf (COTS) computers and integration technologies
has collapsed the cost and schedule of nearly all forms of teaching and training. The same technologies are being applied to existing military training systems.
This growing capability of COTS systems provides the potential to scale up, almost overnight, to meet the needs of an extended deployment. The time to start
preparing software applications for the future needs is already here. This paper outlines the needs of an expanded military training program and the promising
technologies that can be used to meet the needs. The paper puts forward a concept for Scenario Training Centers where COTS technologies are applied to meet near
term and extended training needs. Scenario Training Centers are facilities that contain training rooms (Cells) which host real time, interactive, immersive
training methods. The cells are video walled rooms with 3-D virtual images of specific situations which immerse the trainee in a virtual experience of selected
scenarios related to the training syllabi. Body-mounted sensors relate the student’s position and posture to the sequence of operations he/she is to perform
and his/her responses to battle conditions. An AI-based Scenario Program provides automated interactive instruction to the student relative to his handling of
objects and responses to battle images around him. The scenario software is not hardware-dependent and can drive ‘scenes’ into evolving families of COTS
projection systems as they evolve. In the near-term, Scenario Cells may have their greatest value in reducing the potential for training casualties in
safety-critical training. These include a wide range of hand-held and crew-served weapon operation and ordnance handling. Syllabi-driven scenarios can also
enhance trainee survival on live exercises by teaching night navigation, hazard/ordinance recognition, and evacuation route familiarization. Scenarios that
enhance survival in combat will also reduce casualties in peacetime theater operations such as mine clearing, hazardous materials (HAZMAT) recognition, and
rapid nuclear/biological/chemical (NBC) recognition and reaction. Immersive training can start saving money and lives with the current and near-term COTS
solutions. As the promising three-dimensional projectors and hologram cell technologies for immersive environments come closer to reality, the software
community can begin maturing the military syllabi and designing the dynamic systems that will meet the stressing demands of peacetime and crisis deployments in
the future. This paper is available on the 1999 I/ITSEC CD ROM. Order it from I/ITSEC'S Website |