ITEC 1999
Technology - Interoperability
Technology - Tools
for an Operations
Room Tactical Trainer
Team Training - Applications
Maritime - Applications
Maritime - Training
Space
of the International Space Station
Education
Training Systems - Applications
Training Systems - Strategic
Training Systems - Media
Knowledge Management
Medical
CBT/TBT - Applications
CBT/TBT Concepts
Train Driving
Signaling
The Future
Lilienthal - Distance Learning in Ab Initio Pilot Training
Training Need Analysis and Cognition Task Analysis in Ab Initio
Pilot Training
New Development in Training Courses and Simulators
Road Vehicle Driver Training
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AUSTRALIAN MARITIME WARFARE TRAINING
CENTRE:
TRANSITIONING FROM DIS TO HLA
Dr Peter Clark, Dr Nigel Perry, Dr Peter Ryan, and Dr Lucien Zalcman
Air Operations Division,
Aeronautical & Maritime Research Laboratory,
Defence Science & Technology Organisation (DSTO),
The Royal Australian Navy (RAN) plans to exploit advances in simulation technology to improve its team
training through the use of Advanced Distributed Simulation (ADS). Existing shore-based human-in-the-loop training simulators will be linked to a tactical
wargaming system to provide a sophisticated command team training environment. The Australian Maritime Warfare Training Centre Project intends to link two
legacy simulators and a wargaming system for tactical training and scenario generation using DIS and/or HLA, at HMAS WATSON in Sydney. This paper will
outline Project SEA 1412, and discuss some of the technical challenges for the future in Transitioning from DIS to HLA.
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MERGING HLA WITH A VIRTUAL SIMULATOR:
AN EXPERIMENTAL STUDY
Hans-Peter Menzler
Guenter Hopmann
Hartmut Ufer
Competence Center Informatik Gmbh
49716 Meppen (Germany)
The High Level Architecture promotes an object oriented view on the public profile of a simulator. In
some way, the HLA Simulation Object Model (SOM) represents a simulator’s skin, being capable to transform and to transport signals from inside to outside
or v.v. In order to gain experience with the HLA, a project has been outlined to finally couple different kinds
of simulators (federates) via the Runtime-Infrastructure (RTI). The virtual simulator to be discussed here has been developed by using COTS-products, for
example the SGI-hardware together with the SGI-Performer software. This simulator serves first as an active driver federate and secondly as a 3-dimensional
viewer to display a 2-dimensional traffic simulation, remotely coupled to the federation by using a 64 kbps ISDN-line. The
paper addresses the phases of development of both parts, the HLA interface and the virtual simulator. Furthermore,
investigations on RTI-efficiency and federation reliability for distributed real-time applications are carried out.
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PROCESS MODELING OF PERFORMANCE
UNDER SIMULATED RISK
Joshua B. Hurwitz, Ph.D.
AFRL/HEAS
Synthetic Task Environments (STEs) are low- to moderate-fidelity simulations of operational systems
that are used to evaluate how individuals perform on those systems. They are typically more flexible than high-level simulations when it comes to designing
new tasks and measuring and analyzing performance on such tasks. However, given their complexity, it is not trivial to experimentally separate component
processes underlying task performance and to analyze such performance using linear techniques (e.g. factor analysis and ANOVA). On the other hand, process
models such as ACT-R and SOAR were designed to simulate complex performance under complex stimulus conditions, because they represent multiple processes and
capture non-linear interactions among those processes. However, traditional production-rule models have not been
designed with sufficient constraints to predict individual differences in risk acceptance, one of the crucial components of human real-time decision-making.
In the current paper, these issues are addressed using a mathematical model called Decision-Making under Risk in a Vehicular Environment (DRIVE; Hurwitz,
1996, 1998a, 1998b). This model integrates perceptual and decisional processes to account for how operators make rapid risky decisions in real time. The
perceptual process assesses threat levels based on estimates of physical parameters such as speed, time and distance, and the decisional process controls the
timing of risky responses by re-scaling the threat assessment. Studies using the model indicate that, compared to its perceptual mechanisms, its
risk-acceptance process is better at accounting for individual differences in risk taking and changes in risk taking during sleep deprivation. Such a model
could be used as a basis for developing intelligent agents in simulations of both military and civilian applications, and could also be used to evaluate
changes in states (e.g. fatigue, drug effects) that can affect real-time decision-making.
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BEHAVIOR MODELING USING MULTI-AGENT ARCHITECTURE
Stéphane Vermette, Software Designer
Jean-Marc Naud, Technical Manager
Virtual Prototypes Inc.
Behavior has always been a difficult task to tackle within the Computer Generated Forces (CGF)
community. One traditional approach relied on simulation entities heavily coupled with their associated behavior models. In this article, we present a
Task-Controlled Architecture (TCA) which greatly reduces such coupling based on a multi-agent model: PAC (Presentation, Abstraction, and Controller).
This architecture promotes an agent with 3 facets, which are used to portray different aspects of the same simulation entity. The Presentation facet
handles the inputs/outputs; the Abstraction handles the computational model; and the Control handles communication. In the simulation framework we have
built, behavior models are defined as the Abstraction facet of an activity. The Presentation allows the user to apply the activity to one or multiple
simulation entities. Communication between the Abstraction and the Presentation facets of an activity is done through the Controller facet, which becomes the
activity manager. Communication between activities is also handled at the level of the activity managers. Communications are event-based, using a
publish/subscribe scheme. Since the Controllers follow the composite pattern, activities can be composed of nested sub-activities. Such architecture allows
the user to build complex behavior hierarchy, while different levels can be applied simultaneously to different simulation entities. One additional and
crucial benefit is the ability for the user to replace the computational model, mainly the Abstraction facet of an activity, without affecting the existing
activity hierarchy. The user can then organize activities the way it best suits the targeted application. In a nutshell, this architecture allows an
orthogonal perspective between what a simulation entity can do, how it can do it, and how the user can visualize it.
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INTEGRATING SYNTHETIC ACTORS IN SIMULATION
APPLICATIONS
Rafael Rodríguez ß , Mª Elena Martínez ß , Inma Coma © , Francisco Martínez ß & Francisco
J.Serón ®
ß Institute of Robotics , © INTRAS. University of Valencia.
® Centro Politécnico Superior. University of Zaragoza.
In the last years, one of the most researched subjects in the computer graphics world has been the
animation of articulated characters. A large number of works have been done in this line of research, mainly in the field of 3D animation for the
cinematographic industry, with the goal of getting high-quality sequences of images using all the available resources: big work teams, large amount of
rendering hours. However this kind of synthetic actors are not adequate to be integrated in a real-time simulation program, and it´s necessary to approach
to the problem with a different perspective.
The need of synthetic actors in simulation environments is evident: In a driving simulation, streets
and cars are necessary, but also pedestrians and car-instructors, the historical reconstructions need virtual guides, the architectonic environments need
characters that inhabit them. However, the majority of virtual environments are deserted. The representation of a synthetic actor with a reasonable graphic
quality requires lots of polygons, and the high number of variables implied in the management of his articulations increase substantially the complexity of
the application and the computational cost. For a “traditional” 3D animation program, this is not a critical problem, because it is possible to spend
several hours to define and render the movements of an actor in a concrete scene. However a real-time simulation program should offer to the user a real
interaction between the action of the user on the program and its consequences.
The current real-time simulation systems put their effort in the display of static environments, or in
environments with objects that present simple movements (car, planes,… ). Besides they are not convenient to manage non-rigid objects. The management of
the complex articulated structures that define a synthetic actor, present a different problem that need to be handle using specific data structures and
management methods.
In this paper we deeply analyse the problematic of including synthetic actors in a simulation
environment and a solution based in the creation of new types of nodes is proposed. These nodes can be integrated in a traditional real-time scene-graph and
also in the definition of methods that provides an high-level control over the actors.
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DYNAMIC SIMULATION ENVIRONMENT
Paul T. Barham, Randall E. Barker, Joanne L. Metzger
Reality by Design
The High Level Architecture (HLA) provides a common framework and approach for distributed simulations
and virtual worlds to share information and capabilities, to expand interoperability, and to promote reuse and extensibility. The Dynamic Simulation
Environment (DSE) is a software component architecture that provides core simulation facilities to support HLA application development. Common software
services are provided by DSE to virtual world and traditional Distributed Interactive Simulation (DIS) simulations, including: entity management, synthetic
environment management, user interface management, networked communications management, and visualization. DSE is a cross-platform implementation providing
an application programmer interface (API) to independent C++ modules. Utilizing the standard Run Time Infrastructure (RTI) interface specification, DSE
provides a reusable, modular base of code for new and legacy systems to use in order to become HLA-compliant. New HLA-compliant applications leverage from
and build upon the modular DSE software framework to achieve operability and compliance quickly. A flexible Federation Object Model (FOM) interface increases
DSE applications’ reuse potential and interoperability by enabling rapid reconfiguration to a new or existing Federation without the reliance on a
reference FOM. This paper presents and describes the DSE architecture.
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A TOOL FOR VISUALIZING SEDRIS DATABASES ACROSS THE WWW
Suraiya Haque Suliman, Paul J. Metzger
Reality by Design
The Synthetic Environment Data Representation and Interchange Specification (SEDRIS) project sponsored
by the Defense Modeling and Simulation Office (DMSO) and the Army Simulation, Training, and Instrumentation Command (STRICOM) is focused at standardizing the
synthetic environment data representation requirements and interchange mechanisms for all networked modeling and simulation systems. To achieve this goal,
SEDRIS uses data modeling for lossless interchange of correlated synthetic environment data among the heterogeneous components of Modeling and Simulation
systems. In order to promote and facilitate the emerging SEDRIS standard, tools for accessing and visualizing the SEDRIS databases need to be available to
the broadest possible segment of the Modeling and Simulation community. One approach is to use the popularity of the Internet and develop a cross platform
SEDRIS viewer for a World Wide Web browser. This paper presents a tool for the real-time representation of SEDRIS databases across the World Wide Web.
Accessing SEDRIS data using a client/server model as well as support for 3D visual, audio, and gridded data in the viewer will be discussed. Architectural
considerations will be presented in support of performance requirements of the viewer as well as the network protocol implemented for data transmission
between the client and server.
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Daniel L. Burton, Christopher C. Wallace
Lockheed Martin Information Systems
Thomas C. Lasch
U.S. Army Simulation, Training, and Instrumentation Command (STRICOM)
In a distributed simulation comprised of heterogeneous components, there are many complex issues to be
resolved with regard to tracking logistics in a uniform and complete fashion. This is especially true when portions of the simulation are played at the
constructive level and others are played at the virtual level. Variations in network protocols can pose another set of obstacles. Tracking of logistical
status of combat entities within Synthetic Theater of War-Architecture (STOW-A) was identified by the user as a requirement for real-time monitoring and
After Action Review (AAR). Within the STOW-A environment, logistical data is generated at both the constructive and virtual levels of the simulation while
all logistical tracking and resupply actions occur only at the constructive level. This requires that all entities originating from the virtual level (i.e.
Computer Generated Forces (CGF) and manned SIMNET simulators) communicate their logistical status up to the constructive level. In addition, the difference
in fidelity between these two levels requires that the data from the individual entities be mapped into aggregate unit level data. This was accomplished in
STOW-A through the introduction of an experimental Distributed Interactive Simulation (DIS) Protocol Data Unit (PDU) and enhancements to the software linkage
between the constructive and virtual levels. This paper examines logistics data tracking issues in general and illustrates these concepts with a case study
involving the implementation of logistical consistency in the STOW-A environment.
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AIRBORNE RADAR DESKTOP TRAINER
George L. Bair, PhD, David M. Hallforth,
Camber Corporation
Evolving computer technology now provides a platform powerful enough to implement a Digital Radar
Landmass Simulator (DRLMS) on a personal workstation. This paper describes the technology and operation of such a device and its application, which is
proving most suitable for desktop training. The Airborne Radar Desktop Trainer (ARDT) system is capable of providing all airborne radar modes, including both
air-to-air and air-to-ground radar modes; particularly Real Beam Ground Map (RBGM), Doppler Beam Sharpening (DBS), and Synthetic Aperture Radar (SAR). It
operates in real-time with fidelity that meets or exceeds that of larger trainers. An ARDT system provides controls that are similar to, and displays that
are near replicas of, the actual aircraft hardware. A configuration editor allows the user to modify various radar parameters from their baseline values
(e.g., range scale, antenna beam-width, etc.). A host emulator provides control of the environment, ownership, and targets. The ARDT runs on personal
workstations such as the Silicon Graphics O2 and the standard Windows NT PC, and thus provides broad availability to a new and revolutionary training
capability. Traditional radar training takes place in the classroom or on large training devices. The classroom training is mostly limited to theoretical
aspects of radar operation and does not entirely prepare the student for actual radar operation. Training on a large training device such as a Part Task
Trainer (PTT), Operational Flight Trainer (OFT), or Weapon System Trainer (WST) equipped with a Digital Radar Landmass Simulator (DRLMS) is effective in
hands-on operation, but is quite expensive and frequently available only on a limited basis. The ARDT supersedes many aspects of both classroom training and
training on large training devices. It provides an intermediate training step between the classroom and large training devices. Thus it provides more
cost-effective and more readily available solutions for training radar operators and aircraft pilots who perform radar tasks. The ARDT is also used to
provide additional insight to pilots and engineers involved in radar test and evaluation (T&E) activities. And the ARDT is also used for engineering
analysis of new radars, providing objective and subjective performance assessments to the radar design engineers.
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AIR DEFENCE SIMULATION SYSTEM WITH VIRTUAL REALITY
Dr. Gunnar Henschen
Daimler-Benz Aerospace AG / Dornier GmbH
Simulation and Training Systems
Virtual reality components are part of this cost effective, mobile training unit for advanced tactical
training for Air Defence Teams.
Just like in a dome trainer, the gunners use a specially modified weapon simulator corresponding
exactly to the original weapon as far as looks and weight are concerned. The verified weapons software guarantees perfect simulation of the entire weapon
system operation. Head mounted displays are used by both team leaders and gunners. The teams are shown realistic training scenarios. The displays are fitted
with sensors to enable head position to be tracked. The vision simulation hardware platform is an Onyx 2 from Silicon Graphics Inc..
Monitors are set up around the instructor area which cover the entire training site and allow tight
control. The instructor himself can select simulated exercises consisting of different target models, landscapes, and flight paths from a data bank. Using
charts, the instructor can also create flight paths which take a pilot’s technical possibilities into consideration.
As training progresses, the instructor can keep an eye on what is taking place from a top view. The
team leader and gunner observation sectors are also available.
The team leader has a flying mouse, a replica of pair of binoculars, to help with the observation of
the air space. A sensor on the head mounted display allows the exact monitoring of the team leader’s direction of view where the landscape and binoculars
are concerned. Gunners are given exact target instructions with details of direction and by pointing at the proposed target. The gunner using the weapon
simulator sees a 3-D model of the weapon and the sight is displayed. The position of the weapon simulator is determined by an precise optical tracking
system. Just like using the original weapon, the gunner can take aim, estimate the distance using the range ring, check the required superelevation and lead
angles, and fire off the ground-to-air missile to score a direct hit. This modern air defence training system is unique and offers the best available for air
defence teams operational training, guaranteeing tactical firing success. It can be adapted to all user requirements, for instance also to naval
applications.
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USE OF LEGACY TRAINING SYSTEMS IN THE DEVELOPMENT OF EMBEDDED SIMULATION
Dr. Eytan Pollak, Director, Mike Riley, Program Engineer
Lockheed Martin Information Systems, Mark Falash, Senior Staff Software Engineer
Lockheed Martin Information Systems
Hubert Bahr
U.S. Army, STRICOM
Principle Investigator
The U.S. Army and allies are using crew and collective training simulators and are proving them
successful in training soldier skills. Examples of these are the Close Combat Tactical Trainer (CCTT), the Advanced Gunnery Training System (AGTS), the
Conduct of Fire Trainer (COFT), and the Tank Driver Trainer (TDT). The knowledge, lessons learned, and source data used to produce these systems are
extensive and are being used to evolve a new generation of embedded simulations. Reuse of this data and technology is a very sensible way to reach the goal
of embedding this training and other simulation capabilities into future armored vehicles.
With the development and advancement of object-oriented programming and the emergence of component
technology, this new paradigm supports the reuse of previous simulations in the development of embedded simulations. Lockheed Martin's Core Architecture for
Trainers, LM-CORE, is a common simulation infra-structure that allows heterogeneous platforms to be linked together to create a unified system. Critical to
this linkage is the establishment a common technical framework architecture that has portable software components, which provides system functionality. This
architecture is inserted into a technical framework to provide system control. The result is an extensible, flexible and reusable architecture that meets the
evolving requirements of embedded simulation. Component technology requires only the understanding of its Application Programmer's Interface (API) and not
the actual software implementation. This means that one must know only how to ask for a service provided by the component and not understand its
implementation. This eliminates the need to build new service components "from scratch" and greatly increases the opportunity and ease of component
re-use. This also means that modification or replacement of a component implementation can be transparent to other users, provided that its interface remains
the same. This allows for software update and modification inside a component with minimal impact on other components with which it shares an interface.
Lockheed Martin Information Systems is currently a team member of the INVEST-STO Program, managed by
STRICOM, which is producing a prototype embedded simulation system for ground combat vehicles. This program makes maximum use of previous simulations to
produce the prototype system. A two component approach is being used in order to allow the developed system to fit different types of vehicles. One
component, the "A Kit," is composed of vehicle specific modifications and interfaces. The "B Kit" is the simulation system and contains
LM-CORE which communicates via API with the A Kit. This B Kit will be the common simulation system for all vehicle types. The B Kit must be reduced in size
and cost, and this is being done by integrating legacy systems with smaller, faster host computers and image generators as these become commercially
available. Initially, the INVEST-STO Program is working to embed the simulation system into two armored vehicles - the M1A2 (SEP) tank and a conceptual
Future Scout Vehicle. These will serve as the test platforms for the prototype system.
For soldiers the advantages of reuse include familiarity with current simulations and easy transfer of
simulation knowledge and skills to an embedded simulation system. This soldier familiarity will allow quick transitions from simulation exercises to new uses
such as mission rehearsal and other operational enhancements that can provide real combat advantages to a deployed force that has embedded simulation systems
as a part of its armored vehicles. The correct blending of real and virtual environments can provide armored vehicle crewmembers tactical advantages that
will translate into greater combat power and fewer losses to friendly forces.
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David Nemeth, Project Engineer
David Beal, Project Manager
Advanced Simulation Technology, Inc.
The Operations Room Team Trainer (ORTT) provides the Royal Canadian Navy with equipment and operations
training in a combat Canadian Patrol Frigate (CPF) environment. This paper discusses the ORTT Communications Simulation subsystem, which was developed by
Advanced Simulation Technology under contract to Lockheed-Martin, Canada. The ORTT required a communications system able to support one hundred and seventy
operator input/output voice channels with some positions receiving up to 15 simultaneous voice streams. The system required reproduction of several complex
communications panels. It also required simulation of the versatile Ships INternal COMmunications system (SHINCOM) along with panel logic functions for
several other communications devices. Cost and schedule imperatives led to a program plan which minimized project-specific effort. The entire system was
created from a small set of sub-system modules allowing custom designs to proceed in parallel with volume production. Design review documents and
“custom” SDRLS were submitted on time with minimal support costs. In addition, an innovative ATM-like cell communication structure was developed to
transmit both voice and data between the panels and processing nodes of the system.
This paper describes the main features of the system architecture. It also outlines how COTS techniques
were used to reduce cost and schedule.
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ACHIEVING AN AFFORDABLE ALL-ASPECT HIGH-RESOLUTION VISUAL SYSTEM
Jim Olhausen
Director, US Air Force Business Development
Government Simulation Group
Evans & Sutherland Computer Corporation
One of the current trends in military training is the use of networked simulators for
combat-team-oriented operational training. This type of multi-vehicle simulation is putting heavy demands on a wide variety of simulation technologies,
including long-haul networks, model and sensor fidelity, visual system performance, cross-platform database correlation, tactical environment fidelity, etc.
Traditional simulators developed for normal and emergency procedures training do not have the right types of fidelity necessary to support networked
training, particularly in the demanding combat fighter and attack aircraft environments.
One of the biggest challenges is to produce an all-aspect visual system that provides near-eye-limited
resolution at an affordable price. Many companies have pursued this goal for many years, literally tens of millions of dollars have been spent, and the goal
still appears unattainable at an affordable price, especially when the practical aspects of pilot human factors and cockpit compatibility are considered.
Evans & Sutherland has fielded many all-aspect visual systems over the past years. We have used
this expertise to develop a tactically useful all-aspect immersive visual approach that appears to satisfy all significant user needs. Unlike other
approaches, it is based on achieving maximum leverage from current and emerging commercial products/technologies. E&S has combined these commercial
technologies into a unique application-oriented visual system which will provide near-eye-limited visual resolution anywhere the pilot can look out of the
cockpit of his aircraft, without the typical distracting artifacts or limitations of current “all-aspect” displays. The initial goal of this project is
to achieve a production Tactical Immersive Environment (TIE) visual system for USAF Distributed Mission Training (DMT) applications, such as F-15, F-16, and
A-10. This paper will outline the design approach taken to develop this innovative visual system, along with some performance specifications.
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HARD REAL-TIME OPERATION WITHIN A FULL-SERVICE
DEVELOPMENT ENVIRONMENT
Stephen Papacharalambous
Advanced Simulation Technology, Inc.,
Stuart Hughes
Zentropic Computing Company
In order to meet the rigorous timing demands and cost limitations of small simulation projects such as
Weather Radar Simulation, Zentropix has designed a real-time PC-based system capable of reliable 1000 Hz operation while allowing full access to the whole
suite of UNIX resources and services.
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IMPACT OF DIGITIZATION ON COMMAND AND STAFF TRAINING:
IMPLICATIONS FOR THE DESIGN OF TRAINING
M. Kelly
DSC(Land).
and D. Gregory
Gregory Harland Ltd
Digitization is likely to produce major changes in the conduct of military operations. It will do this
due to the radical changes that it will bring to the timely acquisition, processing, distribution and deployment of information in a timely way. The overall
benefit aimed for is the reduction of the fog of war, thereby facilitating better impact and synchronization of military forces. The UK MOD realises the need
to address many different issues which will arise from its commitment to a digitization policy. One area of special importance is the impact of digitization
on the design of command and staff training. This paper assesses this impact by:
· Identifying the historical background to the digitization of the battlespace
· Describing the operational needs of commanders and their staffs, based on field data and doctrine
· Analysing the promise of digitization in terms the capabilities and opportunities it represents
· Reviewing the drivers and pathologies of team performance
· Presenting a framework for understanding the implications of digitization for training design,
especially for the design of constructive simulation
General implications are set out for the training of high-level decision makers who must operate in an
environment increasingly characterised by digital information. The paper summarises the changes that will be required to the Army’s training process in
order to accommodate the impact of digitizing the battlespace. In particular, the paper makes specific recommendations for the staff requirement for the next
generation Higher Formation Trainer (CAST 2000).
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ISSUES ENCOUNTERED WHEN INTRODUCING NEW TECHNOLOGY INTO AN ORGANIZATION
Brian M. Ashford, P.E.
Chief, Information Technology Office
Army Logistics Management College
The successful introduction and use of technology into an organization is dependent on many factors.
Without addressing these different factors, the possibility of failure regarding the operation of a new piece of hardware or software becomes very real.
Currently, there have been several studies and hypotheses presented that try to identify the different issues that may be influential. These ideas that have
been circulating seem very logical, but when applied to a situation, the issue that next needs to be addressed is, are these ideas relevant and valid? One of
the research areas that has been exploring the issues associated with the successful introduction and use of application software by an organization is
concerned with Collaborative Software. To this end, several aspects regarding the initial, continued, and expanded use of Collaborative Software programs
have been investigated and discussed by individuals concerned with organizational introduction and use.
Based on the information highlighted above, this paper discusses an empirical investigation about the
ideas and concepts presented. Specifically, the study looks at the introduction and use of a Collaborative Software system in one organization, including the
collection of data regarding its use over a one (1) year period. The study included the selection process used to identify an organization and the selected
individuals who might be receptive to the use of new technology. These choices were based on indicators presented in previous articles with the final
organization and individuals chosen as being viewed ‘technology receptive’. Along with the initial environment selection, ongoing data was collected to
help capture the success associated with the use of Collaborative Software. The final issue to consider regarding the introduction of technology was to
determine if this effort was a success or a failure and why? The ultimate finding from this study was a proposed model that emphasized issues found to be
indicators for the initiation and use of the technology and then other factors that need to be a part of the equation before the expanded, successful use of
application software will happen.
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THE REALISATION OF THE FIRST 60° FILM MIRROR
DISPLAY
Ray Bridgwater, Roy Creek
SEOS Displays Ltd
This paper will discuss the practical implementation of a collimated 60° Vertical Field of View
Display System. The original paper presented in 1997 at the ITEC Conference in Lausanne discussed the design trade-off issues at a time when no hardware had
been tested. Since that paper a concept demonstration system was constructed followed by, to date, four production standard PANORAMA displays. The findings
from these systems will be reported within the paper.
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“SIRA-BATTALION“ GERMAN EFFICIENT COMMAND AND
STAFF TRAINING WITH SIMULATION SYSTEMS/SIMULATORS
Major Stephan Punzmann
German Army Office
A large number of battalion staffs of the German Army have to be trained every year. The possibilities
of military training in open terrain are very restricted in Germany now. Reasons are safety regulations in peacetime and other environmental restrictions.
For these reasons, the German Army had a need for a special simulations software and hardware systems which were able to solve the problem of training under
these conditions. “SIRA“ is the solution which gives us the possibility to train efficient and effective “SIRA“ is the German abbreviation for
Simulation System for Command and Staff Training in computer assisted exercises on battalion level. Individual weapon systems and military units with their
operational capabilities and logistic requirements are the basis of the simulation. It’s a constructive level
3 simulation and it works on entity level, which means, every single weapon system is represented with all its capacities. Eloquent command links make them
easy to control. The mission environment is a digitized map on a scale of 1 : 50000 meters, the typical map for
GE- military leaders on platoon, company and battalion- level. The effects of terrain structure, vegetation,
cultural features, and time of day visibility and mobility have direct effect on the combat situation and its evolution. The SIRA-design is based on the
following concept: Commanders and their staffs exercises in their original command post, using organic military equipment. They must not have any contact to
the simulation system during the whole exercise! The exercise- high- and low-level-controllers will send and receive all needed information’s to/from the
acting staff. Tactical markers and symbols on „intelligent maps“ are used for the graphic display of the actual tactical situation. The system is
operated by means of hierarchical control menus geared to the military semantics. A powerful control, analysis
and documentation tool allows easy operation and effective monitoring for after action reviews and documentation purposes.
This system has been used since the end of last year 7 regional scattered simulation centres throughout
whole Germany.
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US ARMY SPACE AND MISSILE DEFENSE COMMAND BATTLELAB EXERCISE AND TRAINING CAPABILITIES
By Mr. Laurence Burger and Mr. Robert Strider
The proliferation of tactical ballistic missiles (TBMs) throughout the world is becoming an
increasingly significant problem. Events such as the breakup of the former Soviet Union have created a surplus of TBMs that can be used to generate hard
currency for countries in desperate need. Other events such as the missile launches from North Korea over Japan demonstrate that many countries are
developing their own missile production capability.
To counter this threat, today’s warfighter must be better trained in order to react to the varied
threat anywhere in the world. Soldiers must be trained on the latest missile defense and combat systems and must be able to process and pass critical data as
rapidly as possible. A threat’s ability to use Weapons of Mass Destruction (WMD) further promotes the need to train and equip today’s soldier with the
latest in technology. Soldiers need training on the tactical systems that they must use and they must train as a collective unit to be able to process and
pass information to other units as quickly as possible.
This paper is available on the1999 ITEC CD-ROM. Order
it from ITEC, Ltd. - Papers
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INSTRUCTIONAL STRATEGIES FOR TRAINING NAVAL TEAMS
Ms. Amanda J. Widdowson & Mr. David J. Cunningham
Defence Evaluation & Research Agency
Centre for Human Sciences,
Dr. Ronald W. McLeod
Nickleby HFE Ltd, Sterling House,
Training is a significant cause of expense for organisations as large as the UK Armed Forces.
Teamwork is an integral part of military philosophy, yet there has been little research in the UK addressing team training methodology. The paper
describes a programme of experimental research being carried out by the Centre of Human Sciences, DERA, into improved methods of team training.
This paper describes ongoing work to develop and evaluate a number of team training strategies to
enhance current military team training. The work emerged from the development of a general framework for describing factors which affect the performance of
teams, and from two models of teamwork.
One instructional strategy focuses on the team processes associated with individual members of the
team. A second strategy is concerned with improved briefing and debriefing of team processes such as communication, cooperation-operation, monitoring,
leadership, which have been identified as essential for successful teamwork. A third strategy focuses on improving tasks/sub-tasks which are poorly performed
by teams by improved error feedback in both task and teamworking, and a fourth method makes use of an information processing model of teams to base training
for teams around self-awareness and critiquing mechanisms.
The proposed empirical investigation of these strategies is described. A control study is planned which
aims to replicate current RN training methodology as a basis for comparison, whilst subsequent experiments will test some or all of the instructional
strategies outlined above. The results will be used to build a combined team training strategy for use in the UK military, which is conceptually similar to
Team Dimensional Training (TDT) methodology, a strategy proposed for the US Navy.
This paper is available on the1999 ITEC CD-ROM. Order
it from ITEC, Ltd. - Papers
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"DISASTER RESPONSE TRAINING SIMULATIONS:
BRIDGING THE INTEGRATION GAPS"
Gregg D. Jones
Betac Corporation
Disasters, whether natural or manmade and regardless of size or scale, are characterized by initial
turmoil, and often unevenly prepared response forces. Responding organizations may range from local volunteers to highly professionalized international
agencies. Heretofore, the codification, recording, and analysis of disaster response knowledge, and its subsequent dissemination through training, has been
as diverse and decentralized as the multifaceted international response population itself.
Simulations as training vehicles have been occasionally proposed, but are comparatively rare. Where
simulation training capabilities exist at all, they tend to focus on support to a single response community (e.g., Non-Governmental Organizations, military
planners, government policy analysts, etc.)
Unfortunately, the nature of today's complex disaster scenario nearly always calls upon representation
from all of these response communities. Indeed, frequently, the degree and nature of cooperation or friction at the interfaces between these diverse entities
can determine operational success or failure. Hence, the absence of training portrayal of these multi-faceted
interactions may consign today's few community-specific simulation training approaches to the sub-optimal level.
What is needed is a family of training simulations, developed by disaster response professionals, that
both incorporates and integrates organizational imperatives to facilitate realistic training within and across communities. Subsequently, distance learning
technologies would be used to globally disseminate techniques and procedures. Later upgrades could include imagery and positioning technologies, on-scene
database population and retrieval, and post-disaster review video and audio diaries.
This presentation will identify the disaster response training simulation integration gap that exists
across communities, propose a structure for the family of disaster response and rescue training simulations to address this need, and suggest specific areas
of cross-response community coordination benefit.
This paper is available on the1999 ITEC CD-ROM. Order
it from ITEC, Ltd. - Papers
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OPERATIONS PLANNING UTILITY GESI
Ralf Kaschow, Joachim Kramp
CAE Elektronik GmbH
For adequate and up-to-date training support, combat simulation systems have to be adapted regularly to
changing requirements. Recent fundamental changes are the digitization of the battlefield and the implementation of new operation types, e. g. Peacekeeping
Operations. In order to meet these new demands there is an ongoing development of the combat simulation and training system GESI for command post exercises
at battalion and brigade level which is in use by several European armies.
Operations Planning Utility SIRA
Because of the development of information technologies military leaders are faced with an increasing
amount of data and information, which have to be considered in operations planning processes. On the other hand efficient warfare involves an ever increasing
dynamic of combat and requires a faster issuance of orders. Therefore the idea of a study, initiated by the German Army, is the investigation of an
operations planning utility for commanders of ground forces units which should reduce the time needed for information analysis, estimation of the situation
and decision-making. The objective is a tool which is based on the original GESI combat simulation and training system and offers the following features:
· Easy access to the current situation by permanent linking to command control information systems.
· Supporting the estimation of the situation by:
¨ simplification of the terrain evaluation by using a three-dimensional map with different scales,
which is completely weather-, time- and location-independent
¨ availability of all necessary weapon-system-parameters in a data base
¨ representation of the range of weapon systems and sensors on the map
¨ generation of different scenarios and action alternatives and simulation of the consequences
in real time or quick motion by using computer generated forces for all parties with a resolution down to single weapon systems
¨ provision of several analysis tools.
· High mobility
· Use of commercial off the shelf hardware and software to a high degree.
This paper is available on the1999 ITEC CD-ROM. Order
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EXTENDING A BATTLE TRAINING INSTRUMENTATION SYSTEM TO SUPPORT EMERGENCY RESPONSE TRAINING
Mirko Thorstensson
Division of Command and Control Warfare Technology
Defence Research Establishment
Magnus Morin
Visuell Systemteknik i Linköping AB
Johan Jenvald
Department of Military Technology
National Defence College
PO Box 27 805, SE-115 93 Stockholm, Sweden
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