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.
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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.
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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.
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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.
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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
The paramount importance of efficient training methods is becoming increasingly clear in most armed
forces, as the technical sophistication of weapons and communications systems grows, while the resources available for training are being reduced due to
budget cuts and environmental restrictions. As a result, force-on-force battle training on instrumented ranges
has become an established means of improving the effect of training, especially at the company and battalion level of mechanised units. The purpose of the
instrumentation system is twofold: it simulates the effects of the main weapon systems to improve realism and it monitors and registers the activities on the
training ground to support subsequent analysis and feedback. However, as armed forces are facing new tasks, such as peace-keeping, peace-enforcement and
humanitarian assistance, the training requirements change as well. It is therefore important to investigate to which extent existing instrumentation systems
for battle training can support other types of full team training involving both military and civilian forces.
In this paper, we report on a successful attempt to use an existing battle training instrumentation
system (the MIND system, used by the Swedish Armed Forces since 1993) to support an emergency response exercise. In this exercise a rescue force consisting
of fire-fighters, medical personnel, and police responded to a simulated chemical warfare attack on a railway junction in southern Sweden. 90 minutes after
the end of the five-hour exercise all 230 participants attended the after-action review. We use this case to compare the technical and methodological
requirements on the instrumentation system in support of battle training and emergency response training, respectively. Based on this analysis, and the
practical implications of our field trials, we conclude that even if the available data sources vary and the simulation requirements are very different in
the two domains, it is nevertheless possible to support both types of training in a single framework. Furthermore, we discuss the support of integrated
training of relief forces made up of both military and civilian units.
This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers
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
The paramount importance of efficient training methods is becoming increasingly clear in most armed
forces, as the technical sophistication of weapons and communications systems grows, while the resources available for training are being reduced due to
budget cuts and environmental restrictions. As a result, force-on-force battle training on instrumented ranges
has become an established means of improving the effect of training, especially at the company and battalion level of mechanised units. The purpose of the
instrumentation system is twofold: it simulates the effects of the main weapon systems to improve realism and it monitors and registers the activities on the
training ground to support subsequent analysis and feedback. However, as armed forces are facing new tasks, such as peace-keeping, peace-enforcement and
humanitarian assistance, the training requirements change as well. It is therefore important to investigate to which extent existing instrumentation systems
for battle training can support other types of full team training involving both military and civilian forces.
In this paper, we report on a successful attempt to use an existing battle training instrumentation
system (the MIND system, used by the Swedish Armed Forces since 1993) to support an emergency response exercise. In this exercise a rescue force consisting
of fire-fighters, medical personnel, and police responded to a simulated chemical warfare attack on a railway junction in southern Sweden. 90 minutes after
the end of the five-hour exercise all 230 participants attended the after-action review. We use this case to compare the technical and methodological
requirements on the instrumentation system in support of battle training and emergency response training, respectively. Based on this analysis, and the
practical implications of our field trials, we conclude that even if the available data sources vary and the simulation requirements are very different in
the two domains, it is nevertheless possible to support both types of training in a single framework. Furthermore, we discuss the support of integrated
training of relief forces made up of both military and civilian units.
This paper is available on the1999 ITEC CD-ROM. Order
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PILOT TRAINING DEVICE FOR UNDERWATER REMOTELY OPERATED VEHICLES
David N. Biggs, George L. Bair, PhD
Camber Corporation, Simulation Systems Division
Remotely Operated Vehicles (ROVs) are employed for a wide variety of underwater tasks that are too
hazardous or difficult for human divers to perform. These tasks include scientific exploration, search and salvage, inspection, mine countermeasures, and
cable burial. ROV pilotage requires a high skill level that is currently obtained exclusively through hands-on training using operational equipment. This
practice puts expensive equipment at risk and limits the pilot’s ability to train in realistic operational conditions.
This paper addresses the development of a simulation-based ROV pilot training device that provides realistic training using commercially available
low-cost computer workstations. The device is intended to supplement existing training methodologies by permitting realistic full mission training in a
classroom environment. Such a device is analogous to flight simulator devices currently employed to train military and commercial airline pilots.
Additionally, the device can be employed for mission rehearsal to support complex underwater operations. A discussion of the overall system requirements is
presented and various engineering trade-off issues associated with the design are addressed.
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DISTANCE LOGISTICS: MOVING TOWARD THE SEA
Mr. Raymond Brown
Director of the Integrated Learning Systems Division (Code N34)
Naval Sea Logistics Center
Traditionally, logistics has embraced many functions. Among these are the support of training systems
and the provision of maintenance assistance by expert technicians. These and other logistics objectives can and are being met through innovative,
technology-based initiatives.
In the early days of our nation, when the operation and maintenance of systems and equipment were
uncomplicated, most Navy training was accomplished on board ships. This had many advantages. Young sailors and
officers were exposed to skills and knowledge in a real-world environment at the appropriate time. As technology and war fighting became more complex,
training migrated ashore, and an expensive and monolithic infrastructure evolved to provide trained personnel to the fleet.
Shore based training has served our Navy well for many decades and indeed, still provides the best
setting for certain applications. However, through the introduction of technology, much of this instruction can now be returned to the ships or, at least,
closer to the waterfront. Information, electronic digital media and advanced training technologies have merged to make this initiative not only feasible but
also worthy of implementation in the interest of economies of resources, effort and time.
The proximate delivery of training is but one aspect of what may be considered distance logistics.
Another proven application of the above cluster of technologies is the capability to perform technical assistance “visits” anywhere and at any
time to facilitate the expert repair of equipment. Other logistic functions are potentially achievable by extending the principles of this initiative.
This presentation cites the particulars of how such steps are being accomplished. It is now time to use
modern means selectively to bring training and technical assistance closer to the point of application through a move down the pier and toward the sea.
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MARITIME SIMULATION FOR COMPETENCE BASED TRAINING AND
ASSESSMENT
Capt. Stephen J. Cross, MSc, FNI,
Maritime Institute Willem Barentsz,
P.O.Box 26, 8880AA Terschelling West, The Netherlands,
As the magical date of 1 February 1997 has passed, IMO’s Revised STCW Convention and Code have become
mandatory. The revised STCW 95 has brought mandatory radar and arpa simulator training. Besides that though, large scale application of simulators for other
purposes is being introduced as well.
A new element STCW 95 brought us is the identification of learning objectives required to be achieved
for various ranks, functions and subjects. Rather than showing knowledge of a topic, one shall now demonstrate that one can perform the related competence as
well. This demonstration of one’s competence can be done by approved simulator training where appropriate.
This then obviously requires such to be assessed and evaluated. So another item introduced in STCW 95
is the assessment of skills to be demonstrated by using simulators as well as Requirements for the assessors who are supposed to judge the performances.
Before that However is still the question of who will qualify to be the simulator instructors meeting the new requirements?
Finally the issue of quality standards has been introduced. This in itself is an essential part of any
competence based training system and will now also have to be developed in the maritime education systems.
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CHARTING THE PROGRESS OF A STONE FRIGATE
Lieutenant Commander H C Cook
MBE Royal Navy, Staff Officer (Amethyst)
School of Maritime Operations
In the early 1980’s with a shrinking Fleet of ships, the Royal Navy recognised that simulation could
provide a cost effective method of training of navigational skills. The result is the AMETHYST bridge simulator based at HMS DRYAD.
AMETHYST is a full mission simulator, mounted on a motion platform with the physical bridge based on
that of a Type 23 Frigate, it was commissioned for training in April 1996 and has been considered a great success. Many lessons have been learnt during the
procurement process, its introduction into training and subsequent operation.
The aim of this paper is to outline the training problem, assess the difficulties of the procurement
process, review the introduction into training and to look to future requirements.
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INCIDENTS AND CALAMITY SIMULATION - A PREFERRED APPROACH
Henk Regelink
General Manager, Marine Safety International Rotterdam
Dominic Jarvis BSc (Hons), Consultant
Vessel Traffic Management and Information Services Department at
Marine Safety International
Dr. Ir. Herman B. Hanekamp
Head of Nautical, Environmental and Safety Affairs
Directorate Shipping, Rotterdam Municipal Port Management (RMPM)
Introduction
Imagine the following scenario:
Part 1
Date: 15/08/98. Wind: SW 3.
The container vessel “Eye Wonder” has ETA Pilot Station Maas of 0930 hrs. At 0905 hrs striking
occurs with small coaster in ballast. Hazardous cargoes on board, as reported to the Harbour Coordination Centre, include Methyl Mercaptan. Damage appears
superficial and pilot is sent to embark at 0915hrs. Integral structure of the vessel is deemed good and vessel
is given permission to proceed to Hook of Holland, en route to Eemhaven. Unbeknown to parties concerned five containers broke free during the striking and
went overboard. Wind and current are both acting in SW’ly direction, transporting the containers towards the
beach.
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DISTRIBUTED INTERACTIVE SIMULATION
FOR THE INTERNATIONAL SPACE STATION PROGRAMME
J. Miró §
, L. Arguello §
, P. Shlyaev †
, A. Vankov ‡
§ European Space Research and Technology Center of European Space Agency (ESA/ESTEC)
The first HLA-compliant Space Federation has been successfully implemented and tested for the purpose
of distributed interactive simulation of spacecraft rendezvous and docking. The Federation consists of simulators and simulations representing a space
station, a transport spacecraft, a mission control centre and the federation manager. The Federation initially used the HLA/RTI version 1.0.1 for the SGI
IRIX operating system. Besides real-time simulation mode (required for man-in-the-loop scenarios), faster than real-time simulations have also been
successfully conducted. In spite of a transport delay sometimes exceeding 200 ms (round-trip), a high accuracy of simulation has been achieved : the
Federation could run 4 times faster than real time without violation of very severe restrictions (0.01 m position error and 0.25 deg attitude error).
Communication topology implied connectivity between the GCTC (Star City, Russia), ESA/ESTEC (Noordwijk, The Netherlands) and ESA/ESOC (Darmstadt, Germany).
GCTC and ESTEC have been connected via a commercial ISDN line, while ESTEC and ESOC are connected within a dedicated ESA network. The applicability of the
results of this pilot work for the International Space Station programme (including extension of the Federation to USA sites) is discussed.
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Hans Josef Classen
Group Head Visualization and Image Processing
CAE Elektronik GmbH
During the recent years a number of projects at CAE Elektronik GmbH aimed at developing a versatile
Virtual Reality (VR) System for use in space projects. It has been demonstrated in two major and a couple of smaller projects (Ref. 3) that VR can be useful
for remote controlling robots in space. The state-of-the-art VR system at CAE is capable of updating the virtual world by extracting three-dimensional data
from a vision system and incorporating them as objects into its own environment description as well into the environment of the robot system (Ref. 4). In the
project VITAL-III 1 which is described in this paper, the Virtual Reality System will be adapted for supporting the developments of the European part of the
International Space Station. The paper starts with an introduction into the background and a brief summary of the work that has been performed in the past.
The overall system will be presented, followed by a detailed description of the developments performed by CAE in the current project. These cover the
expansion of the VR System according to the requirements of the new tasks like the development of a server system with a number of remotely connected client
VR systems.
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RECOGNITION TRAINING BY MULTIMEDIA IN THE BRITISH ARMY
Dr. David Swift and Major John Dowsett,
Development, Projects & Research Group
Directorate of Individual Training Policy (Army)
HQ AG (Personnel and Training Command)
The widespread introduction of thermal image sensors during the 1980s strengthened the case for a
re-appraisal of the continuing adequacy of traditional recognition training media. These were based upon the use of photographic slides, miniature models and
video clips. Perceived shortcomings of such media included the limited scope for individualising instruction, the requirement for an instructor to be present
(which constrains flexibility and imposes costs) and the presence of instructional artifacts (e.g. learning a target by reference to its background).
Research conducted by DP&RG throughout this period indicated that some kind of PC based recognition trainer (RT) could make a valuable addition to
traditional media. Finally, spurred on by the tragic consequences of friendly fire incidents in the Gulf War, a decision was taken that such a device should,
indeed, be rapidly procured.
From May 1996, a total of 410 RTs had been deployed to units. The RT currently features 295 targets,
categorised under Tracked AFVs, Wheeled AFVs, Rotary Wing Aircraft and Fixed Wing Aircraft, available in both optical and thermal wavebands, and a
sophisticated instructional overlay which allows an unaccompanied student to acquire recognition skills at Basic, Intermediate, Advanced and Specialist
levels. The RT is the first such device to enter service with the British Armed Forces and is not to be confused with the RAF Aircraft Recognition Trainer
which is still under development (reported at I/ITSEC ‘96).
This paper examines the decision not to purchase an off-the-shelf device, but rather to develop one in
close partnership with a contractor, beginning with the unusual step of providing potential bidders with a detailed Instructional Specification (ISpec)
within the Request For Proposals document. The academic principles informing the ISpec, which include Merrill’s Component Display Theory and Alessi and
Trollip’s Variable Interval Performance Queuing, are discussed. Similarly, the criteria by which bids were assessed are explored. It includes an
illustrated account of the process by which military and commercial subject matter experts conducted “trade offs” in order to optimise development of
both courseware and target imagery. Finally, the results of experimentally based research conducted to appraise the RT’s training efficacy relative to
traditional means are described.
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TEACHER TRAINING FOR COMPUTER TECHNOLOGY
AND THE NEED FOR INDUSTRY’S INVOLVEMENT
Julia A. Medin, Ph.D., Senior Educational Technologist
Institute for Simulation and Training
University of Central Florida
This paper will show how the introduction of computers in the classroom today will effect the
teacher’s training and classroom performance. Classically, teachers have been trained to stand before students, deliver a lecture and assign problems for
practice. Computer software will be most effective, though, in classrooms in which the teacher integrates the software into the curriculum and acts more as a
facilitator than a lecturer. Unfortunately, today, many universities do very little true computer technology instruction. Many education professors,
themselves, utilize little technology in their teachings and still teach by the lecture method. This paper will show how some universities in the United
States are addressing this problem.
Educators are beginning to understand that the key in the utilization of computers is the preparation
of the teacher. In too many classrooms computers have sat idle because the teacher did not feel comfortable in the use of computers. In many others, teachers
used the computers but used for them for drill and practice. Few classroom teachers have used simulation technology.
This is a worldwide problem but government funded studies in the United States have attempted to
alleviate this problem. Recognizing that there is a need for hands-on training and upgrading of technology training as well as of simulation technology, the
United States has offered Technology Innovative Challenge Grants. Each grant awards consortia of schools, industry, and universities a maximum of $2 million
per year for each of five years to produce innovative technology used in the K-12 classroom. Evidence of innovative technology must be used with an emphasis
on teacher professional training and upgrading of training. Each grant must also show commitment to continue the proposed work beyond the initial five years.
The benefits of these U.S. Technology Grants are described.
This paper will also discuss the need for professional training, not only for teachers but also for
administrators as well as the use of simulation technology in the classroom. As one teacher trainer said, “If teachers learn from students, then their
skills will never be better than those of the students.”
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LCdr G.A. Pelle
Royal Netherlands Navy, Naval Air Training School
Naval Air Station Valkenburg
Dr. A.M. Schaafstal & Drs. M.J. Bots
TNO Human Factors Research Institute
A project is described aimed at innovating technical training at the Royal Netherlands Naval Air
Training School. As a pilot project, Maintenance of the Automatic Flight Control System is chosen. The project aims at bridging the gap between the
theoretical part of the training provided by the Naval Air Training School, and the practical period, under supervision of the Maintenance Department.
Computer-based training (CBT) will be used to overcome problems in the availability of the real aircraft for training purposes, and will be an excellent
means in giving students insights in the functioning of the system, in relation to underlying hardware. CBT will therefore be of great help in teaching first
principles of troubleshooting.
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INTERACTIVE WEB-BASED TOOLS FOR EDUCATION IN INDUSTRIAL MANAGEMENT
Agostino G. Bruzzone
McLeod Institute of Simulation Science - University of Genoa
This paper proposes an example of using web-based simulation to support professional education in the
project management (PM) sector. The author presents a general approach that has been used extensively in Genoa
University courses within a cooperative-operative framework with industrial partners. The simulation
models presented speed up the learning process and improve the cooperative-operative and competitive teamwork capacities related to realistic case studies.
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VIRTUAL REALITY - NEW DIMENSIONS FOR CBT IN THE GERMAN ARMED FORCES
Experiences in the use of VR-oriented user guide techniques on the example of the CBTs “Mine
Clearance Armour Killer”, “Amphibious Craft M3”
and “Diving Sonar System AN/AQS-18”
The VR-oriented user guide enables the student to carry out operating procedures, controls and other
activities (e.g. maintenance and repairs) realistically in a virtual world at virtual objects (systems). These virtual worlds may or may not exist in real.
For the following, we only refer to real existing, constructed worlds (world of work).
However, it is possible - e.g. at the VR-program VKD -, that the transfer of knowledge takes place in a
virtual building that does not exist in reality. The student can tour through the house as he pleases. The room structure of the building (building plan)
corresponds to the learning structure and depth. Each room has its specific didactic function.
Pict. 1: VKD: The house as virtual study center.
Pict. 2: The building/room structure is not real; it has a didactic function.
Pict. 3: By touring through the building a lot of information can be discovered. The building plan can
be called by a control panel.
Pict. 4: The building plan replaces the usual menu guide. There is direct access to the study rooms
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EFFICIENT SIMULATOR TRAINING: BEYOND FIDELITY
Martijn L. van Emmerik. MSC. and Dr. John C.G.M. van Rooij
TNO-Human Factors Research Institute
Training and Instruction Department
In the present paper it is argued that research on training simulators pays too little attention to
didactic aspects of training. Instead, much emphasis is laid on fidelity, which is a major cost driver in simulation. It is forgotten, however, that it
actually is the training programme that largely determines the effectiveness of training, the necessary level of fidelity of the simulator, and the
instructional facilities needed.
The literature with regard to training strategies is fragmented. Although a lot of research has been
done, most of this has concentrated on predominantly cognitive tasks. The relatively sparse research that is relevant to simulator training focuses mainly on
feedback, augmented cueing, and part-task training. Still there is not very much specific knowledge.
In this paper, a general research approach is suggested to investigate the effect of several
instructional strategies on high-performance task training with the goal of providing guidelines for the design of training, instructional support during
training, and design of instructional facilities.
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STRICS, A SIMULATOR FOR COMPLETE ENVIRONMENT SIMULATION
Björn Kwarnmark and Rune Sjöström
CelsiusTech Systems AB
When upgrading the Swedish air defence systems a training and evaluation environment was defined that
would facilitate the training of both officers and operators for all situations that may be encountered both in peace-time and in war.
The paper will describe the system from the following aspects:
· How the simulator is used in operational and system terms.
· How the system architecture used supports such a functionality.
The simulator, named STRICS, shall make it possible to supply a live, non modified, live Air Defence
Command and Control Centre with the complete environment that the system would have during live operations. This includes all sensors, all moving objects
(aircraft, ships, etc.), weather conditions, all adjacent systems and participating systems as well as all officers and other humans that complete the
environment to the real system.
Another interesting area is the problem of testing a live Air Defence System and especially testing
maximum levels of performance (both operational and technical) for situations that cannot be realistically and economically run with live units in peace
time.
This is now possible because a complete environment with differing scenarios can be set up and run as
necessary using the Strics simulator. Technical and operational performance can be collected and studied in the real Air defence System. The scenarios can be
repeated and rerun so that experience can be gained in a controlled environment.
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THE BUILT UP PROCESS OF CGF FOR TRAINING SIMULATORS
Lt. Cdr. (Res.) Yuval Vered, Dr. Amnon Gonen, Brig. Gen. (Res.) Uzy Ben Itzhak, GWG – Global War
Games Ltd.
Full Automatic Computer Generated Forces (CGF) is essential for the training session of ground forces,
Naval forces and Air forces. This paper describes a practical methodology for CGF development, focusing on the conversion of tactics into CGF actions, drills
and rules. The methodology is based on practical experience that was gained during the development of fully automated CGF mechanism for battlefield
simulators.
The CGF should represent intelligent behavior of military forces – infantry soldiers, tanks or
wheeled vehicles, tracked vehicles, helicopters and aircraft.
The methodology was derived from the conduct of battle by hierarchic set of commands, drills, and
actions related to the three main components of the battlefield - Detection, Maneuvering and Firing. Each action or drill can be classified according to its
Visual / Non-Visual reflection. Another classification is made by identifying the initiator of the drill or action – actions are driven by a local decision
of commander while drills are well known and trained set of actions.
Classic methods, like system analysis and operational analysis were used in order to translate and
formulate high-rank officers’ knowledge into structured language algorithmic description of commands, situations, actions and drills.
Several rules were used during the analysis and classification of CGF actions and drills:
· Classification of physical and logical actions.
· Determination of commanding levels.
· Multi-level Analysis:
· Identification of the basic actions, then the drills.
· Repeated study for each commanding level, using the basic actions and drills.
· Keeping to minimum any distortion of reality derived from technical circumstances.
The above decomposition achieves flexible and modular CGF. It leaves high level of freedom to reuse the
same CGF kernel in other mechanisms, such as Knowledge Based and Semi Automatic CGF.
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IMPROVING THE NAVY ACQUISITION PROCESS USING
ELECTRONIC TRACEABILITY TECHNOLOGY
Jim Breiding and Keith Sommer
Naval Air Warfare Center,
Training Systems Division (NAWCTSD)
This paper describes an Electronic Traceability Method that replaces the current manual, labor intense
and error prone procedure used by the Navy in the Acquisition Process.
BACKGROUND
Request for Proposals (RFPs) issued by the Naval Air Warfare Center, Training Systems Division require
responses from the bidders in accordance with the technical proposal requirements contained in section L and M of the contract. The proposal evaluation by
the government is a manual process of correlating the responses from each bidder with the specific technical proposal requirements.
After contract award, the contractor is required to submit during the course of the contract, a
Requirements Traceability Matrix (RTM). The RTM traces each requirement of the specification to the associated paragraph of the deliverable documentation,
which describes how the design meets the specification requirements. The starting point for the RTM is the Specification. The RTM is bilateral and provided
by the contractor to the
Government for verification and validation purposes. This is a time consuming and an error prone manual
process.
This paper describes the results of an Electronic Traceability study conducted by the Software Systems
Division of NAWCTSD, which includes:
a) Replacement of the manual processes associated with the proposal evaluation.
b) Replacement of the standard Requirements Traceability Matrix with an Electronic Traceability Matrix.
c) Limitations of Word 97 in converting Word files to HTML.
d) Results of demonstrating an actual implementation of Electronic Traceability using contractual
specifications and deliverable Mil-Std-498 software documentation.
e) Contract Document Preparation for HMTL Conversion.
This paper is available on the1999 ITEC CD-ROM. Order
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A MATERIEL DEVELOPER LOOKS AT ARMY TRAINING XXI
Mr. John F. Daniele, Mr. Willie D. Lapham, STRICOM AMSTI-CA
COL (Ret) Palmer J. Penny,
Nichols Research Corporation, ATSD
The U.S. Army requirements determination process as outlined in the TRADOC Blackbook, and substantiated
in various Army Regulations and Directives suggests that continuous involvement between the Combat, Training and Materiel Developers, through Integrated
Concept Teams, identify, functionally define and prioritize training shortfall requirements as a product of weapon system fielding and technology insertion
into Force XXI. Succinctly described by the term WarMod, or Warfighter Modernization, it constitutes a re-invention initiative to synchronize and link
training acquisition with Force Modernization. This synchronization is designed to insure that training products support training needs as outlined in
current and future Combined Arms Training Strategies (CATS).
From the perspective of a Materiel Developer of training products, Army leadership has provided the
impetus to insure that U.S Army Modernization results in maximum Warfigher Return on Investment. Frankly speaking however, the training development process
and infrastructure cannot currently keep pace with the Advanced Technology Demonstrations and Warfighting Rapid Acquisition Programs propelling Force
Modernization. As Warfighting experiments drive Combat and Materiel Developers, they must equally and concurrently thrust training Developers.
Organizations and cultural paradigms must be shifted to comply with the direction of Army Leadership in
regard to Army Training XXI. However, this shift does not represent a venture into a bold new world. In fact, it more likely constitutes a reverting back
into the logical and proven Systems Approach to Training.
It is not unusual for progress to take the path of full circle. In the example of Army Training XXI and
WarMod, perhaps leadership is telling the Combat, Training and Materiel Developers to get back to the basics in order to achieve the quantum leap. Army
leadership has consistently pointed us in the right direction, but others must be willing to take the first steps.
This paper is available on the1999 ITEC CD-ROM. Order
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ROYAL NAVY TRAINING - A NEW STRATEGIC
RELATIONSHIP
Commander J B M Rees Royal Navy
Royal Naval School of Educational and Training Technology
The Royal Navy articulated its training strategy in 1992. Six years on and following the Strategic
Defence Review (SDR), the training world is now a very different place. This paper will highlight the major changes that a new training strategy has to
encompass (operational, training and education and technological); as we approach the millennium. No training strategy can be developed in a vacuum.
This paper will highlight some of the conflicts that exist in the training area. It will demonstrate
that a model has to be developed that situates training and its strategic approach with other strategies; all designed to support operational capability. It
is a given that training only takes place to support the operational requirement. A training strategy is neither a pre-eminent strategy, nor is it
subordinate to an unreasonable degree.
Finally, this paper will propose that whilst the main strategic themes for a strategy remain relevant
now, as they did in 1992 (if it isn’t broken, why fix it), there is a prima facie case for reordering the management structures that control training to
take advantage of the opportunities of the Training Needs Analysis approach. It is by this that the appropriate Groupings can be developed in which competing
strategies can be considered and the appropriate decisions made to safeguard operational capability.
This paper is available on the1999 ITEC CD-ROM. Order
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THE FUNCTIONAL SPECIFICATION AND ITS USE IN THE EVALUATION AND ACCEPTANCE PROCESS
Lieutenant C B Cook Royal Navy
Lieutenant Commander M N Bowden Royal Navy
Royal Naval School of Educational and Training Technology
Key to the procurement of effective training applications that successfully meet identified training
requirements is the Functional Specification. This document is the customer's primary means of expressing the requirement and communicating it to the
software developer, and is one of the cornerstones of a successful project.
The Functional Specification is the deliverable arising from the specification stage of the generic
project lifecycle. In the Royal Navy it is a natural language statement of the user requirement, consisting of a list of mandatory features of the required
system. This paper will describe the content and structure of a typical Functional Specification and will debate the case for a generic specification. Two
schools of thought will be illustrated. First under discussion will be a generic model, modifiable for different projects and forming a common template, thus
simplifying the specification process for the uninitiated, while maintaining a common and corporate approach to the task of specification. Secondly, the
counter case will be argued, namely the view that each project is unique and therefore demands an equally unique and bespoke specification. Particular
attention will be paid to the need for all specifications to be complete, consistent, unambiguous, verifiable, modifiable, traceable and usable after
development.
The paper will further address the ability of the specification to retains its utility after it has
been developed. This benefit has been exploited by a software lifecycle model known at the "V" approach, which this paper will describe. In this
model, the analysis, specification and design deliverables are used as inputs to the later stages of implementation, acceptance and testing. Particularly,
the Functional Specification is used as a standard for the quality control of both prototype applications and the final delivered product. This paper will
map the contents of the Functional Specification to the requirements of the acceptance and testing process, and illustrate how suitably structured
specifications can be directly used as a quality control tool.
This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers
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A SYSTEMS APPROACH TO SIMULATOR FIDELITY
M. Kelly, DSc(Land).
The term ‘fidelity’ has been seen a primary descriptor of simulations and simulators for some time.
Many conventional frameworks exist which seek to decompose the notion of fidelity into sub components and to quantify a simulations effectiveness or utility,
based on assigning qualitative values to these sub components.
A new approach to fidelity is argued which is not device focused. It is argued that the wider system
including the trainee, his behavioural and social context, and the context in which the device is employed have a bearing on the underlying fidelity of the
situation. A communications model of fidelity is presented, which links the transmission and reception of simulation cues, the mediation from environmental
noise in the form of behavioural, and social variables and the bandwidth of the simulations communications medium e.g. the visual, audio, olfactory, and
haptic channels.
Through this model of fidelity a number of anomalous situations in simulator design can be resolved. We
can explain how low fidelity simulations can provide high levels of immersion and effective training, and how social and behavioural factors can be
manipulated to increase simulator effectiveness at low cost.
This paper is available on the1999 ITEC CD-ROM. Order
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TRAINING OPTIONS ANALYSIS: IMPROVING THE SPECIFICATION OF TRAINING MEDIA
Tracy Milner, David Cunningham
Defence Evaluation & Research Agency (DERA)
Centre for Human Sciences,
This paper describes a current two year research project carried out by the Centre for Human Sciences
(CHS) within the Defence Evaluation and Research Agency (DERA). The aim of the research is to provide information to aid the Training Needs Analysis (TNA)
process within the UK military, particularly the Training Options Analysis (TOA) stage of TNA. The TOA stage is frequently described as being particularly
problematic by those carrying out TNAs within this framework because of the lack of information on the effectiveness of available media options. In addition,
the Training Options Analysis (concerned mainly with the cost-benefit analysis and selection of an appropriate media option) may not go down to the required
level of detail to support the specification of functional aspects of training facilities, so providing weak links between the TNA output and Cardinal Points
Specification (CPS). The aim of the first year of the study was to construct a model of the information flows in the current TNA process, based on stakeholder
interview data. Following the interviews, the approach taken was to concentrate on developing facilities designed to improve trainer specification and
detailed design (CPS). The outcome of this approach was a format for a TNA database, designed to provide an information resource for stakeholders and to serve
as a prototype for review and development. The database would provide personnel involved in TNA processes with improved access to current information on
training technology and to training research data produced by research organisations and academia. The current aim of this the second and final year of the
project is to develop prototype prescriptions for CPS which include an analysis of learner requirements and instructor support facilities.
This paper is available on the1999 ITEC CD-ROM. Order
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INTEGRATED INDIVIDUAL INSTRUMENTAL IMPROVEMENT (I 4 ) OR CLIMBING THE LADDER OF KNOWLEDGE
Moshe Ben-Porath MHT,
Training and Technical Publications
Israel Aircraft Industries, Ltd. (IAI) Ben-Gurion
The paper defines the hierarchy of knowledge: Data, Information, and Knowledge are already defined.
Wisdom is the aptitude of implementing the proper knowledge in the right place. Ingenuity is the aptitude of creating new structures of relations
between information entities, thus generating new entities of knowledge. Modern training and instruction methodologies deal with the Efficiency and
Effectiveness of the Knowledge Acquisition process. The more complicated question is whether we, the Knowledge Engineers, can supply the trainee with the
ladder to climb from Knowledge to Wisdom and from Wisdom to Ingenuity? The paper presents the methodology of Instrumental Enrichment (IE), which supplies the
trainee with a toolbox that enables the progress in the knowledge hierarchy. IE is based on pencil-paper exercises that are used to analyze the thinking
process involved in each exercise, comparing different approaches and strategies, deducing generic rules, and implementing the rules in the specific domain
where the trainee is working. Each group of exercises is designed to develop a certain cognitive parameter. The paper presents dramatic results of integrating
IE in the process of qualification of technicians and managers from Israel and other countries. IE improves the adaptability of the individual, provides the
individual with tools to cope with changes, and improves the intrinsic motivation. The practice of IE proves that the structured cognitive change leads to an
on-going improvement process long after the external mediation is finished. The integration of IE with Knowledge Engineering methods enables the mapping of
cognitive skills that are critical for a certain job and the design of the mixture of IE exercises to improve these parameters. The paper presents the concept
as well as an example of implementation of the Learning Propensity Assessment Device (LPAD), which dramatically maps the cognitive potential of an individual
or a group, and enables the design of the IE mediation that will enable the climb on the Knowledge ladder. Using the traditional psychological tests provides
a static present cognitive profile of a person who is tagged and “doomed” for the rest of his/her life. The implementation of LPAD and IE in the
Integrated* Individual Instrumental Improvement, enables the identification and the development of cognitive potential, thus enhances the Intellectual Capital
of the organization and enables internal mobility of employees.
This paper is available on the1999 ITEC CD-ROM. Order
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ORGANIZATIONAL LEARNING: A DIFFERENT FORM OF BUILDING
KNOWLEDGE
Mónica Meza Mejía, Lucina Moreno Valle Suárez, Héctor Javier Miranda
Frausto
Universidad Panamericana
Faculty of Pedagogy: Technology Department
The Learning Organization:- In a knowledge based society education is the competitive advantage that
will distinguish the successful organization. This is because, among other considerations in the information era the only sustained competitive advantage will
be the capacity to learn quicker than other organizations. From this perspective we discuss the enterprise as a
learning system in which it is possible to make a comparison between the way a person learns and the way an organization learns. In doing so we denominate the
learning organization. The Learning organization is a learning process that is only possible when people
interact. It is focused to increase the collective competence of the organizational members, a synthesis of learning to learn in a collaborative way. Lately,
in the enterprise ontology, it is common, metaphorically, to say that organizations learn and in as soon as it learns it begins to converse as an intelligence
enterprise. This new form of enterprise demands flexibility, velocity and focus and has rethought the process of
learning seeking to leverage its knowledge assets in the way it develops and manufactures its products. This
conceptual shift has created the necessity to resolve the higher demands of professional obsolescence arising from the premature aging of knowledge and
business paradigm. It's no longer viable to exercise the formal and conventional business model that we are used
to and it the paradigm migration questions the actual practice of learning. In this context it is the new model
that supports and mandates the learning organization. An organization in which the human can be described as the common denominator, because if an
organization is to be able to learn it requires that its systems are described and integrated into the learning environment so that its people can learn.
If this is to be achieved we have to develop learning strategies that privilege the study of process and are not solely focused on the end results.
This paper is available on the1999 ITEC CD-ROM. Order
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THE USE OF ORGANISATIONAL KNOWLEDGE ASSETS
TO LEVERAGE SUSTAINABLE COMPETITIVE ADVANTAGE
Mr Bryan C Davis
NTD Business Solutions Limited
It is now becoming increasingly accepted that the capture, sharing, management and exploitation of an
organisation’s knowledge can lead to substantial breakthroughs in performance. This acceptance, while not
explicit in many instances, can be said to be deeply ingrained into both the public and private business sectors, in addition to the military services of most
developed nations. If any knowledge management initiative is to bear fruit, its goal must be to maximise the benefit accrued, business or otherwise, through
the exploitation of its existing non-capital resources. By acknowledging the evolving recognition of the role of knowledge based assets, and a changing
business paradigm, the author develops a series of models through which the role of organisational knowledge can be examined and exploited in an efficient,
effective manner. This examination occurs within the context of enhancing the value added within the organisational value chain. It also seeks to establish a
link between sustainable competitive advantage and the recognition of non-financial assets. The models presented also recognise the limitations of the
conventional business capitalisation model by examining how non-financial resource contribution to organisational performance enhancement within the business
context can be best described. In doing so, the role of culture as a limiting factor in the utilisation of non-financial capital assets is explicitly
identified as a major theme. The models presented also seek to identify some of the intrinsic limitations of accepted neo-classical management of value models
and extend them into the Knowledge Era by making an explicit linkage between value, information and knowledge.
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CONCEPTS FOR AIRCREW TRAINING TECHNOLOGY
MANAGEMENT IN THE KNOWLEDGE AGE
Richard L. Druckenbrodt
Lockheed Martin Technology Services Group, Mesa, Arizona
Dr. Dee H. Andrews
United States Air Force Research Laboratory, Mesa, Arizona
Technology development, maturation and insertion into aircrew training systems will continue increasing
in importance as real world weapon system employment constraints drive the media mix toward virtual simulation. Effective management will remain a significant
factor in integrating training technologies as training domains continue to expand from part task training to team and mission training. Significant changes
in the training system acquisition environment require new business models, methods and behaviors. Changes in technology, information flow and user
expectations result in evolving requirements. Changes in funding and vendor capability, capacity and infrastructure base result in risk. Classic approaches,
too often, do not accommodate these significant changes effectively resulting in training system failures and reduced training effectiveness.
These failures can be categorized in two types. First, macro-process failures which result from the
inability of business models and culture to adapt to “change” driven by technology and expectations. Secondly, micro-process failures which result from
the inability of individuals to produce in this environment of rapid change. This paper provides a topical background of the technology insertion challenges
of acquisition organizations and industry today. Issues are raised and new directions suggested, but specific process problems and their solutions are
organizationally dependent. New organizational vision, values and processes for a new environment will require cultural change. That change will come slowly.
Microprocessor failures may be mitigated through emerging concepts as we transition from the information
age to the knowledge age. In the near future, the distillation of information through knowledge management technologies will drive a broader understanding of
a more complex world. Leveraging and multiplying individual knowledge and performance will be fundamental to
sustaining future growth. Concepts for individual performance and individual added value will enhance understanding, relationship building, communicating and
the influencing of outcomes. Micro-process gains will eventually compensate for macro-process losses, but only
after significant individual performance enhancement and considerable organizational culture change.
This paper is available on the1999 ITEC CD-ROM. Order
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BREAKTHROUGHS DON’T JUST HAPPEN-THEY
HAVE TO BE PLANNED
Dr. James I. Montgomery, Mr. Gene B. Wiehagen
US Army Simulation, Training, and Instrumentation Command
Mr. Hugh A. Kelley, Project Manager
MITRE Corporation
The US Army Simulation, Training, and Instrumentation Command (STRICOM) is charged with managing the US
Army’s Modeling and Simulation (M&S) Technology Base development program. During the 1970s and 80s, PM
TRADE (as STRICOM was then known) sponsored a wide ranging research program that resulted in the likes of the Multiple Integrated Laser System, the Conduct of
Fire Trainer, and the Army Aviation Synthetic Flight Training System -- systems in use to this day. However, from 1990-96 STRICOM-supported research focused
almost exclusively on the development of the Distributed Interactive Simulation (DIS) paradigm. While successful, as is verified by the wide acceptance of DIS,
this approach did not support the rapid expansion of M&S requirements for other advanced technologies during the same period. STRICOM had to expand its
technology base program.
Realizing a cohesive, technology base program would not just happen, STRICOM needed a framework that (1)
identified user requirements for M&S technologies and (2) formulated resource constrained investment strategies to meet those requirements. To establish
such a framework, STRICOM and MITRE Corporation, the Department of Defense’s federally-funded, research and development corporation for C4I, formed an
informal Integrated Product Team. Their first step was to assess the state of the art.
In the last quarter of FY 97, the IPT selected M&S technology areas from a taxonomy published in the
1993 Electronic Industries Association (EIA) market study. The IPT tasked MITRE to assess current and near term capabilities in support of STRICOM’s
investment planning for FY98. The technology areas included database management, distributed component technologies, intelligent simulation, voice interfaces,
sensor processing, networked communications, display technologies, tracking technologies, real time 3D graphics, and real-time 3D sound. The assessments
identified common performance measures used by industry, appraised the current status of the technology area, and provided a prognosis of trends, significant
innovations, and recommendations for near term investment. Ideally the assessments would have been measured against well-defined requirements with relevant,
objective metrics. Unfortunately, FY98 investment decisions could not wait for a detailed requirement analysis. So, the initial assessment was presented to
the IPT as generic, preliminary, and subject to refinement once user requirements and objectives were established. A more robust process was needed.
The following year, the IPT developed a requirements-based process to formulate consistent tech base
investment strategies relevant to Army needs. This process relies on the traceable derivation and prioritization of “Tech Base Requirements” from the
users of M&S technologies. The requirements provided the context for revision of the initial assessment and subsequent formulation of investments for FY00
and beyond.
This paper describes the current management philosophy within the US Department of Defense mandating the
use of commercial practices to manage resources, the tools that were used to develop the technology summaries, and work that still needs to be done.
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THE USE OF STATE-OF-THE-ART SIMULATIONS IN
CONTEMPORARY SURGICAL AND MEDICAL EDUCATION
Ajit K. Sachdeva, M.D., Professor and Vice Chairman for Educational Affairs, Department of Surgery,
MCP Hahnemann School of Medicine
Patrice Gabler Blair, M.P.H.,
Regional Director for Educational Programs, Department of Surgery,
MCP Hahnemann School of Medicine, 3
David M. Hananel, Manager, Business Development
Advances in technology have made possible the development of state-of-the-art simulations that can be
used to closely mimic various tasks carried out in the real environments, with a high degree of reality and fidelity. The development of simulations for
surgical and medical education has largely been driven by experts in technology without adequate educational input or proactive grounding in principles of
contemporary education. This has often resulted in isolated technological developments which are not closely linked to the educational needs of different
learners. Specific curricula focusing on both teaching and assessment of technical skills need to be developed, based on principles of adult education,
experiential learning, and effective feedback.
State-of-the-art simulations may be effectively used in innovative curriculum models, thus exploring the
full potential of such simulations. Learners may be offered opportunities to acquire the essential skills and to achieve specified competency levels based on
standardized learning experiences. Also, performance can be readily evaluated and immediate, individualized, and detailed feedback provided to the learners in
a supportive, environment through the use of simulations.
Simulations can allow repetition of certain procedures until the defined performance levels are
achieved, shorten the learning process in highly expensive real environments, and enhance patient safety. Issues of accountability, assurance of the quality
of health care, continuing professional education and certification can all be addressed through their use. Simulations can be used effectively in programs of
self-study and continuing development, especially in the context of learning new procedures and mastering new technology.
For optimum results, a well-coordinated approach needs to be adopted and appropriate simulations created
to address various educational goals. Large-scale testing of new simulations should be carried out in order to determine their short- and long-term impact.
Only then will the expanded educational opportunities resulting from the use of simulations be explored to the fullest potential. In order to achieve these
results, close collaboration between practicing surgeons, surgeon educators, engineers, and marketing experts needs to occur across institutions. This
approach can be readily extended to include physicians from the non-surgical disciplines involved with performing invasive procedures.
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PREOPERATIVE PLANNING AND TRAINING SIMULATION
FOR RISK REDUCING SURGERY
Dipl.-Inform. Tobias Salb, Cand.-Inform.
Tim Weyrich and Prof. Dr.-Ing. Rüdiger Dillmann
Institute for Process Control & Robotics
University of Karlsruhe, Department for Computer Science
Today surgical education and training do not offer a realistic scenario to the medical students.
Practical skills are mostly acquired by operating cadavers which offer material properties and physical behaviour different from living humans. Simulation
systems can be used in this area to improve medical education and to offer a more authentic scenario to the future surgeons. Besides the field of training and
education, surgical simulators can also be used for pre-operative planning. A big need for simulation can be determined for surgery in complex regions of the
human body, such as the cranio-facial or the cardiac area. It is very important that no vital structures of the body are damaged during surgery which can be
achieved by the use of an appropriate simulation system.
The main focus of this paper is the description of our approach for a risk reducing surgery simulation
concept for use in pre-operative planning and medical training. We will introduce the existing system for simulation of surgical tasks in the cranio-facial
and cardiac area. This system is based on volumetric models which can be manipulated using the Finite-Element-Method. Furthermore we will show how this system
is modified and extended to suffice the requirements of risk reducing surgery. The determination and modeling of the risk regions will be explained and the
system reaction will be illustrated. Finally we present some results of the existing simulation system and first outcome of our approach risk reducing
surgery.
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DIABOLO™, A VIRTUAL REALITY TRAINING & EVALUATION TOOL FOR DISASTER TRIAGE
Martijn Boosman, M.Sc.; Senior Creative and Conceptual System Designer;
Maassen Consulting bv
Cooperating-operating Development Company:
Green Dyno; Jorrit Kuipers, M.SC.; Virtual Reality Systems Designer; Director;
In educating medical personnel to perform in mass casualty situations it is difficult to train those
aspects of the task that have a direct relation to the large number of casualties and the extreme circumstances. One of the tasks that is difficult to assess
in a training situation is the prioritisation of victims. To support the medical (or knowledge) process of prioritisation (also called Triage), interactive
training systems are in use 1,2 or are being developed No attention has been given yet to the physical task
of treatment: which victim does the trainee approach first, is the trainee distracted by shouting victims, is the trainee efficient in sharing his/her
valuable time between new victims and already treated victims. As another example, in the case of a casualty collection point: does the trainee sort the
patients in an efficient manner? The analysis of this physical task is part of behaviour analysis performed by psychologists and educational specialists. In
the area of user interface design and factory planning and design, researchers of human behaviour have turned to virtual reality visualisation to support
observational studies under circumstances that are not available live or are costly. The environment is visualised in three dimensions and the trainee
interacts with the environment in this immersive environment (using a headmounted device or in the CAVE). After the trainee has performed a task, his/her
performance can be assessed using the behaviour analysis program that is linked to the virtual environment. Statistical analysis of movement patterns, head
movements and playback of the situation can be used to assess behaviour. A Pilot system of a behavioural analysis system in virtual reality has been developed
to support the training of medical personnel in mass casualty situations. The presentation at ITEC 1999 will on the one hand be focused at the educational
background of virtual reality in behavioural analysis. The presentation will also focus at showing the preliminary results of the Pilot project.
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REAL TIME SOFT TISSUE MODELING
N.J. Avis*, N.M. Briggs*, F. Kleinermann*, D.R. Hose and B.H. Brown
*Centre for Virtual Environments, University of Salford, UK
Dept. of Medical Physics and Clinical Engineering,
A considerable amount of effort has been aimed towards developing real-time deformable objects for
surgical simulation, but very little work has been aimed towards including physiology within the soft tissue model. A simulator that links the structural and
functional aspects of the human body would allow the user to develop a better understanding of the intrinsic link between anatomy and physiology. This paper
details work to develop non-linear, anisotropic soft tissue models constructed from incompressible materials for use in an integrated system, using finite
element methods. It details the current state of the art, our work to date, and future challenges to develop an integrated simulator.
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INTERNET-BASED ASSESSMENT OF TEAM MEDICAL KNOWLEDGE
John Leddo, Ph.D.
Research Development Corporation
Winston Bennett, Jr., Ph.D.
U.S. Air Force Research Laboratory
Zhixiong Zhang
Research Development Corporation
Measuring performance, whether to assess the results of training or select personnel for promotion, has
never been more important. Organizations have generally been successful at defining criteria for satisfactory performance. Developing ways of measuring
performance that are valid, reliable and economical to administer have been more problematic. Human evaluators are often costly and have low inter/intrarater
reliability. While automated assessment tools may be cost-effective and consistent across ratings, they tend to be limited in their understanding of the
domain they are assessing. Hence, the quality of their assessments has been questioned.
Research Development Corporation has developed Internet-based automated performance assessment
technology. The testbed is in-patient care provided by medical technicians and nurses. The professionals being assessed perform required tasks in a simulated
environment over the Internet and are assessed individually according to criteria established in the Air Force Career Field Education and Training Plan (CFETP)
and as a team based on the compatibility of their problem solving approaches. The system uses both the
professional’s behaviors during the simulation and responses to questions presented by the tool to assess performance. The tool outputs a score that is
based on the CFETP scoring system and an explanation of the score to support training.
This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers
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USING AN ECG TELEMETRY SYSTEM WITH INFRA-RED TRANSMISSION
Selcuk Comlekci* ,
Ahmet Yardimci**,
Adnan Kaya*
* Suleyman Demirel University Electrical Engineering Department
** Akdeniz University T.B.M.Y.O Kampüs,
Telemetry, can be carried out in several ways; by radio, infra-red light or by inductive loop each with
its specific advantages and disadvantages. FM has the greatest range but not optimal S/N ratio. IR gives a reliable transmission over short distances indoors
if care is taken that the optical pathway, either direct or reflected, is not interrupted. The IL range is restricted to the area of the receiver loop, but it
has even been used with success under water. We prepared an ECG telemetry system with infra-red transmission. It worked perfect indoors area. In this study we
want to share our experiences with you...
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VIRTUAL ARTHROSCOPY TRAINING: FUTURE DEVELOPMENTS IN THE SHEFFIELD KNEE ARTHROSCOPY TRAINING
SYSTEM
Ms Avril D. McCarthy
†
, Dr Peter J. Harley
‡
and Professor Rod H. Smallwood
†
† Department of Medical Physics and Clinical Engineering, University of Sheffield,
I Floor Royal Hallamshire Hospital,
‡ School of Mathematics and Statistics, University of Sheffield,
Hicks Building, Hounsfield Road
A computer-based training system for knee arthroscopy: the Sheffield Knee Arthroscopy Training System (SKATS)
has been developed. This paper describes the validation of the system and the future developments required, to ensure that the system provides positive
training transfer. The system is designed for initial training of diagnostic arthroscopy and provides a means towards objective assessment of performance.
Validation of the system has identified a need for a more complex virtual anatomical knee model and a mechanism for providing haptic feedback. An
ESPRIT-funded project named “KneesUp” has developed a highly detailed patient-specific finite element model of a knee joint. It is proposed that this
model will be incorporated into the Sheffield Knee Arthroscopy Training System, along with physical bones fabricated from the KneesUp dataset which will
provide a mechanism to supply haptic feedback from within the joint to users of the training system cost-effectively.
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Alexander V. Firsov, Oleg A. Yakimenko
Aviation and Aeronautics Academy of Sciences
Design Bureau of Modeling
In present paper it’s considered the general ideology, hardware architecture and some aspects of
mathematical foundation of special intellectualised software for mobile adaptive simulator, which provides pilotage and combat application skills maintenance,
pilot's pre-flight training and forthcoming, flight mission image formation on the board of his “native” airplane with “native” habitual deskpanel and
controls. Proposed idea was already realised and demonstrated during International Aviaspace saloon in Zhukovskiy, Russia in 1997 on the board of deck
Sukhoy-33 aircraft. Paper deals also with description of achieved results of preliminary investigation of this analogue of embedded training system, pilots
and experts opinions. In conclusion authors make some estimations of such system helpfulness and its economical effectiveness.
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INTERACTIVE MULTIMEDIA
TRAINING AND CERTIFICATION FOR HAZARDOUS MATERIALS
Dennis J. Foth
Sverdrup Technology, Inc.
United States law requires all emergency responders to be trained before they are permitted to take part
in actual HazMat emergency response operations. HazMat emergency responders also require annual refresher training to comply with the law. Over the past few
years, remarkable progress has been made in developing interactive multimedia training and computer-based testing. Combining these technologies, and
instituting a well managed program, the United States Department of Defense is able to train and certify more emergency responders who participate in
Hazardous Materials (HazMat) responses.
The HazMat program prepares responders to safely and successfully perform their emergency response
duties, become certified, and reduce potential regulatory violations and liability issues. The HazMat training is applicable to a broad audience including
federal, civil, domestic, and international agencies. It was recently used to train several Turkish nationals employed by the Department of Defense. Without
the HazMat program, many emergency response personnel would not be able to receive initial training nor would many be able to receive the annual
re-certification training.
The HazMat program complies with the National Fire Protection Association 472, Standard for Professional
Competence of Responders to Hazardous Materials Incidents, and the three interactive multimedia courses (Awareness, Operations, and Technician) are equivalent
to over 100 hours of stand-up classroom training. The HazMat program is accredited by the International Fire Service Accreditation Congress (IFSAC) and is the
only accredited HazMat Train-the-Trainer program for the four levels of hazardous materials response (Awareness, Operations, Technician, and Incident
Commander).
The impact of the HazMat program is significant and far reaching by addressing training and
certification requirements of over 50,000 personnel at 817 sites worldwide. It is substantially enhancing individual and organizational emergency response
capability and is saving nearly 16 million dollars a year in initial and recurring training. As of May 1998, 23,431 personnel have been certified in HazMat
and each of these personnel will require annual 8-hour re-certification. Applying sound Distance Learning (DL) technology, training can now be dispersed and
topics learned en-masse or individually at remote locations where training has never before been received. It is making education and training easier, more
accessible, and more convenient at both work and home and is playing a significant role in meeting annual training and certification requirements.
This paper will cover the steps being used to implement and carry out HazMat training and certification
and how interactive multimedia in playing a key part in the overall program. An interactive multimedia demonstration of HazMat courseware and the CerTest
testing will be used during the presentation to give the audience a look and feel of the in-depth HazMat program.
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THE DANGEROUS VIRTUAL BUILDING, A VR TRAINING SYSTEM FOR BUILDING
WORKERS.
Miguel Lozanoß, Javier Abadía™, Joaquín Casillasß, Bdo. Javier
Canutß, F.J. Serón™ ßInstitute of Robotics. University of Valencia. Spain
™University of Zaragoza. Spain
The high accident rate suffered by the construction sector is the direct result of the training system
that this article describes. The objective of the system is the training of the operator in safety procedures on the job. For this reason a VR system has been
created that on the one hand reproduces a similar environment to the one experienced by the operator in real life, and on the other hand it provides for a
number of operations to be completed. These operations which are very usual for the worker in real life imply a risk that must be understood by the worker.
e.g. walking around the construction trenches carrying some type of load could cause a loosening of the ground resulting in death. For the complete training
of the worker, the virtual environment contains the three fundamental phases of the construction of a building. Besides all of the general tools of the job
may or may not have a safety component. So the number of dangerous operations that the system provides for and monitors are encountered in real life (working
on a scaffolding, in trenches, on roofs, on the various floors, crashes, falls, overloads, etc.) By means of training and learning about the risks involved in
the operations (from the most simple) you will obtain the best preparation in the sector, reducing therefore the rate mentioned above. This is the main point
proposed by our partner the CED, pioneers in the training of workers in the construction sector using simulation techniques and VR, as shown by the
construction crane simulator that they possess (developed in the University of Valencia and presented in this forum last year) for the education and training
of workers (Lozano98).
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GUIDELINES FOR THE DESIGN OF COMPUTER-BASED TRAINING
Eddy W. Boot M.Sc. and Dr. John C.G.M. van Rooij
TNO Human Factors Research Institute
Department of Training and Instruction
In this paper different types of guidelines for designing Computer Based Training (CBT) are reviewed.
From this review it is concluded that (1) guidelines are often defined rather vaguely; (2) the theoretical rationale and / or the empirical evidence
underlying these guidelines is often weak and loosely connected; and (3) the scope of application of many guidelines is not clearly stated or left
unspecified. As a result, many guidelines provide too little guarantees for the design of effective and efficient
CBT. It is argued that, both from a scientific as well as from a practical viewpoint, more coherent and
articulated sets of guidelines are required, i.e. guidelines that can be empirically validated and that can be applied unequivocally. The paper concludes with
a number of recommendations for developing such guidelines.
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M C Newton Senior Research Engineer Marintek
The SAFETY-NET project has demonstrated the effectiveness of using multimedia telematics to deliver
training and assessment services to individuals employed in the rail, ports, oil and gas exploration and production and maritime industries. The illustration
on the right presents an example of one of the training and assessment solutions developed in the project.
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COMPUTER BASED TRAINING
(CBT): STRUCTURAL / INSTRUCTIONAL CONCEPTS
Gary R. Grimes, M.S, Vice President For Operations, Daniel J. Muraida, Ph.D.
JRP Technologies, Inc.
Educational Technologies Group
Saul B. Wilen
Medical Horizons Unlimited
4207 Gardendale, Suite 105
San Antonio, Texas 78229, USA
This paper addresses the knowledge transfer processes for Computer Based Instruction/Training (CBT)
utilizing a Spiral Rapid Prototype Development (SRPD) process. The uniqueness of this approach lies in the structured manner in which we collect the subject
matter expert (SME) data and the adaptive instructional techniques used to maximize the transfer of learned material to the user. This process results in
minimizing the time required for production. Each CBT can be developed to include differing levels to meet the varying experience and knowledge bases of
potential users, and client requirements.
The process begins with identifying the clients’ needs, the intended audience, desired application(s)
and goals. Once the needs and goals are identified, a structure is established whereby the SME is oriented to the target student audience, the needs of the
production process, and the applications for the courseware content. The SME enters the content information into an automated instructional template which
structures the knowledge acquisition phase in a format that addresses the critical instructional questions of prerequisite knowledge, appropriate content,
knowledge transfer requirements, and performance objectives. This structure organizes the SME’s input for content sequencing, and the selection of
instructional strategies and media that will comprise the instruction/training.
This structured approach reduces the time required to develop the CBT. Coupling this strategy with sound
adaptive learning technologies allows for an efficient and effective development of high quality CBT.
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DECISION SUPPORT FOR THE SELECTION OF FACILITIES FOR EDUCATION AND TRAINING
Dr Anja v.d. Hulst
TNO Physics and Electronics Lab
Dr Robert de Hoog
University of Amsterdam
Dept. Of Social Science Informatics
Modern training technology offers many options. Deciding what kind of facility will best serve the
learning objectives within the limits of the organisation’s financial and organisational possibilities becomes increasingly difficult. When comparing the
alternatives- ranging from PC based Computer Based Training, via generic simulators toward the high end of the spectrum where the full-task type specific
simulators can be found- different factors (educational, financial, safety related, organisational) need to be taken into account. Several of these factors
can hardly be quantified which makes it extremely difficult to make a decision a rational one. To make things worse, the various parties concerned generally
emphasize different factors.
The present paper describes a tool that was developed to create a traceable decision process while
supporting the user to take well informed decisions. The tool was developed for the RNlN and is named BOOT, a Dutch acronym that stands for 'decision support
for the selection of facilities for education and training'. The core of BOOT is a so called ‘Requirement Module’ (RM) that presents several factors that
can play a role when deciding between alternatives for a training facility for a specific task. In the RM the user selects the factors relevant for his
specific decision, then inserts desired values for those factors and so creates a set of requirements. However, since fidelity requirements generally play a
crucial role, BOOT contains a Knowledge Based Module (KBM) that is capable of providing advice on fidelity requirements given user provided information about
the specific task. The selected requirements in the RM can automatically be passed on to a Multi-criteria Module (MM) to act as criteria in a multi-criteria
analysis. By manipulating the relative importance of the various criteria one can inspect the ranking of the alternatives.
Evaluations with prospective users in the RNlN revealed that this target group regarded BOOT as an
instrument of potentially great value to help make the decision process both more rational and traceable.
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GUIDELINES FOR THE DESIGN OF INTELLIGENT TRAINING AIDS
Mr François D. Héran
SOGITEC Industries
Mrs Susanna Sirignano
Agusta
Mr Patrice Le Leydour
Thomson Training & Simulation
After a general presentation of EUCLID and CEPA 11, this paper presents the scope and some early
considerations of EUCLID CEPA 11 RTP 11.9 "Intelligent Training Aids", a project which started in January 1998.
The first phase of the study consists in providing the scientific and technical bases for the further
developments, by researching literature on military education and training, assessing and characterising existing training devices in the participating
countries.
A global training model is proposed, which allows to define the main concepts of interactions between
the training system and the actors taking part in the training.
propose: the paper proposes an adaptation of a model of an operator controlling a complex system,
adapted from works in the fields of human engineering and psychology.
An analysis of general instruction tasks found in military training systems is then described.
Lastly, possible applications of ITA are deducted from this cognitive approach, as well as from the
survey of fielded systems and the Consortium's experience.
This work is partially funded by the MoDs of France, Germany and Italy, in the framework of the EUCLID
CEPA 11 program.
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THE USE OF AUGMENTED REALITY IN THE PROVISION
OF TRAINING FEEDBACK
Amanda M. O’Shea, Catherine A. Cook & Alison L. Young
Defence Evaluation & Research Agency,
Centre for Human Sciences,
This paper will report on initial work which is being carried out to investigate the potential benefits
which may be gained through the provision of feedback to trainees on-line, in a future embedded training system, via Augmented Reality (AR) technology.
An understanding of the importance of feedback in psychological terms developed from early learning
theories, and in training is used to describe any information that humans require to develop their skills, and the insights they can
actively use to develop strategies for learning (Broadbent, 1987). Advanced technologies offer the potential for providing ‘intelligent’ feedback
to the trainee in real time, based upon the trainee’s performance - much as a human trainer can provide on a one-to-one basis. An Advanced Embedded Training
System for future shipboard systems is being developed in the US (Zachary & Cannon Bowers, 1997) which will provide the underlying technology to monitor a
trainee’s performance, and diagnostics on any errors in order that appropriate feedback can be generated. AR has been identified as a potentially viable
medium for the presentation of this feedback since it is of utmost importance that dynamic feedback be presented without disrupting or interrupting
performance. It is therefore of considerable interest to identify, and evaluate, the types of feedback which may be appropriate for on-line provision via AR.
This paper describes a research programme currently being undertaken by DERA Centre for Human Sciences
to investigate the provision of on-line feedback in this context. The feedback taxonomy developed from the literature is described along with the options for
feedback delivery media, including AR. Examples of applications of AR displays in the training context are then described in order to generate thought about
further applications of this technology in the training field. The paper goes on to cover the proposed research programme, including the experimental test-bed
developed for the investigation of feedback delivery, and the experimental task and hypotheses.
The paper concludes with a description of areas for further investigation and development within the
context of this work.
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AN APPROACH TO AUTOMATING DEVELOPMENT
OF INTERACTIVE COURSEWARE
Katharine C. Golas, Ph.D., Claire S. Bartoli
Southwest Research Institute
Since the early 1970s, the computer-based training industry has grown to the point where most American
government agencies and private organizations, and a significant number of international organizations, implement some type of interactive courseware (ICW) in
their training programs. Some organizations rely solely on ICW to deliver training, while others combine ICW with other delivery methods, such as classroom
instruction, on-the-job training, and simulator-based training.
Historically, the process of developing ICW has been viewed as complicated and risky. There are as many
documented cases of cost overruns and poor-quality products as there are successful programs. However, even with the risks and high costs associated with ICW,
it has emerged as the most popular training delivery system within the last 30 years. With more powerful computing technologies now available at lower cost,
and the emergence of digital multimedia, the popularity of ICW is increasing.
It has long been accepted by those who develop multimedia ICW that it is necessary to automate critical
aspects of the ICW development process. There is less agreement on which aspects should be automated and the approach that should be taken to automation. This
paper will describe a research and development project in which critical elements of an automated development system were identified, developed, and
evaluated.
The fully functional system incorporates a multimedia database, which contains all completed, planned,
and partially completed media elements. A Web-based approach was taken to overcome the problems of platform dependence. The system consists of an electronic
storyboard tool which allows designers to enter data elements as they perform reproduction design and development activities; a media production tool which
provides access to and reports from the multimedia database; and a project management tool which provides information to ICW development managers. A
comparison of ICW development using the traditional approach and the automated approach with the system was performed. The result was a reduction in labor
hours of approximately 44 percent using the automated approach.
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MAKING THE CASE FOR RAIL DRIVER SIMULATION - A CHALLENGE FOR INDUSTRY
Dale E. Olsen
The Johns Hopkins University Applied Physics Laboratory
New and experienced law enforcement agents, among others, need extensive training in techniques for
interviewing and interrogation. However, it is often difficult for the student to practice those techniques before putting them to use in investigative work.
Practice interviews using actors are not always realistic and are too expensive. As a result, interactive, multimedia software that involves a simulated
subject has been created to help trainees develop their interview and interrogation techniques using personal computers. Although the trainee must select
questions from a predetermined list, the available questions are many. Users are required to observe both verbal and nonverbal behavior and to make
well-reasoned decisions. Chances to make errors are presented at every decision point. The simulated subject responds differently each time the system is used
and will sometimes be deceptive or truthful. Even the truthful subject will react to questions and show signs of deception. The goal of the trainee is to
navigate the subject through different behavioral states and then determine if the subject is truthful. (The FBI is funding this program.)
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USE OF PROGRAMMED EVENT CONTROL FOR INTERLOCKING SIMULATION
Dr. István Hrivnák, assistant professor
Department of Transport Automation,
Technical University of Budapest
Tran-SYS System Technic Ltd.
Attila Dobrosi, System Developer
Tran-SYS System Technic Ltd.
Rainer Schwentke, Project Leader
Hamburger Hochbahn AG.
Stephan Tschorn, Project Leader
Hamburg Consult
Nowadays the education and training is a key factor. The simulation is going to be one of the most
important tool for training, operation studies and for planning in railway transportation. The paper aims to introduce new features of interlocking simulation
which may extremely enhance the efficiency in training and planning processes. It describes two new methods based on paper presented at ITEC98 on First Rail
Transport Training Conference: Real Time Simulation For Planning And Teaching Of Railway Operation Processes. The first one is the pre-programmed simulation
of train movement and different disturbances via Programmed Event Control (PEC). This functionality allows to the trainer to prepare different interlocking
dependent lessons for practising of general or most critical traffic and operation situations. The operator’s handling can be also recorded. From trainee
side the Event Control module is extended with interactive help and CBT features. The second one is the Arrangement of Time Table (ATT). It means the trains
enter into the simulated area and move according to their schedule. The time table adapting can be done manually or automatically. It can be exported from
outside systems too. The arrangement of the time-table module has got a Distance-Time Curve drawing functionality, which is able to represent graphically
train running and the relevant signal status as well. Thanks to the sophisticated resolution of interlocking simulation the PEC and the ATT modules are useful
tools of training processes and planning procedures e.g. investigating bottlenecks. The paper also introduces a pilot Simulation System called “MESSINA”
which uses these functionality. It has been installed at the end of 1998 for the HHA (Hamburger Hochbahn) in Germany. HHA applies it first of all for
strategically projecting of underground train traffic and for training of operation of relay based and electronic interlocking systems.
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CASE BASED TRAINING AND SIMULATION SYSTEMS
FOR RAILWAY SYSTEMS
Frans Maassen, M.Sc.; CEO
Maassen Consulting bv
Over the past 10 years, Dutch Railways has been working towards complete redesign of working-methods.
New, computer based, systems have been developed, tested and are now being implemented across the country. These new railway systems cover three main
areas: planning, travel and process control. These new systems require training and a mental change for the people involved.
There’s a shift from hands-on work driving the process towards automating manual procedures thus emphasizing the importance of controlling the
process.
It has been clearly recognized that there’s an enormous lack of efficient training facilities. With
the introduction of the new systems, the old (and proven) training methods and the available course materials have become obsolete. Furthermore, it has been
recognized that different working methods require a different training approach. The implementation of new techniques e.g. computer systems also have a huge
impact on the way technicians work. They need to adopt completely new techniques while still maintaining working knowledge about all the old techniques still
available. Computer systems call for different skills than the old, rather mechanical techniques. And that’s exactly where another problem arises. On one
side its very difficult to train “old style technicians” in supporting computer techniques while, on the other hand, it’s difficult to find modern style
computer technicians interested in the old “dusty” techniques.
Case based training systems and simulation systems have proven to fill this knowledge-gap. Using modern
case-based training solutions is a way of accomplishing various things at the same time: cut training development costs, cut the actual training costs,
provide an attractive training solution that resembles the day-to-day working environment. Thus, case based training provides means for training how to
operate a software system while training procedural working at the same time. Simulation, on the other hand is the appropriate technology to confront people
with the real life system response to their actions (natural feedback).
We have built a system that can be used in various training situations to demonstrate the way the
Railway Safety system has been implemented. The system has been designed using object oriented (OO) development techniques and delivers easy to use building
blocks to the programmer. These building blocks contain all the safety logic; The programmer can easily extend the safety system by simply implementing the
available safety system design charts. This provides a very flexible site-specific training environment that resembles the real systems being in place.
Maassen Consulting is in the process of integrating both case-based training and simulation into one
integrated training solution. At ITEC 1999 we will present working software of a training system for computer technicians at the Planning and Process Control
department. The training combines standard CBT including all possible multimedia options with software that simulates the safety system.
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FROM THE JAR FCL SYLLABUS TOWARDS
A EUROPEAN HARMONISED CURRICULUM FOR PPL INSTRUCTION
Dr. Ralph-Dieter FEDRA
Lufthansa Flight Training - Pilot School
Private pilot instruction and flight training is performed in various ways and in a wide variety of
quality levels. Each country has its own regulations on PPL license and there exist certain restrictions to accept licenses obtained in another country. For
years the Joint Aviation Authorities JAA undertake strong efforts to define new standards for pilot training, leading to the aim of one licensing system
accepted by all European states. For PPL a syllabus is laid down on 19 pages in the JAR-FCL 1 document, Section 2, Subpart C. Within the project Lilienthal
– Multimedia Off- and On-line Distance Learning for European Pilot Training, funded by the European Commission and the Swiss Federal Office for Education
and Science, several European Airline Training schools started the process of converting the general guideline described by the JAR-FCL syllabus into a
concrete sequence of learning modules with a total of approx. 100 h of theoretical instruction.
The presentation will focus on some major problems we experienced during this process in first project
year, which specially deal with our special situation in Europe and will include first examples of the created multimedia on-line documents.
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AN INTERNET BASED LEARNING PLATFORM FOR DISTANCE
LEARNING IN EUROPEAN PILOT TRAINING
Dipl.-Ing. Joachim Brettschneider
Dipl.-Inf. Sandra Frings
Institute for Human Factors and Technology Management
University of Stuttgart
Airline pilot instruction is performed in conventional classroom instruction for some 40 years now.
Since the late 80’s different kinds of learning programs have been developed which aimed at supporting and complementing conventional classroom instruction.
A complete new way of teaching within airline training is the approach presented in the project
Lilienthal – Multimedia Off and On-line Distance Learning for European Pilot Training, which is funded by the
European Commission and the Swiss Federal Office for Education and Science. Some 101 hours of theoretical instruction will be divided into a (computer based)
distance learning phase and a presence learning phase. In the distance learning phase the students will be supported with tele-tutoring services provided by a
group of flight training schools, who are members of a "Virtual Pilot School".
This paper is focused on organisational and technical aspects of a distance learning platform, which is
used by the Virtual Pilot School to communicate with their customers and to deliver the tele-tutoring services. Starting from the requirements we describe how
the distance learning process can be enhanced with on-line web and Internet based services, how these are implemented in this project and which achievements
have been made during the first project year.
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DIDACTIC AND PEDAGOGIC ASPECTS OF THE LILIENTHAL PROJECT
Bruno Emans
Leen van der Spek
In this paper we will discuss the transformation process of conventional classroom training to training
that is partly conducted via the Internet. In our case, this is the Lilienthal-project, which aims to set up a open learning curriculum for a Private Pilot
License, which is the first part of a complete two-year pilot instruction.
The first part of this paper will be concerned with the more theoretical aspects of the transformation
to computer-based learning and the impact of this transformation on both students and teachers. The main concern here will be the teachers. What are the
didactic and pedagogical consequences of this transformation? How will this program be attractive to both teacher and students? The second part will emphasize
on the experiences in practice with the Distance Learning Platform. The main concern here will be the students.
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DESCRIPTION AND USE OF A PILOT SCHOOL NETWORK-DEMONSTRATION OF THE SYSTEM
Mr. Viktor Schühle
HORIZON Swiss Flight Academy
Mr Dominic Pongracz
GSM Software Management AG
MMI
The pilot schools participating in the Lilienthal project have joined forces to develop a harmonised
European curriculum for the Private Pilot License (PPL) and subsequently to develop computer based learning material and an Internet based learning platform
to introduce Distance Learning in theory instruction for the PPL.
As a prerequisite for a close cooperation in the Lilienthal project, the pilot schools have foreseen the
implementation of a logical network of pilot schools, the Pilot School Network (PSN), which will eventually lead to the establishment of the "European
Virtual Pilot School". The virtual pilot school will rely on the establishment of physical information and communication links between the participating
pilot schools and on a regular information exchange.
The PSN is intended to outlast the end of the Lilienthal project in terms of the physical connection of
European pilot schools as well as the forming of a virtual organisation with proven communication and cooperation mechanisms.
Since the PSN will to a large extent address the public with private persons being a major PPL target
group, the Internet was chosen as the best suited platform for the envisaged kind of services. Moreover the PSN
will rely on proven Internet technologies which are widely accepted and available also in the private computer users domain.
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WHAT DOES THE AIRLINE WANT - IS DISTANCE LEARNING A REAL ANSWER?
Peter Moxham, Vice President
Oxford Air Training School & Oxford Aviation College
Never has the world of education suffered such a revolution as has become available for distance
learning. Certainly for aviation and the requirements for professional pilots to obtain licenses we are entering a new era with access to the Internet and the
developments in data transmission which have made it perfectly easy for an individual to gain the ground school elements of their qualification without ever
leaving their own homes.
All this is a simple statement of fact – and within a short space of time virtual reality will become
the way of many individuals gaining entry to this club of ours called ‘Professional Pilots’. However, one has to ask the question – is this really what
the world’s airlines require.
This professional of ours actually very conservative in its outlook. It may well work with the latest
hardware technology, EFIS, FMS, Fly by Wire etc. etc. but as a profession looking at its own basic training requirements, it is very slow to change.
I believe the main reason for this comes from the historic structure of airline training and recruitment
departments. These are largely staffed by professional pilots, making decisions largely based on their own experience. They were themselves brought into the
profession by people with their own background and this scenario has repeated itself any times over the last 50 years. Indeed ever since the airlines as we
know them today established their training and recruitment regimes, this process has gone on unchanged.
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TWO-CREW FLIGHT DECKS WITH THREE CREW-MEMBERS:
TEACHING PILOTS ABOUT AUTOMATION
Sidney Dekker, PhD
Centre for Human Factors in Aviation, IKP
Linköping Institute of Technology
Aircraft automation has profoundly changed the way aircraft are being operated. Pilots have become
supervisors, managing the overall progress of a flight. The civil aviation industry as a whole is struggling to adapt its training of pilots to the new
demands faced in the automated cockpit of today’s two-crew airliner. Considerable attention so far has been devoted to the transition phase (e.g. the
European ECOTTRIS project), which typically guides pilots from non-glass cockpits into glass cockpits. However, ab initio flight training has changed little
during the last 50 years. Similarly, CRM (Crew Resource Management Training) has not changed fundamentally since its inception. New JAA Flight Crew Licensing
regulations are now introducing new subjects to the ab initio curriculum as well as making proposals for the content of CRM training. In this chapter we
examine some of these changes, especially with regard to automation, and argue that not all new subjects are suited to be taught in the same way. The proposed
teaching and test methods in the ab initio phase may not provide an accurate training environment for the student to adequately be able to bring the required
knowledge to bear in the future position in a modern airliner. Simultaneously, there is evidence that CRM training is being relied upon to address
cross-cockpit coordination problems for which it was never designed. We suggest new ways to enhance the transfer of knowledge from basic training as well as
CRM training to the operational automated airliner environment — in part by identifying cognitive criteria for mapping the training situation onto the
target context.
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DESIGN OF AIRPORT INFRASTRUCTURE DATABASES
FOR SIMULATION ENVIRONMENTS
Natalie L. Reho,
Sogitec Idustries
Claudio Vaccaro
Sicta
Faced with increasing traffic density, airport authorities need to evaluate advanced surface movement
guidance and control systems. These systems will enhance the safety and efficiency of aerodrome operations by providing ground and apron controllers with
precise positions and identifications of aircraft and vehicles on the aerodrome surface, in any weather conditions.
To simulate a realistic airport environment for control system evaluation, and for controller and pilot
training, comprehensive databases are essential. Airport plans are generally drawn up using computer-aided design (CAD) tools, so precise digital data are
already processed outside the simulation context.
These CAD files contain descriptions which can be used to generate databases of taxiways, runways,
roads, buildings and terrain features. Altimetric data, guidance signs and lights may have to be added separately.
This paper presents concepts of airport database creation, and a technical implementation of these
concepts being developed for the SEEDS project (ESPRIT programme).
The main advantages of this approach are as follows:
n database generation can be automated,
n airport developments or alternative solutions can be taken into account easily,
n databases are totally coherent as they are generated from a single set of data.
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EXPERIENCES WITH PRACTICAL DRIVER TRAINING IN AN ADVANCED DRIVING SIMULATOR
Dr. Urban A. Thoeni, Oerlikon Contraves AG,
Zurich, Switzerland
In the second half of 1998, the Swiss army conducted troop trials with their new FATRAN (Fahrausbildungs-
und Trainingsanlage für Motorfahrer) driving simulator in one of the transport schools. During this trial, a group of 16 driver trainees, including two
women, conducted half of their driving training in the simulator and the other half on the road. An comparably composed group of trainees was trained purely
on the road. The aim was to compare the skills of the two groups and to asses from these result the simulator’s training capabilities.
In this paper, the characteristics of the FATRAN driving simulator are outlined first. The course
organisation and the training are described. After discussing the didactic lessons learnt at this occasion the simulator’s technologies are assessed. The
paper concludes with the summary.
Basically, the result of this trial is that this driving simulator is efficient for training. All the
same, some training goals are easier to achieve on the road due to the limits of today’s affordable technologies.
This paper is available on the1999 ITEC CD-ROM. Order
it from ITEC, Ltd. - Papers
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STOCHASTIC APPROACH TO THE EVALUATION AND CLASSIFICATION OF DRIVER BEHAVIOUR IN DRIVING
SIMULATORS.
Marcos Fernandez § , Andrew Liu ¨ , Miguel Lozano § & Gregorio Martín §
§ Institute of Robotics, University of Valencia.
Evaluation and classification of driver behavior models has become an important topic in recent years in
human factors research as well as in automotive engineering primarily for the design of automatic & assistance driving devices.
In this work we present an stochastic approach that are usually used in the field of pattern recognition
as a powerful tool to model the human driving behavior. We have focused our tests in the driving simulation area because is easier to recover the data from
individual drivers. The selected approach is based on a derivation from Hidden Markov Models that we call Hidden Markov Dynamic Models (HMDM).
We will first describe some concepts of the probabilistic models needed to understand the process used
to obtain the models. Then we will review the different phases required to use the models for the purpose of evaluation and classification. We will conclude
with an explanation of the actual tests performed as well as the results obtained.
The steps to obtain the stochastic models are well known in the field of pattern recognition: data
acquisition, vector characterization, and model parameter estimation ("model training"). The data acquisition will be based on a selection of the
task to be evaluated and a selection of the important parameters that characterize the behavior in this task. Then a set of experts will carry out the task in
a proper way. All the tasks will be performed in a driving simulator.
Once we have trained the models using the data from experts we should be able to recognize maneuvers
carried out by new users or by computational models and we will be able to estimate the degree of compliance with the original model. This could be taken as a
measure in the evolution in the learning process in the case of a simulation oriented towards training purposes. In the case of computational driver models,
this method might assess the model validity.
In the future it may be possible to extend the use of the models to generate stochastic traffic behavior
that provide naturalistic appearance for traffic in driving simulators.
This paper is available on the1999 ITEC CD-ROM. Order
it from ITEC, Ltd. - Papers
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