ITEC 1999

  TABLE OF CONTENTS  

Technology - Interoperability

  Australian Maritime Warfare Training Centre: Transitioning from DIS to HLA

  Merging HLA with a Virtual Simulator: an Experimental Study

  Process Modeling of Performance Under Simulated Risk

  Behavior Modeling Using Multi-Agent Architecture

  Integrating Synthetic Actors in Simulation Applications

  Dynamic Simulation Environment  

Technology - Tools

  A Tool for Visualizing SEDRIS Databases Across the WWW

  Logistics Tracking in Distributed Simulation: a Synthetic Theater of War – Architecture (stow-a) Perspective

  Airborne Radar Desktop Trainer

  Air Defence Simulation System with Virtual Reality

  Use of Legacy Training Systems in the Development of Embedded Simulation

  How Cost and Produceability Considerations Drove the System Architecture of a High-Density Voice Communications System 
  for an Operations Room Tactical Trainer

  Achieving an Affordable All-Aspect High-Resolution Visual System

  Hard Real-Time Operation Within a Full-Service Development Environment

  Impact of Digitization On Command and Staff Training: Implications for the Design of Training

  Issues Encountered When Introducing New Technology into an Organization

  The Realisation of the First Film Mirror Based 60° Vertical FOV Collimated Display System

  SIRA-Battalion German Efficient Command and Staff Training with Simulation Systems/Simulators

  US Army Space and Missile Defense Command Battlelab Exercise and Training Capabilities

  Instructional Strategies for Training Naval Teams  

Team Training - Applications

  Disaster Response Training Simulations: Bridging the Integration Gaps

  Operations Planning Utility GESI

  Extending a Battle Training Instrumentation System to Support Emergency Response Training  

Maritime - Applications

  Pilot Training Device for Underwater Remotely Operated Vehicles

  Distance Logistics: Moving Toward the Sea  

Maritime - Training

  Maritime Simulation for Competence Based Training and Assessment

  Charting the Progress of a Stone Frigate

  Incidents and Calamity Simulation - a Preferred Approach  

Space

  Distributed Interactive Simulation for the International Space Station Programme

  The Development of a Virtual Reality Visualization and Monitoring System to Support and Perform Experiments in the European Part 
  of the International Space Station  

Education

  Recognition Training by Multimedia in the British Army

  Teacher Training for Computer Technology and the Need for Industry’s Involvement

  Computer-Based Training In Relation to the Training of Structured Troubleshooting for the RNLN Naval Air Training School

  Interactive Web-Based Tools for Education in Industrial Management

  Virtual Reality - New Dimensions for CBT in the German Armed Forces

  Efficient Simulator Training: Beyond Fidelity  

Training Systems - Applications

  Strics, A  Simulator for Complete Environment Simulation

  The Built Up Process of CGF for Training Simulators

  Improving the Navy Acquisition Process Using Electronic Traceability Technology  

Training Systems - Strategic

  A Materiel Developer Looks at Army Training

  Royal Navy Training - A New Strategic Relationship?

  The Functional Specification and Its Use in the Evaluation and Acceptance Process  

Training Systems - Media

  A Systems Approach to Simulator Fidelity

  Training Options Analysis: Improving the Specification of Training Media  

Knowledge Management

  Integrated Individual Instrumental Improvement (i 4 ) or Climbing the Ladder of Knowledge

  Organizational Learning: a Different Form of Building Knowledge

  The Use of Organisational Knowledge Assets to Leverage Sustainable Competitive Advantage

  Concepts for Aircrew Training Technology Management in the Knowledge Age

  Breakthroughs Don’t Just Happen-They Have to be Planned  

Medical

  The Use of State-Of-The-Art Simulations in Contemporary Surgical and Medical Education

  Preoperative Planning and Training Simulation for Risk Reducing Surgery

  Diabolo™, a Virtual Reality Training & Evaluation Tool for Disaster Triage

  Real Time Soft Tissue Modeling

  Internet-Based Assessment of Team Medical Knowledge

  Using an ECG Telemetry System with Infra-Red Transmission for Patient Monitoring

  Virtual Arthroscopy Training: Future Developments in the Sheffield Knee Arthroscopy Training System  

CBT/TBT - Applications

  Mobile Adaptive Training System for Pilot’s On-Board Pre-Flight Preparation and Tactical Thinking Training

  Interactive Multimedia Training and Certification for Hazardous Materials

  The Dangerous Virtual Building, a VR Training System for Building Workers  

CBT/TBT Concepts

  Guidelines for the Design of CBT

  Computer Based Training (CBT): Structural / Instructional Concepts

  Decision Support for the Selection of Facilities for Education and Training

  Guidelines for the Design of Intelligent Training Aids

  The Use of Augmented Reality in the Provision of Training Feedback

  An Approach to Automating Development of Interactive Courseware  

Train Driving

  Making the Case for Rail Driver Simulation - a Challenge for Industry  

Signaling

  The Use of Programmed Event Control for Interlocking Simulation  

The Future

  Case Based Training and Simulation Systems for Railway Systems  

Lilienthal - Distance Learning in Ab Initio Pilot Training

  From the JAR FCL Syllabus Towards a European Harmonised Curriculum for PPL Instruction

  An Internet Based Learning Platform for Distance Learning in European Pilot Training

  Didactic and Pedagogic Aspects of the Lilienthal Project

  Description and Use of a Pilot School Network - Demonstration of the System

  What does the Airline Want - Is Distance Learning a Real Answer?  

Training Need Analysis and Cognition Task Analysis in Ab Initio Pilot Training

  Two-Crew Flight Decks with Three Crewmembers: Teaching Pilots about Automation  

New Development in Training Courses and Simulators

  Design of Airport Infrastructure Databases for Simulation Environments  

Road Vehicle Driver Training

  Experiences with Practical Driver Training In an Advanced Driving Simulator

  Stochastic Approach to the Evaluation and Classification of Driver Behaviour in Driving Simulators

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

 

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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LOGISTICS TRACKING IN DISTRIBUTED SIMULATION: A SYNTHETIC THEATER OF WAR –ARCHITECTURE (STOW-A) PERSPECTIVE

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

HOW COST AND PRODUCEABILITY CONSIDERATIONS DROVE THE SYSTEM ARCHITECTURE OF A HIGH-DENSITY VOICE COMMUNICATIONS SYSTEM FOR AN OPERATIONS ROOM TACTICAL TRAINER

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

 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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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).

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

“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.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

US ARMY SPACE AND MISSILE DEFENSE COMMAND BATTLELAB EXERCISE AND TRAINING CAPABILITIES

By Mr. Laurence Burger and Mr. Robert Strider

 

The proliferation of tactical ballistic missiles (TBMs) throughout the world is becoming an increasingly significant problem. Events such as the breakup of the former Soviet Union have created a surplus of TBMs that can be used to generate hard currency for countries in desperate need. Other events such as the missile launches from North Korea over Japan demonstrate that many countries are developing their own missile production capability.

 

To counter this threat, today’s warfighter must be better trained in order to react to the varied threat anywhere in the world. Soldiers must be trained on the latest missile defense and combat systems and must be able to process and pass critical data as rapidly as possible. A threat’s ability to use Weapons of Mass Destruction (WMD) further promotes the need to train and equip today’s soldier with the latest in technology. Soldiers need training on the tactical systems that they must use and they must train as a collective unit to be able to process and pass information to other units as quickly as possible.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

INSTRUCTIONAL STRATEGIES FOR TRAINING NAVAL TEAMS

Ms. Amanda J. Widdowson & Mr. David J. Cunningham

Defence Evaluation & Research Agency

 Centre for Human Sciences,

 

Dr. Ronald W. McLeod

Nickleby HFE Ltd, Sterling House,

 

Training is a significant cause of expense for organisations as large as the UK Armed Forces.  Teamwork is an integral part of military philosophy, yet there has been little research in the UK addressing team training methodology. The paper describes a programme of experimental research being carried out by the Centre of Human Sciences, DERA, into improved methods of team training.

 

This paper describes ongoing work to develop and evaluate a number of team training strategies to enhance current military team training. The work emerged from the development of a general framework for describing factors which affect the performance of teams, and from two models of teamwork.

 

One instructional strategy focuses on the team processes associated with individual members of the team. A second strategy is concerned with improved briefing and debriefing of team processes such as communication, cooperation-operation, monitoring, leadership, which have been identified as essential for successful teamwork. A third strategy focuses on improving tasks/sub-tasks which are poorly performed by teams by improved error feedback in both task and teamworking, and a fourth method makes use of an information processing model of teams to base training for teams around self-awareness and critiquing mechanisms.

 

The proposed empirical investigation of these strategies is described. A control study is planned which aims to replicate current RN training methodology as a basis for comparison, whilst subsequent experiments will test some or all of the instructional strategies outlined above. The results will be used to build a combined team training strategy for use in the UK military, which is conceptually similar to Team Dimensional Training (TDT) methodology, a strategy proposed for the US Navy.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

 "DISASTER RESPONSE TRAINING SIMULATIONS:

BRIDGING THE INTEGRATION GAPS"

Gregg D. Jones

Betac Corporation

 

Disasters, whether natural or manmade and regardless of size or scale, are characterized by initial turmoil, and often unevenly prepared response forces. Responding organizations may range from local volunteers to highly professionalized international agencies. Heretofore, the codification, recording, and analysis of disaster response knowledge, and its subsequent dissemination through training, has been as diverse and decentralized as the multifaceted international response population itself.

 

Simulations as training vehicles have been occasionally proposed, but are comparatively rare. Where simulation training capabilities exist at all, they tend to focus on support to a single response community (e.g., Non-Governmental Organizations, military planners, government policy analysts, etc.)

 

Unfortunately, the nature of today's complex disaster scenario nearly always calls upon representation from all of these response communities. Indeed, frequently, the degree and nature of cooperation or friction at the interfaces between these diverse entities can determine operational success or failure.  Hence, the absence of training portrayal of these multi-faceted interactions may consign today's few community-specific simulation training approaches to the sub-optimal level.

 

What is needed is a family of training simulations, developed by disaster response professionals, that both incorporates and integrates organizational imperatives to facilitate realistic training within and across communities. Subsequently, distance learning technologies would be used to globally disseminate techniques and procedures. Later upgrades could include imagery and positioning technologies, on-scene database population and retrieval, and post-disaster review video and audio diaries.

 

This presentation will identify the disaster response training simulation integration gap that exists across communities, propose a structure for the family of disaster response and rescue training simulations to address this need, and suggest specific areas of cross-response community coordination benefit.

 

This paper is available on the1999 ITEC CD-ROM. Order it from ITEC, Ltd. - Papers

 

 

 

OPERATIONS PLANNING UTILITY GESI

Ralf Kaschow, Joachim Kramp

CAE Elektronik GmbH

 

For adequate and up-to-date training support, combat simulation systems have to be adapted regularly to changing requirements. Recent fundamental changes are the digitization of the battlefield and the implementation of new operation types, e. g. Peacekeeping Operations. In order to meet these new demands there is an ongoing development of the combat simulation and training system GESI for command post exercises at battalion and brigade level which is in use by several European armies.

 

Operations Planning Utility SIRA

Because of the development of information technologies military leaders are faced with an increasing amount of data and information, which have to be considered in operations planning processes. On the other hand efficient warfare involves an ever increasing dynamic of combat and requires a faster issuance of orders. Therefore the idea of a study, initiated by the German Army, is the investigation of an operations planning utility for commanders of ground forces units which should reduce the time needed for information analysis, estimation of the situation and decision-making. The objective is a tool which is based on the original GESI combat simulation and training system and offers the following features:

 

· Easy access to the current situation by permanent linking to command control information systems.

· Supporting the estimation of the situation by:

¨ simplification of the terrain evaluation by using a three-dimensional map with different scales, which is completely weather-, time- and location-independent

¨ availability of all necessary weapon-system-parameters in a data base

¨ representation of the range of weapon systems and sensors on the map

¨ generation of different scenarios and action alternatives and simulation of the consequences  in real time or quick motion by using computer generated forces for all parties with a resolution down to single weapon systems

¨ provision of several analysis tools.

· High mobility

· Use of commercial off the shelf hardware and software to a high degree.

 

This paper is available on the1999 ITEC CD-ROM. Order 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