Archive

Archive for the ‘Technology’ Category

Bohemia Interactive – Virtual Battlespace

May 20th, 2009 Admin No comments

Bohemia Interactive (BI) design and develop some of the most realistic battlefield simulators seen in today’s military sector. The company’s latest battlefield simulation, Virtual Battlespace 2 (VB2) is an fully interactive high-fidelity desktop battlefield simulator which is already in use with military forces throughout the world, including the US Marine Corps, the Australian Defence force and the UK MoD.

Desktop battlefield simulator: Virtual Battlespace 2 is a fully interactive, three-dimensional, PC-based synthetic environment suitable for military training and experimentation. Developed by Bohemia Interactive, the creator of Operation Flashpoint and ArmA: Combat Operations, VBS2 offers both virtual and constructive interfaces onto high-fidelity worlds of unparalleled realism. VBS2 supports rapid, real-world terrain development and is interoperable via both HLA and DIS (through LVC Game).

Features of VB2 include:

  • Real-time rendering of large, high-fidelity terrain areas with an emphasis on simulating real-world conditions such as rotation of the earth, accurate star fields, time-lapsed weather and ambient flora and fauna
  • Highly accurate 3D representations of ADF, NZDF, USMC and Middle Eastern units, vehicles and weapons are included, soon to include thermal signatures also. the entire US Army and UK equipment fleets are currently under development
  • A flexible, networked training environment able to simulate complex combined-arms maneuevres such as combat teams of infantry and armored elements operating with human-controlled aircraft and artillery in support
  • The VBS2 real-time editor (RTE) has set the standard for run-time authoring capability, allowing any aspect of the simulation to be modified during training; place an IED, assign behavior to OpFor AI or create a city without the slightest pause in the scenario
  • Rapid terrain generation – create real-world terrain areas rapidly (within a few hours) from source data (DTED, shape, imagery), and import 3D models (buildings, vegetation etc) from 3DS or OpenFlight

Through VBS2 script and intuitive modeling tools, complex weapon platforms can be created quickly and cost-effectively. From vehicle checkpoint functionality to UAV interfaces, Bohemia Interactive has proven time and again the true meaning of rapid development.

Bohemia Interactive has a proven record at delivering on time and on budget, having completed numerous development projects for government agencies around the world. BI can quickly develop models or terrain, modify the simulation engine to suit new requirements, integrate new hardware, provide training courses for VBS2 operators or administrators and also deliver varying levels of product support.

Virtual battlefield – real training benefits:  VBS2 is an out-of-the-box training solution capable of simulating a wide range of situations at the tactical level. VBS2 can be federated with other HLA-compliant simulations to meet specific training outcomes, for example connecting dismounted infantry in VBS2 with a high-fidelity armored vehicle simulator, or simulating a special forces team conducting a counter-insurgency mission while the overall campaign is controlled by a higher-level constructive simulation such as OneSAF.

Other examples of simulated scenarios include:

  • Mission rehearsal and/or AO familiarization
  • Tactical training, up to combat team level
  • Combined arms or joint training
  • Convoy training (including integration of virtual reality technology)
  • IED defeat
  • Analysis of options (decision support)
  • Fire support / forward air controller training
  • Complimentary virtual environment for live and constructive simulation or crew procedural trainers
  • Navigation
  • Mission simulation (for example aviation elements practicing LZ procedures)
  • Vehicle checkpoints and area control
  • Helicopter loadmaster training
  • Procedural training for UAV operators
  • Cultural awareness training
  • Visualization of weapon effects
  • Weapon (or platform) familiarization or experimentation
  • Training in urban environments (eg MOUT)

Multiple simulation systems: VBS2 allows commanders, crew, soldiers and support elements to be immersed in the VBS2 environment across multiple simulation systems in an endless number of different configurations. Briefly consider a typical mechanized infantry platoon, and how VBS2 may provide training for all of the elements of that organization at a fraction of the cost of live training.

Perhaps one squad is located in a small arms trainer using VBS2 TWS, with two squads in a separate VBS2 classroom. Air support might be provided by a VBS2 Aircrewman Virtual Reality simulator or flown by real pilots or AI on a VBS2 desktop trainer. An instructor operator station (IOS) controls the flow of the scenario and manages OpFor elements in real time. Meanwhile the company commander (or higher) views a constructive simulation such as OneSAF, communicating with VBS2 via HLA.

Extensive simulation content library: Bohemia Interactive has modeled hundreds of units, weapons and vehicles for the VBS series including USMC, ADF, US Army, NZDF, incident response, Eastern European and Middle Eastern representations. A wide range of structures and vegetation have also been modeled. These models are available for purchase through Bohemia Interactive.

Categories: BIA, BIS, News, Scenarios, Simulation, Technology Tags:

Navy Virtual Training

May 19th, 2009 Admin No comments

Even though Navy budget cuts mean nondeployed sailors can expect to spend about a third less time at sea this year, that doesn’t mean they’ll spend less time at their duty stations aboard ships. In fact, they could spend more.

Commanders are trying to make up for that lost sea time — and a lack of available ships to play the “bad guys” — by relying more on “synthetic” training, in which sailors practice using their equipment aboard their ships in port.

Big Navy is so confident about synthetic training that commanders on the East Coast plan to deploy about one of every three carrier strike groups without them having completed a joint task force exercise, which traditionally has been the capstone to pre-deployment work-ups. Instead, those ships will do it virtually.

“Today we have limited live opposing forces we can bring to it,” said Adm. Jonathan Greenert, head of Fleet Forces Command, in a May 4 presentation near Washington, D.C. “It’s not just an issue of Navy forces — remember, it’s a joint task force — but a limit of total joint forces we have available. We need an efficient and effective alternative to make sure we have these forces ready.”

That alternative, Greenert said, is to simulate many of the things that sailors have traditionally practiced at sea. Although he and other Navy officials concede that some things still must be learned at sea, Greenert said synthetic training can be as good as, or better than, traditional time underway.

The Navy’s first big experiment with that principle is taking place now: In February, the Dwight D. Eisenhower Carrier Strike Group became the first flotilla to run an entirely synthetic JTFEX, having trained earlier at sea in a traditional composite training unit exercise. So far, Ike’s deployment to the Middle East has been routine.

However, skeptics worry that depending too much on synthetic training will backfire. Sailors without real experience operating their ships and systems in such intensive and realistic “final exam” scenarios could have more mishaps, they say. More broadly, the skills of sailors whose jobs can’t easily be artificially replicated — engineers and boatswain’s mates, for example — could atrophy.

Officials haven’t decided yet how much more synthetic training sailors will get to make up for the time they would have spent at sea, but the Navy should have no problem scaling up the practice time, said Eric Seeland, Fleet Forces Command’s top synthetic training manager.

“We will support whatever the numbered fleet commanders and strike group commanders desire for training,” Seeland said. “We can [dial] up and down different warfare areas, different levels of difficulties; we can tailor to different strike groups to make sure each one gets what they want.”

Rear Adm. Garry White, commander of Strike Force Training Atlantic, said strike groups will go with a combination of synthetic and real training, depending on what works for that specific group.

“Whether a JTFEX or a [fleet synthetic training-joint] is conducted as the certifying event will be dependent on a number of factors including experience, proficiency, type and level of training needed, and whether live or synthetic will be the most effective at accomplishing that training,” he said. “Tailoring the training for the specific strike group could lead us to an FST-J, a JTFEX, or possibly a hybrid that includes a modified combination of both.”

When it comes time to train, Navy computers can integrate the instruments aboard surface ships, aircraft, shore stations and submarines so that sailors thousands of miles apart can work together as a virtual strike group.

For example, a P-3 Orion air crewman sitting at a console on the West Coast might call a fire controlman in a destroyer in Norfolk, Va., to tell him about a new contact picked up by his sonobuoy. The destroyer and the airplane would work together to hunt a submarine in the virtual training world, even though the sailors are thousands of miles apart.

Seeland said synthetic training is best used to practice high-level command and control decision-making.

“You’re looking at the tactical link picture, you’re going forward and making command decisions on who to engage and who not to engage,” he said.

From the perspective of the sailors at their consoles in a combat information center, everything about the scenario would be the same as it would be if the ship were at sea, only with no motion of the deck.  Synthetic training also works well to integrate international allies into U.S. exercises. Fleet Forces Command has brought together American sailors in Yokosuka, Japan; Royal Navy sailors at their base in Great Britain; and German pilots and sailors at their bases in Germany.

The Ike strike group’s synthetic version of its JTFEX included the command staffs from the Eisenhower, the Enterprise and the French carrier Charles de Gaulle, according to 2nd Fleet officials. Eisenhower’s command staff dialed into the Navy’s training network from their ship at the pier. Enterprise was in the shipyard at the time, so its staff joined from a simulator at Tactical Training Group Atlantic at Naval Surface Warfare Center Dam Neck, Va. And de Gaulle’s staff trained from a simulator in Toulon, France.

Doing the drills synthetically meant Big E and de Gaulle could keep their shipyard work on schedule and save French and U.S. taxpayers $25 million worth of steaming days, White said. The synthetic version of the exercise cost $500,000.

“The cost difference is obviously significant, and in these fiscal times that’s a consideration,” White said. “We’re not going to let any fiscal driver impact on our readiness, but we’re going to maintain the same level of readiness while conserving energy, if you will.”

He also said one strike group would not be “more ready” than another because it did the physical JTFEX.

“We assess and evaluate to the same standard whether the certifying event is live or synthetic,” White said. “The combination of live and synthetic training provides the best possible training because each venue has distinct advantages that may be unobtainable with the exclusive use of one or the other.”

The cost and time savings aren’t just things that admirals and bean counters can appreciate: Aviation Boatswain’s Mate (Fuels) 2nd Class (AW/SW) Pablo Rodriguez, a fuel depot supervisor at Naval Station Mayport, Fla., told Navy Times he liked the individual focus in the shift to more synthetic training.

“Instead of paying someone or using someone’s time to come and train us as a group of people, [it] can be avoided by using virtual training. We can be self-trained with an automated system that lets us know all our personal training requirements,” he said.

For as much potential as top Navy officials credit to synthetic training, skeptics see just as much to be concerned about. Greenert, Seeland and other officials are quick to acknowledge that sailors still need to spend time at sea learning to do underway replenishments, taking off and landing, and generally being stressed and challenged.

“There’s never really a substitute for being underway for six or seven days, knowing you’re going to be underway for several more days, and this is your fourth mid-watch, and you got two hours of sleep the night before, and seaman Johnny has an issue, and you’ve got to work on your own personal qualifications, and you’ve got to write a message for the captain — and, oh by the way, you have to go stand watch,” Seeland said.

“All of those things going on in the back of your head,” he said. “We can simulate that a little bit, and that’s not a huge factor in the area of training, but is there a one-to-one correlation? No, not completely. We still need that underway flavor.”

And it can go even deeper than that. Sailors in ships at the pier can get so inured to synthetic scenarios that they start to tune out drills that have life-or-death consequences on deployment.

“It’s hard to pretend you’re tracking aircraft or surface contacts when you have regular daily 1MC calls blaring in the background,” said Cryptologic Technician (Collection) 1st Class (SW) Andrew Dunn, who recalled virtual training in the combat information center of a docked ship. “The realism factor is lost pretty quickly. One minute you have a contact inbound and the next minute you hear ‘mail call’ over the 1MC.”

Expand that phenomenon to an entire ship’s company, and even routine jobs could become dangerous, said two retired commanding officers. Both, a retired submarine commander and a retired cruiser commander, have experience with synthetic training but asked not to be named because they still work closely with the Navy. They agreed that unless crews can take their training seriously, they may not be ready for the real thing.

What’s more, the retired sub commander said synthetic training takes away trainers’ ability to see a ship fight “hurt,” if its gear breaks, weather interferes or other unpredictable events crop up during an exercise. Scripted exercises can lock ships into performing to the script, he said, even though they’re easier to grade.

Seeland said engineers in particular benefit from the experience of running the propulsion plant of a ship that’s underway on the ocean because it can also include experiences that can’t be replicated in a schoolhouse.

“Having been an engineer, there is nothing more embarrassing than being that guy on watch, walking into the wardroom after you lost power and the ship went cold and dark out at sea, and knowing everybody was looking at you,” he said. “You don’t really quite get that same feel, when it’s just an ‘oops’ in the trainer.”

By Philip Ewing – navytimes.com

Categories: News, Scenarios, Technology Tags:

Virtual Combat Convoy Trainer

May 18th, 2009 Admin No comments

The Lockheed Martin Virtual Combat Convoy Trainer (VCCT) provides convoy training for drivers, shooters, communicators, and decision-makers – each according to the unique requirements of their position, tactical circumstances, and unit or service standard operating procedure. VCCT is a full-scale training system designed to improve the convoy crew’s ability to identify and react to threats in the contemporary operating environment.

The VCCT is a realistic, joint training system designed to constantly test the warfighter’s ability to maintain vigilance, identify and assess the threat, and take appropriate action. Crew members learn to coordinate actions in a single vehicle, between multiple vehicles, and with higher headquarters, air & ground fire units, and medical evacuation support. They gain familiarity with objective terrain conditions and perform the procedures they’ll employ under combat conditions. The system portrays accurate weapons effects, and demands advanced driving skills for a wide range of conditions. Crew members face shoot/don’t shoot situations and take action to avoid man-made obstacles, direct and indirect fire, and improvised explosive devices.

Supports Multiple Missions:

Full family of trucks in the U.S. military inventory

  • Helicopters
  • Boats
  • Armored vehicles
  • Artillery
  • Call for Fire
  • Close Air Support

After Action Review (AAR):

  • Event tagging creates focused after action review
  • Reverse view angle allows Soldier to see enemy eye-point

Replicates the Contemporary Operating Environment:

  • Realistic convoy environment
  • Multiple manned and un-manned vehicles
  • Realistic weapons engagement training
  • Mission rehearsal capability
  • Scenario generation feature allows instructor to rapidly create new scenarios as required to support Soldiers in the field
  • Multiple systems can be networked together to provide collective training
Categories: News, Simulation, Technology Tags:

Marine Corps buys Saab’s instrumented training system

May 18th, 2009 Admin No comments

Saab has received a contract to produce and field the Instrumented – Tactical Simulation Engagement System (I-TESS) for the U.S. Marine Corps. Within the frame of the contract, that has a possible value of approximately $29 million USD, a first order, valued at $22 million USD, has been placed.

“We are pleased to be able to continue to support the US Marine Corps and the US war fighting capabilities,” says Lars Borgwing, President, Saab Training USA. “I-TESS will significantly expand the current base of instrumentation systems already fielded by Saab for the U.S. Marine Corps. The system will provide many of the specialized urban warfare training skills required in today’s asymmetric warfare.”

Saab was selected in a competitive procurement, requiring a detailed technical proposal and field demonstration of capabilities at the Marine Corps Base (MCB) Quantico, Virginia.

The same instrumentation system is fielded with the U.S. Army, U.S. Navy SEALs and five major armies in Europe.

About I-TESS
I-TESS is a modular and mobile integrated range instrumentation system with modern laser simulators that provide greatly improved training capabilities over currently fielded devices used in urban warfare training exercises. I-TESS provides exercise control, battle tracking, data collection and rapid After-Action Reviews (AARs) for live training events. The real-time situational awareness, exercise control capabilities, and adjudication of indirect fire engagements maximize the training exercise benefits and reduce the amount of time needed for live training. Additionally, I-TESS interfaces with virtual and constructive simulations for an integrated training program at multiple locations and command levels.

The system leverages Saab’s military training and communications technologies developed under the U.S. Army’s Deployable Instrumented Training System (DITS) and major instrumented combat training centers in Europe. Saab’s rapid production capabilities were proven with the first deliveries of the same systems to the U.S. Army in Iraq in 2004.

Large unit tactical exercises are instrumented by I-TESS to provide command and control in tracking all Marines and weapon systems, simulation of direct fire and indirect fire of artillery and naval gunfire and the collection of data for after action reviews. The system provides the self-contained infrastructure for all communication and simulation. The systems will be fielded at various Marine Corps bases and installations for the USMC Pre-deployment Training Program and other type of individual and company level training.

Categories: News, Simulation, Technology Tags:

SAIC Technologies featured at ITEC 2009

May 18th, 2009 Admin No comments

As a leading technical and integration services company, SAIC solves customers’ most important mission-critical challenges through innovative applications of technology and domain knowledge. They showcase SAIC’s expertise in live, virtual and constructive training and simulation solutions at SAIC stand E-153 at ITEC 2009. Here are highlights of key featured solutions.

  • Test fire the next generation of wireless, state-of-the-art Tactical Engagement Simulation System (TESS) Multiple Integrated Laser Engagement System (MILES) technology using M16s in the Shooting Gallery and learn how this system supports live tactical training exercises with high-fidelity detection for real-time casualty assessment.
  • See the new capabilities in One Semi-automated Forces (OneSAF®) that integrate with Joint Theater Level Simulation (JTLS) to provide next generation, composable simulation inside special areas of interest within larger multi-resolution federations, and enable representation of predefined and ad hoc high interest units at the entity level.

Next-Generation, wireless Tactical Engagement Simulation Systems (TESS) Multiple Integrated Laser Engagement System (MILES) laser-based products and M16 Test Firing  SAIC’s state-of-the-art TESS training technology is the next generation MILES laser-based products for large scale, live military tactical training exercises and mission rehearsal. The wireless, modular, MILES, state-of-the-art, laser-based systems are easy to install and adaptable to the user. The lightweight, interoperable components help to minimize interference with training and weapon systems and allow for combining different wireless components to fit training needs. This makes the TESS MILES one of the most adaptable and flexible systems available today for the dismounted and mounted soldier.

The Individual Weapon System (IWS) is wireless, making it transparent to the warfighter. It is quick and easy to install, eliminating the distracting cables and harnesses associated with other MILES systems. The Instrumented MILES Combat Vehicle System (IMILES CVS) interoperates with the IWS System. The interoperable components that make up the IMILES CVS system are highly adaptable to other combat vehicles and weapons systems.

Through its modular design, the MK-19 Simulator Player Unit provides an interoperable solution that simulates the firing and actual effects of an MK-19 in a MILES environment. It provides the common approach for the Stryker Remote Weapon Station, M113 pintle mount, AAV, Humvee (HMMWV), and ground mount.

The lightweight, low power MILES components are interoperable from the dismounted warrior (IWS) to mounted Combat Vehicle Systems (CVS) and scalable to large live exercises at military training ranges. The modular design of the IWS and IMILES CVS facilitate lower life cycle costs and flexibility of use. Major components of the wireless MILES IWS and CVS are designed to support the U.S. Army MILES, One Tactical Engagement Simulation System (OneTESS), and Operational Test – Tactical Engagement System (OT-TES) programs and will meet current and future EU and international combat training center and home-station training needs.

“SAIC TESS MILES products represent a significant step toward our goal of embedding training and achieving convergence in live, virtual and constructive offerings,” said Beverly Seay, SAIC senior vice president and ASSET business unit general manager. “SAIC is uniquely positioned to provide governments across the globe with tactical, engagement simulation systems containing current and next generation products and technologies. We are transforming the live training industry by successfully fielding an advanced wireless system for laser-based tactical training, substantially reducing the life cycle logistics cost for those systems. We are very excited about these products and the capability they bring to SAIC’s live training simulation solutions.”

The chance to test fire the next generation of wireless, state-of-the-art TESS MILES technology using M16s in SAIC’s Shooting Gallery at stand E-153 ITEC 2009 and learn how this system supports live tactical training exercises with high-fidelity detection for real-time casualty assessment was offered.

New OneSAF capabilities and integration with Joint Theater Level Simulation (JTLS) brigade and above SAIC is integrating OneSAF with JTLS to provide OneSAF’s next generation, composable simulation capabilities and technology to expanding domestic and international audiences. By establishing a functional interface between OneSAF and JTLS, OneSAF can now be employed inside special areas of interest within a much larger multi-resolution federation. This enables representation of predefined and ad hoc high interest units at the entity level.

OneSAF is the computer-generated forces system that addresses short comings within the current multi-resolution federation while representing a wide range of operations, systems, and control processes–from individual combatants to brigades and above. Standards-based and adaptable, OneSAF is designed to flexibly incorporate new components and evolve with new technologies. SAIC can also expand OneSAF capabilities beyond current forces to include models of future forces that do not yet exist. OneSAF provides a comprehensive, composable, extensible, and reusable simulation resource to meet a wide range of experimentation, analysis, and training needs for the current and future force.

See the new capabilities in OneSAF that integrate with Joint Theater Level Simulation (JTLS) to provide next generation, composable simulation inside special areas of interest within larger multi-resolution federations and enable representation of predefined and ad hoc high interest units at the entity level.

Categories: News, Simulation, Technology Tags:

Increased Modeling and Simulation in the Development of Military Ground Vehicles

May 18th, 2009 Admin No comments

AIM FIRE Military Day event draws key engineering leaders to discuss modeling and simulation tools and their impact on the evolving military vehicle development process

TROY, Mich., May 15 /PRNewswire/ — The role of modeling and simulation in tomorrow’s defense engineering industry was a focal point for some of the top experts in military and software engineering at the Advanced Innovative Methods for Improved Reliability & Efficiency (AIM FIRE) Military Day, a program co-hosted by leading global technology provider Altair Engineering, Inc. (www.altair.com) and the U.S. Army Tank Automotive Research, Development and Engineering Center (TARDEC).

More than 170 military personnel, military engineering professionals, and prime/sub contractors, as well as a member of U.S. Senator Carl Levin’s staff, participated in the May 14 event at Altair Engineering’s World Headquarters in Troy, Mich.

Altair has provided simulation software and consulting to TARDEC and its customers for more than 10 years, and AIM FIRE Military Day was designed to extend that relationship to the most current and urgent needs of America’s military forces.

Dr. David Gorsich, TARDEC’s chief scientist, delivered the keynote, “Reliability and Efficient Military Ground Systems,” which focused on the simulations being used to drive vehicle systems development and the need for more simulation in the testing of these crucial systems.

“Efficiency and reliability are key to improving the robustness of the U.S. military’s fleet of ground-wheeled vehicles,” Dr. Gorsich said. “We must leverage simulation methodologies in the design of combat vehicle systems to achieve the Army’s goals of technologies superiority and readiness.”

The AIM FIRE Military Day event served as an important showcase of new and highly balanced design approaches for military ground vehicles, including Mine Resistant Ambush Protected (MRAP) All-Terrain Vehicles – also known as M-ATV vehicles – which are meant to increase force protection, fuel-efficiency, survivability rates associated with attacks from improvised explosive devices (IEDs) and more. A key change in the way these vehicles are being designed is the use of advanced computer simulation methods that help ensure improved reliability and efficiency of the vehicles and their armor and reduced total life cycle costs.

Computer-based programs, employing Altair software, can simulate IED blasts and their potential impact on vehicles of various designs. Data gathered from these simulations may lead to the production of vehicles that weigh less without sacrificing structural reliability and therefore can be equipped with more protection without increasing total weight. Lighter vehicles are operationally more efficient, thereby allowing longer periods between refueling and overall energy and fuel savings. These simulations ultimately create lifecycle cost savings that result from “up front” vehicle optimization design.

“Simulation techniques have immensely improved the efficiency with which we design safer cars and trucks, and similar design tools are making ground-wheeled military vehicles more effective in protecting our troops,” said Jason Napolitano, regional managing director for Altair Engineering, Inc.

Currently, six contractors provide MRAP vehicles, but no single vehicle solves all the potential issues that fighting and peacekeeping forces confront. Altair is working with TARDEC to recommend ways to use computer simulation to standardize a design that meets all of the military’s needs, which results in a more efficient use of defense dollars as well as supports Michigan’s high-tech/defense industry.

The AIM FIRE event covered a wide range of technical issues, from designing a hull that better protects occupants to using simulated field situations for designing and testing vehicles. In addition to Altair and TARDEC, representatives from BAE Systems, Force Protection, Inc., General Dynamics Land Systems and Realtime Technologies, Inc., delivered presentations. The modeling and simulation technologies and strategies discussed at the conference are drawing increased attention from the defense industry, and the AIM FIRE event is expected to set the stage for future industry discussions on using simulation to speed improved vehicle design.

About TARDEC

TARDEC, part of the U.S. Army Research, Development and Engineering Command (RDECOM), is headquartered at the Detroit Arsenal, Warren, Mich. It is the Nation’s laboratory for advanced military automotive technology. TARDEC’s mission is to provide full service life cycle engineering support to the TACOM Life Cycle Management Command, the Program Executive Office for Ground Combat Systems, the Program Executive Office for Combat Support and Combat Service Support, and the Program Manager for Future Combat Systems Brigade Combat Team. TARDEC supports more than 2,800 Army systems and many of the Army’s and DOD’s top joint warfighter development programs. To learn more, please visit tardec.army.mil.

About Altair Engineering

Altair Engineering, Inc. empowers client innovation and decision-making through technology that optimizes the analysis, management and visualization of business and engineering information. Privately held with more than 1,400 employees, Altair has offices throughout North America, South America, Europe and Asia/Pacific. With a 20-year-plus track record for product design, advanced engineering software and grid computing technologies, Altair consistently delivers a competitive advantage to customers in a broad range of industries. To learn more, please visit www.altair.com.

Website: http://www.altair.com

Categories: Simulation, Technology Tags:

Interactive Video Training

May 18th, 2009 Admin No comments

the Army’s Intelligence and Cultural Awareness Center at Fort Huachuca, Arizona, commanders knew they had a problem. In the 21st century, the Army was sending younger soldiers into an arena they had little cultural experience in, and at the same time, new social networking sites were poised to broadcast their mistakes to the world.

Maj. Gen. John Custer, the leading officer at Fort Huachuca, knew that the Army not only needed trained linguists, but it also needed a new language of its own.

“The advent of social networking has changed the world. The soldiers who I see coming from basic to the intel center, what is the first question they ask? ‘Are you Wi-Fi?’,” he said.

Today, a third of the men and women the Army has deployed in Iraq and Afghanistan are between the ages of 20 and 24, and Custer believes the military has now entered the age of the “strategic private” — a young soldier reared on video games.

And because of social networking, that private is now armed with the ability to severely cripple a mission.  So Custer decided his young recruits needed some extra training in cultural awareness. For help, he turned to a group of former military men who also saw an opportunity to engage today’s Iraq-bound soldiers.

Russ Phelps spent a career in the Navy before starting a Denver, Colorado-based company called InVism, which combines live-action video and virtual-reality technology to create simulators that become learning tools for the military and other clients.

“I was watching the rise of the gaming world, and the impact and the power it was having over how people were interacting with information, and I thought there is something here,” Phelps said.

So Phelps, a trained Arabic linguist, worked with two other companies, Combat Film Productions and Quest Pictures, to help him create realistic, movie-like combat scenarios. Hollywood veterans shot the scenarios on an elaborate set in Southern California, adding real footage from Iraq whenever possible.

The result: an immersive cultural simulation program that is part video game, part blockbuster Hollywood movie. Soldiers use computers to train on an interactive DVD that plunges them into a series of scenarios and presents them with choices, such as whether to accept a cooler full of drinks from an Iraqi youth.  At the end of each scenario, the recruit clicks on his or her choice, then discovers whether it was the right one. In this way, the DVD becomes an immersive learning tool that trains soldiers in a way that lectures and textbooks cannot.  Ken Robinson, an Army Ranger turned Hollywood guru, is the project’s executive producer. He’s convinced that by grabbing soldiers’ attention with stunning graphics and compelling characters, and then engaging them in the decision-making process, the project will deliver the ultimate payoff.

“They’re gonna live, they’re gonna make choices on the battlefield that will prevent their first choice from being to use their weapon. They’re gonna use their mind.”

Robinson believes the simulator program is more effective then a traditional video game because soldiers relate more to human characters than virtual avatars.

“Nobody cares about an avatar that gets killed. You just get another avatar.” “It’s a ‘band of brothers’ mentality,” agreed Steve Wilson, Chief of Training at Fort Huachuca. “You are building a camaraderie.”

Wilson hopes that the soldiers build enough of a bond with the characters onscreen that they will be able to sense the shock and stress that come with the life-or-death situations they’ll soon be immersed in for real.  But can a soldier really save a life, or multiple lives, just by using more cultural sensitivity? Does it really matter if a U.S. soldier knows the difference between a Shiite and a Sunni? Custer thinks so.

“If an untrained soldier walks through a market, he’s gonna come back and tell you ‘there are a lot of tomatoes here today,’ ” Custer said. “The guy who has cultural training is gonna come back and say, ‘All the Sunnis in the market are talking about al-Dari, a meeting tonight.’ “

Pvt. Nicole Wright, 20, who doesn’t know yet when she’ll be deployed, has found the training useful.

“I’m going to be a little more aware of what I’m looking for, the people and the environment,” she said.

Spc. Andrew Omernick, 23, who grew up playing video games, agrees.

“The format was a little bit different from most video games I’ve seen. It was intuitive,” he said. “I thought this training was a significant step forward.”

Every soldier who takes the DVD immersion course is given a pre- and post-training test to measure the change in their cultural acuity. But there is an even more immediate feedback about whether the Army has achieved its mission of connecting with its young soldiers.

Categories: News, Simulation, Technology Tags:

From LAN to SIMNET

May 18th, 2009 Admin No comments

If the career of Steven Woodcock illustrates the ways in which ideas, technologies, and personnel have flowed from military simulation efforts to the entertainment industries, doom II produced by Id Software, and falcon 4.0, one of Spectrum Holobyte’s videogames provide glimpses into how the exchange is being accelerated in the opposite direction at the present time.

The shift in culture of the military reflected in procurement policies discussed above is also evident in new military approaches to developing critical thinking. Emblematic of this shift is Marine Corps Commandant Gen. Charles C. Krulak’s directive 1500.55 issued in 1996 aimed at implementing improvements in what he termed “Military Thinking and Decision Making Exercises.” In his comments on the planning guidance Gen. Krulak wrote: “It is my intent that we reach the stage where Marines come to work and spend part of each day talking about warfighting: learning to think, making decisions, and being exposed to tactical and operational issues.” He identified an important way to exercise these skills:

The use of technological innovations, such as personal computer (PC)-based wargames, provide great potential for Marines to develop decision making skills, particularly when live training time and opportunities are limited. Policy contained herein authorizes Marines to use Government computers for approved PC-based wargames.

General Krulak directed furthermore that the Marine Combat Development Command assume responsibility for the development, exploitation, and approval of PC-based wargames. In addition, they were to maintain the PC-based Wargames Catalog on the Internet. With this incentive some Marine simulation experts from the Marine Corps Modeling and Simulation Management Office in the training and education division at Quantico, Virginia tracked down a shareware copy of the commercial game doom produced by Id Software, Inc. and began experimenting with it. This led to the adaptation of this game as a fire team simulation, with some of the input for the Marine version coming from Internet doom gamers employing shareware software tools. They then rewrote the code for the commercial game doom II. Instead of employing fantasy weapons to face down monster-like characters in a labyrinthine castle, real-world images were scanned into WAD files along with images of weapons such as the M16(a1) rifle, M-249 squad automatic weapon, and M-67 fragmentation grenades. The game was also modified from its original version to include fighting holes, bunkers, tactical wire, “the fog of war,” and friendly fire. marine doom trainees use Marine-issue assault rifles to shoot it out with enemy combat troops in a variety of terrain and building configurations. In addition to training fire teams in various combat scenarios, the simulation can also be configured for a specific mission immediately prior to engagement. For example, Marines tasked with rescuing a group of Americans held hostage in an overseas embassy could rehearse in a virtual building constructed from the actual floor plans of the structure. Users needed only to purchase version 1.9 of the commercial game and add the Marine rewrite code to run the new tactical simulation. The Quantico-based software could not run without the original commercial package, so no licensing violations occurred. Indeed, any personal computer owner with doom II can download the code for marine doom from the Modeling and Simulation Management Office’s web page. You too can become a military assault commando.

The success of the doom II simulation rewrite led the Marines to look ahead to the next step in commercial war gaming. Discussions with MÄK (pronounced “mock”) Technologies (Cambridge, MA), a commercial game manufacturer specializing in network simulation tools for distributed interactive simulations, lead to the design of a tactical operations game built to Marine specifications. According to the contract the Marine Corps would help develop the software code and in turn would receive a site license to train on this game, while MÄK would sell it commercially as an official Marine Corps tactical training game. This from-the-ground-up development would eliminate all of the nuances of the other adapted games that are not particular to Marine combat.

MÄK was founded in 1990 by two MIT engineering graduates, Warren Katz and John Morrison. After graduating from MIT both were original members of Bolt Beranek & Newman’s SIMNET project team from 1987 to 1990, which developed low-cost, networkable 3D simulators for the Department of Defense. MÄK’s corporate goal is to provide cutting-edge research and development services to the Department of Defense in the areas of distributed interactive simulation (DIS) and networked virtual reality (VR) systems and to convert the results of this research into commercial products for the entertainment and industrial markets. MÄK’s first commercial product, the VR-Link™ developer’s toolkit, is the most widely used commercial DIS interface in the world. It is an application programmer’s toolkit that makes possible networking of distributed simulations and VR systems. The toolkit complies with the Defense Department’s DIS protocol, enabling multiple participants to interact in real time via low-bandwidth network connections. VR-Link is designed for easy integration with existing and new simulations, VR systems, and games. Thanks to such products, MÄK was ranked 36th in the 1997 New England Technology Fast 50 and 380th in the 1997 National Technology Fast 500 based on revenue growth between 1992 and 1996.

In addition to its work in the defense community, the company’s software has been licensed for use by several entertainment firms, such as Total Entertainment Network and Zombie Virtual Reality Entertainment, to serve as the launching pad for real-time, 3D, multi-user video games. One such game, Spearhead, a multi-user tank simulation game released in mid-1998, was written by MÄK and published by Interactive Magic. Spearhead can be played over the Internet and incorporates networking technology similar to that used in military simulations.

MÄK’s products use technologies called Distributed Interactive Simulation (DIS) and High Level Architecture (HLA). Both technologies efficiently connect thousands of 3D simulations together on a computer network. Replacing the DIS standard for net-based simulations, HLA has been designated as the new standard technical architecture for all DoD simulations. All simulations must be HLA-compatible by the end of 1999. The transition to HLA is part of a DoD-wide effort to establish a common technical framework to facilitate the interoperability of all types of models and simulations, as well as to facilitate the reuse of modeling and simulation components. This framework includes HLA, which represents the highest priority effort within the DoD modeling and simulation community. MÄK intends to leverage its technology for both the military and commercial markets by taking advantage of the nearly $500 million a year spent by the US government on optimizing the speed and capabilities of DIS and HLA. State-of-the-art military DIS systems are now capable of running over 10,000 simulations simultaneously, networked together across far-ranging geographies. As low-cost commercial data services (bi-directional cable TV, ADSL, etc.) become more widely available to consumers, industry analysts project the market for on-line, 3D, multi-user simulations to reach $2 billion in the year 2000. The networking capabilities of distributed simulation technology developed by MÄK and other government suppliers will enable entertainment providers to create platforms for 3D worlds supporting up to 100,000 participants simultaneously. Katz has described his vision provocatively in a chapter for the book Digital Illusion: Entertaining the Future with High Technology. The chapter is titled “Networked Synthetic Environments: From DARPA to Your Virtual Neighborhood.” In the near future MÄK co-founders Katz and Johnson are betting that Internet-based populations the size of a mid-sized U.S. city will be able to stroll through an electronic shopping mall, explore and colonize a virtual universe, or race for prizes in cyberspace’s largest 3D road rally.

The contract awarded by the US Marine Corps to MÄK in 1997 will assist this vision of vastly shared virtual reality; it further erodes the distinction between military simulation technology and the technology available to ordinary users. The contract is for meu 2000, a computer-based tactical decision-making game for US Marines which will also be released simultaneously as a commercial computer game. The player of meu 2000 assumes the role of a Marine officer coordinating the actions of a “Marine Expeditionary Unit—Special Operations Capable [MEU (SOC)].” The player will see the battle from a 3-D tactical view, enabling him to select units, issue orders, and monitor the progress of his forces. meu 2000 will be a multiplayer game. Each player may assume a position in the command hierarchy of either US or opposing forces. (Players will only be able to command US equipment). Additionally, players of platform-level simulations will be able to assume their appropriate positions in the hierarchy. meu 2000 will be a real-time, networkable, 3D strategy game simulating modern US Marine Corps warfare, developed in cooperation with the US Marine Corps in order to ensure that a high level of realism is incorporated into the simulation. MÄK will use the same game engine in both its military and civilian versions. The military version will add more accurate details about tactics and weapons, while the civilian game will be less demanding. But both versions will allow multiple players to compete against each other over a local-area network or the Internet.

While a number of military simulations and commercial airline flight simulators have been adapted to the commercial game market, falcon 4.0 is the first flight simulation video game to be adapted to military training. falcon 4.0 is a network-based game which supports either single player or multiplayer modes. Multiplayer mode supports dogfights with up to four squadrons of four F-16s each. The game’s whopping 600-page manual suggests the seriousness of play involved and indicates why the military finds it attractive for its own training purposes. As producer Gilman Louie explains, the falcon 4.0 is a detailed simulation re-creating the feel of being an F-16 pilot operating over a modern battlefield. The simulation has a highly accurate flight model and avionics suite that incorporates flight parameters conforming to real-world specifications. falcon 4.0 accurately re-creates such effects as deep stall (to escape, the player must use the real-world procedure of flipping the Manual Pitch Override switch and “rocking” the aircraft out—the standard game trick of simply lighting the afterburners won’t restore normal flight in this simulation). Weapon modeling is equally realistic and, except for omitting a few classified details, provides an amazingly accurate representation of weapons deployment. The simulation is so detailed, in fact, that reviewers of the game report consulting a real-world “Dash 1″ manual for the F-16 when playing the game. The realism of falcon 4.0 is further enhanced by graphics generated from actual aerial photographs and map data from the Korean peninsula. In its current version, the game plays best on a computer with a processor of 400 MHZ or higher.

The extreme realism in this video game led Peter Bonanni, graduate of the F-16 Fighter Weapons School and pilot instructor of the Virginia Air National Guard, to work with Spectrum HoloByte Inc. to modify the falcon 4.0 flight simulator game for military training. According to Bonanni, falcon 4.0 mimics the look and feel of real military aircraft and allows users to play against computer-generated forces or, in a networked fashion, against other pilots, which facilitates team-training opportunities. Another reason for Bonanni’s enthusiasm is the virtual world around the player. Although the product features scripted Tactical Engagement missions as well as an Instant Action mode for newcomers, the heart and soul of the product is the dynamic campaign mode, where the player assumes the role of a pilot in an F-16 squadron during a conflict on the Korean peninsula.  The campaign engine runs an entire war, assigning missions to units throughout the theater. A list (displayed either by priority to the war effort or by launch time) shows the missions available to the player’s squadron. The player can fly any of these missions, with the freedom to choose air-to-air or air-to-ground sorties. Unlike games with pre-scripted outcomes the campaign engine allows story lines, missions, and outcomes to be dynamically generated. Each play of the game influences the next. If a player is first assigned a mission to destroy a bridge but fails, the next mission may be to provide support to friendly tanks engaged by an enemy that just crossed the bridge.

Networked video games such as falcon 4.0 are emblematic of the calculated emergence of a military-entertainment complex but also of the fusion of the digital and the real happening around us. It is hardly surprising that Bonanni not only helps adapt the video game to military training needs but also writes a regular column for the www.falcon4.com website on tactics and has designed several of the 31 pre-built training missions included with the game. He is co-author of two best-selling books on falcon 4.0, one with colleague James Reiner, also an F-16 instructor pilot and graduate of the F-16 Fighter Weapons School, and like Bonanni a consultant on the game. Beginning with some basics on the game and the various gameplay options, falcon 4.0: Prima’s Official Strategy Guide gives readers a guide to instant action missions, multiplayer dogfights, and full-fledged campaigns. The book is a serious no-nonsense manual, devoting separate chapters to laser-guided bombs and even the AGM-65 Maverick missile. Bonanni’s second book, falcon 4.0 Checklist, is scheduled to appear soon and is already high on the Amazon.com sales list before it has even hit the bookstores. Recalling that Ender’s Game has been taught in flight schools, would-be Falcon pilots will probably want to add a copy to their Amazon.com shopping cart for inspirational reading.

Until the last two or three years these crossovers from military simulations and the entertainment industries have been unplanned and opportunistic. In December of 1996 the National Academy of Sciences hosted a workshop on modeling and simulation aimed at exploring mutual ground for organized cooperation between the entertainment industries and defense. The report stimulated the Army in August 1999 to give $45 million to the University of Southern California over the next five years to create a research center to develop advanced military simulations. The research center will enlist film studios and video game designers in the effort, with the promise that any technological advances can also be applied to make more compelling video games and theme park rides. The idea for the new center, to be called the Institute for Creative Technologies, reflects the fact that although Hollywood and the Pentagon may differ markedly in culture, they now overlap in technology. Moreover, as we have seen, military technology, which once trickled down to civilian use, now often lags behind what is available in games, rides and movie special effects. As STRICOM Chief Scientist and Acting Technical Director Dr. Michael Macedonia wrote in a recent article in Computer:

As Siggraph—the computer-graphics community’s showcase—has demonstrated over the past several years, the demands of digital film development are making way for computer games’ even more demanding real-time simulation requirements. As a mass market, games now drive the development of graphics and processor hardware. Intel and AMD have added specialized multimedia and graphics instructions to their line of processors in their battle to counter companies such as Nvidia, whose computer graphics chips continue breaking new performance boundaries.

By aggressively maneuvering to seize and expand their market share, the entertainment industry’s biggest players are shaping a 21st century in which consumer demand for entertainment—not grand science projects or military research—will drive computing innovation. Private-sector research-and-development spending, which now accounts for 75 percent of total US R&D, will increase to about $187.2 billion in 2000, up from an estimated $169.3 billion in 1999, according to Battelle Memorial Institute’s annual R&D forecast.

In opening the new Institute for Creative Technology Secretary of the Army Louis Caldera said, “We could never hope to get the expertise of a Steven Spielberg or some of the other film industry people working just on Army projects.” But the new institute, Caldera said, will be “a win-win for everyone.”

While putting more polygons on the screen for less cost is certainly one of the military’s objectives at the Institute for Creative Technologies and in similar alliances, other dimensions of simulated worlds are equally important for their agenda. Military simulations have been extremely good at modeling hardware components of military systems. Flight and tank simulators are excellent tools for learning and practicing the use of complex, expensive equipment. However, movies, theme park rides, and increasingly even video games are driven by stories with plot, feeling, tension, and emotion. To train for real world military engagements is not just to train on how to use the equipment but how to cope with the implementation of strategy in an environment with uncertainties, surprises, and participants with actual fears. As Marine Corps Commandant Gen. Charles C. Krulak’s directive on “Military Thinking and Decision Making Exercises” emphasized, decisions made in war must frequently be made under physical and emotional duress. The directive stated that the PC-based wargame exercises in peacetime should replicate some of the same conditions: “Imaginative combinations of physical and mental activities provide Marines the opportunity to make decisions under conditions of physical stress and fatigue, thereby more closely approximating combat.”

Early military simulations incorporated very rote behaviors. They did not capture “soft” characteristics well. An effort to go beyond this was launched in 1991 by the Institute for Defense Analyses in their effort to construct a computer-generated “magic carpet” simulation-recreation of the Battle of 73 Easting, based on in-depth debriefings of 150 survivors of a key battle that had taken place during the Gulf War. The goal of the project was to get timeline-based experiences of how individuals felt, thought and reacted to the dynamic unfolding of the events–their fears and emotions as well as actions–and render the events as a fully three-dimensional simulated reality which any future cadet could enter and relive. Going a step beyond the traditional “staff ride”–a face-to-face post-battle tutorial at the site itself in which a commander leads his staff in a verbal recreation of the skirmish–this tour of a battle site was a simulacrum of the war itself. Work on data gathering for the simulation began one month after the battle had taken place. The IDA brought the soldiers who had actually taken part and had them sketch out the battle. They walked over the battlefield amidst the twisted wreckage of Iraqi tanks, recalling the action as best they could. A few soldiers supplied diaries to reconstruct their actions. Some were even able to consult personal tape recordings taken during the chaos. Tracks in the sand gave the simulators precise traces of movement. A black box in each tank, programmed to track three satellites, confirmed its exact position on the ground to eight digits. Every missile shot left a thin wire trail which lay undisturbed in the sand. Headquarters had a tape recording of radio-voice communications from the field. Sequenced overhead photos from satellite cameras gave the big view. A digital map of the terrain was captured by lasers and radar.

With this data a team at the IDA Simulation Center spent nine months constructing a simulation of the battle. A few months into the project, they had the actual desert troops, then stationed in Germany, review a preliminary version of the recreation. The simulacra were sufficiently fleshed out that the soldiers could sit in tank simulators and enter the virtual battle. They reported corrections of the simulated event to the technicians, who modified the model. One year after the confrontation the recreated Battle of 73 Easting was demo-ed for high-ranking military in a facility with panoramic views on three 50-inch TV screens at the resolution of a very good video game.

The Battle of 73 Easting is an extremely accurate historical reconstruction of a battle whose outcome is known. It set the standard of a future genre of training simulations, something like the Saving Private Ryan of staff rides. Although the cost of creating the simulation is not available, it was undoubtedly expensive. As a computer simulation with programmable variables, however, the scenario could be replayed with different endings. Indeed the next logical step after creating this fantastically accurate simulation would be to use the data and behaviors of the simulation as inputs to a game engine, like marine doom, or a more current best-seller, quake. By making the simulation reprogrammable, the staff ride could become an adaptable tool for battle training. Embedded simulations involving real global-positional data, information on opposing forces and their capabilities could be built into the M1 tank units, attack helicopters, or F-16s themselves as real soldiers train for an impending mission right up to the hour of the engagement.

How might the interest in pursuing this line of development in new settings like the Institute for Creative Technology (ICT) proceed? At this early date we can only speculate. In light of the new military practice of forming product development teams consisting of military, industry and possibly academic partners, and in light of effort to merge military and entertainment projects for their mutual benefit, I would like to propose an imaginary scenario of teamwork involving elements from each of these sectors. Several of the members of the new ICT work on constructing semi-automated forces and multiple distributed agents for virtual environments, such as training programs. Others in the ICT work on building models of emotion for use in synthetic training environments. The work of professors Jonathan Gratch and Jeff Rickel are prototypical. Prior to the formation of the ICT these researchers had been working on the construction of intelligent agent technology for incorporation into state-of-the-art military simulation systems. More interested in modeling training behaviors, they have not been particularly interested in developing “believable agents” for video games or film. The goal of one of their projects is to develop command and control agents that can model the capabilities of a human military commander, where commander agents must plan, monitor their execution, and replan when necessary.

We could imagine lots of potential collaborations with commercial videogame companies that would leverage the skills and knowledge of both commercial and academic partners interested in artificial agents and historically accurate “staff ride” training scenarios that build in uncertainty, fear, emotion, and a gripping sense of story and narrative. I find Atomic Games an interesting candidate. Its personnel and company history map the trajectory from military to commercial applications we have explored above. Atomic Games is a company of ten persons founded in 1991 by Keith Zabalaoui. Today Atomic is a subsidiary of Microsoft Games. Before entering the video game business Zabalaoui and his colleagues worked for Rockwell International at the Johnson Space Center in Houston, Texas. Zabalaoui worked on a space-based robotic retriever for recapturing astronauts, tools, or anything else that might become detached from the space shuttle. After the retriever project was canceled Zabalaoui shifted his activities full-time to what had been until then his recreation during breaks at the Center: a board game called atlantic wall with three boards set up in different rooms for the Allies, Axis and referees. Zabalaoui started bringing his Macintosh computer with him to the game and between moves began writing the first v for victory game that has become the trademark of Atomic Games. v for victory, utah beach, which was selected as Game of the Year by Strategy Plus in 1992.

Atomic Games’ most successful attempt to build an historically accurate game is close combat 2: a bridge too far. This game is based on an historically accurate rendering of a WWII German-American tank battle. The game has won many awards for its realism. In part this is achieved by the addition of sound and movie-like visual effects, but a key element is provided by models of the behavior of men under fire. This human aspect of combat has been provided by advisors, such as Dr. Steven Silver, who is a combat psychologist.

Whether or not this imaginary alliance between Atomic Games and AI researchers in the ITC is ever realized, my point is to illustrate how the Army’s goals of leveraging technology for its own purposes from the film and video game industry at sites like this incubator institute might be achieved. The military has contributed enormously to the development of the digital technologies that are transforming our world, but they have become a backseat player in the new digital economy. According to the Interactive Digital Software Association (IDSA), the sale of game and edutainment software for computers, video consoles, and the Internet generated revenues of $5.5 billion in the U.S. alone, making it the fastest growing entertainment industry in the world. Video game rentals accounted for a further $800 million in 1998. The interactive entertainment software industry that created these products did so with only about 70,000 employees. Compare these figures with the motion picture business, which generated $6.9 billion, but employed more than 240,000 people in doing so. In 1998, software sales continued to skyrocket, increasing by 22 percent on a dollar basis, making it the third consecutive year the industry experienced double-digit growth. Video game sales racked up more than $3.7 billion, and computer game sales topped $1.8 billion. Retail sales remained strong throughout the year, with each month outperforming the same month a year ago. In addition, unit sales increased by 33 percent, selling 181 million units of PC and video games in the U.S. alone, or almost two per household. Through the first three quarters of 1999, video game unit sales were up 31 percent, and dollar sales were up 21 percent. Unit growth for computer games increased 22 percent and dollar sales increased almost 20 percent. Total sales reached $3.3 billion, a 19 percent increase compared to the same period in 1998.

What these figures suggest is that sufficient economic incentives exist alongside the policy and organizational structures I have been describing to fuel the continued rapid diffusion and improvement of military SIMNET technology through its fusion with videogame and film. Companies like Perceptronics, one of the original contractors for SIMNET, has been committed to the redeployment and further development of that technology into its Internet Collaborative 3D™ Framework (IC3D™) for mass-market, people-oriented 3D experiences on the web in which multiple users can interact fully, naturally, collaboratively and in real-time within virtual environments. For those who see such developments as contributing to the fusion of the digital and the real, and as I have argued, creating the precondition for a “posthuman” future, the ride isn’t over yet.

Categories: Science, Simulation, Technology Tags:

From DARPA to LAN

May 18th, 2009 Admin No comments

With the end of the Cold War, a stronger emphasis was placed during the 1990s on running a fiscally efficient military built on the practices of sound business and of making military procurement practices interface seamlessly with commercial industrial manufacturing processes. With pressure to reduce military spending applied by the Federal Acquisitions Streamlining Act of 1994, the Department of Defense remodeled policies and procedures on procurement (through DOD Directives 5000.1 and 5000.2) that had been in place for over 25 years. Among the policies the new directives established was a move away from the historically based DOD reliance on contracting with segments of the US technology and industrial base dedicated to DOD requirements, moving instead by statutory preference toward the acquisition of commercial items, components, processes and practices. In the new mandated hierarchy of procurement acquisition, commercially available alternatives are to be considered first, while choice of a service-unique development program has the lowest priority in the hierarchy. DOD components were directed to acquire systems, subsystems, equipment, supplies and services in accordance with the statutory requirements for competition set out in directive 10 USC 2304. Organizational changes were required to implement these changes. Adapting technology development and acquisition to the fast-paced high technology sector of the US economy meant adopting simplified flexible management processes found in commercial industry, including the institutionalization of Integrated Product Teams, treating cost as an independent variable, and implementing a paperless procurement system of electronic commerce by the year 2000. Program managers were informed that this mandated change meant that military planners would work more closely with industrial partners in team fashion sharing information on designs and specifications. In effect these changes, introduced by Secretary of Defense William Perry, have transformed military contracting units into business organizations. In keeping with this new shift in mentality, “Company” websites now routinely list their “product of the month.”

As we have seen, the DOD has been the major source of long-term funding for 3-D graphics and work on VR throughout their 30-year history. As a result of its changes in procurement and indeed its entire culture for contracting, the DOD will continue to be a major force in developing these technologies in the near future, both through DARPA funding for support of graphics labs at universities and through DOD funding of military projects. Directive 5000.1 on defense procurement acquisition mandated that models and simulations be required of all proposed systems, and that “representations of proposed systems (virtual prototypes) shall be embedded in realistic, synthetic environments to support the various phases of the acquisition process, from requirements determination and initial concept exploration to the manufacturing and testing of new systems, and related training.”  The total 1998 budget for programs for modeling and simulation exceeded $2.5 billion. When such considerable resources are channeled through the new DOD procurement system intent upon seamless integration into the civilian high-tech industrial sector, a new and important role of federal funding in the post-Cold War era as accelerator of the development and dissemination of modeling and simulation technologies becomes evident.

An example suggesting the crucial role federal funding will continue to play in the future of visualization and simulation technology is provided by the growing synergy between the U.S. Army’s Simulation Training and Instrumentation Command (STRICOM) and the entertainment industry. For the last several years, the videogame industry has been one of the fastest growing sectors of the entertainment business. Physicians and computer scientists working on real-time volume rendering of medical imaging data are quick to point out that the systems they are developing to depend on the ability to deliver live 3-D images on a desktop computer in a physician’s office. This will require improved graphics capabilities in PCs and higher bandwidth networking technologies. Developments in the entertainment industry such as those emerging from the partnership between Nintendo and Silicon Graphics produce such capabilities. In a similar fashion, those engaged in the VR field have argued that VR’s breakthrough to acceptance has depended on the dissemination of VR technologies in the entertainment market for videogames and video arcades. One of the brightest new players in that industry is Real3D of Orlando, Florida.

While its present incarnation is new, Real3D has a venerable history tracing its origins back to the first GE Aerospace Visual Docking Simulator for the Apollo lunar landings. In 1991, GE Aerospace began exploring commercial applications of its real-time 3D graphics technology, which led to a contract with Sega Enterprises Ltd. of Japan, the largest manufacturer of arcade systems in the world. Sega was interested in improving its arcade graphics hardware so their games would present more realistic images. GE Aerospace adapted a miniaturized version of their real-time 3D graphics technology specifically for Sega’s Model 2 and Model 3 arcade systems, incorporating new algorithms for features such as antialiasing and able to provide a visual experience far exceeding expectations. To date, Sega has shipped more than 200,000 systems that include what is today Real 3D technology.

This spinoff of technology originally developed for defense contracts is not in itself new, but the next phase of the story points to the impact of the procurement reforms in creating a synergy between government and industry sectors of potential benefit to both the research and the industrial communities. In the newly streamlined, flexibly managed military of the 90s, STRICOM is the DOD’s executive agent in charge of developing the Advanced Distributed Simulation Technology Program behind much of the military’s simulator training efforts. STRICOM has an interesting web presence. On one side of STRICOM’s spinning weblogo is a figure in what might be either a space suit or a cleanroom suit worn by a chip worker. In the background are objects that could be tanks or chips on a board. The figure holds what could be a laser gun. Just when the viewer begins to wonder,”Is this a video game?”, the reverse side of the spinning logo dispels that illusion. The figure there holds a lightning bolt as a weapon, but is otherwise a traditional helmet-clad soldier. The rim of the logo reads, “All But War Is Simulation.”

In its capacity as manager of the military simulation training effort STRICOM arranged a partnership of the San Diego-based Science Applications International Corporation (SAIC) and Lockheed Martin to develop hardware, software, and simulation systems for, among other things, networking simulations in live simulation environments such as SIMNET. Given the new imperative to build on products supplied by commercial industry, one key to success in this program of “integrated product development” is the development of standards for distributed interactive simulations (DIS standards) and the high-level software architecture (HLA) that sets specifications, interfaces and standards for a wide range of simulations.The adoption of these standards across the board by industry and by the American National Standards Institute prepares the ground for assimilating networked videogaming and more robust military simulations.

Developments connected with companies like Real3D can be seen as seminal in the historical evolution of the Post-Cold War effort to create a seamless environment in which research work carried out for the high-end military projects can be integrated with systems in the commercial sector. In 1993, GE Aerospace was acquired by Martin Marietta, another leader in the field of visual simulation. Martin Marietta not only advocated expansion of the relationship with Sega, but also encouraged further research and analysis to look at other commercial markets, such as personal computers and graphics workstations. In 1995, Martin Marietta merged with Lockheed Corporation to form Lockheed Martin, and shortly thereafter launched Real 3D to focus solely on developing and producing 3D graphics products for commercial markets. To that end in November 1996 a strategic alliance was formed between Real3D and Chips and Technologies, Inc. of San Jose, CA, aimed at selling and distributing Real 3D®’s R3D/100 two-chip graphics accelerator exclusively to the PC industry, and bringing world class 3D applications in the PC environment to professionals who use 3D graphics acceleration on Windows® NT machines. Finally, in December 1997, Lockheed Martin established Real 3D, Inc. as an independent company and at the same time announced Intel had purchased a 20 percent stake in the firm. Real 3D thus builds on more than three decades of experience in real-time 3D graphics hardware and software going back to the Apollo Visual Docking Simulator, experience in a variety of projects related to construction of real-time distributed simulations, and its considerable intellectual property, consisting of more than 40 key patents on 3-D graphics hardware and software. These assets, together with its strategic relationships to Lockheed Martin, Intel, and Chips, positions the company well for getting high-end graphics from leading edge research environments onto the desktops of physicians, engineers, and scientists. The company profits from its role as a supplier of commercial videogame technologies developed by companies like Sega to the research community developing military training simulators.

But it is not just the 3D graphics capabilities that are being made more widely accessible through such developments. High level research on distributed simulation environments such as SIMNET and on the use of artificial intelligence in generating synthetic agents, both high priority research problems in computer science, are other examples of federally funded research work being more rapidly disseminated through the military’s new integrated product teams.  Once again, Real3D’s relation to Intel and the entertainment industry is thought-provoking. Intel is committed to advancing the capabilities of the PC platform; with its Pentium II processor with MMX technology, the corporation has launched an all-out campaign focused on bringing 3D technology to mainstream PCs. In July 1997 Intel with 60 hardware and software manufacturers in the arcade industry including Real 3D, Evans and Sutherland, 3Dfx Interactive, and Quantum 3D, joined in the Open Arcade Architecture Forum to encourage the development of hardware and software for open arcade systems through proactive market development efforts that ensure systems and software compatibility, while delivering arcade-game performance equaling or exceeding proprietary systems. The Open Arcade Architecture (OAA) specification, which Intel announced in April 1997, supports dual processor-based arcade systems, which allow for faster, richer games and provide additional processing power for networking, video and voice conferencing.

Examination of the work and careers of individuals who have participated in both the military simulation community and the entertainment industry suggests paths through which the dissemination of research ideas across these seemingly different fields takes place. For example, prior to joining Walt Disney Imagineering in 1992, Dr. Eric Haseltine was an executive at Hughes Aircraft Co., where he held a series of posts in the Human Factors, Flight Simulation, and Display System areas. Haseltine joined Hughes in 1979 after completing a Ph.D. in physiological psychology at Indiana University and a post-doctoral fellowship in neuroanatomy at Vanderbilt University School of Medicine. Haseltine has published in the fields of Sensory Physiology, Neuroanatomy, Flight Simulation, Training Systems Development, and Display Systems Engineering; and he holds a number of patents in laser projection and electro-optical imaging. At Disney Imagineering Haseltine is vice president and chief scientist of research and development of projects including advanced head-mounted displays, optical systems, wireless communications, user interfaces, paperless animation systems data security, and biomedical imaging.

Dr. Robert S. Jacobs, currently director and president of Illusion, Incorporated, offers a similarly illustrative profile. He has a B.S.E. in systems engineering from the University of California, Los Angeles, an M.S. in management science from the University of Southern California, and a Ph.D. in engineering psychology from the University of Illinois, Urbana-Champaign. Having headed up the design team at Perceptronics that worked on the original design of SIMNET, he has been a technical contributor to the majority of later, related training programs. At Illusion Jacobs has directed the definition, development, and manufacturing of advanced technology training and simulation products including analytical studies, hardware design, software development and courseware production.

SIMNET has been an incubator for the ideas and technology behind many current-generation video games. Consider the company description of WizBang! Software Productions, Inc., which created the 3D environments for Hyperblade and Microsoft Baseball:

(“WizBang!”) is a 3D computer games company founded in 1994. WizBang!’s founders and staff combine expertise and years of experience in military simulation, artificial intelligence, traditional gaming, music composition and theater production, as well as game development. With this unique perspective, they continue to be at the forefront of the ever-evolving high-tech game industry.

Indeed among WizBang!’s illustrious team members is company founder Stuart Rosen, with experience in both the development of computer games and military simulations. Rosen’s computer game development experience began at Atari where he managed the PAC MAN project for Atari’s home computer and advanced video game. Rosen also headed the design team for one of the first movie-to-computer game spin-offs: Stephen Spielberg’s E.T. Rosen left Atari to manage the Image Generation Department at Singer-Link Flight Simulation, one of the early companies in the flight simulator business, which built such systems as the Apollo Docking Station and the DC8 flight simulator used in airlines around the world, and many others.  For Singer-Link Rosen developed virtual reality databases and advanced modeling tools for pilot training simulators. Rosen then moved to Bolt Beranek & Newman Advanced Simulation, where he led the design, development and integration of networked interactive simulation systems for U.S., British and Japanese forces. This included extensive work on the SIMNET project.

Andrew Johnston, WizBang!’s other founder and president, was also a key contributor to SIMNET. Along with M. Cyrus from Boeing Johnston was the co-founder, vice president and director of engineering of Delta Graphics (later acquired by Bolt Beranek & Newman), and  he directed the software development effort for the Computer Image Generator (CIG) I have described above, the CAD modeling system for the CIG database, and commercial computer animation software. Prior to that, while at the Boeing Aerospace Company in Seattle, Johnston managed a group of 45 engineers involved in research and development in advanced computer-image generation; he was a key architect of a real-time 3D computer-image generation system under contract with DARPA. This system was the basis of the Boeing B1-B Weapons System Trainer, a large scale computer-image generation system.

Categories: Science, Simulation, Technology Tags:

US Army’s creation of SIMNET

May 18th, 2009 Admin No comments

SIMNET, the military’s distributed SIMulator NETworking program.  Simulators developed prior to the 1980s were stand-alone systems designed for specific task-training purposes, such as docking a space capsule or landing on the deck of an aircraft carrier. Such systems were quite expensive, for example, more than $30-$35 million for an advanced pilot simulator system in the late 1970s, and $18 million for a tank simulator at a time when an advanced individual aircraft was priced around $18 million and a tank considerably less. High-end simulators cost twice as much as the systems they were intended to simulate. Jack A. Thorpe was brought into DARPA to address this situation based on a proposal he had floated in September 1978. Thorpe’s idea was that aircraft simulators should be used to augment aircraft. They should be used to teach air-combat skills that pilots could not learn in peacetime flying, but that could be trained with simulators in large-scale battle-engagement interactions. Thorpe proposed the construction of battle-engagement simulation technology as a 25-year development goal. Concerned about costs for such a system Thorpe actively pursued technologies developed outside the DoD such as video-game technology from the entertainment industries. In 1982 Thorpe hired a team to develop a network of tank simulators suitable to collective training. The team that eventually guided SIMNET development consisted of retired Army Colonel Gary W. Bloedorn, Ulf Helgesson, an industrial designer, and a team of designers from Perceptronics of Woodland Hills, California, led by Robert S. Jacobs. Perceptronics had pioneered the first overlay of computer graphics on a display of images generated by a (analog) videodisc as part of a tank gunnery project in 1979.

The SIMNET project was approved by DARPA in late 1982 and began early in the spring of 1983 with three essential component contracts. Perceptronics was to develop the training requirements and conceptual designs for the vehicle simulator hardware and system integration; BBN Laboratories Inc, of Boston, which had been the principal ARPANET developer, was to develop the networking and graphics technology; and the Science Applications International Corporation (SAIC) of La Jolla, California was to conduct studies of field training experiences at instrumented training ranges at the National Training Center in Fort Irwin, California.

Affordability was the chief requirement Thorpe placed on the development of SIMNET components. Sticking to this requirement led to the most highly innovative aspects of SIMNET. Prior to the late 1980s simulators were typically designed to emulate the vehicles they represented as closely as engineering technology and the available funds permitted. The usual design goal was to reach the highest possible level of physical fidelity — to design “an airplane on a stick,” as it were. The SIMNET design goal was different. It called for learning first what functions were needed to meet the training objectives, and only then specifying the needs for simulator hardware. Selective functional fidelity, rather than full physical fidelity, was SIMNET’s design goal, and as a result, many hardware items not regarded as relevant to combat operations were not included or were designated only by drawings or photographs in the simulator. Furthermore, the design did not concentrate on the armored vehicle per se. Rather, the vehicle simulator was viewed as a tool for the training of crews as a military unit. The major interest was in collective, not individual, training. The design goal was to make the crews and units, not the devices, the center of the simulations. This approach helped minimize costs, thus making possible the design of a relatively low-cost device.

An early crisis that threatened to undo the project was that the visual-display and networking architecture being developed by BBN would not support the SIMNET system concept within the limits of the low-cost constraints. Analyses and expert judgments, from both within and outside of DARPA, indicated that the planned use of available off-the-shelf visual-display technology would not support the required scene complexity within the cost, computer, and communications constraints set by the SIMNET goals. However a proposal from Boeing allowed Thorpe to take advantage of the new generation of DARPA-funded microprocessor advances in VLSI and RISC for development of a new low-cost microprocessor-based computer image generating technology for visual displays. The technology proposed by M. Cyrus of Boeing met the scene complexity (“moving models”) requirements at acceptably low dollar and computational costs. Also, it permitted use of a simpler, less costly networking architecture. The proposed technology would use microprocessors in each tank simulator to compute the visual scene for that tank’s own “virtual world,” including the needed representations of other armored vehicles, both “friendly” and “enemy.” The network would not have to carry all the information in the visual scenes (or potential visual scenes) of all simulators. Rather, the network transmission could be limited to a relatively small package of calibration and “status change” information.

With these architecture and design elements in place SIMNET was constructed of local and long-haul nets of interactive simulators for maneuvering armored vehicle combat elements (MI tanks and M2/3 fighting vehicles), combat-support elements (including artillery effects and close air support with both rotary and fixed-wing aircraft), and all the necessary command-and-control, administrative and logistics elements for both “friendly” and “enemy” forces. A distributed-net architecture was used, with no central computer exercising executive control or major computations, but rather with essentially similar (and all necessary) computation power resident in each vehicle simulator or center?nodal representation.

The terrains for the battle engagements were simulations of actual places, 50 kilometers by 50 kilometers initially, but eventually expandable by an order of magnitude in depth and width. Battles were to be fought in real time, with each simulated element—vehicle, command post, administrative and logistics center, etc.?being operated by its assigned crew members. Scoring would be recorded on combat events such as movements, firings, hits, and outcomes, but actions during the simulated battle engagements would be completely under the control of the personnel who were fighting the battle. Training would occur as a function of the intrinsic feedback and lessons learned from the relevant battle-engagement experiences. Development would proceed in steps, first to demonstrate platoon?level networking, then on to company and battalion levels, and later perhaps on to even higher levels.

Each simulator was developed as a self-contained stand-alone unit, with its own graphics and sound systems, host microprocessor, terrain data base, cockpit with task-training-justified controls and displays only, and network plug-in capability (Figure 2). Thus, each simulator generated the complete battle-engagement environment necessary for the combat mission training of its crew. For example, each tank crew member could see a part of the virtual world created by the graphics generator using the terrain data base and information arriving via the net regarding the movements and status of other simulated vehicles and battle effects. The precise part of the virtual world was defined by the crew member’s line of sight—forward for the tank driver, or from any of three viewing ports in a rotatable turret for the tank commander.

The visual display depended primarily on the graphics generator resident in each simulator. This computer image generation (CIG) system differed in several important characteristics from earlier CIG systems. First, it was microprocessor-based (vs. large mainframe or multiple minicomputer based), and therefore relatively low in cost (less than $100,000 per simulator visual-display subsystem, vs. more than $1 million per visual channel; typical flight simulators have at least five visual channels). Secondly, it was high in environmental complexity with many moving models and special effects, but low in display complexity with relatively few pixels, small viewing ports, and a relatively slow update rate of 15 frames per second (vs. the opposite with earlier CIG systems and the technology being developed to improve and replace them). The development of the essentially unique graphics generator for SIMNET was a principal factor in permitting the system to meet the low-cost-per-unit constraint of the plan.

Categories: Science, Simulation, Technology Tags: