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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.

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Stars and Stripes: Army’s New Game

May 15th, 2009 Admin No comments

The Army is shelling out nearly $18 million for a new training simulator game that will allow soldiers to drive virtual vehicles, fire virtual weapons and pilot virtual unmanned aerial vehicles in combat situations.

The contract for “Game After Ambush” was awarded late last month to software developers Laser Shot, of Texas, Bohemia Interactive, of the Czech Republic, and Australia-based Calytrix Technologies.

The new simulator — a modification of the commercial “Virtual Battle Space 2″ — will replace the Army’s official video game “DARWARS Ambush,” which the service uses to train soldiers for combat.

Since 2006, the Army’s Program Executive Office for Simulation, Training, and Instrumentation, or PEO STRI, has fielded more than 3,000 copies of “DARWARS Ambush” to the Army, Air Force, Navy, Marines, Coast Guard and Homeland Defense Department, according to spokeswoman Kristen Dooley McCullough.

In an e-mail, McCullough said the contract included $10.7 million awarded on Dec. 19, with another $7 million in options.

PEO STRI officials said earlier the new game will replicate what soldiers encounter on today’s battlefield — from fighting in urban terrain and convoy operations to reacting to contact and ambush operations.

The game will be able to interact with the Army’s battle command systems used by soldiers in the real world to track equipment as well as enemy and friendly forces. It also will include tools that will allow the Army to modify terrain, scenarios and missions, officials said.

The Army plans to field 70 gaming systems in 53 locations in the United States, Germany, Italy and South Korea between February and September 2009, according to Leslie Duvow, project director for gaming at PEO STRI.

“Each system will consist of 52 computers with ancillary equipment including steering wheels, headsets and mice,” she said.

Soldiers will be able to drive virtual vehicles, fire virtual weapons, pilot virtual unmanned aerial vehicles and do “most anything a soldier does” in a virtual battle space as large as 100 kilometers by 100 kilometers, Duvow said.

Laser Shot’s “Tactical Weapon Simulator” and Calytrix’s “LVC Game” will be added to the VBS2 software to tailor the game to the Army’s needs.

The Texas firm is the prime contractor for the production, fielding, training, software updates, technical support, and Web portal, in support of the game, according to a Laser Shot news release.

“Our company has extensive experience in supporting training for the soldiers of the U.S. Army, as do our partners Bohemia Interactive and Calytrix,” said Christopher Chambers, Laser Shot’s president.

The Army already uses VBS2 for convoy training alongside several other games at the Joint Multinational Simulation Center at Grafenwöhr.

The game has a strong reputation as a flexible, interactive, three-dimensional tactical training and mission rehearsal tool, according to Bohemia chief executive Pete Morrison. Bohemia sells a range of military-themed titles such as “Operation Flashpoint” and “ArmA: Armed Assault” for PCs.

“VBS2 is, without a doubt, the best military-grade game-based simulation on the market today,” he said.

The PEO STRI contract provides for fielding and training for “Game After Ambush” and associated tasks for one year, with an option to extend the program for four more years, the Laser Shot press statement said.

By Seth Robson, Stars and Stripes

Categories: BIA, News, Simulation, Technology Tags:

Virtual Training

May 15th, 2009 Admin No comments

“There’s been a huge change in the way we prepare for war, and the soldiers we’re training now are the children of the digital age who grew up with GameBoys,” says retired Rear Adm. Fred Lewis, a 33-year U.S. Navy veteran

The military simulation and virtual training market has seen dramatic growth in the last decade and it is expected to grow steadily over the next ten years. Increasing concerns over training costs, time and risk of life have forced military forces around the world to adapt technologies such as computer-based simulators and computer wargames in military training. Most importantly, simulation and virtual training have so far proved to be not only cost-effective but also an effective way to train military staff in a wide range of activities. Those functions range from weapons training to flying and even medical training. Both combat and non-combat applications for military simulations and gaming technologies with increase significantly during the period 2008-2018.

This is the video game generation of soldiers. ” ‘Ctrl+Alt+Del,’ ” the U.S. Army noted in a recent study, “is as basic as ‘ABC.’ ” And computer simulations — as military officials prefer to call them — have transformed the way the United States military fights wars, as well as soldiers’ ways of killing.

“The technology in games has facilitated a revolution in the art of warfare,” says David Bartlett, the former chief of operations at the Defense Modeling and Simulation Office, a high-level office within the Defense Department and the focal point for computer-generated training at the Pentagon. “When the time came for him” — meaning Swales — “to fire his weapon, he was ready to do that. And capable of doing that. His experience leading up to that time, through on-the-ground training and playing ‘Halo’ and whatever else, enabled him to execute. His situation awareness was up. He knew what he had to do. He had done it before — or something like it up to that point.”

Virtual Training Technology, largely train soldiers how to coordinate complicated missions. Think of it as a sort of military “EverQuest” that can be played by multiple people in multiple places at the same time.

“Of course, it’s not a game. The feel of the actual weapon was more of an adrenaline rush than the feel of the controller, but you’re practically doing the same thing: trying to kill the other person. The goal is the same. That’s the similarity. The goal is to survive.”  says Trevino, 20, recalling his first shot at a human enemy.

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

VBS2 or Armed Assault

May 15th, 2009 Admin No comments

Here is VBS2, this is the latest version of a military grade simulation, the US Army just paid for a simulated exercise called DARWARS and payed about $17.7 million in USD (see the link).  I feel that $20.00 a copy is a relatively fair price to pay to play the commercial version of this.

Compare that with Armed Assault, the commercial game for the PC, with modifications that are available and you will see that there isn’t much difference in the trainee or player’s experience.

Much of the equipment and features in the newest Military Sim are available for us in the private realm as well.  While there are limitations in the back end of the public version that are not in the military grade version, many of these have been overcome through dedicated members of the community that have created such great add-ons or modifications as ACE (Advanced Combat Environment), BLND HMMWVs, the CH M1Abrams and T72 Pack and a thousand others.

An M1 Abrams by CH

An M1 Abrams by CH

The in depth and careful modeling makes this a vehicle for intense immersion in many types of scenarios. Be they small unit patrolling techniques or immediate action drills, ArmA is a powerful engine and tool in its own right.

Categories: BIA, BIS, Science, Technology Tags:

Tactical Iraqi for U.S. Military and Private Security Company (PSC) Operators

May 15th, 2009 Admin No comments

A company called Tactical Language Training LLC (Los Angeles, CA) is marketing an Iraqi Arabic language course to military and civilian personnel operating or soon-to-be operating in Iraq called “Tactical Iraqi“.

According to the company website, the Tactical Iraqi language course utilizes…

artificial intelligence, computer-game-based interactive-animation simulations, speech recognition, and “advanced educational and human factors methodologies” to teach the student quickly. Tactical Iraqi teaches both spoken Iraqi Arabic and certain cultural nuances like gestures that are an important trust-building aspect to communication with Iraqi people. Tactical Iraqi is the second language in the Tactical Language and Culture Training Systems series that the company has produced in collaboration with the University of Southern California (USC).The previous language course in the series was called Tactical Levantine. While DefenseReview doesn’t currently know what that is, we’ll research it.

The Marine Corps Expeditionary Warfare School at Camp Pendleton and other military groups/organizations in the U.S. and Iraq are already incorporating Tactical Iraqi into their training, and the course is currently under evaluation at the United States Military Academy at West Point.

Other languages, like Tactical Pashto, are still under development.

Click here to view video demos of the Tactical Iraqi language course in action.

Click here to learn more about some of the feedback the company has received on Tactical Iraqi.

Categories: News, Simulation, Technology Tags:

DARWARS Ambush!

May 15th, 2009 Admin No comments

US Army military training program DARWARS Ambush! is powered by Bohemia Interactive’s technology

DARWARS Ambush! is a commercial military training product developed by Boston-based BBN Technologies as part of the U.S. Defense Advanced Research Projects Agency (DARPA) DARWARS program. DARWARS Ambush! aims to provide a flexible training environment for soldiers to learn important lessons regarding both mounted and dismounted operations in conflict zones such as Iraq and Afghanistan.

The product is an overlay for the computer game Operation Flashpoint™, developed by Bohemia Interactive (BI) and published by the Codemasters Software Publishing Company. BI has granted BBN a license for the use of BIs game software and tools in connection with DARWARS Ambush!.

BI is proud that the flexible Real Virtuality game engine it developed for Operation Flashpoint is capable of providing the basis for another successful training product and is committed to expanding the engine capabilities in many areas, including possible use as a training tool, in upcoming product releases.

BI reminds all users of Operation Flashpoint and the various BI editing tools that have been released to the gaming community that their end user license agreements prohibit all commercial use of the game and tools.

Military organizations and associated contractors are reminded that BI’s official military program, VBS1 (Virtual Battlespace 1) and VBS2 (Virtual Battlespace 2), are available for their use by license from BI. Regularly updated and enhanced, VBS is specifically tailored for military training use. It provides a range of advanced, inherent features such as after-action review and real time mission editing capability (instructor interface).

(Operation Flashpoint™ is a trademark of Codemasters)

Categories: BIS, News, Simulation, Technology Tags:

US Army Arcade

May 15th, 2009 Admin No comments

With enlistment down in urban areas, the US Army turns to video game technology as a way to increase recruitment.

At the Franklin Mills mall in Philadelphia, PA, the US Army has built a $13 million arcade at the Army Experience Center, a recruitment station within the mall. The 14,500 square foot video arcade contains three full-scale simulators including an armed Humvee, a Black Hawk helicopter and an AH-64 Apache Longbow helicopter. The exhibit also contains various Tom Clancy games such Rainbow Six andGhost Recon along with Madden football.

The facility, which opened up in August, is the military’s way of trying to attract the attention of possible recruits. With weak recruitment numbers in urban areas, the military hopes that the new arcade will help inform individual about service in the Army.

According to The New York TimesFirst Sgt. Randy Jennings, a supervising officer at the Army Experience Center, said the center’s intent was not just to recruit personnel, but also to inform young people about the Army, in an area where they have little contact with service members. Most recruits live near rural bases.

Since the facility opened, only 35 people have enlisted; results that are disappointing to the Army Experience Center.

“We won’t be measured by the number of people we put in the Army,” Sgt. Jennings said. “We’re basically a learning lab for the military, a way for us to interact with kids and find out what they’re interested in. People are going to join the Army, whether we had this or four or five recruitment stations.”

The Army has a history of building arcade simulators for various uses within the military. For example, during World War II, the military enlisted the help of director and inventor Fred Waller to produce one of the first “virtual reality” simulators for troops. Waller would go on to construct the Waller Gunnery Trainer; a simulation device that trained would be gunners on bombers such as the B-17 and B-24. However the facility in Philadelphia is the first of its kind, using the arcade a way to gain the attention of potential recruits.

If the facility is successful in its goal of informing and recruiting people interested in service in the military, the program may be duplicated in other cities across the country.

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US Army’s New Game

May 15th, 2009 Admin No comments

The Army is shelling out nearly $18 million for a new training simulator game that will allow soldiers to drive virtual vehicles, fire virtual weapons and pilot virtual unmanned aerial vehicles in combat situations.

The contract for “Game After Ambush” was awarded late last month to software developers Laser Shot, of Texas, Bohemia Interactive, of the Czech Republic, and Australia-based Calytrix Technologies.

The new simulator — a modification of the commercial “Virtual Battle Space 2″ — will replace the Army’s official video game “DARWARS Ambush,” which the service uses to train soldiers for combat.

Since 2006, the Army’s Program Executive Office for Simulation, Training, and Instrumentation, or PEO STRI, has fielded more than 3,000 copies of “DARWARS Ambush” to the Army, Air Force, Navy, Marines, Coast Guard and Homeland Defense Department, according to spokeswoman Kristen Dooley McCullough.

In an e-mail, McCullough said the contract included $10.7 million awarded on Dec. 19, with another $7 million in options.

PEO STRI officials said earlier the new game will replicate what soldiers encounter on today’s battlefield — from fighting in urban terrain and convoy operations to reacting to contact and ambush operations.

The game will be able to interact with the Army’s battle command systems used by soldiers in the real world to track equipment as well as enemy and friendly forces. It also will include tools that will allow the Army to modify terrain, scenarios and missions, officials said.

The Army plans to field 70 gaming systems in 53 locations in the United States, Germany, Italy and South Korea between February and September 2009, according to Leslie Duvow, project director for gaming at PEO STRI.

“Each system will consist of 52 computers with ancillary equipment including steering wheels, headsets and mice,” she said.

Soldiers will be able to drive virtual vehicles, fire virtual weapons, pilot virtual unmanned aerial vehicles and do “most anything a soldier does” in a virtual battle space as large as 100 kilometers by 100 kilometers, Duvow said.

Laser Shot’s “Tactical Weapon Simulator” and Calytrix’s “LVC Game” will be added to the VBS2 software to tailor the game to the Army’s needs.

The Texas firm is the prime contractor for the production, fielding, training, software updates, technical support, and Web portal, in support of the game, according to a Laser Shot news release.

“Our company has extensive experience in supporting training for the soldiers of the U.S. Army, as do our partners Bohemia Interactive and Calytrix,” said Christopher Chambers, Laser Shot’s president.

The Army already uses VBS2 for convoy training alongside several other games at the Joint Multinational Simulation Center at Grafenwöhr.

The game has a strong reputation as a flexible, interactive, three-dimensional tactical training and mission rehearsal tool, according to Bohemia chief executive Pete Morrison. Bohemia sells a range of military-themed titles such as “Operation Flashpoint” and “ArmA: Armed Assault” for PCs.

“VBS2 is, without a doubt, the best military-grade game-based simulation on the market today,” he said.

The PEO STRI contract provides for fielding and training for “Game After Ambush” and associated tasks for one year, with an option to extend the program for four more years, the Laser Shot press statement said.

Categories: BIS, Scenarios, Simulation, Technology Tags:

New Simulations on the way

May 15th, 2009 Admin No comments

Military simulations ArmA 2 and Operation Flashpoint 2: Dragon Rising are to go head-to-head in the software chart when they are released later this year.

ArmA 2, developed by Bohemia Interactive Studio, is based around a Communist uprising in the former USSR. The game already has a thriving multiplayer scene awaiting its release.

Operation Flashpoint 2: Dragon Rising is being developed and published by Codemasters. The gameplay takes place on a real island off the coast of Japan and is said to capture the high level of detail of its predecessor but with a modern twist.

Both games arrive on the Xbox 360, PC and PS3 in the first half of this year.

Categories: BIS, News, Scenarios, Technology Tags: