PHASE II: Develop and demonstrate a prototype system from the recommended solution in Phase I. Provide realistic and meaningful interaction for hands-on treatment. The prototype should provide immediate student feedback without the aide of an on-site instructor.
PHASE III: This system could be used in a broad range of military and civilian medical training applications. Demonstrate the application of this system to civilian hospitals, paramedics, 68W Health Care Specialists, and other military medical personnel.
REFERENCES:
1. Hemorrhage Control in the Battlefield: Role of New Hemostatic Agents.
Military Medicine, Jan 2005 by Alam, Hasan B, Burris, David, DaCorta, Joseph A, Rhee, Peter http://findarticles.com/p/articles/mi_qa3912/is_200501/ai_n9478290
2. US Army Medical Department Center and School Portal (AMMEDD). (2006) 91W and Department of Combat Medic Training Information. Retrieved in June 15, 2006 from http://www.cs.amedd.army.mil/details.aspx?dt=49
3. Parsons, D. L. Retired LTC (2006). TC3 Training Materials of the 91W10 Healthcare Specialist Course. US Army Medical Department Center & School, the Department of Combat Medic Training (DCMT), Fort Sam Houston, TX.
4. Parsons, D. L. Retired LTC (2006). Pre-Hospital Care in the U.S. Army. Military Medical technology online edition. Retrieved on July 3, 2006 from http://www.military-medical-technology.com/
5. Iraq Coalition Casualty Count ICCC. (2006) IED Fatalities by Month Information. Retrieved on October, 2008 from http://icasualties.org/oif/IED.aspx
6. Center for Army Lessons Learned (CALL). (2006) Handbook 06-18 Tactical Combat Casualty Care Handbook. Retrieved on November, 2008 from https://call2.army.mil/products/handbooks/asp/06-18/fwd.asp
7. Hemostasis: Merck Manual Professional Retrieved on November, 2008 from
www.merck.com/mmpe/sec11/ch134/ch134a.html
KEYWORDS: Combat Medic Training, Medical, Simulation, Hemorrhage Control, Hemostatic agents.
A09-123 TITLE: Interactive Simulation on High Performance Computers
TECHNOLOGY AREAS: Information Systems
OBJECTIVE: There exists a need to optimize the use of hardware and software design methods using high performance computer systems to meet the performance and real-time demands of emerging Interactive Simulation for Training (IST) applications. These emerging applications impose challenging demands on the performance and real-time response of general-purpose computing systems. With the proper high performance computing resources, multiple users of on-line and interactive virtual training environments can collaborate, interact and train anytime and anywhere. These resources are envisioned to provide a distributed net-centric information and visualization capability to facilitate trainers and training needs. This research will investigate the design methods and principles currently being used to meet these demands and formulate a collaborative training scenario that includes multi-modal human computer interaction to command and control both live and virtual entities within an on-line training environment that can take advantage of a high performance computing systems processing power.
DESCRIPTION: With the development and deployment of new hardware and software systems, and ever changing doctrine that identifies how to interact and perform within an area of conflict, the soldier is a prime example of the need for constant updated training. While physical locality is usually a hindrance to interacting with all the members needed to conduct training in a realistic real-time environment, the availability of on-line resources helps narrow that gap. What is needed is a hardware/software solution that can take advantage of a centrally located high performance computing solution that can handle multiple members interacting simultaneously in real-time for large scale IST scenarios.
PHASE I: Determine the feasibility of using high performance computer hardware and software systems for on-line, real-time interactive training of multiple personnel and/or equipment in large IST scenarios. Most uses for HPC are in the area of batch mode computing. Jobs are submitted and run with no user interaction to completion (ie. a weather model). Interactivity with High Performance computing is not traditionally done. This SBIR would develop improved methods for using HPC assets on Interactive Simulations. Develop a scenario by which the simulation can interact with and react to individual elements within the scenario, and have the ability to change the training parameters which modifies the outcome dependent upon user actions. Have the scenario take advantage of emerging human computer interaction capabilities including biometric and alternate interface modalities, for the control of simulated entities.
PHASE II: Implement and demonstrate a representative prototype of the system in a real-time training scenario. Evaluate the effectiveness and reliability of the approach. Show how IST can rapidly improve the Soldiers effectiveness and efficiency through real-time interaction with SMEs and updated training doctrine. One example of how this might be done is to take an interactive simulation that runs on normal Personal Computer (PC) and port it to run on HPC computers. Establish a benchmark running on one node of the cluster computer. Then using improvements developed in Phase I show a prototype system running faster and better than a PC could run it.
PHASE III: Private Sector Commercial Potential/Dual-Use Applications: Potential commercial applications include highly scalable 3D collaboration and training applications, including: Building distributed networked systems; Homeland Security; Police, Fire and Rescue; Maintenance applications, and; High performance and processing resources intense systems and applications.
REFERENCES:
1. Robert H. Anderson, Amado Cordova, Anthony C. Hearn, Rosalind Lewis, John Matsumura, Isaac R. Porche III, Randall Steeb; High-Performance Computing Opportunities and Challenges for Army R&D; Published 2006 by the RAND Corporation.
2. P.W.Tia A.L.Wendelborn* K.J.Maciunas; An Investigation of Flexible Communication Infrastructure in a Distributed High Performance Computing Environment; Department of Computer Science The University of Adelaide; SA 5005 Australia.
3. https://www.thedacs.com/databases/url/key/2647/2648
4. http://www.peostri.army.mil/CTO/FILES/RSmith_AFCEA_13Sept07.pdf
5. http://www.peostri.army.mil/CTO/FILES/HPC_InteractiveSim_SC07.pdf
KEYWORDS: Interactive Simulation for Training, High Performance Computing, Multi-modal Simulation
ARMY -
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