PHASE I: This is a 6-month effort to test the scientific, technical and commercial merit and feasibility of the team training ITS. Phase I research efforts will include:
- Research survey of existing ITSs, with particular attention to ITSs shown to be useful for training military-oriented tasks, principles and doctrine
- Evaluation of differences of individual versus team skills for the same type of operations (e.g., intel officer skills compared to role of intel officer on staff, or infantry soldier skills compared to infantry squad skills) based on existing research from such organizations as Army Research Institute (ARI)
- Definitions of ITS models that will provide for collaborative team training and their internal and external interfaces
- Architecture for ITS/PC-based simulation to provide individual as well as team assessment/feedback
- Additional architecture/framework for integration of a massively multi-player game and team-oriented ITS
- Description of a simulation-based training event oriented toward training a small Army team (e.g., infantry squad, armor company, battalion staff). The training event must be one that is able to show the application of the ITS to both individual & team skills
The projected outcome of Phase I will be a research report detailing the above items, as well as a plan for a prototype to be delivered during Phase II.
PHASE II: This is a 24-month effort to develop the team training ITS to the prototype stage. Phase II research efforts will include:
- Building a new ITS or (preferably) adapting an existing ITS to provide both individual and team assessment & feedback
- Selecting a PC-based simulation to demonstrate the ITS¡¦ ability to assess individual and team skills
- Developing a prototype and demonstrating the ability of the ITS to provide assessment and feedback to both individuals and the team as an entity for the small team-based training event described in Phase I, using the PC-based simulation described above
- Developing a prototype and demonstrating the ability of the ITS to provide assessment and feedback to both individuals and the team as an entity for players acting as a team in a massively multi-player game
- Evaluating any possible differences requiring additional research for various types of teams (e.g., infantry vice armor, staff vice operational, service-specific vice joint vice inter-agency vice coalition, battalion staff vice division staff, squad vice platoon vice brigade)
- Developing a detailed research report on lessons learned during this effort
The Phase II deliverables will be software which allows for demonstration of the ITS in the training event and a detailed research report as described above.
PHASE III: The company is expected to obtain funding from the private sector an/or non-SBIR government sources to develop the concept into a product for sale in the private sector and/or military markets. In Phase III, it is anticipated the successful bidder will be able to apply the same collaborative team-training techniques developed in Phases I & II to building a commercially-marketable ITS. Potential customers include all branches of the U.S. Armed Forces and law enforcement organizations at various levels. In addition, any organization that requires teams to operate together and can simulate the individual and team interactions via PC-based simulations would be a potential customer. Finally, game companies that host massive multi-player games over the Internet for entertainment purposes might be potential customers for the technology, as it would improve players¡¦ skills and make game play more entertaining.
REFERENCES:
1) ¡§Intelligent Tutoring Systems: The What and the How¡¨, J. Ong, S. Ramachandran, http://www.learningcircuits.org/feb2000/ong.html, February, 2000.
2) ¡§The Two Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring¡¨, Educational Researcher, vol 13, num 4-16 (1984).
3) ¡§Commander¡¦s Battle Staff Handbook¡¨, available at Army Research Institute¡¦s website, http://www.ari.army.mil
4) ¡§Infantry Situation Awareness¡¨, available at Army Research Institute¡¦s website, http://www.ari.army.mil
5) ¡§Command Group Training in the Objective Force¡¨, J.R. Gossman et. al., http://stinet.dtic.mil/cgi-bin/fulcrum_main.pl?database=ft_u2&searchid=0&keyfieldvalue=ADA406176&filename=%2Ffulcrum%2Fdata%2FTR_fulltext%2Fdoc%2FADA406176.pdf
6) ¡§Advanced Team Decision Making: A Model and Training Considerations¡¨, C. Zsambok, available at Army Research Institute¡¦s website, http://www.ari.army.mil
7. ¡§Review of Battle Staff Training Research at Brigade and Battalion Levels¡¨, B. Sterling, available at Army Research Institute¡¦s website, http://www.ari.army.mil
8) ¡§Team Training and Performance Research: A Ten Year Review¡¨, C. Bowers et. al., available at Army Research Institute¡¦s website, http://www.ari.army.mil
9) ¡§Methodology for Selecting Team Training Techniques¡¨, J. Kornell, available at Army Research Institute¡¦s website, http://www.ari.army.mil
10) ¡§Development of a Refined Staff Group Trainer¡¨, S. Quensel et. al., available at Army Research Institute¡¦s website, http://www.ari.army.mil
KEYWORDS: Intelligent tutoring systems, ITS, PC-based simulations, collaborative training, team training
A03-205 TITLE: Software Tools for Modeling Urban Details
TECHNOLOGY AREAS: Information Systems
ACQUISITION PROGRAM: PM OneSAF
OBJECTIVE: To develop an Urban Authoring Tool, which shall contain specialized tools for building urban features, including buildings, interiors and subterranean areas of interest.
DESCRIPTION: In recent years, several specialized, commercial computer automated design (CAD) tools have emerged for rapidly visualizing buildings, interior layouts, and landscapes. These range from consumer products for visualizing home improvements and interior designs, to tools for professional architects that include automated design of trusses, framing, and other components consistent with structural load and other engineering considerations. These software tools provide an efficient method for creating visually realistic environments, such as might be used in urban warfare, anti-terrorist, or peacekeeping training simulations. However, they do not provide the non-visual information that is required to support realistic interactions among computer-generated and human-controlled entities immersed into the synthetic environment.
What is needed are scenario composition tools, similar in their simplicity to these commercial design tools, that create simulation objects that include the non-visual attributes required for training simulations. These objects would include such attributes as material and surface characteristics, 3-D topological relationships, and other properties and relationships that can be represented in the Synthetic Environment Data Representation and Interchange Specification (SEDRIS), Data Interchange Format (DIF), and Compact Terrain Database (CTDB).
PHASE I: Research and document what is needed in tools to create correlated urban components in multiple formats including a visual representation and non visual details needed for computer generated forces. Using data requirements from high-performance urban synthetic Environment simulations, develop a concept design for an Urban Authoring Tool that can lower the cost and time required to create correlated urban environment databases for multiple users. Include a study of existing tools and software technologies that can help address an analyses of alternatives. Document the needed design, including example screen layouts, data representation model, and feature lists. Develop estimates of feasibility, development cost, and cost savings for urban environment creation.
PHASE II: Based on the design concepts developed in Phase I, create a prototype Urban Authoring Tool that demonstrates reduction in cost of urban terrain development. This software tool may be either an extension of an existing commercial tool, or a completely new development. The tool should import and export synthetic environments in the SEDRIS Transmittal Format (STF) or in formats readily converted to/from STF and other formats. Using the authoring tool, create a small urban environment, demonstrating cost and time savings.
PHASE III DUAL USE APPPLICATIONS: The authoring tool can find application to MOUT and other programs. It can also be used in commercial architectural visualization to create simulations of human traffic flow, etc.
REFERENCES:
1) Birkel/Janett Paper at Fall 02 Simulation Interoperability Workshop (SIW), www.sedris.org.
KEYWORDS: Database, SEDRIS, CTDB, Urban Terrain, Modeling, CAD
A03-206 TITLE: Common Aggregation Framework for Simulation Scalability
TECHNOLOGY AREAS: Information Systems
ACQUISITION PROGRAM: PEO STRI - PM WARSIM - JSIMS Land
OBJECTIVE: To develop a common framework for aggregating and de-aggregating entities in constructive simulations. The framework should facilitate the interoperability between models at differing levels of fidelity, facilitate dynamic entity count depending upon system load, and facilitate preservation of key behaviors throughout the aggregation levels.
DESCRIPTION: Our growing desire to run large-scale simulations with hundreds of thousands of entities face practical barriers to graceful scaling, such as the hardwares inability to cost-effectively host the simulations. One promising approach is to aggregate entities by substituting resource intensive, high fidelity models, with more efficient and lower fidelity models, thus keeping the number of models to a minimum, regardless of the implied number of entities in the virtual world. Army Constructive simulations have achieved significant performance improvements by aggregating a number platforms into equipment groups. Many hurdles keep aggregation from becoming a widely used technique.
Integrating models with different levels of detail forces redevelopment and limits the diversity of models in a simulation. Consider the case of integrating the Air Forces simulation with the Army's aggregated simulation. Since the Air Forces models presume the ability to identify and target a single platform, there is difficulty in understanding and adapting to the Army's model where platforms are tracked in equipment groups and precise locations are derived. Today, model developers approach the world with the view that other models will work at the same level of detail or same level of aggregation. In the future, if a common framework exists, model developers will interact at varying levels of detail and at multiple-levels of resolution.
The purpose is to develop an aggregation framework that enables entity reduction, model interoperability, and behavior preservation. Entity reduction would improve performance and model interoperability would promote model reuse by giving models with differing levels of detail a standard scheme of interaction. Models that exhibit appropriate behavior, regardless of their level of aggregation, would preserve simulation validity.
PHASE I: Develop the architecture concept and the conceptual design of the common aggregation framework. Research in the following areas will be needed:
- Techniques for load-balancing of the simulation across platforms
- Aggregation and de-aggregation techniques for scalability
- Preserving simulation validity while working with models of varying levels of aggregation
Phase I will conclude with an analysis of the design detailing how the aggregation framework addresses interaction of models with differing level of details, aggregating and de-aggregating techniques for scalability and provide load-balancing capability.
PHASE II: Develop and test prototype of framework, producing a means for future simulations to incorporate aggregation. Proof of concept and demonstrate results of Phase I.
- Demonstrate interoperability between models at different levels of aggregation across domains.
- Demonstrate dynamic aggregation and de-aggregation depending upon system load.
- Demonstrate behavior preservation characteristics.
PHASE III: Commercial simulation based acquisition endeavors will better integrate engineering level models with system level models. For example, Artificial Intelligence (AI) computer games, and in the AI movie industry. Industry-wide model reuse should increase significantly. A successful aggregation framework would enhance the interoperability of DoD training simulations. Lowered entity counts would lower the cost of deploying training simulations to a large number of sites. The goal is to have a common framework so that models across domains will interact at varying levels of detail and at multiple-levels of resolution.
REFERENCES:
1) Aggregated Combat Models http://www.nps.navy.mil/orfacpag/resumePages/notes/aggregated.pdf
2) Operations Research Department, Naval Postgraduate School, Monterey, California, February 2000.
3) Reynolds, Natrajan, Srinivasan, 1997, Consistency maintenance in multiresolution simulation http://portal.acm.org/citation.cfm?id=259235&coll=portal&dl=ACM&CFID=5661420&CFTOKEN=79921065, 1997, ACM Press New York, NY, USA.
4) Peterson, G. D. "Animal Aggregation: Experimental simulation using vision-based behavioral rules" pages 623-630 in 1992 Lectures in complex systems, eds. L. Nadel and D. L. Stein. Reading, MA, Addison-Wesley. http://limnology.wisc.edu/peterson/PDF-myfiles/SFIflocking.pdf
KEYWORDS: aggregation, framework, simulation, scalability, model, de-aggregating, levels of detail, fidelity, load balancing, interoperability.
A03-207 TITLE: Multi-Resolution Terrain Models Representation
TECHNOLOGY AREAS: Information Systems
ACQUISITION PROGRAM: One SAF Program and RDEC Federation
OBJECTIVE: Increase representation, performance and consistency of model representation in distributed simulations.
DESCRIPTION: Increasing demands are being placed on Distributed Simulation Battle Labs to integrate models ranging from the engineering system component level through Unit of Employment (UoE) level. These models necessarily must operate at many levels of resolution. Real-time data, live and constructive entities, and simulations are beginning to link with each other in larger federates. Currently, there is no collaborative or single capability to rapidly represent or visualize multi-resolution models at varied levels with all necessary attributes to perform interoperable mission usage from the individual combatant to the joint commanders. Of particular interest and complexity is the representation of the synthetic terrain environment and how can we incorporate multi-resolution data (models, etc) into our dynamic simulations. There are many examples of these sort of multi-resolution simulation models (e.g., terrain, engineering, 3D-model etc.). The goal is not to focus on all of them but to increase the validity of the simulation by incorporating multiple models. So as a matter of presenting the problem, the focus example will be on terrain models; but this example is not to limit the scope of the research. Terrain that is represented at sub-meter resolutions for engineering and individual warfighter simulations must be aggregated into lower-resolution representations for simulations encompassing large unit force-on-force engagements. In addition, a wide variety of terrain “primitive” representations have evolved that are optimized for various simulation types, including Triangular Irregular Networks (TINs), gridded data, and thematic layers. This disparity in terrain representations has made it difficult to create a single, integrated “authoritative” terrain representation for distributed multi-modal simulations. In addition, the complexity of the necessary algorithms and the required computing power are a couple of the factors that shape the design and implementation of a simulation model. One approach that has been constantly considered to address this is issue is the creation of a Synthetic Environment server that provides terrain data (models) at requested resolutions, with specified attribution, and in specified formats to each simulation model. By no means is it implied that this is a homogenous solution to this problem, but a method that could significantly simplify the development, maintenance, and delivery of correlated multi-resolution data to simulation federates. Most importantly, by eliminating the need to create multiple, correlated databases for several applications, it could reduce the time to create or update the terrain environments. There are no collaborative analysis tools and methods, at the present time that is consistent with current command and control frameworks.
Phase I: Using the US army evaluation environment called Joint Virtual Battlespace (JVB) and the OneSAF simulation Product Line Architecture Framework (PLAF) as a reference, research candidate design approaches for representation of multi-resolution models. Research the methods, processes, and algorithms that the candidate approach requires. Develop a design analysis concept that interfaces/interoperates with current architecture (e.g., architecture interface, algorithm, framework, and collaborative/enterprise environment) that supports information flow, communications, situational awareness, weapons and survivability. At the same time the designed concept supports development of a wide family of new systems (Future Combat System) and others for sharing multi-resolution models in a collaborative environment.
PHASE II: Based on the design concepts developed in Phase I, create a prototype multi-resolution design concept (architecture component, plugging, interface, and design algorithm). The design concept must support existing and evolving simulation architectures providing the necessary fidelity, resolution without degrading functionality to support Internet collaboration for the individual and federate M&S components allowing them to be combined (interoperate) to meet the necessary functionality and fidelity of the intended application (analysis, experiment). Using a small, synthetic environment as an example, demonstrate the ability to access data in multiple formats, at varying resolutions, and with varying attribution. The prototype does not need to address the full range or potentially required models and services, but should demonstrate one or more effective multi-resolution modeling techniques that can simplify collaborative model design, and increasing the communication of heterogeneous environment comprised of distributed simulations software while reducing run-time computational load.
PHASE III: Develop and market the design to military and civilian organizations in a dual use faction: The multi-resolution Synthetic Environment Design could find application in urban planning or emergency preparedness.
REFERENCES:
OneSAF
1) Butler, B., “Design Strategies for Multi-Resolution Synthetic Environment Representations with Examples from OneSAF SNE”, (02-SIW-087), Proceedings of the Fall 2002 Simulation Interoperability Workshop, September 2002.
2) D. Miller, et al., “An Environmental Data Model for the OneSAF Objective System”, (02-SIW-082), Proceedings of the fall 2002 Simulation Interoperability Workshop, September 2002.
3) Joint Virtual Battlespace (JVB) – A Concept Evaluation Environment
Dr. Rob Alexander, SAIC, 1100 N. Glebe Road, Arlington, VA 22201. (703) 907-2547; ralexander@sito.saic.com
4) SISO Product Nomination (PN) – “Base Object Model (BOM) Specification”, Simulation Interoperability Standards Organization (SISO), November 2002.
5) Steve Reichenthal, “The Simulation Reference Markup Language (SRML): A Foundation for Representing BOMs and Supporting Reuse”, 02F-SIW-038, 2002 Fall Simulation Interoperability Workshop (SIW), September 2002.
6) Dr. Andreas Tolk, “Avoiding Another Green Elephant - A Proposal for the Next Generation HLA Based on the Model Driven Architecture”, 02F-SIW-004, 2002 Fall Simulation Interoperability Workshop (SIW), September 2002.
7) Draft Recommended Practice for High Level Architecture (HLA) Federation Development and Execution Process (FEDEP) Mode, Draft 4, Simulation Interoperability Standards Organization (SISO), 3 June 2002.
8) P. Gustavson, L. Root, S. Goss, J. Bachman, M. McAuliffe, “CODE-Net: XML, SOAP and Simulation Development”, 02S-SIW-111, 2002 Spring Simulation Interoperability Workshop (SIW), March 2002, http://www.simventions.com/whitepapers/02S-SIW-111.htm
9) BOM Study Group, "BOM Methodology Strawman (BMS) Specification", SISO Reference Product, Version 0.7, 15 May 2001, http://simventions.com/boms/BMS_0_7.htm.
KEYWORDS: Advanced Colloborative Environment, Distributed Interactive Simualiton (DIS), Future Combat System (FCS), Joint Virtual Battlespace (JVB), OneSAF Product Line Architecture Framework (PLAF), BOM, FOM, HLA, Component Architecture, Multi-Resolution Models, Modular Architecture, SAF, Network Colloborative Environment, RDEC Federation, XML, X3D
A03-208 TITLE: Increased Plastic Oxygen/Water Barriers
TECHNOLOGY AREAS: Materials/Processes
ACQUISITION PROGRAM: PM Future Combat Systems
OBJECTIVE: The objective of this SBIR is the development of optical quality plastics with increased oxygen/water barriers for the replacement of glass. The plastic alternative should be highly durable in military environments including diesel fuel, salt fog, and temperature extremes. Additionally, an inherent weight savings should be associated with the plastic alternative.
DESCRIPTION: The Army?s Future Combat System (FCS) has an extremely aggressive weight reduction goal in order that it may achieve its aim of flying light. To meet the survivability and durability objectives of the program, light weight yet durable plastics are going to have to play a critical role. One of the most challenging areas will be in components that need to have good or exceptional optical quality in addition to this durability. Currently, candidate plastics are still sensitive to environmental factors including oxygen and water degradation. Unfortunately, exposure to oxygen and water severely limits the functionality and life of critical sensors and electronic components. To improve life-cycle costs, it is necessary to find a cost efficient way to protect the systems essential to the survivability of military personnel.
A light-weight, high impact plastic with good optical density and low permeability is required for advancing the technology available for Identification, Friend-or-Foe (IFF) for the Future Combat Systems. In addition, a recently proposed system of long lasting, highly efficient organic LEDs will not be possible without a substantially improved plastic. With the optical density available by many plastics already in production, in conjunction with increased environmental barriers, these plastics can also be incorporated into a wide range of other applications, such as sensors, lenses and vision blocks. The increased properties of improved lifespan and durability will advance the current systems of FCS and aid in the ability to achieve FCS weight limits without compromising other critical technologies such as mobility and armor.
PHASE I: The contractor shall research methodologies for the development of plastics with good optical density and increased oxygen/water barriers to exceed those available in commercial plastics. This phase will identify the current state of the technology and designate reasonable goals for such a program. The research effort should focus on developing methodologies for maintaining the integrity of the material throughout the variety of environmental conditions likely to be faced under military operations.
PHASE II: The contractor shall utilize the goals and methodologies from Phase I to develop and provide samples, in a variety of shapes, to be tested. The tests should be conducted to demonstrate both a decrease in permeation as well as the ruggedness of the plastic alternative. Military Standards, in particular MIL-STD-810, should be explored as a guide for demonstrating the durability of the plastic.
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