Submission of proposals



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A02-210 TITLE: Advanced Signal/Data Processing Algorithms
TECHNOLOGY AREAS: Information Systems
ACQUISITION PROGRAM: PEO, Air & Missile Defense
OBJECTIVE: Develop advanced signal/data processing algorithms to enhance target acquisition/track/discrimination by Army missile defense systems (i.e., Patriot) in hostile environments (jamming, clutter, OPINE) against evolving threats. This technology will increase probability of detecting lower cross section targets in dense hostile environments and reduce the need for higher signal bandwidth to counter the evolving threat.
DESCRIPTION: The state of the art algorithms used for signal/data processing are not adequate for evolving threats that missile interceptor radar systems must detect. This research is to develop advanced algorithms that are compatible with existing X- and C-band radars. These algorithms must provide an improvement in the ability to detect and track targets in a high clutter environment as well as in the presence of jammers and nuclear environments. Successful algorithms will be supportable by COTS processing systems and not require unique hardware solutions.
PHASE I: Develop and conduct proof-of-principle demonstrations of advanced signal/data processing algorithms using simulated radar data.
PHASE II: Update algorithms based on Phase I results and demonstrate those algorithms in a realistic environment using radar data. Demonstrate ability of algorithms to work in real-time in a high clutter environment.
PHASE III DUAL USE APPLICATIONS: The signal/data processing algorithms have applicability to radio frequency systems that must operate reliably in a high noise environment. These algorithms would have applicability to the cell phone industry as well as commercial radar systems.

REFERENCES:

1) Lombardo, P., Greco, M. and Gini, F., “Impact of clutter spectra on radar performance prediction”, IEEE Transactions on Aerospace and Electronic Systems, V. 37, No. 3, July 2001, pp. 1022-38.

2) Leonov, S., “Nonparametric methods for clutter removal”, IEEE Transactions on Aerospace and Electronic Systems, V. 37, No. 3, July 2001, pp. 832-48.

3) Edde, B., Radar: Principles, Technology, Applications, Prentice Hall, NJ, 1993.

4) Denbigh, P., System Analysis and Signal Processing, Addison-Wesley, Harlow, England, 1998.


KEYWORDS: Signal Processing, Data Processing, Algorithm, X Band Radar, C Band Radar


A02-211 TITLE: Unified Position/Location Tracking and Communications Device for Live Urban Warfare Training
TECHNOLOGY AREAS: Sensors
ACQUISITION PROGRAM: Program Manager for Training Devices (PM-TRADE)
OBJECTIVE: To develop a unified position location, recording, and reporting system that works both indoors and out. A position location method must be combined with a communications method for relaying the data back to a central collection point. The resulting system must be accurate enough to simulate direct fire engagements and still allow for indirect fire engagements as well.
DESCRIPTION: Training for the Objective Force will require a system that can be used to track, record, and report the movements of soldiers while in a maneuver training area. The system needs to track, record, and report the soldiers actions in three basic environments: 1) on the wide open maneuver range (ie., long distances), 2) heavy forest canopy (i.e., difficult communications, and 3) indoors (must be very accurate AND difficult communications). Current systems include MILES (Multiple Integrated LASER Engagement System), MAIS (Mobile Automated Instrumentation Suite), MILES 2000, MILES XXI, SAWE (Simulated Area Weapons Effects) and different types of RDMS (Range Data Measurement System) systems. These systems are separate, bulky units that were designed to work well in only one environment and don’t perform for the combined roles we now need for the soldier training in the future. Current systems use a separate radio to relay the gathered data to a central collection point. Some of the research hurdles that need to be overcome include studying the properties of current systems in order to understand their shortcomings, and develop new ways of doing tracking and communications.
The Objective Force Warrior will be carrying a heavy load of equipment already, so we need a small, lightweight, position location tracking unit that can also communicate the simulation data back to a base station as a unified product. The unit needs to be able to accurately track the position and orientation of the soldier in all three areas (open range, heavy forest, and MOUT) environments. A new system light enough, small enough, and accurate enough to meet these objectives would allow for a giant leap ahead in training technology.
Phase I: Investigate new and innovative methodologies for position location, tracking and communication of the data to allow recording of the soldiers movements seamlessly as they operate in an open range, heavy forest, and MOUT environments. The new methodologies would lead to different design approaches that would be condensed into a preliminary approach. The preliminary approach would address issues of accuracy, reliability of the communications methods, size, and the possibility of interference between different components.
Phase II: The Phase I results will be modeled, simulated, and developed into a working prototype to be lab tested. The prototype units would be optimized for minimum power consumption and maximum range in the smallest most lightweight package attainable. These units would be field tested for suitability in future combat training systems,
Phase III: As part of a Phase II+ or Phase III effort these units would be commercialized and used by many possible groups. Commercial/civilian users might include: Civil defense groups, Firefighters, SWAT teams, drug interdiction teams and many others. Commercial users might include package delivery services, Taxi Cabs, tracking delivery vehicles such as concrete trucks etc.
OPERATING AND SUPPORT COST (OSCR) REDUCTIONS: Reducing the number of components in a tracking/locating/communications system, will reduce support costs. By reducing the consumption of power, the batteries will last longer, this will further reduce support costs as we will have to buy a lesser number of batteries.
REFERENCES:

1) “Communication Techniques for Embedded Training” with Tony Valle, SISO Conference (Simulation Interoperability Standards Organization), March 1997.

2) “Real Time Emulation of Cooperating Systems”, Summer Computer Simulation Conference, with J. Marr, A. Daniel, B. Hipp, B. Reynolds, P. Zener, J. Rodgers, P. Stuckwich, July 1989.
KEYWORDS: indoor tracking, outdoor tracking, position location and tracking (PLT), data communication


A02-212 TITLE: Transportable Multi-Modal Interactive Device for the Dismounted Soldier
TECHNOLOGY AREAS: Information Systems
ACQUISITION PROGRAM: PM, Soldier Systems
OBJECTIVE: Develop robust multi-modal human computer interaction technologies that run on wireless handheld computing devices and are effective for training the dismounted soldier in a simulation environment.
DESCRIPTION: The United States Army is embarking on a bold new revolutionary individual soldier and small team system of systems called the Objective Force Warrior (OFW). This capability will be developed to rapidly project a dominant ground force anywhere in the world within days. The OFW vision is to develop an overwhelming lethal and survivable system of systems. A combat force that is capable of dominance across the spectrum of operations, in all environments from complex urban terrain to open and rolling terrain and to transition between operations and environments without pause. OFW will demand higher soldier performance at all levels, placing new demands on training systems. Exploitation of Embedded Training (ET) and on-demand simulation capabilities anywhere, anytime, are needed to support the OFW. Beyond training, embedded simulation is also expected to provide enhancements to operational capabilities such as mission planning and rehearsal. Lightweight, portable computing devices are the main hardware targets for hosting most all of the dismounted soldier operational, training, and simulation software. This research will focus on handheld computing devices as the hardware target platform.

The goal of this research is to provide a set of interactive multi-modal interfaces for handheld computing devices that will use speech, pen and/or touchscreen as the input technologies, and speech, auditory icons, and graphics as the output technologies. One of the main objectives of this research is to demonstrate the advantage of multi-modal interfaces over uni-modal options by integrating error resolution techniques into the human speech recognition based system. The resulting product should provide the user broad utility and significant flexibility with handheld computing devices incorporating human language technology in an operational field environment.


PHASE I: Conduct analysis of GOTS and COTS dismounted soldier ET and simulation applications that run, or could run, on handheld computing devices. This analysis will investigate technology alternatives, approaches, and methods for using interactive multi-modal interfaces with handheld computing devices. Explore spoken language interface component options that understands (i.e., returns action), as opposed to recognize (i.e., return text) speech. Identify and develop a preliminary grammar and vocabulary set for the proposed prototype system. Investigate error resolution techniques that can be used with a spoken language interface system to improve speech recognition. Develop concepts for each of the relevant possibilities and show the feasibility for the concept developed.
PHASE II: With the results of Phase I, take the most promising concept, design, or approach to develop and demonstrate an operational prototype. Demonstrate and evaluate interactive muti-modal interface techniques with users engaged in a dismounted soldier ET and/or simulation environment. Demonstrate improvements in error avoidance and resolution techniques for the human language technology that has been developed and integrated into the handheld computing devices.
PHASE III: Productize the interactive multi-modal interface set so that it can be used on handheld computing devices by different Government projects and commercial applications. Commercial applications include map navigation and "fly through" assistance via interactive multi-modal interface using handheld computing devices.
OPERATING & SUPPORT COST REDUCTIONS: Currently the U. S. Army does not have embedded training & simulation on-demand capabilities for the dismounted soldier. The resulting capabilities should empower the dismounted warrior and his unit with individual and/or collective training and on-demand simulation, anywhere, and anytime with reduced logistic footprint.
REFERENCES:

1) (Sept. 2001). Objective Force Warrior, retrieved Sept. 24, 2001 from http://www.natick.army.mil/warrior/01/sepoct/month.htm



2) Fundamentals of wearable computers and augmented reality. Edited by Woodrow Barfield, Thomas Caudell. Lawrence Erlbaum Associates, Mahwah, NJ, 2001; ISBN 0-8058-2901-6.
KEYWORDS: Objective Force Warrior, Interactive Multi-modal Interfaces, Embedded Training, On-Demand Simulation, Handheld Computing Devices.


A02-213 TITLE: Scene Management for Complex Environments
TECHNOLOGY AREAS: Information Systems
ACQUISITION PROGRAM: PM Combined Arms Tactical Trainers
OBJECTIVE: Develop automated scene management tools and processes to support efficient rendering of complex 3D models of urban environments and very high-resolution terrain models.
DESCRIPTION: The increased focus on homeland defense is resulting in a rise in the requirement to provide simulation systems that support operations in realistic, urban environments. The development of embedded training systems for the Objective Force requires high-resolution environments to correlate with the live environment. The density and complexity of the databases representing such environments is placing increased demands on the performance of the runtime systems that use them. This is particularly true with respect to complex 3D models of dense environments such as cities, and very high-resolution terrain models and the visual systems used to display them.
Rendering techniques utilizing "portals" and "sectors" are widely employed in the gaming industry to improve performance in the processing of 3D environments of comparable density and complexity. These techniques could provide similar benefit for simulation systems, however, the process of defining the portals and sectors for a given database is primarily manual. This presents a barrier to the use of these techniques in circumstances where the databases are large, complex, or must be rapidly created. Automated processes are needed to generate dense environments and high-resolution terrain models for complex databases. There is also a need to provide scene management techniques that will support more efficient rendering of these complex environments.
PHASE I: Investigate the gaming industry's use of "portals" and "sectors" and scene management techniques. Analyze possible automated processes to generate dense environments and high-resolution terrain for complex databases. Analyze scene management techniques for more efficient rendering of these complex environments.
PHASE II: Prototype recommended automated process(es) and scene management technique(s) to generate a complex environment for a simulation application. Provide a demonstration of the prototyped complex environment using the prototyped scene management technique(s). Explore possible commercial use of the automated process(es) and scene management technique(s).
PHASE III: Productize the automated process(es) and scene management technique(s) so that they can be utilized by different Government projects and commercial applications, such as the gaming industry and Geographic Information Systems (GIS).
OPERATING AND SUPPORT COST (OSCR) REDUCTIONS: Development of complex environments for current military virtual simulation are very costly because of the manual labor involved in the generation of the environment. Automated processes inserted into this process greatly reduces the cost of the development of the complex environment.

REFERENCES:

1) Jonathan Chey, "NetImmerse 3D Game Engine: A Technical Overview", www.ndl.com/whitepapers

2) The Phantom (Jacco Bikker), "Building a 3D Portal Engine", www.flipcode.com/portals

3) Mark DeLoura, "Game Programming Gems", August 2000.

4) OpenGL Game Programming, "Creating a Cutting Edge 3D Engine Update: Portal Rendering", shockonline.homestead.com/CuttingEdge_4.html


KEYWORDS: simulation, synthetic natural environment (SNE), urban environment, portal rendering


A02-214 TITLE: Advanced Personal Digital Assistant for Training and Simulation
TECHNOLOGY AREAS: Information Systems
ACQUISITION PROGRAM: Medical, Combined Arms Tactical Trainers, MRMC
OBJECTIVE: To explore the use of Commercial Off The Shelf (COTS) Personal Digital Assistants (PDAs) as platforms for Advanced Distributed Learning (ADL). In order to demonstrate their ability to provide an anytime, anywhere learning platform, a variety of computational barriers need to be conqurered. These include, but are not limited to, the methods of compression and transmission, segmentation of the database and paging, displays and the ability to run real-time simulations.
DESCRIPTION: The Army's transformation to the Objective Force will require rapid response and dissemination of information to Soldiers in a variety of methods, running the spectrum from those with high bandwidth access to those forward deployed in hostile environments. Common to all Soldiers everywhere is the need for top-quality training materials, and just-in-time mission planning, and rehearsal tools.
In order for PDAs to become serious contenders for ADL platforms for Soldiers, research must go into optimizing their use for innovative solutions. Research areas include alternative methods of compression and transmission of mission overlays and intelligence data, segmentation of the database for convenient downloading and paging, and real-time simulation of physiological models. Development in these areas will establish the necessary technology to exploit applications in medical, C4ISR, dismounted infantry tactics, force-protection concepts and anti-counter-terrorism. Two applications that may demonstrate the novel solutions of a PDA are in terrain visualization and medical simulation training. Terrain visualization PDA should have the ability to show disposition of forces, units, mission overlay, intelligence data and other relevant scenario data, similar to a pocket Force XXI Battle Command Brigade and Below (FBCB2). The medical simulation PDA should have the ability to simulate the condition of a patient over time when subjected to injury/disease, assessments, and providing treatment options.
PHASE I: Investigate the capabilities of the available PDAs to rapidly download, store and process simulation and training data utilizing existing bandwidth and COTS capabilities. Provide a technical analysis of the limitation in, but not limited to, the methods of compression and transmission, segmentation of the database and paging, and the ability to run real-time simulations. The analysis needs to provide a recommended solution.
PHASE II: Design and develop the solution from the Phase I analysis. Demonstrate the capabilities using an Army application. The Army application could range from terrain visualization, electronic map and mission planning capabilities to medical simulations that will show how the PDA can become a viable ADL platform for the Soldier.
PHASE III DUAL USE APPPLICATIONS: Develop and demonstrate a practical pocket-portable, hand-held ADL device. Demonstrate applicability of this device to related markets such as distance learning, search and rescue, and emergency management.
OPERATING AND SUPPORT COST (OSCR) REDUCTION: This SBIR is to develop a new technology to aid the soldier and the Objective Force and reduce the cost and complexity of mission rehearsal, battlefield intelligence dissemination, and to provide simulation and training capabilities in the field. The tools and processes developed will reduce overall cost associated with mission rehearsal, and training, by providing up to date training and tactical information to the soldiers who need it for mission success.
REFERENCES:

1) FM 21-26 Map Reading and Land Navigation

2) FM 21-31 Topographic Symbols

3) MIL-STD-2525 Common Warfighting Symbology, Version 1

www.meti.com, mrmc-www.army.mil, www.rti.org, www.tatrc.org

KEYWORDS: PDA, terrain databases, medical simulation, triage, patient assessment, first aid, combat life saver, medical training, Visualization tools, 3D Models, 3D Scene, Extensible 3D (X3D), 2D Maps, XML, Virtual Reality Modeling Language (VRML), Mission Rehearsal, CADRG, and software tools and applications.




A02-215 TITLE: Dynamic Composable Simulations for Robotic Behaviors
TECHNOLOGY AREAS: Information Systems
ACQUISITION PROGRAM: PM One Semi-Automated Forces
OBJECTIVE: To develop models and behaviors for entities within a simulation environment, specifically in the area of unmanned systems, with a user interface that allows for the creation of unique individual and team behaviors for insertion into a military and Homeland Defense simulation scenario. OneSAF (Semi-Automated Forces) Testbed environment will be used as a baseline to test and develop autonomous behaviors for robotic systems.
DESCRIPTION: The Objective Force will employ robotic systems in intelligence collection and as a force multiplier. Many tactical robotic systems are difficult to utilize requiring a high level of operator training and control to optimize their tactical employment. Currently, in all cases, the training of procedures and tactics for the employment of new robotic systems in the battlespace are limited and need to be developed and refined. Simulating robotics systems within Computer Generated Forces (CGF) will provide a low overhead driver and analysis capability for Future Combat System development. Research is required to develop tools that allow for the creation of unique models and behaviors for rapid analysis of Objective Force system requirements. Current robotic control technologies cannot meet future requirements based on more demanding deployment criteria and more hazardous threat environments. The Army needs a dynamically composable training environment where soldiers train together with, and effectively control, their unmanned counterparts. Providing the capability to train with and control teams of unmanned forces through SAF-Robotics collaborative environments is key to maintaining and improving military readiness. Research is required to develop methodology and techniques to facilitate the generation of the full range of collaborative behaviors for entities within a simulation. These behaviors will be extended to support control of teams of robots that might involve: real time object detection and propagation, integration of real time robotic sensors with Virtual Representations of the world, basic target identification and engagement and the development of advanced Human/Robot control interfaces. The resulting products will significantly reduce the cost and schedule to develop new models and behaviors. Simulations developed for the Objective Force will be required to interoperate with existing simulation applications. The resulting processes and tools will support the need for rapid generation of behaviors required to support requirements analysis, engineering design decisions and "mission rehearsal" for the rapid deployment mission of the Interim and Objective Transformed Force and Homeland Defense.
PHASE I: Investigate composable simulation architectures and technologies available against the specialized requirements of virtual simulation to produce a robust tool suite necessary to represent the numerous models and behaviors for all the virtual simulation elements. Research shall also be conducted that examines team dynamics and the role of individual unmanned platforms within the construct of a teaming arrangement in support of a military or counterterrorist mission. Examine approaches, algorithms, and methodologies to test flexibility, usability and robustness of the tool suite.
PHASE II: Apply prototype dynamic composable model and behavior development technologies to generate new and modified robotic models and behaviors for a modern, complex military simulation application using robotics behaviors for air and ground vehicles. Research shall be conducted to determine which envionrments/scenarios would require autonomous robot behavior vice more intensive operator involvement in the mission. The results of the research and mixed control of robot teams shall be demonstrated in the lab environment.
PHASE III: Broaden the application of the composable tool suite for the full range of commercial and military virtual simulation environments. Improved model development tools and processes resulting from this research will provide corresponding advantages to the commercial simulation business, and burgeoning entertainment market as well as applications to Homeland Defense activities.
OPERATING AND SUPPORT COST (OSCR) REDUCTIONS: Behavior and Model development for current military virtual simulation currently requires 2/3 of a man month for the subject matter expert and the software engineer to accurately represent each entity within a virtual environment. Automated tools and methodologies should reduce the cost to create and modify virtual simulation behaviors by over 90%.

REFERENCES:

1) 1. Ourston, D. et. al. "From CIS to Software", Proceedings of the 5th Conference on Computer Generated Forces and Behavioral Representation, Orlando, FL, 1995.

2) Courtemanche, A, von der Lippe, S., and McCormack, J., "Developing User-Composable Behaviors," Proceedings of the 1997 Fall Simulation Interoperability Workshop, Simulation Interoperability Standards Organization, Orlando, FL, September 1997.

3) von der Lippe, S., and Courtemanche, A, "Interim Results in the Development of User Composable Behaviors," Proceedings of the Seventh Conference on Computer Generated Forces & Behavioral Representation, Orlando, FL, May 1998.

4) von der Lippe, S., and Courtemanche, A, "Advances in the Execution Engine for Composable Behaviors," Proceedings of the Eighth Conference on Computer Generated Forces & Behavioral Representation, Orlando, FL, May 1999.

5) von der Lippe, S., and McCormack, J., "Embracing Temporal Relations and Command and Control in Composable Behavior Technologies," Proceedings of the Ninth Conference on Computer Generated Forces & Behavioral Representation, Orlando, FL, May 2000.
KEYWORDS: composable architecture, individual/team behaviors, CGF


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