Current Search: military simulation (x)
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- Title
- GAME ASSESSMENT FOR MILTARY APPLICATION.
- Creator
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McNeese, Patricia, Boote, David, University of Central Florida
- Abstract / Description
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The primary purpose of conducting this research was to establish game assessment guidelines and characteristics for integrating elected characteristics of games into ongoing instructional approaches. The cost of repurposing commercial-off-the-shelf (COTS) games could offer a considerably lower cost alternative than the cost of creating a new instructional game developed for a specific instructional goal. The McNeese Game Assessment Tool (MGAT), created for the assessment of games in this...
Show moreThe primary purpose of conducting this research was to establish game assessment guidelines and characteristics for integrating elected characteristics of games into ongoing instructional approaches. The cost of repurposing commercial-off-the-shelf (COTS) games could offer a considerably lower cost alternative than the cost of creating a new instructional game developed for a specific instructional goal. The McNeese Game Assessment Tool (MGAT), created for the assessment of games in this usability study, is currently in a beta stage and was found to have potential for future game assessment. The overall assessment indicated that the tool was effective in analyzing game products for reuse potential and that the five instruments that make up the tool did meet the purpose of the design. However, the study also indicated that the instruments needed recommended modifications and further testing with a larger population group before the tool could be utilized. The assessment process identified in this study was a step forward in the area of game and simulation integration research. This study indicated that more research is needed in the area of instructional design to enhance instructional integration goals for future game, simulation and training applications.
Show less - Date Issued
- 2009
- Identifier
- CFE0002602, ucf:48257
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002602
- Title
- THE USE OF PC BASED SIMULATION SYSTEMS IN THE TRAINING OF ARMY INFANTRY OFFICERS AN EVALUATION OF THE RAPID DECISION TRAINER.
- Creator
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Lucario, Thomas, Proctor, Michael, University of Central Florida
- Abstract / Description
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This research considers two modes of training Army infantry officers in initial training to conduct a platoon live fire exercise. Leaders from groups that were training with the current classroom training methods were compared to leaders from groups whose training was augmented with a PC based training system known as the Rapid Decision Trainer (RDT). The RDT was developed by the US Army Research Development and Engineering Command for the purpose of aiding in the training of tactical...
Show moreThis research considers two modes of training Army infantry officers in initial training to conduct a platoon live fire exercise. Leaders from groups that were training with the current classroom training methods were compared to leaders from groups whose training was augmented with a PC based training system known as the Rapid Decision Trainer (RDT). The RDT was developed by the US Army Research Development and Engineering Command for the purpose of aiding in the training of tactical decision making and troop leading procedures of officers in the initial levels of training to become rifle platoon leaders. The RDT allows the leader in training to run through platoon level operations prior to live execution in a simulated combat environment. The focus of the system is on leadership tasks and decision making in areas such as unit movement, internal unit communication and contingency planning, and other dismounted infantry operations. Over the past year, some Infantry Officer Basic Course platoons at Ft. Benning have used the RDT in an experimental manner. Anecdotal evidence suggests that the system is beneficial in training IOBC officers. The Army Research Institute (ARI) conducted a preliminary evaluation of the RDT in March 2005 (Beal 2005). However, no quantitative measures were used in the evaluation of the RDT, only subjective evaluations of the users. Additionally, there were no formal evaluations by the training cadre, only the users themselves. This experiment continues the work of ARI and uses qualitative and quantitative data from both users and the evaluating cadre. In this experiment, the effectiveness of the RDT was evaluated through measuring leader behaviors and personal preferences. Three measurement approaches were used; (1) quantitative performance measures of leader actions, (2) qualitative situational awareness and evaluations of inclusion in the non leader players, and (3) a qualitative evaluation of the system's usability and effectiveness by system users. Analysis reveals statistically significant findings that challenge the current norms.
Show less - Date Issued
- 2006
- Identifier
- CFE0000990, ucf:46716
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000990
- Title
- Bleeding Control Using Multiple Amputee Trauma Trainer in Medical Simulation: Comparison of Movement Versus Non-Movement in Training.
- Creator
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Allen, Christine, Kincaid, John, Schatz, Sarah, Allred, Kelly, Talbert, Steven, Sotomayor, Teresita, University of Central Florida
- Abstract / Description
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Army first responders, specifically Combat Medics and Combat Lifesavers, provide medical intervention while in the field. Didactic as well as hands-on training helps to prepare these first responders, and one module they receive involves bleeding control. First responders are taught to use the Combat Application Tourniquet(&)#174; (CAT(&)#174;) to stop bleeding from limbs subjected to severe injury such as amputation, gunshot, or severe lacerations. A training aid like the Multiple Amputee...
Show moreArmy first responders, specifically Combat Medics and Combat Lifesavers, provide medical intervention while in the field. Didactic as well as hands-on training helps to prepare these first responders, and one module they receive involves bleeding control. First responders are taught to use the Combat Application Tourniquet(&)#174; (CAT(&)#174;) to stop bleeding from limbs subjected to severe injury such as amputation, gunshot, or severe lacerations. A training aid like the Multiple Amputee Trauma Trainer(TM) (MATT(TM)) simulator provides tourniquet training using a lifelike bilateral lower limb amputee. In addition, MATT(TM) combines movement and resistance while the first responder applies the tourniquet, mimicking conditions one would see in a real situation. This research describes tourniquet history, appropriate usage, field tourniquet review, surgical tourniquet, CAT(&)#174; bleeding intervention procedures, bleeding physiology and complications, prehospital tourniquet use in recent conflicts, medical simulation fidelity, and a review of the value of animatronic movement during tourniquet simulation-based training. I then evaluate the effectiveness of animatronic movement during tourniquet training using the Advanced MATT in an experiment using Army first responders. The control group experienced no movement while the experimental group experienced movement when applying a tourniquet during the lab-training. Each group then alternately experienced Advanced MATT movement during an immersive scenario along with fog, strobe lights, and battle sounds. It was hypothesized that 1) In the immersive scenario, the experimental groups (i.e., those who were trained on a moving simulator) would have a faster reaction time as compared to those participants who did not receive training on the moving Advanced MATT simulator; 2) In the lab-based training, the experimental groups would have a slower reaction time; 3) In the immersive scenario, the experimental groups would have a faster tourniquet application time when subjected to movement while in the lab-based training, but the experimental groups would also have a slower tourniquet application time when initially subjected to movement in the laboratory-based training; finally, 4, 5, and 6) Participants who completed lab-based tourniquet training on the Advanced MATT simulation with animatronic movement would report higher perceived realism scores than participants who complete the training on a static version of the Advanced MATT and participants who completed a tourniquet training immersive scenario on the Advanced MATT simulation with movement would report higher perceived realism, presence, and self-efficacy scores than participants who complete the training on a static version of the Advanced MATT. The empirical results show a significant overall training effect of the Advanced MATT simulator (with or without movement). For reaction time and tourniquet application time, involving simulator movement was significant over varying scenarios. A small reduction in reaction and tourniquet application time on the battlefield may be extremely beneficial on the battlefield. Participants who received movement generally gave more positive reactions than those who did not received movement, although these results failed to reach statistical significance. Participants who received movement, followed by a scenario without movement rated the subjective ratings the lowest, suggestive of the lack of movement. Furthermore, despite the order movement was received, no large drops in performance occurred in any condition, indicating that negative training was avoided.
Show less - Date Issued
- 2011
- Identifier
- CFE0004468, ucf:49316
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004468
- Title
- A GOVERNANCE REFERENCE MODEL FOR SERVICE-ORIENTED ARCHITECTURE-BASED COMMON DATA INITIALIZATION: A CASE STUDY OF MILITARY SIMULATION FEDERATION SYSTEMS.
- Creator
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Lanman, Jeremy, Proctor, Michael, University of Central Florida
- Abstract / Description
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Military simulation and command and control federations have become large, complex distributed systems that integrate with a variety of legacy and current simulations, and real command and control systems locally as well as globally. As these systems continue to become increasingly more complex so does the data that initializes them. This increased complexity has introduced a major problem in data initialization coordination which has been handled by many organizations in various ways....
Show moreMilitary simulation and command and control federations have become large, complex distributed systems that integrate with a variety of legacy and current simulations, and real command and control systems locally as well as globally. As these systems continue to become increasingly more complex so does the data that initializes them. This increased complexity has introduced a major problem in data initialization coordination which has been handled by many organizations in various ways. Service-oriented architecture (SOA) solutions have been introduced to promote easier data interoperability through the use of standards-based reusable services and common infrastructure. However, current SOA-based solutions do not incorporate formal governance techniques to drive the architecture in providing reliable, consistent, and timely information exchange. This dissertation identifies the need to establish governance for common data initialization service development oversight, presents current research and applicable solutions that address some aspects of SOA-based federation data service governance, and proposes a governance reference model for development of SOA-based common data initialization services in military simulation and command and control federations.
Show less - Date Issued
- 2010
- Identifier
- CFE0003392, ucf:48426
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003392
- Title
- PREDICTION AND ALLOCATION OF LIVE TO VIRTUAL COMMUNICATION BRIDGING RESOURCES.
- Creator
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lackey, stephanie, Malone, Linda, University of Central Florida
- Abstract / Description
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This document summarizes a research effort focused on improving live-to-virtual (L-V) communication systems. The purpose of this work is to address a significant challenge facing the tactical communications training community through the development of the Live-to-Virtual Relay Radio Prediction Algorithm and implementation of the algorithm into an Integrated Live-to-Virtual Communications Server prototype device. The motivation for the work and the challenges of integrating live and virtual...
Show moreThis document summarizes a research effort focused on improving live-to-virtual (L-V) communication systems. The purpose of this work is to address a significant challenge facing the tactical communications training community through the development of the Live-to-Virtual Relay Radio Prediction Algorithm and implementation of the algorithm into an Integrated Live-to-Virtual Communications Server prototype device. The motivation for the work and the challenges of integrating live and virtual communications are presented. Details surrounding the formulation of the prediction algorithm and a description of the prototype system, hardware, and software architectures are shared. Experimental results from discrete event simulation analysis and prototype functionality testing accompany recommendations for future investigation. If the methods and technologies summarized are implemented, an estimated equipment savings of 25%-53% and an estimated cost savings of $150,000.00 - $630,000.00 per site are anticipated. Thus, a solution to a critical tactical communications training problem is presented through the research discussed.
Show less - Date Issued
- 2006
- Identifier
- CFE0001401, ucf:47072
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001401
- Title
- MODELING AUTONOMOUS AGENTS IN MILITARY SIMULATIONS.
- Creator
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Kaptan, Varol, Gelenbe, Erol, University of Central Florida
- Abstract / Description
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Simulation is an important tool for prediction and assessment of the behavior of complex systems and situations. The importance of simulation has increased tremendously during the last few decades, mainly because the rapid pace of development in the field of electronics has turned the computer from a costly and obscure piece of equipment to a cheap ubiquitous tool which is now an integral part of our daily lives. While such technological improvements make it easier to analyze well-understood...
Show moreSimulation is an important tool for prediction and assessment of the behavior of complex systems and situations. The importance of simulation has increased tremendously during the last few decades, mainly because the rapid pace of development in the field of electronics has turned the computer from a costly and obscure piece of equipment to a cheap ubiquitous tool which is now an integral part of our daily lives. While such technological improvements make it easier to analyze well-understood deterministic systems, increase in speed and storage capacity alone are not enough when simulating situations where human beings and their behavior are an integral part of the system being studied. The problem with simulation of intelligent entities is that intelligence is still not well understood and it seems that the field of Artificial Intelligence (AI) has a long way to go before we get computers to think like humans. Behavior-based agent modeling has been proposed in mid-80's as one of the alternatives to the classical AI approach. While used mainly for the control of specialized robotic vehicles with very specific sensory capabilities and limited intelligence, we believe that a behavior-based approach to modeling generic autonomous agents in complex environments can provide promising results. To this end, we are investigating a behavior-based model for controlling groups of collaborating and competing agents in a geographic terrain. In this thesis, we are focusing on scenarios of military nature, where agents can move within the environment and adversaries can eliminate each other through use of weapons. Different aspects of agent behavior like navigation to a goal or staying in group formation, are implemented by distinct behavior modules and the final observed behavior for each agent is an emergent property of the combination of simple behaviors and their interaction with the environment. Our experiments show that while such an approach is quite efficient in terms of computational power, it has some major drawbacks. One of the problems is that reactive behavior-based navigation algorithms are not well suited for environments with complex mobility constraints where they tend to perform much worse than proper path planning. This problem represents an important research question, especially when it is considered that most of the modern military conflicts and operations occur in urban environments. One of the contributions of this thesis is a novel approach to reactive navigation where goals and terrain information are fused based on the idea of transforming a terrain with obstacles into a virtual obstacle-free terrain. Experimental results show that our approach can successfully combine the low run-time computational complexity of reactive methods with the high success rates of classical path planning. Another interesting research problem is how to deal with the unpredictable nature of emergent behavior. It is not uncommon to have situations where an outcome diverges significantly from the intended behavior of the agents due to highly complex nonlinear interactions with other agents or the environment itself. Chances of devising a formal way to predict and avoid such abnormalities are slim at best, mostly because such complex systems tend to be be chaotic in nature. Instead, we focus on detection of deviations through tracking group behavior which is a key component of the total situation awareness capability required by modern technology-oriented and network-centric warfare. We have designed a simple and efficient clustering algorithm for tracking of groups of agent suitable for both spatial and behavioral domain. We also show how to detect certain events of interest based on a temporal analysis of the evolution of discovered clusters.
Show less - Date Issued
- 2006
- Identifier
- CFE0001494, ucf:47099
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001494
- Title
- Designing a Virtual Embedded Scenario-Based Military Simulation Training Program using Educational and Design Instructional Strategies.
- Creator
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Cook, Christina, Hopp, Carolyn, Gunter, Glenda, Hewitt, Randall, Vitale, Thomas, University of Central Florida
- Abstract / Description
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The purpose of this dissertation in practice was to develop and implement a new training program for designers of military intelligence simulation scenarios used to train soldiers. The use of education and design instructional strategies assisted in the ability for designers to gain mastery skills in creating realistic, high-fidelity scenarios that are applied in the training process. The use of simulation scenarios to train adult learners has increased significantly with improvements in...
Show moreThe purpose of this dissertation in practice was to develop and implement a new training program for designers of military intelligence simulation scenarios used to train soldiers. The use of education and design instructional strategies assisted in the ability for designers to gain mastery skills in creating realistic, high-fidelity scenarios that are applied in the training process. The use of simulation scenarios to train adult learners has increased significantly with improvements in technology and its fidelity to engage learners in a realistic way. Despite these advances, the lack of effective design, implementation and analysis of military simulation training programs in the military intelligence community has led to a decrease in simulation utilization, as in the case of the organization examined in this problem of practice. The current training program's increasing difficulties with consistent use by military intelligence simulation scenario designers were discovered in the results of a gap analysis conducted in 2014, prompting this design. This simulation design aimed to examine: (1) a research-based design methodology to match training requirements for the designers, (2) formative assessment of performance and (3) a research-based evaluation framework to determine the effectiveness of the new training program. For the organization's training program, a Simulation-Based Embedded Training (SBET) solution using scenarios was conceived based on research grounded in cognitive theory and instructional design considerations for simulations. As a structured framework for how to design and implement an effective and sustained training program, the educational instructional design model, ADDIE, was used. This model allowed for continual flexibility in each phase to evaluate and implement changes iteratively. The instructional model and its techniques were used with fidelity, specifically for training the designers of the simulation system. Industries will continue to increase the use of simulation as advances in technologies offer more realistic, safe, and complex training environments.A detailed strategy was provided specific to the organization using a research-based instructional approach integrated into program requirements set forth by the government. This proposed solution, supported by research in the application of instructional strategies, is specific to this organization; however, the training program design differs from other high-fidelity military simulator training programs through its use of dispersed training to the simulation scenario designers using realistic scenarios to mimic the tasks that the designers themselves must create. The difference in the solution in this dissertation in practice is: 1) that the simulation scenarios are designed without the help of subject matter experts by using the embedded instructional strategies and 2) the design is to the fidelity of realism required for military intelligence training exercises.
Show less - Date Issued
- 2018
- Identifier
- CFE0006990, ucf:51617
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006990