SITIS Topic Details |
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| Proposals Accepted: | |
| Program: | SBIR |
| Topic Number: | AF103-030 (AirForce) |
| Title: | Shareable Game-Based Objects Gateway for DIS and HLA Integration | Research & Technical Areas: | Information Systems, Human Systems |
| Objective: | Develop a gateway that permits game-based objects to be integrated with Distributed Interactive Simulation (DIS) and High-Level Architecture (HLA) environments.
| Description: | Over the past 10 years, the DoD has invested heavily in computer-based games as a medium for military training. At the same time, the DoD has continued and grown its investment in modest to high-fidelity networked simulation systems based on DIS and HLA. The Services have separately demonstrated significant capabilities to conduct mission critical training using these simulation systems, even to the point of giving up flying hours to fund continued development and advancement of the simulation systems and their components. Further, and most recently, the Services have been exploring and demonstrating the capability to bring live, operational systems and high fidelity distributed simulation together to accelerate learning of complex tactical, operational, and strategic concepts and objectives. At the present time, there is no mechanism for integrating the advances and investments made in both gaming and training into a common capability that leverages the best capabilities and functionality of each (e.g., games and distributed simulation) for the common goal of accelerating military, training, rehearsal, and exercise. The goal of this effort is to explore the utility and practical efficiency to be gained with the integration of games with high fidelity, distributed simulation. What’s missing today is a practical and seamless way to share the capabilities of games with the capabilities of high fidelity simulation to increase the training and operational utility of both. This effort will identify the common and unique data requirements and specifications for these environments and will develop methods that facilitate the two-way interaction and sharing of data between games and high fidelity simulations. In addition, this effort will examine the separate and combined contribution of games and high fidelity simulation for training a ‘to-be-determined’ set of criterion tasks. Finally, the effort will demonstrate a capability to seamlessly train military personnel operating in either the gaming environments and in distributed high fidelity simulation environments simultaneously. The impact of this simultaneous interaction will be evaluated in terms of both its instructional efficiency and in terms of its impact on individual and team learning.
| PHASE I: Identify key common unique data and interface requirements for gaming and distributed simulation interaction. Develop and validate specifications for interaction between these environments. Demonstrate interaction in a single criterion task involving gaming and training simultaneous participation.
| PHASE II: Develop robust methods and tools for interaction btween gaming and distributed sim envir.Validate and refine data specs and interfaces required for interaction.Develop and validate methods for tracking data exchanges btw envir.Conduct trng efficiency studies using the envir for simultaneous and interactive trng, rehearsal, and ex.Develop final specs and gateway tech for routine interaction.
| PHASE III | DUAL USE COMMERCIALIZATION:
Military Application: Provide standards & architecture to allow games & other M&S based sys to integrate & interoperate simultaneously.Expands military’s trng options & distributes msn oriented trng rehearsal & ex content.
Commercial Application: Opportunity to bring games, distributed sim, & live ops together in seamless environment w/out discounting the investments & capes of each envir separately.
| References: | 1. Burgeson, J.C., et al., “Natural effects in military models and simulations: Part III – Analysis of requirements versus capabilities,” Report No. STC-TR-2970, PL-TR-96-2039, (AD-A317 289), p. 48, August 1996. 2. Defense Modeling and Simulation Office homepage: www.dmso.mil. 3. “Distributed interactive simulation systems for simulation and training in the aerospace environment,” Proceedings of the Conference, Orlando, FL, Apr 19-20, 1995. Clarke, T. L., ED. Society of Photo-Optical Instrumentation Engineers (Critical Reviews of Optical Science and Technology, vol. CR 58) 338p. 4. Brown, B., Wilkinson, S., Nordyke, J., Riede, D., and Huysson, S. (1997). Developing an automated training analysis and feedback system for tank platoons (RR-1708; ADA328445). Army Research Institute. 5. Goldsberry, B.S. (1984). The Effects of Feedback and Predictability of Human Judgment. (TR-84-3; ADA145744). Office of Naval Research. |
| Keywords: | Shareable courseware objects, high fidelity gaming, distributed simulation, integrated gaming and training |
Additional Information, Corrections, References, etc.. |
Ref #6: Additional information from TPOC in response to FAQs about AF103-030. Contains 16 sets of Q&A. (Posted in SITIS 8/10/10.) AF103_030 TPOC QA re 16 FAQs 081010.doc |
Questions and Answers: |
Q: Would enhancement of the existing Distributed Mission Operations (DMO) network portal, to translate Live/Virtual/Constructive event and state information both ways with an existing Internet multi-player gaming environment, satisfy the requirement? |
A: No it wouldn't. Please review the questions and responses on this topic that are posted on the SBIR web site. Additional information is there for your use. |
As of midnight September 1, questions for solicitations SBIR 10.3 and STTR 10.B will no longer be accepted.
To read the solicitation for full proposal preparation and submission details click here. |