©MÄK Technologies, Inc. Let’s Get Serious: Gaming Techniques for Simulation and Training Jeff LeBlanc, MAK Technologies.

Slides:



Advertisements
Similar presentations
VirtualSim Inc. Real tools for virtual worlds Presentation.
Advertisements

Live, Virtual, Constructive – Integrating Architecture
Trinigy Vision Engine Cutting-edge technology for the Games and Serious Games Industry made in Baden-Wuerttemberg - an overview – Felix Roeken General.
Integrating Architecture Michael van Lent Institute for Creative Technology University of Southern California.
The Game of War: Military Simulation and Game Development Jennifer Sandercock Michael Papasimeon.
Information Flow: Tactical Network Design and Bandwidth Management University XXI Texas A&M University University of Texas United States Army.
Serious Games Triinu Jesmin. What are serious games? Serious Games (SG) are games designed for a primary purpose other than pure entertainment, but have.
MV-3500 DoD Modeling & Simulation Network Protocols.
Joint Operations Command SIMULATION AS A SERVICE UNCLASSIFIED Australian Defence Simulation And Training Centre TITLE SLIDE DATE AUTOMATICALLY UPDATES.
Technology to the Warfighter Quicker U.S. Army and Game Technology Dr. Jeff Wilkinson Research Development and Engineering Command Simulation and Training.
Online Virtual Environments: Second Life. Networked Virtual Worlds Early interest in shared virtual spaces –Training –Social –Scalability Difficult issues.
MICROSOFT PLATFORM  Microsoft is a platform company is committed to providing a rich ecosystem for building and managing connected systems.  Microsoft.
Massively Multiplayer Online Environments Donald Young Joshua Kudla Jerel Tolentino Alyssa Baca Nik Ewing An evaluation on the use of virtual worlds to.
1 Emerging Research Concepts for Very Large-Scale Software Engineering Walt Scacchi Institute for Software Research University of California, Irvine Irvine,
School of Computer Science and Software Engineering A Networked Virtual Environment Communications Model using Priority Updating Monash University Yang-Wai.
1 By Vanessa Newey. 2 Introduction Background Scalability in Distributed Simulation Traditional Aggregation Techniques Problems with Traditional Methods.
Introduction to Multiplayer Network Technology Thomas Lidy.
Parallel and Distributed Simulation Introduction and Motivation By Syed S. Rizvi.
EDE2009, Sofia, November1 Serious Games - contemporary state and perspectives Roumen Nikolov Sofia University.
1 Serious Challenges and Serious Issues Developing Serious Games Presented by: Randy Brown Chief Technology Officer December 7, 2007.
GILMAN LOUIE ALSOP LOUIE PARTNERS SIMULATION AND MODELING: BEYOND TRAINING.
Copyright 2005 AMX/Hoffman Video/Emmaco Prentiss – Confidential and Proprietary AMX Globally Managed Communication Systems (GMCS)
Circle of Interactive Media  Actions, reflected in the interface  How the actions impact relevant systems  How systems produce feedback, outcomes,
I Love the Script of Napalm in the Morning Engl 197 Simulations Professor Raley
Annual SERC Research Review - Student Presentation, October 5-6, Extending Model Based System Engineering to Utilize 3D Virtual Environments Peter.
Applications of Multimedia
2009 M&S LEADERSHIP SUMMIT REGIONAL INITIATIVES IN MODELING & SIMULATION FAR WEST John Illgen Sector Director, Modeling & Simulation Northrop Grumman Information.
The Delta3D Gaming and Simulation Engine: An Open Source Approach to Serious Games Curtis Conkey: NETC Rudy Darken: MOVES Institute Perry McDowell: MOVES.
Where’s the Reality in Augmented Reality? Mark Billinghurst HIT Lab NZ University of Canterbury.
Networked Games - consistency and real-time Objectives – –Understand the problems associated with networked games. –Realize the importance of satisfying.
Shane Cherry Midge Simpson Critical Infrastructure Protection / Resilience Simulator May 29, 2009 Stuart Walsh:
MV-4474 Virtual Environment Network & Software Architectures Michael Zyda
Introduction to Computers Copyright©2008 N.AlJaffan®KSU 1 Chapter 1.
Integrating COIN and Full Spectrum Training LtCol M. B. Barry 23 Sep 2010.
PC GAMES Media Technologies Theodoros Nikitopoulos Chamilothoris.
-UNCLASSIFIED- Missile Defense Exercise Planning Presented By: Mr. Ohad Elbahar Israel Missile Defense Organization May First Annual Israel Multinational.
Air University: The Intellectual and Leadership Center of the Air Force Aim High…Fly - Fight - Win The AFIT of Today is the Air Force of Tomorrow. Distribution.
High Level Architecture Overview and Rules Thanks to: Dr. Judith Dahmann, and others from: Defense Modeling and Simulation Office phone: (703)
Use Cases, Requirements and a Prototype Standard for an ITS/Simulation Interoperability Standard (I/SIS) Dick Stottler Brian Spaulding
Distributed Virtual Environments Introduction. Outline What are they? DVEs vs. Analytic Simulations DIS –Design principles Example.
Parallel and Distributed Simulation Introduction and Motivation.
The High Level Architecture Introduction. Outline High Level Architecture (HLA): Background Rules Interface Specification –Overview –Class Based Subscription.
Working in the Virtual Environment Practical Experience
2.03A Evolution of Virtual Reality 2.03 Explore virtual reality design and use A.
Parallel and Distributed Simulation Introduction and Motivation.
2.03A Evolution of Virtual Reality 2.03 Explore virtual reality design and use.
Introduction to Virtual Reality. Topic Papers Brooks, F. P. (1999). What's Real About Virtual Reality? Zyda, M. (2005). From Visual Simulation to Virtual.
RDECOM-STC, 21 July 2003NET3 Conference, Orlando, FL Next Generation Simulation Systems: Research Development and Engineering Center, Simulation Technology.
Multimedia By: Marcus Bobian Multimedia period 1.
Computer Science and Engineering at The University of North Texas.
Simulation Innovation I: Technology Disruption in the Simulation Industry Roger Smith SPARTA Inc Conference Orlando, Florida.
Requirements of an ITS/Simulation Interoperability Standard (I/SIS) Presented by:Dick Stottler Stottler Henke Associates, Inc.
Dead Reckoning. Outline Basic Dead Reckoning Model (DRM) –Generating state updates –Position extrapolation Refinements –Time compensation –Smoothing.
C4ISR for the Military: Development and Implementation Presentation to the Security Network’s C4ISR, Robot Platforms, and Sensor Conference Greg Collins,
Lotusphere 2006, the premier event for developers, administrators, IT and business professionals looking for collaborative software and solutions. was.
Massively Multiplayer Persistent Worlds: Entertainment or Training? Robert Gehorsam Vice President, Strategic Initiatives There Inc. 9/4/2003.
1998 Spring Simulation Interoperability Workshop An approach to HLA Gateway/Middleware Development Naval Air Warfare Center Training Systems Division [Daniel.
Copyright©2008 N.AlJaffan®KSU1 Introduction to Computers Created By: N.AlJaffan Modified By: N.AlShehri Chapter 1.
Enterprise Resource Planning (ERP) The need for integrated information in business.
1 Topics: Introduction to Game Engine Course Overview What is a game engine? Advantages and Disadvantages Torque Game Engine.
Using Simulations as Services : MSaaS Concept Jose-Maria Lopez-Rodriguez CEO SIMWARE VP BUSINESS DEVELOPMENT NADS
SERIOUS GAMES AND THE MILITARY Presented by Dana Elhertani.
United States Army Combined Arms Center A next generation simulation architecture supporting both Computer Generated Forces (CGF) and SAF operations Provides.
Requirements of an ITS/Simulation Interoperability Standard (I/SIS)
Multi-Purpose Reconfigurable Training System (MRTS) Overview
2.03A Evolution of Virtual Reality
Simulation Initialization
Partner Readiness Guide Cloud Application Development
Green Cleaning in Schools
2.03A Evolution of Virtual Reality
Presentation transcript:

©MÄK Technologies, Inc. Let’s Get Serious: Gaming Techniques for Simulation and Training Jeff LeBlanc, MAK Technologies

©MÄK Technologies, Inc. About MAK  Who we are  Founded in 1990; Based in Cambridge, MA  Founders worked on SIMNET team  Pioneer in adapting game technology for military tactical trainers  What we do  Develop distributed simulation tools & toolkits for developers  Use our tools to build military tactical trainers

©MÄK Technologies, Inc. Serious Games  Computer and video (console) games can be used for more than just entertainment  Education / edutainment  Marketing and advertising  Social policy and management  Training  The Serious Games marketplace is huge, rivaling the gaming or entertainment industries  Serious Games aim to provide training and education to the user, while also providing and engaging and entertaining experience  The latter supports the former

©MÄK Technologies, Inc. Serious Games History  Army Battlezone, by Atari in 1980  Late 80s saw SIMNET, by BBN, distributed real-time simulation  Edutainment was tried as a business model in the 1990s. It failed to be profitable…  Marine Doom, 1998, early attempt at training  Serious Games Initiative launched in 2000  goal: "to help usher in a new series of policy education, exploration, and management tools utilizing state of the art computer game designs, technologies, and development skills"  Use game development techniques and technologies to build ‘serious’ tools

©MÄK Technologies, Inc.SIMNET  Military simulations have tended to be a bit "heavy"  Dedicated hardware  Physical proximity  Expectations of mechanical accuracy  SIMNET changed that, providing a networked multi-user interactive simulation  Support for hundreds of simultaneous users  Grandfather of today's MMOs?

©MÄK Technologies, Inc. Sons of SIMNET  Close Combat Tactical Trainer (CCTT)  Improved visual displays, networking  Spearhead (MAK, 1998)  Used many of the same underlying technologies  Showed a commercial-off-the-shelf (COTS) PC could be used for training  Gamespot gave it a 7.4!

©MÄK Technologies, Inc. Seriously Unreal Gaming  Gaming technology began to drive the simulation world  America's Army (2002), initially released as a recruiting tool  Based on the Unreal 2 engine  Adopted as a platform to build trainer apps on  MAK Game-Link, a toolkit to allow Unreal games to interoperate with sims and trainers built to industry networking standards (DIS/HLA)

©MÄK Technologies, Inc.Game-Link

DIS/HLA Protocols  Distributed Interactive Simulation (DIS) is a standard conducting “massively multiplayer” simulations  Entity state information encoded into Protocol Data Units (PDUs) and broadcast over the simulation network  Damage state, direction/orientation vectors, articulations, etc  Entity Type information encoded as 8-bit enums describing platform, country, and capabilities  Example: “1:2:225:1:3”1” is a US F-16 Falcon  Dead Reckoning is performed between updates

©MÄK Technologies, Inc. DIS/HLA Protocols  High Level Architecture (HLA) came around in 1996, providing an object-oriented specification for distributed simulations  Communication is managed by a Runtime Infrastructure (RTI)  “middleware”  Individual members of the simulation are called federates. The total environment of the simulators is a federation.  The Federation Object Model (FOM) describes what the shared objects and events (interactions) are allowed in the simulation

©MÄK Technologies, Inc. Interoperability Issues  By adhering to the standards, simulations / trainers can be developed independently and work together  Important issues  Acceptable entity types  Models, if required  Terrain database  Coordinate systems  Thousands of entities  Expected visuals  Non-realistic display  Symbology (2525B)

©MÄK Technologies, Inc. Types of Serious Games  Social Impact Games lists over 200 games in a variety of categories:  Education ("Algebots", "MeCHem")  Public Policy ("Cyberbudget", "So You Want To Be a Brooklyn Judge")  Health and Wellness ("Ben's Game", "Re- Mission")  Business ("In$ider", "Virtual Leader")  Military training ("Battle Command 2010")

©MÄK Technologies, Inc. Battle Command 2010  Staff planning trainer built using MÄK’s VR- Forces simulation engine  Users role-play staff officer positions in distributed game environment  Maneuver, Intelligence, Fire Support, Engineer, Logistics  Rehearse tactics & planning at brigade & below

©MÄK Technologies, Inc.VR-Forces  Object-oriented toolkit for  Networked synthetic environments  Requirements & operational analysis  Simulation for strategic & tactical decision-makers  Embedded trainers  Mission rehearsal

©MÄK Technologies, Inc. MAK Stealth  3D virtual environment visualizer  Provide the “God’s eye” view of the total simulation  Built on the Vega Prime graphics engine  Game-like appearance, but different goals  Non-realistic rendering  Thousands of entities  Gigabyte-sized terrains

©MÄK Technologies, Inc. Demo Time!  Time for a demonstration of VR-Forces and Stealth

©MÄK Technologies, Inc. In Conclusion  The Serious Games industry is entrenched, and growing  Game technologies are providing a low- cost alternative to the old ‘do it yourself’ solutions  Be aware of, and involved in, existing standards  Questions?