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Technology to the Warfighter Quicker U.S. Army and Game Technology Dr. Jeff Wilkinson Research Development and Engineering Command Simulation and Training Technology Center Phone: 407.208.3172 Email: jeff.g.wilkinson@us.army.mil
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Technology to the Warfighter Quicker Purpose Provide an overview of some of the uses of game technology by the U.S. Army… Commercial Off The Shelf (COTS) Games Purpose Built Games Game Technology Based Systems
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Technology to the Warfighter Quicker Commercial Off The Shelf (COTS) Games Some organizations are using or exploring the use of COTS games as a part of their program of instruction Low cost and easily obtainable and no long term commitment Designed for entertainment rather than instructional value Requires innovation on the part of instructors to enable training value and minimize negative training. Utility appears to be directly linked to real time instructor interaction Examples: Spearhead, Steel Beast, Commercial: Full Spectrum Warrior, Rainbow 6, Others…
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Technology to the Warfighter Quicker Purpose Built Games Purpose built games usually come from an identified need or training gap. It’s best when they are developed with significant instructor or course designer input and support. Cost is an independent variable. Fidelity, breadth of scenarios, cost of game engine selected, tools, etc. drive the cost structure. U.S. Army experience spans as low as $400K and into the multi- millions for immersive games. Board games cost much less…we’ve done that also. Designed with a priority to instructional value Requires training the trainer in effective ways to integrate the game into the POI.
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Technology to the Warfighter Quicker IOBC Rapid Decision Trainer (RDT) Low-cost, PC-based trainer simulates IOBC squad and platoon- level, live-fire exercises at Ft. Benning Places students in key leadership roles (PL or SL) in a virtual live-fire exercise Uses approved standards to assess student’s knowledge of key doctrinal principles (battle drills) Provides feedback to student and instructor Is doctrinally accurate, engaging, and challenging Evaluation complete; slated to be included in the Basic Officer Leadership Course (BOLC) Phase III
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Technology to the Warfighter Quicker America’s Army Internet-based game developed as an entertainment and informational tool for educating civilians about opportunities in the Army Exposes players to the principles of teamwork, communication, Army values, and how the Army trains Players progress by mastering individual skills in basic and advanced training before advancing to online, multiplayer missions Initial focus was to support Army’s communication and recruiting mission AA Game is being used at USMA supporting Military Science team building exercises and others are exploring its use as a trainer
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Technology to the Warfighter Quicker Full Spectrum Command FSC is a PC-based tactical decision trainer Created with SME support from the Infantry School Small Group Instructors Trainee is the commander of a light infantry company operating against asymmetric threats in a MOUT environment Trainee’s principal tasks are to – Evaluate a 5-para battalion OPORD Conduct mission analysis and develop plan of action Execute the plan and control 120 soldiers in 3-D simulation
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Technology to the Warfighter Quicker COE unique models, avatars and terrain dbase have been built. The environment theoretically supports unlimited participants. The tool set allows one to rapidly modify the environment to establish the conditions for specific scenarios to be executed All avatars are virtual representations of real players Numerous user tests support development Asymmetric Warfare Massively Multi-player Environment
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Technology to the Warfighter Quicker SLIM: Every Soldier a Sensor Simulation (ES3) FOCUSED on the Active Surveillance/Threat Indicator and Reporting Procedures Emphasis on cognitive decision- making User-friendly environment and object editor for ease of modification Integrated into Basic Training POI Low Cost - 90 day initial development Self-Directed Learning Internet Module
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Technology to the Warfighter Quicker Game Technology Based Systems Exploit the significant investment by the entertainment industry. Ride the increasing capability curve: Graphics Realistic AI 4D Environments Development tools Software standards Potential lower cost than development from scratch or modification of legacy simulation technology
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Technology to the Warfighter Quicker Interactive Joint Fires Observer Urban Terrain Training Module In the Future Force, every Soldier, Sailor, Airman and Marine is an Observer. Observers apply Joint/Interagency/Multinational fires and effects in the full-spectrum, non-contiguous battlespace. JFETS is a means to train for it. Trains cognitive, decision-making skills in a complex immersive environment First Soldier training session conducted 29 Sep 04 ~1700 Soldiers trained since 29 Sep 04 Joint Fires and Effects Training System
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Technology to the Warfighter Quicker Some Lessons Learned Simulation must play a seamless integrated role in the program of instruction Instructor plays an indispensable role in planning and facilitating a game based training event Instructors must be proficient in “playing the game” Trainee’s proficiency and/or experience with video games can impact ability to effectively use a game based trainer - not everyone is a gamer Instructors must plan for and allow sufficient time for trainees to complete the game scenario(s) or training event(s) Instructor-lead AAR is critical: Game based trainers cannot yet adequately assess performance and provide feedback in an automated AAR
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Technology to the Warfighter Quicker Thank You
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