Agency / Branch:
DOD / ARMY
A key challenge for future immersive mission rehearsal and training systems is the control of computer-generated opposing and supporting friendly forces. Currently, large numbers of personnel (or pucksters) are required to control computer-generated forces (CGFs), especially in simulated urban environments. In deployed settings, particularly for rehearsals at the platoon or squad level, pucksters are not generally available nor are the control mechanisms intuitive to use. In this phase II effort we propose to develop a game-like interface that will allow intuitive, real-time control of small groups of synthetic forces. Driving this interface will be a lightweight Group Behavior Engine (GBE) based on subject matter expert descriptions of coordinated group behaviors and informed by group research. Virtual Puckster will reduce the cognitive demands placed on pucksters who need to control the behaviors of small groups of CGFs, freeing them up to focus on higher-level training or mission rehearsal goals. Our approach combines gaming insights for easy-to-control entities with unique technology to embed training objectives in simulation scenarios. In Phase II Virtual Puckster will be implemented to work in DARPA's RealWorld but will be architected to be easily adaptable to other environments.
Small Business Information at Submission:
Margaret J. Clancy
Chief Financial Officer
12 Gill Street Suite 1400 Woburn, MA 01801
Number of Employees: