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Modeling the Detectability of Small Targets at Sea

Award Information
Agency: Department of Defense
Branch: Navy
Contract: N00014-04-M-0173
Agency Tracking Number: N041-133-1445
Amount: $69,995.00
Phase: Phase I
Program: SBIR
Solicitation Topic Code: N04-133
Solicitation Number: 2004.1
Timeline
Solicitation Year: 2004
Award Year: 2004
Award Start Date (Proposal Award Date): 2004-05-07
Award End Date (Contract End Date): 2004-11-07
Small Business Information
11410 Isaac Newton Square North, Suite 110
Reston, VA 20190
United States
DUNS: 096461749
HUBZone Owned: No
Woman Owned: No
Socially and Economically Disadvantaged: No
Principal Investigator
 Keith Brendley
 President
 (703) 964-0420
 brendleyk@artisllc.com
Business Contact
 Keith Brendley
Title: President
Phone: (703) 964-0420
Email: brendleyk@artisllc.com
Research Institution
N/A
Abstract

Search and target acquisition models are essential tools for designing imaging sensors and systems such as small sea craft. They also form the core of modern, system level, force-on-force simulations, commonly called "wargames." Where engineering models seek to calculate target detectability to a high degree of certainty, wargaming models are much more centered on the search process. In a process known as Simulation Based Acquisition, wargames provide quantitative measures of the military utility of a future system. However, the target acquisition models within wargames are inaccurate when considering modern imaging sensors and targets with reduced signature, due to the lack of detail in describing the sensor, the target, the background and the environment, and to the relatively simplistic algorithms typical of these simulations. This effort proposes an approach for greatly increasing the accuracy of the target acquisition module applied to force-on-force simulations. We will expand the data fidelity of all aspects of target acquisition and update the algorithms to make best use of these new data. The principle challenges are defining datasets that may be reasonably available and designing and ensuring that the algorithms remain sufficiently fast for real-time wargame operations.

* Information listed above is at the time of submission. *

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