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Game-Based Tactical Training and Rehearsal Environment for Next Generation Multirole Fighters

Description:

OBJECTIVE: Develop a high fidelity environment for next generation multirole aircraft tactical training and rehearsal. DESCRIPTION: This effort will evaluate alternative approaches and will develop and demonstrate a lower-cost, high fidelity and deployable mission training and rehearsal environment for next generation multi role aircraft. One of the most difficult and critical activities associated with air combat today and tomorrow is realistically training for the advanced air to air and air to ground scenarios fifth generation tactical aircraft are expected to accomplish in the field. Today's high fidelity home station mission training center environments offer incredibly rich and realistic virtual and constructive training, but they are very expensive to own and operate and they cannot deploy with the operational units to allow for continuation training while at a non-home-station location. With continued flying hours reductions and the increasing fuel and sustainment costs associated with every airborne flying hour, constant deployments where home station training capabilities are not available, not to mention additional wear and tear or systems, there is a tremendous opportunity to develop and evaluate lower cost, more portable, and potentially as realistic, game-based environments as supplemental and complementary tactical training to live fly and high fidelity simulator training. The growing breadth and depth of game-based environments makes them plausible potential contributors to routinely accessible training rehearsal and exercise to support seasoning of operational crews. While game-based environments possess considerable flexibility and fidelity, these environments are not routinely viewed as plausible training and rehearsal environments. Game environments rarely (a) provide any mechanism for scenario design; (b) include support tools to deliver a single scenario or a group of scenarios as instructional events; (c) provide a means of systematic data collection on the players while in the game; and (d) warehouse event data for later after action review. With these issues in mind, this effort will evaluate alternative hardware and software (H/W S/W) solutions to developing lower-cost, credible and realistic training for fifth generation tactical air combat. It will also develop a high fidelity, game-based environment with methods and tools to permit instructionally valid individual and team training. The proposed environment will necessarily interoperate with virtual and constructive entities and will support a variety of tactical scenarios and missions. PHASE I: Phase I will conduct a detailed mission analysis of relevant missions for multi role aircraft to identify content for the effort. Phase I will develop criteria and examine alternative hardware and software approaches and technologies for training supporting the missions and will develop specifications and a proof-of-concept training exemplar to be fully developed in the Phase II effort. PHASE II: This phase II will prioritize missions for scenario and content development. Phase II will develop, refine, test and evaluate the full H/W S/W environment and its relevance for realistic integrated training and rehearsal for fifth generation tactical aircraft training at home station and in deployed contexts. Evaluations will quantify training effectiveness and mission readiness enhancement resulting from the environment. Training transfer potential to live fly exercises will also be assessed. PHASE III: This effort has high commercial potential as both a game and training environment. Dual Use potential is significant for a flexible game based environment that can support a range of credible instructional scenarios and learner assessments and that is generalizable to other contexts. REFERENCES: 1. Allen, J.A., Hays, R.T., & Buffardi, L.C. (1986). Maintenance training simulator fidelity and individual differences in transfer of training. Human Factors, 28(5), 497-509. 2. Bradley, D. R., & Abelson, S. B. (1995). Desktop flight simulators: Simulation fidelity and pilot performance. Behavior Research Methods, Instruments, & Computers, 27(2), 152-159. 3. Burgeson, J.C., et al., (1996). 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), 48 p., Aug. 4. Defense Modeling and Simulation Office homepage: www.dmso.mil. 5. 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.
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