Tailored Learning for Cross-Cultural Intelligence Collection Training

Award Information
Agency: Department of Defense
Branch: Navy
Contract: N00014-09-M-0395
Agency Tracking Number: O083-CR7-4030
Amount: $99,992.00
Phase: Phase I
Program: SBIR
Awards Year: 2009
Solitcitation Year: 2008
Solitcitation Topic Code: OSD08-CR7
Solitcitation Number: 2008.3
Small Business Information
Soar Technology, Inc.
3600 Green Court, Suite 600, Ann Arbor, MI, 48105
Duns: 009485124
Hubzone Owned: N
Woman Owned: N
Socially and Economically Disadvantaged: N
Principal Investigator
 Michael Van Lent
 Chief Scientist
 (734) 327-8000
 vanlent@soartech.com
Business Contact
 James Rosbe
Title: President
Phone: (734) 327-8000
Email: rosbe@soartech.com
Research Institution
N/A
Abstract
Computer games can enable training for the human terrain that is both scalable and effective. However, games lack the individualized guidance and feedback that speeds and deepens learning. To enable improved game-based learning of the human terrain, Soar Technology proposes to develop an innovative cross-cultural training game and, within the training game, apply and extend previously-developed dynamic tailoring technologies for individualizing a trainee''s experience. The training game will focus on one-on-one interactions in the context of human-intelligence gathering, building on an existing game-based system. Novel features include technology infrastructure to enable rapid development of non-player characters and a narrative structure that will increase engagement and enable substantial variation for practice. Tailoring is enabled by diagnostic daemons that monitor student activity. We will extend existing diagnostic capabilities to incorporate psychophysiological sensors. These sensors will enable dynamic imputation of some mental states, such as attention and cognitive workload. By extending and developing new tailoring strategies for both content and game-play adaptation, the proposed training game will be able to tailor learning opportunities to specific, observed training needs, cognitive state, and game-play preferences of the trainee, providing highly individualized, targeted learning experiences for trainees.

* information listed above is at the time of submission.

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