Tools for Creating Objects and Behaviors for Distributed Simulations with a Cultural Context

Award Information
Agency:
Department of Defense
Branch
Army
Amount:
$99,766.00
Award Year:
2007
Program:
SBIR
Phase:
Phase I
Contract:
W91WAW-07-P-0239
Agency Tracking Number:
O063-CR3-2051
Solicitation Year:
n/a
Solicitation Topic Code:
n/a
Solicitation Number:
n/a
Small Business Information
VCOM3D, INC.
3452 Lake Lynda Dr., Suite 260, Orlando, FL, 32817
Hubzone Owned:
N
Socially and Economically Disadvantaged:
N
Woman Owned:
N
Duns:
799834254
Principal Investigator:
Edward Sims
Chief Technology Officer
(407) 737-7309
eds@vcom3d.com
Business Contact:
Carol Wideman
CEO
(407) 737-4695
carolw@vcom3d.com
Research Institution:
n/a
Abstract
For this Phase I SBIR project, we will identify key aspects of culturally-influenced behaviors that can impact a soldier's or junior leader's ability to successfully communicate and collaborate with local populations and coalition forces during the conduct of peacekeeping and humanitarian missions. Based on this analysis, we will develop a conceptual framework for modeling these behaviors such that they may be used in distributed training simulations. Using Vcom3D and third-party authoring tools, we will develop and evaluate simulations of culture-specific behaviors, and will demonstrate these in proof-of-concept training scenarios. Working with our subcontractors, Forterra Systems and Soar Technologies, we will also demonstrate how these behaviors can be integrated with multi-player gaming platforms and with computer-generated forces. Key features of the proposed approach include: Use of a library of over 600 "context aware", culture-specific behaviors originally developed for the DARWARS initiative. Highly detailed virtual human models capable of multi-lingual speech with lip-sync, facial expression, gesture, proxemic, and haptic behaviors. For Phase II, we will use lessons learned from Phase I to develop a fully functional, extensible prototype simulation and supporting toolset that can be used to create training simulations that embed both computer-generated and player-controlled characters with culture-specific behaviors.

* information listed above is at the time of submission.

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