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

Award Information
Agency: Department of Defense
Branch: Army
Contract: W91WAW-07-P-0239
Agency Tracking Number: O063-CR3-2051
Amount: $99,766.00
Phase: Phase I
Program: SBIR
Solicitation Topic Code: OSD06-CR3
Solicitation Number: 2006.3
Timeline
Solicitation Year: 2006
Award Year: 2007
Award Start Date (Proposal Award Date): 2007-05-01
Award End Date (Contract End Date): 2008-05-01
Small Business Information
3452 Lake Lynda Dr., Suite 260
Orlando, FL 32817
United States
DUNS: 799834254
HUBZone Owned: No
Woman Owned: Yes
Socially and Economically Disadvantaged: No
Principal Investigator
 Edward Sims
 Chief Technology Officer
 (407) 737-7309
 eds@vcom3d.com
Business Contact
 Carol Wideman
Title: CEO
Phone: (407) 737-4695
Email: 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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