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GAMING IN LEADER DEVELOPMENT. ARMY GAME TECH CONFERENCE BG JAMES ARMOR COMMANDANT. KNOW THE OPERATING ENVIRONMENT. Innovative, adaptive, globally connected, and networked threats embedded in the population
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GAMING IN LEADER DEVELOPMENT ARMY GAME TECH CONFERENCE BG JAMES ARMOR COMMANDANT
KNOW THE OPERATING ENVIRONMENT • Innovative, adaptive, globally connected, and networked threats embedded in the population • Diverse combination of regular forces, irregular forces and criminal elements all unified to achieve mutually benefitting effects • Engage at small unit level where they perceive a greater chance to obtain overmatch and achieve success • Increased reliance on ATGMs, robotics, IEDs, and unmanned aerial systems • Layers of multiple interconnected networks (financial, political, criminal, gangs…) • Employ electronic warfare to counter US precision by jamming GPS and communications networks and exploiting cyber capability • Use underground facilities to increase protection • Conduct sophisticated information campaigns designed to erode US will over time
ALC 2015 CENTRAL IDEA: ADAPTABILITY Adaptable Soldiers and Leaders Sustained Adaptation Campaign of Learning Unified Quest Lessons Learned Adaptive Development and Delivery Systems Learning Research Thinking Soldiers – Learning Army!
CURRENT GAMES Programs of Record • Virtual Battlespace 2 (VBS2)* • UrbanSIM* Technologies of Interest • Enhanced Dynamic Geo-Social Environment (EDGE) • Emergent Leader Immersive Training Environment (ELITE) • DiGUY • Aegis Vampire • Steel Beasts • Decisive Action Brigade Level (DABL) • Crucible of Command • Train as you Fight • Elusive Victory Virtual Systems Integration • Close Combat Tactical Trainer (CCTT)* • Aviation Combined Arms Tactical Trainer (AVCATT)* • Call for Fire Trainer (CFFT)* * - Program of Record
ARMY GAMING FOR COLLECTIVE TRAINING • VBS2 is the GFT Flagship Application • Most widely utilized simulation in our MTCs • Company level collective training • BN/BDE collective training
316th Cavalry Brigade Army Reconnaissance Course Live/Virtual Integration Operation BlackJack: Integration of Live and Virtual Training AO Destroyer AO Crazyhorse Phase I Phase II Dismounted Reconnaissance (West) Mounted Route Recon (East) Phase III Phase IV AO Bandit Use of Supporting Assets-Joint/ Surface Fires in gaming environ AO Apache Mounted and Dismounted R&S Opn Screening Operations PL Rams Ph IV Screening operations conducted using Virtual Battlespace 2 gaming system. Unclassified 6
316th Cavalry Brigade Adding the Human Dimension to Gaming Training MISSION: 316 CAV BDE incorporates Human Simulation Software to improve training using gaming technology in ABOLC, ARC, and CLC. INTENT: The purpose is to add human characteristics and patterns of life activity to simulate real world challenges faced when conducting Unified Land Operations. Incorporating this software within VBS-2 framework improves human dimension training in 316 CAV and compliments future ASAT training in ABOLC. ENDSTATE: Human Simulation Software incorporated into all applicable VBS-2 training in 316 CAV. • METHOD: Contracted Expertise • We are finalizing the acquisition packet to initiate a contract with DI-Guy in order to incorporate the software suite within our reconnaissance training strategy. Currently working through G6 to certify software on the Army Network • Estimated cost is $121,250K. • 2ea Small Unit Leader Interface (SULI) Station $45,000 • 2ea BIO Metrics Intelligence Database (BID)& Intelligence Report Tracker (IRT) Module $5,000 • 2ea Unmanned Aerial Surveillance (UAS) Module $5,000 • One week training class on-site for up to six students $10,000 • 1ea Floating license (Upgrade DI-Guy License from node-locked to floating) = $1,250 • 1 Year Software Maint • Pilot execution ~ 60-90 days from contract award 7
NCOADeveloping Critical Thinking in an Enhanced Dynamic Geo-Social Environment (EDGE) EDGE IS: A government-owned prototype designed to provide a highly accurate Virtual Environment representing relevant Operational Environments utilizing the latest Massively Multiplayer Online Gaming (MMOG) to complement existing Army training methodologies. • Persistent 24/7 training capability • Training at the point of need • Training and enablers from multiple locations Lesson Objective: Demonstrate complex problem solving skills through the application of critical and creative thinking in a tactical scenario that involves Attack the Network concepts while engaged in Unified Land Operations. Problem Solving + Immersive Learning
Emergent Leader ImmersiveTraining Environment (ELITE) ClassroomInstruction 30 minutes ELITE & Group Practice 10 minutes Instructor- Facilitated AAR 15 minutes Additional Repetitions • Introduce learning objectives • Review concepts, processes, principles • Show case examples • Individual trainee practices in immersive environment • Rest of class following along and choosing their own COA using “clickers” • Instructor monitoring and interjecting during experience as necessary • Review exercise (individual and class) • Reinforce concepts, processes & principles • Provides feedback to entire class Enhances junior leader’s abilities in the perishable skill of counseling Soldiers while giving them “free” iterations in a simulated environment
MCoE IMMERSIVE LEARNING LAB The Immersive Learning Lab (ILL) run by DOTD provides an environment to assess technologies to determine which products best support the Maneuver Force. No ‘silver bullet’ - allows MCOE to leverage new technology and effectively integrate multiple initiatives to find the best solution for the most realistic training. 10
LINKING VIRTUAL AND LIVE Current Avatar • Individual Avatars’ performance determined by height, weight, weapons QUAL, and PT scores • VBS-2 battle demonstrated major performance differences between current generic Avatars and Avatars modified to represent actual Soldier data Next Avatar • Soldier Load • Qualifications (Driver, Crew, Maint, Grenade) Go/NoGo • Task Org, Enabler Integration • Team/Crew stabilization • OE Integration (landscape, friendly, enemy, neutrals) • Soldier motivation and goal setting • Collective Training (force on force, Rehearsals) • Automated Resiliency Score Sheet Near Term Cost Estimate for Further Experimentation and Development : $TBD
CONCLUSION Gaming enables: • complex environment replication • repetition in changing conditions • distributed capability • effective training with reduced resources
An Emerging Training Strategy The Squad: Foundation of the Decisive Force A Challenge for All Three Domains Simulations that Support the Squad EST • Marksmanship • Coordination of Fires • Shoot-Don’t-Shoot • IEWTPT/HCC • Soldier Modeling • Responds to questions with answers • Role Player Avatar • Cross CoE Coordination FUTURE Approx. 2017-2028 • DSTS/CCTT/RVTT • Collective Training • Weapons Employment • Mission Rehearsal C-IED/ASAT • Attack the Network • Shadow Boxes • Petting Zoo • Dismounted IED Lanes • CDT • Driving Course • All-Terrain Driving • Vehicle Commands • CFFT II/AVCATT • Conduct fire support missions • Plan Fires HEAT • Rollover drills VBS2/VBS2 FIRES • Squad Tactics • Collective Training • Mission Rehearsal • Planned Fires HITS • Live Training AAR • Blended Training
MANEUVER FORCE TRAINING STRATEGY(INSTITUTIONAL DOMAIN) • Individual Soldier: • Mental • Physical • Moral-Ethical • Socio Cultural • MCoE Staff: • Planning • Execution • Administration • Transition Fus i on Realism Human Dimension ALOTT, Games for Training EST 2000, DSTS, HITS, Games for Training • Leader (BCT and Below): • Agile & Adaptive • Lead • Manage • Develop Self & Subordinates Reduce Overhead (Aggregate Units) MaintainRealism Add Enablers Games for Training ALOTT, CCTT/DSTS, HITS, • Immersive Learning Lab (ELITE) • Integrate EAB and JIIM enablers via LVCG for Staff and Leader Training • Link to other CoEs as required • Develop Critically Thinking, Agile, and Adaptive Soldiers and Leaders
DIGITAL APPS • Goal Setting and Soul Strong Apps already developed • 19 Digital Apps currently under development: • Cultural Awareness (Negotiation/ Use of Interpreters) • Ranger Patrol Assessment • M1A2 and Bradley (Prep to Fire Checks/Gunnery Skills Test) • FDC Procedures/ Forward Observer (interactive GTAs) • Critical Thinking • 13 additional Apps being resourced for future development Exploits technology, saves money, and provides information and resources for Soldiers and leaders.
Base Case vs Avatar in VBS2 Base Case Exiting VBS2 algorithms Avatar Case Real Individual attributes
Future Gaming Employment Fort Benning Fort Sill Fort Rucker Other COEs BOLC NCOA CCC
Current Gaming Employment BOLC NCOA CLC and ARC – use scenario driven VBS2 for vignettes CCC • ABOLC • VBS2 video for reinforcement of TLOs • VBS2 used to facilitate blended learning and working on integration with MCCC • DiGuy to integrate patterns of life analysis • ELITE pilot • IBOLC • VBS2 lab for reinforcement of TLOs
Maneuver Proponent TADSS Must Protect • Unit/Leader (Co and Below) • Constructive: ALOTT • Games for Training* • Virtual: CCTT, RVTT, DSTS • Live: HITS; I-MILES Controllers & Weapons (14); CACTF • Unit/Leader (Bn/Sqdn & Bde) • Constructive: ALOTT • Games for Training* • Individual • EST II Re-compete • AGTS • BATS • Javelin BST • Staff • Constructive Simulation Capability down to Company/Troop • ALOTT • Simulations to support EAB and JIIM enablers for Staff and Leader Training • Other CoE Connectivity: JTEN (Joint Training and Experimentation Network) • *Need capability to reduce overhead in Games for Training (Critical).
MCoE Immersive Learning Lab Mission: Develop and assess use case applications for existing simulation programs and emerging technology to determine which products best support training and leader development for maneuver forces brigade and below. Overhead Projector Overhead Projector Overhead Projector Demonstration Area Key Tasks: • Serve as MCoE primary point of contact for new training technology and teaching/learning methodologies • Conduct assessments to determine which products best address training and leader development requirements for maneuver forces brigade and below • Use assessment results to enhance product development and to shape future requirements • Promote MCoE unit/organization involvement in identifying and applying instructional technology capabilities • Collaborate with appropriate Joint/Interagency units, organizations, and labs to leverage best practices and synchronize efforts • Identify, validate, and create mobile applications and scenarios for gaming tools that support MCoE courses and home station training Admin 2xComp Commercial Network +, NIPR & SIPR Future Technology Workplace w/ Commercial Internet (16 x Computers) Demonstration Capabilities In Center of Room Immersive Technology Learning Area Closed Loop (18 x Computers) 16 Each Work Stations Along Conference Rooms Walls
Emergent Leader ImmersiveTraining Environment (ELITE) • RDECOM/STTC sponsored program with the Institute for Creative Technology at USC • MCoE pilot to develop training “use case” for technology • Initial training audience: A-BOLC and OCS • Initial pilot lesson using counseling curriculum and FM 6-22 • Replaces traditional PowerPoint lectures and use of role players with practice in an Immersive, Mixed Reality environment • Interpersonal communication and counseling is the initial focus • Creating a platform that is applicable to many types of training • Virtual Human technologies • Clicker-enabled interactive classrooms • Instructor tools Unclassified