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U.S. Army and Game Technology. Dr. Jeff Wilkinson Research Development and Engineering Command Simulation and Training Technology Center Phone: 407.208.3172 Email: jeff.g.wilkinson@us.army.mil. Purpose. Provide an overview of some of the uses of game technology by the U.S. Army…
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U.S. Army and Game Technology Dr. Jeff Wilkinson Research Development and Engineering Command Simulation and Training Technology Center Phone: 407.208.3172 Email: jeff.g.wilkinson@us.army.mil
Purpose • Provide an overview of some of the uses of game technology by the U.S. Army… • Commercial Off The Shelf (COTS) Games • Purpose Built Games • Game Technology Based Systems
Commercial Off The Shelf (COTS) Games • Some organizations are using or exploring the use of COTS games as a part of their program of instruction • Low cost and easily obtainable and no long term commitment • Designed for entertainment rather than instructional value • Requires innovation on the part of instructors to enable training value and minimize negative training. Utility appears to be directly linked to real time instructor interaction • Examples: Spearhead, Steel Beast, Commercial: Full Spectrum Warrior, Rainbow 6, Others…
Purpose Built Games • Purpose built games usually come from an identified need or training gap. It’s best when they are developed with significant instructor or course designer input and support. • Cost is an independent variable. Fidelity, breadth of scenarios, cost of game engine selected, tools, etc. drive the cost structure. U.S. Army experience spans as low as $400K and into the multi-millions for immersive games. • Board games cost much less…we’ve done that also. • Designed with a priority to instructional value • Requires training the trainer in effective ways to integrate the game into the POI.
IOBC Rapid Decision Trainer (RDT) • Low-cost, PC-based trainer simulates IOBC squad and platoon-level, live-fire exercises at Ft. Benning • Places students in key leadership roles (PL or SL) in a virtual live-fire exercise • Uses approved standards to assess student’s knowledge of key doctrinal principles (battle drills) • Provides feedback to student and instructor • Is doctrinally accurate, engaging, and challenging • Evaluation complete; slated to be included in the Basic Officer Leadership Course (BOLC) Phase III
America’s Army • Internet-based game developed as an entertainment and informational tool for educating civilians about opportunities in the Army • Exposes players to the principles of teamwork, communication, Army values, and how the Army trains • Players progress by mastering individual skills in basic and advanced training before advancing to online, multiplayer missions • Initial focus was to support Army’s communication and recruiting mission • AA Game is being used at USMA supporting Military Science team building exercises and others are exploring its use as a trainer
Full Spectrum Command • FSC is a PC-based tactical decision trainer • Created with SME support from the Infantry School Small Group Instructors • Trainee is the commander of a light infantry company operating against asymmetric threats in a MOUT environment • Trainee’s principal tasks are to – • Evaluate a 5-para battalion OPORD • Conduct mission analysis and develop plan of action • Execute the plan and control 120 soldiersin 3-D simulation
Asymmetric Warfare Massively Multi-player Environment • COE unique models, avatars and terrain dbase have been built. • The environment theoretically supports unlimited participants. • The tool set allows one to rapidly modify the environment to establish the conditions for specific scenarios to be executed • All avatars are virtual representations of real players • Numerous user tests support development
Self-Directed Learning Internet Module • SLIM: Every Soldier a Sensor Simulation (ES3) • FOCUSED on the Active Surveillance/Threat Indicator and Reporting Procedures • Emphasis on cognitive decision-making • User-friendly environment and object editor for ease of modification • Integrated into Basic Training POI • Low Cost - 90 day initial development
Game Technology Based Systems • Exploit the significant investment by the entertainment industry. • Ride the increasing capability curve: • Graphics • Realistic AI • 4D Environments • Development tools • Software standards • Potential lower cost than development from scratch or modification of legacy simulation technology
Joint Fires and Effects Training System • Interactive Joint Fires Observer Urban Terrain Training Module • In the Future Force, every Soldier, Sailor, Airman and Marine is an Observer. • Observers apply Joint/Interagency/Multinational fires and effects in the full-spectrum, non-contiguous battlespace. • JFETS is a means to train for it. • Trains cognitive, decision-making skills in a complex immersive environment • First Soldier training session conducted 29 Sep 04 • ~1700 Soldiers trained since 29 Sep 04
Some Lessons Learned • Simulation must play a seamless integrated role in the program of instruction • Instructor plays an indispensable role in planning and facilitating a game based training event • Instructors must be proficient in “playing the game” • Trainee’s proficiency and/or experience with video games can impact ability to effectively use a game based trainer - not everyone is a gamer • Instructors must plan for and allow sufficient time for trainees to complete the game scenario(s) or training event(s) • Instructor-lead AAR is critical: Game based trainers cannot yet adequately assess performance and provide feedback in an automated AAR