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13. Choudhury, Seema, et al. 1997.
Entertainment & Technology Strategies. Forrester Research,
Cambridge, Mass., April 1.
14. Atlantis Cyberspace, VR
Entertainment Centers, downloaded February 17, 1996, from
http://www.vr-atlantis.com/lbe_guide/lbe_list2.html.
15. Latta, John. 1996. DOD &
Entertainment: Where Is the Social Experience? 4th Wave Inc.,
Alexandria, Va.
16. Parisi, Paula. 1995. "The New
Hollywood: Silicon Stars," Wired, December, p. 142.
17. Computer Science and
Telecommunications Board, Keeping the U.S. Computer and
Communications Industry Competitive, p. 31, note 7 above.
18. The two communities also have common
physical space. Not only are Southern California and Central
Florida focal points for both DOD and entertainment industry
efforts in modeling and simulation, but the Walt Disney company
also announced in August 1996 that one of its divisions would take
occupancy of a 200,000-square-foot facility formerly occupied by
the Skunk Works division of Lockheed Martin Corp., a high-security
division that designed and engineered some of the nation's most
guarded defense projects, including the U-2 spy plane. See Newman,
Morris. 1996. "A Unit of Disney Finds an Ideal Space Among the
Remnants of the Military-Industrial Complex," New York
Times, August 28, p. D17.
19. Computer Science and
Telecommunications Board, National Research Council. 1995.
Evolving the High Performance Computing and Communications
Infrastructure to Support the Nation's Information
Infrastructure. National Academy Press, Washington, D.C.
20. Geddes, John, Silicon Valley Science
and Technology Office, U.S. Army Research Laboratory, personal
communication, November 20, 1996.
21. Marine Corps Modeling and Simulation
Management Office, "Computer Based Wargames Catalog," available
on-line at
.
22. Marine Corps Modeling and Simulation
Management Office, "Computer Based Wargames Catalog," p. 3, note 21
above.
23. Sikorovsky, Elizabeth. 1996. "Training
Spells Doom for Marines," Federal Computer Week, July 15;
available on-line at
http://www.fcw.com/pubs/fcw/0715/guide.htm. See also
Ackerman, Robert. 1996. "Commercial War Game Sets Spell Doom for
Adversaries," Signal, July; available on-line at
http://www.fcw.com/pubs/fcw/0715/guide.htm.
24. Geddes, John, Silicon Valley Science
and Technology Office, U.S. Army Research Laboratory, personal
communication, November 20, 1996.
25. Bray, Hiawatha. 1997. "Battle for
Military Video Game Niche On," Boston Globe, April 16, p.
1.
26. DOD's experimentation with distributed
interactive simulations during the late 1980s resulted in constant
pressure to increase the number of participants in simulated
exercises. Because there were not enough simulators or participants
to populate a typical battlefield scenario (nor did the technical
capability exist to efficiently network together large numbers of
participants), DOD began to rely on the use of computer-generated
forces.