| ||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||
| Copyright © 2009. National Academy of Sciences. All rights reserved. Terms of Use and Privacy Statement |
Below are the first 10 and last 10 pages of uncorrected machine-read text (when available) of this chapter, followed by the top 30 algorithmically extracted key phrases from the chapter as a whole.
Intended to provide our own search engines and external engines with highly rich, chapter-representative searchable text on the opening pages of each chapter.
Because it is UNCORRECTED material, please consider the following text as a useful but insufficient proxy for the authoritative book pages.
Do not use for reproduction, copying, pasting, or reading; exclusively for search engines.
OCR for page 32
Page 32
2
Setting a Common Research Agenda
The entertainment industry and the U.S. Department of Defense
(DOD) are both interested in a number of research areas relevant to
modeling and simulation technology. Technologies such as those for
immersive simulated environments, networked simulation, standards
for interoperability, computer-generated characters, and tools for
creating simulated environments are used in both entertainment and
defense applications. Each of these areas presents a number of
research challenges that members of the entertainment and defense
research communities will need to address over the next several
years. Some of these areas may be amenable to collaborative or
complementary efforts.
This chapter discusses some of the broad technical areas that
the defense and entertainment research communities might begin to
explore more fully to improve the scientific and technological base
for modeling and simulation. Its purpose is not to provide answers
to the research questions posed in these areas but to help
elucidate the types of problems the entertainment industry and DOD
will address in the coming years.
Technologies for Immersive Simulated
Environments1
Immersive simulated environments are central to the goals and
needs of both the DOD and the entertainment industry. Such
environments use a variety of virtual reality (VR) technologies to
enable users to directly interact with modeling and simulation
systems in an experiential fash-
OCR for page 33
Page 33
ion, sensing a range of visual, auditory, and tactile cues and
manipulating objects directly with their hands or voice. Such
experiential computing systems are best described as a process of
using a computer or interacting with a network of computers through
a user interface that is experiential rather than cognitive. If a
user has to think about the user interface, it is already in the
way. Traditional military training systems are experiential
computing systems applied to a training problem.
VR technologies can allow people to directly perform tasks and
experiments much as they would in the real world. As Jack Thorpe of
SAIC pointed out at the workshop, people often learn more by doing
and understand more by experiencing than by simple nonparticipatory
viewing or hearing information. This is why VR is so appealing to
user interface researchers: it provides experience without forcing
users to travel through time or space, face physical risks, or
violate the laws of physics or rules of engagement. Unfortunately,
creating effective experiences with virtual environments is
difficult and often expensive. It requires advanced image
generators and displays, trackers, input devices, and software.
Experiential Computing in DOD
The most prominent use of experiential computing technology in
DOD is in the area of personnel training systems for aircraft and
ground vehicles. DOD also has a series of initiatives under way to
develop advanced training systems for dismounted infantry that rely
on experiential computing. Such programs are gaining increased
attention in DOD and will become a primary driver behind the
military's efforts to develop and deploy technologies for immersion
in synthetic environments. They are being undertaken in
coordination with attempts to develop computing, communications,
and sensor systems to provide individual soldiers with relevant
intelligence information.2
Experiential computing, as applied to flight and tank simulation,
is a mature science at DOD. There are a number of organizations
that have extensive historical reference information they can draw
on in specifying the requirements for new immersive training
systems. These organizations include the U.S. Army's Simulation,
Training, and Instrumentation Command (STRICOM) and the Naval Air
Warfare Center's Training Systems Division. Experiential computing
is something that has been essential to military training
organizations for decades.
For traditional training and mission rehearsal functions, the
current need is to reduce the cost of immersive systems. Existing
mission rehearsal systems based on image generators like the Evans
and Sutherland ESIG-4000 serve the Army's Special Operations Forces
well, allow-
OCR for page 34
Page 34
ing them to fly at low altitudes above high-resolution
geo-specific terrain for hundreds of miles and enabling them to
identify specific landmarks along their planned flight path to
guide them on their actual mission. Unfortunately, these
dome-oriented trainers used to cost upward of $30 million, making
it impractical to either procure many simulators or to train many
pilots. Cost reductions would allow more widespread deployment of
such systems.
Experiential computing technologies are being used by the U.S.
Navy in both training and enhanced visualization. For battleships
an advanced battle damage reporting system allows a seaman in the
battle bridge to navigate a three-dimensional (3D) model of his
ship to identify where damage has occurred and both where the best
escape routes would be for trapped seamen and which routes the
rescue and repair crews should take. In another Navy application
developed at the Naval Command Control and Ocean Surveillance
Center's (NCCOSC's) Research, Development, Test, and Evaluation
Division (which is referred to as NRaD), submarines are fitted with
an immersive system that generates a view of the outside world for
the commander when they are submerged. Since submarine crews cannot
normally look outside the boat except when it is on the surface, a
virtual window outside provides not only a view of the seafloor
(created through the use of digital bathymetric data) but of the
tactical environment as well, with other ships, submarines,
sonobuoys, and sea life represented clearly and spatially for the
commander to gain a better understanding of the tactical and
navigational situation.
In the nonimmersive domain, experiential computing technology is
being leveraged by both the Naval Research Lab (NRL) and the Army
Research Lab (ARL) in the form of a stereoscopic table-based
display. This display is known at NRL as the Responsive Workbench
and at ARL as the Virtual Sandtable. The Responsive Workbench was
invented in 1992 at the German National Computer Science and
Mathematics Institute outside Bonn. NRL duplicated the bench and
started exploring how it could be used in a variety of
applications. The concept of the workbench is simple. The bench
itself is a table 6 feet long, 4 feet wide, and standing 4 feet off
the floor. The tabletop is translucent, and a mirror sits
underneath at a 45 degree angle. A projector behind the table
shines on the mirror and up onto the table surface from below,
creating a stereoscopic image on the tabletop. Users wear
stereoscopic glasses and a head tracker. As they move their heads,
the image changes to reflect that motion and objects appear to be
sitting, like a physical model, on the table.
An Army application of this technology is a re-creation of the
traditional sand table in which forces are laid out and move around
to plan strategies and tactics or to review a training exercise.
Coryphaeus Soft-
OCR for page 35
Page 35
ware of Los Gatos, California, is commercializing a similar
product, the Advanced Tactical Visualization System, which operates
with the commercial version of the Responsive Workbench, the
Immersive Workbench by Fakespace Inc. Since commanders are used to
working with scale models of battlefields and maps, they can easily
accommodate this type of display.
Experiential Computing in the
Entertainment Industry
The problem with creating effective experiential computing
systems is that they demand real-time graphics. In the
entertainment industry, return on investment must be considered.
The high cost of immersive technologies has slowed their expansion
into entertainment settings. Nevertheless, an increasing number of
location-based entertainment attractions and home systems are
emerging. The majority of the systems in operation fall into one of
three categories: (1) arcade systems, (2) location-based
entertainment centers, and (3) VR attractions at theme parks.
Location-based entertainment centers and arcades boast both
stand-alone systems that allow participants to drive down a race
course, ski down a mountain, or play virtual golf. Others have
networked together flight simulators that allow players to
interactively fly through a virtual environment and engage targets
(including each other). Disney has developed a VR attraction based
on its film Aladdin, and Universal Studios has developed a
ride based on Back to the Future.
Now that the costs of real-time graphics systems are dropping,
it is likely that the list of VR experiences for entertainment will
expand and that home applications will become more prevalent.
Three-dimensional graphics are becoming more widely available on
home computers, and the number and variety of peripheral devices,
such as throttle-like joysticks and mock-ups of fighter cockpits,
are expanding. Continued reductions in cost coupled with increases
in capability will likely stimulate further expansion of the home
market.
Research Challenges
Several areas of experiential computing would benefit from
additional research. Much of this work would be applicable to both
defense and entertainment applications of experiential computing
technology. Technologies for image generation, tracking,
perambulation, and virtual presence are of interest to both
communities, but research priorities tend to be very different. As
an example, the factors guiding development of the microprocessors
that form the heart of the new Nintendo 64 game machine are very
different from those that DOD would have set were it
OCR for page 36
Page 36
specifying a deployable, low-cost, real-time simulation and
training device. For example, the Nintendo system was designed for
operation in conjunction with a television and uses an interlaced
scanning technique and low-resolution graphics. Most training
systems would require higher resolution to enable participants to
identify more easily specific features of the environment and to
avoid eye strain during periods of extended use and would likely
use a progressive scan system similar to most computer monitors.
Thus, for military purposes it might be possible to leverage a
variant of the Nintendo 64 processor, but the actual processor
would probably not do the job.
Image Generation
Visual simulations in defense and entertainment applications
share a common need for image generators with a range of
capabilities and costs. On the entertainment side, low-cost
platforms such as personal computers (PCs) and game boxes, such as
those manufactured by Sega or Nintendo, underlie the video games
industry. PCs also serve as the primary point of entry to the
Internet and therefore are critical to companies providing on-line
entertainment, whether through so-called chat rooms or multiplayer
games. Larger location-based entertainment centers, such as the
flight simulator centers operated by Virtual World Entertainment
and the Magic Edge, also are interested in moving away from
workstation-based simulators to PC-based simulators as a means of
reducing operating costs.
Image generation has long benefited from close linkages between
the commercial and defense industries. From its early roots at
Evans and Sutherland (E&S) and GE Aerospace, the image
generator industry responded largely to defense needs because
volumes were low and prices high, typically in the millions of
dollars. The high cost limited the use of such simulators outside
DOD. Nevertheless, the E&S CT5 (circa 1983) and the GE
Compuscene 4 Computer Image generators were benchmarks by which all
interactive computer graphics systems were measured for years.
At about the same time, interactive 3D graphics began to migrate
into commercial applications. Stanford University Professor James
Clark and seven of his graduate students founded Silicon Graphics
Inc. to bring real-time graphics to a broad range of applications.
Other companies soon followed, creating the now-pervasive
commercial market for real-time 3D graphics. As a result, image
generation capabilities that cost over $1 million in 1990 are now
available on the desktop for one-one thousandth (1/1,000) that
pricea drop of over three orders of magnitude in less than a
decade. This improvement in price/performance ra-
OCR for page 37
Page 37
tios results from both technological advances and a related
growth in demand for 3D graphics. By driving up production volumes,
increased demand has lowered costs significantly, and the entrance
of new competitors into the market has accelerated the pace of
innovation and resulted in further declines in cost. As real-time
3D becomes a commodity, the true cost of image generation is
switching to softwarethe time and resources required to model
virtual worlds.
As commercial systems become more capable, more opportunities
will exist for DOD and the entertainment industry to work together
on image generation capabilities, coupling fidelity with the lower
costs that stem from producing larger volumes. A number of existing
and emerging technologies could potentially be used for DOD
training applications. Low-cost 3D image generators exist that can
support robust dynamic 3D environments. These range from game
machines such as Nintendo 64 to low-cost graphics boards for PCs
manufactured by companies such as 3Dfx and Lockheed Martin.
Improvements in low-cost image generators depend on advances in
six underlying technologies: processors, 3D graphics boards,
communications bandwidth, storage, operating systems, and graphics
software. The commercial computer industry will play the leading
role in bringing such technologies to the market but will continue
to draw from a larger national technology base created by both
public and private research programs. Advances in high-end DOD
systems may be able to create capabilities that can be used in less
expensive systems. Processing power continues to increase with each
new generation of microprocessors. Current microprocessors operate
at speeds of 200 megahertz or more, and many include multiprocessor
logic that can allow several (typically four to eight) processors
to work together on a common problem. In the area of 3D graphics
boards, some 30 to 40 companies currently offer boards for PCs. As
a result, David Clark of Intel Corporation predicts that the
performance of graphics chips (the number of polygons generated per
second) may double in performance every nine monthstwice as
fast as processors are improving. Inexpensive chips will soon be
able to generate upward of 50 million pixels per second with
textures. New communications architectures for PC graphics, such as
Intel's accelerated graphics port architecture, will enable over
500 megabytes per second of sustained bandwidth, enabling designers
to rapidly transfer texture maps from main memory, thus keeping the
cost of 3D graphics low. Because of such advances, producers of PC
hardware and software see 3D graphics as a growing application area
and are moving quickly to commercialize 3D graphics technology.
Both Windows NT and UNIX operating systems support PC-based
graphics, and a number of software vendors are porting their
applications from the workstation to the PC environment.
OCR for page 38
OCR for page 39
OCR for page 40
OCR for page 41
OCR for page 42
OCR for page 73
OCR for page 74
OCR for page 75
OCR for page 76
OCR for page 77
OCR for page 78
OCR for page 79
OCR for page 80
OCR for page 81
OCR for page 82
OCR for page 83
Representative terms from entire chapter:
virtual reality
Page 38
Multigen Inc. has announced that it is making products available
for Windows NT systems; Gemini Corporation has ported the Gemini
Visualization System. Microsoft Corporation's purchase of
Softimage, manufacturer of high-end graphics creation software used
by both DOD and the entertainment industry, promises to accelerate
the graphics capabilities of PCs.
Tracking
One of the areas that has seen insufficient innovation in the
past decade, position and orientation tracking, continues to hamper
advanced development in experiential computing. Today's tracking
systems include optical, magnetic, and acoustic systems. The most
popular trackers are AC or DC magnetic systems from, respectively,
Polhemus Corporation and Ascension Technologies. These systems have
fairly high latency, marginal accuracy, moderate noise levels, and
limited range. New untethered tracking systems from Ascension help
with the intrusive nature of being wired up but still require the
user to wear a large magnet.
Tracking remains a barrier to free-roaming experiences in
virtual environments. To meet the goals of the U.S. Army's STRICOM
for training dismounted infantry, long tracker range, resistance to
environmental effects from light and sound, and minimal intrusion
are key to assuring that the tracking does not get in the way of
effective training (see position paper by Traci Jones in Appendix
D). Similar requirements were expressed at the workshop by Scott
Watson of Walt Disney Imagineering. Magnetic tracking is currently
used for detecting head position and orientation in Disney's
Aladdin experience and other attractions, despite the fact that
the latency of such systems is roughly 100 millisecondslong
enough to contribute to symptoms of simulator sickness.3
As the performance of graphics engines rendering virtual
environments increases, the proportional effect of tracker lag is
increased. Some optical-based trackers are currently yielding good
results but have some problems with excessive weight and
directional and environmental sensitivity. Experiments with novel
tracking technologies based on tiny lasers are showing promise, but
much more work needs to be done before untethered long-range
trackers with six degrees of freedom are broadly available in the
commercial domain.
While untethering the tracker is a current next-step goal, the
ideal tracker would not only be untethered but also unobtrusive.
Any device that must be worn or held is intrusive, as it intrudes
on the personal space of the individual. All current tracking
systems suffer from this problem except for some
limited-functionality video tracking systems.
Page 39
Video recognition systems are typical examples of unobtrusive
trackers, allowing users to be tracked without requiring them to
wear anything (except for the University of North Carolina video
tracker, which actually had users wear cameras!). While this is an
ideal, it is difficult to effectively implement and thus has seen
only limited application. Some examples include Myron Krueger's
VideoPlace and Vincent John Vincent's Mandala system.
Perambulation
Improved technologies are also necessary for supporting
perambulation in virtual environments. The U.S. Army's STRICOM has
funded the development of an omni-directional treadmill to explore
issues associated with implementing perambulation in virtual
environments, a topic that is applicable to entertainment
applications of VR as well. Allowing participants in a virtual
environment to wander around, explore, and become part of a story
would greatly enhance the entertainment value of the attraction. It
would also enable residents of a particular neighborhood to wander
around synthetic re-creations of their neighborhoods to see how a
proposed development nearby would affect their area, from a natural
perspective and with a natural user interface. Research is needed
to improve current designs and to create perambulatory interfaces
that allow users to fully explore a virtual environment with floors
of different textures, lumps, hills, obstructions, and other
elements that cannot easily be simulated using a treadmill.
Technologies for Virtual Presence4
Virtual presence is the subjective sense of being physically
present in one environment when actually present in another
environment.5 Researchers in VR
have hypothesized the importance of inducing a feeling of presence
in individuals experiencing virtual environments if they are to
perform their intended tasks effectively. Creating this sense of
presence is not well understood at this time, but among its
potential benefits may be (1) providing the specific cues required
for task performance, (2) motivating participants to perform to the
best of their abilities, and (3) providing an overall experience
similar enough to the real world that it elicits the conditioned or
desired response while in the real world. Several technologies may
contribute to virtual presence.
• Visual stimulus. This is the primary means to
foster presence in most of today's simulators. However, because of
insufficient consideration of the impact of granularity, texture,
and style in graphics
Page 40
rendering, the inherent capability of the available hardware is
not utilized to the greatest effect. One potential area of
collaboration could be to investigate the concepts of visual
stimulus requirements and the various design approaches to improve
graphics-rendering devices to satisfy these requirements.
• Hearing and 3D sound. DOD has initiated numerous
efforts to improve the production of 3D sound techniques, but it
has not yet been effectively used in military simulations.
Providing more realistic sound in a synthetic environment can
improve the fidelity of the sensory cues perceived by participants
in a simulation and help them forget they are in a virtual
simulated environment.
• Olfactory stimulus. Smell can contribute to task
performance in certain situations and can contribute to a full
sense of presence in a synthetic environment. There are certain
distinctive smells that serve as cues for task initiation. A
smoldering electrical fire can be used to trigger certain concerns
by individuals participating in a training simulator. In addition,
smells such as that of hydraulic fluid can enhance a synthetic
environment to the extent that it creates a sense of danger.
• Vibrotactile and electrotactile displays. Another
sense that can be involved to create an enhanced synthetic
environment is touch and feel. Current simulator design has
concentrated on moving the entire training platform while often
ignoring the importance of surface temperature and vibration in
creating a realistic environment.
• Coherent stimuli. One area that has not received
much research is the required coherent application of the
above-listed stimulations to create an enhanced synthetic
environment. Although each stimulation may be valid in isolation,
the real challenge is the correct level and intensity of combined
stimulations.
Electronic Storytelling
Part of making a simulated experience engaging and realistic has
nothing to do with the fidelity of the simulation or the
technological feats involved in producing high-resolution graphics
and science-based modeling of objects and their interactions. These
qualities are certainly important, but they must be accompanied by
skilled storytelling techniques that help participants in a virtual
environment sense that they are in a real environment and behave
accordingly. "The problem we are trying to solve here is not
exactly a problem of simulation," stated Danny Hillis at the
workshop. "It is a problem of stimulation." The problem is to use
the simulation experience to help participants learn to make the
right decisions and take the right actions.
The entertainment industry has considerable experience in
creating
Page 41
simulated experiencessuch as films and gamesthat
engage participants and enable them to suspend their disbelief
about the reality of the scenario. These techniques involve methods
of storytelling, of developing an engaging story and using
technical and nontechnical mechanisms to enforce the emotional
aspects. As Danny Hillis observed:
If you want to make somebody frightened, it is
not sufficient to show them a frightening picture. You have to
spend a lot of time setting them up with the right music, with
cues, with camera angles, things like that, so that you are
emotionally preparing them, cueing them, getting them ready to be
frightened so that when you put that frightening picture up, they
are startled.
Understanding such techniques will become increasingly important
in applications of modeling and simulation in both DOD and the
entertainment industry. Alex Seiden of Industrial Light and Magic
observed at the workshop that "any art, particularly film, succeeds
when the audience forgets itself and is transported into another
world." The technology used to create the simulation (such as
special effects for films) must serve the story and be driven by
it.
DOD recognizes the importance of storytelling in its large-scale
simulations. Judith Dahmann of DMSO noted that DOD prepares
participants for simulations by laying out the scenario in terms of
the starting conditions: Who is the enemy? What is the situation?
What resources are available? However, DOD may be able to learn
additional lessons from the entertainment industry regarding the
types of sensory cues that can help engender the desired emotional
response.
Selective Fidelity
One of the primary issues that must be considered in both
entertainment and defense applications of modeling and simulation
technology is achieving the desired level of fidelity. How closely
must simulators mimic the behavior of real systems in order to make
them useful training devices? Designing systems that provide high
levels of fidelity can be prohibitively costly, and, as discussed
above, the additional levels of fidelity may not greatly improve
the simulated experience. As a result, simulation designers often
employ a technique called selective fidelity in which they
concentrate resources on improving the fidelity of those parts of a
simulation that will have the greatest effect on a participant's
experience and accept lower levels of fidelity in other parts of
the simulation.
Developers of DOD's Simulator Networking (SIMNET) system, a
distributed system for real-time simulation of battle engagements
and war games, recognized that they could not fool trainees into
actually believ-
Page 42
ing they were in tanks in battle and put their resources where
they thought they would do the most good.6 They adopted an approach of
selective fidelity in which only the details that proved to be
important in shaping behavior would be replicated. Success was
measured as the degree to which trainees' behavior resembled that
of actual tank crews. As a result, the inside of the SIMNET
simulator has only a minimal number of dials and gauges; emphasis
was placed on providing sound and the low-frequency rumble of the
tank, delivered directly to the driver's seat to create the sense
of driving over uneven terrain. Though users initially reported
dismay at the apparent lack of fidelity, they accepted the
simulator and found it highly realistic after interacting with
it.7
The entertainment industry has considerable experience in
developing systems that use selective fidelity to create believable
experiences that minimize costs. Game developers constantly strive
to produce realistic games at prices appropriate for the consumer
market. They do so by concentrating resources on those parts of
their games most important to the simulation. After realizing that
game players spent little time looking at the controls in a flight
simulator, for example, Spectrum HoloByte shifted resources to
improving the fidelity of the view out the window.8 Experiments have shown that even
in higher-fidelity systems the experience can be improved by
telling a preimmersion background story and by giving participants
concrete goals to perform in virtual environments.9
Selective fidelity is important in both defense and
entertainment simulations, though it can be applied somewhat
differently in each domain to reflect the importance given to
different elements of the simulation. For DOD, selective fidelity
is typically used to ensure realistic interactions between and
performance of simulated entities, sometimes at the expense of
visual fidelity. Hence a DOD simulation might have a radar system
with performance that degrades in clouds and rain or an antitank
round that inflicts damage consistent with the kind of armor on the
target, but it might use relatively primitive images of tanks and
airplanes if they are not central to the simulation. The
entertainment industry tends to place greater emphasis on visual
realism, attempting to make simulated objects look real, while
relaxing the fidelity of motions and interactions. An entertainment
simulation is more likely to use tanks that look real, but that do
not behave exactly like real tanks: their motion may not slow when
they travel through mud, or their armor may not be thinner in
certain places than in others.
Such differences limit the ability of defense and entertainment
systems to be used in both communities. For example, while many
modern video games create seemingly realistic simulations, they do
not necessarily model the real world accurately enough to meet
defense requirements. Granted, there is a genre of video games that
strive to be as realistic as
Page 73
Spectator Roles
Another area in which DOD and the entertainment industry have
overlapping interests is in developing technology for incorporating
spectators into models and simulations. As Jacquelyn Ford Morie
noted during the workshop, not everyone involved in digital forms
of entertainment will want to be direct participants. Some will
prefer to engage as a spectator, similar to sports such as
baseball, football, and tennis in which only a small percentage of
the participants actually play in a match and much of the industry
is built around the fans. Morie believes that "there is a
potentially huge market to be developed for providing a substantial
and rewarding spectator experience in the digital entertainment
realm" (see position paper by Morie in Appendix D). As Morie notes,
being a spectator does not necessarily mean being passive; it is
about being a participant with anonymity in a crowd, providing a
less threatening forum in which people can express themselves.
DOD has already expressed an interest in this type of
capability. The role of the "stealth vehicles" has become
increasingly important in defense simulations. Such vehicles are
essentially passive devices that allow observers to navigate in
virtual environments, attach to objects in the environments, and
view simulated events from the vantage point of the participant. As
multiplayer games become more sophisticated and interesting, such a
capability may evolve into a spectator facility that will allow
novices to observe and learn from master practitioners. Popular
games may evolve to the level of current professional sports with
teams, stars, schedules, commentators, and spectators.
Tools for Creating Simulated
Environments
Another area in which DOD and the entertainment industry have
common interests is in the development of software and hardware
tools for creating simulated environments. Such tools are used to
create and manipulate databases containing information about
virtual environments and the objects in them, allowing different
types of objects to be placed in a virtual environment and layers
of surface textures, lighting, and shading to be added. For games
this may be a 3D world that is realistic (such as a flight
simulator) or fantastic (like a space adventure), in which an
individual interacts directly with the synthetic world and its
characters. For film and television, simulated models are often
used as primary or secondary elements of scenes that involve real
actors, while in other cases the entire story is built around
synthetic characters, be they traditional two-dimensional (2D)
animations or more advanced 3D animations. For
Page 74
DOD these worlds are synthetic representations of the battle
space (ground, sea, and air) and virtual representations of
military systems.
Sophisticated hardware and software tools for efficiently
constructing large complex environments are lacking in both the
defense and entertainment industries. At the workshop Jack Thorpe
of SAIC stated that existing toolsets are quirky and primitive and
require substantial training to master, often prohibiting the
designer from including all of the attributes desired in a
simulated environment (see position paper by Thorpe in Appendix D).
Improved tools would help reduce the time and cost of creating
simulations by automating some of the tasks that are still done by
hand. Alex Seiden, of Industrial Light and Magic, claims that
software tools are the single largest area in which attention
should be focused. Animators and technical directors for films face
daunting challenges as shots become more complicated and new
real-time production techniques are developed to model, animate,
and render synthetic 3D environments for film and video.
Entertainment Applications and
Interests
For digital film and television, special effects and animation
are performed during the preproduction and
postproduction processes. Preproduction brings together many
different disciplines, from visual design to story boarding,
modeling to choreography, and even complete storyboard simulation
using 2D and 3D animations. Postproduction takes place after all of
the content has been created or captured (live or otherwise) and
uses 2D and 3D computer graphics techniques for painting,
compositing, and editing. Painting enables an editor to clean up
frames of the film or video by removing undesirable elements (such
as deleting a microphone and props that were unintentionally left
in the scene or an aircraft that flew across the sky) or enhancing
existing elements. Compositing systems enable artists to seamlessly
combine multiple separate elements, such as 3D models, animations,
and effects and digitized live-action images into a single
consistent world. Matched lighting and motion of computer graphics
imagery (CGI) are critical if these digital effects are to be
convincing.
In the games world the needs for content-creation tools are
similar. Real-time 3D games demand that real-world imagery, such as
photographic texture maps, be combined quickly and easily with 3D
models to create the virtual worlds in which pilots fly. In the
highly competitive market that computer game companies face, time
to market and product quality are major factors (along with quality
of game play) in the success of new games. This challenge has been
eased somewhat in the past few years as companies have begun
offering predefined 3D models and tex-
Page 75
tures that serve as the raw materials that game and production
designers can incorporate into their content.
Despite the enormous cost savings that can be enjoyed from
automating these processes, entertainment companies invest little
in the development of modeling and simulation tools. Most systems
are purchased directly from vendors.47 Film production companies using
digital techniques and technologies tend to write special-purpose
software for each production and then attempt to recycle these
tools and applications in their next production. Typically, little
time or funding is available for exploring truly innovative
technologies. The time lines for productions are short, so
long-term investments are rare. Leveraging commercial modeling and
animation tools from both the entertainment world (Alias |
Wavefront, Softimage, etc.) and DOD simulation (Multigen,
Coryphaeus, Paradigm Simulation) is starting to form a bridge
between the entertainment industry and DOD.
DOD Applications and Interests
DOD faces an even greater challenge in its modeling and
simulation efforts. Because of the large number of participants in
defense simulations, the department requires larger virtual
environments than the entertainment industry and ones in which
users can wander at their own volition (as opposed to traditional
filmmaking in which designers need to create only those pieces of
geometry and texture that will be seen in the final film). Beyond
training simulations, content-creation tools are potentially useful
in creating simulations of proposed military systems to support
acquisition decisions. DOD could use such models to prototype
aircraft, ships, radios, and other military systems. The key would
be linking conceptual designs, computer-aided engineering diagrams,
analysis models, or training representations into a networked
environment that would enable DOD to perform "what if?" analyses of
new products. Finding some way to allow these varied types of data
to fit into a common data model would greatly facilitate this
process.
Like the entertainment industry, DOD lacks affordable production
tools to update simulation environments and composite numerous CGI
elements. While its compositing techniques are useful and efficient
for developing certain types of simulation environments, they
cannot handle the complexity demanded by some high-fidelity
applications. Some models and simulation terrain must be built and
integrated using motion, scale, and other perceptual cues. Here,
DOD personnel encounter problems similar to those of entertainment
companies that set up, integrate, and alter CGI environments. Human
operators can be assisted by appropriate interactive software tools
for accomplishing these iterative tasks.
Page 76
Having better tools to integrate and create realistic
environments could play a major role in the overall simulation
design of training systems, exploring simulation data, and updating
simulation terrain. Interactive tools could empower more
individuals to participate in this process and would increase
strategic military readiness.
Research Challenges
Database Generation and
Manipulation
Both the entertainment industry and DOD have a strong interest
in developing better tools for the construction, manipulation, and
compositing of large databases of information describing the
geography, features, and textures of virtual environments.
Simulations of aircraft and other vehicles, for example, require
hundreds or thousands of terrain databases; filmmakers often need
to combine computer-generated images with live-action film to
create special effects. Most existing systems for modeling and
computer-aided design cannot handle the gigabyte and terabyte data
sets needed to construct large virtual worlds. As Internet games
companies begin to develop persistent virtual worlds and
architectural, planning, and military organizations develop more
complete and accurate models of urban environments, the need for
software that can create and manipulate large graphics data sets
will becoming more acute. At DOD the data used to create these
databases are typically captured in real time from a satellite and
must be integrated into a completed database in less than 72 hours
to allow rapid mission planning and rehearsal.
Today's modeling tools can be very powerful, allowing users to
create real-time models with texture maps and multiple levels of
detail using simple menus and icons. Some have higher-level tools
for creating large complex features, such as roadways and bridges,
using simple parameters and intelligent modeling aids. At the
assembly level, new tools use virtual reality technology in the
modeling stage to help assemble large complex environments more
quickly and intuitively. Still, modeling tools have not gotten to
the point of massive automation. There are some automated
functions, but overall responsibility for feature extraction,
creation, and simplification is in the hands of the modeler. More
research is needed in this area.48
Bill Jepson from UCLA is exploring systems for rapidly creating
and manipulating large geo-specific databases for urban planning.
With a multidisciplinary research team, he has designed a system
capable of modeling 4,000 square miles of the Los Angeles region.
It uses a client-server architecture in which several multiterabyte
databases are stored on a multiprocessor system with a server.
Communications between
Page 77
client and server occur via asynchronous transfer mode, at about
6 megabytes per second. Actual 3D data are sent to the client based
on the location of the observer, incorporating projections of the
observer's motion. Additional research is under way to link this
system with data from the Global Positioning System so that the
motions of particular vehicles, such as city buses, can be tracked
and transmitted to interested parties. Similar systems could be
useful for the Secret Service or the Federal Bureau of
Investigation for security planning or for U.S. Special Forces or
dismounted infantry training operations in a specific geographic
locale. Other work at the University of California, Berkeley, is
exploring the automatic extraction of 3D data from 2D images.49 These methods are likely to play
a large role in the future in the rapid development of realistic 3D
databases.
Another area of possible interest to both the entertainment
industry and DOD is in the development of technologies that allow
image sequence clips to be stored in a database. This would permit
users in both the defense and entertainment communities to rapidly
store and retrieve video footage for use in modeling and
simulation. A prototype system has been developed by Cinebase, a
small company working with Warner Brothers Imaging Technology.
Additional development is required to make the technology more
robust and widely deployable.
Additional efforts to develop more standardized formats for
storing the information contained in 3D simulated environments
would be beneficial to both DOD and the entertainment industry. A
standard format could be developed that allows behaviors, textures,
sounds, and some forms of code to be stored with an object in a
persistent database. Such efforts could build on the evolving VRML
standard. The goal is to devise a common method for preserving and
sharing the information inherent in 3D scenes prior to rendering.50
Compositing
Both DOD and the entertainment industry are interested in
software tools that will facilitate the process of combining (or
compositing) visual images from different sources. Such tools must
support hierarchy and building at multiple levels of detail: they
must allow a user to shape hills, mountains, lakes, rivers, and
roads as well as place small items, such as individual mailboxes,
and paint words on individual signs. They must also allow designers
to develop simulated environments in pieces that can be seamlessly
linked together into a single universe. This need will become more
acute as the scale of distributed simulations grows. Existing
computer-aided design tools do not have the ability to easily
Page 78
add environmental features, such as rain, dust, wind, storm
clouds, and lightning, to a simulated scene.
There are many unsolved compositing problems in pre- and
postproduction work for filmmaking that are directly related to
simulation and modeling challenges. For example, a need exists for
postproduced light models for digital scenes and environments. To
create appropriate lighting for composited realistic live-action
scenes, lighting models must affect digitized images that were
captured under variable lighting conditions. Such a simulation
problem is encountered when realistic photographic data are
composited into simulation data and the lighting must be
interactively adjusted from daylight to night during persistent
simulations. Here, it is necessary to develop lighting models that
image-process photographic data to provide postproduced lighting
adjustments after scenes have been captured. Solutions to these
problems do not exist, yet the research would be applicable to both
the entertainment industry and DOD.
Opportunities may exist for DOD and the entertainment industry
to share some of the advances they have made in designing systems
for creating models and simulation. DOD might be able to use some
of the advanced compositing techniques that have been developed by
the entertainment industry to integrate live-action video with
computer graphics models. The entertainment industry's software
techniques for matching motion and seamlessly integrating simulated
scenes into a virtual environment might also be beneficial to DOD.
However, most entertainment software is extremely proprietary. It
will be necessary to address proprietary issues and methods of
information exchange before extensive collaboration can occur
between the entertainment industry and DOD. Conversely, some DOD
technologies might prove to be very beneficial for entertainment
applications as well. At the workshop, Dell Lunceford, of DARPA,
suggested that some of the technologies developed as part of DOD's
Modular Semiautonomous Forces (ModSAF) program might be useful in
creating some of the line drawings used in preproduction stages of
filmmaking. ModSAF cannot support the detailed graphical animation
needed for facial expressions, but it could facilitate the simpler
earlier stages of production in which characters are outlined and a
story's flow is tested.
Interactive Tools
Interactive tools that facilitate the creation of simulations
and models and that can be used for real data exploration could be
valuable to both the entertainment industry and DOD. The computer
mouse and keyboard are extremely limited when creating CGI scenes,
and individuals
Page 79
are often impaired or constrained by these traditional input
devices. A recent project of the National Center for Supercomputing
Applications located at the University of Illinois at
Urbana-Champaign resulted in an interactive virtual reality
interface to control the computer graphics camera in 3D simulation
space. The project created an alternative virtual reality computer
system, the Virtual Director, to enhance human operator control and
to capture, edit, and record camera motion in real time through
high-bandwidth simulation data for film and video recording. This
interactive software was used to create the camera choreography of
large astrophysical simulation data sets for special effects in the
IMAX movie, Cosmic Voyage. This project has proven to be
valuable for film production as well as scientific visualization.
Such uses of alternative input devices to explore and document very
large data sets are nonexistent in commercial production because of
the time line required to develop such technology, yet this type of
tool is extremely important to solve many problems in the
entertainment industry as well as DOD simulation and modeling.
Conclusion
As this chapter illustrates, the defense modeling and simulation
community and the entertainment industry have common interests in a
number of underlying technologies ranging from computer-generated
characters to hardware to immersive interfaces. Enabling the two
communities to better leverage their comparative strengths and
capabilities will require that many obstacles be overcome.
Traditionally, the two communities have tended to operate
independently of one another, developing their own end systems and
supporting technologies. Moreover, each community has developed its
own modes of operation and must respond to a different set of
incentives. Finding ways to overcome these barriers will present
challenges on a par with the research challenges identified in this
chapter.
Notes
1. For a more comprehensive review of
research requirements for virtual reality, see National Research
Council. 1995. Virtual Reality: Scientific and Technological
Challenges, Nathaniel I. Durlach and Anne S. Mavor, eds.
National Academy Press, Washington, D.C.
2. DOD has several ongoing programs to
extend the military's command, control, communications, computing,
intelligence, surveillance, and reconnaissance systems to the
dismounted combatant. These include the Defense Advanced Research
Projects Agency's Small Unit Operations Program, Sea Dragon, Force
XXI, and Army After Next.
3. Latency is not the only factor that
causes simulator sickness, and even completely
Page 80
eliminating latency will not eliminate
simulator sickness. See position paper by Eugenia M. Kolasinski in
Appendix D.
4. This subsection is derived from a
position paper prepared for this project by the Defense Modeling
and Simulation Office; see Appendix D.
5. Sheridan, T.B. 1992. Telerobotics,
Automation, and Human Supervisory Control. MIT Press,
Cambridge, Mass.
6. For a more complete description of the
SIMNET program see Van Atta, Richard, et al., 1991, DARPA
Technical Accomplishments, Volume II: An Historical Review of
Selected DARPA Projects, Institute for Defense Analyses,
Alexandria, Va., Chapter 16; and U.S. Congress, Office of
Technology Assessment, 1995, Distributed Interactive Simulation
of Combat, OTABP-ISS-151. U.S. Government Printing Office,
Washington, D.C., September.
7. U.S. Congress, Office of Technology
Assessment, Distributed Interactive Simulation of Combat, p.
32, note 6 above.
8. Gilman Louie, Spectrum Holobyte Inc.,
personal communication, June 19, 1996.
9. Pausch, Randy, et al. 1996. "Disney's
Aladdin: First Steps Toward Storytelling in Virtual Reality,"
ACM SIGGRAPH '96 Conference Proceedings: Computer Graphics.
Association for Computing Machinery, New York, August.
10. RTime Inc. introduced an
Internet-based game system in April 1997 that supports 100
simultaneous players and spectators. See RTIME News,Vol. 1,
February 1, 1997.
11. The National Research Council's
Computer Science and Telecommunications Board has another project
under way to examine the extent to which DOD may be able to make
better use of commercial technologies for wireless untethered
communications. A final report is expected in fall 1997. Another
project to examine DOD command, control, communications, computing,
and intelligence systems was initiated in spring 1997.
12. Specifications for implementing
multicast protocols over the Internet are outlined by S.E. Deering
in "Host Extensions for IP Multicasting," RFC 1112, August 1, 1989,
available on-line at
http://globecom.net/ietf/rfcll2.html. See also Braudes,
R., and S. Zabele, "Requirements for Multicast Protocols," RFC
1458, May 1993.
13. As such, multicast stands in contrast
to broadcast, in which one designated source sends
information to all members of the receiving community, and to
unicast systems in which a sender transmits a message to a
single recipient.
14. This capability is called routing
spaces. It will permit objects to establish publish
regions to indicate areas of influence and subscription
regions to indicate areas of interest. When publish and
subscription regions overlap, the RTI will cause data to flow
between the publishers and the subscribers. The goal of this
effort, and the larger Data Distribution Management Project, of
which it is part, is to reduce network communications by sending
data only when and where needed. See Defense Modeling and
Simulation Office, HLA Data Distribution Management: Design
Document Version 0.5, Feb. 10, 1997; available on-line at
http://www.dmso.mil/projects/hla/.
15. Internet Engineering Task Force,
"Large Scale Multicast Applications (Isma) Charter," available
on-line at
http://www.ietf.org/html.charters/lsma-charter.html.
16. Much of the material in this section
is derived from a position paper prepared for this project by Will
Harvey of Sandcastle Inc.; see Appendix D.
17. Deployment of a new algorithm for
queue management, called Random Early Detection, may help greatly
reduce queuing delays across the Internet.
18. Floyd, S., and V. Jacobson. 1993.
"Random Early Detection Gateways for Congestion Avoidance,"
IEEE/ACM Transactions on Networking 1(4):397-413; Wroclawski,
J. 1996. "Specification of the Controlled-Load Network Element
Service," available on-line as
ftp://ftp.ietf.org/internet-drafts/draft-ietf-intserv-ctrl-load-svc-03.txt.
19. Clark, D. 1996. "Adding Service
Discrimination to the Internet," Telecommunications Policy
20(3):169-181.
Page 81
20. Sandcastle Inc., an Internet-based
game company, is one source of research on synchronization
techniques.
21. DOD defines modeling and simulation
interoperability as the ability of a model or simulation to
provide services to and accept services from other models and
simulations and to use the services so exchanged to enable them to
operate effectively together. See U.S. Department of Defense
Directive 5000.59, "DOD Modeling and Simulation (M&S)
Management," January 4, 1994, and U.S. Department of Defense, Under
Secretary of Defense for Acquisition and Technology, Modeling
and Simulation (M&S) Master Plan, DOD 5000.59-P, October
1995.
22. All participants in a simulation do
not need an identical representation of the environment. Individual
combatants, for example, will differ from fighter pilots in the
amount of terrain they can see and the sensor data (radar,
infrared, etc.) available to them. The key is ensuring that their
views of the environment are consistent with one another (e.g.,
that all players would agree that a given line of trees obstructs
the line of sight between two participants in the simulation).
23. DIS conveys simulation state and event
information via approximately 29 PDUs. Four of these PDUs describe
interactions between entities such as tanks and personnel carriers;
the remainder transmit information on supporting actions,
electronic emanations, and simulation control. The entity
state PDU is used to communicate information about a vehicle's
current position, orientation, velocity, and appearance. The
fire PDU contains data on weapons or ordinance that are fired
or dropped. The detonation PDU is sent when a munition
detonates or an entity crashes. The collision PDU is sent
when two entities physically collide. The structure of each PDU is
regimented and changed only after testing and subsequent discussion
at the biannual DIS workshops convened by the Institute for
Simulation and Training at the University of Central Florida.
24. Macedonia, Michael R. 1995. "A Network
Software Architecture for Large-Scale Virtual Environments." Ph.D.
dissertation, Naval Postgraduate School, June; available from the
Defense Technical Information Center, Fort Belvoir, Va.
25. Defense Modeling and Simulation
Office, HLA Management Plan: High-Level Architecture for
Modeling and Simulation, Version 1.7, April 1, 1996.
26. The Navy alone has over 1,200
simulation systems that do not currently comply with HLA. A
compliance monitoring reporting requirement and waiver process,
similar to the Ada waiver process, were put into place. Each
affected service is to fund retrofits of simulation systems from
their own budgets.
27. Ordering information is available on
the DMSO Web site at
http://www.dmso.mil.
28. The Computer Science and
Telecommunications Board workshop provided an opportunity for
representatives from Internet game companies to learn more about
HLA. Several agreed to review the specifications to see if they
would be applicable to them
29. Lantham, Roy. 1996. "DIS Workshop in
Transition to. . . What?," Real Time Graphics 5(4):4-5.
30. National Research Council. 1995.
Virtual Reality: Scientific and Technological Challenges,
Nathaniel I. Durlach and Anne S. Mavor, eds. National Academy
Press, Washington, D.C.
31. Macedonia, Michael R., et al. 1995.
"Exploiting Reality with Multicast Groups," IEEE Computer
Graphics & Applications, September, pp. 38-45.
32. Brutzman, Don, Michael Zyda, and
Michael Macedonia. 1996. "Cyberspace Backbone (CBone) Design
Rationale," paper 96-15-99 in Proceedings of the 15th Workshop
on Standards for DIS, Institute for Simulation and Training,
Orlando, Florida; Brutzman, Don, Michael Zyda, Kent Watsen, and
Michael Macedonia. 1997. "Virtual Reality Transfer Protocol (vrtp)
Design Rationale," accepted for the Proceedings of the IEEE
Sixth International
Page 82
Workshop on Enabling Technologies:
Infrastructure for Collaborative Enterprises (WETICE '97), held
June 18-20, 1997, at the Massachusetts Institute of Technology,
Cambridge, Mass.
33. Brutzman et al., 1996, "Cyberspace
Backbone (CBone) Design Rationale," and Brutzman et al., 1997,
"Virtual Reality Transfer Protocol (vrtp) Design Rationale," note
32 above.
34. Macedonia, "Exploiting Reality with
Multicast Groups," note 31 above.
35. A standard 14.4-kilobit-per-second
modem can transmit or receive a standard DIS packet in
approximately 80 milliseconds, meaning that only about five players
can participate in a real-time interactive game if each must send
and receive messages (updating positions, velocities, etc.) to and
from each other player at each stage in the game and latencies must
be kept below 100 milliseconds.
36. From this perspective the code base is
like the way a television studio thinks of it sets, props, and
sound stages. The code base needs to be able to be data driven so
that new episodes can be created in less than a week instead of a
couple of years. Programming will be developed using scripting
tools that allow writers and designers to quickly develop new
stories. These tools will be important to help the writers and
designers not only create new environments but also direct
automated units and characters to "perform" new roles for the new
scenarios.
37. For example, a player may be flying an
F-15 along with a wingman when a pair of enemy MiGs engages them in
battle. As a player breaks into a turn, he or she may realize that
the wingman has disconnected (intentionally or unintentionally)
from the game.
38. The Aladdin attraction is
something of an anomaly in that Walt Disney Imagineering approached
it not only as a theme park attraction but also as scholarship. It
published results of its research in the open literature. See
Pausch, Randy, et al. 1996. "Disney's Aladdin: First Steps Towards
Storytelling in Virtual Reality," ACM SIGGRAPH '96 Conference
Proceedings: Computer Graphics. Association of Computing
Machinery, New York, pp. 193-203.
39. Fryer, Bronwyn, "Hollywood Goes
Digital," available on-line at
http://zeppo.cnet.com/content/Features/Dlife/index.html.
40. Ditlea, Steve. 1996. "'Virtual Humans'
Raise Legal Issues and Primal Fears," New York Times, June
19; available on-line at
http://www.nytimes.com/library/cyber/week/0619humanoid.html.
41. Magneanat Thalmann, N., and D.
Thalmann. 1995. "Digital Actors for Interactive Television,"
Proceedings of the IEEE, August.
42. An agent that could meet this
requirement would satisfy the "Turing test." Alan Turing, a British
mathematician and computer scientist, proposed a simple test to
measure the ability of computers to display intelligent behavior. A
user carries on an extended computer-based interaction (such as a
discussion) with two unidentified respondentsone a human and
the other a computer. If the user cannot distinguish between the
human and the computer responses, the computer is declared to have
passed the Turing test and to display intelligent behavior.
43. Chandrasekaran, Rajiv. 1997. "For
Chess World, A Deep Blue Sunday: Computer Crushes Kasparov in Final
Game," Washington Post, May 12, p. Al.
44. U.S. Congress, Office of Technology
Assessment. 1995. Distributed Interactive Simulation of
Combat, OTA-BP-ISS-151. U.S. Government Printing Office,
Washington, D.C., September, pp. 123-125.
45. Genetic algorithms are computer
programs that evolve over time in a process that mimics biological
evolution. They can evolve new computer programs through processes
analogous to mutation, cross-fertilization, and natural selection.
See Holland, John H. 1992. "Genetic Algorithms," Scientific
American, July, pp. 66-72.
46. The National Research Council is
conducting another project on the representation of human behaviors
in military simulations. See National Research Council. 1997.
Repre-
Page 83
senting Human Behavior in Military
SimulationsInterim Report, Richard W. Pew and Anne S.
Mavor, eds. National Academy Press, Washington, D.C.
47. Paul Lypaczewski of Alias | Wavefront
estimates that the market for off-the-shelf modeling and simulation
tools is about $500 million per year.
48. See National Research Council,
Virtual Reality, note 30 above.
49. Debevec, P.E., C.J. Taylor, and J.
Malik. 1996. "Modeling and Rendering Architecture from Photographs:
A Hybrid Geometry- and Image-based Approach," Proceedings of
SIGGRAPH '96: Computer Graphics. Association of Computing
Machinery, New York, pp. 11-20.
50. The process of rendering computer
graphics is the process of making frames from objects with motion
so they can be displayed by the computer or image generator.