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Modeling and Simulation
Linking Entertainment and Defense
Committee on Modeling and Simulation:
Opportunities for Collaboration Between the
Defense and Entertainment Research Communities
Computer Science and Telecommunications Board
Commission on Physical Sciences,
Mathematics, and Applications
National Research Council
NATIONAL ACADEMY PRESS
Washington, D.C. 1997
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Page ii
NOTICE: The project that is the subject of this report was
approved by the Governing Board of the National Research Council,
whose members are drawn from the councils of the National Academy
of Sciences, the National Academy of Engineering, and the Institute
of Medicine. The members of the committee responsible for the
report were chosen for their special competences and with regard
for appropriate balance.
This report has been reviewed by a group other than the authors
according to procedures approved by a Report Review Committee
consisting of members of the National Academy of Sciences, the
National Academy of Engineering, and the Institute of Medicine.
The National Academy of Sciences is a private, nonprofit,
self-perpetuating society of distinguished scholars engaged in
scientific and engineering research, dedicated to the furtherance
of science and technology and to their use for the general welfare.
Upon the authority of the charter granted to it by the Congress in
1863, the Academy has a mandate that requires it to advise the
federal government on scientific and technical matters. Dr. Bruce
Alberts is president of the National Academy of Sciences.
The National Academy of Engineering was established in 1964,
under the charter of the National Academy of Sciences, as a
parallel organization of outstanding engineers. It is autonomous in
its administration and in the selection of its members, sharing
with the National Academy of Sciences the responsibility for
advising the federal government. The National Academy of
Engineering also sponsors engineering programs aimed at meeting
national needs, encourages education and research, and recognizes
the superior achievements of engineers. Dr. William A. Wulf is
president of the National Academy of Engineering.
The Institute of Medicine was established in 1970 by the
National Academy of Sciences to secure the services of eminent
members of appropriate professions in the examination of policy
matters pertaining to the health of the public. The Institute acts
under the responsibility given to the National Academy of Sciences
by its congressional charter to be an adviser to the federal
government and, upon its own initiative, to identify issues of
medical care, research, and education. Dr. Kenneth I. Shine is
president of the Institute of Medicine.
The National Research Council was organized by the National
Academy of Sciences in 1916 to associate the broad community of
science and technology with the Academy's purposes of furthering
knowledge and advising the federal government. Functioning in
accordance with general policies determined by the Academy, the
Council has become the principal operating agency of both the
National Academy of Sciences and the National Academy of
Engineering in providing services to the government, the public,
and the scientific and engineering communities. The Council is
administered jointly by both Academies and the Institute of
Medicine. Dr. Bruce Alberts and Dr. William A. Wulf are chairman
and vice-chairman, respectively, of the National Research
Council.
Support for this project was provided by the Defense Modeling
and Simulation Office through Subcontract 4843 from RGB Technology
Inc. Any opinions, findings, conclusions, or recommendations
expressed in this material are those of the authors and do not
necessarily reflect the views of the sponsors.
Library of Congress Catalog Card Number 97-68732
International Standard Book Number 0-309-05842-2
Additional copies of this report are available from:
National Academy Press
2101 Constitution Avenue, NW
Box 285
Washington, DC 20055
800/624-6242
202/334-3313 (in the Washington Metropolitan Area)
http://www.nap.edu
Copyright 1997 by the National Academy of Sciences. All rights reserved.
Printed in the United States of America
Page iii
COMMITTEE ON MODELING AND SIMULATION:
OPPORTUNITIES FOR COLLABORATION BETWEEN THE
DEFENSE AND ENTERTAINMENT RESEARCH COMMUNITIES
MICHAEL ZYDA, Naval Postgraduate School, Chair
DONNA COX, University of Illinois, Urbana-Champaign
WARREN KATZ, MäK Technologies
JOSHUA LARSON-MOGAL, Silicon Graphics Inc.
GILMAN LOUIE, Spectrum HoloByte Inc.
PAUL LYPACZEWSKI, Alias | Wavefront
RANDY PAUSCH, Carnegie Mellon University
ALEXANDER SINGER, Independent Producer/Director
JORDAN WEISMAN, Virtual World Entertainment Inc.
Staff
JERRY R. SHEEHAN, Study Director
LISA L. SHUM, Project Assistant
GLORIA BEMAH, Administrative Assistant (through November 1996)
Page iv
COMPUTER SCIENCE AND TELECOMMUNICATIONS BOARD
DAVID D. CLARK, Massachusetts Institute of Technology,
Chair
FRANCES E. ALLEN, IBM T.J. Watson Research Center
JEFF DOZIER, University of California at Santa Barbara
SUSAN L. GRAHAM, University of California at Berkeley
JAMES GRAY, Microsoft Corporation
BARBARA J. GROSZ, Harvard University
PATRICK HANRAHAN, Stanford University
JUDITH HEMPEL, University of California at San Francisco
DEBORAH A. JOSEPH, University of Wisconsin
BUTLER W. LAMPSON, Microsoft Corporation
EDWARD D. LAZOWSKA, University of Washington
BARBARA H. LISKOV, Massachusetts Institute of Technology
JOHN MAJOR, Qualcomm Inc.
ROBERT L. MARTIN, Lucent Technologies
DAVID G. MESSERSCHMITT, University of California at Berkeley
CHARLES L. SEITZ, Myricom Inc.
DONALD SIMBORG, KnowMed Systems Inc.
LESLIE L. VADASZ, Intel Corporation
MARJORY S. BLUMENTHAL, Director
HERBERT S. LIN, Senior Staff Officer
JERRY R. SHEEHAN, Staff Officer
JULIE CLYMAN LEE, Administrative Assistant
LISA L. SHUM, Project Assistant
SYNOD P. BOYD, Project Assistant
Page v
COMMISSION ON PHYSICAL SCIENCES,
MATHEMATICS, AND APPLICATIONS
ROBERT J. HERMANN, United Technologies Corporation,
Co-chair
W. CARL LINEBERGER, University of Colorado, Co-chair
PETER M. BANKS, Environmental Research Institute of
Michigan
LAWRENCE D. BROWN, University of Pennsylvania
RONALD G. DOUGLAS, Texas A&M University
JOHN E. ESTES, University of California at Santa Barbara
L. LOUIS HEGEDUS, Elf Atochem North America Inc.
JOHN E. HOPCROFT, Cornell University
RHONDA J. HUGHES, Bryn Mawr College
SHIRLEY A. JACKSON, U.S. Nuclear Regulatory Commission
KENNETH H. KELLER, University of Minnesota
KENNETH I. KELLERMANN, National Radio Astronomy Observatory
MARGARET G. KIVELSON, University of California at Los Angeles
DANIEL KLEPPNER, Massachusetts Institute of Technology
JOHN KREICK, Sanders, a Lockheed Martin Company
MARSHA I. LESTER, University of Pennsylvania
THOMAS A. PRINCE, California Institute of Technology
NICHOLAS P. SAMIOS, Brookhaven National Laboratory
L.E. SCRIVEN, University of Minnesota
SHMUEL WINOGRAD, IBM T.J. Watson Research Center
CHARLES A. ZRAKET, MITRE Corporation (retired)
NORMAN METZGER, Executive Director
Page vii
Preface
The entertainment industry and the U.S. Department of Defense
(DOD)though differing widely in their motivations,
objectives, and culturesshare a growing interest in modeling
and simulation. In entertainment, modeling and simulation
technology is a key component of a $30 billion annual market for
video games, location-based entertainment, theme parks, and films.
In defense, modeling and simulation provides a cost-effective means
of conducting joint training; developing new doctrine, tactics, and
operational plans; assessing battlefield conditions; and evaluating
new and upgraded systems.
Recognizing this synergy, DOD's Defense Modeling and Simulation
Office (DMSO) asked the National Research Council's Computer
Science and Telecommunications Board to convene a multidisciplinary
committee to evaluate the extent to which the entertainment
industry and DOD might be able to better leverage each other's
capabilities in modeling and simulation technology and to identify
potential areas for greater collaboration (see Appendix C for
committee members' biographies). The committee met in June and
August 1996 to plan a two-day workshop that was held in Irvine,
California, in October 1996 (see Appendixes A and B for the
workshop agenda and list of participants). It met again in November
1996 to discuss the results of the workshop and to plan the
structure and format of this summary report.
The workshop brought together more than 50 representatives of
the entertainment and defense research communities to discuss
technical challenges facing the two industries, identify obstacles
to successful shar-
Page viii
ing of technology and joint research, and suggest mechanisms for
facilitating greater collaboration. Participants were drawn from
the film, video game, location-based entertainment, and theme park
industries; DOD; defense contractors; and universities. They
included top executives and government program managers as well as
engineers, film directors, researchers from industry and academia,
and university faculty. Through a series of presentations on
electronic storytelling, strategy and war gaming, experiential
computing and virtual reality, networked simulation, and low-cost
simulation hardware, the committee attempted to encourage dialogue
among these diverse stakeholders and stimulate discussion of
research areas of interest to both the entertainment and defense
industries. Because the workshop represented one of the first
formal attempts to bridge the gap between the entertainment and
defense communities, the committee also hoped to encourage personal
contacts between members of the two communities as a means of
facilitating future collaboration. As such, the 1996 workshop
should be seen as part of an ongoing process that may continue
beyond this project and this report.
This report represents the committee's attempt to capture key
themes of the workshop discussions. Chapter 1 provides an overview
of the applications of modeling and simulation technology in the
entertainment and defense industries and discusses the historical
flows of technology between them. It also reviews the potential
benefits to collaboration and outlines the underlying technologies
of modeling and simulation in which collaboration may be possible.
Chapter 2 identifies common technical needs of DOD and the
entertainment industry, identifying and describing areas in which
the entertainment and defense communities appear to have similar
interests and in which collaboration, at some level, may be
possible. Chapter 3 describes other issues that must be addressed
in order to facilitate collaboration and sharing of research. These
include the needs to develop the necessary human resources,
establish mechanisms for information sharing and technology
transfer, strengthen the research base, and overcome cultural
differences between the two communities. As Chapter 3 notes,
collaboration between the entertainment and defense research
communities will require far more than a list of common research
interests. Structures must be put in place to facilitate
collaboration and to allow greater sharing of information between
the two communities; differences in culture and business practices
must be overcome, though not necessarily altered. Putting these
elements in place will facilitate collaboration over time on an
ever-changing set of common technologies and research areas.
This report benefited from the contributions of many people
throughout the modeling and simulation community. Workshop
participants, through their presentations and discussion, provided
the committee with
Page ix
much of the material used in this report. The committee is
especially grateful to those participants who submitted position
papers outlining the research challenges in their particular fields
of interest. The committee drew from these papers in preparing this
report; the papers are reproduced in Appendix D. External reviewers
of an early draft of this report also provided valuable
comments.
Staff members of the U.S. Army's Topographic Engineering Center
and Joint Precision Strike Demonstration provided the committee
with an informative demonstration of state-of-the-art military
systems for battlefield visualization and real-time,
man-in-the-loop, networked simulation. David Wray, of DMSO,
provided hours of videotaped visual simulations for the committee
to examine and excerpt. Several volunteers set up and operated a
variety of entertainment and military demonstration systems during
the 1996 workshop to provide participants with hands-on experience:
Charles Benton of Technology Systems Inc., Michael Bilodeau of
Spectrum HoloByte Inc., Steven Carter of Thrustmaster Inc., Leon
Dennis of the Armstrong Laboratories at Wright Patterson Air Force
Base, Brian Kalita of BBN Corporation, and Greg Lutz of Motorola's
Government Electronics Division. Robin Scheer, of Spectrum HoloByte
Inc., worked tirelessly to arrange the entertainment demonstrations
and to contact participants for the strategy and war games session
of the workshop. Fred Zyda orchestrated audiovisual presentations
during the workshop, demonstrated video games for participants when
called upon, and selected video clips and edited the videotape for
the "Introductory Commonalities" presentation.
Finally, thanks are due the sponsors of this study. Anita Jones,
as director of defense research and engineering, conceived of the
project and ensured its realization. James Hollenbach, Mark
Jefferson, and Judith Dahmann of DMSO, with support from Terry
Hines, of the MITRE Corporation, provided necessary guidance and
support for the project and facilitated the participation of the
defense community in its completion.
MICHAEL ZYDA, CHAIR
COMMITTEE ON MODELING AND SIMULATION:
OPPORTUNITIES FOR COLLABORATION BETWEEN THE
Page xi
Contents
Executive Summary
1
1
Introduction
13
Defense Modeling and Simulation
14
Modeling and Simulation in the
Entertainment Industry
19
Connections Between Defense and
Entertainment
23
Notes
30
2
Setting a Common Research Agenda
32
Technologies for Immersive
Simulated Environments
32
Experiential Computing in
DOD
33
Experiential Computing in
the Entertainment Industry
35
Research
Challenges
35
Networked Simulation
44
Applications
44
Research
Challenges
44
Standards for
Interoperability
52
DOD Efforts in
Interoperability
54
Interoperability in the
Entertainment Industry
58
Research Areas
60
Computer-generated
Characters
64
Computer-generated
Characters in Entertainment
65
DOD Applications of
Computer-generated Characters
68
Common Research
Challenges
69
Page xii
Tools for Creating Simulated
Environments
73
Entertainment Applications and
Interests
74
DOD Applications and
Interests
75
Research Challenges
76
Conclusion
79
Notes
79
3
Setting the Process in Motion
84
Overcoming Cultural
Barriers
84
Different Business
Models
85
Facilitating Coordination
and Cooperation
88
Human Resources
92
Maintaining the Research
Base
97
Concluding Remarks
99
Notes
100
Appendixes
A
Workshop Agenda
105
B
Workshop Participants
107
C
Biographical Sketches of Committee Members
110
D
Position Papers
115