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1 INTRODUCTION
Pages 13-31

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From page 13...
... has an even longer history of investing in modeling and simulation to support objectives such as training and analysis programs and has supported the development of many of the fundamental computer graphics and networking technologies that underlie both military and entertainment applications of modeling and simulation. Though the two communities differ widely in their structures, incentives, and motivations, opportunities may exist for the entertainment industry and the defense modeling and simulation community to work together to advance the state of the art in modeling and simulation technology.
From page 14...
... If cultural barriers can be overcome, the resulting cooperation could enable the two communities to leverage each other's strengths to develop a stronger technology base that will allow both to more easily achieve their individual objectives for modeling and simulation. DEFENSE MODELING AND SIMULATION DOD uses modeling and simulation for a variety of purposes, such as to train individual soldiers, conduct joint training operations, develop doctrine and tactics, formulate operational plans, assess war-fighting situations, evaluate new or upgraded systems, and analyze alternative force structures (see Box 1.1~.
From page 16...
... At the same time, advances in information technology have lowered the cost of computer-based models and simulations, making modeling and simulation a cost-effective alternative to live training. Simulated training exercises do not require the space or transportation needed for a live training exercise, nor do they have the environmental impact of live training exercises.6 Already, DOD's modeling and simulation activities, such as SIMNET, have helped the services get away from major field exercises that required the agency to move large numbers of people around.
From page 17...
... 1997. Requirements Planningfor Development, Test, Evaluation, and Impact on Readiness of Training Simulators and Devices, a draft proposed audit report, Project No.
From page 18...
... This architecture was designed to allow DOD to meet its vision of constructing a rapidly configured mix of computer simulations, actual war-fighting systems, and weapons systems simulators geographically distributed and networked, involving tens of thousands of entities to support training, analysis, and acquisition. Such simulations would be used both to train individuals to perform particular tasks, to interpret data, and to make decisions, and to help groups of individuals (tank crews, fighter squadrons)
From page 19...
... , and locationbased entertainment centers have been most active in adopting modeling and simulation technology. For the most part, these sectors have operated independently of one another, though some blurring of the boundaries is occurring as film studios attempt to develop games based on their movies.
From page 20...
... Sales of video games and consoles, such as the Sony PlayStation, Nintendo 64, and Sega Saturn, were expected to surpass $4.3 billion in 1996.8 Game boxes themselves accounted for nearly $3.6 billions Such devices are attractive to many game players because they sell for roughly $200 compared with $2,000 for a typical personal computer (PC)
From page 22...
... Location-based centers generally provide a specific entertainment attraction, often accompanied by a cafe, bar, or restaurant. A recent compilation listed 153 VR entertainment centers worldwide, ranging from restaurants or cafes with one or two VR units to larger facilities and theme parks with up to 40.~4 In some of these centers, participants don a head-mounted display and enter a 3D world through which they navigate with a joystick or ski down a simulated mountain.
From page 23...
... Companies such as Boss Film Studios, Digital Domain, and Industrial Light and Magic continue to improve the realism of these effects and are developing ways to digitize real actors for use in stunts and other special effects. In addition, virtually every major Hollywood studio has established a subsidiary to create interactive products, typically computer adventure games based on movies.
From page 24...
... . Game machines are now being considered for military training.20 Discussed below are several projects currently under way or under consideration to modify commercial hardware and software for military training applications: · Peter Bonanni, of the Virginia Air National Guard, for example, has been working with Spectrum HoloByte Inc.
From page 25...
... Though lacking the fidelity to allow fighter pilots to practice certain skills, such as properly timing the release of a weapon to ensure the greatest probability of intercept, low-cost simulators may allow pilots to maintain familiarity with the layout of cockpit and throttle controls and to "keep their heads in the game." According to Peter Bonanni, games such as Falcon 4.0 realistically mimic the look and feel of real military aircraft and allow users to play against computer-generated forces or, in a networked fashion, against other pilots, which facilitates team training opportunities.
From page 26...
... The evaluations to date have found that while no war game was capable of producing a "robust simulated combat environment," several offered potential for training: Harpoon2, Tigers on the Prowl, Operation Crusader, Patriot, and DOOMS The Computer War Game Assessment Group recommended the use of these games, and the Marine Corps commandant has authorized commanders to permit these games to be loaded onto government computers and to allow Marines to play them during duty hours.22 The Marine Corps has already begun using DOOM for training four-person fire teams. Users play in a networked environment that allows them to cooperate, listen, and make decisions quickly.23 The game has been modified from its original version to include fighting holes, bunkers, tactical wire, "the fog of war," and friendly fire, as well as Marine Corps weapons, such as the M16(al)
From page 27...
... There are enough similar data readily available to produce comparable studies of Austerlitz, Waterloo, Gettysburg, Antietam, and other battles. Available in formats that permit the viewer to traverse these battlefields in time as well as space, these databases could become staples of history courses, officer training programs, and the countless clubs and societies that cherish military history or stage reenactments.
From page 28...
... Simulation, VR, video games, and film share the common objective of creating a believable artificial world for participants. In this context, believability is less a factor of specific content of the environment than of the perception that a world exists into which participants can port themselves and undertake some actions.
From page 29...
... Collaboration could improve the competitive advantage of entertainment companies and the ability of DOD to meet its national security objectives more efficiently than if the two communities continued to operate independently. As Ed Catmull, of Pixar Animation Studios, and Eric Haseltine, of Walt Disney Imagineering, noted, funding from defense agencies such as DARPA had a significant effect on the development of fundamental technologies critical to defense and entertainment; moreover, it helped develop the human resources required to research, develop, and advance those technologies.
From page 30...
... 1997. "Requirements Planning for Development, Test, Evaluation, and Impact on Readiness of Training Simulators and Devices," a draft proposed audit report.
From page 31...
... 21. Marine Corps Modeling and Simulation Management Office, "Computer Based Wargames Catalog," available on-line at http://138.156.4.23/catalog.


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