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Rapid Tactics Development Using Existing, Low-Cost Virtual Environments
Navy SBIR 2008.2 - Topic N08-117 NAVAIR - Mrs. Janet McGovern - navair.sbir@navy.mil Opens: May 19, 2008 - Closes: June 18, 2008 N08-117 TITLE: Rapid Tactics Development Using Existing, Low-Cost Virtual Environments TECHNOLOGY AREAS: Information Systems, Human Systems ACQUISITION PROGRAM: PMA 205 - Aviation Training Systems The technology within this topic is restricted under the International Traffic in Arms Regulation (ITAR), which controls the export and import of defense-related material and services. Offerors must disclose any proposed use of foreign nationals, their country of origin, and what tasks each would accomplish in the statement of work in accordance with section 3.5.b.(7) of the solicitation. OBJECTIVE: Develop capabilities that allow existing, low to medium fidelity virtual environment technologies to rapidly create human behavior models to support experimentation, training and analysis of air and subsurface tactics. DESCRIPTION: Traditional human behavior model development processes are slow and expensive. The process typically begins with some form of knowledge acquisition; the goal being to capture what the behavior's functions are. This data is often captured in the form of a requirements document, a conceptual model, a task analysis, etc. The data is then used by an analyst or engineer to design the human behavior model. The design specifies how the model will perform the required functions. The design must consider the user interface, the operating environment, the required inputs and outputs, performance characteristics, and other details. Once the design is approved, the development, integration, and testing processes iterate until the model is complete. Various techniques have been employed to attempt to reduce the time and cost of developing human behavior models (and software in general). Minor improvements have been achieved through abstraction, reuse, and other strategies. Major improvements are needed in the ability to apply knowledge directly to the solution. There is too much ambiguity and opportunity for human error in current practices. Furthermore, our enemies are adapting at a rate that exceeds our ability to appropriately respond using traditional methods. Virtual environments provide an opportunity for subject matter experts to apply their knowledge directly to the human behavior development solution. This SBIR seeks the development of processes and technologies to leverage existing, low-cost virtual environments in the development of human behavior models. The objective is for subject matter experts to create new human behavior models by executing them in a virtual environment. For example, rather than defining, designing, building, and testing a new air to air tactic using traditional methods, an operator could simply execute the tactic in an existing virtual environment. The resulting "behavior" can then be captured and adapted/replayed for experimentation, training, and/or analysis. This effort must leverage existing, low-cost COTS/GOTS (Commercial Off-the-Shelf/Government Off-the-Shelf) virtual environments and simulation tools. Examples include, but are not limited to, Delta3D, Microsoft Flight Simulator, SIMbox, Sub Command, etc. The ability to capture the behavior, replay it, and apply it in alternative ways (e.g. on different military platforms, in different geographic environments, in different tools, etc.) is imperative. Simulation-independent solutions are preferable. Although the initial application of the process/technology is in the air and subsurface domain, a domain-independent solution is desired. Consideration should also be given to existing Navy standards for modeling, simulation, and interoperability. PHASE I: Determine the feasibility of and design a non-functional architecture for capturing, replaying, and altering human behavior models developed using virtual environments. The architecture should clearly articulate the functions, interfaces, and relationships between the components and how they will achieve the desired objectives. PHASE II: Further develop the architecture and demonstrate its ability to implement, capture, replay, and augment air and subsurface human behavior models. PHASE III: Integrate Phase II capabilities into the Navy's modeling and simulation architecture. PRIVATE SECTOR COMMERCIAL POTENTIAL/DUAL-USE APPLICATIONS: This technology will be directly applicable to federal aviation, law enforcement, and homeland defense organizations. Current training systems require extensive time and money to update/create human behavior models. This SBIR, if successful, will deliver simple, effective tools for the development of human behavior models that are readily extensible for use in other environments. REFERENCES: 3. Corey, M.; Traumy D; Laney C. Swartouty, W; Marsellaz S.; Gratchy J; Van Lenty, M. (2006). Teaching Negotiation Skills through Practice and Reflection with Virtual Humans. Information Sciences Institute University of Southern California. http://people.ict.usc.edu/ lane/papers/jmst-saso-xai.pdf. 5. MAGY SEIF EL-NASR and BRIAN K SMITH. Seif El-Nasr, M; Smith, B. (2005). Learning through Game Modding. Penn State, Information Sciences and Technology. http://faculty.ist.psu.edu/SeifEl-Nasr/conference/LearningByBuilding-SeifEl-NasrSmith.copyed.pdf. KEYWORDS: Modeling; Simulation; Human Behavior; Training; Intelligence; Games.
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