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Serious Games for Sailor Proficiency
Navy SBIR 2011.1 - Topic N111-061 NAVSEA - Mr. Dean Putnam - [email protected] Opens: December 13, 2010 - Closes: January 12, 2011 N111-061 TITLE: Serious Games for Sailor Proficiency TECHNOLOGY AREAS: Sensors, Human Systems ACQUISITION PROGRAM: High Fidelity Active Synthetic Training (HIFAST) RESTRICTION ON PERFORMANCE BY FOREIGN CITIZENS (i.e., those holding non-U.S. Passports): This topic is "ITAR Restricted." The information and materials provided pursuant to or resulting from this topic are restricted under the International Traffic in Arms Regulations (ITAR), 22 CFR Parts 120 - 130, which control the export of defense-related material and services, including the export of sensitive technical data. Foreign Citizens may perform work under an award resulting from this topic only if they hold the "Permanent Resident Card", or are designated as "Protected Individuals" as defined by 8 U.S.C. 1324b(a)(3). If a proposal for this topic contains participation by a foreign citizen who is not in one of the above two categories, the proposal will be rejected. OBJECTIVE: Develop innovative ways to leverage high fidelity sonar simulation to develop sailor Anti-Submarine Warfare proficiency. DESCRIPTION: The Navy is developing high fidelity synthetic training environments to improve sailor proficiency. Advances in simulation could enable more effective training techniques. The field of serious games is making rapid advances in understanding the cognitive processes that enhance learning and retention. Current training processes consist of classroom training, with instructor-led hands-on training. Future sonar training systems immerse the student in a high fidelity environment, but lack the ability to sense trainee proficiency or target scenarios to appropriately challenge individual trainees. An individualized simulated event that is slightly challenging should produce better learning and retention than an event that is either trivially easy or overwhelmingly difficult. An automated technology to determine proficiency level and recommend a scenario that is appropriate to the student's skill level would potentially reduce barriers to practice and develop automaticity or proficiency. Unclassified results of Naval Mine and ASW Warfare Command (NMAWC) evaluation of scenario complexity constructs, required ASW skills, and evaluation of current simulation capabilities will be provided. PHASE I: Develop concepts to significantly improve proficiency of sonar operators using serious games concepts such as cognitive loading. The concept should presume the existence of high fidelity simulation and intelligent agents. The Phase I concept should address mid-frequency active sonar employment at the unclassified level. PHASE II: Develop a Serious ASW Game "adjunct" for use with the latest AN/SQQ-89 A(V)15 training capability to assess proficiency at recognizing active sonar returns and recommending appropriate scenarios based on the assessed proficiency. Demonstrate proficiency assessment and differential improvement to proficiency and retention when the Serious Game adjunct is used. Phase II will require access to classified information. PHASE III: Transition the technology to the AN/SQQ-89 A(V)15. PRIVATE SECTOR COMMERCIAL POTENTIAL/DUAL-USE APPLICATIONS: This technology could benefit safety-critical governmental or commercial systems that required highly perishable skills, such as land navigation or driving using night vision devices. This technology could also be used to adaptively train individuals on proper behavior in changing environments, such as proper responses for emergency management personnel or improving social proficiency in autistic individuals. REFERENCES: 2. Janis Cannon-Bowers and Clint Bowers (editor), Serious Game Design and Development: Technologies for Training and Learning. Published by Information Science Reference (c) 2010 3. Aldrich, Clark, The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google. Published by Pfeiffer (c) 2009 KEYWORDS: Cognitive Load, Serious Games, Training, Proficiency, High Fidelity, Synthetic Environments, Active Sonar Employment
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