1,527 research outputs found

    AN OPERATIONAL EFFECTIVENESS ANALYSIS ON MANNED-UNMANNED TEAMING USING WEAPONIZED UNMANNED VEHICLES IN URBAN TERRAIN

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    In recent years, militaries have strengthened efforts to integrate unmanned technologies to improve manned-unmanned teaming (MUM-T) capabilities. As some countries’ fighting-age populations are decreasing, militaries are turning to readily available, cost efficient, and sophisticated unmanned technologies. MUM-T holds great potential not only to alleviate manpower shortages in militaries, but also to improve combat capabilities. This thesis studies the effectiveness of MUM-T at the frontline, down to infantry teams supporting offensive operations in urban terrain. An agent-based simulation is used to model a MUM-T combat operation with and without an unmanned ground vehicle (UGV) to support an infantry company. An analysis was conducted on more than 76,800 simulated battles. It was observed that MUM-T concepts could dramatically increase combat effectiveness, as assessed by increased enemy casualties. The UGV reloading time, weapon accuracy, and own force structure were also observed to significantly impact the infantry’s lethality and survivability. This analysis concludes that implementation of MUM-T at the small-unit tactical level has great potential to enhance overall combat performance. Moving forward, combat models could be integrated into future military exercises such that the findings from simulations can be verified and validated.Major, Singapore ArmyApproved for public release. Distribution is unlimited

    SYSTEMS ANALYSIS OF SENSE AND STRIKE CAPABILITIES WITHIN AN ARMORED COMBAT UNIT IN AN OFFENSIVE URBAN OPERATION

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    This thesis analyzes the impact of deploying loitering munitions and tactical drones with a company-level armored combat team in an offensive urban operation, using Map Aware Non-Uniform Automata (MANA) as the simulation tool. An armored combat team of the Armored Brigade Combat Team (ABCT) was modelled as part of an offensive urban operation, as a baseline to understand the impacts of Raven RQ-11 and M109A6 Howitzer, subsequently replacing them with the loitering munitions and tactical drones. The design of experiment incorporates a total of seven performance parameters of loitering munitions and tactical drones, and utilized the Nearly Orthogonal and Balanced (NOB) method to generate a total of 256 design points with 350 replications each. JMP Pro 16 software was utilized to analyze the operational effectiveness of the loitering munitions and tactical drones, and assess the key performance parameters of the loitering munitions and tactical drones. It was observed that the significant factors in order of significance were loitering munition’s force structure, loitering munition’s classification range and tactical drone’s endurance, and indicated that the employment of loitering munitions and tactical drones enhanced the operational effectiveness of the armored company. This analysis would aid capability analysts in considering the procurement and deployment of sense and strike capabilities, with respect to potential inter-system interaction and key performance parameters.Outstanding ThesisMajor, Singapore ArmyApproved for public release. Distribution is unlimited

    Explicit Feedback Within Game-based Training: Examining The Influence Of Source Modality Effects On Interaction

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    This research aims to enhance Simulation-Based Training (SBT) applications to support training events in the absence of live instruction. The overarching purpose is to explore available tools for integrating intelligent tutoring communications in game-based learning platforms and to examine theory-based techniques for delivering explicit feedback in such environments. The primary tool influencing the design of this research was the Generalized Intelligent Framework for Tutoring (GIFT), a modular domain-independent architecture that provides the tools and methods to author, deliver, and evaluate intelligent tutoring technologies within any training platform. Influenced by research surrounding Social Cognitive Theory and Cognitive Load Theory, the resulting experiment tested varying approaches for utilizing an Embodied Pedagogical Agent (EPA) to function as a tutor during interaction in a game-based environment. Conditions were authored to assess the tradeoffs between embedding an EPA directly in a game, embedding an EPA in GIFT’s browser-based Tutor-User Interface (TUI), or using audio prompts alone with no social grounding. The resulting data supports the application of using an EPA embedded in GIFT’s TUI to provide explicit feedback during a game-based learning event. Analyses revealed conditions with an EPA situated in the TUI to be as effective as embedding the agent directly in the game environment. This inference is based on evidence showing reliable differences across conditions on the metrics of performance and self-reported mental demand and feedback usefulness items. This research provides source modality tradeoffs linked to tactics for relaying training relevant explicit information to a user based on real-time performance in a game

    Summary Of The Second Army DIS Data Call: Technical Report

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    Report identifying user requirements, such as operational needs and corresponding functional requirements, so that effective decisions can be made regarding ongoing DIS development and use

    Assessment Of The Contribution Of Game-based Simulation In The Advancement Of Individual Soldier Intelligence Gathering Skills

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    Self-directed Learning Internet Modules based on gaming technology are making tremendous strides as tools to current training system for our military services. Currently, the US Army is testing the Every Soldier is a Sensor Simulation software (ES3) as part of the Every Soldiers a Sensor program that focuses on intelligence gathering and maintaining situational awareness. The primary training goal of this simulation is the training of individual soldiers on conducting Active Surveillance and Threat Indicator Identification where the soldier is an active participant in the process. Traditional training in intelligence gathering is based largely on cold war models. As a direct result of post 9 -11 activities and the Global War on Terrorism, changes to our process for intelligence gathering are continuing to be made to meet the challenges of the asymmetrical battlefield. This thesis assesses the contribution of game-based simulation in the advancement of individual soldier intelligence gathering skills by investigating performance as it relates to information processing, self-directed learning, and transfer. Specifically, this research will examine whether various combinations of directed and self-directed learning modules enhance soldier performance during intelligence gathering operations by determining the time, proportion of correct detections, weighted significance of detections, and accuracy of detections while participating in a live threat indicator lane as part of an experiment. The assessment is from a user and expert evaluator perspective and may be used to improve current and future gaming applications associated with individual training and intelligence gathering

    Incorporating Physical Fitness Through Rushing Can Significantly Affect Tactical Infantry Simulation Results

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    Physical fitness is accepted as an influence on the outcome on the battlefield; yet, research indicates that it has not been incorporated into tactical infantry simulations. Including physical capabilities may have a significant impact upon the results of a tactical simulation. Several battlefield tasks were reviewed, and rushing was selected to implement in tactical infantry simulations. A preliminary spreadsheet model was created that indicated rushing velocity would impact a tactical simulation. Two tactical infantry simulations were created: a helicopter extraction scenario where 13 soldiers rushed to extraction site while two enemies were shooting and a rushing scenario that consisted of three consecutive short rushes by two soldiers to throw a grenade while one enemy was shooting. Rushing input data were collected via an ODU IRB approved study, which also collected data for physical fitness components such as strength, aerobic fitness, flexibility, and body composition. Four rush times (3 meter rush kneeling to kneeling, 6 meter rush kneeling to kneeling, and a 15 meter rush standing to standing) were selected from participants who scored high enough to pass the Marine Corps Physical Fitness Tests and Marine Corps Combat Fitness test. The rushing velocities were used as input for a total of over 160,000 simulation runs which varied the enemy shooting accuracy from 10–30% and varied the enemy shooting cadence from .5 to 3.5 shots per second. Logistic regression was used to analyze the output results. Rushing velocity had a significant impact upon the probability of success (casualty limit or accomplish task) of the soldiers proving that including physical capabilities may have a significant impact upon the results of a tactical simulation

    The development of a verification and validation (V&V) plan for a proposed tactical engagement simulation system for the AH-64D attack helicopter

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    Advances in weapon systems technology creates the potential for increased warfighting capability, These advances simultaneously create the need for effective simulation systems of these contemporary technologies, The credibility and capability of these weapons systems Models and Simulation (M&S)are evaluated by a Verification and Validation (V&V) process,typically performed during the system development and subsequentDevelopmental Testing (DT). The tactical effectiveness and suitability of the integrated system are then evaluated throughOperational Testing (OT). Historically, the tasks associated with DT and OT are performed by separate organizations in isolation.This thesis proposes a methodology for the Verification andValidation of the weapons systems models implicit in the AH-64DLongbow Apache Tactical Engagement Simulation (TES) System,addition, this thesis develops a V&V plan to evaluate the simulation provided by the integrated Longbow TES system, The Design of this plan provides for the simultaneous collection ofOT data to support system suitability evaluation. This will reduce future OT requirements, thus decreasing the time required for the acquisition cycle. This proposition of performing theTES V&V as a combination of DT (V&V) and OT supports the rapid prototyping philosophy which is useful in proving the concepts of new technology and complex systems

    Sala móvil para entrenamiento táctico militar en planificación de misiones de caballería

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    Introduction: This article is the result of the research project entitled “Mobile classroom for military tactical training in cavalry mission planning, development in the Cavalry school of the Colombian Army from 2010 to 2017”. Its purpose is to identify tools to improve the training process of military personnel. Problem: The training is carried out in a theoretical environment as there is currently no alternative means to training personnel in this field. The present investigation aims to improve the instruction of the army personal with their varying roles and ranks –officers, non-commissioned officers (NCOs) and enlisted soldiers–, when encountering individual and collective training. Objective: Evaluate the impact of the implementation of a mobile classroom equipped with simulation tools, as a strategy for the formation of the members of the Cavalry School. Methodology: Empirical study developed in 5 stages: (i) initial instruction, (ii) diagnostic test, (iii) diagnostic feedback, (iv) performance test and (v) performance evaluation. For this, the adaptation of a trailer, such as a mobile classroom, and the ARMA 3 game was used. Results: The use of the mobile classroom allowed for an increase in the number of trained people whilst reduced training times resulting in lower operating costs and greater sustainability. Conclusion: The implementation of the mobile classroom and the simulation system contributed to the development of skills and abilities, improved decision-making capacities, increased perceptual variation and improved coordination, communication and team decision-making. Originality: First mobile classroom for military training, with invention patent, 10-61804. Limitation: The investigation was carried out at the Cavalry School. The results can only be replicable in other military study centers.Introducción: El presente artículo es resultado del Proyecto de investigación titulado: Sistema Portátil deSimulación Para Vehículos Militares Para el Entrenamiento Táctico, Desarrollo por la Escuela de Caballería,Ejército de Colombia del 2010 al 2017, tiene como propósito identificar herramientas para mejorar el procesoformativo del personal militar. Problema: El entrenamiento se realiza en un ambiente teórico, no se cuenta con un medio eficaz para entrenar al personal en la toma de decisiones. A efectos de permitir la instrucción de las funciones y competencias –oficiales, suboficiales y soldados– que genere un entrenamiento individual y colectivo. Objetivo: Evaluar el impacto de la implementación de un aula móvil prevista con herramientas de simulación, como estrategia para la formación de los miembros de la Escuela de Caballería. Metodología: Studio empírico desarrollado en 5 etapas: (i) instrucción inicial, (ii) prueba de diagnóstico, (iii)retroalimentación del diagnóstico, (iv) prueba de desempeño y (v) evaluación de desempeño. Para ello se dispuso de la adecuación de un tráiler, como aula móvil, y se usó el juego ARMA 3. Resultados: El uso del aula móvil permitió aumentar el número de personas capacitadas, disminuir los tiempos de capacitación, significó menos costos operativos y mayor sostenibilidad. Conclusión: La implementación del aula móvil y el sistema de simulación contribuyó al desarrollo de competencias y habilidades, mejoró las capacidades para la toma de decisiones, aumentó la variación perceptiva y mejoró la coordinación, comunicación y toma de decisiones en equipo. Originalidad: primera aula móvil para entrenamiento militar, con patente de invención 10-61804, Limitación: la investigación se llevo a cabo en la Escuela de Caballería. Sus resultados solo pueden ser replicables en otros centros de estudios Militares

    Evaluating The Effectiveness Of Training System Approaches For Highly Complex Flight Training

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    This research investigates the Training Effectiveness of a low-cost, PC-based training system when compared with two modes (motion and no motion) of a cab training system with large screen for various aviation flying tasks. While much research on this topic has been done in the past, advances in technology have significantly altered what is considered a low-cost simulator. The technology advances have in effect increased the ability of a low-cost simulator to deliver desired experiences to the user. These simulators often are nothing more than PC training system, with only notional representations of the actual aircraft. This research considers the use of such training systems in training for a highly complex and dynamic task situation, that task being a search and rescue mission. A search and rescue mission is far more complex task than those studied for possible low-cost simulation substitution in the past. To address that aspect, one mode of the cab involves motion in two degrees of freedom. The results of this research advances the body of literature on the capability of low-cost simulation to deliver the experiences necessary to learn highly complex tasks associated with search and rescue as well as further clarify the extent to which a motion platform aides in flight training. This research utilizes available platforms provided by the US Army Research, Development and Engineering Command Simulation and Training Technology Center. Additionally, all the participants in the research are in training to be helicopter pilots. Participants were randomly assigned to one of three training configurations: a) Cab with motion turned ON, b) Cab with motion turned OFF and c) PC-based simulator. Training effectiveness is evaluated using measures for learning, task performance, and human factors. Statistically significant results are shown for the Cab with Motion and the Cab with No Motion configurations

    A contingency base camp framework using model based systems engineering and adaptive agents

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    This research investigates the use of adaptive agents and hybridization of those agents to improve resource allocation in dynamic systems and environments. These agents are applied to contingency bases in an object oriented approach utilizing Model-based Systems Engineering (MBSE) processes and tools to accomplish these goals. Contingency bases provide the tools and resources for the military to perform missions effectively. There has been increasing interest in improving the sustainability and resilience of the camps, as inefficiencies in resource usage increases. The increase in resource usage leads to additional operational costs and added danger to military personnel guarding supply caravans. The MBSE approach alleviates some of the complexity of constructing a model of a contingency base, and allows for the introduction of 3rd party analysis tools through the XML metadata interchange standard. This approach is used to create a virtual environment for the agents to learn the system patterns and behaviors within the system. An agent based approach is used to address the dynamic nature of base camp operations and resource utilization. , helping with extensibility and scalability issues since larger camps have a very high computation load. To train the agents to adjust to base camp operations, an evolutionary algorithm was created to develop the control mechanism. This allows for a faster time to convergence for the control mechanisms when a change is observed. Results have shown a decrease in resource consumption of up to 20% with respect to fuel usage, which will further help reduce base costs and risk --Abstract, page iii
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