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SimsSir: modeling and simulation are leading the assault of new learning technologies that are winning favor with the U.S. military. Meanwhile, corporate training executives should keep an eye out for new techniques suitable for the workforce
T+D, Oct, 2003 by Paul Harris
The use of simulation-based war gaming has become pervasive for almost every operation and was used extensively for Operation Iraqi Freedom, says Macedonia. For example, the Army shipped to Afghanistan and Kuwait a Mobile MOUT (military operations in urban terrain) site training environment. A "city" of manufactured homes can be stacked three units high, complete with instrumentation inside for recording and playback of events.
The Simulation Technology Center is even tapping the expertise of the entertainment and gaming industries to improve simulator-based instruction. It has contracted with the University of Southern California's Institute for Creative Technologies to pursue the latest in video games to entice and teach computer-savvy soldiers. In a separate contract, the Army has asked the Menlo Park, California-based online community and game developer There Inc. to produce a simulation-based game that will be designed as an anti-terrorist training tool that can be played by scores of far-flung individuals.
Yet, even as modeling and simulation technologies draw converts, critics point out cost-benefit shortcomings as well as larger failures. Among the latter is the Joint Training Confederation, an unsuccessful effort to link nonheterogeneous simulations within the military with software called Aggregate Level Simulation Protocol. Also, aviators frequently complain that simulators don't pass the realism test, and many fliers are prone to a condition called "simulator sickness" caused by overexposure to the training devices. "Affected pilots can't fly for three days, which can have a real-world effect on readiness," says one observer.
Nonetheless, simulation's future is assured. Each branch is aggressively seeking ways to embed training technology and systems into vehicles and gear that their personnel will carry. "This is a major breakthrough," says Macedonia. "Previously, training was an ancillary requirement of a system. But today it is a key performance parameter." Another sign of the times: Ten years ago, 80 percent of PEO STRI's training budget was spent on hardware. Now it's being spent on software, he says.
Networking is also on a steep growth curve, claims Macedonia. "When you combine the power of networking, computer graphics, and general purpose processors, there's a huge wave of technological change coming. We want to leverage those technologies, such as networking for distance learning and collaboration, and take advantage of devices that will become smaller and more powerful." Such developments as 3-D graphics chips in cell phones and small keyboards in PDAs will benefit military training, he predicts. And don't forget robotics. It will also be marching into training's future, part of a "ubiquitous learning environment" that will include intelligent tutors, mentors, and teammates, predicts Macedonia.
Simulation: The Game Is On
Because current recruits belong to the Nintendo Generation, it's logical for the U.S. military to leverage video games as a learning tool. That's the philosophy behind an Army contract with the University of Southern California to tap the resources of the entertainment and game development industries. The five-year contract created the Institute for Creative Technologies, which seeks to promote learning through immersive and interactive training simulation technologies.
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