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. In the future, DOD hopes to use
modeling and simulation to provide readily available, operationally
valid environments for use by all DOD components. It would like
users to have daily access to war-fighting scenarios from their
offices, in the same places that they normally work.
DOD has developed a Modeling and Simulation Master Plan as a
first step in directing, organizing, and concentrating its modeling
and simulation activities. It is intended to be dynamic and
flexible, evolving
OCR for page 17
Page 17
TABLE 1.1 Large DOD Development Programs in
Modeling and Simulation
Project Name
Description
Estimated
Program Cost
($ millions)
Close Combat Tactical Trainer
Networked simulation system for training army
mechanized infantry and armor units. It is composed of various
simulators that replicate combat vehicles, tactical vehicles, and
weapons systems interacting in real time with each other and
semiautonomous opposing forces.
$ 846
Battle Force Tactical Training
Tactical training system for maintaining and
assessing fleet combat proficiency in all warfare areas, including
joint operations. It will train at both the single-platform and
battle group levels.
165
Warfighter's Simulation 2000
Next-generation battle simulation for training
Army commanders and battle staffs at the battalion through theater
levels. It has a computer-assisted exercise system that links
virtual, live, and constructed environments.
172
Joint Tactical Combat Training System
Joint effort by the Navy and Air Force to create a
virtual simulation at the battle group level in which combat
participants will interact with live and simulated targets that are
detected and displayed by platform sensors.
270
Synthetic Theater of War (STOW) Advanced Concept
Technology Demonstration
STOW is a program to construct synthetic
environments for numerous defense functions. Its primary objective
is to integrate virtual simulation (troops in simulators fighting
on a synthetic battlefield), constructive simulation(war games),
and live maneuvers to provide a training environment for various
levels of exercise. The demonstration program will construct a
prototype system to allow the U.S. Atlantic Command to quickly
create, execute, and assess realistic joint training exercises.
442
Joint Simulation System (core)
A set of common core representations to allow
simulation of actions and interactions of platforms, weapons,
sensors, units, command, control, communications, computers, and
intelligence systems, etc., within a designated area of operations,
as influenced by environment, system capability, and human and
organizational behavior.
154
Distributed Interactive Simulation
A virtual environment within which humans may
interact through simulation at multiple sites that are networked
using compliant architecture, modeling, protocols, standards, and
databases.
500
TOTAL
$2,549
SOURCE: U.S. Department of Defense, Office of the
Inspector General. 1997. Requirements Planning for Development,
Test, Evaluation, and Impact on Readiness of Training Simulators
and Devices, a draft proposed audit report, Project No.
5AB-0070.00, January 10, Appendix D.
OCR for page 18
Page 18
as the technology matures and consensus develops on policy and
programmatic issues.
The first objective of the master plan is establishment of a
common technical framework to facilitate interoperability among
simulations and the reuse of simulation components. The key to this
effort is the development of a standard architecture for defense
simulations, the High-Level Architecture, with which all defense
models and simulations must comply. 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) work together as a team.
The second objective of the master plan is to provide timely and
authoritative representation of systems (aircraft, ground vehicles,
ships, communications systems, etc.), the natural environment (air,
space, land, sea, weather, and battle effects), and individual
human behaviors.
Efforts are under way to create databases that would allow
just-in-time generation of integrated and consistent environmental
data to support realistic mission rehearsals anywhere in the world,
including locations that are difficult to access or that are
operationally dangerous. This work is attempting to develop the
capability to generatewith minimal editingsynthetic
representations of geographic surfaces that incorporate relevant
surface features (trees, rocks, etc.) and to create model-based
software tools for feature extraction. Achieving these goals will
ensure, for example, that weather fronts that bring rain or snow to
an area will affect the transit rate of vehicles and troops and
that wind patterns will move trees, create waves, and alter
dispersal patterns of smoke and dust. These effects will not only
help increase the realism of DOD simulations (and, hence, more
realistic training and analysis) but will also allow simulation of
different seasonal conditions.
Other objectives include the establishment of a robust
infrastructure to meet the needs of simulation developers and end
users. The infrastructure will include resource
repositoriesvirtual librariesand a help desk for users.
The goal is to provide common services and tools to simulation
developers to further reduce the cost and time required to build
high-fidelity representations of real-world systems and processes.
Such tools will enable the construction of realistic simulations
that interact with actual war-fighting systems to allow combatants
to rehearse missions and train as they will fight. It could also
facilitate development of virtual prototypes that could be
evaluated and perfected with the help of
OCR for page 19
Page 19
real war fighters before physical realizations are ever
constructed. Such virtual prototypes could have applications
outside defense, such as in city planning, architecture, and design
(see discussion of database generation and manipulation in the
"Tools for Creating Simulated Environments" section of Chapter
2).
The final objective of the plan is to share the benefits of
modeling and simulation. DOD must educate potential users about the
benefits of modeling and simulation. To that end, an extensive
study is under way to quantify objective data on the
cost-effectiveness and efficiency of modeling and simulation in
training, analysis, and acquisition applications throughout DOD.
Extensive anecdotal data exist, but no concerted effort has been
made to demonstrate the return on investment.
Modeling and Simulation in the
Entertainment Industry
The entertainment industry consists of a varied mix of companies
engaged in a broad range of activities, including film, television,
radio, recorded music, publishing, performing arts, home
entertainment, and video. Companies in these industries are using
digital electronic technology for many applications: (1) to deliver
existing products, such as video games and video on demand, and
potentially to distribute products to audiences that are not
reached today; (2) to create electronic games and other forms of
digitized material (such as films that have been converted into
electronic games); (3) for direct response sales (i.e., home
shopping); (4) for new entertainment products that are still in the
process of being invented (such as musical books or interactive
stories); (5) for location-based entertainment, such as high-tech
theme parks based on visual simulation and other offshoots of the
aerospace and electronics industries; and (6) for new methods that
enhance the quality or lower the costs of producing products (e.g.,
computer animation systems or virtual reality systems for set
design and lighting).7
Of these industries, filmmaking, television, video games
(including both computer games that run on standard personal
computers and console games such as Nintendo, Sega, and Sony
systems), and location-based 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. Other linkages also
exist. Filmmakers and television producers, for instance, often
share techniques, technologies, actors, and even content. Companies
that produce games are working hand in hand with network service
companies to provide networked video games.
OCR for page 20
Page 20
These companies play an important role in the U.S. economy.
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 billion.9 Such devices are attractive to
many game players because they sell for roughly $200 compared with
$2,000 for a typical personal computer (PC). Nintendo expected to
sell out its production of 1 million Ultra 64 machines in 1996, and
Sega sales also were expected to reach nearly 1 million. Game boxes
themselves do not usually generate significant profits, but they
pave the way for sales of game cartridges. Sales of game software
for personal computers are also rising and were expected to grow 20
percent in 1996 to $1.2 billion. Part of the increase is the rise
in on-line game sites. Though Internet-based games were expected to
generate only $90 million in 1996, they are projected to generate
$1.6 billion by 2000.10 The film
industry generated another $22 billion in revenues. Box office
receipts totaled almost $6 billion in 1996,11 with video tape rentals at $16
billion.12 These figures do not
include revenues from merchandise related to films, such as toys,
games, and clothing. Such revenues often exceed box office
receipts.
In some areas, modeling and simulation technology has already
enabled firms to regain their competitiveness internationally. As
Ed Catmull of Pixar Animation Studios noted at the workshop,
technology saved the animation industry. Most U.S. animation went
overseas in the 1980s as studios looked for ways to cut labor
costs. The advent of electronic animation technologies (such as
those that made the computer-animated film Toy Story
possible), however, has allowed U.S. firms to win back animation;
foreign competition is seen as less of a threat to the U.S.
industry. In fact, U.S. firms are now raiding other countries for
talent.
Technology will continue to transform the entertainment industry
in myriad ways, many of which will be unpredictable over the long
term. Nevertheless, certain trends are already apparent. Video
games are moving onto the Internet, creating a new way to play
games and driving changes in the games themselves (see Box 1.2 and
Choudhury et al., 199713 ). A
handful of companies are putting the infrastructure in place for
game companies like id Software, Spectrum HoloByte, Acclaim, and
others to move their games out of their constricted single-player
mode into a worldwide, networked, real-time, multiplayer domain.
The Total Entertainment Network (TEN), for example, allows
subscribers to play on-line versions of Duke Nukem 3D, Quake,
Command and Conquer, Warcraft, and Deadlock. More games
are added regularly. In its first three months TEN garnered more
than 14,000 subscribers who pay $14.95 a month to access its
Internet-based games. MPath Interactive, another entrant into the
on-line games industry, offers an on-line version of Quake
and recently agreed with Hasbro Interactive to put versions of
classic
OCR for page 21
Page 21