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1 Application of Virtual World Technologies to Undersea Warfare Learning 20 August, 2009 POC: Mr. Douglas Maxwell [email protected] (401) 832 6215 Informational Brief UNCLASSIFIED Distribution Statement “A” Approved for public release; distribution is unlimited.
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1

Application of Virtual World Technologies

to Undersea Warfare Learning

20 August, 2009

POC: Mr. Douglas [email protected](401) 832 6215

Informational Brief

UNCLASSIFIEDDistribution Statement “A”

Approved for public release; distribution is unlimited.

Report Documentation Page Form ApprovedOMB No. 0704-0188

Public reporting burden for the collection of information is estimated to average 1 hour per response, including the time for reviewing instructions, searching existing data sources, gathering andmaintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information,including suggestions for reducing this burden, to Washington Headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, ArlingtonVA 22202-4302. Respondents should be aware that notwithstanding any other provision of law, no person shall be subject to a penalty for failing to comply with a collection of information if itdoes not display a currently valid OMB control number.

1. REPORT DATE 20 AUG 2009 2. REPORT TYPE

3. DATES COVERED 00-00-2009 to 00-00-2009

4. TITLE AND SUBTITLE Application of Virtual World Technologies to Undersea Warfare Learning

5a. CONTRACT NUMBER

5b. GRANT NUMBER

5c. PROGRAM ELEMENT NUMBER

6. AUTHOR(S) 5d. PROJECT NUMBER

5e. TASK NUMBER

5f. WORK UNIT NUMBER

7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Naval Undersea Warfare Center,Division Newport,1176 Howell Street,Newport,RI,02841-1708

8. PERFORMING ORGANIZATIONREPORT NUMBER

9. SPONSORING/MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSOR/MONITOR’S ACRONYM(S)

11. SPONSOR/MONITOR’S REPORT NUMBER(S)

12. DISTRIBUTION/AVAILABILITY STATEMENT Approved for public release; distribution unlimited

13. SUPPLEMENTARY NOTES ImplementationFest2009, 18-20 Aug 2009

14. ABSTRACT

15. SUBJECT TERMS

16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT Same as

Report (SAR)

18. NUMBEROF PAGES

14

19a. NAME OFRESPONSIBLE PERSON

a. REPORT unclassified

b. ABSTRACT unclassified

c. THIS PAGE unclassified

Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std Z39-18

Virtual World Technologies (VWTs)

“Using Virtual Worlds To Shape the Future” by Dr. Susan U. Stucky, IBM Almaden Research Center

VWTs = Real-time Dynamic Distributed EnvironmentVWTs = Real-time Dynamic Distributed Environment

Massively Multiplayer

Gaming Technologies

3

Virtual World CharacteristicsInformation arranged in 3-D

and accessed via geo- spatial referencing or teleports

User immersed in information with unique representation in common virtual space

Experience is social where users interact with each other (visual, chat, voice)

Supports Improved Information ManagementSupports Improved Information Management

NUWC Mission Objectives

• NUWCDivNpt recognizes that rapidly evolving gaming and visualization technologies have the potential to radically change the way the Navy approaches Collaboration & Innovation

– The primary FY08 goal was investigation of various virtual world technologies (i.e., Second Life, Open Sim , OLIVE and Wonderland) to fully understand their strengths, weaknesses and limitations.

– The primary FY09 goal is experimentation so that NUWC, its customers and sponsors can effectively apply this technology in support of undersea warfare mission areas.

5

Virtual Worlds Focus• Defense Intelligence Agency (DIA) reports over 300

Virtual Worlds in development– Second Life (Linden Labs) = largest but public access only– OLIVE (Forterra) = custom scenario trainer– Open Simulation = open source clone of Second Life– Wonderland (Sun) = share existing desktop applications– Qwaq Forums (Qwaq, Inc.)= virtual meeting spaces– eXtensible3D = open standard formats and architecture– ProtoSphere (Proton Media) = enterprise solution for collaboration – Real World (DARPA) = user-definable scenario training– Active Worlds = small bandwidth, many users– Joint State Response Training System (JSRTS) EM Nexus (National

Guard) = custom scenario trainer– Croquet = Open source metaverse software foundation– HiPiHi = Chinese clone of Second Life

No “One Stop Shopping” for Virtual WorldsNo “One Stop Shopping” for Virtual Worlds

A B C D E F G H

1

2

3

4

A B C D E F G H

1

2

3

4

10 Mile Drive G2 H-4Activities Field G-3 H-3Alumni Hall F-1Captain’s Mast F-2Castle Hill Light House C-4Cliff Walk H-4Commercial Exchange G-1Command Center 1 C-1Command Center 2 D-1Conference Room West B-2Conference Room East 1&2 F-2 F-3Easton’s (First) Beach H-3 H-4

Movie Theater G-2Newport Bridge F-4 H-4Orientation Trails G-1 H-1Periscope Tower B-2Public Access Teleport G-2Ranges Lab A-2R&D Cross Over Path C-2 D-2Rose Island Light House F-4Sandbox D-1 E-1Second Life Café E-2Sonar Acoustic Tank A-1Sonar Laboratory A-1

Theater Observation Towers A-3 B-4Theater Visualization A-3 B-4Touro Tower E-4Training Room 1 E-1Training Room 2 E-1Torpedo Launching Station C-3Undersea Obs. Lounge E-3 E-4USS Virginia G-3USW Analysis Lab C-2Vehicles Hanger & Lab C-2 C-3Visitors’ Center G-2War Room C-1

Electro-Magnetics Lab B-2Fort Adams Weapons Lab C-4 D-4Game Control A-2 B-2Goat Island Light House F-1Guest Dock F-3Harbourside Amphitheater H-4Innovation Center E-2 E-3Innovation Gardens E-2 E-3Launch Service G-3Library E-3 E-4Main Blvd. G-2 E-2Miantonomi Tower H-1

R&D Services PR

Virtual Worlds Collaborative Environment (VWCE)

Theater Visualization

5 37

8

Man.Twr

Easton’s (First) Beach

Building Trail

VIP Trail

NUWC Sandbox

Sandbar

Fort AdamsWeapons & Launchers

Laboratories

Cliff Walk

i

i

CommunicationTrail

i

COMEX

Quons

et Hut

Targ

et

Sonar Tank

Mast

se

sese

Launch

Activities Field

ScriptingTrailLaunch

VisitorsCenter

TP

TP

TP

Goat Is.

LightHouse

i

1

TouroTower

Game Arcade

ObsA

ObsC

Targ

et

Targ

et

Targ

et

se

iCastle Hill

Lighthouse

ObsD

NUWCTheater

USS NAUTILUSUSS STURGEONUSS LOS ANGELESUSS PROVIDENCE

USS VIRGINIA USS SEA WOLF

TP

EastConf.1&2(30)

Library

Public Access Teleport

TP

iRose Is.Light

House

i

InnovationCenter

Sandbar

TPWar

Room

CommandCenter 2

CommandCenter 1

Launch

USWAnalysis

ObsB

GamingControl

Per.Scopes

Elec.Magn.

WestConference

(30)

RangeControl

Launch SL Cafe

TP

Training 12(16)

Training 1(16)

Alumni Hall

TP

TP

TP

TP

TP

TP

TP

SonarLab

se

se se

LaunchTP

A B C D E F G H

1

2

3

4

1

2

3

4

A B C D E F G H

6 4

USS Virginia

Launch

Service

Amphitheatre

Newport Bridge(1/4h scale)

Navy Pier

i

Visiting ships

Top Observation

Deck

UnderwaterObservation

Lounge

S

EW

N

Vehicles Hanger

TP

Mini Range10:1

Game Piece

Game Piece

Game Piece

TP

Met

aver

seC

ente

r

ObsE ObsF

Targ

et

USS OHIO

USS PERMIT 12USS SKATE 10USS HALIBUT 9

meters

016 32 48 64 128 256

10 to 15 meters

12 SIMs = 192 acres840 avatars135K objects-2 to 0 meters

0 to 1 meters1 to 3 meters3 to 5 meters

5 to 10 meters

-5 to -0 meters-10 to -5 meters

Teleport location

Newport Landmark Info

TP

i

version 16.0

Virtual NUWC

6

5

6

5

UnderwaterUUV Trails

UnderwaterExhibits

2USS SAN JUAN

HSI

US MILANDS

AIR FORCE

USS SKIPJACK11

Beavertail Lighthouse iTP

TP

ObsF

ObsE

Coordinated Military Presence

NAVY AIR FORCE

ARMYMARINES & OTHER

Virtual NUWC

TeamOrlando

US Army

• NUWC is organizing a coordinated military coalition presence into Second Life

• Linden Lab provides a Coalition Hub to act as a central information and access point

• Provides greater visibility and sharing of resources as new agencies set up presence

• NUWC is organizing a coordinated military coalition presence into Second Life

• Linden Lab provides a Coalition Hub to act as a central information and access point

• Provides greater visibility and sharing of resources as new agencies set up presence

MyBase

Use of Virtual Worlds for Training and Education

1. Remote access learning in a traditional classroom setting

2. Remote access training of specialized skill sets or tools

3. Scenario training requiring mass participants4. Immersive Learning via virtual immersion

into information space

• Virtual Worlds are being used by many organizations and academic institutions to educate and train in new ways

18 of top 20 US Universities Have Second Life Land – CEO, Linden Labs, Mark Kingdon

18 of top 20 US Universities Have Second Life Land – CEO, Linden Labs, Mark Kingdon

Class Room Training

Ohio University Chemistry Lab

• Virtual Worlds support remote access for students / instructors to traditional classroom training with immersion, spatial voice, IM, Power Point, streaming video, text/movie recording

• Over 300 educational institutions have set up virtual campuses for remote learning including the 18 of top 20 US universities (e.g., Harvard Law School)

• Complete current list of resources in Second Life at: http://simteach.com/

Princeton Library

Skill Training• Virtual Worlds can provide remote, collaborative

access to specialized tools (real or simulated) and situations requiring unique skills

– Provides greater time-on-asset, removes inherent risks/dangers, and provides greater control over information presentation

• Submarine example: operators and instructors remotely log into high fidelity virtual representation of 688i / Virginia attack center in WonderlandTM VW

• Operators have interaction with each other and full VNC access to actual CBOT displays running on actual remote hardware

• Demonstrates ability to conduct remote team training, COOPEX planning, distributed testing.

688 Attack Center In Wonderland

Sailing Lessons

“Trucking companies, for instance, are teaching drivers how to parallel park their vehicles using simulations built in Second Life”– McKinsey & Co. 2008

Immersive Learning• An optimized blend of simulation and

game that leads to the learner being motivated by, and immersed into, the purpose and goals of a learning interaction.

• Immersive Learning simulations work– Over 93% of (1100) respondents who

have created an ILS report that their efforts produce results that are better than other forms of rich-skill practice (source: eLearning Guild)

Scilands Nanometer

Acoustic Detection Exhibit at vNUWC

“A school history class could, for example, spend a lesson wandering around the ruins of Pompeii or Petra, going into buildings and seeing what they would see if they were actually there, providing a much livelier form of education in a form that can be exported around the world.” “ - Smart Services CEO Warren Bradey

Project Bluejacket

Intuitive Game Controls

Objective: Explore the use of Virtual World Technology to teach basic submarine tactical skills such as Target Motion Analysis (TMA), contact management and weapon presetting

Requirements:Intuitive / Interactive / Engaging / FunMulti-player access supporting team buildingSupports student evaluation via metricsMission focused scalability to more complex problems/goalsStand-alone and/or centralized with remote access

Approach: 1) Map out initial game storyboard integrating learning objectives into game goals (using Mind Map tool)2) Investigate basic gaming environment and infra- structure components using Second LifeTM* virtual world3) Prototype game for evaluation by Submarine Learning Center (March 2009)

TeachingTactical Displays

Immersive Learning

* or equivalent

• With over 300 VWTs in development it is a challenge to keep abreast of their evolving capabilities and match a particular VWT with enough maturity to an appropriate military application.

• No one world meets all our requirements! • Second Life is proving to be a flexible, extremely capable

VWT earning our continued focus as we strive to bring this technology to fruition in support of today and tomorrow's war fighter.

Conclusion


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