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.
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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
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5c. PROGRAM ELEMENT NUMBER
6. AUTHOR(S) 5d. PROJECT NUMBER
5e. TASK NUMBER
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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
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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
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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.
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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
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A B C D E F G H
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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
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Man.Twr
Easton’s (First) Beach
Building Trail
VIP Trail
NUWC Sandbox
Sandbar
Fort AdamsWeapons & Launchers
Laboratories
Cliff Walk
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CommunicationTrail
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COMEX
Quons
et Hut
Targ
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Sonar Tank
Mast
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Launch
Activities Field
ScriptingTrailLaunch
VisitorsCenter
TP
TP
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Goat Is.
LightHouse
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TouroTower
Game Arcade
ObsA
ObsC
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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
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A B C D E F G H
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USS Virginia
Launch
Service
Amphitheatre
Newport Bridge(1/4h scale)
Navy Pier
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Visiting ships
Top Observation
Deck
UnderwaterObservation
Lounge
S
EW
N
Vehicles Hanger
TP
Mini Range10:1
Game Piece
Game Piece
Game Piece
TP
Met
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ObsE ObsF
Targ
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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
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version 16.0
Virtual NUWC
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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