Sunday, February 10, 2008

Serious Games & Conventional Simulation Convergence: Game-Based Simulation

Serious Games blurring the lines of training


Sources:
The current convergence between conventional simulation training and game based training is blurring the lines that once defined each industry.

Researchers are designing more and more "Serious Games" that utilize advances in realistic game-based simulation to deliver educational programs, military training and tools for health maintenance and therapy.


Picture 1 Picture 2
Game-Based Simulation at ACTIVE Lab

Pic 1 - MOT2IVE is a suite of laptop based simulators that can be reconfigured for training. The system was originally designed to train Marine Corps Fire Support Teams. Within the environment, it is possible to train Forward Observers and Forward Air Controllers (FO/FAC) in providing close air support, mortar, and artillery support. Additional elements within MOT2IVE include aircraft simulators, ground vehicle simulators, and planning tools for combined arms missions. The system is presently used within ACTIVE as testbed environment.

Pic 2 - Gaming for Training The ACTVE lab is engaging in research using Massively Multiplayer Online Games (MMOG) to study the effectiveness of game-based training. The environments studied are developed and maintained using an On-Line Interactive Virtual Environment (OLIVE) platform from Forterra, Inc. In conjunction with other game-based research efforts, the ACTIVE lab is also utilizing commercially available gaming technology within simulation environments

The simulation industry has already begun to assimilate low cost gaming middleware for graphics, artificial intelligence, and physics.
Program managers want games for their next training simulator or combat-modeling system. Corporations want their messaging put forward in game form.




ACTIVE Lab

The ACTIVE Lab is engaged in applied research and development for the analysis and improvement of the human performance.
Currently sponsored projects range from the design of distributed virtual training systems, evaluated for effectiveness and usability, to studying the utility of game-based training using massively multiplayer online games (MMOGs).

Current Areas of Research:

Evaluating Training Effectiveness and Usability of Distributed Training Environments
Virtual Environments
Game-Based Simulation
Neuroscience Sensors
Robotics and Interfaces for Unmanned Systems
Physiological Signal Processing
The PSI Handbook of Virtual Environments for Training and Education: Developments for the Military and Beyond
Warfighter Enhancement Program Office (WEPO)