NICOP - A study on the generalizability of training effects from synthetic to live maritime environments using mobile simulation technology
Abstract
This is a proposal outlining a study of maritime simulation and training capabilities enabled by interactive, 3D gaming/simulation t""echnologies.With ongoing budget challenges and readiness gaps across the military, this project aims to investigate if and how deve"lopments in the commercial gaming and simulation sector can be leveraged to support Navy training by proposing a formal study to determine the efficacy of a specific user case. The study is being designed to support the Sailor 2025 Initiative.To apply gaming and" simulation technologies in support of human performance improvement is of great interest. The compelling story lines, virtual envir"onments and competitive nature of games that entertain might be tailored to provide cross-over opportunities to educate. The video game/simulation industry funds the development of technologies that potentially can be repurposed to replicate job performance enviro"nments that can be used for experiential training. By placing a trainee in a compelling, game-like environment - with the training t"ailored to the tool - potentially they will learn faster and retain more of what they~ve learned than with traditional courseware. This technology might be utilized for onsite learning which decreases the need of sending the trainee to a traditional training at a different location. The ability to be mobile with the training is an aspect that is highlighted in the Sailor 2025 initiative. Ther"efore, this study aims at using mobile gaming/simulation solutions that can be brought to the trainee.The US Navy is requiring full""y interactive 3D scenarios for multiple ongoing training initiatives. For example, the Littoral Combat Ship (LCS) is incorporating a"" combination of live, virtual, and simulation training as an alternative to the development of traditional courseware. Game-based tr"aining is trying to support a broad range of training requirements as well as delivery modalities. From standalone desktop training where the trainee is able to experience a fully interactive 3D environment on a PC to alternate configurations supporting part task" or full mission simulators, video game technologies might be well suited to support complex training requirements.Systematic resea"rch to quantify the benefits of this type of immersive 3D training to the US Navy has not been conducted from an independent source." Data that identifies specific features that need to be included in any sort of game based, interactive, scenario oriented solutions" for critical and emerging Navy training tasks are virtually non-existent.The purpose of this study is to examine these specific gaps and provide quantitative and qualitative data on the efficacy of using gaming/simulation technology (as VBS3 by Bohemia Interacti"ve or other) for US Navy training. Furthermore, this effort will identify key features that need to be supported by the technology t"o meet critical training requirements.
Document Details
- Document Type
- DoD Grant Award
- Publication Date
- Nov 03, 2017
- Source ID
- N629091712161
Entities
People
- Fredrik Forsman
Organizations
- Chalmers University of Technology
- Office of Naval Research
- United States Navy