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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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At least 19 records

Cockpit Resource Management (CRM) training in the 1550th combat crew training wing

The training program the 1550th Combat Crew Training Wing at Kirtland Air Force Base, New Mexico, implemented in September 1985 is discussed. The program is called Aircrew Coordination Training (ACT), and it is designed specifically to help aircrew members work more effectively as a team in their respective aircraft and hopefully to reduce human factors-related accidents. The scope of the 1550th CCTW's training responsibilities is described, the structure of the program, along with a brief look at the content of the academic part of the course. Then the Mission-Oriented Simulator Training (MOST) program is discussed; a program similar to the Line Oriented Flight Training (LOFT) programs. Finally, the future plans for the Aircrew Coordination Training Program at the 1550th is discussed.

Fiedler, Michael T.↗

Blended Training for Combat Medics

Bleeding from extremity wounds is the number one cause of preventable death on the battlefield and current research stresses the importance of training in preparing every Soldier to use tourniquets. HapMed is designed to provide tourniquet application training to combat medics and Soldiers using a blended training solution encompassing information, demonstration, practice, and feedback. The system combines an instrumented manikin arm, PDA, and computer. The manikin arm provides several training options including stand-alone, hands-on skills training in which soldiers can experience the actual torque required to staunch bleeding from an extremity wound and be timed on tourniquet application. This is more realistic than using a block of wood to act as a limb, which is often how training is conducted today. Combining the manikin arm with the PDA allows instructors to provide scenario based training. In a classroom or field setting, an instructor can specify wound variables such as location, casualty size, and whether the wound is a tough bleed. The PDA also allows more detailed feedback to be provided. Finally, combining the manikin arm with game-based technologies, the third component, provides opportunities to build knowledge and to practice battlefield decision making. Not only do soldiers learn how to apply a tourniquet, but when to apply a tourniquet in combat. The purpose of the paper is to describe the learning science underlying the design of HapMed, illustrate the training system and ways it is being expanded to encompass other critical life-saving tasks, and report on feedback received from instructors and trainees at military training and simulation centers.

Fowlkes, Jennifer↗

Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them

An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.

Jones, Phillip N.↗

The EMC of satellite power systems and DoD C-E systems

The solar power satellite (SPS) technical parameters that are needed to accurately assess the electromagnetic compatibility (EMC) between SPS systems and DoD communications-electronics (C-E) systems are identified and assessed. The type of electromagnetic interactions that could degrade the performance of C-E systems are described and the major military installations in the southwestern portions of CONUS where specially sensitive C-E systems are being used for combat training and evaluation are identified. Classes of C-E systems that are generally in the vicinity of these military installations are considered. The Technical parameters that govern the degree of compatibility of the SPS with these C-E systems, and some technical requirements that are necessary to ensure short-term and long-term EMC are identified.

Atkinson, J. H.↗

Air-Powered Projectile Launcher

Air-powered launcher fires plastic projectiles without using explosive propellants. Does not generate high temperatures. Launcher developed for combat training for U.S. Army. With reservoir pressurized, air launcher ready to fire. When pilot valve opened, sleeve (main valve) moves to rear. Projectile rapidly propelled through barrel, pushed by air from reservoir. Potential applications in seismic measurements, avalanche control, and testing impact resistance of windshields on vehicles.

Andrews, T.↗

Real-time simulation of helicopter air-to-air combat

The AUTOMAN computer program develops automated maneuvering decisions for helicopters during air-to-air combat over hilly terrain. Recently, the capabilities of this program have been extended and enhanced significantly. The revised program was installed at the NASA Ames manned flight-simulation facility to drive a computer-generated image of an enemy helicopter, thereby providing an adversary for the human pilot. Maneuvers are selected by employing game theory. Enhancements include a guidance law for target acquisition when a firing opportunity arises; fire-control sequence logic; improved low-flying capabilities; line-of-sight computations for the cockpit field-of-view, terrain obstructions, and visual range limits; use of terrain for masking; air-to-air collision-avoidance maneuvers; decision on dispensing flares and chaff; and adjustable levels of pilot experience. The program was found to be extremely useful for both rotorcraft handling-quality evaluations and air-to-air combat training.

Austin, Fred↗

Corps battle simulation

Explore the source record for details and available documents.

battle simulation training combat model↗

Development of a low-cost virtual reality workstation for training and education

Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) it involves 3-dimensional computer graphics; (2) it includes real-time feedback and response to user actions; and (3) it must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, but the high cost of VR technology has limited its practical application to fields with big budgets, such as military combat simulation, commercial pilot training, and certain projects within the space program. However, in the last year there has been a revolution in the cost of VR technology. The speed of inexpensive personal computers has increased dramatically, especially with the introduction of the Pentium processor and the PCI bus for IBM-compatibles, and the cost of high-quality virtual reality peripherals has plummeted. The result is that many public schools, colleges, and universities can afford a PC-based workstation capable of running immersive virtual reality applications. My goal this summer was to assemble and evaluate such a system.

Phillips, James A.↗

Virtual Reality Simulation of the International Space Welding Experiment

Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.

Phillips, James A.↗

Study of a very low cost air combat maneuvering trainer aircraft

A very low cost aircraft for performing Air Combat Maneuvering (ACM) training was studied using the BD-5J sport plane as a point of departure. The installation of a larger engine and increased fuel capacity were required to meet the performance and mission objectives. Reduced wing area increased the simulation of the ACM engagement, and a comparison with current tactical aircraft is presented. Other factors affecting the training transfer are considered analytically, but a flight evaluation is recommended to determine the concept utility.

Hill, G. C.↗

Analysis and training - why different?

It is tempting to seek universal combat simulations, optimized for both analysis and training. Such a quest would be quixotic, however, because the two environments place conflicting requirements.

simulation modeling training analysis↗

Modeling the Effects of Stress: An Approach to Training

Stress is an integral element of the operational conditions experienced by combat medics. The effects of stress can compromise the performance of combat medics who must reach and treat their comrades under often threatening circumstances. Examples of these effects include tunnel vision, loss of motor control, and diminished hearing, which can result in an inability to perceive further danger, satisfactorily treat the casualty, and communicate with others. While many training programs strive to recreate this stress to aid in the experiential learning process, stress inducement may not always be feasible or desired. In addition, live simulations are not always a practical, convenient, and repeatable method of training. Instead, presenting situational training on a personal computer is proposed as an effective training platform in which the effects of stress can be addressed in a different way. We explore the cognitive and motor effects of stress, as well as the benefits of training for mitigating these effects in real life. While many training applications focus on inducing stress in order to "condition" the stress response, the author explores the possibilities of modeling stress to produce a similar effect. Can presenting modeled effects of stress help prepare or inoculate soldiers for stressful situations in which they must perform at a high level? This paper investigates feasibility of modeling stress and describes the preliminary design considerations of a combat medic training system that utilizes this method of battlefield preparation.

Cuper, Taryn↗

TAC BRAWLER - An application of engagement simulation modeling to simulator visual system display requirements for air combat maneuvering

The TAC BRAWLER air combat simulation models both the acquisition and use of visual information by the pilot. It was used to provide the designers of manned simulators for air-to-air combat with information regarding the training implications of display system resolution, inherent target contrast, field of view, and transport delay. Various display designs were simulated, and the resulting quantitative and qualitative differences in engagements were considered indicators of possible mistraining. Display resolution was found to alter combats primarily through its effect on detection ranges; the 'pixel averaging' contrast management technique was shown to largely compensate for this problem. Transport delay significantly degrades pilot tracking ability, but the training impact of the effect is unclear.

Kerchner, R. M.↗

High sustained +Gz acceleration: physiological adaptation to high-G tolerance

Since the early 1940s, a significant volume of research has been conducted in an effort to describe the impact of acute exposures to high-G acceleration on cardiovascular mechanisms responsible to maintaining cerebral perfusion and conscious in high performance aircraft pilots during aerial combat maneuvers. The value of understanding hemodynamic characteristics that underlie G-induced loss of consciousness has been instrumental in the evolution of optimal technology development (e.g., G-suits, positive pressure breathing, COMBAT EDGE, etc.) and pilot training (e.g., anti-G straining maneuvers). Although the emphasis of research has been placed on the development of protection against acute high +Gz acceleration effects, recent observations suggest that adaptation of cardiovascular mechanism associated with blood pressure regulation may contribute to a protective 'G-training' effect. Regular training at high G enhances G tolerance in humans, rats, guinea pigs, and dogs while prolonged layoff from exposure in high G profiles (G-layoff) can result in reduced G endurance. It seems probable that adaptations in physiological functions following chronically-repeated high G exposure (G training) or G-layoff could have significant impacts on performance during sustained high-G acceleration since protective technology such as G-suits and anit-G straining maneuvers are applied consistently during these periods of training. The purpose of this paper is to present a review of new data from three experiments that support the notion that repeated exposure on a regular basis to high sustained +Gz acceleration induces significant physiological adaptations which are associated with improved blood pressure regulation and subsequent protection of cerebral perfusion during orthostatic challenges.

Review, Tutorial↗

Using a Quadtree Algorithm To Assess Line of Sight

A matched pair of computer algorithms determines whether line of sight (LOS) is obstructed by terrain. These algorithms were originally designed for use in conjunction with combat-simulation software in military training exercises, but could also be used for such commercial purposes as evaluating lines of sight for antennas or determining what can be seen from a "room with a view." The quadtree preparation algorithm operates on an array of digital elevation data and only needs to be run once for a terrain region, which can be quite large. Relatively little computation time is needed, as each elevation value is considered only one and one-third times. The LOS assessment algorithm uses that quadtree to answer LOS queries. To determine whether LOS is obstructed, a piecewise-planar (or higher-order) terrain skin is computationally draped over the digital elevation data. Adjustments are made to compensate for curvature of the Earth and for refraction of the LOS by the atmosphere. Average computing time appears to be proportional to the number of queries times the logarithm of the number of elevation data points. Accuracy is as high as is possible for the available elevation data, and symmetric results are assured. In the simulation, the LOS query program runs as a separate process, thereby making more random-access memory available for other computations.

Gonzalez, Joseph↗

Superlative TINs

TIN is short for 'triangulated irregular network,' which is a piecewise planar model of a surface. If properly constructed, a TIN can be more than 30 times as efficient as a regular triangulation. In our project (a ground combat simulation to support U.S. Army training exercises), the TIN is used to represent the Earth's surface and is used primarily to determine whether line of sight is blocked by terrain. High efficiency requires accurate identification of ridgelines with as few triangles as possible. The work currently in progress is the implementation of a TINning process that we hope will produce superlative TINs. This presentation describes that process.

Triangulated Irregular Networks TIN Delaunay trian↗