Massively Multiplayer Persistent Worlds: Entertainment or Training? - PowerPoint PPT Presentation

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Massively Multiplayer Persistent Worlds: Entertainment or Training?

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... to build US Army training environments for asymmetric ... Access Network (AKO) Account Management. User, Unit Databases. Training Management. Assessment ... – PowerPoint PPT presentation

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Title: Massively Multiplayer Persistent Worlds: Entertainment or Training?


1
Massively Multiplayer Persistent
WorldsEntertainment or Training?
  • Robert Gehorsam
  • Vice President, Strategic Initiatives
  • There Inc.
  • 9/4/2003

2
The 10-minute drill
  • Need to separate out the creative components from
    the technical and sociological elements to get at
    the underlying value
  • MMPs are basically environments that present an
    opportunity to develop new types of hybrid
    virtual- constructive training programs.
  • Technology leverage points from the commercial
    world are
  • Core technology (distributed large-scale 3D
    environments on low-end machines and networks)
    ubiquitous access to training environments
  • Pace of innovation
  • User interface
  • User/social experience
  • Increasing productivity at the edges (middleware
    and toolsets)

3
RDECOM and There
  • STO recently underway to conduct RD in using
    There MMP technology as the basis for a platform
    to build US Army training environments for
    asymmetric and long-duration operations.
  • Hypotheses
  • Can uniquely address training challenges not
    currently addressed (long duration, asymmetric),
    or not currently addressed at sufficient scale
    and frequency
  • Can provide incrementally better training than
    current systems for some existing training
    programs.
  • Might provide greater economic and personnel
    efficiencies (e.g. O/Ctrainee ratios) than
    existing programs.
  • Can support some joint and interagency training
    better than current programs.

4
Key RDECOM-There Goals
  • Minimal modifications to existing There
    technology
  • Deployable over the Internet to standard
    commercial PCs
  • Long-term focus on three key areas
  • Training effectiveness (AAR technology for MMPs)
  • Types of training
  • Optimal echelons
  • Tool sets Integration with OneSAF for
    constructive components
  • Key technical challenges include fidelity,
    integration, performance

5
Early Prototype Demo
  • Sample capabilities not training demo
  • Earth-sized world with accurate terrain
  • Focus on realtime communications, more
    intelligence-oriented than combat in this clip
  • Voice over IP
  • Avatar gesture/behavior
  • Tool sets for rapid modification, scenario
    generation
  • Instrumented environment

6
Notional MMP Architecture
R/T and Asynch Sources
Training Management Assessment And Reporting
Scenario Database And Tools
Content Database And Tools
After Action Review
OneSAF
CCTT
User, Unit Databases
Simulation Servers
Live MMP Environment
Live Sensors
Account Management
Access Network (AKO)
Client Device (PC, Console, PDA, FCS, C2, etc.)
7
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