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Andy Fawkes

8th SMi Annual Land Forces Simulation and Training Conference

London - 14 February 2017

Simulation

Are We There Yet?

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Presentation Themes

  • Where do we want to be?

  • Where have we come from?

  • Get there faster?

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Presentation Influences

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Training Context

  • Asymmetrical & Symmetrical Ops
  • Joint/Coalition Operations
  • New C4ISTAR and Network Capabilities
  • Growing Cyber Threat
  • More Remote and Autonomous Systems
  • Pressure on Funding
  • Technology not Waiting for the Military
  • Recruit Expectations

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SISO/US Army – ENGTAM Group�(Exploration of Next Generation Technology Applications to Modeling and Simulation)

  • Gaming Technology
    • The games-derivative simulation software is already used in many areas of training and is extending into the image generator and mission rehearsal spaces.
  • Virtual Reality
    • VR may find its way into a number of new applications in the military training space where immersion and physical space are significant or limiting factors.
  • Augmented Reality.
    • AR may become increasingly more prevalent in training as the technology becomes more robust and most probably making its way into the operational space too.
  • Cloud and Streaming
    • Future simulation and other training and education services may be streamed across the enterprise over a private secure cloud and network.
  • Wearables/IoT
    • In the military domain it will be possible to monitor and interact with all military people and equipment with value in both training and operations.
  • Big Data and Data Analytics
    • The ability to monitor, record and learn from training data will be enhanced.
  • Artificial Intelligence
    • AI will impact on operations but also training through improved AI in simulations and intelligent tutoring.

https://www.sisostds.org/StandardsActivities/StudyGroups/ENGTAMSG.aspx

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US Army Synthetic Training Environment (STE)

  • IOC of 2023 and FOC 2029
  • Building a single synthetic environment that can handle virtual/gaming and constructive.
  • Incorporate the US Army’s one-world terrain project which maps the entire globe, both geographically and socio-politically.
  • Deliver training to the point of need.
  • Create artificial intelligence to reduce the need for human role players in exercises and offer intelligent enemy forces.
  • Intelligent tutors for computer-based training.
  • Utilize big data for analytics and visualization.

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Can We Learn from�Massively Multiplayer Online Games? (MMOGs)

  • A MoD/Dstl Funded Research Project

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Typical MMOG Characteristics

  • Persistent interactive world that can be accessed 24/7
  • Millions of Concurrent Users
  • Player data that tracks and rewards performance
  • In game communication and interaction with other players
  • Online Communities and Support
  • Supports thin client approach
  • Secure login
  • Ranked/Unranked Worlds

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Medium Support Helicopter Aircrew Training Facility - RAF Benson

  • Computer-based training and computer aided instruction

  • Six full-mission simulators (stand-alone or networked)

  • Tactical Control Centre

CAE

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Training of Fast Jet Pilots

Wikimedia

Eurofighter

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People are the Most Adaptable Component of Military Capability

Pixabay

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Where do we want to be?

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The Destination?

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A Training and Simulation Recipe

  • Learning Focused - Analytics Drawing on Both Live and Simulated Training
  • Quantified Human
  • Training at the Point of Need
  • Range of Devices to Consume and Interact with Media
  • Individual Collective Training Boundary Blurred
  • Fewer but More Empowered Instructors
  • Sharable and Discoverable Content
  • Persistent Networked Training Environment Instantly Scalable from Individual, through Team, Collective, Joint and Coalition
  • Seamless Live-Virtual-Constructive Infrastructure
  • Rapidly Reconfigurable and Full Support of Mission Preparation
  • Supports Training of and with Autonomous Systems
  • Affordable

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Learning Focused - Analytics Drawing on Both Live and Simulated Training

  • Descriptive
    • What happened?
  • Diagnostic
    • Why?
  • Predictive
    • What will happen?
  • Prescriptive
    • Make it happen

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Quantified Human

  • Wearables for All

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Training at the Point of Need

Time is Money and has an Opportunity Cost

Max Pixel

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Range of Devices to Consume and Interact with Media

Pixabay

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Individual Collective Training Boundary Blurred

Pixabay

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Fewer but More Empowered Instructors

  • Instructor Driven but Minimise Need for Human

Pixabay

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Sharable and Discoverable Content

  • Sharable Content

Pixabay

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Persistent Networked Training Environment Instantly Scalable from Individual, through Team, Collective, Joint and Coalition

  • Effortlessly Scalable from Individual, through Team, Collective, Joint and Coalition

Pixabay

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Seamless Live-Virtual-Constructive Infrastructure

  • LVC

Rockwell Collins

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Rapidly Reconfigurable Simulation and Full Support of Mission Preparation

Mission Preparation

Pixabay

Analysis

Training

Operations

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Simulation Supports Training of and with Autonomous Systems

  • Supports Training of and with Autonomous Systems

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Affordable

  • Affordable

Pixabay

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A Little History�Where Have We Come From?

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Oldest Surviving Training Media

13th Century German Sword & Buckler Manual

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1812 - Kriegsspiel ("war play")

  • Key features:map grid; different terrain types; gaming pieces; dice; fog of war and communication difficulties; impartial third party referee

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Link Trainer (WW2)

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Link Trainer (WW2)

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UK Naval Flight Simulation (1970s)

RAF Phantom/HMS Ark Royal

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1980s SIMNET Distributed Simulation Concept

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SIMNET Tank Engagement (late 80s)

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SIMNET Tank Engagement (late 80s)

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US Navy Battle Force Inport Training (BFIT)

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US Navy Battle Force Inport Training (BFIT)

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Dismounted Infantry Virtual Environment (DIVE) (2002)

QinetiQ

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Dismounted Infantry Virtual Environment (DIVE) (2002)

QinetiQ

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UK SDSR Simulation Targets - 2010

  • Step Change in Exploitation of Simulation for More Cost Effective Training
  • 25% Transfer Current Live Training to Simulation by 2015
  • Further 25% Current Live Training to Simulation by 2020
  • 5% Change per Annum

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30 Years of Game Graphics

Sploid Oct 14 – Atari 2600 Raiders Lost Ark – PS4 Nathan Drake Uncharted 4

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Simulation Now -�Land, Sea, Air, Anywhere

BISim VBS3/VBS Blue

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Get There Faster?

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Glass Half Full?�or �Glass Half Empty?

Wikimedia

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Military Access to Simulation

1990

2000

Numbers

10’s

100’s

1,000’s

2010

2015

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Human Factors and Training often the�Last Among Equals�in Defence Procurement

Wikimedia

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UK Land Training Systems

Lead Contractor

Collective Training Sustainment Programme

tbd

Main Collective Land Training Systems

Combined Arms Tactical Trainer

Lockheed

Area Weapons Effect Simulator

Cubic

Direct Fire Weapon Effects Simulator

SAAB

Command and Staff Trainer

Raytheon

Other Collective Land Training Systems

Battlegroup Command & Control Trainer

Lockheed

Synthetic Wrap

QinetiQ/Cubic

Dismounted Close Combat Trainer

Meggitt

Small Arms Range Targetry System

Lockheed

Low Level Urban Skills Trainer

Cubic

Unit Based Virtual Trainer

NSC

C-IED Collective Trainer

SAAB

Urban Battle Tactics Trainer (Contact)

NSC

Defence Virtual Simulation

Bohemia

Training and Education Architecture (Land)

?

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Value for Money? - US GAO Aug 16 Report

  • Eight (US Army) virtual training devices are used on average for 21% of their total availability and four of the low-use systems cost more than $70 million to procure and $15 million to operate in FY2015:

    • Engagement Skills Trainer II (EST II) at 38%
    • Call for Fire Trainer II at 37.8%
    • Games for Training VBS coming at 30.8%
    • Dismounted Soldier Training System (DSTS) at 15.4%
    • Stryker Mobile Gun System Advanced Gunnery Training System (MGS AGTS) at 8.6%
    • Intelligence and EW Tactical Proficiency Trainer (IEWTPT) at 8.4%
    • Common Driver Trainer (CDT) Mine Resistant Ambush Protected (MRAP) vehicle device at 1.3%.

  • Gaps in Governance:
    • Front-end analysis
    • Effectiveness analysis
    • Linkage with training strategies

“Efforts to Adjust Training Requirements Should Consider the Use of Virtual Training Devices”

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Value for Money? - US GAO Aug 16 Report

  • Seven (US Army) virtual training devices are used on average for 21% of their total availability
  • Four of the low-use systems cost more than $70 million to procure and $15 million to operate in FY2015

  • Gaps in Governance:
    • Front-end analysis
    • Effectiveness analysis
    • Linkage with training strategies

“Efforts to Adjust Training Requirements Should Consider the Use of Virtual Training Devices”

Utilisation

Engagement Skills Trainer II (EST II)

38%

Call for Fire Trainer II

37.8%

Games for Training VBS coming

30.8%

Dismounted Soldier Training System (DSTS)

15.4%

Stryker Mobile Gun System Advanced Gunnery Training System (MGS AGTS)

8.6%

Intelligence and EW Tactical Proficiency Trainer (IEWTPT)

8.4%

Common Driver Trainer (CDT) Mine Resistant Ambush Protected (MRAP) vehicle device

1.3%

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Integrated and Responsive?

Army

Procurement

Research

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Organisational Integration

Army

Procurement

Research

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Technology Adoption Cycle

Sagence

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Beyond the Hype – �Exploiting Technology

  • Minimise the need for behavioural change for the military customer

  • Demonstrate and prove quantitatively the technology’s cost effectiveness

  • Marketing aimed at a pragmatic customer not a technology enthusiast or laggard

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Questions?

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UK Army Training Costs�MoD FOI letter FOI2015/06627 dated 21 Aug 15

  • 1 week’s Battlegroup training at CAST is £79k
  • 1 week’s Battlegroup training at CATT is £199k
  • 1 week’s Battlegroup training using AWES/ DFWES (SPTA) is £150k

  • One Infantry Battalion Exercise at BATUK is £9.4m
  • One Battle Group Exercise at BATUS is £24.3m