Written by / Compiled by KMI Media Group staff
Aviators in the United States and overseas are increasingly seeking the opportunity to virtually train as they operate their complex airborne weapons systems.
Cubic Defense Applications’ P5 Combat Training System/Tactical Combat Training System is a fifth-generation ACMI system. Philip J. Fisch, senior director, Business Development, discussed several of the P5’s unique capabilities and features. For example, it has received a security certification and accreditation (C&A) that allows processing of classified information used in training. “As a result of this C&A, P5 is supplied with accurate and validated computer simulations of advanced weapons. These simulations match the performance of the weapons and provide greatly improved training for the fighter pilots that use the system,” Fisch told MT2.
P5 has a powerful, long-range data link with a range of more than 80 miles between aircraft and 125 miles from aircraft to the ground. P5 can operate as a fully rangeless ACMI system and also be used as a range-based system with a live monitor capability and integration with radars and live electronic warfare systems.
Cubic’s P5 system is finding favor with overseas defense departments. Cubic has two foreign military sales of the P5CTS/TCTS system that have been announced. A third sale is in final negotiations and will be announced in the next few months. The first two sales are to Poland and Singapore. All sales of the system are on an FMS basis.
Fisch noted the overseas market prospects for future P5 sales are excellent. “We have received contacts and requests for information from more than two dozen nations. They are all excited to learn about the advanced capabilities, security accreditations and interoperability with various ACMI systems that are included as part of the P5 system. Of great significance is the recent decision by the U.S. Air Force to field P5 systems in Europe at several locations.”
DRS Technologies Inc. is Cubic’s principal subcontractor for P5CTS/TCTS.
Philip J. Fisch:
This e-mail address is being protected from spambots. You need JavaScript enabled to view it
Facility Expansion for AVT
AVT Simulation has doubled the size of its facility in Central Florida Research Park, taking over an additional 6,000 square feet for a total of 12,000 square feet. In addition to new offices, the facility will house a new internal research and development (IRAD) lab, a production facility and a premiere demonstration center.
AVT will be using the new expansion area to accommodate the growth that company officials anticipate during the second half of 2009, with contracts from Orlando-area-based DoD commands.
Jim Siebold:
This e-mail address is being protected from spambots. You need JavaScript enabled to view it
Reducing Simulator Sickness
Infoscitex has used two small business technology transfer (STTR) projects to field a solution to reduce simulator sickness. The company used an initial Office of Naval Research STTR project to develop a device that produces the sensation of motion even in stationary simulators, and a second NAVAIR project to test the ability of the device to reduce simulator sickness on multiple subjects. “During the short period of phase I of the second project, we actually obtained approval to test multiple subjects—we had promised 10 to the Navy and we actually tested 22—and the results were amazing,” Anna Galea, Ph.D., principal engineer, Infoscitex, told MT2.
The company will use Phase II of the second STTR project to turn the research device into a product that reduces simulator sickness.
Galea pointed out that motion sickness is caused by a mismatch between what the person sees and what the body feels. “So we came at this from the sense of, can we work with the normal, healthy human vestibular system? Can we fool you to make you think you are rolling, pitching or yawing while you are actually standing still?”
The breakthough in this STRR-sponsored effort is that Infoscitex is going beyond where earlier service/industry efforts stopped—inducing feelings of motion in one axis. “We’ve been able to go further with that. It uses the basic approach—‘how does a human being sense these things?’ and works with that to create the illusion of motion.”
The device the company uses to induce feelings of motion in one or more axes has two components: a wireless, battery-operated transmission device that sends signals of roll, pitch and yaw, and a headband.
While the device is compatible with any simulator “that uses a standard joy-stick or flight gear, we’d like to go to any simulator,” Galea said.
Infoscitex is seeking to further develop its material solutions by partnering with simulator providers.
David Montella:
This e-mail address is being protected from spambots. You need JavaScript enabled to view it
Making Informed Decisions on Game-Based Training
Anacapa Sciences reports progress in its efforts in gathering empirical data on the effectiveness of game-based training and in developing a tool that will help the DoD training community make informed decisions about when, where and even if to apply particular game elements to training.
The company has teamed with Arizona State University’s Department of Aeronautical Management Technology to complete a NAVAIR small business technology transfer (STTR) project to examine the applications of game-based training and develop a game-based training tool (GBTT).
“The project’s methodology examines the knowledge, skills and abilities that students need to acquire, and any problems that may be impeding their progress, then makes recommendations for designing an effective training game,” Tricia Mautone, Ph.D., senior scientist at Anacapa Sciences, told MT2. The project is addressing a huge gap in training design. “There are not many guidelines out there on when and how to develop game-based training,” she pointed out. “For example, given a particular training environment or need, is game-based training an appropriate method to meet that need? If so, what type of game is best, how should it be structured, and what game element variations, such as feedback, level of realism, challenge format, etc., should be incorporated in order to optimize learning outcomes?”
Web-based part-task and whole-task trainers supported GBTT proofof- concept scenarios in which student pilots were trained to operate an aircraft’s flight management system (FMS) device. A parallel, non-game version was also designed to assess the relative impact that gaming elements had on learning outcomes, compared to more conventional computer-based training. After a week of training, students took a transfer test in which they performed an FMS programming task. “We found that the game-based group made fewer mistakes, they worked faster—and when we looked at their training patterns, we noted that they had voluntarily interacted with the training material more,” Mautone recalled.
While the Anacapa team will continue to conduct research with ASU, it is also seeking additional partnering opportunities to advance its gaming research efforts.
Tricia Mautone:
This e-mail address is being protected from spambots. You need JavaScript enabled to view it
Acquistion Outlined
Applied Research Associates Inc. has acquired Virtual Heroes Inc. Virtual Heroes is a privately held company that creates Advanced Learning Technology solutions for the health care, federal systems and commercial markets. Advanced Learning Technologies leverages simulations for learning, serious games and virtual worlds to accelerate learning, increase proficiency and reduce training costs for next-generation work force development. As a global market leader in this field, Virtual Heroes develops applications that facilitate highly interactive, self-paced learning and instructor-led, distributed team training on the Virtual Heroes Advanced Learning Technology (ALT) Platform using the Unreal Engine 3 by Epic Games.
Since its inception in 2004, Virtual Heroes’ many accomplishments include work on America’s Army; Pamoja Mtaani; Hilton Ultimate Team Play; VirtualPeace.org; 3DiTeams; Zero Hour: America’s Medic; and the upcoming official NASA game, Astronaut: Moon, Mars & Beyond.
Virtual Heroes’ employees and software products will remain based in Research Triangle Park, N.C., and become fully integrated into ARA’s Systems and Operations Sector as the ‘Virtual Heroes’ Division of ARA.
Allen York:
This e-mail address is being protected from spambots. You need JavaScript enabled to view it
Laser Shot Opens Simulation and Training Center
Laser Shot recently opened its new Simulation and Training Center. The facility, located at 3050 Technology Parkway, is located at the hub of activity for the simulation and training community.
Christopher Chambers, president, Laser Shot, stated, “We are excited to co-locate with the modeling and simulation community in Orlando, and hope to greatly enhance our personal and professional relationships with our customers. Our company has extensive experience in supporting training for the soldiers of the U.S. Army and Marines; the Training and Simulation Center will allow us to expand our efforts in working with the Department of Defense.”
Jim Molnar: This e-mail address is being protected from spambots. You need JavaScript enabled to view it





