Epic show report
I/ITSEC 2005

Report by Donald Clark, Epic
I've just lifted a RPG launcher onto my shoulder - those things
are heavy. Through the viewfinder I see a hovering US helicopter.
I aim, press the trigger, release and off it goes. Boom! A direct
hit. The instructor tells me that helicopter hits are just lucky
shots as RPGs are crude old Russian technology with hardly any precision
beyond a few hundred feet. Thanks! Then a Humvee screams round the
corner. I reload, take again and fire again. Once again, it's blasted
off the road. I'm feeling lucky, lucky to be able to play with the
most expensive toys on the planet - military simulators. I get to
quell riots in a realtime multiplayer game, fly aircraft, drive
armoured vehicles and generally muck around on all of those things
we see every night on the TV. For a civilian like me this is only
possible at I/ITSEC, the world's largest military and training and
simulation conference.
In fact, all learning professionals need to sit up and take notice
of what's happening in military education and training. These guys
have the imperatives (usually war but increasingly peacekeeping,
policing and humanitarian missions) as well as the budgets, time
and experience to do things that would be unthinkable in the civilian
sphere. When you have a half billion budget (US alone) and a training
department bigger than many large companies, you can get things
done. We can learn much from military efforts in simulations, as
well as their now fast-moving use of games in learning.
Military-industrial complex
In fact, there's a lot at stake in this conference. The future of
military training is undergoing some serious traumas and transformations.
As Sir Rupert Smith recently outlined in his book 'The Utility of
War', we no longer fight conventional 'wars'. Interstate, industrial
wars with defined battlespace and one side's hardware pitched against
the other have gone. We now fight conflicts among the people where
the enemy doesn't present targets, used improvised weapons and fights
in small groups, and if the fundamental nature of war changes, so
must military training.
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Eisenhower was right to warn us about the 'Military-industrial
complex'. It has gained so much momentum that the production of
hardware and training carries on as if we were still fighting the
cold war. All of this hardware is proving relatively ineffective
in this new type of conflict. Yet a whole nexus of buyers, suppliers,
models, expectations and traditions is still pushing us down the
wrong road. We're still working within a cold war model nearly a
decade and a half after the cold war was won in 1991. (One could
argue that the military-industrial complex won us the cold war,
but many argue it was the Soviet Union's own commitment to the cold
war arms race that led it to implode economically.)
The military is really one big training organisation and they don't
come bigger than the US forces, with an annual budget of $500 billion.
Indeed, there was strong political representation at this conference
with Congressmen, knowledgeable on simulations and games, supporting
innovation in military training with real fiscal clout. Weirdly,
on this opening day, the news and papers all led on Republican congressman
Randy 'Duke' Cunningham (the guy who inspired Top Gun - a crime
in itself), who was nailed for bribery and corruption from defence
contractors. Looks as if he'll be going to jail in February. The
scale of his crimes was truly breathtaking, with cash, houses, furniture,
yacht club fees, a boat and even a Rolls Royce! This ran into millions.
Eisenhower would have laughed at this one - a vindication of his
warning.
It was this tension between the old world and the new world that
made this event so fascinating. I was there as the international
speaker giving a talk on the 'Military-entertainment complex', contrasting
the old industrial model of training with the newer paradigm. We
no longer fight industrial wars, we are involved in war among the
people. It's not weapons that count but winning the will of the
people. This tension surfaced time and time again.
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Opening salvo - two worlds collide
'One Fight, One Team, One Training future' was the conference theme,
announced through an MTV inspired video. This is not as easy as
it sounds. In most countries, there's three armed forces (army,
navy and airforce), with hundreds of different vehicles, weapons,
databases and qualifications. In short - it's a mess. But they're
getting there, and the politicians and military leaders have recognised
the scale of the problem along with the need for transformation.
'Transformation in training' is something you hear a lot in US military
training.
Bizarrely, this introduction was followed by a dozen soldiers doing
a precision marching drill on stage. The contrast between these
old-style, parade ground troops, marching unthinkingly to order
couldn't have been more at odds with the reality of modern conflict.
Dennis Mullenburg
Boeing's Dennis Mullenburg gave us their view of the future; Future
Combat Systems (FCS) - on the leading edge of training transformation
- well maybe. Their vision, unsurprisingly, integrates the soldier
and entire network on an unprecedented scale with training embedded
all the way. Brigade combat teams with around 32,000 people plus
vehicles and weapons need to act as one entity. One soldier, one
network and 18 integrated systems. The focus is the soldier, with
manned systems, unmanned air systems (Class 1-IV), unattended munitions,
unmanned ground vehicles (armed assault vehicles, armed robotic
vehicles, manpackable unmanned ground vehicles carried by individual
soldier), countermine mules all networked.
They claim savings of 30-50% by reducing logistics infrastructure
at the backend. This new form of combat is agile and flexible. See
first, understand first, act first, finish decisively. Unmanned
helicopters hovers and look through windows, robots clearing road
side bombs and explore buildings and caves. (These can be carried
in a backpack.) Embedded training is critical to its success with
training on the vehicle, on route to the mission and during the
mission. This supports the individual, crew, collective, unit and
leader. Knowledge repositories, stand-alone simulators, part-task
simulators all contribute to the effort. This is a huge project
with one common, consistent, integrated capability involving 362
suppliers from 35 states.
Believe me, this was impressive but what was fascinating is the
degree to which all of this has gone down to the level of what looks
like toys and mobile devices - it's all small unmanned devices.
But it's still all about hardware. The soldiers look like Startroopers.
Making the soldiers look like fighting machines does nothing to
solve the people problems. Killing people at a distance raises some
serious moral problems. What is a warfighter? What type of wars
are they and will they be fighting? While this project takes training
to the soldier, not the soldier to the training, the assumption
is still brutal 'combat' not people skills. This ignores the fact
that the inappropriate use of force exacerbates problems, it doesn't
solve them.
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Head of Acquisitions - Joseph Yakovac
No slides from this guy, who talked straight from the hip. He had
some cautionary notes and concerns urging us all to stop and think.
A soldier used to be a cheap instrument of war - a $2000 man, simple
and primarily mechanical and the training was defined before action
using subcalibre and pneumatic weapons training. Then came collective
training with scoring - then simply a number on each man and vehicle
- if you saw a number or vehicle they were taken out. A bit hokey
but it worked. Then, in the 80s, came collective and individual
training in huge training centres. This was where the instrumentation
and kit was replicated and housed separately. Hardware simulators
replicated fire control and missions. This is where it started to
get expensive
As he pointed out, things are getting expensive with a $4 million
Bradley or $7 million tank. The demands for lethality and survivability
are increasing. Networking doesn't just happen and it doesn't come
free. Too many fiefdoms, we need to work together. ONE TEAM, one
set of standards. Real time data input into databases. Quick build
simulations are needs so that recent data is in the system. Embed
across the battlespace. In other words, suppliers are being asked
to work together - or else. This has led to a bottom up look at
saving money through closing training facilities, seeing training
as a dynamic, field activity. For example, convoy trainers are now
mobile training devices that can be modified to reflect the environment.
They need to grow with real experience.
Live from Iraq
We then went live to Iraq (very impressive). Colonel Stringer, commander
of an Apache Longbow Unit has a Longbow Crew Trainer (simulator)
needed to train pilots in theatre. The need to maintain instrument
proficiency, adapt to different weather conditions, cope with multiple
failures is all too real in Iraq. As he says, no two pieces of terrain
are the same so there's a need to be extremely flexible. "We're
not out there fighting formations. Every job is different."
Exactly. This is no longer conventional warfare. It's unpredictable.
They constantly rehearse missions and work through potential problems.
"We never stop training, day in, day out." Outgoing and
incoming ground units need to share information and experience.
The training therefore needs to be relevant and low cost. "Time
is precious out here."
Worried experts
The panel members were the cream of the US military establishment.
Each in turn brought the tension between the old and new to our
attention.
Dr Mayberry stressed the need for joint knowledge and communications.
There's now a single web-based portals integrated with LMSs, populated
with 12 joint forces. JKDDC, a dynamic Global Knowledge Network
- all SCORM compliant, adopted by NATO through Partnership for Peace.
He pointed towards the need for language and cultural skills. This
theme - joint training, has been around for some time in the US
and UK. He pointed out that joint training needs a single platform,
a plug and play training network with nodes for national training
throughout the US. As an example he tried to turn the US response
to Katrina into a 'success', which it clearly wasn't. However, the
issue is interesting. The US military are having to respond not
to conventional wars but to humanitarian missions, even within their
own country. Yet nothing in this conference suggested adequate training
for these new missions.
LTG Curran is the Director of the Futures Centre for the US Army.
The Army under stress to maintain operational tempo as well as preparing
for the future. Putting his bravado to one side, he was honest about
the problems. There's a need to develop adaptive leaders and adaptive
learners. As overwhelming military force and authority is no longer
an adequate deterrent, so army culture needs to undergo deep seated
change. The soldier must remain the centerpiece of this transformation.
He used a strange phrase here - 'full spectrum dominance'. What
he meant, I think, was a wider set of capabilities and skills. You
can see the problem. The average US soldier is likely NOT to have
travelled outside of the US, unlikely to speak a second language
and unlikely to understand other cultures. This was OK in the cold
war, where fighting battles in Western Europe did not require many
to speak Russian. Speaking at least some Arabic in Iraq is a necessity.
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Kevin Moran, US Navy showed the now famous 5 vector model - Human
Capital Objects - individualised training for the sailor of the
future. The unemployment rate among ex-servicemen in the US is still
worryingly high at up to 20%. This means training people for the
future in and outside of the navy. Sailors are now hybrid, able
to do three jobs as opposed to being a specialist in one. They have
rationalised their training, cutting out duplication of sites, courses
and qualifications. In fact they found huge areas of commonality
and a desperate need to have common standards for databases. They
have also looked at increasingly outsourcing non-military roles
to civilians and contractors.
Major Jon Gallinetti of the Joint Warfighting Center.
As one would expect he went on (at length) about joint
stuff and multinational missions and forces. Again the need for
live, virtual and constructive components that provide seamless
training to support a broad range of joint operations was needed.
Again the new multinational world of varied missions is the one
which we must address.
Admiral Brice O'Hara of the US Coastguard.
Hurricane Katrina was again described along with the coastguard
maintaining a 'shield for the nation'. Now there haven't been many
Al Queda naval attacks, as they don't seem to have any boats, so
I'm assuming she means immigration, drugs and all that jazz. What
she did stress, rightly, was the need to equip people and not staff
equipment. This is a good point. Most of the exhibition stands saw
learners as mere computer peripherals, hanging off their network.
In the new world, people skills matter more than equipment.
Major General Stalder is the Commanding general for Training and
Education Command and he was blunt about the problems. We have lessons
coming out of our ears and the new needs are clear. These include
training in theatre (challenging), culture training with more appreciation
of cultures wherever we operate but with specific focus on identified
hot spots (read Middle east), scenario-based training to make the
training more relevant, language training not to be fluent but enough
to be operational, agile training, for example on IEDs, joint training
across forces and agencies. He recognised that the enemy were fast
learners, capable of changing tactics and adaptable.
Peterson of the Airforce Director of Operations and Training explained
why simulators were essential. Live flying is VERY expensive, planes
are now in high tempo operations, simulators give you an unlimited
battlespace, can be operated from home station and there's increased
weapon availability. Superior training gives superior combat power.
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Questions had to be submitted from the floor on special cards.
I was lucky as my question was the first of only three questions
they had time to answer. I asked whether softskills had become more
important than hard skills in modern war and, if so, what do they
plan to do about it.
They are looking at compulsory culture and language proficiency
courses - but big C, little L. New entry officers may have to learn
a language and they're looking again at pre-entry skills. We think
there's a big payoff on this - too right there is. The LIMA programme,
for example, brought more native speakers into the service. They
are also creating new roles such as Research Affairs Officers.
Open source games engine in military training
Off the shelf games engines are really middleware libraries, partial
in capability, often difficult to use and have license issues. Delta3D
is, the authors claim, the first useable open source games engine
that really delivers. It's been around since August 2004 and ties
together the best of breed open sources modules.
Deliberately modular so that each module can be swapped out it
includes; Audio, Scripting, GUI, Character animation, Scene graphics,
XML, Physics, Windows management, Input devices and Networking,
Remember - there are NO licensing fees, no additional run-time
costs. This was an impressive presentation and shows how far the
military are in the use of game engines in training.
Massive Multi-player Environments
This was a fascinating glimpse into the future of games in training.
Recognising that the nature of conflict has changed and that:
- Terrorist values are different
- Entrepreneurial enemy
- Unfamiliar strategies
- Changing tactics
- Shifting targets
- Plain clothes combatants
- Face-to-face
- Winning hearts and minds
This has created a need for urban awareness and cultural comprehension.
The solution was to build a training environment for multi-player
use which is scalable and networked, so that it's available worldwide.
What does it mean when all the children suddenly disappear from
the streets? What do you do if a woman suddenly comes up to you
in the street?
Mission checkpoint duty and house searches. Lots of human contact
and lots of confusion. Feedback showed that facial likeness was
NOT important but uniform accuracy, correct gear and ability to
ID avatars were important. The system used OIP but the users didn't
like the voice training, which was eliminated. They also wanted
a better game-like interface and game controller input device. More
realism was also required on explosions and medical injury indications.
In other words the simulation needed to be more realistic and easier
to use, matching the real-life environment.
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They also wanted to be able to configure the avatars, buildings
and scenarios as well as weather, lighting and viewpoints. After
Action Reviews (AARs), replays, bookmarks and statistics were also
on the wish list. When asked whether they thought this could be
used for army training 88% said yes, 12% said no. Interestingly,
when asked why they had said no the reason was invariably fears
over the loss of live training and not the weakness of the training
itself.
One can easily see how this sort of software, commonplace on the
web through online gaming, and played by millions worldwide, has
a real role to play in the future of training.
Animated characters in training
These guys are simulating the most difficult thing of all - us.
They're after believable, context-aware and culturally-specific
human behaviours. The name of the presenter was Ed Sims (no joke)
and he is fascinated by observable human communication and sees
this work as having a practical role in virtual instructors, characters
in simulations, mentors and so on.
He draws on research by Koneya and Barbour showing:
- Voice 38%
- Eye contact, Gesture & Attitude 55%
- Speech 7%
The next frontier in gaming, he thinks, is character animation.
While game environments are approaching movie level quality, when
a character enters, the illusion goes. He has taken the international
phonetic alphabet and matched it to 22 'visemes' or mouth shapes.
These are then matched to culturally specific gestures and hand
movements. His 'gesture builder' allows you to build gestures or
draw on a database of gestures used around the world.
Another useful look at the future of characters in animation. Interestingly,
another presentation was quite negative about avatars that are supposed
to represent real humans, when in fact, they behave like, well,
avatars. At this stage in simulation work it may well be better
in terms of cost, realism and training effectiveness to use video,
rather than avatars for softskills training.
Motivational checklist for e-learning
Interesting approach to motivational design from the Norwegian military.
Motivational principles, taken from something called Didactical
Relational Theory (DRT), are used as a checklist, containing criteria
such as involvement, feedback, emotions, socialisation and self-efficacy.
These are applied to all e-learning designs in both hardskills and
softskills. Good to see design breaking free from the sterile 'training
objectives' and systems approach to design. Of course the checklist
was useful, but no real substitute for experienced, knowledgeable
designers and writers.
In my talk we presented a genre of simulations on softskills that
use a combination of video, branching decisions and games techniques
to produce a powerful mix of scenario-based learning for the military.
We designed, with military experts, several military police scenarios.
You are given a case, have to deal with the parties and their problems,
making a long series of decisions and receiving face-on video responses.
If you fail, as in a game, you suffer catastrophic failure, and
have to go back to the start of the task. This encourages correct
decision making and reinforces through repeated practice. This case
study was particularly relevant as the military are increasingly
involved in policing and humanitarian missions.
I like the term 'First Person Thinkers' (as opposed to First Person
Shooters' for this type of simulation. There is clearly a huge need
for cultural, language and softskills learning in the military and
elsewhere. This. I believe, is the genre that holds most promise.
Conclusion
We have a lot to learn from the military and they have a lot to
learn from civilian training. The work on simulations is mind blowing
and their forays into games in learning is bearing fruit. As necessity
is the mother of invention, they are also being forced to undergo
transformational change, making this a great hunting ground for
innovation in change management and embedded learning.
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