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Massively Multiplayer Persistent Worlds: Entertainment or Training? Robert Gehorsam Vice President, Strategic Initiatives There Inc. 9/4/2003.

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Presentation on theme: "Massively Multiplayer Persistent Worlds: Entertainment or Training? Robert Gehorsam Vice President, Strategic Initiatives There Inc. 9/4/2003."— Presentation transcript:

1 Massively Multiplayer Persistent Worlds: Entertainment 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 R&D 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/C:trainee 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 Client Device (PC, Console, PDA, FCS, C2, etc.) Access Network (AKO) Account Management User, Unit Databases Training Management Assessment And Reporting Scenario Database And Tools Content Database And Tools OneSAF Simulation Servers Live Sensors Live MMP Environment After Action Review R/T and Asynch Sources CCTT

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