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Introduction
Scope

Training needs
History
Capability
Breaking boundaries!
  Development roadmap 2011

Lessons learnt
Demonstration
My (In)Experience

Lots of academic studies
Lots of military training
Lots of time spent playing and developing
games
   ... no operational experience!
   ... but I do have a fresh perspective.
Training needs

    Soldiers, sailors and airmen need
    simulators too!
Mission rehearsal     Tactical training        Capability demonstrations
Navigation training   Maintenance training     Language and culture
OH&S training         Weapon familiarization   Tank gunnery
Mission planning      Driver training          Vehicle recognition


    Computer games are the not-so-obvious
    solution to meet these training needs
        Serious exploitation of games only began in 2003

    VBS2 assists with:
        Tactical training (combat team and below)
        Mission rehearsal
Do games work?

     Yes! Training transfer is proven.
     Canadian Tp Cmd Career Course study*:
         VBS2 halved field time (games are efficient)
         Pass rate from 67% to 100% (games are effective)

     Games are now
     accepted as
     mainstream
     training aids




* Courtesy of “Games – Just How Serious Are They?” by Paul Roman and Doug Brown
History
2001: Operation Flashpoint (OFP) released




  2001:
  Operation Flashpoint (OFP) released
2001: Early VBS1 demonstration to ADF




2001:
Early VBS1 demonstration
to Australian Defence Force
2002: ADF study into COTS games




2002:
ADSO commissions “The Use
Of COTS Games by Military Forces”
2002: USMC funds “Virtual Battlefield System 1”




            2002:
            USMC funds “Virtual Battlefield System 1”
2003: ADF VISE Experiment




           2003:
           ADF “Virtual Infantry Section Experiment” conducted
2003: US Army invests in “DARWARS Ambush”




                     2003:
                     US Army “DARWARS Ambush” commenced
2004/2005: ADF funds significant VBS1 dev




        2004:                           2005:
        ADF VICE trial validates VBS1   ADSO funds VBS1 development, AMTG mission rehearsal exercise
2006: VBS2 development commences




            2006:
            ADF/USMC enterprise licenses
            VBS2 development commences
2007: UK invests in VBS2




                           2007:
                           UK deploys VBS2, funds development
2009: NATO ACT invests in VBS2




             2009:
             NATO funds “VBS2 NATO”, based upon “VBS Lite”
2009: US Army deploys VBS2




                             2009:
                             US Army deploys VBS2
2010: Canada invests in VBS2


                     2010:
                     Canada deploys VBS2, funds development
2010: US Army contracts significant development


                                   2010:
                                   US Army contracts VBS2 improvements
History – ten years!

                                                                                   2010:
                                                                                   US Army contracts VBS2 improvements

                                                                        2010:
                                                                        Canada deploys VBS2, funds development

                                                 2009:
                                                 NATO funds “VBS2 NATO”, based upon “VBS Lite”       2009:
                                                                                                     US Army deploys VBS2
                                            2006:
                                            ADF/USMC enterprise licenses                  2007:
                                            VBS2 development commences                    UK deploys VBS2, funds development

                              2004:                                    2005:
                              ADF VICE trial validates VBS1            ADSO funds VBS1 development, AMTG mission rehearsal exercise

 2002:                                                    2003:
 ADSO commissions “The Use                                US Army “DARWARS Ambush” commenced
 Of COTS Games by Military Forces”
                                            2003:
                                            ADF “Virtual Infantry Section Experiment” conducted
2001:
Early VBS1 demonstration
to Australian Defence Force      2002:
                                 USMC funds “Virtual Battlefield System 1”

            2001:
            Operation Flashpoint (OFP) released
VBS2 Capability

VBS2 provides an immersive, first-person virtual
  environment for collective tactical training and mission
  rehearsal.
VBS2 Capability: Scenario Editors

Offline Mission Editor (OME): Generate a scenario
using 2D and 3D interfaces in accordance with the
training need
  Place entities in the virtual environment
   • Objects (e.g. structures), characters, vehicles, aircraft
  Add editor objects to define entity behaviour
   • Waypoints, triggers
VBS2 Capability: Runtime Scenario

Runtime scenario: interacting with the
virtual environment from the first person
perspective
  Individually or collectively (networked)
  One soldier per computer
  Operating a wide range of equipment and vehicles
  Commanding AI subordinates where appropriate

Real Time Editor (RTE): modifying the
scenario at run time in accordance with
training needs
  Influencing AI behaviour
  Interacting with and changing the virtual environment
  Administrative functions
VBS2 Capability: After-Action Review

After-Action Review (AAR): reviewing a saved
scenario to draw out lessons learnt
  2D and 3D replays
  Time acceleration
  Bookmarking
  Measures of
  effectiveness
VBS2 Capability: Development Suite

VBS2 Development Suite: Import new content (3D
models and terrain) to support different training
needs or mission rehearsal
  Visitor 4 for importing terrain
  Oxygen 2 or 3D Studio Max (from v1.50) for importing 3D models
VBS2 Capability: Connectivity

LVC (Live Virtual Constructive) Game: Connect VBS2
to other simulations or C2 systems
  Trainees can use “green gear” like FBCB2 alongside VBS2
  VBS2 can stimulate and be stimulated by constructive simulations
  like OneSAF and JCATS
VBS2 Capability: VBS2 v1.50

Our focus for 2011: Breaking Boundaries!

Overcoming “game” limitations to meet a wider
range of training needs

VBS2 will soon be ready to go head-to-head
with “mainstream” image generators
  A first for a game-based virtual environment!

VBS2 v1.50, due May 2011, addresses:
  Terrain size and view distance limitations
  Support for underground spaces
  Fidelity of armor (UK MOD focused)
  Support for multi-channel
  Vehicle physics (through PhysX)
VBS2 v1.50

Underground spaces
  Full support for underground spaces
  placed in Visitor 4, OME or RTE
  Trenches, basements, sewers, caves,
  tank ditches are all now supported
VBS2 v1.50

Underground spaces
  Full support for underground spaces
  placed in Visitor 4, OME or RTE
  Trenches, basements, sewers, caves,
  tank ditches are all now supported

Terrain size and view
distance
  500km x 500km maximum
  40km view distance maximum

Night vision improvements
  Change brightness, intensification
UK development: Tank gunnery

    Contracted by UK MOD
        Delivery in VBS2 v1.48, April 2011
        Focused on Challenger II, but we aim to allow
        other armoured vehicles to be improved
        reasonably easily (“open platform”)

    We are working with UK MOD for
    Challenger 2 CPT integration for CATT

Parallax error correction      Realistic loading          Realistic sounds
Aided lay                      FCS simulation             Gun / optics stabilisation
Validation of ballistics       Realistic impact effects   Correct TI and day optics
Correct internal tank model    Range add / correct        Correct voices
Support for boggy ground       Support for tank ditches   Tank transporter simulation
Simulation of gears            RWS simulation             Deep water fording
Significant AI improvements    Floating aiming mark       Correct HESH firing
VBS2 v1.50

3D Studio Max plug-in
Vehicle and building search
  Certain objects can have other objects
  placed in them and searched
  Select furniture, cars, buildings
  setDrawMode script command allows
  objects to be wireframe or transparent

AAR playback can be
transmitted over LVC Game
Infantry periscope
VBS2 v1.50

Lighting improvements
  Multiple point and spot lights
  possible in the one place, with
  proper shadowing
  Units can properly hide in shadows

Large objects (>50m) may
have collision geometry
Proper loiter waypoints for
UAVs
Improved driving simulation
  Gearbox and brake key mapping
VBS2 v1.50

Improved window damage
  Different damage states
  Configurable penetration

Fire rocket launchers from
standing and prone
positions
Accurate grenade throwing
Improved wounding model
Support for assault ladders
VBS2 v1.50

Situational awareness
improvements
  Visual cues to indicate direction of fire

Ability to move Visitor 4 placed
objects in the OME
Choose specific get out position
from vehicles
Safety switch for personal
weapons
Three new training missions
VBS2 v1.50

Artificial intelligence improvements through
Xaitment integration
Video
VBS2 v1.50

Multi-optics technology
  Multiple optics can be fitted to a personal weapon or mounted on a
  turret


Reworked difficulty
options
  Better sorting
  Captions
  Separate Admin and
  User settings
  Ability to “force”
  User settings
VBS2 v1.50: Multi-channel

Allows VBS2 to be displayed across multiple screens
(wide screens or dome displays) and frame-synched
  Documentation




                                             °
                                         ‐54
                                                 25° 25°




                                        5°




                                                           25
                                        °2




                                                             °2
                                      25




                                                             5°
VBS2 v1.50: Multi-channel


                                    VBS2 Server




                                    View Server   VBS Clients

    View       View       View
   Client 1   Client 2   Client 3
VBS2 v1.50

New editor toolbar
  Select, move and rotate buttons

Support for boggy ground
VBS2 v1.50

New editor toolbar
  Select, move and rotate buttons

Support for boggy ground
New pyrotechnics
  Parachute flares and trip flare

Terrain grids no longer have
to be specific sizes, but still
square
VBS2 v1.50: Content

Lots of new content added!
  Full list (preview) is available at:
  http://resources.bisimulations.com/contentnew

All vehicles now use PhysX
  Old vehicles preserved for
  backwards compatibility
  Old vehicles no longer
  available in editors
VBS2 v1.50

Development Suite improvements
  Log file improvements
  Preferences dialog redesign
  Improved progress bars
  3D preview in template library
  Improved support for GPX and KML vector files
  Height-maps can be drawn in custom color schemes
  Object layer files in V4 are optimized, improving performance
  Optimized generation of satellite and mask tiles
Modules of Interest

VBEdit
  Create complex structures
  and object patterns in 3D
Modules of Interest

VBS GUI creator
  Tool for creating new
  VBS2 user interfaces
Modules of Interest

Terrain Pack 1
Current Developments: US Army

Terrain paging
  Multi-resolution terrain in VBS2 v1.60, September 2011
  Terrain paging in VBS2 v2.00, March 2012
Current Developments: US Army

Terrain paging
  Multi-resolution terrain in VBS2 v1.60, September 2011
  Terrain paging in VBS2 v2.00, March 2012

Demonstration scenarios and videos
  Due in VBS2 v1.50

VBS2 Content API
  Working with SE Core, completion imminent
  API for automatically creating and packing VBS2 content

Multi-channel enhancements
  Frame locking in VBS2 2.00, March 2012
Current Developments: US Army

IED3 development
  Support for CIED training modules in VBS2
  Development of “IED Vigilance” training scenarios


MC4 parachute and scuba capability
  Working with USAJFKSWCS (USSOCOM)
  New underwater rendering is at Beta
  Due in VBS2 v2.00, March 2012
Current Developments: USMC

   VBS2Strike
       May 2011

   VBS2 UPOL/IPOL
       May 2011

   Software Change Requests 2009
       Elements due in both VBS2 v1.60 and v2.00, including:

Chemlights (hand deployed)   DAGR simulation                AC130 simulation
Dazzlers                     Aircraft sensor pod            IZLID for AH‐1
Boomerang for vehicles       Sandstorms                     F‐15E Strike Eagle
Spotting scope               Improved avatar fear factors   EOD Talon improvements
Stowing gear in vehicle      Improved action menu           Coordinate converter
Current Developments: CF

   Integration with The Overlay Maker
         www.theoverlaymaker.com
   In-game event recording
   Animation browser
   Canadian content development:

Sig Sauer P225/P226   HLVW             AVR Taurus          AHSVS Wrecker
C7A2 and variants     AHSVS Mercedes   MacMillan TAC‐50    Bison ambulance
C13 frag grenade      HET trailer      LAV III variants    C14
Coyote                AEV Badger       Aircraft variants   TOW anti‐tank
Leopard 2A4           AVLB Beaver      UAV Heron           CF188
Current Developments: MINDEF NL

Marnehuizen terrain development
Current Developments: MINDEF NL

Marnehuizen terrain development
Current Developments: MINDEF NL

Marnehuizen terrain development
Future Releases

Generally working to a major release every 6 months
  With monthly minor iterations
VBS2 v1.50 – May 2011
VBS2 v1.60 – September 2011
VBS2 v2.00 – March 2012
Lessons learnt

Graphics matter (for immersion), but meeting the
training need is much more important!

VBS2 is not a game development platform. It is a tool
for tactical training and mission rehearsal.

Significant modification is required for a game to be
suitable for tactical training and mission rehearsal
  In the case of VBS2, over 8 years of work and lots of $$$


Without government funding, VBS2 would not exist.
Thank you!
Demonstration
Questions?

Presented by:
Peter Morrison, CEO, BISim Group
Contact:
WWW:        http://www.bisimulations.com
Email:      sales@bisimulations.com


                              “We all play computer
                           games, but this isn't just
                           a game. It's serious.”

                           – Pte Frank Boateng,
                             UK MoD

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VBS2 Introduction & v1.5 Details

  • 2. Scope Training needs History Capability Breaking boundaries! Development roadmap 2011 Lessons learnt Demonstration
  • 3. My (In)Experience Lots of academic studies Lots of military training Lots of time spent playing and developing games ... no operational experience! ... but I do have a fresh perspective.
  • 4. Training needs Soldiers, sailors and airmen need simulators too! Mission rehearsal Tactical training Capability demonstrations Navigation training Maintenance training Language and culture OH&S training Weapon familiarization Tank gunnery Mission planning Driver training Vehicle recognition Computer games are the not-so-obvious solution to meet these training needs Serious exploitation of games only began in 2003 VBS2 assists with: Tactical training (combat team and below) Mission rehearsal
  • 5. Do games work? Yes! Training transfer is proven. Canadian Tp Cmd Career Course study*: VBS2 halved field time (games are efficient) Pass rate from 67% to 100% (games are effective) Games are now accepted as mainstream training aids * Courtesy of “Games – Just How Serious Are They?” by Paul Roman and Doug Brown
  • 7. 2001: Operation Flashpoint (OFP) released 2001: Operation Flashpoint (OFP) released
  • 8. 2001: Early VBS1 demonstration to ADF 2001: Early VBS1 demonstration to Australian Defence Force
  • 9. 2002: ADF study into COTS games 2002: ADSO commissions “The Use Of COTS Games by Military Forces”
  • 10. 2002: USMC funds “Virtual Battlefield System 1” 2002: USMC funds “Virtual Battlefield System 1”
  • 11. 2003: ADF VISE Experiment 2003: ADF “Virtual Infantry Section Experiment” conducted
  • 12. 2003: US Army invests in “DARWARS Ambush” 2003: US Army “DARWARS Ambush” commenced
  • 13. 2004/2005: ADF funds significant VBS1 dev 2004: 2005: ADF VICE trial validates VBS1 ADSO funds VBS1 development, AMTG mission rehearsal exercise
  • 14. 2006: VBS2 development commences 2006: ADF/USMC enterprise licenses VBS2 development commences
  • 15. 2007: UK invests in VBS2 2007: UK deploys VBS2, funds development
  • 16. 2009: NATO ACT invests in VBS2 2009: NATO funds “VBS2 NATO”, based upon “VBS Lite”
  • 17. 2009: US Army deploys VBS2 2009: US Army deploys VBS2
  • 18. 2010: Canada invests in VBS2 2010: Canada deploys VBS2, funds development
  • 19. 2010: US Army contracts significant development 2010: US Army contracts VBS2 improvements
  • 20. History – ten years! 2010: US Army contracts VBS2 improvements 2010: Canada deploys VBS2, funds development 2009: NATO funds “VBS2 NATO”, based upon “VBS Lite” 2009: US Army deploys VBS2 2006: ADF/USMC enterprise licenses 2007: VBS2 development commences UK deploys VBS2, funds development 2004: 2005: ADF VICE trial validates VBS1 ADSO funds VBS1 development, AMTG mission rehearsal exercise 2002: 2003: ADSO commissions “The Use US Army “DARWARS Ambush” commenced Of COTS Games by Military Forces” 2003: ADF “Virtual Infantry Section Experiment” conducted 2001: Early VBS1 demonstration to Australian Defence Force 2002: USMC funds “Virtual Battlefield System 1” 2001: Operation Flashpoint (OFP) released
  • 21. VBS2 Capability VBS2 provides an immersive, first-person virtual environment for collective tactical training and mission rehearsal.
  • 22. VBS2 Capability: Scenario Editors Offline Mission Editor (OME): Generate a scenario using 2D and 3D interfaces in accordance with the training need Place entities in the virtual environment • Objects (e.g. structures), characters, vehicles, aircraft Add editor objects to define entity behaviour • Waypoints, triggers
  • 23. VBS2 Capability: Runtime Scenario Runtime scenario: interacting with the virtual environment from the first person perspective Individually or collectively (networked) One soldier per computer Operating a wide range of equipment and vehicles Commanding AI subordinates where appropriate Real Time Editor (RTE): modifying the scenario at run time in accordance with training needs Influencing AI behaviour Interacting with and changing the virtual environment Administrative functions
  • 24. VBS2 Capability: After-Action Review After-Action Review (AAR): reviewing a saved scenario to draw out lessons learnt 2D and 3D replays Time acceleration Bookmarking Measures of effectiveness
  • 25. VBS2 Capability: Development Suite VBS2 Development Suite: Import new content (3D models and terrain) to support different training needs or mission rehearsal Visitor 4 for importing terrain Oxygen 2 or 3D Studio Max (from v1.50) for importing 3D models
  • 26. VBS2 Capability: Connectivity LVC (Live Virtual Constructive) Game: Connect VBS2 to other simulations or C2 systems Trainees can use “green gear” like FBCB2 alongside VBS2 VBS2 can stimulate and be stimulated by constructive simulations like OneSAF and JCATS
  • 27. VBS2 Capability: VBS2 v1.50 Our focus for 2011: Breaking Boundaries! Overcoming “game” limitations to meet a wider range of training needs VBS2 will soon be ready to go head-to-head with “mainstream” image generators A first for a game-based virtual environment! VBS2 v1.50, due May 2011, addresses: Terrain size and view distance limitations Support for underground spaces Fidelity of armor (UK MOD focused) Support for multi-channel Vehicle physics (through PhysX)
  • 28. VBS2 v1.50 Underground spaces Full support for underground spaces placed in Visitor 4, OME or RTE Trenches, basements, sewers, caves, tank ditches are all now supported
  • 29.
  • 30. VBS2 v1.50 Underground spaces Full support for underground spaces placed in Visitor 4, OME or RTE Trenches, basements, sewers, caves, tank ditches are all now supported Terrain size and view distance 500km x 500km maximum 40km view distance maximum Night vision improvements Change brightness, intensification
  • 31. UK development: Tank gunnery Contracted by UK MOD Delivery in VBS2 v1.48, April 2011 Focused on Challenger II, but we aim to allow other armoured vehicles to be improved reasonably easily (“open platform”) We are working with UK MOD for Challenger 2 CPT integration for CATT Parallax error correction Realistic loading Realistic sounds Aided lay FCS simulation Gun / optics stabilisation Validation of ballistics Realistic impact effects Correct TI and day optics Correct internal tank model Range add / correct Correct voices Support for boggy ground Support for tank ditches Tank transporter simulation Simulation of gears RWS simulation Deep water fording Significant AI improvements Floating aiming mark Correct HESH firing
  • 32. VBS2 v1.50 3D Studio Max plug-in Vehicle and building search Certain objects can have other objects placed in them and searched Select furniture, cars, buildings setDrawMode script command allows objects to be wireframe or transparent AAR playback can be transmitted over LVC Game Infantry periscope
  • 33. VBS2 v1.50 Lighting improvements Multiple point and spot lights possible in the one place, with proper shadowing Units can properly hide in shadows Large objects (>50m) may have collision geometry Proper loiter waypoints for UAVs Improved driving simulation Gearbox and brake key mapping
  • 34. VBS2 v1.50 Improved window damage Different damage states Configurable penetration Fire rocket launchers from standing and prone positions Accurate grenade throwing Improved wounding model Support for assault ladders
  • 35. VBS2 v1.50 Situational awareness improvements Visual cues to indicate direction of fire Ability to move Visitor 4 placed objects in the OME Choose specific get out position from vehicles Safety switch for personal weapons Three new training missions
  • 36. VBS2 v1.50 Artificial intelligence improvements through Xaitment integration Video
  • 37. VBS2 v1.50 Multi-optics technology Multiple optics can be fitted to a personal weapon or mounted on a turret Reworked difficulty options Better sorting Captions Separate Admin and User settings Ability to “force” User settings
  • 38. VBS2 v1.50: Multi-channel Allows VBS2 to be displayed across multiple screens (wide screens or dome displays) and frame-synched Documentation ° ‐54 25° 25° 5° 25 °2 °2 25 5°
  • 39. VBS2 v1.50: Multi-channel VBS2 Server View Server VBS Clients View View View Client 1 Client 2 Client 3
  • 40. VBS2 v1.50 New editor toolbar Select, move and rotate buttons Support for boggy ground
  • 41.
  • 42. VBS2 v1.50 New editor toolbar Select, move and rotate buttons Support for boggy ground New pyrotechnics Parachute flares and trip flare Terrain grids no longer have to be specific sizes, but still square
  • 43. VBS2 v1.50: Content Lots of new content added! Full list (preview) is available at: http://resources.bisimulations.com/contentnew All vehicles now use PhysX Old vehicles preserved for backwards compatibility Old vehicles no longer available in editors
  • 44. VBS2 v1.50 Development Suite improvements Log file improvements Preferences dialog redesign Improved progress bars 3D preview in template library Improved support for GPX and KML vector files Height-maps can be drawn in custom color schemes Object layer files in V4 are optimized, improving performance Optimized generation of satellite and mask tiles
  • 45. Modules of Interest VBEdit Create complex structures and object patterns in 3D
  • 46. Modules of Interest VBS GUI creator Tool for creating new VBS2 user interfaces
  • 48. Current Developments: US Army Terrain paging Multi-resolution terrain in VBS2 v1.60, September 2011 Terrain paging in VBS2 v2.00, March 2012
  • 49.
  • 50. Current Developments: US Army Terrain paging Multi-resolution terrain in VBS2 v1.60, September 2011 Terrain paging in VBS2 v2.00, March 2012 Demonstration scenarios and videos Due in VBS2 v1.50 VBS2 Content API Working with SE Core, completion imminent API for automatically creating and packing VBS2 content Multi-channel enhancements Frame locking in VBS2 2.00, March 2012
  • 51. Current Developments: US Army IED3 development Support for CIED training modules in VBS2 Development of “IED Vigilance” training scenarios MC4 parachute and scuba capability Working with USAJFKSWCS (USSOCOM) New underwater rendering is at Beta Due in VBS2 v2.00, March 2012
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  • 58.
  • 59. Current Developments: USMC VBS2Strike May 2011 VBS2 UPOL/IPOL May 2011 Software Change Requests 2009 Elements due in both VBS2 v1.60 and v2.00, including: Chemlights (hand deployed) DAGR simulation AC130 simulation Dazzlers Aircraft sensor pod IZLID for AH‐1 Boomerang for vehicles Sandstorms F‐15E Strike Eagle Spotting scope Improved avatar fear factors EOD Talon improvements Stowing gear in vehicle Improved action menu Coordinate converter
  • 60. Current Developments: CF Integration with The Overlay Maker www.theoverlaymaker.com In-game event recording Animation browser Canadian content development: Sig Sauer P225/P226 HLVW AVR Taurus AHSVS Wrecker C7A2 and variants AHSVS Mercedes MacMillan TAC‐50 Bison ambulance C13 frag grenade HET trailer LAV III variants C14 Coyote AEV Badger Aircraft variants TOW anti‐tank Leopard 2A4 AVLB Beaver UAV Heron CF188
  • 61. Current Developments: MINDEF NL Marnehuizen terrain development
  • 62. Current Developments: MINDEF NL Marnehuizen terrain development
  • 63. Current Developments: MINDEF NL Marnehuizen terrain development
  • 64. Future Releases Generally working to a major release every 6 months With monthly minor iterations VBS2 v1.50 – May 2011 VBS2 v1.60 – September 2011 VBS2 v2.00 – March 2012
  • 65. Lessons learnt Graphics matter (for immersion), but meeting the training need is much more important! VBS2 is not a game development platform. It is a tool for tactical training and mission rehearsal. Significant modification is required for a game to be suitable for tactical training and mission rehearsal In the case of VBS2, over 8 years of work and lots of $$$ Without government funding, VBS2 would not exist. Thank you!
  • 67. Questions? Presented by: Peter Morrison, CEO, BISim Group Contact: WWW: http://www.bisimulations.com Email: sales@bisimulations.com “We all play computer games, but this isn't just a game. It's serious.” – Pte Frank Boateng, UK MoD