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Michael Zyda, Director zyda@movesinstitute. org 1 Michael Zyda, Director zyda@movesinstitute. org 1

Outline MOVES Academic Program The MOVES Institute Research Program 2 Outline MOVES Academic Program The MOVES Institute Research Program 2

Academic Program The Modeling, Virtual Environments and Simulation (MOVES) MS and Ph. D Programs Academic Program The Modeling, Virtual Environments and Simulation (MOVES) MS and Ph. D Programs 3

Academic Program The MOVES MS degree program is half Operations Research and half Computer Academic Program The MOVES MS degree program is half Operations Research and half Computer Science, with an ever-increasing amount of unique, MOVES-specific course material. 4

Scope of the MOVES MS Programming Object-oriented programming, data structures, artificial intelligence Systems & Scope of the MOVES MS Programming Object-oriented programming, data structures, artificial intelligence Systems & Architecture Computer systems principles, operating systems, distributed operating systems Computer Graphics Computer graphics, image synthesis, computer animation, computer graphics using VRML Visual Simulation Track HCI Track 29 classes total in the MOVES MS Mathematical Fundamentals Multivariable calculus, linear algebra, probability & statistics Communications & Networks Network communication in simulation, virtual environment network & software architectures Virtual Environments Virtual world & simulation systems, human factors of virtual environments, training in virtual environments Modeling & Simulation Stochastic models, system simulation, physicallybased modeling, simulation methodology, introduction to joint combat modeling, modeling human & organizational behavior, agent-based autonomous behavior for simulations Human-Computer Interaction Interactive computation systems, human performance measurement, human performance evaluation, human factors in system design 5

What is MOVES trying to achieve with its degree programs? MOVES is trying to What is MOVES trying to achieve with its degree programs? MOVES is trying to provide the Do. N/Do. D with a corps of officers that can answer flag officer questions on modeling, virtual environments and simulation. n There is a lot of material to cover to generate such graduates. MOVES is one of the hardest NPS programs. 6

MOVES Graduate Capabilities With the MOVES MS degree, we expect our graduates will be MOVES Graduate Capabilities With the MOVES MS degree, we expect our graduates will be capable of supporting and developing M&S systems another order of magnitude more complex than those of today. n Our graduates are the architects of the nextgeneration of combat modeling, simulation & virtual environment systems. 7

Subspecialty definition The MOVES MS program is n n n the definition for the Subspecialty definition The MOVES MS program is n n n the definition for the Navy’s subspecialty (6202/xx 99 Pcode) in modeling and simulation, the definition for the Marine Corps’ modeling and simulation subspecialty (MOS 9625), and the definition for the US Army’s Simulation Operations functional area (FA-57). 8

MOVES Ph. D Program Ph. D Areas of Study n n n n Physically-based MOVES Ph. D Program Ph. D Areas of Study n n n n Physically-based modeling for virtual environments Networked virtual environments Human factors in virtual environments Adaptable software agents Modeling human and organizational behavior Discrete-event systems modeling Data and model visualization 9

The MOVES Institute Research Programs 10 The MOVES Institute Research Programs 10

Mission To be the world-class institute for research, application and education in the grand Mission To be the world-class institute for research, application and education in the grand challenges of modeling, virtual environments and simulation. n The institute operates both independently and in collaboration with the various Navy and Defense centers to: w w carry out basic and applied research; analyze modeling, virtual environments and simulation programs; create advanced prototypes; and develop technologies and applications for the defense community. 11

Research Scope Our scope encompasses the fundamentals and applications required for the next generation Research Scope Our scope encompasses the fundamentals and applications required for the next generation including: n n n n 3 D Visual Simulation Networked Virtual Environments Computer-Generated Autonomy Human-Computer Interaction Technologies for Immersion Defense and Entertainment Collaboration Evolving Operational Modeling 12

From fundamentals to application 13 From fundamentals to application 13

Organizational Structure Director n Michael Zyda Technical Directorate n n n John Hiles - Organizational Structure Director n Michael Zyda Technical Directorate n n n John Hiles - Computer-Generated Autonomy Don Brutzman - 3 D Visual Simulation & Networked Virtual Environments Rudy Darken - Human-Computer Interaction & Technologies for Immersion Michael Capps - Defense & Entertainment Collaboration Alex Callahan - Evolving Operational Modeling 14

Organizational Structure Infrastructure Director n John Falby Technical Support Officer n Meg Boone Program Organizational Structure Infrastructure Director n John Falby Technical Support Officer n Meg Boone Program Director n Open Distance Learning Coordinator n Open 15

Executive Advisory Board provides guidance on funding for research and products. n n n Executive Advisory Board provides guidance on funding for research and products. n n n n VADM Richard Mayo, USN - N 6 RADM Lee Kollmorgen, USN (ret) CAPT Dennis Mc. Bride, USN (ret), Ph. D - VP, Potomac Institute Dr. Harold Hawkins, ONR CAPT Mike Lilienthal, USN - Director of DMSO Dell Lunceford - Director of AMSO Dr. Mike Bailey - Director, USMC Combat Developments Center Michael Kapp - former President Time Warner Special Projects 16

Technical Advisory Board provides guidance on technical alternatives to proposed research and products. n Technical Advisory Board provides guidance on technical alternatives to proposed research and products. n n n Dr. Phil Barry, DMSO Chief of S&T Division CAPT Richard Bump, USN - Director, Navy Modeling & Simulation Management Office, N 6 M Jim Weatherly - Deputy Director, Navy Modeling & Simulation Management Office, N 6 M LCDR Dylan Schmorrow, USN – ONR VIRTE Program Manager & DARPA Program Manager Dr. Bowen Loftin - Old Dominion University, Director VMASC Brian Goldiez - Director, UCF Institute for Simulation & Training 17

Collaborations Academic Boston College Cal. Poly Carnegie-Mellon University CSUMB Academic Old Dominion University, VMASC Collaborations Academic Boston College Cal. Poly Carnegie-Mellon University CSUMB Academic Old Dominion University, VMASC Queens University, Kingston, Ontario Non-Profit Fraunhofer Center for Research in Computer Graphics CNA ENIT, France UCB, Center for Design Visualization George Mason University UCF IST Institute for Defense Analysis Georgia Tech, MSREC UCSC MBARI INRIA University of Newcastle, Newcastle-upon-Tyne Monterey Bay National Marine Sanctuary University of Virginia Sea Grant Miami University MIT Lincoln Laboratories HPCC, Maui S. E. A. Lab Monterey Bay 18

Collaborations Corporate Bios Group Boeing Dolby Emergent Designs Epic Games John Mason Associates Corporate Collaborations Corporate Bios Group Boeing Dolby Emergent Designs Epic Games John Mason Associates Corporate Lucasfilm Skywalker Sound Lucasfilm THX Microstrain MITRE Nexternet Potomac Institute Rolands & Associates SAIC 19

Collaborations Navy CHSWP, Helicopter Wing Pacific Fleet Commander, Submarine Development Squadron TWELVE HS-8 - Collaborations Navy CHSWP, Helicopter Wing Pacific Fleet Commander, Submarine Development Squadron TWELVE HS-8 - Helicopter Anti. Submarine Squadron EIGHT, FRS HS-10 - Helicopter Anti. Submarine Squadron TEN, FRS Navy Modeling & Simulation Management Office, N 6 M Naval Oceanographic Office Navy Naval Research Laboratory, Electronic Warfare Group Naval Sea Systems Command, Advanced Systems & Technology Office Marines Marine Corps Combat Developments Center Marine Forces Pacific Training & Education Command Naval Submarine School Navy Toxicology Detachment, Wright Patterson Air Force Base Naval Undersea Warfare Center, Newport NAWC-TSD Office of Naval Research 20

Collaborations OSD Army DARPA Army Research Office Defense Modeling & Simulation Office Assistant Sec. Collaborations OSD Army DARPA Army Research Office Defense Modeling & Simulation Office Assistant Sec. Army for Manpower & Reserve Affairs Defense Threat Reduction Agency J 9 Office of the Director, Operational Test & Evaluation Air Force Medical Command, San Antonio Office of Economic & Manpower Assessment TRAC Monterey TRADOC USA OTC, Fort Hood Office of the Secretary of Defense OSD Program Analysis & Evaluation 21

MOVES Institute Space The MOVES Institute is distributed across several buildings on the NPS MOVES Institute Space The MOVES Institute is distributed across several buildings on the NPS campus, with the largest presence in Spanagel Hall (second floor, approximately 4, 300 square feet) n n n Software Development Laboratory Conference room Faculty/staff offices 22

MOVES Institute Space and the Mechanical Engineering (ME) building (second floor, approximately 2, 300 MOVES Institute Space and the Mechanical Engineering (ME) building (second floor, approximately 2, 300 square feet). n n The War Game Laboratory Video Production Laboratory Conference Room Faculty/staff offices 23

MOVES Institute Space Soon, we expect to add to the ME building n n MOVES Institute Space Soon, we expect to add to the ME building n n a high-bay facility for a VR CAVE, and space for control mockups and a full motion base simulator (two lab spaces, approximately 5, 000 square feet). In Fall 2001, construction will begin on a three-story annex to the ME building, providing approximately 21, 000 square feet to n n consolidate faculty/staff offices, conference space, and classrooms of the MOVES Institute. opening is scheduled for March 2003. 24

In closing http: //movesinstitute. org Come to our open house 28 - 30 August In closing http: //movesinstitute. org Come to our open house 28 - 30 August 2001 25

Additional Details 26 Additional Details 26

3 D Visual Simulation - Virtual naval gunfire support. Immersive ship walkthroughs damage control 3 D Visual Simulation - Virtual naval gunfire support. Immersive ship walkthroughs damage control VEs. Littoral zone warfare. Building & urban walkthroughs urban warfare, hostage extraction, operations other than war. Ocean environment tactical visualization. C 4 I/IW information visualization. Game-engine utilization and handheld visual simulation delivery systems. Synthetic ocean environment simulations. XML/X 3 D - Use of Extensible Markup Language (XML) to deploy 3 D M&S products over Do. D messaging systems, create interoperable behavior streams, gain database schema interoperability, and define ontologies for software agent interactions compatible with deployed C 4 I and combat control systems. 27

Networked Virtual Environments VE Architectures For Interoperability - Network software architectures for scalability, composability Networked Virtual Environments VE Architectures For Interoperability - Network software architectures for scalability, composability and dynamic extensibility. Semantic interoperability. Standards For Interoperability – High Level Architecture (HLA); Next Generation RTI; Web-based interoperability. Standards for streamed interactive 3 D as an automatically created component for joint message systems. Guiding M&S standards interoperability efforts with the Web 3 D Consortium, World Wide Web Consortium and MPEG 4 Streaming Group. 28

Networked Virtual Environments Multicast & Area of Interest Managers - Software architectures for developing Networked Virtual Environments Multicast & Area of Interest Managers - Software architectures for developing large-scale, media-rich, interactive, networked VEs. High Bandwidth Networks - Experimentation and utilization of nextgeneration Internet technologies for large-scale, networked VEs, and collaborative M&S development and application. Wireless - Handheld delivery systems. Latency-reduction - Techniques for predictive modeling in distributed simulations. 29

Computer-Generated Autonomy Agent-Based Simulation – Computer-generated characters that accurately portray the actions and responses Computer-Generated Autonomy Agent-Based Simulation – Computer-generated characters that accurately portray the actions and responses of individual participants in a simulation. Adaptability - Computer generated characters that automatically modify their behavior. Learning - Computer generated characters that can modify their behavior over time. Organizational modeling. Story Line Engines - Content production and simulation prototyping. Technologies for autonomous, real-time story direction and interaction. 30

Computer-Generated Autonomy Human Representations and Models - Authentic avatars that look, move, and speak Computer-Generated Autonomy Human Representations and Models - Authentic avatars that look, move, and speak like humans. Modeling Human and Organizational Behavior - Integrative architectures for modeling of individuals, including neural networks; rule-based systems, attention and multitasking phenomena, memory and learning, human decision-making, situation awareness, planning, behavior moderators; modeling behavior of organizational units, military operations, and information warfare. 31

Human-Computer Interaction Training in the Virtual Environment - Fidelity requirements for wayfinding in the Human-Computer Interaction Training in the Virtual Environment - Fidelity requirements for wayfinding in the VE. Developing VEs for training, and evaluating their utility. Human Factors in Virtual Environments - Multimodal interfaces, task analysis, spatial orientation and navigation, performance evaluation, interaction techniques, interaction devices, virtual ergonomics, cybersickness, usability engineering, training transfer, human perception. Intelligent Tutoring Systems - Developing experts via the use of computerbased VEs. 32

Technologies for Immersion Image Generation – Real-time, computer graphic generation of complex imagery, HDTV, Technologies for Immersion Image Generation – Real-time, computer graphic generation of complex imagery, HDTV, DVD compressed video, next generation delivery systems, novel display technologies, handheld and body-worn devices. Tracking - Technologies for tracking human participants in VEs. Locomotion - Technologies that allow participants to walk through VEs while experiencing hills, bumps, ditches, and other obstructions. Full Sensory Interfaces - Technologies for providing a wide range of sensory stimuli: visual, auditory, olfactory, and haptic. Novel Sound Systems – The generation and delivery for both interactive and recorded media. Spatial sound. Immersive sound and psychoacoustics. 33

Defense and Entertainment Collaboration Technology Transition - Adapt technologies and capabilities from the entertainment Defense and Entertainment Collaboration Technology Transition - Adapt technologies and capabilities from the entertainment industry. Game-Based Learning - Distance learning via the use of game technology and development. Internet & Game Delivery Systems - Sim. Navy, Army Game Project, Sim. Clinic, Sim. Security. 34

Evolving Operational Modeling Navy Cyberspace - Full end-to-end simulation of the ocean environment including Evolving Operational Modeling Navy Cyberspace - Full end-to-end simulation of the ocean environment including subsurface, air and space. Oceanographic data sets and models. Tactical databases. Interoperability with live ship tracking message systems. Reusable, in the small or in the large, by fleet assets. Underwater robots. Interoperability with global command control systems. Virtual ocean environment. Current Programs in Combat Modeling – JSIMS Maritime Battlespace, Naval Simulation System, JSIMS, JWARS, JMASS, One. SAF, HLA. Computer-Generated Forces. Modeling & Simulation - Dynamic and state space modeling for information warfare and information operations. High-resolution combat models. High-level aggregate models. Network centric warfare. Agent-based simulation. Physically-based modeling to insure VR physical realism. Theater, tactical and campaign level modeling. Sensor modeling. Architectures for future combat modeling systems. 35