![]() ![]() Long before the use of technology and computer models, battles were ‘simulated’ on maps and battle psychology was applied to potential outcomes and manoeuvres.Įarly German war board games such as Königs-Spiel -similar to chess but played with a more complex point-to-point movement system-and Kriegsspiel are arguably the first accessible systems available to military forces for planning and measuring the potential outcomes of different battle scenarios. To some degree, simulations have long been used by military forces when planning and strategising. ![]() By converting the essential components of training to simulated experiences built around the trainees, you can greatly reduce the demands of time and cost involved with traditional defence training. The latter type is being developed to meet all kinds of training demands, from warfighting skills to logistics and fire discipline. Simulations can be purely analytical, data-driven processes used in research and development (R&D) and test and evaluation (T&E).Ĭonversely, military training simulators can involve aspects of virtual and augmented reality (VR and AR) with computer generated models and environments for immersive, interactive scenarios that prepare end users for the real thing. ![]() In addition, BISim enhanced its after-action review tools to allow for customizable recording that gives the Army the ability to automate recording and playback views based on trigger events and scenario settings.Military simulation as a general term can cover a wide gamut of different approaches and activities. Insurgent Ambience simulates insurgent cell operations and patterns of life. Crowd Ambience allows users to populate scenarios in VBS3 with hundreds of civilians. The suppression system is integrated with both the real time editor and after-action review functions.Īlso, included with the Army’s version of VBS3 are SimCentric’s Crowd Ambience and Insurgent Ambience artificial intelligence applications. The area to be suppressed is defined through an intuitive 3D interface. AI units will engage in accordance with the defined parameters. VBS3 features a suppressive fire feature that can be used when commanding AI troops. In addition, BISim added realistic jumping and the ability for avatars to physically strike other avatars with their hands, legs and weapons.īISim and its partners delivered a number of new capabilities and features to the Army including new advanced artificial intelligence tools that provide more realistic pattern of life features. These statistics can be viewed in real time during missions above avatars’ heads. In addition, a feature of the plug-in tracks and records statistics about the avatar during missions in VBS including shots fired, shots hit, accuracy, and kills. Once that information is imported into VBS through the plug-in, administrators can quickly set up squads, create an order of battle, and automatically populate these squads for the slotting screen for missions.Īn enhanced face editor tool also allows users to generate a photorealistic rendering of the player. This feature also allows administrators to incorporate data provided in the Weapons Qualifications information from DTMS. The plug-in allows administrators to automatically determine and equip players’ avatars based on their military occupational specialty, rank, unit type and billet. ![]() Army to import Digital Training Management Systems (DTMS) datasets to VBS. BISim dramatically improved server performance to allow hundreds of players and entities in VBS3.Īnother key innovation BISim developed for the Army was an avatar plug-in for VBS3 that produces an individualized avatar modeled on key performance attributes of the soldier who operates the avatar during training. Army PEO STRI.įor its 2014 delivery of VBS3 ot the Army, BISim introduced a new multicast system to improve the performance of servers so more players could simultaneously interact in scenarios with less impact to the frame rate. “VBS3 supports a virtual training environment that is flexible, supports repetition, and is available at the point of need," said Brian Domian, Assistant Product Manager, Games for Training, U.S. Army previously awarded the Games for Training program in 2013 with BISim as a key subcontractor and, prior to that, BISim was a key subcontractor delivering VBS2 for the Army's Game After Ambush contract in 2009. Army’s Program Executive Office for Simulation, Training and Instrumentation (PEO STRI), awarded Bohemia Interactive Simulations a contract to deliver perpetual licenses of VBS3 and related services to its Games for Training (GFT) VBS3 Concurrency Program of Record in 2017. Leslie Dubow, project director for the Army’s Games for Training program, based at PEO STRI ![]()
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