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CCDC’S ROAD MAP TO MODERNIZING THE ARMY: SYNTHETIC TRAINING ENVIRONMENT


create synthetic terrains unique to each event. In response, our One World Terrain efforts focus on new methods of using artifi- cial intelligence to decrease the human expertise and time needed to develop, edit and validate terrains used for training, while simultaneously producing them with better accuracy and fidelity.


Training Simulation Software science and technology efforts focus on intelligent character behaviors, scalability and warfare modeling, which are crucial to providing the realism necessary to immerse Soldiers in the training environment. Current mili- tary training simulations are based primarily on semiautomated behaviors that are reasonably predictable. Te virtual opponent in


STE will enable units and Soldiers to conduct realistic, multi-echelon, collective training anywhere in the world.


STE must have a level of cognition and unpredictability that also adheres to known adversarial doctrines. To achieve this effort, we are leveraging state-of-the-art artificial intelligence to better replicate multidomain operations and realistic environments that will enable units to train how they will fight.


Te Training Management Tool component of STE will focus on automated team assessments, automated feedback, after-action reviews and intelligent adaptive training for teams. Currently, experts need to be present during every key task of a training event to annotate and assess performance in real time. Details are often overlooked or missed entirely during this process. Tere- fore, we are coupling artificial intelligence with learning science to develop new ways to measure, assess and provide feedback to Soldiers and leadership automatically during and after STE train- ing events. Te feedback will also inform subsequent training.


USER FEEDBACK


A Reconfigurable Virtual Collective Trainer – Ground is tested in April 2019 during the STE Cross-Functional Team’s user assessment at Fort Riley, Kansas. Soldiers from the 2nd Armored Brigade Combat Team, 1st Infantry Division, tested out different versions of the next generation of vehicle training simulators and provided their feedback to ensure that the prototypes would meet all required specifications before fielding. (Photo by Margaret Ziffer, Fort Riley Public Affairs)


Our research with the Soldier/Squad Virtual Trainers includes developing augmented reality and mixed reality technologies that enable virtual characters, systems and effects to be inserted into a live training environment. Augmented reality combined with mixed reality is most effective when it is realistic and creates a suspension of disbelief for the user. Creating a sense of suspended disbelief involves developing synthetic environments, including sensory stimulants that are indiscernible from real environ- ments. Tis allows users to virtually “transport” and conduct training operations in any environment without leaving their home station. Tat sense of suspended disbelief is much easier to create when using virtual reality technologies that fully create the visual experience of the user without concern for the user’s real location. Augmented reality, however, is much more difficult because synthetic objects must seamlessly blend with the user’s real environment so that users cannot distinguish the real from the virtual. Merging real and virtual must be applied to both


14 Army AL&T Magazine Spring 2020


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