"Serious Communication for Serious Games"
For decades, military and commercial aviation have been using flight simulators to help teach pilots to fly. Over the years, it has been shown that augmenting real-world training with virtual training results in cheaper, safer, and more effective training. These and other training devices have spread and evolved and now can be found throughout the military being used to train a wide variety of individual skills as well as complicated joint-operation teamwork skills such as convoy operations and Call for Fire.
This talk will explore some of the technological challenges faced when building high-fidelity multiplayer training games for a global dynamic training network. Stringent military requirements include linking disparate training devices together such as serious games, full-fidelity flight simulators, and live-fire ranges so that soldiers may train in real-time with other units around the world in the same virtual world.
5. Serious Games …
Allow soldiers to experience situations that
are impossible in the real world1
Provide improved hand-eye coordination,
multi-tasking, and teamwork2
Are uniquely flexible to support varied
training needs
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1 Corti, 2006; Squire & Jenkins, 2003
2 Michael & Chen, 2006
6. Fundamentals of Teamwork
The Big Five Core Components of Teamwork1
1. Team Leadership
2. Performance Monitoring
3. Backup Behavior
4. Adaptability
5. Team/Collective Orientation
Hypothesis: Communication key element?
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1 Salas, Sims, & Burke, 2004
7. Communication and
Performance
America‟s Army experiments
Researchers measured team communication
○ Communication network level
○ Number of report-ins
○ Number of normal communications
Teams with regular organized reports had:
Higher performance
Higher estimated situational awareness
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Schneider & Carley, 2005
8. DARWARS Ambush!: Authoring
Lessons Learned in a Training
Game1
Communication skills are critical for success
Communications capabilities differ widely
across varying military units
Training system should be similar to real-
world communication system
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1 Diller, Orberts, Blankenship, Nielsen, 2004
9. „Good‟ Serious Games
Six Ingredients to a good game1
1. Mechanics
2. Rules
3. Immersive Graphics
4. Interactivity
5. Challenge
6. Risks
7. What about communication?
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1 Derryberry, 2007
16. A Training Transfer Study of
Serious Games
“Our work in this project demonstrated
consistently through all five experiments
that communications is fundamental to
the training experience and one of the
most important aspects of the exercise.”
Major Ben Brown
MOVES Institute
Naval Postgraduate School
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Brown, 2010
17. On a personal note:
My biggest failures typically come down
to one of two things:
I didn‟t communicate
Or I didn‟t communicate effectively
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18. So what?
If we‟re building games to train or teach
and teamwork is a determining element of
success or failures
Then our games need to accurately
reflect real-world communication
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21. My short list:
Email
Instant Messaging
Telephone / Cell Phone
VoIP / Video Calling
Face-to-face
Twitter
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22. Acceptable Fidelity
• What is the training goal?
• What is the real-world communication?
• “One can debate the level of fidelity
needed for useful training, but fidelity
must certainly be high when it relates
to the specific task being trained”
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1Brown, 2010
23. Types of fidelity
Communication simulation
Communication user interface
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33. “Quite simply, communications should be
as seamless as all other aspects of [the
serious game]. Communications should
be internal to [the game] with seams
between vendor production transparent
to the user.”1
Major Benjamin Brown,
MOVES Institute,
Naval Postgraduate School
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1Brown, 2010
34. Depends on fidelity
Players shout over their monitors
In-game text-chat
Simple press-to-talk key for voice
Or communication „items‟ are playable
objects
Intelligent agents?
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35. User Interface
Heads up display
Simple and intuitive
Flashing icon over avatar heads
Avatars‟ mouths move
Not realistic – does it break flow?
In-game objects
e.g. walk-up to a virtual computer and
interact with it
Higher realism – but does it impede
training?
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36. Regardless of design
decision
Quality of the audio is paramount
Dropped or garbled audio is not acceptable
Scalability can really be an issue
Latency also matters
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37. Audio Latency
• End-to-end Latency
– Time for audio to travel from one user to another
• Effected by many factors
– Network link
– Packetization delay
– Operating system delay
– Hardware device delay
• Maximum 150ms one-way latency1
• Latency <100 ideal
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1ITU-T G.114
39. After Action Review
• “Both simulation groups commented
extensively on the AAR tool. Both
groups believed the AAR tool was
critical in providing a big picture view of
what happened during the exercise.” 1
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1Brown, 2010
40. After Action Review
• Communication playback synced with
visuals
• Seek, Pause, FF, RW, Bookmarks
• Export audio/visual for later analysis and
study
• BIG data?
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42. A Common Myth
High fidelity means hard to use
(and expensive?)
However:
Does require insight into operational
environment
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43. Summary
Communication is critical for teamwork
Serious games require high-fidelity and
high-quality communication for effective
team-based training
Repetition is important, but so is
analysis
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44. Resources
Brown, B., (2010) A Training Transfer Study of Simulation Games
Carpenter, R., White, C., (2005) Commercial Computer Games in the Australian
Department of Defense
Corti, K. (2006) Games-based Learning; a serious business application.
Derryberry, A. (2007) Serious Games: online games for learning
Diller, D., Roberts, B., Blankenship, S., Nielsen, D. (2004) DARWARS Ambush!
Authoring Lessons Learned in a Training Game
Hussain, T., etal (2010) Development of game-based training systems: Lessons
learned in an inter-disciplinary field in the making
Hussain T. & Ferguson, W. (2005) Efficient Development of Large-Scale Military
Training Environments using a Multi-Player Game
McGowan, C., Pecheux, B. (2007) Serious Games that Improve Performance
Michael, D., & Chen, S. (2006) Serious games: Games that educate, train and
inform
Sims E., Salas E., Burke S. (2004) Is There a „Big Five‟ in Teamwork
Snider, M., Carley K., Moon, I. (2005) Detailed Comparison of America‟s Army
and Unit of Action Experiments
Squire, K. & Jenkins, H. (2003) Harnessing the power of games in education
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