Presented at the 6th Annual SAE Media Group Future Armoured Vehicles Weapon Systems - 31 May 2022 - Armoured vehicle crew should be trained and treated like air crew. The need is greater and the costs are getting lower.
Future Armoured Vehicles Weapon Systems - Extended RealitiesAndy Fawkes
Presented at 4th Annual SMi Future Armoured Vehicles Weapon Systems Conference, London - 6 June 2019 - A Training & Simulation Perspective on VR, AR & Related Technologies in Armoured Warfare
This document summarizes Andy Fawkes' presentation at the 8th SMi Annual Land Forces Simulation and Training Conference in London. The presentation discusses trends in military simulation and training, including increasing use of gaming technology, virtual reality, augmented reality, cloud computing, wearables, and artificial intelligence. It outlines the US Army's vision for a Synthetic Training Environment by 2029 that will integrate virtual, gaming and constructive simulations. The presentation also examines how military training can learn from massively multiplayer online games and looks at improving utilization of virtual training devices. It emphasizes the need for organizational integration, demonstrated cost-effectiveness of new technologies, and minimizing required behavioral changes for military customers.
From SIMNET to the Metaverse - Why is it taking so long?Andy Fawkes
Presented at IT2EC Rotterdam - 25 April 2023 - In 1978, US Air Force Captain Jack Thorpe proposed a network of simulators for combat planning and execution, and this concept was later developed by DARPA in the 1980s as SIMNET (SIMulator NETworking). SIMNET eventually included 260 simulators at 11 sites in the USA and Europe including tank and aircraft simulators, and connected to a real warship and command centres in the early 1990s. Today, there is renewed interest in creating multi-domain simulation capabilities, but it is unclear if any nation has succeeded in building a persistent system similar to SIMNET that integrates live, virtual, and constructive simulations across the whole defence enterprise. The trend towards the "metaverse" may offer an opportunity for the defence sector to establish an enterprise-wide simulation infrastructure that exploits the wider trends in the metaverse and computing. This presentation examines past initiatives to build multi-domain simulation capabilities and consider the issues that may have hindered progress, and then offer a vision for the defence sector to fully realize Thorpe's 45-year-old idea through an integrated enterprise approach to networked simulation in support of all defence activities.
This document provides an overview of training and simulation trends presented by Andy Fawkes at the 7th Annual SMi Future Armoured Vehicles conference in Central and Eastern Europe on May 18, 2021. It discusses operational trends like the mixed fleet of vehicles that will be used for many years. It also covers future soldiers and how they will train using emerging technologies like extended reality, video games, and digital twins. The presentation examines training system trends toward more flexible, scalable and cost-effective live, virtual and constructive simulation and the technology drivers enabling this like computing, graphics and artificial intelligence.
A Perspective on the Human Component of Maritime Information WarfareAndy Fawkes
The document discusses information warfare and the human component. It notes that information warfare is using information and communication technology to gain an advantage over opponents. It emphasizes that for the Royal Navy, information warfare is about changing mindsets and embedding the concept throughout the naval service. The presentation then discusses trends in training and simulation, including how the modern sailor is increasingly digital native and spends significant time gaming. It explores how simulation and virtual/augmented/mixed reality are becoming more important tools for training, and how technologies like artificial intelligence may further change training and autonomous systems.
The document discusses the integration of humans and autonomous systems in military training and operations. It addresses trends in how new recruits learn differently than past generations, the increasing role of simulation and gaming in training, and developing interfaces between humans and machines. While technology allows new capabilities, the summary cautions that systems must be carefully tested and developed to ensure humans understand machine decisions and can take control if needed, as overreliance on automation could have dangerous consequences. Maintaining the strengths of both human judgment and autonomous functions will be important to maximize their synergies.
Future Armoured Vehicles Weapon Systems - Extended RealitiesAndy Fawkes
Presented at 4th Annual SMi Future Armoured Vehicles Weapon Systems Conference, London - 6 June 2019 - A Training & Simulation Perspective on VR, AR & Related Technologies in Armoured Warfare
This document summarizes Andy Fawkes' presentation at the 8th SMi Annual Land Forces Simulation and Training Conference in London. The presentation discusses trends in military simulation and training, including increasing use of gaming technology, virtual reality, augmented reality, cloud computing, wearables, and artificial intelligence. It outlines the US Army's vision for a Synthetic Training Environment by 2029 that will integrate virtual, gaming and constructive simulations. The presentation also examines how military training can learn from massively multiplayer online games and looks at improving utilization of virtual training devices. It emphasizes the need for organizational integration, demonstrated cost-effectiveness of new technologies, and minimizing required behavioral changes for military customers.
From SIMNET to the Metaverse - Why is it taking so long?Andy Fawkes
Presented at IT2EC Rotterdam - 25 April 2023 - In 1978, US Air Force Captain Jack Thorpe proposed a network of simulators for combat planning and execution, and this concept was later developed by DARPA in the 1980s as SIMNET (SIMulator NETworking). SIMNET eventually included 260 simulators at 11 sites in the USA and Europe including tank and aircraft simulators, and connected to a real warship and command centres in the early 1990s. Today, there is renewed interest in creating multi-domain simulation capabilities, but it is unclear if any nation has succeeded in building a persistent system similar to SIMNET that integrates live, virtual, and constructive simulations across the whole defence enterprise. The trend towards the "metaverse" may offer an opportunity for the defence sector to establish an enterprise-wide simulation infrastructure that exploits the wider trends in the metaverse and computing. This presentation examines past initiatives to build multi-domain simulation capabilities and consider the issues that may have hindered progress, and then offer a vision for the defence sector to fully realize Thorpe's 45-year-old idea through an integrated enterprise approach to networked simulation in support of all defence activities.
This document provides an overview of training and simulation trends presented by Andy Fawkes at the 7th Annual SMi Future Armoured Vehicles conference in Central and Eastern Europe on May 18, 2021. It discusses operational trends like the mixed fleet of vehicles that will be used for many years. It also covers future soldiers and how they will train using emerging technologies like extended reality, video games, and digital twins. The presentation examines training system trends toward more flexible, scalable and cost-effective live, virtual and constructive simulation and the technology drivers enabling this like computing, graphics and artificial intelligence.
A Perspective on the Human Component of Maritime Information WarfareAndy Fawkes
The document discusses information warfare and the human component. It notes that information warfare is using information and communication technology to gain an advantage over opponents. It emphasizes that for the Royal Navy, information warfare is about changing mindsets and embedding the concept throughout the naval service. The presentation then discusses trends in training and simulation, including how the modern sailor is increasingly digital native and spends significant time gaming. It explores how simulation and virtual/augmented/mixed reality are becoming more important tools for training, and how technologies like artificial intelligence may further change training and autonomous systems.
The document discusses the integration of humans and autonomous systems in military training and operations. It addresses trends in how new recruits learn differently than past generations, the increasing role of simulation and gaming in training, and developing interfaces between humans and machines. While technology allows new capabilities, the summary cautions that systems must be carefully tested and developed to ensure humans understand machine decisions and can take control if needed, as overreliance on automation could have dangerous consequences. Maintaining the strengths of both human judgment and autonomous functions will be important to maximize their synergies.
All the World's a Stage (Unless you are in the Military)Andy Fawkes
Presented at the RAeS "Simulation Based Training: The Key to Military Operational Capability" Conference, London 22 November 2016 - If military mission training, planning, preparation, command and control, and after action analysis/debriefing were life then there would not be one world or “stage” but many. Military personnel are typically required to carry out their activities singularly and together on a number of different training, simulation and C4ISTAR systems that may work together but have different human interfaces, processes, and digital content that may not be easily shared across systems. This puts additional workloads on the personnel and runs the risk of confusion and reduced operational agility. What if there was only one world or “stage” to support the complete mission cycle? This talk will discuss the challenges in achieving one “stage” when most if not all simulation/C4ISTAR component elements are procured and operated by different teams and sourced from different companies. However, if the organisational and technological challenges can be overcome, might there be additional operational benefits going forward?
A Military Training Perspective - Technology and TrendsAndy Fawkes
The Offshore Petroleum Industry Training Organisation or OPITO is the global industry standard in oil and gas safety, skills, and competence, setting the standards for training providers and courses. As a view on another sector to oil and gas, this presentation was given at the annual OPITO Safety & Competence Conference (OSCC) in Kuala Lumpur, Malaysia on 8 November 2017. It covers some basic statistics of the military across the world, including expenditure and numbers, a broad description of military training, a short history of military training technology, some current military training delivery examples, and concludes with military training challenges and opportunities
Close Air Support - The Human DimensionAndy Fawkes
The document summarizes current and future training systems for close air support. It discusses lessons learned from history about the importance of centralized air asset control and communication interoperability. Both current and future training systems emphasize the use of simulation to provide realistic joint fires training in a distributed and immersive manner. The UK is developing the Joint Fires Synthetic Trainer and the Defence Operational Training Capability for the Air Force to replace and improve upon existing live and synthetic training capabilities.
This document discusses the impact of digital technologies on military training and education. It covers how simulation and online learning tools are being used more extensively to prepare personnel in a more cost-effective manner. While live training remains important, the simulation and training market exceeds $6.6 billion annually and allows militaries to train more individuals for less cost compared to live exercises. The document outlines various simulation technologies and how their use is driven by decreasing costs and the ability to expose more trainees to realistic scenarios.
New Realities - XR, COVID-19, and Remote Training - a Simulation and Training...Andy Fawkes
This document summarizes trends in simulation and training, including how new technologies can impact the future of training. It discusses how simulation can allow trainees to learn at their own pace, anywhere and anytime. Specific technologies covered include virtual reality, augmented reality, artificial intelligence, blockchain, edge computing, quantum computing, 5G, and digital twins. It also addresses how COVID-19 has accelerated the use of remote training and highlights some current remote training initiatives.
Adaptable and Ready - Training & Simulation for Surface WarshipsAndy Fawkes
This document summarizes a presentation on training and simulation for surface warships. It discusses:
1) How simulation has evolved from early manual and board game techniques to modern full mission simulators using virtual reality and augmented reality. Simulation provides safer, cheaper, and more flexible training compared to live exercises.
2) Drivers for increased simulation include less certainty in operations, smaller crew sizes, and more autonomous systems. Simulation can help adapt training for people, digital systems, and physical platforms.
3) While autonomous systems and artificial intelligence are advancing, humans remain the most adaptable component of military capability. Computers are still programmed for specific tasks rather than general problem solving. The optimal approach is a human-machine
Arnold Geisler - Raytheon Connected Training: Transforming War Games for the ...SeriousGamesAssoc
Arnold Geisler, Business Development/Operations at Raytheon Intelligence Information & Services
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Raytheon is helping the US Army transform how they conduct large-unit collective training. Simulators and serious games can train individual Soldiers or small crews of up to 5 Soldiers, but Raytheon is creating ways to simultaneously train thousands of Soldiers in the same virtual battlespace – even when the Soldiers are located on training ranges thousands of miles apart. This talk will feature the latest on how the U.S. Army has transformed war games with the use of sensors, cameras, controllers and virtual reality to blend live, virtual and constructive training as well as the advantages of serious gaming technology when training commanders and large units of thousands of soldiers across multinational borders. This session will touch on the challenges faced with creating these huge virtual environments, passing ITAR and EXIM compliance standards and working with Allied and Coalition partners to ensure that all training requirements are met.
Trends in Training and Simulation TechnologiesAndy Fawkes
The document discusses trends in training and simulation technologies towards increased digitization. It outlines how digital media, devices, artificial intelligence, sensors, and data analytics are advancing and impacting training. Training is becoming more analytical through learning analytics and data-driven approaches to optimize learning. Simulation and virtual/augmented/mixed reality are playing a larger role, and there are opportunities to better integrate training systems, leverage data, and improve the management of training through a more digitized "Training 4.0".
Enhancing Situational Awareness - A Focus on Training and SimulationAndy Fawkes
The document discusses enhancing situational awareness through training and simulation. It covers generating expertise through intensive practice with devoted teachers. It also discusses using virtual reality to provide immersive, flexible and cost-effective training for military situations, including a pilot program that trained over 30 troops in VR. The future may see more autonomous systems integrated into training and greater use of simulation and virtual reality to prepare digital native soldiers.
A presentation on the importance of data in training and simulation and taking an enterprise approach - Includes an overview of UK air training/testing programmes - Given at the SMi 6th Annual Military Flight Training Conference – London - 11/12 Oct 17
A presentation given to DTIC http://www.dtic.mil/dtic/ regarding the current state of virtual worlds in government. Topics included general overview, potential use cases, different platform technologies.
The document discusses challenges with rapidly integrating new sensors for military use. It describes how sensors currently have different data formats and standards, making integration difficult. It proposes developing common preprocessing and postprocessing functions, as well as an open architecture algorithm repository, to allow automated integration and fusion of data from various sensors. This would help overcome issues around scalability and real-time performance when exploiting sensor data for military operations.
This document summarizes the history of military simulation and training technologies from the 1930s to present day. It discusses early simulators like the Link Trainer and how they helped train pilots during World War 2. It then covers developments like SIMNET in the 1980s which pioneered distributed simulation. More recent topics include the use of simulation for training across platforms like the US Navy's Battle Force Inport Training. The document questions whether the full potential of simulation has been realized given organizational and technological challenges. It argues for focusing on proven applications and quantifying cost savings to gain wider adoption.
Simulation Based Acquisition - Past or Future?Andy Fawkes
Presented at TDW-Live - Congresbury, Bristol - 15 Nov 2018. TDW-Live is a conference for aerospace, defence and space technical information and product support professionals. This presentation described simulation and the latest developments. It covered the history of simulation based acquisition and parallels with the current day digital twin or digital sibling and lessons learned.
“Serious Games and the Smart Defense Initiative” By Paul Thurkettle - Serious...SeriousGamesAssoc
Paul Thurkettle, from the Joint Education Training & Exercises section of NATO's Allied Command Transformation, gave a presentation on serious games and the Smart Defence Initiative. He discussed how serious games can be used for training, citing studies that show they are more cost effective than traditional e-learning. Thurkettle also explained Smart Defence, an approach that encourages NATO members to cooperate on capabilities through specialization, resource sharing, and combined projects. He believes serious games have potential to support Smart Defence by facilitating distributed, multinational training across platforms and helping to change perceptions of gaming.
Simulation Strategy - Another PerspectiveAndy Fawkes
The document summarizes Andy Fawkes' presentation on developing a simulation strategy. Some key points include:
1) A simulation strategy should balance fidelity and cost, match needs, and consider a balanced investment across all training technologies.
2) It requires agreeing on strategic drivers, deciding on an enterprise architecture around networking, component standardization, and data sharing.
3) The strategy must also evaluate and manage change as requirements and solutions evolve over time.
The Cloud and your Training and Simulation InfrastructureAndy Fawkes
The document discusses how cloud computing is transforming training and simulation infrastructure. It covers how the cloud can deliver training and simulation applications, analyze training data, and help address changing training needs. The cloud offers benefits like centralized computing resources, big data analytics of training outcomes, and accessibility of training across different hardware. However, challenges include network capacity, security, and ensuring training applications can effectively scale in the cloud. Overall, the cloud can shape infrastructure requirements and drive more data-driven, personalized approaches to training and education. A cloud strategy may help unify currently separate training capabilities and data sources.
A Perspective on Defence Training and Technology TrendsAndy Fawkes
A presentation for clients of QA (qa.com) to provide an insight into defence training and education, the impact of technology and thoughts on the future
Interview BBC World Service - Digital Planet - Military virtual and augmented...Andy Fawkes
Interview- https://youtu.be/uPSVk-Kkp4c (6:44 minutes)
Microsoft has recently been contracted to construct more than 120,000 augmented reality headsets for the U.S. Army. How is virtual and augmented reality used in the military? Will it be used on the battlefield? Gareth speaks to journalist and VR training expert Andy Fawkes.
Source broadcast - https://www.bbc.co.uk/programmes/w3ct31y9
External Lecture for Aerospace Engineering Undergraduates, Queen Mary University of London, 1 March 2022
1. What is, and Why, Simulation?
2. A Short History of Fight Simulation
3. Training & Simulation Developments
4. The Human Dimension of Flight
5. Thoughts on Careers
Contenu connexe
Similaire à Simulation & Training Perspectives for the Advancement of Armoured Vehicle Weapon System Technology
All the World's a Stage (Unless you are in the Military)Andy Fawkes
Presented at the RAeS "Simulation Based Training: The Key to Military Operational Capability" Conference, London 22 November 2016 - If military mission training, planning, preparation, command and control, and after action analysis/debriefing were life then there would not be one world or “stage” but many. Military personnel are typically required to carry out their activities singularly and together on a number of different training, simulation and C4ISTAR systems that may work together but have different human interfaces, processes, and digital content that may not be easily shared across systems. This puts additional workloads on the personnel and runs the risk of confusion and reduced operational agility. What if there was only one world or “stage” to support the complete mission cycle? This talk will discuss the challenges in achieving one “stage” when most if not all simulation/C4ISTAR component elements are procured and operated by different teams and sourced from different companies. However, if the organisational and technological challenges can be overcome, might there be additional operational benefits going forward?
A Military Training Perspective - Technology and TrendsAndy Fawkes
The Offshore Petroleum Industry Training Organisation or OPITO is the global industry standard in oil and gas safety, skills, and competence, setting the standards for training providers and courses. As a view on another sector to oil and gas, this presentation was given at the annual OPITO Safety & Competence Conference (OSCC) in Kuala Lumpur, Malaysia on 8 November 2017. It covers some basic statistics of the military across the world, including expenditure and numbers, a broad description of military training, a short history of military training technology, some current military training delivery examples, and concludes with military training challenges and opportunities
Close Air Support - The Human DimensionAndy Fawkes
The document summarizes current and future training systems for close air support. It discusses lessons learned from history about the importance of centralized air asset control and communication interoperability. Both current and future training systems emphasize the use of simulation to provide realistic joint fires training in a distributed and immersive manner. The UK is developing the Joint Fires Synthetic Trainer and the Defence Operational Training Capability for the Air Force to replace and improve upon existing live and synthetic training capabilities.
This document discusses the impact of digital technologies on military training and education. It covers how simulation and online learning tools are being used more extensively to prepare personnel in a more cost-effective manner. While live training remains important, the simulation and training market exceeds $6.6 billion annually and allows militaries to train more individuals for less cost compared to live exercises. The document outlines various simulation technologies and how their use is driven by decreasing costs and the ability to expose more trainees to realistic scenarios.
New Realities - XR, COVID-19, and Remote Training - a Simulation and Training...Andy Fawkes
This document summarizes trends in simulation and training, including how new technologies can impact the future of training. It discusses how simulation can allow trainees to learn at their own pace, anywhere and anytime. Specific technologies covered include virtual reality, augmented reality, artificial intelligence, blockchain, edge computing, quantum computing, 5G, and digital twins. It also addresses how COVID-19 has accelerated the use of remote training and highlights some current remote training initiatives.
Adaptable and Ready - Training & Simulation for Surface WarshipsAndy Fawkes
This document summarizes a presentation on training and simulation for surface warships. It discusses:
1) How simulation has evolved from early manual and board game techniques to modern full mission simulators using virtual reality and augmented reality. Simulation provides safer, cheaper, and more flexible training compared to live exercises.
2) Drivers for increased simulation include less certainty in operations, smaller crew sizes, and more autonomous systems. Simulation can help adapt training for people, digital systems, and physical platforms.
3) While autonomous systems and artificial intelligence are advancing, humans remain the most adaptable component of military capability. Computers are still programmed for specific tasks rather than general problem solving. The optimal approach is a human-machine
Arnold Geisler - Raytheon Connected Training: Transforming War Games for the ...SeriousGamesAssoc
Arnold Geisler, Business Development/Operations at Raytheon Intelligence Information & Services
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Raytheon is helping the US Army transform how they conduct large-unit collective training. Simulators and serious games can train individual Soldiers or small crews of up to 5 Soldiers, but Raytheon is creating ways to simultaneously train thousands of Soldiers in the same virtual battlespace – even when the Soldiers are located on training ranges thousands of miles apart. This talk will feature the latest on how the U.S. Army has transformed war games with the use of sensors, cameras, controllers and virtual reality to blend live, virtual and constructive training as well as the advantages of serious gaming technology when training commanders and large units of thousands of soldiers across multinational borders. This session will touch on the challenges faced with creating these huge virtual environments, passing ITAR and EXIM compliance standards and working with Allied and Coalition partners to ensure that all training requirements are met.
Trends in Training and Simulation TechnologiesAndy Fawkes
The document discusses trends in training and simulation technologies towards increased digitization. It outlines how digital media, devices, artificial intelligence, sensors, and data analytics are advancing and impacting training. Training is becoming more analytical through learning analytics and data-driven approaches to optimize learning. Simulation and virtual/augmented/mixed reality are playing a larger role, and there are opportunities to better integrate training systems, leverage data, and improve the management of training through a more digitized "Training 4.0".
Enhancing Situational Awareness - A Focus on Training and SimulationAndy Fawkes
The document discusses enhancing situational awareness through training and simulation. It covers generating expertise through intensive practice with devoted teachers. It also discusses using virtual reality to provide immersive, flexible and cost-effective training for military situations, including a pilot program that trained over 30 troops in VR. The future may see more autonomous systems integrated into training and greater use of simulation and virtual reality to prepare digital native soldiers.
A presentation on the importance of data in training and simulation and taking an enterprise approach - Includes an overview of UK air training/testing programmes - Given at the SMi 6th Annual Military Flight Training Conference – London - 11/12 Oct 17
A presentation given to DTIC http://www.dtic.mil/dtic/ regarding the current state of virtual worlds in government. Topics included general overview, potential use cases, different platform technologies.
The document discusses challenges with rapidly integrating new sensors for military use. It describes how sensors currently have different data formats and standards, making integration difficult. It proposes developing common preprocessing and postprocessing functions, as well as an open architecture algorithm repository, to allow automated integration and fusion of data from various sensors. This would help overcome issues around scalability and real-time performance when exploiting sensor data for military operations.
This document summarizes the history of military simulation and training technologies from the 1930s to present day. It discusses early simulators like the Link Trainer and how they helped train pilots during World War 2. It then covers developments like SIMNET in the 1980s which pioneered distributed simulation. More recent topics include the use of simulation for training across platforms like the US Navy's Battle Force Inport Training. The document questions whether the full potential of simulation has been realized given organizational and technological challenges. It argues for focusing on proven applications and quantifying cost savings to gain wider adoption.
Simulation Based Acquisition - Past or Future?Andy Fawkes
Presented at TDW-Live - Congresbury, Bristol - 15 Nov 2018. TDW-Live is a conference for aerospace, defence and space technical information and product support professionals. This presentation described simulation and the latest developments. It covered the history of simulation based acquisition and parallels with the current day digital twin or digital sibling and lessons learned.
“Serious Games and the Smart Defense Initiative” By Paul Thurkettle - Serious...SeriousGamesAssoc
Paul Thurkettle, from the Joint Education Training & Exercises section of NATO's Allied Command Transformation, gave a presentation on serious games and the Smart Defence Initiative. He discussed how serious games can be used for training, citing studies that show they are more cost effective than traditional e-learning. Thurkettle also explained Smart Defence, an approach that encourages NATO members to cooperate on capabilities through specialization, resource sharing, and combined projects. He believes serious games have potential to support Smart Defence by facilitating distributed, multinational training across platforms and helping to change perceptions of gaming.
Simulation Strategy - Another PerspectiveAndy Fawkes
The document summarizes Andy Fawkes' presentation on developing a simulation strategy. Some key points include:
1) A simulation strategy should balance fidelity and cost, match needs, and consider a balanced investment across all training technologies.
2) It requires agreeing on strategic drivers, deciding on an enterprise architecture around networking, component standardization, and data sharing.
3) The strategy must also evaluate and manage change as requirements and solutions evolve over time.
The Cloud and your Training and Simulation InfrastructureAndy Fawkes
The document discusses how cloud computing is transforming training and simulation infrastructure. It covers how the cloud can deliver training and simulation applications, analyze training data, and help address changing training needs. The cloud offers benefits like centralized computing resources, big data analytics of training outcomes, and accessibility of training across different hardware. However, challenges include network capacity, security, and ensuring training applications can effectively scale in the cloud. Overall, the cloud can shape infrastructure requirements and drive more data-driven, personalized approaches to training and education. A cloud strategy may help unify currently separate training capabilities and data sources.
A Perspective on Defence Training and Technology TrendsAndy Fawkes
A presentation for clients of QA (qa.com) to provide an insight into defence training and education, the impact of technology and thoughts on the future
Interview BBC World Service - Digital Planet - Military virtual and augmented...Andy Fawkes
Interview- https://youtu.be/uPSVk-Kkp4c (6:44 minutes)
Microsoft has recently been contracted to construct more than 120,000 augmented reality headsets for the U.S. Army. How is virtual and augmented reality used in the military? Will it be used on the battlefield? Gareth speaks to journalist and VR training expert Andy Fawkes.
Source broadcast - https://www.bbc.co.uk/programmes/w3ct31y9
External Lecture for Aerospace Engineering Undergraduates, Queen Mary University of London, 1 March 2022
1. What is, and Why, Simulation?
2. A Short History of Fight Simulation
3. Training & Simulation Developments
4. The Human Dimension of Flight
5. Thoughts on Careers
Presented at IT2EC London - 28April 2022 - Digital twins and fidelity.
Language can be confusing so it is important not to lose sight of the vision.
Digital Twins do not always need the highest Fidelity to be useful – an imperfect model through life is better than a perfect model in the moment.
Data should be treated as a strategic asset across Defence and through the life of projects.
The document discusses visualization challenges and opportunities in training, machines, and the metaverse. It summarizes a UK pilot project that used virtual reality for collective military training. Recognition issues and communication challenges in virtual environments are explored. The rise of the metaverse is discussed as the convergence of computing power, networking, storage, and augmented/virtual reality enabling persistent virtual worlds. Some contemporary developments moving toward a metaverse like Microsoft Mesh, Nvidia Omniverse, and gaming platforms are mentioned. Defense implications of the metaverse include exploiting related standards and technologies to provide a unifying vision for future modeling and simulation.
The document summarizes a presentation on unmanned maritime systems. It discusses trends toward greater autonomy at sea, including remote-controlled and autonomous vessels. It also explores how new human-machine interfaces using simulation, gaming, augmented and virtual reality could train future sailors to work with autonomous systems. The presentation considers both benefits and risks of replacing humans and stresses the need for careful testing and training to maximize the strengths of both humans and machines.
NATO Modelling and Simulation (M&S) Group Symposium MSG177 Presentation - 23 ...Andy Fawkes
This paper examines aspects of the modern commercial gaming landscape that are applicable in the design and structure of military M&S systems. Two areas have been considered for analysis. First, “Architectures” - the game systems themselves, their accessibility, and exploitation of data. This includes design functions that enhance player emotional and psychological engagement through narrative and gamification, support for large numbers of concurrent players, and content and update delivery methods. Second, “Ecosystems” - which include third-party systems that enhance and supplement the gameplay experience and the methods by which the wider gaming community interacts. While the implementation of innovations in these areas is well understood, we explore whether they are being utilised to their full potential within the realm of military M&S systems, specifically for personalised training systems and decision support/planning tools. Drawing on a literature review and survey of gaming students familiar with the military, recommendations are made to inform future development of M&S systems and better accommodate the demands of a digital savvy war fighter in an era of more remote and distributed training.
Hi, thanks for the opportunity to present today, I’m tom evans, I’m a masters student at staffordshire university studying ideology in serious games and with me is Anthony Hadley, a PhD student also from staffordshire university researching scenario training for disaster management, and Andy Fawkes (from the simulation & training industry). Unfortunately our co-author Steve Webley, who lectures at Staffs in military philosophy and game design, couldn’t be with us today.
The aim of this presentation is to briefly highlight some of the developments in modern video games that we think are of interest to a military simulation and training audience.
The games industry is staggeringly huge and continually growing, with estimated revenues regularly exceeding twice the combined total of the film and music industries. But within this giant industry, today we want to focus firstly on user familiarity with and knowledge of gaming systems, and then go on to highlight a number of technological trends and industry standards that militaries could draw upon
In comparison to some existing research done by the ESA and Limelight that found that the average gamer plays a little over 6 hours a week, our own survey of both enrolled and recently graduated university students shows that in some groups that average can be over twice that amongst the more hardcore players. But from that what you should really takeaway is that not only will the next generation of warfighters will digital natives, but it’s quite likely that they will be gamers as well, and so will carry into their service many hundreds or thousands of hours of experience with these systems.
Queen Mary University of London External Lecturer talk on 20 October 2020 for First Year Aeronautical Engineering Students covering:
* What is, and Why, Simulation?
* A Short History of Fight Simulation
* Training, Simulation and Gaming
* The Human Dimension of Flight
* Digital Twins
* Thoughts on Careers
Simulation and Training for UAV OperationsAndy Fawkes
This document discusses simulation and training for unmanned aerial vehicle (UAV) operations. It notes that most militaries have a young workforce accustomed to video games who could be attracted to operating real drones. It outlines how simulation and virtual reality can be used for rapid mission training and rehearsal of UAV operations. However, it also discusses cautionary tales about overreliance on automation and the need for humans to understand autonomous systems and maintain control.
The Future Role of Artificial Intelligence - Military Opportunities and Chall...Andy Fawkes
Published in Joint Air Power Competence Centre Journal 27 (2018) (https://www.japcc.org/wp-content/uploads/JAPCC_J27_screen.pdf)
By Andy J. Fawkes, Consultant Thinke Company Ltd
By Lieutenant Colonel Martin Menzel, DEU A, JAPCC
Learning from the Latest Generation of Online Games?Andy Fawkes
Fortnite and Apex Legends have had huge success with over 250 million and 50 million players respectively within a short period of time. These games utilize cross-platform play, free-to-play models with optional purchases, and social features. Emerging technologies like cloud gaming with Google Stadia and smart game objects stored on blockchains may further disrupt the industry. The training and simulation community should consider driving towards cloud-based systems, exploiting data and AI, enhancing human interoperability, and learning from the rapid innovation seen in gaming to improve their own training ecosystems.
A Training & Simulation Perspective on Unmanned Maritime SystemsAndy Fawkes
A Training & Simulation Perspective on Unmanned Maritime Systems presented at the 3rd Annual SMi Unmanned Maritime Systems Technology Conference, London on 9 May 2019
A Training & Simulation Perspective on Maritime Information & AutomationAndy Fawkes
Presented at the 2nd SMi Maritime Information Warfare Conference - London on 27 November 2018. It proposed that Information Warfare & Automation and Training & Simulation have a number of parallels. It looked at the the Modern Sailor; the latest Training & Simulation Developments; Data & Digital Twins/Siblings; latest Gaming technology; and Automation.
What Can We Learn From Cross-Platform Gaming?Andy Fawkes
Presented at the RAeS Autumn 2018 Flight Simulation Conference on 14 Nov 2018. The presentation discusses why the flight simulation community might be interested in cross-platform gaming. It explains cross-platform gaming, its challenges and how it has developed. Using the Fortnite game as an example it explores the massive growth in such games and proposes that training design lessons might also be learned. It concludes with a number of questions that the flight simulation community might address given the current advances in gaming.
Military Flight Training - Digital Technology Disruption Ahead?Andy Fawkes
Looking at some of the latest digital technology trends and developments that will or may impact on military flight training. Presented at the 7th SMi Annual Military Flight Training Conference - London 10/11 October 2018.
Big Data is regularly in the news with claims that that it will improve decision making and support the development of artificial intelligence.
The defence training and simulation community could also exploit these advances, but the data that it does have is typically locked away in disparate unconnected proprietary systems and as such is not “big”.
What might the opportunities and challenges be if such stovepiping was overcome?
The relationship between Live, Virtual and Constructive Simulations and Autonomous Systems. I discovered this concept during my research for a Simulation Based Acquisition presentation at ITEC 2018.
Simulation Based Acquisition - Has its Time Come?Andy Fawkes
Presented at the ITEC Advanced Engineering Conference - Stuttgart, Germany - 16 May 2018. Originating in the US DoD in the 1990s, Simulation Based Acquisition or SBA aimed to exploit the then advances in M&S and data management to reduce the time, risk, and resources associated with the defence acquisition and support process. Both technical and non-technical barriers caused SBA to fall out of fashion in the 2000s. We are now in a different era technologically and societally, with the increasing digitisation of manufacturing industries and wider human activities and the drive towards Industry 4.0. Many of the technologically hurdles to SBA are likely to be overcome with advances in simulation, data and AI. However, what is clear from SBA is that to realise its full potential requires significant organisational and cultural change within research and acquisition organisations and wider industry.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Simulation & Training Perspectives for the Advancement of Armoured Vehicle Weapon System Technology
1. Simulation & Training
Perspectives for the
Advancement of
Armoured Vehicle
Weapon System
Technology
Andy Fawkes
FIMechE
6th Annual SAE Media Group
Future Armoured Vehicles
Weapon Systems
31 May 2022
Credit – American Rheinmetall
BISim
3. Presentation
Overview
• Requirements
• Current Training
• (Shared) Situational Awareness
• XR – eXtended Reality
• Some Other Technologies
• Gaming and the Military Metaverse
Slides will be Published
7. Direction of Travel? Some High Level Documents
March 2021 Nov 2021
Sept 2021 May 2021
8. The UK Strategic Command Strategy (22 Nov 21)
“We need to be better at responding to the unpredictable.
Defence must become agile, responsive and able to act in an
integrated way.
It means experimenting with new technology and becoming
experts in data exploitation.
We need to join up our people, equipment and information
through integration.
It’s through this integrated approach, which places the use of
technology and data at its heart, that we will become more
agile and more able to respond to the unknown.”
10. The UK Defence Digital Backbone
• Defence’s Digital Backbone will be an ecosystem – a combination of people, process,
data and technology; it will enable friction-free access to our data, connecting sensors in
one domain to platforms in other domains, via decision makers at the relevant levels in
real time.
• Singular
• Secure
• Modern
• Data as a strategic asset
17. British Army Collective Training Transformation Programme (CTTP)
• CTTP seeks collective training that is more
challenging and conducted in more dynamic
and complex environments (physical, virtual
and cognitive)
• Collective Training will become surrogate
warfare;
• It will be measurable, enabled by simulation
and technology
• The British Army will train in regions of the
world that cement our Joint and
International partnerships
22. Live
Training
• It is generally perceived that the newer recruits have different aspirations and learning styles to those of previous generations.
Recruitment and retention are significant issues in several nations so it is vital to understand what recruits are seeking from a military
career, how they learn best and how to maintain their motivation. Excellent training, transferable skills and a working environment
which supports diversity will become increasingly important.
Times Photographer
Richard Pohle
30. The High and the Mighty (1954)
How not to work together?
31. The Three Level
Model of
Situation
Awareness
(Endsley 1995)
Situational awareness is the perception of environmental
elements and events with respect to time and/or space, the
comprehension of their meaning, and the projection of
their future status.
42. UK Virtual Reality
in Land Training
(VRLT) Pilot - 2019
The aim of the VRLT pilot was to
identify the opportunities that
Virtual Reality technology offers the
Future Collective Training System
44. Collective Training Teamwork Taxonomy
• Leadership – character, knowledge and action that inspires
• Situation Awareness – shared mental model of team situation
• Decision Making – team collectively makes a choice
• Communication – right information, right people, right time
• Co-operation – team goals over individual’s
48. Why VR for Collective Training?
• Immersive environment creates a
challenging environment
• Can rapidly rehearse and repeatedly
practice in a variety of scenarios
• Flexible, scalable, deployable and cost
effective
• “in desktop simulation you look at the
virtual world, in VR, you are in it”
52. Some More
Details
• This system is designed for up to platoon/troop level i.e. 4 x
armoured vehicles operating together and also allows for
individual gunners or drivers to train individually, as car
crews, as a section (2 cars) or platoon (4 cars)
• Vehicles and weapons can be changed per customer
• Previously, all of this training was live on the vehicles with an
instr to student ratio of 1:3, now 1:12
• The system is designed to be portable and each armoured
car sim can be packed into a flight case for transportation
• The individual crews can be located in various locations and
when they put on their headsets they are all on the same
location virtually
• VRAI HEAT platform enables the ability to have cross training
platform digital training profiles i.e. the training conducted
in VRAI sim can be registered and integrated with other sims
62. Telexistence
A telexistence capability can be defined as a system, or a
system of systems, which allows a human user to operate
in an environment without physically being there.
72. Towards the
“Metaverse”
Metaverse is a term for the concept of a virtual shared
space that converges with actual reality
“The metaverse enables us to embed computing into
the real world and to embed the real world into
computing ...”
Satya Nadella, CEO Microsoft
73. What is Different Now?
• Computing Power and Availability
• Network Capacity and Reach
• Data Storage and Discoverability
• XR (VR/MR/AR)
• Ubiquitous Gaming
• Investment by Big Tech Companies, e.g.
• Microsoft
• Nvidia
• Meta/Facebook
• The Pandemic
Source - WePC
74. A Military Metaverse?
“Persistent secure networked
interoperable live, virtual and
constructive simulations,
synchronized with multi-domain
operational systems and
enterprise-wide digital twins of
equipments, platforms,
infrastructure and personnel
and the wider human and
natural world.”