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Michael Zyda, Director zyda@movesinstitute

Michael Zyda, Director zyda@movesinstitute.org. Outline. MOVES Academic Program The MOVES Institute Research Program. Academic Program. The Modeling, Virtual Environments and Simulation (MOVES) MS and PhD Programs. Academic Program.

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Michael Zyda, Director zyda@movesinstitute

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  1. Michael Zyda, Director zyda@movesinstitute.org

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

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

  4. 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.

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

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

  7. 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. • Our graduates are the architects of the next-generation of combat modeling, simulation & virtual environment systems.

  8. Subspecialty definition • The MOVES MS program is • the definition for the Navy’s subspecialty (6202/xx99 P-code) 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).

  9. MOVES PhD Program • PhD Areas of Study • 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

  10. The MOVES Institute Research Programs

  11. Mission • To be the world-class institute for research, application and education in the grand challenges of modeling, virtual environments and simulation. • The institute operates both independently and in collaboration with the various Navy and Defense centers to: • 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.

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

  13. Fromfundamentals to application

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

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

  16. Executive Advisory Board • Executive Advisory Board provides guidance on funding for research and products. • VADM Richard Mayo, USN - N6 • RADM Lee Kollmorgen, USN (ret) • CAPT Dennis McBride, USN (ret), PhD - 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

  17. Technical Advisory Board • Technical Advisory Board provides guidance on technical alternatives to proposed research and products. • Dr. Phil Barry, DMSO Chief of S&T Division • CAPT Richard Bump, USN - Director, Navy Modeling & Simulation Management Office, N6M • Jim Weatherly - Deputy Director, Navy Modeling & Simulation Management Office, N6M • 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

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

  19. 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

  20. 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, N6M • Naval Oceanographic Office • Navy • Naval Research Laboratory • Naval Research Laboratory, Electronic Warfare Group • Naval Sea Systems Command, Advanced Systems & Technology Office • Naval Submarine School • Navy Toxicology Detachment, Wright • Patterson Air Force Base • Naval Undersea Warfare Center, Newport • NAWC-TSD • Office of Naval Research • Marines • Marine Corps Combat Developments Center • Marine Forces Pacific • Training & Education Command

  21. Collaborations • OSD • DARPA • Defense Modeling & Simulation Office • Defense Threat Reduction Agency • J9 • Office of the Director, Operational Test & Evaluation • Office of the Secretary of Defense • OSD Program Analysis & Evaluation • Army • Army Research Office • Assistant Sec. Army for Manpower & Reserve Affairs • Office of Economic & Manpower Assessment • TRAC Monterey • TRADOC • USA OTC, Fort Hood • Air Force • Medical Command, San Antonio

  22. 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) • Software Development Laboratory • Conference room • Faculty/staff offices

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

  24. MOVES Institute Space • Soon, we expect to add to the ME building • 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 • consolidate faculty/staff offices, • conference space, and • classrooms of the MOVES Institute. • opening is scheduled for March 2003.

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

  26. Additional Details

  27. 3D Visual Simulation • 3D 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. C4I/IW information visualization. Game-engine utilization and handheld visual simulation delivery systems. Synthetic ocean environment simulations. • XML/X3D - Use of Extensible Markup Language (XML) to deploy 3D M&S products over DoD messaging systems, create interoperable behavior streams, gain database schema interoperability, and define ontologies for software agent interactions compatible with deployed C4I and combat control systems.

  28. 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 3D as an automatically created component for joint message systems. Guiding M&S standards interoperability efforts with the Web3D Consortium, World Wide Web Consortium and MPEG4 Streaming Group.

  29. 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 next-generation 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.

  30. 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.

  31. 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.

  32. 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 computer-based VEs.

  33. 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.

  34. 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 - SimNavy, Army Game Project, SimClinic, SimSecurity.

  35. Evolving Operational Modeling • Navy Cyberspace - Full end-to-end simulation of the ocean environment including subsurface surface, 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 and control systems. Virtual ocean environment. • Current Programs in Combat Modeling – JSIMS Maritime Battlespace, Naval Simulation System, JSIMS, JWARS, JMASS, OneSAF, 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.

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