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A Presentation by Lee Lewis Herrington Dominic Orchard − Duncan Stead Games for Training by Ralph Chatham

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Page 1: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

A Presentation by Lee Lewis Herrington − Dominic Orchard − Duncan Stead

Games for Training by Ralph Chatham

Page 2: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Presentation Overview

• Roadmap towards Games for Training

• Review of the Paper by Ralph Chatham

• Future of Games for Training

• Conclusions

Page 3: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Definition of a Game

Games for Training – Slide 3 of 44

• Structured activity undertaken for enjoyment

• Sometimes used as an aid to education

• Early Learning Centre

• Ring a Ring a Roses

• Key Components

• Goals

• Rules

• Challenges

• Interactivity

Page 4: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Computer Games

Games for Training – Slide 3 of 44

• Invention of the computer leads to the birth of the computer game industry

• Pong

• Digital version of Ping Pong Sport

• Major commercial success on Atari

• Games industry then divides into two

• Games consoles driven by Nintendo, Sega & Sony

• Game software driven by Konami, Capcom & Electronic Arts

Page 5: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Computer Games

Games for Training – Slide 4 of 44

Wolfenstein 3D – Super Nintendo late 90’s Battlefield 1942 - 2004

• Hardware accelerated 3D Graphics

• Increased clock speed allowed faster graphics rendering

• Games present a more realistic experience

Page 6: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Networked Multiplayer Games

Games for Training – Slide 5 of 44

• Traditionally games are played using a single console and a monitor, screen is split to support multiple players

• Introduction of PC, LAN and internet creates a new genre of game that enables tens and eventually thousands of players to enter virtual worlds

• First popular game was ‘Doom’ released in 1993 to critical almost religious like acclaim

• Military games appear that allow people to get a feel of what it is like to fight in a real war and the phrase “serious games” appears in the media

Page 7: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Serious Games

Games for Training – Slide 6 of 44

• Growing technical abilities of games to provide realistic settings, led to a re-examination of the concept of serious games in the late 1990s

• Rise of the multiplayer games such as Battlefield earth attracts interest of military and emergency services of the possibility of using virtual worlds to train soldiers and disaster management teams

Page 8: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Serious Games

Games for Training – Slide 7 of 44

• A game specifically designed to train a person or persons to fulfill a role or a given task in the real world by simulating as accurately as possible training scenarios in a virtual world

• Training games allow players to explore scenarios that are impossible or just to dangerous to simulate in the real world

• Extreme Weather

• Real time destruction of property

• Incendiary devices eg roadside bombs

Page 9: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Risks Costs & Benefits of Serious Games

Games for Training – Slide 8 of 44

• Risks

• Negative Transfer of Knowledge

• Games cannot easily model human behavior especially in combat scenarios when stress and fear can impair a person’s response

• Over reliance of game training can provide a false sense of readiness which is dangerous in War

Page 10: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Risks Costs & Benefits of Serious Games

Games for Training – Slide 9 of 44

• Costs• Upfront development can run to millions of pounds

• Continued royalty payments

• Benefits• Simple & rapid distribution to a wide audience

• Complex scenarios can be explored that would be difficult to simulate in the real world such as freak weather. A current example would be a sand storm in Iraq which would reduce visibility

• Existing game engines can be re-used

Page 11: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Who is using computer games for training and what are they using them

for?

Games for Training – Slide 10 of 44

• Aviation• Significant costs associated

with flying e.g. fuel, maintenance and actual lessons

• Training games allow a pilot to learn basic techniques and flight deck layouts before even stepping into a cockpit

Page 12: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Who is using computer games for training and what are they using them

for?

Games for Training – Slide 15 of 44

• Commercial• Driving schools use

simulators to train pupils

• Companies use games to teach Health & Safety issues such as how to tackle fires and deal with emergencies

Page 13: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Who is using computer games for training and what are they using them

for?

Games for Training – Slide 12 of 44

• Medical Industry• Shortage of people

donating bodies to medical science

• Obvious danger of practicing on humans

• Doctors can learn complicated surgery in the game

Page 14: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Who is using computer games for training and what are they using them

for?

Games for Training – Slide 13 of 44

• Government• Emergency Planning

• Language and cultural training for ministers before meeting foreign counterparts

• Games to train councils on how to manage financial budgets

Page 15: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Who is using computer games for training and what are they using them

for?

Games for Training – Slide 14 of 44

• Military• Dangers of warfare

combined with the cost of munitions

• Need to simulate events occurring in places like Iraq such as convoy ambushes, urban warfare and civil unrest

Page 16: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Who is using computer games for training and what are they using them

for?

Games for Training – Slide 15 of 44

• Military• US Military trains

millions of personnel

• Rapidly renewed force

• Many different situations

• This training can be done through games

Page 17: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Case study – “Games for Training” by Ralph Chatham

Games for Training – Slide 16 of 44

• 1970s and 80s saw a new phase of training centres and AAR (After Action Review) with limitations

• In 2001 & 2003 - Recommendation for electronic deployment of experiential knowledge

Page 18: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Unexamined assumptions of training games

• Cheap to create, deploy & maintain

• Fast development & delivery

• Effective to transfer competence

• Trainer-less & unsupervised

• Universally accessible to anyone with a PC

Games for Training – Slide 17 of 44

Page 19: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

DARWARS

• A scheme started by DARPA to undertaken the development of games for training the military.

• Two training products under the DARWARS umbrella are discussed here

• Tactical Language & Culture Training Systems

• DARWARS Ambush!

Games for Training – Slide 18 of 44

Page 20: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

“DARWARS won't teach you how to drive your 10-ton truck through narrow urban street, but it will teach you to look up when you do. DARWARS won't teach a pilot stick-and-rudder skills, but it will teach her to communicate with and support an inexperienced forward observer” – Ralph Chatham

DARWARS

Games for Training – Slide 19 of 44

Page 21: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Tactical Language & Culture Training Systems

• Aims to provide soldiers with a basic knowledge of

• Culture

• Gestures

• Language

• Vocabulary

Games for Training – Slide 20 of 44

Page 22: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

“You can't shoot, you must talk your way out”

Scene from the Iraqi Tactical Language Trainer

Tactical Language & Culture Training Systems

Games for Training – Slide 21 of 44

Page 23: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

• Based on the Unreal Engine

• However some problems

• Resource use

• Undocumented “features”

• “Game developers stop fixing things when the game works”

Tactical Language & Culture Training Systems

Games for Training – Slide 22 of 44

Page 24: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

DARWARS Ambush!

• Training those involved in identifying, preparing, carrying out and recovering from ambushes.

Scene from DARWARS Ambush!

Games for Training – Slide 23 of 44

Page 25: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

DARWARS Ambush!

Games for Training – Slide 24 of 44

• Multi-user, networked PC Based

• Allows users to learn from experience built by others

• Adaptable scenarios and maps

Page 26: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Ambush! - Flexibility

• Users can adapt scenarios

• Learn from their own ideas

• Embedded training on how to do this

• No continuing development costs for new scenarios

• Cost is users own labour

• Valuable

• “Commander-identified training needs are met through user modification”

Games for Training – Slide 25 of 44

Page 27: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Why use game engines?

• Funding is often limited

• Therefore time of development is key

• Existing engines can provide a good environmental basis for the game

• Multitude of pre-built technologies

Games for Training – Slide 26 of 44

Page 28: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Ambush! - Game Engine

• Operation Flashpoint - PROS

• Outdoor terrain

• Ability to modify map

• Vehicles

• Realism

• Multi-player support

• Relatively low sys.

• requirements

Scene from Operation Flashpoint

Games for Training – Slide 27 of 44

Page 29: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Ambush! - Game Engine

• Operation Flashpoint - CONS

• Licensing disputes

• Lack of source code access

Games for Training – Slide 28 of 44

Page 30: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Distribution of DARWARS Ambush!

• Visits and face-to-face demos

• Word of mouth

• No hindrance of government bureaucracy

Games for Training – Slide 29 of 44

Page 31: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Why has Ambush! succeeded?

• Understands training needs

• Training manuals on how to use

• Flexibility

• Rigorous testing

• “Release early, release often” (facilitated by using an existing game engine)

Games for Training – Slide 30 of 44

Page 32: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Unexamined assumptions of training games

Cheap to create, deploy & maintain

• Create - Use of engines requires negotiating licensing

• Expensive

• Broader licenses of older games

• Maintain - User adaptability

• Deploy

• Service costs

• Training the trainer

Games for Training – Slide 31 of 44

Page 33: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Unexamined assumptions of training games

Fast to provide development & delivery

• Use of a well understood well documented game engine (preferably with complete source access)

• But, game engines are typically only tested for gaming

Games for Training – Slide 33 of 48

Page 34: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Unexamined assumptions of training games

Effective to transfer competence

• Only if used in the correct environment

• Flexibility and adaptability help to disseminate experiential knowledge and grow new experience

Games for Training – Slide 34 of 48

Page 35: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Unexamined assumptions of training games

Trainer-less & unsupervised

• Unrealistic

• No “golden disc” that compels trainees to use it by themselves

• “Humans must be available for effective training”

• AARs – After Action Reviews

Games for Training – Slide 35 of 48

Page 36: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Universally accessible to anyone with a PC

• System requirements must be met

• Military PCs are typically low spec

• Use of older engines may be more appropriate

Unexamined assumptions of training games

Games for Training – Slide 36 of 48

Page 37: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Conclusions from the paper

• Trainer-less trainers don't exist (not yet) Use of training software does not equal good training.

• Adaptability is key

• Use of existing engines has advantages and disadvantages

• Strong evidence of positive transfer of skills learnt in computer based trainers

Games for Training – Slide 37 of 48

Page 38: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Future of Games for Training

• Further Adoption

• Technical Developments

• Conclusions

Games for Training – Slide 38 of 48

Page 39: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Further AdoptionMulti-purpose trainers

• Recruitment• Games as an accessible

first point of contact

• Introduce key concepts

• Raise awareness – “Free” advertising

• Negative training can form bad habits early

• Could mislead the wrong people into applying

The popular “America’s Army” game was commissioned for recruitment and public relations

Games for Training – Slide 39 of 48

Page 40: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Multi-purpose trainers

• Speculation• Experimenting with possible (long term) future

scenarios to aid decision making

Full Spectrum Warrior was originally intended as a military simulation to test ideas for future US tactics, but ended as a commercial product. Shown above is Full Spectrum Command, used to train higher ranking

officers

Games for Training – Slide 40 of 48

Page 41: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Methods of distribution

• Downloadable

• Internet or Intranet. Typically cheaper than CDs/DVDs, and more prevalent as Ethernet/high speed ADSL is common

• Browser based

• Maximises accessibility, but technologically limited.

• Impossible to sell to individuals

• CDs/DVDs

• Relatively expensive, useful for image and simplicity

Games for Training – Slide 41 of 48

Page 42: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Future Research

• Tools• Building a complete training game (even a basic

browser game) requires a team of dedicated professionals with knowledge of programming, art and audio.

• If simple tools were made available for making training games, could small scale games become interspersed throughout curriculum?

• Would it be possible (or even desirable) to have a general enough tool to fulfil all needs?

Games for Training – Slide 42 of 48

Page 43: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Future Research

• 3D learning environments

• Research has been done into combining 3d worlds such as the popular “Second Life” with traditional teaching methods

• Possibility for supervised distance training

• Encourages peer learning and group work

Games for Training – Slide 43 of 48

Page 44: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Technical DevelopmentsApplications to games for training

Games for Training – Slide 44 of 48

• Graphics

• The most identifiable part of a game – Aids immersion and product marketability

• Scalability – New engines often provide detail options to support older systems (the range varies)

• Physical models

• Modern games commonly incorporate rigid body dynamics using physics middleware (Havok, Ageia) - Enhances realism, but often irrelevant for training

Page 45: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham
Page 46: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Technical DevelopmentsApplications to games for training

Games for Training – Slide 46 of 48

• Artificial Intelligence

• Although progress slower, the latest AI methods are usually adopted first in games (NNets, GA)

• Networking and Persistence

• Rise of Massively Multiplayer games – tech yet to be applied for making large scale training games

• Such games track and store data on thousands of clients simultaneously – this tech could be applied to the monitoring and after action review of huge groups (with data persisting between sessions)

Page 47: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Conclusion

• Games for training are still rare, especially in education

• There exist a few barriers to progress:

• Social acceptance

• Funding/High development costs

• Diverse, specialised requirements

• Commercial scepticism

Games for Training – Slide 47 of 48

Page 48: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

Conclusion

• There are some important lessons to be learned:

• Adaptability is important

• Using existing game engines can be extremely useful

• A good game engine doesn't mean good training

• Trainer-less training is not always possible

• Cognitive and communication skills can be trained effectively with games such as DARWARS Ambush!

Games for Training – Slide 48 of 48

Page 49: A Presentation by Lee Lewis Herrington Dominic Orchard Duncan Stead Games for Training by Ralph Chatham

References

Games for Training – Slide 48 of 48

• Chatham, R. Games for training. Commun. ACM 50, 7 (Jul. 2007), 36-43

• Chatham, R. Training Superiority. The 2005 DARPATECH Symposium (Anaheim, CA, Aug. 2005); www.darpa.mil/darpatech2005/presentations/dso/chatham.pdf.

• Freeman, K., MacMillan, J., Halmson, C., Well, S., Stave, W., ad Diedrigh, F. From Gaming to Training, Soceity fro Advanced Learning Technology, Orlando, FL. Feburary 2006.

• Smith, R. Game Impact Theory, The Five Forces That Are Driving the Adoption of Game Technologies within Multiple Established Industries, 2007, Games and Society Yearbook

• Serious game. (2007, November 29). In Wikipedia, The Free Encyclopedia. Retrieved 16:08, November 30, 2007, from http://en.wikipedia.org/w/index.php?

title=Serious_game&oldid=174567910