a presentation by lee lewis herrington dominic orchard duncan stead games for training by ralph...
TRANSCRIPT
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A Presentation by Lee Lewis Herrington − Dominic Orchard − Duncan Stead
Games for Training by Ralph Chatham
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Presentation Overview
• Roadmap towards Games for Training
• Review of the Paper by Ralph Chatham
• Future of Games for Training
• Conclusions
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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“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
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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
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“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
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• 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
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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
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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
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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
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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
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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
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Ambush! - Game Engine
• Operation Flashpoint - CONS
• Licensing disputes
• Lack of source code access
Games for Training – Slide 28 of 44
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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
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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
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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
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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
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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
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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
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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
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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
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Future of Games for Training
• Further Adoption
• Technical Developments
• Conclusions
Games for Training – Slide 38 of 48
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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
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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
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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
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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
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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
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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
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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)
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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
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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
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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