GDIS - Bridge Live & Virtual Worlds in a Low-Cost Commercial Gaming Engine

GDIS has been developed for the US Army as an integrated system for embedded training of soldiers with immersive virtual missions. Research for this product focuses on architecture, training metrics, and integration with low cost commercial gaming engine technology for use in distributed immersive applications. The product goals are to provide the Army with a man portable system which allows the soldier to train and perform after action review (AAR) on the same equipment they use in the virtual exercise. This equipment can include anything from a standard laptop computer to a man-worn immersive system such as the Distributed Advanced Graphics Generator and Embedded Rehearsal System (DAGGERS), developed under RDECOM-STTC Embedded Training for Dismounted Soldiers STO, which is currently in use at STTC.

GDIS also includes extensions for integration with live unit data capture systems which allow virtual participants to interact with live units in the field or at distributed training facilities and MOUT sites. RNI supports the McKenna Soldier Battlelab in Ft. Benning Georgia with live data capture units called CommserversTM.

The use of commercial gaming technologies provides the soldier with a known interface (most recruits will have played video games) along with mature high-fidelity 3D rendering that is optimized for multiplayer network applications. This provides the Army with faster training, reduced negative training, and a common framework for force integration in virtual and live exercises. It also significantly shortens the development cycle of immersive rendering systems typically dominated by custom engines.

Summary

GDis is fully compliant with existing message protocols used in Army training and simulation activities. The DIS interface is bidirectional allowing the rapid integration of existing simulation tools (SAF, CGF, Trainers, etc). Research was performed to identify the best commercial engine for dismount infantry training. The current GDIS system uses the Half-LifeTM Source engine, developed by ValVeTM, which is optimized for first person shooter (FPS) and online network play. The engine provides for very high fidelity 3D rendering on standard computer equipment and is very mature. Over 400,000 online gamers use this engine in a number of existing games including Counter StrikeTM, and Day of Defeat. The commercial game also provides a number of development tools (SDK, Level Editors, Model Viewers, etc) which are used to customize the engine for Army training needs and evaluation metric development.

The GDIS software allows the user to participate in many ways during a virtual / live exercise. The level of participation can range from administrator to user and provides support for both team and individual operations. Each training role (administrator, subject matter expert, spectator, trainee, commander, etc) has been successfully mapped into the 3D engine and heads-up-display (HUD). Distributed tools are also being integrated to perform enhanced mission planning, rehearsal, and after action review. These distributed tools include data sharing, application sharing, white boards, picture-in-picture (PiP), and many other features standard in distributed work functions.

Recent efforts have focused on the integration with the DAGGERS platform. This integration includes the mapping of special human interface devices designed to move, shoot, and offer high-fidelity feedback to immersed soldiers. The DAGGERS integration is targeted at supporting near term exercises planned within the US Army’s Embedded Combined Arms Team Training and Mission Rehearsal (ECATT) Army Technology Objective (ATO).