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.
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).