[Acpc-l] THE MOVES INSTITUTE - GRADUATION - 27 SEPTEMBER 2001

nfobahn@attglobal.net nfobahn@attglobal.net
Sat, 29 Sep 2001 19:21:34 -0700


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The MOVES Institute
Graduation - 27 September 2001

> MONTEREY (mz) -- The Naval Postgraduate School Modeling, Virtual Environm=
ents
> and Simulation (MOVES) Institute presents the work of our September 2001
> graduating class. Theses were carried out in the areas of networked virtu=
al
> environments, human performance engineering, computer-generated autonomy,=
 and
> modeling and simulation. Live presentations and demonstrations of this wo=
rk
> were shown at the recent MOVES Institute Open House
> <http://movesinstitute.org/OpenHouse2001/OpenHouseAgenda.html>  to an aud=
ience
> of some 120 attendees.
>=20
> The military officer graduates from our program move on to their next
> assignments educated in the skill sets required to architect the
> next-generation of combat modeling, virtual environment and simulation
> systems.=20
>=20
> The mission of The MOVES Institute is research, application and education=
 in
> the grand challenges of modeling, virtual environments and simulation.
> Institute research product directions include 3D visual simulation, netwo=
rked
> virtual environments, computer-generated autonomy, human performance
> engineering, technologies for immersion, defense and entertainment
> collaboration, and evolving operational modeling.
>=20
> 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 environment and simulation programs; create adv=
anced
> prototypes; and develop technologies and applications for the defense
> community. Headquartered on the Naval Postgraduate School
> <http://www.nps.navy.mil> campus in Monterey, Calif., the institute is lo=
cated
> on the Web at http://movesinstitute.org.
>=20
>=20
Networked Virtual Environments

> Major William D. Fischer, USA
> <http://movesinstitute.org/Theses/WilliamFischer.pdf>
>=20
> ENHANCING NETWORK COMMUNICATION IN NPSNET-V VIRTUAL ENVIRONMENTS USING
> XML-DESCRIBED DYNAMIC BEHAVIOR (DBP) PROTOCOLS
>=20
> The existing component protocols, as well as new protocols introduced at
> runtime into NPSNET-V are written in their native programming language. A=
s a
> result, they require authoring and compiling by a trained programmer. The=
 long
> time frame required to change or introduce new protocols into NPSNET-V, a
> dynamically extensible virtual environment, detracts from the dynamicism =
of
> the virtual environment. Networking optimization thresholds to support
> NPSNET-V needed to be determined to ensure that the networking is perform=
ed
> efficiently, and system resources to other systems, such as graphics
> rendering, are maximized.
>=20
> This thesis implements component protocols described using Extensible Mar=
kup
> Language (XML) into NPSNET-V. These protocols are created with different
> fidelity resolutions for each protocol, which can be swapped at runtime b=
ased
> on the network state. Network testing was performed to find the ideal max=
imum
> packet rates based on the impact on CPU utilization and packet loss. By u=
sing
> XML, non-programmers can edit protocols for inclusion in a simulation at
> runtime.=20
>=20
> Important contributions include adding protocols to NPSNET-V with
> highresolution and low-resolution versions, described by XML documents. B=
asic
> network optimization is added to NPSNET-V to take advantage of the protoc=
ols=92
> resolution switching ability. The network testing revealed a linear
> correlation between the packet sending rate and CPU utilization, and a
> polynomial correlation between the packet sending rate and percentage pac=
ket
> loss.
>=20
> Slides
>=20
>=20
> Major David B. Washington,
> <http://movesinstitute.org/Theses/DaveWashington.pdf> USA
> <Theses/DaveWashington.pdf>
>=20
> IMPLEMENTATION OF A MULTI-AGENT SIMULATION FOR THE NPSNET-V VIRTUAL
> ENVIRONMENT RESEARCH PROJECT
>=20
> Traditional networked military simulation systems are technologically fro=
zen
> the moment they are completed, thus limiting the participants that can
> interact in the simulation. When training for urgent missions in emerging
> conflict areas, assimilating new models, threat behaviors, and new terrai=
n
> environments into the simulators requires lengthy integration, is
> prohibitively costly, and is non-distributable electronically at runtime.
> Threat behaviors are pre-scripted, lack organization, and do not accurate=
ly
> portray doctrine or rules-of-engagement.
>=20
> NPSNET-V is a novel architecture for networked simulations that supports
> scalable virtual worlds with built-in dynamic entity loading. These advan=
ces
> address each of the above concerns: scalability, entity and environment
> distribution, and dynamic technology loading. By combining this architect=
ure
> with a system for creating autonomous, adaptable agents, threat forces ca=
n be
> accurately simulated. This architecture is useful for proposing designs f=
or
> strategies, tactics, or force packages during the conduct of experiments.
>=20
> The result of this thesis is a proof-of-concept application demonstrating=
 the
> utility of these architectural advances. In this application, numerous
> autonomous agents form complex, dynamic, and adaptable interactions with
> resident and remote heterogeneous entities. These results define the cour=
se
> for future military models and simulations.
>=20
> Slides <http://movesinstitute.org/Theses/DaveWashingtonNPSNET-V.ppt>
>=20
>=20
> LT Michael S. Wathen, USN <http://movesinstitute.org/Theses/ScottWathen.p=
df>
>=20
> DYNAMIC SCALABLE NETWORK AREA OF INTEREST MANAGEMENT FOR VIRTUAL WORLDS
>=20
> A major performance challenge in developing a massively multi- user virtu=
al
> world is network scalability. This is because the network over which enti=
ties
> communicate can quickly develop into a bottleneck. Three critical factors=
:
> bandwidth usage, packets per second, and network-related CPU usage, shoul=
d be
> governed by the number of entities a given user is interested in, not the
> total number in the world. The challenge then is to allow a virtual world=
 to
> scale to any size without an appreciable drop in system performance.
>=20
> To address these concerns, this thesis describes a novel Area of Interest
> Manager (AOIM) built atop the NPSNET-V virtual environment system. It is =
a
> dynamically sized, geographical region based, sender-side interest manage=
r
> that supports dynamic entity discovery and peer-to-peer entity communicat=
ion.
> The AOIM also makes use of tools provided by the NPSNET-V system, such as
> variable resolution protocols and variable data transmission rate.
>=20
> Performance tests have shown conclusively that these interest management
> techniques are able to produce dramatic savings in network bandwidth usag=
e in
> a peer-topeer virtual environment. In one test, this AOIM produced a 92% =
drop
> in network traffic, with a simultaneous 500% increase in world population=
.
>=20
> Slides <http://movesinstitute.org/Theses/ScottWathen.ppt>
>=20
Human Performance Engineering

> LT Krist D. Norlander, USNR
> <http://movesinstitute.org/Theses/KristNorlander.pdf>
>=20
> EMERGENT LEADERSHIP ON COLLABORATIVE TASKS IN DISTRIBUTED VIRTUAL ENVIRON=
MENTS
>=20
> Several Department of Defense agencies are currently investigating the us=
e of
> distributed collaborative virtual environments (CVE) for the training of =
small
> dismounted infantry teams. If these systems are to be successful, they wi=
ll
> have to do more than simply allow the team members to execute a task. In
> addition to assuring that essential training in the CVE transfers to the =
real
> task, we will also have to ensure that aspects of team organization also
> transfer. In particular, we are investigating whether or not predicted
> emergent leadership, as measured by standardized personality tests, holds
> within a CVE or if aspects of the interface interfere.
>=20
> For a given =93real-world=94 task domain a leader can be predicted based on
> personality traits of the individuals within the group. The interface uti=
lized
> with a CVE may adversely affect these traits. In other words, predictive
> measures of leadership in the real world may not hold in a CVE.
>=20
> The study reported here will use this predictability to identify the expe=
cted
> emergent leader within a group and determine how the CVE interface affect=
s the
> ability of the predicted individual to emerge as the leader. It is theori=
zed
> that the limitations of CVE interfaces (field of view, realism, etc.) wil=
l
> negatively impact the transfer of leadership personality traits into the
> virtual environment, but not to a degree that the limitation cannot be
> overcome. These limitations may impact the group dynamics and the emergen=
t
> leader may not necessarily be the predicted leader by personality traits.
>=20
> Slides=20
> <http://movesinstitute.org/OpenHouse2001/Presentations/Norlander/Norlande=
r.ppt
> >  Video=20
> <http://movesinstitute.org/OpenHouse2001/Presentations/Norlander/Norlande=
r.wmv
> >=20
>=20
>=20
> 1st LT Eray Unguder, Turkisk Army
> <http://movesinstitute.org/Theses/ErayUnguder.pdf>
>=20
> Recipient of the September 2001 CDR George L. Phillips Modeling, Virtual
> Environments and Simulation Award
>=20
> THE EFFECTS OF NATURAL LOCOMOTION ON MANEUVERING TASK PERFORMANCE IN VIRT=
UAL
> AND REAL ENVIRONMENTS
>=20
> This thesis investigates human performance differences on maneuvering tas=
ks in
> virtual and real spaces when a natural locomotion technique is used as op=
posed
> to an abstraction through a device such as a treadmill. The motivation fo=
r the
> development of locomotion devices thus far has been driven by the assumpt=
ion
> that a =93perfect=94 device will result in human performance levels comparabl=
e to
> the real world. This thesis challenges this assumption under the hypothes=
is
> that other factors beyond the locomotion device contribute to performance
> degradation. An experiment was conducted to study the effects of these ot=
her
> factors.=20
>=20
> The experiment studied sidestepping, kneeling, looking around a corner, a=
nd
> backward movement tasks related to a building clearing exercise. The
> participants physically walked through the environment under all conditio=
ns.
> There were three treatments: real world (no display, physical objects
> present), virtual world (head-mounted display, no physical objects), and =
real
> and virtual world combined (head-mounted display, physical objects presen=
t).
>=20
> The results suggest that performance and behavior are not the same across
> conditions with the real world condition being uniformly better than the
> virtual conditions. This evidence supports the claim that even with ident=
ical
> locomotion techniques, performance and behaviors change from the real to =
the
> virtual world.
>=20
> Slides
>=20
Computer-Generated Autonomy

> 1st LT Esref Mert, Turkish Army & CAPT Erik W. Jilson, USMC
> <http://movesinstitute.org/Theses/MertJilson.pdf>
>=20
> MODELING CONVENTIONAL LAND COMBAT IN A MULTI-AGENT SYSTEM USING GENERALIZ=
ATION
> OF THE DIFFERENT COMBAT ENTITIES AND COMBAT OPERATIONS
>=20
> There are inherent similarities between the numerous ground combat entiti=
es
> and the numerous ground combat operations. In combat entities there exist
> common characteristics such as the ability to move, shoot, communicate an=
d
> more. The levels that each entity is able to operate for these characteri=
stics
> differentiate it from the others. For combat operations, a common
> characteristic is that all operations have a starting point, objective po=
int
> and an endpoint. The different operations take on unique properties based=
 on
> where these points are located, actions enroute to points and what entiti=
es do
> at these points.
>=20
> The generalized concepts in combat entities and combat operations provide=
 a
> framework that can assist developers and users to model the majority of c=
ombat
> situations with a single simulation. This thesis uses three different
> Multi-Agent System (MAS) combat models to illustrate the generalization
> framework. Of the three =93test=94 models used, two existed previously and on=
e was
> developed. The two existing models are Map Aware Non-uniform Automata (MA=
NA),
> developed for the New Zealand Army and Defense Force, and Archimedes deve=
loped
> by Least Squares Software LLC. The model (GENAgent) that was developed ba=
sed
> on the redesign of GIAgent, developed by Captain Joel Pawloski, USA, as a
> thesis at the Naval Postgraduate School.
>=20
> Slides <http://movesinstitute.org/Theses/MertJilson/MertJilson.ppt>
> AmbushMovie <http://movesinstitute.org/Theses/MertJilson/AmbushMovie.avi>
> ArchMovie <http://movesinstitute.org/Theses/MertJilson/ArchAmbush.avi>
> SimRunMovie <http://movesinstitute.org/Theses/MertJilson/simrun.avi>
>=20
>=20
> LT Chad F. Hennings, USN <http://movesinstitute.org/Theses/ChadHennings.p=
df>
>=20
> DESIGNING REALISTIC HUMAN BEHAVIOR INTO MULTI-AGENT SYSTEMS
>=20
> As Multi-agent systems advance toward moving virtual humans such as model=
ed
> infantry soldiers around a virtual environment for modeling and simulatio=
n
> purposes, an important factor to be considered is how the agent internali=
zes
> and reacts to its environment. One method to simulate this sensory percep=
tion
> and the construction of generalized internal knowledge is the symbolic
> reactive agent architecture. This architecture utilizes symbolic construc=
tive
> agents to internalize and symbolically represent the outside environment
> within the agent and reactive agents to decide what course of action will=
 be
> taken next based on this internal environment. This type of architecture =
also
> lends itself well to putting variability and non-homogeneity into differe=
nt
> agents by controlling the level of hindrance or interference that the age=
nt
> utilizes when constructing this inner environment. A simple path finding =
task
> was used to determine the overall utility of this architecture with respe=
ct to
> truly representing human performance in cognitive tasks. Humans as well a=
s
> different simulated agents were put through the same task in their respec=
tive
> environment and their results were compared. A concept called the bracket=
ing
> heuristic was also utilized to determine whether the model may translate =
well
> to general path-finding tasks.
>=20
> Slides
>=20
Modeling & Simulation

> Major Shane Nicklaus, USMC
> <http://movesinstitute.org/Theses/ShaneNicklaus.pdf>
>=20
> SCENARIO AUTHORING AND VISUALIZATION FOR ADVANCED GRAPHICAL ENVIRONMENTS
> (SAVAGE)
>=20
> Today=92s planning and modeling systems use two-dimensional (2D) representa=
tions
> of the three-dimensional (3D) battlespace. This presents a challenge for
> planners, commanders, and troops to understand the true nature of the
> battlespace. This thesis shows how 3D visualizatio n can give both operat=
ion
> planners and executors a better understanding of the battlespace that can
> augment today=92s 2D systems. Automatic creation of a 3D model for an amphi=
bious
> operation allows the planner to view an operation order as a whole, from
> different perspectives. Recommended changes can be made and their effects
> immediately known. Warfighters can use the same tools for mission prepara=
tion
> and review.
>=20
> The United States and NATO nations use the Land C2 Information Exchange D=
ata
> Model (LC2IEDM), formally known as the Generic Hub, as a common method fo=
r
> exchanging data between independent systems. As part of the Scenario Auth=
oring
> and Visualization for Advanced Graphical Environments (SAVAGE) project, t=
his
> research presents an integrated Web access and 3D visualization strategy =
for
> Department of Defense (DOD) tactical messaging and operation orders using=
 the
> Generic Hub data model and the Extensible Markup Language (XML). A number=
 of
> alternative yet consistent ways to represent an amphibious operation scen=
ario
> demonstrate the power, flexibility and scalability of the SAVAGE approach=
.
>=20
> Slides <http://movesinstitute.org/OpenHouse2001/Presentations/Blais.ppt>
>=20
>=20
> LT James Allen Dutton, USN <http://movesinstitute.org/Theses/AllenDutton.=
pdf>
>=20
> DEVELOPING ARTICULATED HUMAN MODELS FROM LASER SCAN DATA FOR USE AS AVATA=
RS IN
> REAL-TIME NETWORKED VIRTUAL ENVIRONMENTS
>=20
> With the continuing gain in computing power, bandwidth, and Internet
> popularity there is a growing interest in Internet communities. To partic=
ipate
> in these communities, people need virtual representations of their bodies=
,
> called avatars. Creation and rendering of realistic personalized avatars =
for
> use as virtual body representations is often too complex for real-time
> applications such as networked virtual environments (VE). Virtual Environ=
ment
> (VE) designers have had to settle for unbelievable, simplistic avatars an=
d
> constrain avatar motion to a few discrete positions.
>=20
> The approach taken in this thesis is to use a full-body laser-scanning pr=
ocess
> to capture human body surface anatomical information accurate to the scal=
e of
> millimeters. Using this 3D data, virtual representations of the original =
human
> model can be simplified, constructed and placed in a networked virtual
> environment.
>=20
> The result of this work is to provide photo realistic avatars that are
> efficiently rendered in real-time networked virtual environments. The ava=
tar
> is built in the Virtual Reality Modeling Language (VRML). Avatar motion c=
an be
> controlled either with scripted behaviors using the H-Anim specification =
or
> via wireless body tracking sensors developed at the Naval Postgraduate Sc=
hool.
> Live 3D visualization of animated humanoids is viewed in freely available=
 web
> browsers.
>=20
> Slides
>=20
>=20
> LT Christopher P. Slattery, USN
> <http://movesinstitute.org/Theses/ChrisSlattery.pdf>
>=20
> ANALYSIS OF ROUGH SURFACE LIGHTING BEHAVIORS WITH OPENGL
>=20
> In the physical world, humans gather valuable information about objects
> through their sight. Information on shape, feel and composition are seen =
long
> before the object is touched. This information is generated by light
> reflecting off the surface of objects. Despite the advancement of compute=
r
> graphics due to increased hardware rendering capacity, the fundamental
> equations, which draw three-dimensional scenes, lack the ability to truly
> model realistic objects. Whether it is smooth like highly polished metal =
or
> rough like the shag of a carpet, it is the reflection of light that tells
> humans what a surface feels like. The attempt taken in this thesis to
> implicitly model the roughness of textured surfaces through examination o=
f an
> explicit model rendered with the OpenGL lighting equation. This approach =
has
> the potential to successfully increase the realism of computer graphics
> without increasing polygon count required for explicit surface generation=
.
> Through simulation of an explicitly constructed rough surface followed by=
 the
> analysis of the behavior of its reflected light, the initial behaviors of
> textured surface reflections are identified. While these behaviors are no=
t
> enough to create corrections to the OpenGL lighting equation, they lay th=
e
> foundation for further development.
>=20
>=20
Hiring

> The Computer Science Department <http://www.nps.navy.mil/cs/index.htm>  o=
f the
> Naval Postgraduate School is looking to replenish its faculty and is sear=
ching
> for a departmental chair. For more information on the available positions=
, see
> here <http://www.nps.navy.mil/cs/Announcements/Hiring.html> .
>=20
>=20
> This is a posting from nfobahn@attglobal.net To be removed from this
> occasional announcements-only list, please send a kind request to
> nfobahn@attglobal.net
>=20
>=20
>=20


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								<h2><font color=3D"#bb0000" face=3D"Arial,Helvetica,Geneva,Swiss,SunSan=
s-Regular">The MOVES Institute</font></h2>
								<h2><font color=3D"#bb0000" face=3D"Arial,Helvetica,Geneva,Swiss,SunSan=
s-Regular">Graduation - 27 September 2001</font></h2>
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					<blockquote>
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							<div align=3D"left">
								<div align=3D"left">
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">MONTE=
REY (mz) -- The Naval Postgraduate School Modeling, Virtual Environments and=
 Simulation (MOVES) Institute presents the work of our September 2001 gradua=
ting class. Theses were carried out in the areas of networked virtual enviro=
nments, human performance engineering, computer-generated autonomy, and mode=
ling and simulation. Live presentations and demonstrations of this work were=
 shown at the recent <a href=3D"http://movesinstitute.org/OpenHouse2001/OpenHo=
useAgenda.html">MOVES Institute Open House</a> to an audience of some 120 at=
tendees.</font></p>
								</div>
							</div>
						</div>
					</blockquote>
					<blockquote>
						<div align=3D"left">
							<div align=3D"left">
								<div align=3D"left">
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The m=
ilitary officer graduates from our program move on to their next assignments=
 educated in the skill sets required to architect the next-generation of com=
bat modeling, virtual environment and simulation systems. </font></p>
								</div>
							</div>
						</div>
					</blockquote>
					<blockquote>
						<div align=3D"left">
							<div align=3D"left">
								<div align=3D"left">
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The m=
ission of The MOVES Institute is research, application and education in the =
grand challenges of modeling, virtual environments and simulation. Institute=
 research product directions include 3D visual simulation, networked virtual=
 environments, computer-generated autonomy, human performance engineering, t=
echnologies for immersion, defense and entertainment collaboration, and evol=
ving operational modeling.</font></p>
								</div>
							</div>
						</div>
					</blockquote>
					<blockquote>
						<div align=3D"left">
							<div align=3D"left">
								<div align=3D"left">
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The i=
nstitute operates both independently and in collaboration with the various N=
avy and Defense centers to: carry out basic and applied research; analyze mo=
deling, virtual environment and simulation programs; create advanced prototy=
pes; and develop technologies and applications for the defense community. He=
adquartered on the <a href=3D"http://www.nps.navy.mil">Naval Postgraduate Scho=
ol </a>campus in Monterey, Calif., the institute is located on the Web at <a=
 href=3D"http://movesinstitute.org">http://movesinstitute.org</a>. </font></p>
								</div>
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								<h1><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">
										<hr noshade>
									</font></h1>
								<p><font size=3D"5" color=3D"#bb0000" face=3D"Arial,Helvetica,Geneva,Swis=
s,SunSans-Regular"><b>Networked Virtual Environments</b></font></p>
								<blockquote>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/WilliamFischer.pdf">Major William D. Fi=
scher, USA</a></font></p>
									<p><b><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">EN=
HANCING NETWORK COMMUNICATION IN NPSNET-V VIRTUAL ENVIRONMENTS USING XML-DES=
CRIBED DYNAMIC BEHAVIOR (DBP) PROTOCOLS</font></b></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The e=
xisting component protocols, as well as new protocols introduced at runtime =
into NPSNET-V are written in their native programming language. As a result,=
 they require authoring and compiling by a trained programmer. The long time=
 frame required to change or introduce new protocols into NPSNET-V, a dynami=
cally extensible virtual environment, detracts from the dynamicism of the vi=
rtual environment. Networking optimization thresholds to support NPSNET-V ne=
eded to be determined to ensure that the networking is performed efficiently=
, and system resources to other systems, such as graphics rendering, are max=
imized. </font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">This =
thesis implements component protocols described using Extensible Markup Lang=
uage (XML) into NPSNET-V. These protocols are created with different fidelit=
y resolutions for each protocol, which can be swapped at runtime based on th=
e network state. Network testing was performed to find the ideal maximum pac=
ket rates based on the impact on CPU utilization and packet loss. By using X=
ML, non-programmers can edit protocols for inclusion in a simulation at runt=
ime. </font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Impor=
tant contributions include adding protocols to NPSNET-V with highresolution =
and low-resolution versions, described by XML documents. Basic network optim=
ization is added to NPSNET-V to take advantage of the protocols&#146; resolu=
tion switching ability. The network testing revealed a linear correlation be=
tween the packet sending rate and CPU utilization, and a polynomial correlat=
ion between the packet sending rate and percentage packet loss.</font></p>
									<p><a href=3D"http://movesinstitute.org/Theses/WilliamFischer.ppt"><=
font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Slides</font></a></=
p>
									<hr>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/DaveWashington.pdf">Major David B. Wash=
ington, </a><a href=3D"Theses/DaveWashington.pdf">USA</a></font></p>
									<p><b><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">IM=
PLEMENTATION OF A MULTI-AGENT SIMULATION FOR THE NPSNET-V VIRTUAL ENVIRONMEN=
T RESEARCH PROJECT</font></b></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Tradi=
tional networked military simulation systems are technologically frozen the =
moment they are completed, thus limiting the participants that can interact =
in the simulation. When training for urgent missions in emerging conflict ar=
eas, assimilating new models, threat behaviors, and new terrain environments=
 into the simulators requires lengthy integration, is prohibitively costly, =
and is non-distributable electronically at runtime. Threat behaviors are pre=
-scripted, lack organization, and do not accurately portray doctrine or rule=
s-of-engagement.</font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">NPSNE=
T-V is a novel architecture for networked simulations that supports scalable=
 virtual worlds with built-in dynamic entity loading. These advances address=
 each of the above concerns: scalability, entity and environment distributio=
n, and dynamic technology loading. By combining this architecture with a sys=
tem for creating autonomous, adaptable agents, threat forces can be accurate=
ly simulated. This architecture is useful for proposing designs for strategi=
es, tactics, or force packages during the conduct of experiments. </font></p=
>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The r=
esult of this thesis is a proof-of-concept application demonstrating the uti=
lity of these architectural advances. In this application, numerous autonomo=
us agents form complex, dynamic, and adaptable interactions with resident an=
d remote heterogeneous entities. These results define the course for future =
military models and simulations.</font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/DaveWashingtonNPSNET-V.ppt">Slides</a><=
/font></p>
									<hr>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/ScottWathen.pdf">LT Michael S. Wathen, =
USN</a></font></p>
									<p><b><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">DY=
NAMIC SCALABLE NETWORK AREA OF INTEREST MANAGEMENT FOR VIRTUAL WORLDS</font>=
</b></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">A maj=
or performance challenge in developing a massively multi- user virtual world=
 is network scalability. This is because the network over which entities com=
municate can quickly develop into a bottleneck. Three critical factors: band=
width usage, packets per second, and network-related CPU usage, should be go=
verned by the number of entities a given user is interested in, not the tota=
l number in the world. The challenge then is to allow a virtual world to sca=
le to any size without an appreciable drop in system performance. </font></p=
>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">To ad=
dress these concerns, this thesis describes a novel Area of Interest Manager=
 (AOIM) built atop the NPSNET-V virtual environment system. It is a dynamica=
lly sized, geographical region based, sender-side interest manager that supp=
orts dynamic entity discovery and peer-to-peer entity communication. The AOI=
M also makes use of tools provided by the NPSNET-V system, such as variable =
resolution protocols and variable data transmission rate. </font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Perfo=
rmance tests have shown conclusively that these interest management techniqu=
es are able to produce dramatic savings in network bandwidth usage in a peer=
-topeer virtual environment. In one test, this AOIM produced a 92% drop in n=
etwork traffic, with a simultaneous 500% increase in world population.</font=
></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/ScottWathen.ppt">Slides</a></font></p>
								</blockquote>
								<p><font size=3D"5" color=3D"#bb0000" face=3D"Arial,Helvetica,Geneva,Swis=
s,SunSans-Regular"><b>Human Performance Engineering</b></font></p>
								<blockquote>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/KristNorlander.pdf">LT Krist D. Norland=
er, USNR</a></font></p>
									<p><b><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">EM=
ERGENT LEADERSHIP ON COLLABORATIVE TASKS IN DISTRIBUTED VIRTUAL ENVIRONMENTS=
</font></b></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Sever=
al Department of Defense agencies are currently investigating the use of dis=
tributed collaborative virtual environments (CVE) for the training of small =
dismounted infantry teams. If these systems are to be successful, they will =
have to do more than simply allow the team members to execute a task. In add=
ition to assuring that essential training in the CVE transfers to the real t=
ask, we will also have to ensure that aspects of team organization also tran=
sfer. In particular, we are investigating whether or not predicted emergent =
leadership, as measured by standardized personality tests, holds within a CV=
E or if aspects of the interface interfere. </font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">For a=
 given &#147;real-world&#148; task domain a leader can be predicted based on=
 personality traits of the individuals within the group. The interface utili=
zed with a CVE may adversely affect these traits. In other words, predictive=
 measures of leadership in the real world may not hold in a CVE.</font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The s=
tudy reported here will use this predictability to identify the expected eme=
rgent leader within a group and determine how the CVE interface affects the =
ability of the predicted individual to emerge as the leader. It is theorized=
 that the limitations of CVE interfaces (field of view, realism, etc.) will =
negatively impact the transfer of leadership personality traits into the vir=
tual environment, but not to a degree that the limitation cannot be overcome=
. These limitations may impact the group dynamics and the emergent leader ma=
y not necessarily be the predicted leader by personality traits.</font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/OpenHouse2001/Presentations/Norlander/Norlande=
r.ppt">Slides</a> <a href=3D"http://movesinstitute.org/OpenHouse2001/Presentat=
ions/Norlander/Norlander.wmv">Video</a></font></p>
									<hr>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/ErayUnguder.pdf">1st LT Eray Unguder, T=
urkisk Army</a></font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Recip=
ient of the September 2001 CDR George L. Phillips Modeling, Virtual Environm=
ents and Simulation Award </font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>TH=
E EFFECTS OF NATURAL LOCOMOTION ON MANEUVERING TASK PERFORMANCE IN VIRTUAL A=
ND REAL ENVIRONMENTS</b></font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">This =
thesis investigates human performance differences on maneuvering tasks in vi=
rtual and real spaces when a natural locomotion technique is used as opposed=
 to an abstraction through a device such as a treadmill. The motivation for =
the development of locomotion devices thus far has been driven by the assump=
tion that a &#147;perfect&#148; device will result in human performance leve=
ls comparable to the real world. This thesis challenges this assumption unde=
r the hypothesis that other factors beyond the locomotion device contribute =
to performance degradation. An experiment was conducted to study the effects=
 of these other factors. </font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The e=
xperiment studied sidestepping, kneeling, looking around a corner, and backw=
ard movement tasks related to a building clearing exercise. The participants=
 physically walked through the environment under all conditions. There were =
three treatments: real world (no display, physical objects present), virtual=
 world (head-mounted display, no physical objects), and real and virtual wor=
ld combined (head-mounted display, physical objects present). </font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The r=
esults suggest that performance and behavior are not the same across conditi=
ons with the real world condition being uniformly better than the virtual co=
nditions. This evidence supports the claim that even with identical locomoti=
on techniques, performance and behaviors change from the real to the virtual=
 world.</font></p>
									<p><a href=3D"http://movesinstitute.org/OpenHouse2001/Presentations/=
Unguder/Unguder.ppt"><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regula=
r">Slides</font></a></p>
								</blockquote>
								<p><font size=3D"5" color=3D"#bb0000" face=3D"Arial,Helvetica,Geneva,Swis=
s,SunSans-Regular"><b>Computer-Generated Autonomy</b></font></p>
								<blockquote>
									<div align=3D"left">
										<div align=3D"left">
											<div align=3D"left">
												<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a=
 href=3D"http://movesinstitute.org/Theses/MertJilson.pdf">1st LT Esref Mert, T=
urkish Army &amp; CAPT Erik W. Jilson, USMC</a></font></p>
												<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b=
>MODELING CONVENTIONAL LAND COMBAT IN A MULTI-AGENT SYSTEM USING GENERALIZAT=
ION OF THE DIFFERENT COMBAT ENTITIES AND COMBAT OPERATIONS</b> </font></p>
												<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Th=
ere are inherent similarities between the numerous ground combat entities an=
d the numerous ground combat operations. In combat entities there exist comm=
on characteristics such as the ability to move, shoot, communicate and more.=
 The levels that each entity is able to operate for these characteristics di=
fferentiate it from the others. For combat operations, a common characterist=
ic is that all operations have a starting point, objective point and an endp=
oint. The different operations take on unique properties based on where thes=
e points are located, actions enroute to points and what entities do at thes=
e points.</font></p>
												<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Th=
e generalized concepts in combat entities and combat operations provide a fr=
amework that can assist developers and users to model the majority of combat=
 situations with a single simulation. This thesis uses three different Multi=
-Agent System (MAS) combat models to illustrate the generalization framework=
. Of the three &#147;test&#148; models used, two existed previously and one =
was developed. The two existing models are Map Aware Non-uniform Automata (M=
ANA), developed for the New Zealand Army and Defense Force, and Archimedes d=
eveloped by Least Squares Software LLC. The model (GENAgent) that was develo=
ped based on the redesign of GIAgent, developed by Captain Joel Pawloski, US=
A, as a thesis at the Naval Postgraduate School.</font></p>
												<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a=
 href=3D"http://movesinstitute.org/Theses/MertJilson/MertJilson.ppt">Slides</a=
> <a href=3D"http://movesinstitute.org/Theses/MertJilson/AmbushMovie.avi">Ambu=
shMovie</a> <a href=3D"http://movesinstitute.org/Theses/MertJilson/ArchAmbush.=
avi">ArchMovie</a> <a href=3D"http://movesinstitute.org/Theses/MertJilson/simr=
un.avi">SimRunMovie</a></font></p>
												<hr>
											</div>
										</div>
									</div>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/ChadHennings.pdf">LT Chad F. Hennings, =
USN</a></font></p>
									<p><b><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">DE=
SIGNING REALISTIC HUMAN BEHAVIOR INTO MULTI-AGENT SYSTEMS</font></b></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">As Mu=
lti-agent systems advance toward moving virtual humans such as modeled infan=
try soldiers around a virtual environment for modeling and simulation purpos=
es, an important factor to be considered is how the agent internalizes and r=
eacts to its environment. One method to simulate this sensory perception and=
 the construction of generalized internal knowledge is the symbolic reactive=
 agent architecture. This architecture utilizes symbolic constructive agents=
 to internalize and symbolically represent the outside environment within th=
e agent and reactive agents to decide what course of action will be taken ne=
xt based on this internal environment. This type of architecture also lends =
itself well to putting variability and non-homogeneity into different agents=
 by controlling the level of hindrance or interference that the agent utiliz=
es when constructing this inner environment. A simple path finding task was =
used to determine the overall utility of this architecture with respect to t=
ruly representing human performance in cognitive tasks. Humans as well as di=
fferent simulated agents were put through the same task in their respective =
environment and their results were compared. A concept called the bracketing=
 heuristic was also utilized to determine whether the model may translate we=
ll to general path-finding tasks.</font></p>
									<p><a href=3D"http://movesinstitute.org/Theses/ChadHennings.ppt"><fo=
nt face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Slides</font></a></p>
								</blockquote>
								<p><font size=3D"5" color=3D"#bb0000" face=3D"Arial,Helvetica,Geneva,Swis=
s,SunSans-Regular"><b>Modeling &amp; Simulation</b></font></p>
								<blockquote>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/ShaneNicklaus.pdf">Major Shane Nicklaus=
, USMC</a></font></p>
									<p><b><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">SC=
ENARIO AUTHORING AND VISUALIZATION FOR ADVANCED GRAPHICAL ENVIRONMENTS (SAVA=
GE)</font></b></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Today=
&#146;s planning and modeling systems use two-dimensional (2D) representatio=
ns of the three-dimensional (3D) battlespace. This presents a challenge for =
planners, commanders, and troops to understand the true nature of the battle=
space. This thesis shows how 3D visualizatio n can give both operation plann=
ers and executors a better understanding of the battlespace that can augment=
 today&#146;s 2D systems. Automatic creation of a 3D model for an amphibious=
 operation allows the planner to view an operation order as a whole, from di=
fferent perspectives. Recommended changes can be made and their effects imme=
diately known. Warfighters can use the same tools for mission preparation an=
d review.</font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The U=
nited States and NATO nations use the Land C2 Information Exchange Data Mode=
l (LC2IEDM), formally known as the Generic Hub, as a common method for excha=
nging data between independent systems. As part of the Scenario Authoring an=
d Visualization for Advanced Graphical Environments (SAVAGE) project, this r=
esearch presents an integrated Web access and 3D visualization strategy for =
Department of Defense (DOD) tactical messaging and operation orders using th=
e Generic Hub data model and the Extensible Markup Language (XML). A number =
of alternative yet consistent ways to represent an amphibious operation scen=
ario demonstrate the power, flexibility and scalability of the SAVAGE approa=
ch.</font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/OpenHouse2001/Presentations/Blais.ppt">Slides<=
/a></font></p>
									<hr>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/AllenDutton.pdf">LT James Allen Dutton,=
 USN</a></font></p>
									<p><b><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">DE=
VELOPING ARTICULATED HUMAN MODELS FROM LASER SCAN DATA FOR USE AS AVATARS IN=
 REAL-TIME NETWORKED VIRTUAL ENVIRONMENTS</font></b></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">With =
the continuing gain in computing power, bandwidth, and Internet popularity t=
here is a growing interest in Internet communities. To participate in these =
communities, people need virtual representations of their bodies, called ava=
tars. Creation and rendering of realistic personalized avatars for use as vi=
rtual body representations is often too complex for real-time applications s=
uch as networked virtual environments (VE). Virtual Environment (VE) designe=
rs have had to settle for unbelievable, simplistic avatars and constrain ava=
tar motion to a few discrete positions.</font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The a=
pproach taken in this thesis is to use a full-body laser-scanning process to=
 capture human body surface anatomical information accurate to the scale of =
millimeters. Using this 3D data, virtual representations of the original hum=
an model can be simplified, constructed and placed in a networked virtual en=
vironment.</font></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The r=
esult of this work is to provide photo realistic avatars that are efficientl=
y rendered in real-time networked virtual environments. The avatar is built =
in the Virtual Reality Modeling Language (VRML). Avatar motion can be contro=
lled either with scripted behaviors using the H-Anim specification or via wi=
reless body tracking sensors developed at the Naval Postgraduate School. Liv=
e 3D visualization of animated humanoids is viewed in freely available web b=
rowsers.</font></p>
									<p><a href=3D"http://movesinstitute.org/OpenHouse2001/Presentations/=
Dutton.ppt"><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Slides=
</font></a></p>
									<hr>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a hr=
ef=3D"http://movesinstitute.org/Theses/ChrisSlattery.pdf">LT Christopher P. Sl=
attery, USN</a></font></p>
									<p><b><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">AN=
ALYSIS OF ROUGH SURFACE LIGHTING BEHAVIORS WITH OPENGL</font></b></p>
									<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">In th=
e physical world, humans gather valuable information about objects through t=
heir sight. Information on shape, feel and composition are seen long before =
the object is touched. This information is generated by light reflecting off=
 the surface of objects. Despite the advancement of computer graphics due to=
 increased hardware rendering capacity, the fundamental equations, which dra=
w three-dimensional scenes, lack the ability to truly model realistic object=
s. Whether it is smooth like highly polished metal or rough like the shag of=
 a carpet, it is the reflection of light that tells humans what a surface fe=
els like. The attempt taken in this thesis to implicitly model the roughness=
 of textured surfaces through examination of an explicit model rendered with=
 the OpenGL lighting equation. This approach has the potential to successful=
ly increase the realism of computer graphics without increasing polygon coun=
t required for explicit surface generation. Through simulation of an explici=
tly constructed rough surface followed by the analysis of the behavior of it=
s reflected light, the initial behaviors of textured surface reflections are=
 identified. While these behaviors are not enough to create corrections to t=
he OpenGL lighting equation, they lay the foundation for further development=
.</font></p>
								</blockquote>
							</div>
						</div>
					</div>
					<div align=3D"left">
						<div align=3D"left">
							<div align=3D"left">
								<hr noshade>
								<p><font size=3D"5" color=3D"#bb0000" face=3D"Arial,Helvetica,Geneva,Swis=
s,SunSans-Regular"><b>Hiring</b></font></p>
							</div>
						</div>
					</div>
					<blockquote>
						<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The <a h=
ref=3D"http://www.nps.navy.mil/cs/index.htm">Computer Science Department</a> o=
f the Naval Postgraduate School is looking to replenish its faculty and is s=
earching for a departmental chair. For more information on the available pos=
itions, see <a href=3D"http://www.nps.navy.mil/cs/Announcements/Hiring.html">h=
ere</a>.</font></p>
					</blockquote>
					<hr noshade>
					<blockquote>
						<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">This is =
a posting from nfobahn@attglobal.net To be removed from this occasional anno=
uncements-only list, please send a kind request to <a href=3D"mailto:nfobahn@a=
ttglobal.net">nfobahn@attglobal.net</a></font></p>
					</blockquote>
					<hr noshade>
					<p></p>
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