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Michael Zyda, Director [email protected]. Outline. MOVES Academic Program The MOVES Institute Research Program. Academic Program. The Modeling, Virtual Environments and Simulation (MOVES) MS and PhD Programs. Academic Program. - PowerPoint PPT Presentation

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Page 1: Michael Zyda, Director zyda@movesinstitute

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Michael Zyda, [email protected]

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Outline

MOVES Academic Program

The MOVES Institute Research Program

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Academic Program

The Modeling, Virtual Environments and Simulation (MOVES) MS and PhD Programs

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Academic Program

The MOVES MS degree program is half Operations Research and half Computer Science, with an ever-increasing amount of unique, MOVES-specific course material.

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Visual Simulation TrackHCI Track

29 classes total in the MOVES MS

Programming

Object-oriented programming, data structures, artificial intelligence

Systems & Architecture

Computer systems principles, operating systems, distributed operating systems

Communications & Networks

Network communication in simulation, virtual environment network & software architecturesComputer Graphics

Computer graphics, image synthesis, computer animation, computer graphics using VRML

Virtual Environments

Virtual world & simulation systems, human factors of virtual environments, training in virtual

environments

Modeling & Simulation

Stochastic models, system simulation, physically-based modeling, simulation methodology, introduction to joint combat modeling, modeling human & organizational behavior, agent-based autonomous behavior for simulations

Human-Computer Interaction

Interactive computation systems, human performance measurement, human performance evaluation, human factors in system design

Mathematical Fundamentals

Multivariable calculus, linear algebra, probability & statistics

Scope of the MOVES MS Program

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What is MOVES trying to achieve with its degree programs?

MOVES is trying to provide the DoN/DoD with a corps of officers that can answer flag officer questions on modeling, virtual environments and simulation. There is a lot of material to cover to generate

such graduates. MOVES is one of the hardest NPS programs.

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MOVES Graduate Capabilities

With the MOVES MS degree, we expect our graduates will be capable of supporting and developing M&S systems another order of magnitude more complex than those of today. Our graduates are the architects of the next-

generation of combat modeling, simulation & virtual environment systems.

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Subspecialty definition

The MOVES MS program is the definition for the Navy’s subspecialty (6202/xx99 P-

code) in modeling and simulation, the definition for the Marine Corps’ modeling and

simulation subspecialty (MOS 9625), and the definition for the US Army’s Simulation Operations

functional area (FA-57).

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MOVES PhD Program

PhD Areas of Study Physically-based modeling for virtual environments Networked virtual environments Human factors in virtual environments Adaptable software agents Modeling human and organizational behavior Discrete-event systems modeling Data and model visualization

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The MOVES Institute

Research Programs

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Mission

To be the world-class institute for research, application and education in the grand challenges of modeling, virtual environments and simulation. 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 environments and simulation programs; create advanced prototypes; and develop technologies and applications for the defense

community.

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Research Scope

Our scope encompasses the fundamentals and applications required for the next generation including: 3D Visual Simulation Networked Virtual Environments Computer-Generated Autonomy Human-Computer Interaction Technologies for Immersion Defense and Entertainment Collaboration Evolving Operational Modeling

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Fromfundamentals to application

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Organizational Structure

Director Michael Zyda

Technical Directorate John Hiles - Computer-Generated Autonomy Don Brutzman - 3D Visual Simulation & Networked Virtual

Environments Rudy Darken - Human-Computer Interaction &

Technologies for Immersion Michael Capps - Defense & Entertainment Collaboration Alex Callahan - Evolving Operational Modeling

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Organizational Structure

Infrastructure Director John Falby

Technical Support Officer Meg Boone

Program Director Open

Distance Learning Coordinator Open

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Executive Advisory Board

Executive Advisory Board provides guidance on funding for research and products.

VADM Richard Mayo, USN - N6 RADM Lee Kollmorgen, USN (ret) CAPT Dennis McBride, USN (ret), PhD - VP, Potomac Institute Dr. Harold Hawkins, ONR CAPT Mike Lilienthal, USN - Director of DMSO Dell Lunceford - Director of AMSO Dr. Mike Bailey - Director, USMC Combat Developments Center Michael Kapp - former President Time Warner Special Projects

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Technical Advisory Board

Technical Advisory Board provides guidance on technical alternatives to proposed research and products.

Dr. Phil Barry, DMSO Chief of S&T Division CAPT Richard Bump, USN - Director, Navy Modeling & Simulation

Management Office, N6M Jim Weatherly - Deputy Director, Navy Modeling & Simulation

Management Office, N6M LCDR Dylan Schmorrow, USN – ONR VIRTE Program Manager &

DARPA Program Manager Dr. Bowen Loftin - Old Dominion University, Director VMASC Brian Goldiez - Director, UCF Institute for Simulation & Training

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CollaborationsAcademic

Boston College

CalPoly

Carnegie-Mellon University

CSUMB

ENIT, France

George Mason University

Georgia Tech, MSREC

INRIA

Miami University

MIT Lincoln Laboratories

Academic

Old Dominion University, VMASC

Queens University, Kingston, Ontario

UCB, Center for Design Visualization

UCF IST

UCSC

University of Newcastle, Newcastle-upon-Tyne

University of Virginia

Non-Profit

Fraunhofer Center for Research in Computer Graphics

CNA

HPCC, Maui

Institute for Defense Analysis

MBARI

Monterey Bay National Marine Sanctuary

Sea Grant

S. E. A. Lab Monterey Bay

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CollaborationsCorporate

Bios Group

Boeing

Dolby

Emergent Designs

Epic Games

John Mason Associates

Corporate

Lucasfilm Skywalker Sound

Lucasfilm THX

Microstrain

MITRE

Nexternet

Potomac Institute

Rolands & Associates

SAIC

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CollaborationsNavy

CHSWP, Helicopter Wing Pacific Fleet

Commander, Submarine Development Squadron TWELVE

HS-8 - Helicopter Anti-Submarine Squadron EIGHT, FRS

HS-10 - Helicopter Anti-Submarine Squadron TEN, FRS

Navy Modeling & Simulation Management Office, N6M

Naval Oceanographic Office

Marines

Marine Corps Combat Developments Center

Marine Forces Pacific

Training & Education Command

Navy

Naval Research Laboratory

Naval Research Laboratory, Electronic Warfare Group

Naval Sea Systems Command, Advanced Systems & Technology Office

Naval Submarine School

Navy Toxicology Detachment, WrightPatterson Air Force Base

Naval Undersea Warfare Center, Newport

NAWC-TSD

Office of Naval Research

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CollaborationsOSD

DARPA

Defense Modeling & Simulation Office

Defense Threat Reduction Agency

J9

Office of the Director, Operational Test & Evaluation

Office of the Secretary of Defense

OSD Program Analysis & Evaluation

Army

Army Research Office

Assistant Sec. Army for Manpower & Reserve Affairs

Office of Economic & Manpower Assessment

TRAC Monterey

TRADOC

USA OTC, Fort Hood

Air Force

Medical Command, San Antonio

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MOVES Institute Space

The MOVES Institute is distributed across several buildings on the NPS campus, with the largest presence in Spanagel Hall (second floor, approximately 4,300 square feet)

Software Development Laboratory Conference room Faculty/staff offices

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MOVES Institute Space

and the Mechanical Engineering (ME) building (second floor, approximately 2,300 square feet).

The War Game Laboratory Video Production Laboratory Conference Room Faculty/staff offices

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MOVES Institute Space

Soon, we expect to add to the ME building a high-bay facility for a VR CAVE, and space for control mockups and a full motion base simulator (two

lab spaces, approximately 5,000 square feet).

In Fall 2001, construction will begin on a three-story annex to the ME building, providing approximately 21,000 square feet to consolidate faculty/staff offices, conference space, and classrooms of the MOVES Institute. opening is scheduled for March 2003.

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In closing

http://movesinstitute.org

Come to our open house

28 - 30 August 2001

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Additional Details

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3D Visual Simulation

3D Visual Simulation - Virtual naval gunfire support. Immersive ship walkthroughs - damage control VEs. Littoral zone warfare. Building & urban walkthroughs - urban warfare, hostage extraction, operations other than war. Ocean environment tactical visualization. C4I/IW information visualization. Game-engine utilization and handheld visual simulation delivery systems. Synthetic ocean environment simulations.

XML/X3D - Use of Extensible Markup Language (XML) to deploy 3D M&S products over DoD messaging systems, create interoperable behavior streams, gain database schema interoperability, and define ontologies for software agent interactions compatible with deployed C4I and combat control systems.

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Networked Virtual Environments

VE Architectures For Interoperability - Network software architectures for scalability, composability and dynamic extensibility. Semantic interoperability.

Standards For Interoperability – High Level Architecture (HLA); Next Generation RTI; Web-based interoperability. Standards for streamed interactive 3D as an automatically created component for joint message systems. Guiding M&S standards interoperability efforts with the Web3D Consortium, World Wide Web Consortium and MPEG4 Streaming Group.

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Networked Virtual Environments

Multicast & Area of Interest Managers - Software architectures for developing large-scale, media-rich, interactive, networked VEs.

High Bandwidth Networks - Experimentation and utilization of next-generation Internet technologies for large-scale, networked VEs, and collaborative M&S development and application.

Wireless - Handheld delivery systems.

Latency-reduction - Techniques for predictive modeling in distributed simulations.

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Computer-Generated Autonomy

Agent-Based Simulation – Computer-generated characters that accurately portray the actions and responses of individual participants in a simulation.

Adaptability - Computer generated characters that automatically modify their behavior.

Learning - Computer generated characters that can modify their behavior over time. Organizational modeling.

Story Line Engines - Content production and simulation prototyping. Technologies for autonomous, real-time story direction and interaction.

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Computer-Generated Autonomy

Human Representations and Models - Authentic avatars that look, move, and speak like humans.

Modeling Human and Organizational Behavior - Integrative architectures for modeling of individuals, including neural networks; rule-based systems, attention and multitasking phenomena, memory and learning, human decision-making, situation awareness, planning, behavior moderators; modeling behavior of organizational units, military operations, and information warfare.

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Human-Computer Interaction

Training in the Virtual Environment - Fidelity requirements for wayfinding in the VE. Developing VEs for training, and evaluating their utility.

Human Factors in Virtual Environments - Multimodal interfaces, task analysis, spatial orientation and navigation, performance evaluation, interaction techniques, interaction devices, virtual ergonomics, cybersickness, usability engineering, training transfer, human perception.

Intelligent Tutoring Systems - Developing experts via the use of computer-based VEs.

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Technologies for Immersion

Image Generation – Real-time, computer graphic generation of complex imagery, HDTV, DVD compressed video, next generation delivery systems, novel display technologies, handheld and body-worn devices.

Tracking - Technologies for tracking human participants in VEs.

Locomotion - Technologies that allow participants to walk through VEs while experiencing hills, bumps, ditches, and other obstructions.

Full Sensory Interfaces - Technologies for providing a wide range of sensory stimuli: visual, auditory, olfactory, and haptic.

Novel Sound Systems – The generation and delivery for both interactive and recorded media. Spatial sound. Immersive sound and psychoacoustics.

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Defense and Entertainment Collaboration

Technology Transition - Adapt technologies and capabilities from the entertainment industry.

Game-Based Learning - Distance learning via the use of game technology and development.

Internet & Game Delivery Systems - SimNavy, Army Game Project, SimClinic, SimSecurity.

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Evolving Operational Modeling

Navy Cyberspace - Full end-to-end simulation of the ocean environment including subsurface surface, air and space. Oceanographic data sets and models. Tactical databases. Interoperability with live ship tracking message systems. Reusable, in the small or in the large, by fleet assets. Underwater robots. Interoperability with global command and control systems. Virtual ocean environment.

Current Programs in Combat Modeling – JSIMS Maritime Battlespace, Naval Simulation System, JSIMS, JWARS, JMASS, OneSAF, HLA. Computer-Generated Forces.

Modeling & Simulation - Dynamic and state space modeling for information warfare and information operations. High-resolution combat models. High-level aggregate models. Network centric warfare. Agent-based simulation. Physically-based modeling to insure VR physical realism. Theater, tactical and campaign level modeling. Sensor modeling. Architectures for future combat modeling systems.