ross kukulinski--asti
DESCRIPTION
"Serious Communication for Serious Games" For decades, military and commercial aviation have been using flight simulators to help teach pilots to fly. Over the years, it has been shown that augmenting real-world training with virtual training results in cheaper, safer, and more effective training. These and other training devices have spread and evolved and now can be found throughout the military being used to train a wide variety of individual skills as well as complicated joint-operation teamwork skills such as convoy operations and Call for Fire. This talk will explore some of the technological challenges faced when building high-fidelity multiplayer training games for a global dynamic training network. Stringent military requirements include linking disparate training devices together such as serious games, full-fidelity flight simulators, and live-fire ranges so that soldiers may train in real-time with other units around the world in the same virtual world.TRANSCRIPT
![Page 1: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/1.jpg)
1
SERIOUS COMMUNICATION
FOR SERIOUS GAMES (2.0)
Ross Kukulinski
Serious Play Conference 2013
![Page 2: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/2.jpg)
2
Photo by Derek Jensen
![Page 3: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/3.jpg)
3
Photo Courtesy of U.S. Military
![Page 4: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/4.jpg)
4
Serious Games are Powerful
Tools
![Page 5: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/5.jpg)
5
Serious Games …
Allow soldiers to experience situations that are impossible in the real world1
Provide improved hand-eye coordination, multi-tasking, and teamwork2
Are uniquely flexible to support varied training needs
1 Corti, 2006; Squire & Jenkins, 20032 Michael & Chen, 2006
![Page 6: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/6.jpg)
6
Fundamentals of Teamwork
The Big Five Core Components of Teamwork1
1. Team Leadership
2. Performance Monitoring
3. Backup Behavior
4. Adaptability
5. Team/Collective Orientation
Hypothesis: Communication key element?
1 Salas, Sims, & Burke, 2004
![Page 7: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/7.jpg)
7
Communication and Performance
America’s Army experimentsResearchers measured team communication
○ Communication network level○ Number of report-ins○ Number of normal communications
Teams with regular organized reports had:Higher performanceHigher estimated situational awareness
Schneider & Carley, 2005
![Page 8: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/8.jpg)
8
DARWARS Ambush!: Authoring Lessons Learned in a Training Game1
Communication skills are critical for success Communications capabilities differ widely
across varying military units Training system should be similar to real-
world communication system
1 Diller, Orberts, Blankenship, Nielsen, 2004
![Page 9: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/9.jpg)
9
‘Good’ Serious Games
Six Ingredients to a good game1
1. Mechanics
2. Rules
3. Immersive Graphics
4. Interactivity
5. Challenge
6. Risks
7. What about communication?
1 Derryberry, 2007
![Page 10: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/10.jpg)
10
Team Building Examples
![Page 11: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/11.jpg)
11
Compound® - H2 IT Solutions2013 Federal Virtual Challenge First Place Critical Thinking/Adaptability
![Page 12: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/12.jpg)
12
U.S. Army Grafenwoehr, Germany
Photo Courtesy of U.S. Military
First responder training with Live & Virtual Training
![Page 13: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/13.jpg)
13
Live-Virtual-Constructive
![Page 14: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/14.jpg)
14
![Page 15: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/15.jpg)
15
Incident-Management Training
![Page 16: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/16.jpg)
A Training Transfer Study of Serious Games
“Our work in this project demonstrated consistently through all five experiments that communications is fundamental to the training experience and one of the most important aspects of the exercise.”
Major Ben Brown
MOVES Institute
Naval Postgraduate School
16
Brown, 2010
![Page 17: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/17.jpg)
17
On a personal note:
My biggest failures typically come down to one of two things:I didn’t communicateOr I didn’t communicate effectively
![Page 18: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/18.jpg)
18
So what?
If we’re building games to train or teachand teamwork is a determining element of
success or failures
Then our games need to accurately reflect real-world communication
![Page 19: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/19.jpg)
19
Real-world Communication
![Page 20: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/20.jpg)
20
What types of communication do you use in your workplace?
![Page 21: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/21.jpg)
21
My short list:
Email Instant Messaging Telephone / Cell Phone VoIP / Video Calling Face-to-face Twitter
![Page 22: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/22.jpg)
22
Acceptable Fidelity
• What is the training goal?• What is the real-world communication?• “One can debate the level of fidelity
needed for useful training, but fidelity must certainly be high when it relates to the specific task being trained”
1Brown, 2010
![Page 23: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/23.jpg)
23
Types of fidelity
Communication simulation Communication user interface
![Page 24: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/24.jpg)
24
Communication Simulation
![Page 25: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/25.jpg)
25
And now for a military example…
![Page 26: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/26.jpg)
26
Basic Intercom
![Page 27: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/27.jpg)
27
Intercom and Individual Radios
![Page 28: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/28.jpg)
28
Geolocated Individual Radios
![Page 29: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/29.jpg)
29
Geolocated Vehicle & Individual Radios
![Page 30: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/30.jpg)
30
Highest Fidelity
![Page 31: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/31.jpg)
31
Team building examples:
Compound & IMTS‘Intercom’ only for all players
Grafenwoehr First-RespondersSimulated radios & Earshot
![Page 32: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/32.jpg)
32
Communication User Interface
![Page 33: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/33.jpg)
33
“Quite simply, communications should be as seamless as all other aspects of [the serious game]. Communications should
be internal to [the game] with seams between vendor production transparent
to the user.”1
Major Benjamin Brown,
MOVES Institute,
Naval Postgraduate School1Brown, 2010
![Page 34: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/34.jpg)
34
Depends on fidelity
Players shout over their monitors In-game text-chat Simple press-to-talk key for voice Or communication ‘items’ are playable
objects Intelligent agents?
![Page 35: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/35.jpg)
35
User Interface
Heads up displaySimple and intuitiveFlashing icon over avatar headsAvatars’ mouths moveNot realistic – does it break flow?
In-game objectse.g. walk-up to a virtual computer and
interact with itHigher realism – but does it impede
training?
![Page 36: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/36.jpg)
36
Regardless of design decision Quality of the audio is paramount
Dropped or garbled audio is not acceptable Scalability can really be an issue Latency also matters
![Page 37: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/37.jpg)
37
Audio Latency
• End-to-end Latency– Time for audio to travel from one user to
another
• Effected by many factors– Network link– Packetization delay– Operating system delay– Hardware device delay
• Maximum 150ms one-way latency1
• Latency <100 ideal 1ITU-T G.114
![Page 38: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/38.jpg)
38
After Action Review
![Page 39: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/39.jpg)
39
After Action Review
• “Both simulation groups commented extensively on the AAR tool. Both groups believed the AAR tool was critical in providing a big picture view of what happened during the exercise.” 1
1Brown, 2010
![Page 40: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/40.jpg)
40
After Action Review
• Communication playback synced with visuals
• Seek, Pause, FF, RW, Bookmarks• Export audio/visual for later analysis and
study• BIG data?
![Page 41: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/41.jpg)
41
Final Thoughts
![Page 42: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/42.jpg)
42
A Common Myth
High fidelity means hard to use(and expensive?)
However: Does require insight into operational
environment
![Page 43: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/43.jpg)
43
Summary
Communication is critical for teamwork Serious games require high-fidelity and
high-quality communication for effective team-based training
Repetition is important, but so is analysis
![Page 44: Ross Kukulinski--ASTi](https://reader033.vdocuments.net/reader033/viewer/2022061114/545d123cb0af9fa42c8b4b7c/html5/thumbnails/44.jpg)
44
Resources Brown, B., (2010) A Training Transfer Study of Simulation Games Carpenter, R., White, C., (2005) Commercial Computer Games in the Australian
Department of Defense Corti, K. (2006) Games-based Learning; a serious business application. Derryberry, A. (2007) Serious Games: online games for learning Diller, D., Roberts, B., Blankenship, S., Nielsen, D. (2004) DARWARS Ambush!
Authoring Lessons Learned in a Training Game Hussain, T., etal (2010) Development of game-based training systems: Lessons
learned in an inter-disciplinary field in the making Hussain T. & Ferguson, W. (2005) Efficient Development of Large-Scale Military
Training Environments using a Multi-Player Game McGowan, C., Pecheux, B. (2007) Serious Games that Improve Performance Michael, D., & Chen, S. (2006) Serious games: Games that educate, train and
inform Sims E., Salas E., Burke S. (2004) Is There a ‘Big Five’ in Teamwork Snider, M., Carley K., Moon, I. (2005) Detailed Comparison of America’s Army and
Unit of Action Experiments Squire, K. & Jenkins, H. (2003) Harnessing the power of games in education