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Tutorials

Innovation
The Power of

Global Force

Enabling the

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

Open TO all aTTendees. I/ITSEC Tutorials are designed to serve three purposes: Provide foundational educational material, including material essential to prepare for Certification as a Modeling and Simulation Professional (CMSP). Serve as a refresher and more advanced learning opportunity for those seeking to maintain their certification. Bring topics of special interest in Training, Simulation and Education to I/ITSEC attendees. TuTori aLs s c he du Le
Room w 304 A Track/Chair Track 1 Dr. Mike Freeman 0830 - 1000 1245 - 1415 1430 - 1600

Conducting Quality Research in Operational Settings (1228)

Mobile and 3D/AR for Blended Simulation (1230)

An Overview of HTML5 and Deciding When to Use It (1206)

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Track 2 David Milewski

Cognitive Neuroscience for Military Education and Training (1202) h

Simulated Biology in Virtual Reality Medical Education (1251) h

Virtual Patients as Cognitive Task Trainers (1258) h

w 304 E

Track 3 Dr. Miguel Encarnacao

TENA/JMETC: Testing and Training Interoperability for the Global Force (1249)

HLA 101: Introduction to High Level Architecture (HLA) (1208)

Distributed Interactive Simulation: The Basics (1244)

w 307 Ab

Track 4 Dr. Tom Mastaglio

Modeling and Simulation 101 (1212)

Export Controls 2012 The Changing Landscape of International Simulation Business (1207) $

The New Certified Modeling and Simulation Professional Examination (1261)

w 307 CD

Track 5 Larry Skapin

Fundamentals of Modeling and Simulation (1239)

Distributed Simulation Fundamentals (1246)

Process for Establishing Live, Virtual and Constructive Environments (1254) $

w 304 F

Track 6 Robert Lutz

Model Verification and Validation Methods (1209)

Simulation Concept Modeling Theory and Application (1236)

HLA 201 Whats New in HLA Evolved (1215)

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Track 7 Dr. Charles Cohen

Introduction to Cognitive Systems for Modeling and Simulation (1217)

Intelligent Tutoring Systems: Advanced Learning Technology for Enhancing Warfighter Performance (1220)

Speech-based Interaction (1229)

w 304 h

Track 8 Dr. Katrina Ricci

Global Force Serious Gaming: History, Theory, Pedagogy, and Military Application (1242)

Serious Communications for Serious Games (1259)

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

T H e w o r l d s l a r g e s T m o d e l i n g & s i m u l aT i o n e v e n T

17

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

Quality research is critically important to military training and can have a significant impact on decisions about training resources conducting and objectives. Quality reQuality research search can result in important advances that improve in Operational training and education, thus settings improving the knowledge, (1228) skills and proficiency of our warfighters. Although carefully controlled studies can provide strong conclusions, they are often not feasible to conduct in operational settings. Studies conducted in operational settings are subject to realistic constraints that limit the amount of control. Rigorous research can be conducted with careful consideration of constraints so that useful results can be obtained. This tutorial will review important concepts related to the design and conduct of research with a specific focus on operational constraints. Topics include defining a research question and associated variables, measurement of variables, consideration of confounds, identifying and recruiting participants, and data analysis and interpretation. This tutorial is intended for anyone interested in using research techniques to gather quality information in an operational setting to inform decisions and affect change. No research background or experience is required.

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presenters:
Lisa scott HoLt, Ph.D., is a Senior Scientist with Lumir Research Institute. Her research interests include the design of technology tools to support learning and the design of interfaces based on an informationprocessing model of human cognition. She is also interested in assessment methods and performance measurement to reveal what learners actually know and are able to do with their knowledge. Recent projects include an evaluation of the impact of a motion device on pilot performance in a simulator, a study of F-16 pilot skill retention, and various capabilities assessments of training simulators to define fidelity requirements. Dr. Holt received her B.S. in Physics and Mathematics from Allegheny College in 1991, and her Ph.D. in Cognitive Studies in Education from the University of Pittsburgh in 2001. Mark scHroeDer, Ph.D., is a Senior Scientist with Lumir Research Institute and an Assistant Professor at the University of Wisconsin Whitewater in the Department of Educational Foundations. Dr. Schroeder received his B.A. and M.A. in Philosophy from the University of Wisconsin-Milwaukee in 1996 and 2000 respectively, and his Ph.D. in Urban Education/Educational Psychology from the University of Wisconsin-Milwaukee in 2007.

While there has been major progress in understanding the brain, and its functions, these advances have had a marginal impact on cognitive education and training. The neuroscience for objective of this tutorial is to provide those working in military education military education and trainand Training ing with a synopsis of key (1202) h findings and theoretical advances from cognitive neuroscience that have direct bearing upon their profession. In some cases, this will entail new insights into factors explaining human performance, and in other cases, elucidate the mechanisms that underlie accepted principles. Particular emphasis will be placed on presenting materials in a manner that may be readily understood and applied by individuals with no formal training in neuroscience. Through this tutorial, participants will learn mechanisms to achieve better student engagement, roles of implicit and explicit learning, use of sensory experiences to enhance learning, individual differences in cognitive function, factors underlying effective collaboration and teamwork and emerging technologies using neuroscience measurement in training. The tutorial should be of broad interest to those concerned with education and training, ranging from developing training programs and materials, providing instruction and assessment, and creating enabling and supporting technologies.

Track: 2 0830- 1000 rOOm W304B

presenter:
cHris ForsytHe holds advanced degrees in cognitive psychology and biopsychology, and is a Distinguished Member of the Technical Staff at Sandia National Laboratories with over 20 years experience conducting and managing human-systems engineering research in applied settings. He has initiated and led a variety of projects developing and testing concepts in operational neurosciences. Activities have also focused on research to understand individual differences in cognitive function and development of innovative training technologies. He has over 40 publications and 2 edited books in the fields of human factors, applied neuroscience and human-machine systems.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

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2 0 1 2 i n T e r s e r v i c e / i n d u s T ry T r a i n i n g , s i m u l aT i o n & e d u c aT i o n c o n f e r e n c e

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

The Test and Training Enabling Architecture (TENA) provides an advanced set of rOOm W304e interoperability software and interfaces for use in joint disTena/JmeTc: tributed testing and training. Testing and The TENA software includes the TENA Middleware, a Training Interoperability for high-performance, real-time, low-latency communicathe Global Force tion infrastructure used by training range instrumenta(1249) tion software and tools during execution of a range training event. The standard TENA Object Model provides data definitions for common range entities and thus enables semantic interoperability among training range applications. The TENA tools, utilities, and gateways assist in creating and managing an integration of range resources. The current version of the TENA Middleware, Release 6.0.3, is being used by the range community for testing, training, evaluation, and feedback and is being used in major exercises in the present. The Joint Mission Environment Test Capability (JMETC) program is chartered to create a persistent test and evaluation capability throughout the US DOD. JMETC consists of a persistent network; a set of TENA-compliant software middleware, interfaces, tools, and databases; and a process for creating large distributed test events. The combination of TENA and JMETC gives testers and trainers unprecedented power to craft a joint distributed mission environment that meets testing and training requirements to enable the global force. This tutorial presents an overview of the fundamental parts of the TENA architecture, how they function and how they can be employed to create an effective, simulation-enabled test environment. No prior knowledge is required; however, familiarity with distributed simulation is helpful.

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Modeling and Simulation Fundamentals: Identify key M&S terms and concepts, rOOm W307aB and the budgetary considerations that govern M&S modeling and development and applicasimulation 101 tion, including requirements clarification, and distinguish (1212) the defining characteristics and associated challenges of M&S applications within the Communities enabled by M&S. Understand the DoD vision for the future of M&S. Gain a top-level awareness of the various M&S programs in support of DoD mission requirements. Interoperability: Recognize the nature of HLA, TENA, DIS and its relationship to general purpose architecture for simulation reuse and interoperability. Representation: Recognize how the Natural Environment, Systems, and Human and Organizational Behaviors are represented in M&S, and the issues associated with each of these components of representation as they are employed in support of M&S requirements. Verification, Validation and Accreditation: Recognize the critical role of VV&A in ensuring that M&S activities are most effectively organized in support of all functional area requirements. Modeling and Simulation Information Analysis Center (MSIAC): Recognize how the MSIAC operates and supports access to a wide variety of M&S resources. Discuss MSIAC role in support of the DoD M&S community in terms of its functions, structure, and related processes. This tutorial is an overview of the basics of M&S and how they are implemented in DoD. It is ideally suited to new members of the DoD M&S community.

Track: 4 0830- 1000

presenter:
Larry r. Harris is the M.S. 101/MSSOC Program Manager/ Course Director with his office in Alexandria, VA. He joined Alion Science and Technology in January 2002 after a 20 year career in the Marines and Army. He served in a variety of troop and staff assignments in the U.S., Philippines, Germany, Panama, and Korea. Larry has been involved in a variety of projects since coming to work for Alion, and provides program management for MSIACs M&S Education program where he updates M&S education products and coordinates presentations with host organizations. Larry is a lead instructor for the Acquisition M&S Workshop; M&S in Support of the Research, Development, and Acquisition Process; M&S in Support of Test and Evaluation; M&S Verification, Validation, and Accreditation; and the Simulation Support Plan. Larry received a Bachelor of Arts degree in Music and Mass Communication from Norfolk State University, Norfolk, VA in 1984.

presenter:
eDwarD t. PoweLL, Ph.D., is the lead architect for the Test and Training Enabling Architecture. After receiving his Ph.D. in Astrophysics from Princeton University, he worked for the Lawrence Livermore National Laboratory performing simulation-based analysis. He moved to SAIC in 1994, and participated as lead architect in some of the most complex distributed simulation programs in DoD, including the Joint Precision Strike Demonstration (JPSD), the Synthetic Theater of War (STOW), and the Joint Simulation System (JSIMS). He has been the lead architect for TENA for eight years now, and is currently working on expanding the applicability of TENA, and integrating multiple interoperability architecture approaches using ontology-based systems.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

T H e w o r l d s l a r g e s T m o d e l i n g & s i m u l aT i o n e v e n T

19

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

This tutorial has been designed by a team of subject matter experts to prepare attendees to understand the scope of I/ITSEC presentaFundamentals tions and demonstrations. of modeling and It provides definitions of widely-used technical terms, simulation while explaining the range (1239) and types of models and simulations that are commonly applied in the M&S domain. The tutorial reviews major simulation architectures (HLA, TENA, DIS), the basics of instructional design, a description of the major standards and best practices available for use across the M&S problem space, and a brief presentation of resources that can provide further information. The tutorial introduces topics that are examined more extensively in other tutorials. The tutorial is designed to be more technically focused than DoD M&S 101 and is not as focused on DoD management and implementation of M&S.

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presenters:
JaMes e. cooLaHan, Ph.D., is a Program Manager for Modeling and Simulation (M&S), and a National Security Studies Fellow, in the National Security Analysis Department at the Johns Hopkins University Applied Physics Laboratory (JHU/APL). He currently chairs the M&S Committee of the Systems Engineering Division of the National Defense Industrial Association, and teaches courses in M&S for Systems Engineering in the JHU Engineering for Professionals M.S. program. He holds B.S. and M.S. degrees in aerospace engineering from the University of Notre Dame and the Catholic University of America, respectively, and M.S. and Ph.D. degrees in computer science from JHU and the University of Maryland, respectively. s. k. nuMricH, Ph.D., cMsP, holds an AB, M.A. and Ph.D. in physics and worked as a research physicist at the Naval Research Laboratory plying her trade in a variety of fields including underwater sound in the Arctic (yes, aboard ship), fluid-structure interactions, parallel processing, modeling and simulation and virtual reality. Upon leaving government service, Dr. Numrich has joined IDA. robert ricHbourg, Ph.D., is a member of the Research Staff in the Joint Advanced Warfighting Division at the Institute for Defense Analyses. He is a retired Army officer who earned his Ph.D. in Computer Science in 1987. In his last active duty assignment, he was an Academy Professor and Director of the Artificial Intelligence Center at the United States Military Academy, West Point.

Verification and validation are important essential prerequisites to the credible and reliable use of a model. But what are they exactly? What model Verification are the differences between and Validation them? And most importantly, what methods and promethods cedures should be used to (1209) perform them? The tutorials first part motivates the need for V&V, provides definitions necessary to their understanding by exaplaining why all V&V methods can be understood as comparisons and how this informs their application. The second part introduces a taxonomy of V&V methods, defines categories of methods, and details two or more methods from each category. Example applications of each method are given. The third part examines longer case studies of V&V in practice, showing how V&V methods have been applied (or misapplied). While there are technical details involved in case studies and validation methodologies, the tutorial is suited to both managers and technical experts responsible for the development and deployment of effective simulations.

Track: 6 0830- 1000 rOOm W304F

presenter:
MikeL D. Petty, Ph.D., is Director of the University of Alabama in Huntsvilles Center for Modeling, Simulation, and Analysis, Associate Professor of Computer Science, and Research Professor of Industrial and Systems Engineering and Engineering Management. Prior to joining UAH, he was Chief Scientist at Old Dominion Universitys Virginia Modeling, Analysis, and Simulation Center and Assistant Director at the University of Central Floridas Institute for Simulation and Training. He received a Ph.D. in Computer Science from the University of Central Florida in 1997. Dr. Petty has worked in modeling and simulation research and education since 1990 in areas that include simulation interoperability and composability, human behavior modeling, verification and validation methods, and applications of theory to simulation. He has published over 165 research papers and has been awarded over $14 million in research funding. He served on a National Research Council committee on modeling and simulation, is a Certified Modeling and Simulation Professional, and is an editor of the journals SIMULATION and Journal of Defense Modeling and Simulation. At Old Dominion University he was the dissertation advisor to the first and third students in the world to receive Ph.D.s in Modeling and Simulation and is currently coordinator of UAHuntsvilles M&S degree program.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

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2 0 1 2 i n T e r s e r v i c e / i n d u s T ry T r a i n i n g , s i m u l aT i o n & e d u c aT i o n c o n f e r e n c e

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

We are seeing increasing requirements for autonomous reasoning abilities across the broad spectrum of modeling and simulation, as well Introduction to as in battlefield information cognitive systems and control systems. Additionally, the knowledgefor modeling and based capabilities that have simulation been developed and tested (1217) in simulation are migrating to real-world entities. Cognitive and agent systems represent maturing computational approaches to intelligence that can provide robust, scalable, and realistic intelligence. This tutorial will provide an introduction to this approach, concentrating on production system computation and highlevel design of human-like reasoning systems. We will draw examples and comparisons from existing cognitive systems, focusing on the tradeoffs inherent in different approaches (including non-cognitive approaches). The tutorial content does not require any specialized knowledge, but some experience with software engineering or behavior modeling might be helpful. Attendees will learn to recognize problems that suggest cognitively-based solutions, and they will be better able to assess risks, costs, and benefits of different approaches. This tutorial is targeted toward developers who might be interested in cognitive approaches to software engineering, as well as customers who have problems that may be amenable to a cognitive approach.

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Games and simulations have great potential for supporting adaptive learning by situating the learner in a real-world environment that Global Force enables learning in context. serious Gaming: In military training and education game-based learning history, Theory, has gathered significant atpedagogy, and tention as the gaming indusmilitary application try has vaulted ahead of the traditional simulation indus(1242) try in technological capability. This tutorial is aimed at I/ITSEC participants with interests in understanding how the use of serious games applies to military training. This tutorial provides background in the historical and pedagogical foundations of Serious Games in training and education. A second section examines current applications of Serious Games across diverse domains with emphasis on practical outcomes, findings, and lessons learned. The final section presents techniques for identifying training suitable for Serious Games, applying a scientific basis to Serious Games design, understanding potential cognitive and behavioral gains, and designing a successful experience within Serious Games military training applications.

Track: 8 0830- 1000 rOOm W304h

presenters:
eLaine raybourn, Ph.D., earned her doctorate in Intercultural Communication with an emphasis in Human-Computer Interaction. She has led computer game research in multi-role experiential learning, social simulations, and designing training systems that stimulate intercultural communication competence, and adaptive thinking. Currently Elaine is on assignment from Sandia National Labs to the Advanced Distributed Learning Initiative which where she leads research teams investigating next generation learners cognitive adaptability and interactions with future learning technology. curtis conkey, Ph.D., deputy lead M&S Knowledge Management at Missile Defense Agency, U.S. Army AMRDEC works as the lead for M&S strategic execution focusing on VV&A or complex systems models related to missile defense. His special interests include game based training, mobile systems for LVC simulations, virtual worlds and immersive simulations. His past work experience includes NAWCTSD, Lucent Technologies and Bell Labs. Peter sMitH is the lead for emerging technologies at ADL where he is responsible for research efforts in games, virtual worlds, and social media. Peter has a background in serious games ranging from massively multiplayer online games to small scale web games. Peter is currently pursuing his Ph.D. in M&S at UCF.

presenter:
ranDoLPH M. Jones, Ph.D., Senior Artificial Intelligence Engineer at SoarTech, is a leading developer of knowledge-rich intelligent agent software. He has been principal investigator for a variety of the companys advanced R&D projects funded by ONR, ARI, DMSO, DARPA and other DOD agencies. He has previously held teaching and research positions at Colby College, the University of Michigan, the University of Pittsburgh, and Carnegie Mellon University. His general areas of research include computational models of human learning and problem solving, executable psychological models, and automated intelligent entities for training and entertainment systems. He earned a BS in Mathematics and Computer Science at UCLA, and M.S. (1987) and Ph.D. (1989) degrees from the Department of Information and Computer Science at the University of California, Irvine.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

T H e w o r l d s l a r g e s T m o d e l i n g & s i m u l aT i o n e v e n T

21

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

Understanding the implications of a mobile workforce is an important new dynamic, and new technologies are arising to meet this chalmobile and 3d/ lenge. How can you develop ar for Blended simulations that can be used on mobile devices or in a simulation mobile context to the benefit (1230) of your troops, associates, or workers? The session will demonstrate and elaborate on the affordances of mobile simulation for promoting learning and increasing human performance and focus on best practices for design, development, and strategy. Mobile content is delivered (and user performance assessed) via channels such as e-mail, voice, text messages, web, and mobile apps, on devices and platforms that are ubiquitous and familiar. Emerging technologies such as mobile 3D and augmented reality are expanding the potential applications of mobile simulation. In this session, you will: see current government and military examples of how mobile technology is being used for training and simulation; explore key technological features and design characteristics unique to mobile; and develop your own mobile strategy. The tutorial will cover information necessary to build and implement a cohesive design and development strategy for mobile training and simulation and is intended for a broad audience technical, instructional, and managerial. No pre-requisites required.

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In the effort to make encounters in medical simulation more faithful to the patients being simulated, there is always the desire to simusimulated Biology late the biology of a virtual in Virtual reality patient. The two problems medical education involved with this are first, simulating human biology (1251) h for sake of the training scenario and second, making biological changes apparent to the simulations human learner. Simulated biology generally refers to human physiology with emphasis on pharmacology and cardiovascular & respiratory systems. Technologies that can simulate physiology include complex modeling systems, physiology engines, complex state machines, simple state machines and kinetic models. Each approach varies in complexity and fidelity. Making biological changes apparent to the medical simulations learner is a challenge. It is difficult to show biological changes through an on-screen avatar, although biological sounds, flushing, pallor, respirations, secretions and behavior are doable. The majority of biology that can be simulated currently requires graphs and readouts. Given the limitation in what can be perceived by learners with current systems, lower fidelity systems that are easy to author are often preferable to complex approaches. Several technologically simple methods are demonstrated that feature simple approaches to simulated physiology.

Track: 2 1245- 1415 rOOm W304B

presenters:
DaviD MetcaLF, Ph.D., is a Senior Researcher at the University of Central Floridas Institute for Simulation and Training. Prior to founding ISTs Mixed Emerging Technology Integration Lab (METIL), Dr. Metcalf was Chief Learning Technologist at RWD Technologies and director of the multimedia lab at NASAs Kennedy Space Center. As a recognized expert in the international field of mobile learning, he is a frequent invited speaker and consultant on mobile learning best practices and served as Conference Chair for mLearn 2009. Dr. Metcalf is the author of Blended eLearning (2005) and mLearning (2006) and is co-editor of mHealth: From Smartphones for Smart Systems (2012) published by the Health Information Management Systems Society. angeLa HaMiLton is a Researcher at the UCF Institute for Simulation and Training. With an educational background in technical communication, Ms. Hamilton has led mobile R&D projects and authored strategy reports for government and industry leaders such as DAU, Microsoft, and Johnson & Johnson. She also served as Academic Coordinator for mLearn 2009.

presenter:
tHoMas brett taLbot, M.D., M.s., is founder and chief scientist of the Armed Forces Simulation Institute for Medicine (AFSIM), a laboratory of the Telemedicine and Advanced Technology Research Center. Through these efforts, Dr. Talbot has created the nations largest research and development program focused on medical education. Impact areas include live tissue/simulator comparative science, assessment and maintenance of medical competency, game-based approaches to learning, virtual reality rehabilitation, and virtual standardized patients for learning. He researches medical virtual reality science at the USC Institute for Creative Technologies. He is a veteran of the US Army with wartime experience and was chief of academic computing for the US Army Medical Research Institute of Chemical Defense (USAMRICD). Dr. Talbot has more than 15 years experience as a developer. As a pediatrician, scientist and futurist, Dr. Talbot endeavors to create meaningful improvements that will advance the state of the art in medical education and patient care. He envisions a future where clinician education is a daily experience and where technology is employed to better engage patients.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

22

2 0 1 2 i n T e r s e r v i c e / i n d u s T ry T r a i n i n g , s i m u l aT i o n & e d u c aT i o n c o n f e r e n c e

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

The High-Level Architecture (HLA) is the leading international standard for simulation interoperability. It originated in the dehla 101: fense communities but is Introduction increasingly used in other domains. This tutorial gives to high level architecture (hla) an introduction to the HLA standard. It describes the (1208) requirements for interoperability, flexibility, composability and reuse and how HLA meets them. The principles and terminology of an HLA federation are given including some real world examples. This tutorial is intended for all audiences; however, some familiarity with basic principles of distributed computing and distributed simulation will contribute to the participants overall understanding of the material presented.

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presenter:
katHerine L. Morse, Ph.D., is a member of the Senior Professional Staff at the Johns Hopkins University Applied Physics Laboratory. She received her BS in Mathematics (1982), BA in Russian (1983), M.S. in Computer Science (1986) from the University of Arizona, and M.S. (1995) and Ph.D. (2000) in Information & Computer Science from the University of California, Irvine. Dr. Morse has worked in the computer industry for over 30 years, specializing in the areas of simulation, computer security, compilers, operating systems, neural networks, speech recognition, image processing, and engineering process development. Her Ph.D. dissertation is on dynamic multicast grouping for data distribution management, a field in which she is widely recognized as a foremost expert. Dr. Morse was the 2007 winner of the IEEE Hans Karlsson Award. She is the chair of the SISO Executive Committee.

This tutorial will focus on the evolving requirements of the U.S. export laws resulting from the ongoing Export export controls 2012 Control Reform initiative that has altered the play The changing ing field for U.S. companies with international business. landscape of Whether a company is proInternational viding a simulation solution simulation Business for the U.S. Government abroad, supplying equip(1207) $ ment for a Foreign Military Sale, or marketing to a prospective foreign customer, the U.S. export laws impose far-reaching and often confusing requirements. U.S. Government enforcement efforts continue to increase with a focus on cutting-edge technology that provides a military advantage, such as modeling and simulation, and industry must be aware of the export requirements that govern their business and the coming changes to the export laws. International joint ventures, subsidiaries and teaming agreements, an increased focus on international markets resulting from U.S. defense cuts, and cooperative military efforts with allies have increased the interaction between U.S. companies and the world, and most interactions in the simulation arena trigger some aspect of the U.S. export laws. Participants will understand the scope of the U.S. export laws, anticipated changes, how the U.S. Government applies them to the simulation industry, including controls on software, hardware, services and activities at events such as I/ITSEC, as well as strategies for ensuring compliance in commercial, U.S. government and foreign contracts.

Track: 4 1245- 1415 rOOm W307aB

presenter:
JereMy HuFFMan is a Partner with Huffman Riley Kao PLLC, a law firm specializing in assisting clients with export licensing and compliance matters. The firm counsels defense and commercial clients, including members of the modeling and simulation industry, in all areas of export controls under the International Traffic in Arms Regulations, Export Administration Regulations and Office of Foreign Assets Control regulations, including: classification of products/services; licensing; design and implementation of compliance programs; training; export audits and investigations; and handling voluntary disclosures to the U.S. Government.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

T H e w o r l d s l a r g e s T m o d e l i n g & s i m u l aT i o n e v e n T

23

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

Distributed simulation first appeared in the 1960s with the development of a twoplayer interactive computer game. In the 1980s the DARdistributed PA SIMNET program created simulation the first virtual world for military training by networkFundamentals ing combat simulators. To(1246) day distributed simulations, games, and virtual worlds are used not only by the military, but also by manufacturing, emergency management, and medical fields. This tutorial will focus on fundamentals of distributed simulation systems. It will start with a brief introduction, followed by an overview of computer architectures and networks. Several industry standards have evolved that enable the networking of simulations and games; these will be covered along with their relevant design issues. The tutorial will end with a discussion of the challenges in achieving simulation interoperability. The tutorial is intended for both simulation developers and managers wanting more fundamental information on distributed simulation.

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presenter:
Margaret L. LoPer, Ph.D., is the Chief Scientist for Georgia Tech Research Institutes Information & Communications Laboratory. Margaret has twenty-seven years of experience in M&S. Her technical focus is parallel and distributed simulation and she has contributed to the areas of temporal synchronization, simulation testing, and simulation communication protocols. She earned a Ph.D. in Computer Science from the Georgia Institute of Technology, a M.S. in Computer Engineering from the University of Central Florida, and a B.S. in Electrical Engineering from Clemson University.

Simulation conceptual modeling is a critical step in simulation development frequently overlooked in the rush to demonstrate program simulation progress. A simulation conconcept modeling ceptual model is an abstraction from either the existing Theory and or a notional physical world application that serves as a frame of ref(1236) erence for further simulation development by documenting simulation-independent views of important entities and their key actions and interactions. A simulation conceptual model describes what the simulation will represent, the assumptions limiting those representations, and other capabilities needed to satisfy the stakeholders requirements. It bridges between these requirements, and simulation design. This tutorial will present the theory and application of simulation conceptual modeling as documented during the research done by the NATO MSG 058 and SISO SCM SG/SSG/ PDG. In addition, use cases that have been drawn from previous conference presentations will be presented to illustrate how conceptual modeling has been performed. Additional work is necessary to mature the state-of-the-art of simulation conceptual modeling before a recommended practices guide could be standardized. This tutorial has been created to continue the maturation of the simulation conceptual modeling best practices.

Track: 6 1245- 1415 rOOm W304F

presenter:
Jake boraH is a Senior Member of Technical Staff for AEgis Technologies Group, Inc. He has been assigned as Project Manager or Technical Lead on several projects that require a high degree of modeling and simulation expertise and a capability to integrate leading edge technology into ongoing processes. His most recent work has been for the Air Force Modeling and Simulation Training Toolkit (AFMSTT). He has frequently supported US and Canadian government sponsored military simulation projects because of his mastery of the M&S technology, and expertise in High Level Architecture federation development. He is a Charter Certified Modeling and Simulation Professional (CMSP). He is a recognized expert and a prominent member of the worldwide M&S community as reflected by his contributions to the Simulation Interoperability and Standards Organization (SISO) workshops and products. He graduated from the United States Air Force Academy in 1974 and possesses a Master of Aeronautical Science degree from Embry-Riddle Aeronautical University.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

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TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

Intelligent Tutoring System (ITS) technology provides the means to expand the educational capabilities of simulation to include indiIntelligent vidualized teaching without Tutoring systems: the man-power required of advanced learning individual human tutors or observer/controllers. SpeTechnology cifically, an ITS can provide, for enhancing to a student performing in a simulated scenario, an auWarfighter tomatic debriefing, tailored performance remediation to address de(1220) ficiencies observed in their performance in the simulation, and automatic selection of the best scenarios for that student to allow them to practice their weakest areas. This tutorial provides an introduction to ITSs and their benefit when combined with simulation. The major components that constitute an ITS will be described. The tutorial will also offer information on how to implement intelligent tutoring system technology. Issues dealing with integration with simulation will be addressed by explanation and example. The tutorial will utilize actual ITS examples to illustrate important concepts, including simulator/game integration demonstrating the synergies afforded by this union. Finally a live demonstration will be conducted where a simple ITS will be constructed and interfaced to a simulation, thus showing the major authoring steps for an ITS. The tutorial will provide the foundation to help simulator users and developers determine how best to exploit the benefits of intelligent tutoring systems. The tutorial is appropriate for managers and technologists.

Trac k : 7 12 4 5 -1415 rOOm W304G

Serious games have transitioned from a supplemental military training tool to an indispensable one, especially in this age of shrinkserious ing military budgets. While communications serious games are an integral part of Live-Virtualfor serious Games Constructive (LVC) training, (1259) they must provide the necessary modeling and simulation tools to interact with higher-fidelity training devices and live assets. Many serious games provide simulation interoperability for entities. However, networked voice and radio communication is often overlooked or is an afterthought when integrating with existing simulation systems. By enhancing communication simulation in LVC training, serious games can better integrate with high-fidelity vehicle simulators and even liveassets, thus increasing training environment fidelity. In addition, communication protocols can be better leveraged in After Action Review sessions for additional training benefit. This tutorial will provide an overview of voice and radio communication in traditional simulation environments and compare this to the past and current state of in-game communications. Next we will discuss state-of-the-art communications for serious games and how to achieve better integration with high-fidelity vehicle simulators and live training exercises. Finally, this tutorial will present next generation communication training and integration within the LVC serious game environment.

Track: 8 1245- 1415 rOOm W304h

presenter:
Dick stottLer has been working on Intelligent Tutoring Systems (ITSs) for the military since 1993 and has managed a large number of tactical ITS projects. His philosophy emphasizes the use of scenarios in training simulations to provide an active learning-by-doing type of instruction. Evaluations of student knowledge are performed automatically by the ITS while the students are performing scenarios that are as realistic and close to operational as possible. These ITS projects include the TAO ITS for the Navy, an ITS that teaches principles of counter terrorism intelligence analysis for the Army, the acoustic signal analysis ITS for the Navy, an ITS that teaches tactics and operations for the Navys newest anti-submarine helicopter, and many more. Additionally, Mr. Stottler has taught numerous Artificial Intelligence and Expert Systems courses. He has experience as a classroom instructor as well.

presenter:
ross H. kukuLinski is the Director of Product Development at Advanced Simulation Technology, Inc. and has positioned himself on the frontier of networked communication simulation. His team works to develop innovative solutions for conventional military and commercial training. Additionally, ASTis gaming product team builds COTS voice communication and radio simulation for serious games. Prior to his product development role, Ross worked as a project engineer, interfacing with customers and gaining hands-on experience designing full-fidelity sound and communication models for flight simulators. Now, Ross is actively seeking new ways to bridge the gap between higher-fidelity training systems and serious games in the LVC environment. Ross earned his B.S. in Electrical and Computer Engineering with a concentration in embedded real-time systems at Carnegie Mellon University.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

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TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

This tutorial introduces HTML5 as a technology for developing interactive training and simulation content. It provides an overview of an Overview the problems HTML5 is of hTml5 and meant to solve, implementation issues, and its feadeciding When to tures and uses. Real world Use It examples of HTML5 will be (1206) used to illustrate some of its exciting capabilities such as 3D graphics, easy styling, and interactions with web services. The tutorial will briefly cover the history and marketplace realities of HTML5 as well as tools and other resources that can be used to create and maintain HTML5 content. The tutorial culminates with a decision rubric that managers and developers can use to determine the suitability of HTML5 for a project. This rubric considers programming, implementation, creative, and practical aspects and enables planners to weigh all of these elements when deciding if HTML5 is the right choice.

Trac k : 1 14 3 0 -1600 rOOm W304a

presenters:
robby robson, Ph.D., is an internationally recognized innovator in online learning and expert on learning technologies. He began developing web-based learning content and learning management systems in 1995, chaired the IEEE Learning Technology Standards Committee from 2000 2008, led Department of Defense projects that explored the use of emerging technologies such as XML for training and has designed several authoring tools and learning management systems. Since 2003 he has contributed to the theory and practice of reusable design for learning content, starting with work for the National Science Digital Library. Dr. Robson co-founded Eduworks in 2001 where he has guided research, services and product development. He holds a doctorate in mathematics from Stanford University and has held posts in both academia and industry. HeatHer L. Jones is an experienced learning technologist and trainer. Ms. Jones spent over three years supporting IT while serving in the U.S. Army after which she started her own company specializing in the development of interactive web content and delivering online and instructor-led training. She is a Microsoft Certified Trainer who has published training with Microsoft and provided training to the government and private companies (Boeing, Wells Fargo, and Draper Labs). Heather joined Eduworks Corporation in 2012 where she is Director of Customer Solutions and has used HTML5 to design and develop an interactive web application for instructional designers. She holds a BS in Business Administration and MIS from the New York Institute of Technology.

Virtual patient simulations (screen-based clinical cases) have been described as cognitive task trainers that enable the acquisition of exVirtual patients pertise through deliberate as cognitive Task practice. However, effectively designing virtual patients Trainers that meet specific training (1258) h goals requires knowledge of the affordances of the technology and the ability to apply them appropriately. Through interactive, guided discussion and hands-on skill building, this tutorial will explore the methods, pedagogical techniques and design considerations needed to author your own effective virtual patient cases. As a group we will review the optimal approaches to case writing and simulation building that enable your learners to engage in deliberate practice and acquire expertise in any field. We will explore how virtual patients can be used as assessment tools and how to blend with other simulation modalities. Finally, as a group, we will outline the necessary steps to get started creating your own comprehensive, simulation-based, cognitive training programs.

Track: 2 1430- 1600 rOOm W304B

presenter:
JaMes b. Mcgee, M.D., is the Assistant Dean for Medical Education Technology, Director of the Laboratory for Educational Technology, Associate Professor of Medicine at the University of Pittsburgh School of Medicine, and Chair of the Scientific Advisory Board for Decision Simulation. He has over fifteen years of experience developing and using virtual patients and other simulation-based learning techniques and has led over one dozen workshops on virtual patient authoring world-wide.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

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2 0 1 2 i n T e r s e r v i c e / i n d u s T ry T r a i n i n g , s i m u l aT i o n & e d u c aT i o n c o n f e r e n c e

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

The Distributed Interactive Simulation (DIS) protocol is an IEEE standard for binary exchange of information in military simulations. Simudistributed lation interoperability is Interactive based on a consistent overthe-wire format for informasimulation: The tion, agreed-upon constants Basics as enumeration values, and (1244) commonly agreed-upon semantics. Anyone can obtain the IEEE-1278.x standard and implement a compliant, interoperable DIS application using a large variety of tools and codebases. DIS is especially effective at physics-based entity-state updates and interactions between entities in large-scale virtual environments. The open-source Open-DIS software library has implemented the IEEE DIS Protocol using a common XML-based representation to auto generate matching API libraries in Java, C++, C#, and Objective C. Automated Java export also creates JavaScript Object Notation (JSON) bindings. This tutorial further reports experimental results from piping DIS streams using a variety of browser-based techniques. Performance is excellent, often exceeding several hundred PDU packets per second. Examples of Java applications are provided including varied 3D visualizations using WebGL and the Extensible 3D (X3D) Graphics international standard. This tutorial is intended as a CEU-credit DIS 101 short course for software implementers.

Trac k : 3 14 3 0 -1600 rOOm W304e

The primary objective of the tutorial is to familiarize the attendee with the Modeling and Simulation Professional Certification Program. IndiThe new certified viduals enter the M&S field modeling and from a number of different academic backgrounds. simulation Through the process of professional studying for the accrediting examination examination and obtaining certification, a professional (1261) in the M&S field is recognized as having mastered an understanding of simulation spanning the multiple disciplines upon which it is based. The certification examination has recently been restructured and the program now offers dual track, one for management and the other for technologists and developers. This presentation will describe the body of knowledge from which the exam has been developed, outline the types of questions and resources for study and what is involved in actually taking the exam. Certified M&S professionals who wish to maintain their certification will also find out how that is done. This tutorial is intended for all in the community who are interested in their own professional development as a member of a growing, multi-disciplinary community.

Track: 4 1430- 1600 rOOm W307aB

presenter:
MikeL D. Petty, Ph.D., is Director of the University of Alabama in Huntsvilles Center for Modeling, Simulation, and Analysis, Associate Professor of Computer Science, and Research Professor of Industrial and Systems Engineering and Engineering Management. Prior to joining UAH, he was Chief Scientist at Old Dominion Universitys Virginia Modeling, Analysis, and Simulation Center and Assistant Director at the University of Central Floridas Institute for Simulation and Training. He received a Ph.D. in Computer Science from the University of Central Florida in 1997. Dr. Petty has worked in modeling and simulation research and education since 1990 and has published over 165 research papers. He served on a National Research Council committee on modeling and simulation, is a Certified Modeling and Simulation Professional, and is an editor of the journals SIMULATION and Journal of Defense Modeling and Simulation. Dr. Petty has been an active participant in the body of knowledge that provides the foundation for the M&S certification program and is one of the developers of the certification examination.

presenters:
Don Mcgregor is a research associate at the Naval Postgraduate School. He holds a B.S. and M.S. in Industrial Engineering from Oregon State University. He is the primary author and project leader of Open-DIS, an open source implementation of the Distributed Interactive Simulation protocol for C++, Java, Objective-C, C#, and Javascript. He has also worked on simulation in high performance computing clusters, discrete event simulation, large scale web-based games, and server-side system infrastructure as well as with high speed networks and mobile device applications. Don brutzMan, Ph.D., is a computer scientist and Associate Professor working in the Modeling Virtual Environments & Simulation (MOVES) Institute at the Naval Postgraduate School in Monterey California USA. He co-chairs the X3D Working Group and leads X3D technical development efforts. Dr. Brutzman directs numerous research and development projects as part of the Extensible Modeling and Simulation Framework (XMSF).

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

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TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

Live, Virtual and Constructive (LVC) capabilities are being used singularly or in combination by a variety of functional communities. process for Many organizations have inestablishing tegrated select LVC simulation capabilities for various live, Virtual and exercises and events within constructive the training, testing, acquienvironments sition, and analysis communities. With the increasing (1254) $ cost of operating real world systems, limitations in live environments and resource constraints organizations are pursuing the establishment of LVC Environments to offset these challenges. Given the complexity and evolving technologies associated with establishing an LVC Environment, managers require a systematic approach that can compare and contrast the advantages and disadvantages of each component of the environment to achieve the required fidelity for a given application. This tutorial will provide foundational training in the basic concepts and processes of establishing a LVC Environment. Concepts and processes will be provided that will allow managers to focus on those areas required to ensure the LVC Environment is appropriate for the required application. Information presented will provide managers with an approach to plan, design and establish a LVC Environment through an integrated architecture.

Trac k : 5 14 3 0 -1600 rOOm W307c d

This tutorial gives an overview of the new features of High Level Architecture (HLA) Evolved (IEEE STD 1516-2010) which is a suhla 201: perset of the previous HLA Whats new in standard. It describes the new functionality and what hla evolved new capabilities it provides (1215) to federations. It also gives an overview of the open standardization process behind this new version. Some key new features include Modular FOMs, extended XML features, Fault Tolerance, Dynamic Link Compatibility, Encoding helpers, Web Services and Smart Update Rate Reduction. A number of recent experiences in distributed training applications are described, for example the NATO Education and Training Network architecture and the recent US-Swedish Viking 11 civil-military crisis management exercise. Finally some approaches for migrating existing federations to HLA Evolved are given, including notes on tool support. An extensive list of in-depth reading is also provided. While all are welcome, attendees with some technical expertise in developing distributed simulations will benefit most from this tutorial.

Track: 6 1430- 1600 rOOm W304F

presenters:
bJrn MLLer is the vice president and co-founder of Pitch, the leading supplier of tools for HLA 1516 and HLA 1.3. He leads the strategic development of Pitch HLA products. He serves on several HLA standards and working groups and has a wide international contact network in simulation interoperability. He has twenty years of experience in high-tech R&D companies, with an international profile in areas such as modeling and simulation, artificial intelligence and Web-based collaboration. Bjrn Mller holds an M.Sc. in Computer Science and Technology after studies at Linkping University, Sweden, and Imperial College, London. He is currently serving as the vice chairman of the SISO HLA Evolved Product Support Group. robert Lutz is a principal staff scientist at the Johns Hopkins University Applied Physics Laboratory (JHU/APL) in Laurel, MD. He has over 30 years of experience in the design, implementation, and evaluation of M&S systems for military customers. Mr. Lutz has served in leadership roles on numerous M&S standards initiatives, including the Object Model Template (OMT) component to the Institute of Electrical and Electronics Engineers (IEEE) 1516 High Level Architecture (HLA) standard and the IEEE 1730 Distributed Simulation Engineering and Execution Process (DSEEP) standard. He also serves as a regular guest lecturer in The Johns Hopkins University (JHU) Whiting School of Engineering.

presenter:
eDwarD J. Degnan, Ph.D., has worked Modeling and Simulation (M&S) in the military, academia, industry and government. He holds a doctorate in the field of Educational Leadership from the University of Central Florida and an advanced degree in Industrial Management from Lynchburg College. Dr. Degnan is retired from the military, where he spent nine years working on design, applications and analysis of interactive computer simulations for both the US Army and the US Air Force. Currently, Dr. Degnan is the Division Chief for M&S Foundations at the Air Force Agency for M&S. His division is responsible for the establishment of an Integrated Architecture that supports the Air and Space Live-Virtual-Constructive Environment (IA-ASLVCE) and for the establishment of an AF M&S Workforce. IA-ASLVCE will ensure that the AF standards and architectures are designed with interoperable standards, protocols, and databases for simulations supporting acquisition, analysis, experimentation, test and evaluation, planning and training both internally to the USAF and externally to the Joint community, other services, coalition partners, and other non DoD Agencies. In the area of Workforce Development he is ensuring that AF warfighters have the appropriate skills, experience, and training to exploit what LVC has to offer.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

28

2 0 1 2 i n T e r s e r v i c e / i n d u s T ry T r a i n i n g , s i m u l aT i o n & e d u c aT i o n c o n f e r e n c e

TUToRIALS
M on d a y, 3 De c e m b e r 2012
All Tutorials are eligible for CEU credits. (See page 13)

Recent developments have enabled advanced interaction for many applications in which users can more realistically interact with speech-based serious games in virtual enInteraction vironments. Unfortunately, mainly because of its com(1229) plex nature, allowing users to fully interact through speech is a challenge for machine processing, particularly in areas where the task is unconstrained and performed under adverse conditions. As such, speech has been often neglected as a modality that can enhance the naturalness of interacting with virtual training systems. Furthermore, user-based evaluations of speech interfaces are intrinsically difficult. However, recent research brings hope that, despite these shortcomings, there are several interesting areas and approaches for research and development that could lead to improvements in the design and implementation of training systems. This tutorial will explain how Automatic Speech Recognition works; the challenges in enabling speech as a modality for hands-free interaction; some usability issues in speechbased interaction systems; opportunities for researchers and developers to enhance system interactivity by enabling speech, and how to enable speech-based interaction within immersive, mixed-reality environments. The tutorial is intended for developers interested in implementing speech recognition in interactive applications, as well as for researchers dedicated to developing methods and systems that allow humans to naturally interact with technology.

Trac k : 7 14 3 0 -1600 rOOm W304G

presenters:
cosMin Munteanu, Ph.D., is a Research Officer with the National Research Council Canada, where he leads several research projects exploring speech and natural language interaction for advanced learning systems and mixed reality training simulators. His area of expertise is at the intersection of Automatic Speech Recognition (ASR) and HumanComputer Interaction (HCI), having extensively studied the human factors of using imperfect speech recognition systems, and having designed and evaluated systems that consider humans as an important part of the ASR process. He has authored numerous publications in HCI, ASR, and Computational Linguistics. geraLD Penn, Ph.D., is an Associate Professor of Computer Science at the University of Toronto, Canada, where he is conducting research and publishing in Speech and Natural Language Processing. His area of expertise is the computational and mathematical study of human languages.

Legend (one or more of the following may appear on this page). The number in parentheses following Tutorial Title is the ID tracking number. Nominated for Best Tutorial Award International Author h Healthcare-related Subject Matter Standards-related Subject Matter Game-related Subject Matter $ Acquisition-related Subject Matter

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