Page numbers followed by f indicate figures.
A
Actionable decision, 129
Actors
as commanding officer, 108
man-in-the-loop strategy use of, 108
Adaptation strategies
use of, 78
Advanced leadership training simulation. See ALTSIM
Alternate reality games, 225–226, 230
ALTSIM
authoring tool for, 44f
automating of, 117
Battle Captain, 18–19, 92, 99, 107
communication system in, 157
creation of, 164
demonstration of, 23
description of, 18
experience management used in, 70–76, 117
information in, 19
“man in the loop” strategy used in, 21
media elements in, 70–71, 163, 164f
news network in, 163
outcomes allowed, 23
sample screen for, 20f
self-sufficiency of, 118
tactical operations centers in, 19–23, 165
video content in, 180
America’s Army, 219
Amortizing of costs, 190
Archival material, 202
Argumentative characters, 92–93
Artificial intelligence
automated story generation using, 119, 122
description of, 8
Assessments, 141
Audio
bandwidth for, 131
creation of, 159
development of, 195
importance of, 195
in real-time 3D-rendered environments, 187–188
streaming, 170
summary of, 204
in tactical operations center, 162–163
Authoring
for ALTSIM, 44f
Automated story generation, 119–122
B
Bandwidth
Internet, 168
Battle Captain, 18–19, 92, 99, 107
Beast, The, 225
Behavior-based focus of simulation, 161
Beta testing, 190
Bowman, Chuck, 26
Branching storylines
dead ends, 58
spider web-based, 65
C
Captain Moran, 100
Catechumen, 220
Cellular text messaging, 168
Character(s)
cultural differences portrayed by, 93–95
dossier of, 103
hero skill levels, 84
learning objectives achieved through, 89–90
nonplayer. See Nonplayer characters
opposite points of view represented in, 90–92
personal deficiencies identified through, 83–84
villain. See Villain
CLAS
content for, 27
description of, 26
success of, 27
Close Combat, 219
Coherent pedagogy, 145
Collective learning, 54
Commanding officer
description of, 1
live actor acting as, 108
Command Sergeant Major Pullman, 97
Compelling interactivity, 125
Computer-based pedagogical simulations, 140
Computer-generated animation, real-time 3D, 160
Conversations, simulated, 61–63
Cost amortization, 190
Crisis Decision Exercise, 9. See also Final Flurry Exercise
Cultural awareness, 49
Culture
characters who portray differences in, 93–95
stories that portray, 49
D
Dahmann, Judith, 7
Darwin: Survival of the Fittest, 220
Data logs, 140
Dead ends, 58
Degraded video, 197
Department of Defense Paramount and, 7–8
Dialogue
definition of, 195
lip sync during, 196
nonplayer character
naturalness of, 199
prerecorded vs. real-time synthetic, 198–199
out-of-sync, 196
user
Digital video recorders, 176, 178
Directors Guild of America, 189–190
Direct voice communication, 162–163
Distance learning, 229
Distributed learning situation, 162
Douglas, Jay, 26
Drama
Dramatica, 148
Driscoll, James E., 50
E
E-mail, 163
Environments
real-time 3D-rendered. See Real-time 3D-rendered environment
scripted, 145
Evaluation
story, 136
summative, 140
Everquest, 169
Expectations, 139
Experience Management
story representation in, 77–79
Experience Manager
ALTSIM, 117
formalisms, 79
F
Falstein, Noah, 130
Final Flurry Exercise
administration of, 10
instructor in, 116
Paramount/Department of Defense attendance at, 11
participant screen for, 13f
video content in, 180
First-person shooter games, 158, 169, 188
First Sergeant Jones, 84–87, 90, 92–93
Free will of participants, 61–62, 68–69
Full Spectrum Warrior, 26, 219
G
Game(s)
alternate reality, 225–226, 230
beta testing of, 190
cost amortization of, 190
levels of, 189
massively multiplayer online, 225, 231
single-player environment, 192–193
story and, complementary relationship between, 224
Game, The, 226
Gameplay
description of, 125
design rules, 130
for emotion and investment, 129–130
hide-and-seek, 128
mask donning, 128
object manipulation, 127
role-playing, 128
story added to, 125
summary of, 132
ticking clocks, 128
user input/elements of, 125–129
Goals
pedagogical, 114, 133, 135, 146
Goldman, Steve, 18
Gordon, Andrew, 19, 27–28, 69, 79
Graphics, 159
H
Half-Life, 222
Heroes
skill levels of, 84
Herrington, Janet, 18
Hide-and-seek, 128
Hill, Randy, 27
Hip-hop music, 203
I
Idelson, Bill, 35–39, 41, 83, 101
I Love Bees, 225
Immersive distance learning, 229
Incident Commander, 219
Industrial College of the Armed Forces, 9, 12
Insider, 220
Institute for Creative Technologies, 17, 98
Instructor-in-the-loop approach, 138
Interactive drama
description of, 69
Interactive television
Internet delivery vs., 178–179
one-screen applications of, 177–178
story-driven, 179
summary of, 183
two-screen applications of, 177
Interactive Trauma Trainer, 219
Interactive video, 175–176, 182
Interactivity
compelling, 125
description of, 69
learning through, 127
transformation, 128
Internal conflict of villain, 102, 104
International terrorism, 14
Internet
description of, 167
interactive television vs., 178–179
Leaders, 173
lip sync issues, 197
maintenance on, 173
security on, 171
T1/T3, 170
user support considerations, 169
Internet2, 170
Internet Protocol Television, 178–179
J
JavaScript webpage tagging, 173
Jhala, Arnav, 208
Johnson, Bill, 41
Johnston, Joan H., 50
K
Kirlik, Alex, 161
Kuma Wars, 169
L
LAN, 165
Large-scale simulation, 115
Last Call Poker, 226
Last Draw Poker, 225
Leaders, 113
Leaders
audio used in, 30
authoring scenario for, 98
CLAS story used in, 26
control architecture of, 31f
description of, 25
evaluation and testing of, 137
First Sergeant Jones, 84–87, 90, 92–93
game engine used in, 188
Internet delivery of, 173
leadership decisions in, 28
media elements in, 26
music used in, 203
Narratoria use in, 31
natural language interface, 25
nonplayer characters, 25–26, 61
Ricardo Perez, 84–88, 90, 92–93, 97
schematic diagram of, 57f
simulated conversations in, 61–63
story structure, 25–26, 26f, 29, 68
summary of, 32
verbal content of, 31
virtual world in, 157
Learning
collective, 54
distance, 229
distributed, 162
expectations and, 139
LeMasters, Kim, 26
Lesterlin, Roland, 31
Liquid Narrative Group, 208
Location-based full-sensory simulations, 231–232
M
Maggio, Florence, 12
live actor participation, 108
Mask donning, 128
Massively multiplayer online games, 225, 231
Medal of Honor, 222
Media
audio. See Audio
graphics, 159
text, 158
Mental models, 54
Military strategic planning, 7
Movie Magic Screenwriter, 153
Multimedia messaging, 168
Multiplayer games
real-time 3D-rendered environments, 192–193
Music libraries, 204
N
National Science Foundation, 7
National Security Advisor, 9, 107
Natural language interface, 25
Navigation, 127
Non photo-realistic 3D, 191
Nonplayer characters
degraded video used to present, 197
dialogue
naturalness of, 199
prerecorded vs. real-time synthetic, 198–199
director’s influence over, 121
hero flaws revealed through, 99
semi-autonomous nature of, 121
summary of, 95
O
Objection!, 220
Object manipulation, 127
O’Neil, Pat, 18
Online collaborative games, 230–231
Onscreen nonplayer character dialogue, 195–200
Operations noncommissioned officer, 18
Opposite points of view, 90–92
Outcome(s)
desired, 114
predicting of, 78
Outcome-driven simulations, 53–54
Out-of-sync dialogue, 196
P
Paramount
Department of Defense and, 7–8
Participant free will, 61–62, 68–69
PDF, 172
Pedagogical goals, 114, 133, 135, 146
Pedagogy
content, 145
simulation design based on, 134–135, 140
transfer of, 134
unfocused, 134
Perez, Ricardo, 84–88, 90, 92–93, 97
PowerPoint, 148
Powers, Erin, 8
Practical Intelligence in Everyday Life, 30
Proof of concept, 137–138, 149, 190
Psychometrics studies, 137
Pulse, 219
Reaction decision, 129
Real-time 3D computer-generated animation, 160
Real-time 3D-rendered environment
beta testing, 190
building of, 185
cost amortization, 190
description of, 185
directing the simulation in, 189–190
non photo-realistic 3D, 191
proof of concept, 190
summary of, 193
vehicular 3D space, 191
Real-time 3D virtual worlds, 185–186
Real War, 219
Return on investment, 133
Role-playing, 128
Rosenbloom, Paul, 8
S
Schank, Roger, 54
Script
definition of, 145
for game levels, 189
Scripted environments, 145
Secured virtual private network, 171
Sergeant Major Pullman, 90
Sheehan, Bob, 18
Significant activities board, 162
SimNet, 18
Simulated conversations, 61–63
Simulated tactical operations centers, 18–23
Simulation
behavior-based focus of, 161
by US Navy, 155
experience-managed, 78
large-scale, 115
location-based full-sensory, 231–232
pedagogical, 140
platform for, 135
in real-time 3D-rendered environment, 189–190
story-driven. See Story simulations
training uses of, 8
user interactivity in, 120, 136
Simulation design
pedagogy as basis for, 134–135, 140
summary of, 141
Simulation environments
real-time 3D-rendered. See Real-time 3D-rendered environment
Simulation leaders, 113
Simulation stories
tacit knowledge used to design, 53–60
Single-player real-time 3D-rendered environments, 192–193
Situational awareness
definition of, 9
gameplay and, 129
Soundtrack music, 203
Speech
text-to-speech engine, 108–109
translated, 202
Speech-to-text translation, 200
Spider-web design, of simulation stories, 65–68
Splinter Cell, 223
Stock footage, 180
Story
automated generation of, 119–122
complexity of, 136
construction of, 37f
cultural awareness through, 49
evaluation of, 136
flexibility in development of, 65
game and, complementary relationship between, 224
stress-exposure training using, 49–50
tacit knowledge used to identify correct performance, 50
Story adaptation strategies
use of, 78
Story content
pedagogical evaluation and testing, 135–136
simulation time affected by, 136
Story creation
perspectives on, 41
structuring of events, 42
StoryDrive Engine
background of, 8
development of, 12
Institute for Creative Technologists participation in, 17
Story-driven interactive television, 179
Story representation system, 70
Story simulations
description of, 115
machine-driven, 122
military strategic planning uses of, 7–8
Story structure
artificial intelligence system creation of, 67–68
StoryView, 148
Streaming audio, 170
Street Wars, 225
Stress-exposure training, 49–50
Summative evaluations, 140
SVPN, 171
Swartout, William, 27
Synchronizing voiced character dialogue, 196
T
Tacit knowledge
definition of, 50
Tactical operations centers
in Bosnian conflict, 17
configurations, 18
decision making at, 19
significant activities board, 162
staff of, 18
T1 connection, 170
T3 connection, 170
Television, interactive
Internet delivery vs., 178–179
one-screen applications of, 177–178
story-driven, 179
summary of, 183
two-screen applications of, 177
Terrorism, 14
Text, 158
Text messaging, 168
Text-to-speech engine, 108–109, 200
Third-person point of view, 188
Three-dimensional virtual models, 156
Ticking clocks, 128
Transformation, 128
TVML, 170
U
University of Southern California, 8, 17, 79
Unreal, 224
U.S. military, 8
User(s)
expectations of, 139
User dialogue
V
ValaNejad, Kurosh, 30
Vehicular 3D space, 191
Video
degraded, 197
Villain
internal conflict of, 102, 104
Virtual battlefield, 156
Voiced narration, 202
Voice-over narration, 182
W
WAN, 165
Warlord, 98
Weltman, Gershon, 18
Wertheimer, David, 8
Whitaker, Alan, 9
World Hunger: Food Force, 219
Writers’ Blocks, 148
X
Y
Young, Michael, 208