Bibliographies
Introduction to: "Web 2.0 "
ADM002106, Winter 2008

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ADA484695
Soldier Representation in Modeling and Simulation
Descriptive Note: Technical rept. for Mar 2004-Oct 2007
Personal Author(s): Tollefson, Eric, Alt, Jonathan, Spainhour, Richard,
Schamburg, Jeffrey
Report Date: 18 Jul 2008
Media Count: 63   Page(s)
Descriptors: (U) *COMBAT SIMULATION, *ARMY PERSONNEL, PROTOTYPES, SITUATIONAL AWARENESS, STUDENTS, MODELS, INFANTRY
Identifiers: (U) *FOCUS AREA COLLABORATIVE TEAM, *AGENT-BASED MODELING, *SOLDIER REPRESENTATION, COLLABORATIVE WEB PORTAL DEVELOPMENT
Abstract: (U) This multi-year project had 3 primary objectives: 1) to leverage Naval Postgraduate School (NPS) student and faculty research to improve the modeling of the individual Soldier and small units; 2) to provide support to the Soldier Focus Area Collective Team (FACT); and 3) to develop centralized lines of communication between consumers and developers of infantry (individual combatant) models, simulation, and data. We successfully drew numerous NPS students and faculty into Soldier M&S-related topics and, as a result, successfully increased the visibility of Soldier M&S at NPS, leading to a great number of Soldier M&S advancements. Additionally, we developed a prototype collaborative web portal to facilitate communication between Soldier M&S researchers, developers and consumers. This report summarizes the numerous student, faculty, and internal efforts to address Soldier M&S issues; our role in the Soldier FACT; and the development of the prototype web portal.

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ADA483774
Authorship Discovery in Blogs Using Bayesian Classification with Corrective Scaling
Descriptive Note: Master's thesis
Personal Author(s): Gehrke, Grant T
Report Date: Jun 2008
Media Count: 51   Page(s)
Descriptors: (U) *IDENTIFICATION SYSTEMS, *NATURAL LANGUAGE, *INTERNET, TEXT PROCESSING, DOCUMENTS, LEARNING MACHINES
Identifiers: (U) *AUTHORSHIP DISCOVERY, *BLOGS, AUTHORSHIP ATTRIBUTION, BAYES, BAYESIAN CLASSIFICATION, MACHINE LEARNING, NATURAL LANGUAGE PROCESSING, TRUE IDENTITY, COMPUTATIONAL ATTRIBUTION
Abstract: (U) Widespread availability of free, public blog platforms has facilitated growth in the amount of individually written electronic text available online. Our research leverages an extremely large blog corpus for a study in authorship discovery, both to evaluate a traditional technique as applied to blogs, as well as to demonstrate the implications of authorship discovery in blogs for intelligence and forensic purposes. Our study uses a Bayesian classifier with two important extensions. First, we introduce a postclassification corrective scaling technique to mitigate the over-classification of many samples to a few authors. Second, we propose an n-percent-correct threshold metric, whereby we define a correct result as one where the true author is within some small subset of the original search space rather than requiring that he or she be the single most probable author. Using this technique, we are able to reduce a search space of 2000 authors to 1% of its original size with 91% accuracy when 1000 bigrams are present, or reduce the search space to 10% of its original size with 94% accuracy when only 500 bigrams are present.

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ADA483542
A Preliminary Analysis for Porting XML-based Chat to MYSEA
Descriptive Note: Master's thesis
Personal Author(s): LaVelle, Claire E
Report Date: Jun 2008
Media Count: 145   Page(s)
Descriptors: (U) *INFORMATION ASSURANCE, *CLIENT SERVER SYSTEMS, COMMUNICATIONS NETWORKS, OPERATING SYSTEMS(COMPUTERS), MARKUP LANGUAGES, ELECTRONIC SECURITY, COMMUNICATIONS PROTOCOLS, THESES, REQUIREMENTS, COMPUTER NETWORKS
Identifiers: (U) MYSEA(MONTEREY SECURITY ARCHITECTURE), XMPP(EXTENSIBLE MESSAGING AND PRESENCE PROTOCOL), MULTILEVEL SECURE COMPUTING ENVIRONMENTS, INTERNET CHATTING, PEER-TO-PEER NETWORKS, NETWORK
Abstract: (U) The Monterey Security Architecture (MYSEA) is a distributed multilevel secure (MLS) computing environment. MYSEA does not presently support chat, an Internet application that provides near-real-time collaboration capability. Chat capability that implements the Extensible Messaging and Presence Protocol (XMPP) standards has been recognized by the Department of Defense (DoD) as a mandatory standard. The primary goal of this thesis is to determine if a chat server that implements the XMPP and the XMPP Instant Messaging (XMPP-IM) standards could be ported to MYSEA. To accomplish this goal, a set of selection criteria was developed and the open-source jabberd14 server was selected for this study. Its functionality was tested on different operating system environments (Fedora 7, RedHat 8, STOP OS 7 beta). This study also includes a functional analysis of the XMPP and XMPP-IM specifications, the related XMPP extensions supported by the jabberd14 server, a preliminary security analysis and a survey of the jabberd14 server code. The results of this project show that implementation of the XMPP jabberd14-1.6.0 server on the MYSEA platform under STOP 7 OS is feasible. The results also provide stepping stones toward a full-scale development effort to provide MLS-aware chat services in the MYSEA network.


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ADA482218
Violent Islamist Extremism, the Internet, and the Homegrown Terrorist Threat

Descriptive Note: Senate committee rept.
Report Date: 08 May 2008
Media Count: 25   Page(s)
Descriptors: (U) *INTERNET, *DOMESTIC TERRORISM, *PROPAGANDA, *HOMELAND SECURITY, *PSYCHOLOGICAL WARFARE, *RECRUITING, *THREATS, INFORMATION CENTERS, INFORMATION WARFARE, AUDIO TAPES, COUNTERTERRORISM, LAW ENFORCEMENT, UNITED STATES GOVERNMENT, MASS MEDIA, VIDEO RECORDING, TRAINING, ISLAM, STRATEGY, RESPONSE
Identifiers: (U) *ISLAMIST EXTREMISM, *DOMESTIC RADICALIZATION, HOMEGROWN TERRORISM, AL QAEDA, MEDIA CAMPAIGNS, ENLISTMENT CAMPAIGNS, AL-FURQUAN MEDIA, AS-SAHAB MEDIA, SAWT AL-JIHAD, VIOLENT ISLAMIST IDEOLOGY, ABU MUHAMMAD AL-MAQDISI, GIMF(GLOBAL ISLAMIC MEDIA FRONT), CHAT ROOMS, VIRTUAL TRAINING CAMPS
Abstract: (U) This is the first in a series of reports by the Majority and Minority staff of the Senate Committee on Homeland Security and Governmental Affairs on the threat of homegrown terrorism inspired by violent Islamist extremism. The Committee initiated an investigation into this threat during the 109th Congress. The first hearing on the homegrown threat considered the potential for radicalization in U.S. prisons. During the 110th Congress, the Committee has held five more hearings exploring a range of subjects. This report concerns one of these subjects: how violent Islamist terrorist groups like al-Qaeda are using the Internet to enlist followers into the global violent Islamist terrorist movement and increase support for the movement, from ideological support, to fundraising, and planning and executing terrorist attacks. In the second section of the report, the authors examine the increasing number of homegrown incidents and the judgments of the intelligence and law enforcement communities that there will likely be additional homegrown threats in the future. The third section explores the four-step radicalization process through which an individual can be enticed to adopt a violent Islamist extremist mindset and act on the ideology's call to violence. Section four identifies the disturbingly broad array of materials available on the Internet that promote the violent Islamist extremist ideology. The availability of these resources is part of a comprehensive, tightly controlled messaging campaign by al-Qaeda and like-minded extremists designed to spread their violent message. The fifth section of the report examines how these materials facilitate and encourage the radicalization process. Finally, the report assesses the Federal Government's response to the spread of the violent Islamist message on the Internet and concludes that there is no cohesive and comprehensive outreach and communications strategy in place to confront this threat.

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ADA480182
Avatars, Virtual Reality Technology, and the U.S. Military: Emerging Policy Issues
Descriptive Note: Congressional rept.
Personal Author(s): Wilson, Clay
Report Date: 09 Apr 2008
Media Count: 7   Page(s)
Descriptors: (U) *VIRTUAL REALITY, COMPUTERIZED SIMULATION, MILITARY INTELLIGENCE, MILITARY FORCES(UNITED STATES), POLICIES, NATIONAL SECURITY, THREE DIMENSIONAL, MILITARY TRAINING
Abstract: (U) This report describes virtual reality technology, which uses three-dimensional user- generated content, and its use by the U.S. military and intelligence community for training and other purposes. Both the military and private sector use this new technology, but terrorist groups may also be using it to train more realistically for future attacks, while still avoiding detection on the Internet. The issues for Congress to consider may include the cost-benefit implications of this technology, whether sufficient resources are available for the communications infrastructure needed to support expanded use of virtual reality technology, and whether there might be national security considerations if the United States falls behind other nations in developing or adopting this new technology. This report will be updated as events warrant.

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ADA484434
Implementation of a Multilevel Wiki for Cross-Domain Collaboration

Descriptive Note: Conference paper
Personal Author(s): Ong, Kar Leong, Nguyen, Thuy, Irvine, Cynthia
Report Date: Apr 2008
Media Count: 14   Page(s)
Descriptors: (U) *CLASSIFIED MATERIALS, *COLLABORATIVE TECHNIQUES, *INFORMATION ASSURANCE, INFORMATION EXCHANGE, SYMPOSIA
Identifiers: (U) *WIKIS, ACCESS CONTROLS, *MULTILEVEL SECURITY, PORTING METHODOLOGY, SECURITY CLASSIFICATION, HIGH ASSURANCE SYSTEMS
Abstract: (U) The pace of modern warfare requires tools that support intensive, ongoing collaboration between participants. Wiki technology provides a hypertext content-based collaborative authoring and information sharing environment that includes the ability to create links to other web contents, relative stability, ease of use, and logging features for tracking contributions and modifications. Military environments impose a requirement to enforce national policies regarding authorized access to classified information while satisfying the intent of wikis to provide an open context for content sharing. The Global Information Grid (GIG) vision calls for a highly flexible multilevel environment. The Monterey Security Architecture (MYSEA) Test-bed provides a distributed high assurance multilevel networking environment where authenticated users securely access data and services at different classification levels. The MYSEA approach is to provide users with unmodified commercial-off-the-shelf office productivity tools while enforcing a multilevel security (MLS) policy with high assurance. The extensible Test-bed architecture is designed with strategically placed trusted components that comprise the distributed TCB, while untrusted commercial clients support the user interface. We have extended the collaboration capabilities of MYSEA through the creation of a multilevel wiki. This wiki permits users who access the system at a particular sensitivity level to read and post information to the wiki at that level. Users at higher sensitivity levels may read wiki content at lower security levels and may post information at the higher security level. The underlying MLS policy enforcement mechanisms prevent low users from accessing higher sensitivity information. The multilevel wiki was created by porting a publicly available wiki engine to run on the high assurance system hosting the MYSEA server. A systematic process was used to select a wiki for the MYSEA environment. TWiki was chosen.


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ADA482193
A New Architecture for Improved Human Behavior in Military Simulations

Descriptive Note: Research paper
Personal Author(s): Burgess, Rene G
Report Date: 01 Apr 2008
Media Count: 41   Page(s)
Descriptors: (U) *SIMULATION, *MODELS, *BEHAVIOR, *MILITARY TRAINING, ASYMMETRIC WARFARE, MILITARY COMMANDERS, CULTURE, INDIGENOUS POPULATION, ENEMY PERSONNEL, COGNITION
Identifiers: (U) REALISTIC HUMAN SIMULATION, SIMULATIONS ENVIRONMENT, TRAINING SIMULATION, MODELING AND SIMULATION, ONLINE GAMES, HUMAN COGNITIVE BEHAVIOR, HUMAN INTERACTIONS
Abstract: (U) Warfare has changed for the United States, and with this change has come an increased requirement for military leaders to be able to understand and win wars that are fought in the will of a population more than on the field of mounted warfare. Today's simulations and simulation training environments are insufficient to prepare these leaders for such a complex fight because they do not adequately model the human dimensions of modern warfare. It is imperative that the military improve conventional simulations to credibly model complex human behaviors. This paper investigates the current simulation training environment, and then proposes a specific architecture for improving conventional simulation environments to better reflect the complexity and rich cultural fidelity of the live operational environment. The Department of Defense can significantly enhance the portrayal of adversaries and target populations in its training simulations by using live human input harvested from a commercial-type online gaming environment. Increasing the quality of adversaries and simulated populations will create extremely challenging simulation training environments for military leaders and will prepare them for the difficulty of live operations.


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ADA479931
Cyber Flag: A Realistic Cyberspace Training Construct

Descriptive Note: Master's thesis
Personal Author(s): Hansen, Andrew P
Report Date: 27 Mar 2008
Media Count: 134   Page(s)
Descriptors: (U) *ELECTRONIC WARFARE, *WAR GAMES, *INTERNET, TRAINING DEVICES, THESES, COMPUTER NETWORKS, AIR FORCE TRAINING, THREAT EVALUATION, MILITARY EXERCISES
Identifiers: (U) CYBERSPACE, CONOPS(CONCEPT OF OPERATIONS)
Abstract: (U) As is well understood, the rapidly unfolding challenges of cyberspace is a fundamental warfare paradigm shift revolutionizing the way future wars will be fought and won. A significant test for the Air Force (indeed any organization with a credible presence in cyberspace) will be providing a realistic training environment that fully meets this challenge. Why create another Flag level exercise? Realistic training (that which is effective, comprehensive and coordinated) is crucial to success in time of war. Red Flag provides dominant training within the air domain and now with the evolution of cyberspace, a comprehensive training environment is necessary to meet this growing and broadening threat. This Thesis builds on the Red Flag tactical training exercise in order to define a future environment that combines the air, space and cyberspace domains with specific emphasis on cyberspace capabilities and threats. Red Flag has and continues to be a great tactical training exercise; Cyber Flag would use the best practices of Red Flag (and other realistic training venues) to define a future training environment for the cyberspace domain. There is no better training than the hands-on realism associated with participation in an exercise such as Red Flag. Secretary Michael W. Wynne has a vision for dominant operations in cyberspace "comparable to the Air Force's global, strategic omnipresence in air and space." This bold vision requires a combination of joint coordination, skilled forces and a realistic training environment to bring them all together; Cyber Flag is the suggested vehicle for accomplishing this.

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ADA484684
CSL Issue Paper. March 2008, Volume 3-08. New Media and the Warfighter. Workshop Initial Impressions

Personal Author(s): Murphy, Dennis
Report Date: Mar 2008
Media Count: 5   Page(s)
Descriptors: (U) *INFORMATION EXCHANGE, *MEDIA, GLOBAL, BATTLEFIELDS, TECHNOLOGY ASSESSMENT, CAMERAS, INTERNET, WORKSHOPS, INFRASTRUCTURE, DIGITAL SYSTEMS, MILITARY OPERATIONS, MOBILE
Identifiers: (U) BLOGS
Abstract: (U) Managing media and "information effects" is a hallmark of the current geo-strategic environment in which the U.S. military fights. The global information revolution and rapid spread of the internet and other digital media have leveled the playing field between nation-states, non-state actors, multinational corporations and individuals. Anyone armed with mobile technologies such as a camera cell phone and access to the internet is capable of affecting strategic outcomes at very low cost, using a minimal information infrastructure. The U.S. military has increasingly leveraged advances in information technology to gain advantages in the modern battlefield and to tell their story on a macro level, but has just recently begun to exploit the exploding technology realm at the micro level by co-opting the use of YouTube and blogs to help achieve objectives. Clearly, managing the "message" while controlling the necessary technological "means" represent critical challenges in today's military operating environment.

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ADA486147

A Lightweight TwiddleNet Portal

Descriptive Note: Master's thesis
Personal Author(s): Rimikis, Antonios M
Report Date: Mar 2008
Media Count: 87   Page(s)
Descriptors: (U) *NETWORK ARCHITECTURE, *CLIENT SERVER SYSTEMS, *WIRELESS LINKS, THESES, HAND HELD, OFF THE SHELF EQUIPMENT, REAL TIME, INFORMATION TRANSFER, MOBILE
Identifiers: (U) *PEER TO PEER ARCHITECTURE, *PORTALS, *MOBILE PERSONAL SERVERS, SEAMLESS MOBILITY, SOCIAL NETWORKING MODELS, MEDIA SHARING SERVICES, CONTENT SHARING, CONTENT DISTRIBUTION, MOBILE DEVICES
Abstract: (U) TwiddleNet is a distributed architecture of personal servers that harnesses the power of the mobile devices, enabling real time information and file sharing of multiple data types from commercial-off-the-shelf platforms. This thesis involves research in mobile personal members, mobile social networks and media sharing models and develops a TwiddleNet portal running on a smart phone or a PDA so that the entire TwiddleNet system can be run on handheld devices for rapid deployment in emergencies.

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ADA483036
An Exploratory Examination of Social Website Quality

Descriptive Note: Master's thesis
Personal Author(s): Werling, Joseph
Report Date: Mar 2008
Media Count: 145   Page(s)
Descriptors: (U) *COMPUTER NETWORKS, LITERATURE SURVEYS, SOCIAL COMMUNICATION, BENEFITS, THESES, INSTRUMENTATION, MEASUREMENT, REACTION TIME
Identifiers: (U) *WEBSITES, WORLD WIDE WEB, BLOG, FORUM, NETWORKING SITE
Abstract: (U) With websites becoming the frontend for numerous systems, the system's benefits require customers to have a favorable evaluation of the site and an intention to re-use it. It must be considered to be of high quality. With websites increasing adding collaborative technologies (such as tools for social networking, forums, and blogging) a new instrument to evaluate the quality of these types of sites is needed. Before such an instrument is developed, an understanding of the applicable theories is needed. This study offers that background. First the potential benefits of this research and its guiding questions are presented. Next is a literature review outlining possible constructs upon which an instrument to evaluate the quality of social websites could be based. Then the focus group's background and details are provided along with the analysis strategy, content analysis. After that, each constructs is discussed with the supporting/non-supporting evidence from the groups. Finally, the discussion concludes with discussions of limitations and suggestions for follow-on research. From this investigation, nine constructs (Ease of Understanding, Intuitive Operation, Informational Fit-to-task, Relative Advantage, Trust, Response Time, Visual Appeal, Innovativeness, and Social Presence) were discovered which could provide the basis for an instrument to measure social website quality.

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ADA475955
Strategic Mobility 21. Collaborative Regional Web Portal Design, Development and Documentation

Descriptive Note: Technical rept. Feb 2006-Dec 2007
Personal Author(s): Mallon, Lawrence G, Carson, Steve
Report Date: 31 Dec 2007
Media Count: 80   Page(s)
Descriptors: (U) *MARINE TRANSPORTATION, *MILITARY PLANNING, *MILITARY TRANSPORTATION, *SOFTWARE TOOLS, *COLLABORATIVE TECHNIQUES, *REGIONAL PLANNING, SIMULATION, KNOWLEDGE MANAGEMENT, MODELS, OBJECT ORIENTED PROGRAMMING, ARCHITECTURE, INTERFACES, LOADS(FORCES)
Identifiers: (U) *WEB PORTALS, INLAND PORTS, IP-MTOPS(INLAND PORT MULTI-MODAL TERMINAL OPERATION SYSTEM), JDDSP(JOINT DEPLOYMENT AND DISTRIBUTION SUPPORT PLATFORM), SCLA(SOUTHERN CALIFORNIA LOGISTICS AIRPORT), SERVICE-ORIENTED ARCHITECTURE
Abstract: (U) This report documents the research and initial development of a Web Portal by the strategic Mobility 21 (SM21) program, including defining requirements for an SM21 Web Portal and reviewing current literature and technology associated with Web Portals supporting the transportation and distribution sectors. This document provides an example of a specific service interface that enables collaboration between military and transportation planners and military ship load planners. This paper also describes how the SM21 program is using Web 2.0 collaboration technologies including Wikis, Blogs, and Modeling, Simulation and Analysis tools to address a key program area identified as having significant capability gaps: a regional planning interface that makes data, models, and analyses available to all stakeholders in an interactive and configurable manner. An underlying theme of this report is the merging of Web 2.0 and knowledge management technologies with Service Oriented Architecture.

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ADA478851
Blogs, Cyber-Literature and Virtual Culture in Iran
Descriptive Note: Occaional paper no. 15
Personal Author(s):Mina, Nima
Report Date: Dec 2007
Media Count: 38   Page(s)
Descriptors: (U) *MEDIA, *INTERNET, *IRAN, GOVERNMENT(FOREIGN), CASE STUDIES, RELIGION, DEMOCRACY, PROPAGANDA, CENSORSHIP
Identifiers: (U) BLOGS, CIVIL SOCIETY, CYBER JOURNALISM, GRASSROOTS MOVEMENTS, INFORMATION SOCIETY, INTERNET FILTERING, PUBLIC INFORMATION, WEB LOGS
Abstract: (U) As the adversarial relationship between the Islamic regime and the international community becomes more antagonistic, the Iranian people are increasingly losing their voice and are deprived of their right of self determination. The Iranian people are treated as identical with the dictatorial regime which has, many would argue, taken them hostage for the past 28 years. They are now in danger of becoming the real losers of a conflict provoked by the regime's political and ideological agenda, which is being carried out without the people's consent and against their interest. The Iranian people would be the primary victims of a military action against the Islamic Republic. Compared to other countries of the Middle East, the Iranian people have a high level of political maturity; an organized popular movement for democratic socio-political change in Iran has a history of more than 100 years. Despite the regime's claim of total social control, Iranian civil society seems to have thrived since the mid 1990s and has succeeded in reclaiming certain critical areas of social life. Some observers of Iran, particularly those with an insider's perspective, are convinced that the problem of the Islamic Republic can only be effectively solved in the interest of the international community if the initiative for a social and political change comes from within Iranian civil society. In order to estimate the possibilities and limitations of Iranian civil society in bringing about social and political change, it is helpful to observe its effectiveness in a sensitive area, namely that of independent public information. The beginning of the internet era in Iran has given Iranian civil society the possibility to create and defend alternative spaces for intellectual and political discourse, outside the realm of the regime-controlled established media. This paper deals with the internet as the vehicle and instrument of the new, independent Iranian information society.

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ADA475912
Design and Implementation of Wiki Services in a Multilevel Secure Environment

Descriptive Note: Master's thesis
Personal Author(s): Ong, Kar L
Report Date: Dec 2007
Media Count: 142   Page(s)
Descriptors: (U) *ENVIRONMENTS, *SECURITY, *INTERNET, *ARCHITECTURE, INTELLIGENCE, OFF THE SHELF EQUIPMENT, CLASSIFICATION, FUNCTIONAL ANALYSIS, TROUBLESHOOTING, SELECTION, ACCESS, COMMERCIAL EQUIPMENT, THESES, COMMUNITIES, INFORMATION EXCHANGE
Identifiers: (U) MYSEA(MONTEREY SECURITY ARCHITECTURE), MULTILEVEL FILE SHARING
Abstract: (U) The Monterey Security Architecture (MYSEA) provides a distributed multilevel secure networking environment where authenticated users can securely access data and services at different security classification levels. The MYSEA framework utilizes both commercial-off-the- shelf (COTS) products and specialized secure high assurance components that enforce multilevel security (MLS) policy. Some collaboration among MYSEA users is enabled through the use of the Web-based Distributed Authoring and Versioning (WebDAV) mechanism. This thesis extends the existing collaboration capability in MYSEA to include hypertext content-based collaborative authoring and information sharing through the use of the increasingly popular wiki technology. This is accomplished by porting a publicly available wiki engine to run on a proprietary operating system hosting the MYSEA server. Through a systematic selection process, TWiki was chosen as the wiki engine for MYSEA. A three-stage porting methodology was used to aid in troubleshooting porting errors. Functional and security tests were performed to ensure that the wiki engine operates properly while being constrained by the underlying Mandatory Access Control (MAC) and Discretionary Access Control (DAC) enforcement mechanisms. This research is synergistic with the cross-domain information sharing emphasis fostered under various R&D programs in the DoD and intelligence communities.

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ADA474080
Web-Based Programming for Real-Time News Acquisition

Descriptive Note: Final rept. Oct 2006-Feb 2007
Personal Author(s): Neiderer, Andrew M, Richardson, John
Report Date: Sep 2007
Media Count: 36   Page(s)
Descriptors: (U) *REAL TIME, *DATA ACQUISITION, *INTERNET, *INFORMATION PROCESSING, GRAPHICAL USER INTERFACE, JAVA PROGRAMMING LANGUAGE, APPLICATION PROGRAMMING INTERFACE, MARKUP LANGUAGES
Identifiers: (U) *GOOGLE AJAX, *GOOGLE NEWS, *NEWS, XML(EXTENSIBLE MARKUP LANGUAGE), GOOGLE MAPS, GOOGLE WEB, HTML(HYPERTEXT MARKUP LANGUAGE), JAVASCRIPT, SOCIAL NETWORK ANALYSIS, MASH-UP
Abstract: (U) This report describes a Web 2.0 application that was developed at the U.S. Army Research Laboratory in support of its Real-Time News Analysis (RTNA) project. It uses the Google, Inc. AJAX search application programming interface to acquire data and subsequently formats resultant data for analysis. News stories for a specified topic (e.g., terrorist bombing) are gathered from public sources by a function in a JavaScript node of an extensible markup language formatted document (XHTML). Content of selected elements is then extracted, or scraped, from the XHTML. The designed graphical user interface allows one to choose up to 10 words and/or phrases and permits explicit exclusion of certain semantics. Presently, the selected data sources are determined by Google News and user-specified in a Google Web service. A Google gadget for Maps has been added for geographic visualization of location, and additional searchers for Google Video, Blog, and Book have been tested and can be easily added to the search controller. The application also allows for integration of asynchronous JavaScript and XML technology, including Java servlets for requesting data and Java Server Pages for the responses.

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ADA473835
Twiddlenet: Metadata Tagging and Data Dissemination in Mobile Device Networks

Descriptive Note: Master's thesis
Personal Author(s): Clotfelter, Christopher T, Towle, Jonathon E
Report Date: Sep 2007
Media Count: 87   Page(s)
Descriptors: (U) *COMMUNICATIONS NETWORKS, INFORMATION TRANSFER, DATA TRANSMISSION SYSTEMS, METADATA, THESES, MOBILE
Identifiers: (U) TWIDDLENET, MOBILE FILE SHARING, PEER TO PEER NETWORKING, TAGGING, DATA DISSEMINATION
Abstract: (U) Current mobile devices are much more than the limited modality communication tools or digital assistants they were only a few years ago; instead they offer a range of content capture capabilities, including high resolution photos, videos and sound recordings. Their communication modalities and processing power have also evolved significantly. Modern mobile devices are very capable platforms, many surpassing their desktop cousins only a few years removed. TwiddleNet is a distributed architecture of personal servers that harnesses the power of these mobile devices, enabling real time information dissemination and file sharing of multiple data types from commercial-off-the-shelf platforms. This thesis focuses on two specific issues of the TwiddleNet design; metadata tagging and data dissemination. Through a combination of automatically generated and user input metadata tag values, TwiddleNet users can locate files across participating devices. Metaphor appropriate custom tags can be added as needed to insure efficient, rich and successful file searches. Intelligent data dissemination algorithms provide context sensitive governance to the file transfer scheme. Smart dissemination reconciles device and operational states with the amount of requested data and content to send, enabling providers to meet their most pressing needs, whether that is continuing to generate content or servicing requests.

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ADA473985
Extending DoD Modeling and Simulation with Web 2.0, Ajax and X3D

Descriptive Note: Master's thesis
Personal Author(s): Farias, Michael
Report Date: Sep 2007
Media Count: 227   Page(s)
Descriptors: (U) *SIMULATION, *MODELS, *SECURITY, *COMPUTER ARCHITECTURE, *INTERNET, SOURCES, THESES, SOLUTIONS(GENERAL), SCALING FACTOR, JAVA PROGRAMMING LANGUAGE, FOREIGN LANGUAGES, TOOL KITS, USER NEEDS, CASE STUDIES, PARALLEL PROCESSING, SITES, GLOBAL, COMMERCE, INFORMATION EXCHANGE
Identifiers: (U) *WEB SITES, JAVA SCRIPT, XML, AJAX
Abstract: (U) DoD has much to gain from open source Web 2.0 and Ajax Applications. The Java language has come a long way in providing real world case studies and scalable solutions for the enterprise that are currently in production on sites such as eBay.com (http://www.ebay.com) and MLB.com (http://www.mlb.com). The most popular Ajax application in production is Google Maps (http://maps.google.com), which serves as a good example of the power of the technology. Open Source technology has matured greatly in the past three years and is now mature enough for deployment within DoD systems. In the past, management within the DoD has been reluctant to consider Enterprise Level Open Source Technologies as a solution in the fear that they might receive little to no support. In fact, the Open Source Business Model is entirely based on first developing a broad user base then providing support as a service for their clients. DoD Modeling and Simulation can create dynamic and compelling content that is ready for the challenges of the 21st century and completely integrated with the GIG (Global Information Grid) concept. This paper goes over a short history of MVC (Model View Controller Architectures) and goes over various pros and cons of each framework (Struts, Spring, Java Server Faces) which is critical for the deployment of a modern Java Web Application. Ajax and various frameworks are then discussed (Dojo, Google Web Toolkit (GWT), ZK, and Echo2). The paper then touches on Ajax3D technologies and the use of Rez to generate simple 3D models of entire cities and goes on to discuss possible extended functionality of the Rez concept to create a terrain system like Google Earth in X3D.

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ADA472295
Strategic Mobility 21: Development of Joint Data Standards and Communication Protocols in An Integration Tracking System

Descriptive Note: Technical rept. Feb 2006-Aug 2007
Personal Author(s): Mallon, Lawrence G, Chen, Andrew
Report Date: 31 Aug 2007
Media Count: 61   Page(s)
Descriptors: (U) *INFORMATION SYSTEMS, *TRACKING, *LOGISTICS, *COMMUNICATIONS PROTOCOLS, DATA BASES, TRANSPORTATION, METADATA, ONTOLOGY, MARKUP LANGUAGES, COMPUTER NETWORKS, DATA ACQUISITION, CARGO, INTERFACES, INTEGRATED SYSTEMS
Identifiers: (U) *ITS(INTEGRATED TRACKING SYSTEM), *JDDSP(JOINT DEPLOYMENT AND DISTRIBUTION SUPPORT PLATFORM), UML(UNIFIED MODELING LANGUAGE), SCLA(SOUTHERN CALIFORNIA LOGISTICS AIRPORT), STRATEGIC MOBILITY 21, *DATA STANDARDS, DATA CAPTURE, SHIPMENTS
Abstract: (U) The Integrated Tracking System (ITS) supports the flow of freight to and from the Southern California Logistics Airport (SCLA) and will be integrated with the Inland Port-Multi-Modal Terminal Operating System. The ITS design integrates Contract Line Item Numbers (CLIN) 0009 Joint Data Standard and Communications Protocol, CLIN 0010 the Regional Wireless Network Design, and CLIN 0012 the Regional IT Data Network. This project CLIN 0009 is to build a Data Center to support all Information Technology requirements from the ITS and eventually the Joint Deployment and Distribution Support Platform (JDDSP). The design work includes configuring secure data capture and integration networks, creating the information interfacing layer, and establishing the web interface. The algorithm platform is on the basis of Web 2.0 which is featuring Wireless, RFID, Ontology, Unified Modeling Language (UML), Metadata, and XML.

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ADA476696
Authoring Effective Demonstrations

Personal Author(s): Fu, Dan; Jensen, Randy; Salas, Eduardo; Rosen, Michael A; Ramachandran, Sowmya; Upshaw, Christin L; Hinkelman, Elizabeth; Lampton, Don
Report Date: 22 Jun 2007
Media Count: 15   Page(s)
Descriptors: (U) *DEMONSTRATIONS, *GAME THEORY, SCENARIOS, LESSONS LEARNED, TEAMS(PERSONNEL), MILITARY TRAINING, VIRTUAL REALITY, MILITARY TACTICS, ONLINE SYSTEMS, WAR GAMES, INTERACTIONS, THREATS
Identifiers: (U) SBIR(SMALL BUSINESS INNOVATION RESEARCH), SBIR REPORTS, SBIR PHASE, MMOG(MASSIVELY MULTIPLAYER ONLINE GAMES), SERIOUS GAMES
Abstract: (U) The changing tactics of asymmetric threats present an ongoing need to disseminate lessons learned from the battlefield to a wide audience of personnel. Interactive virtual environments have been shown to be effective for team training, and distributed game-based architectures contribute an added benefit of wide accessibility. Reusable and distributable virtual training demonstrations can help minimize the cost of utilizing virtual environments to convey new knowledge, by limiting the need for new simulation behaviors or human role-players for each training event. We report our ongoing efforts to (1) research the nature and purpose of demonstration, articulating guidelines for effective demonstration within a training context, and (2) develop real world use cases where gaming technologies can produce effective training demonstrations.

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ADA471070
Building a Virtual Cultural Intelligence Community

Descriptive Note: Master's thesis
Personal Author(s): Zahn, Matthew A; Lacey, Wayne R
Report Date: Jun 2007
Media Count: 91   Page(s)
Descriptors: (U) *INTELLIGENCE, *CULTURE, *VIRTUAL REALITY, MILITARY OPERATIONS, COUNTERINSURGENCY, THESES, INFORMATION RETRIEVAL
Identifiers: (U) CULTURAL INTELLIGENCE
Abstract: (U) The U.S. intelligence community is without peer in providing high-quality, detailed technical intelligence. Due to the intelligence community's efforts, the USG has a thorough understanding of its adversaries' activities. What we propose is to develop a means by which that same intelligence community can use cultural factors to answer the question "Why?" Although cultural intelligence plays a key role in many of America's political and military successes, the maintenance of a broad-based, detailed cultural intelligence capability has thus far proven elusive. With the advent of networked collaboration tools, the intelligence community now has the ability to deploy a virtual cultural intelligence community. Such a community, based on a wiki, would incur almost no monetary or bureaucratic overhead, and could be configured so that the loss of any single intelligence organization would have minimal negative effect on its mission.

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ADA469451
Fault Tolerant Real-Time Networks

Descriptive Note: Final rept. 1 Jun 2000-31 May 2006
Personal Author(s): Zakhor, Avideh; Henzinger, Thomas; Trevedi, Kishor; Ammar, Mostafa; Lynch, Nancy; Shin, Kang
Report Date: 30 May 2007
Media Count: 53   Page(s)
Descriptors: (U) *REAL TIME, *COMMUNICATIONS NETWORKS, *COMMUNICATIONS PROTOCOLS, *FAULT TOLERANCE, ALGORITHMS, WIRELESS LINKS, NETWORK ARCHITECTURE, CLIENT SERVER SYSTEMS, PREVENTIVE MAINTENANCE, PACKETS
Identifiers: (U) MULTIMEDIA STREAMING, ADAPTIVE QOS(QUALITY OF SERVICE), PEER-TO-PEER SYSTEMS, PATH DIVERSITY, MOBILE AD-HOC NETWORKS, PACKET SCHEDULING, WIRELESS FLOW CONTROL, SOFTWARE AGING, SOFTWARE REJUVENATION
Abstract: (U) Our main objective in this MURI project has been to investigate foundational and experimental techniques tor enabling real-time, fault-tolerant network protocols. Our overall research goal has been to study networking architectures, services, and algorithms which require innovative quality-of-service and fault-tolerance mechanisms. We have focused on multimedia delivery in traditional client-server architectures, both in the case of the Internet and wireless networks, as well as on peer-to-peer content delivery and on mobile ad-hoc networks. The unique composition of the team has brought new synergies to the problem domain which permits the complete illumination of each newly proposed protocol from all angles, from mathematical modeling and analysis to experimental evaluation, from real-time and QoS aspects to fault-tolerance and reliability aspects. Our approach is to improve newly designed protocols through feedback from timing and fault analysis, and to develop new analysis techniques driven by new protocol designs.

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ADA470844
Live From the Front: Operational Ramifications of Military Web Logs in Combat Zones

Descriptive Note: Research paper
Personal Author(s): Keyes, Paul R
Report Date: 10 May 2007
Media Count: 31   Page(s)
Descriptors: (U) *MILITARY PERSONNEL, *PERSONNEL MANAGEMENT, *BATTLEFIELDS, *INTERNET, *IRAQI WAR, *INFORMATION SECURITY, MILITARY FORCES(UNITED STATES), MILITARY COMMANDERS, PUBLIC OPINION, RISK MANAGEMENT, REGULATIONS, BENEFITS, INSTRUCTIONS, ATTITUDES(PSYCHOLOGY), MILITARY OPERATIONS
Identifiers: (U) *MILITARY WEB LOGS, *OPERATIONAL SECURITY, ENDURING FREEDOM OPERATION, LEGAL ISSUES, MILBLOGS, BLOGS, OPSEC(OPERATIONAL SECURITY), FIRST AMENDMENT, JOURNALS, PERSONAL COMMUNICATIONS, DIARIES, LEGAL ISSUES, WEB LOG MANAGEMENT, COMBAT ZONES
Abstract: (U) Military web logs (online journals written by service members serving in combat zones) began appearing on the Internet shortly after the start of OPERATION ENDURING FREEDOM. Their firsthand accounts of action on the front lines provide the public with a perspective that cannot be gained from the mainstream media. Their instantaneous nature and widespread reach create unique operational concerns not experienced with other forms of communication. This paper examines these operational concerns, with a particular focus on operational security, while also examining the positive aspects of military web logs. Legal implications and the military's efforts to manage risks associated with military web logs also are discussed. Using parallels found in civilian web logs, business sector web log management techniques are discussed as they relate to military web logs. Finally, the paper concludes that military leaders must allow a permissive military web log environment, framed with sound operational security guidance and training, if they are to leverage the benefits that military web logs can provide to the operational commander.

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ADA469007
Effectiveness of the Army Mentorship Program

Descriptive Note: Strategy research project
Personal Author(s): Nieberding, Richard J
Report Date: 30 Mar 2007
Media Count: 18   Page(s)
Descriptors: (U) *LEADERSHIP, *ARMY PERSONNEL, CULTURE
Identifiers: (U) *MENTORSHIP
Abstract: (U) During the State of the Union Address (28 January 2003), President George W. Bush stated "...it is the men and women of America who will fill the need. One Mentor, one person, can change a life forever. And I urge you to be that one person." From that vision, the Army Leadership (the Secretary of the Army, the Army Chief of Staff, and the Sergeant Major of the Army) developed a strategy for 2005 on leaving a legacy through mentorship. As a result, the Army established an online voluntary Mentorship Program available through Army Knowledge Online (AKO). From the artifacts associated with this mentorship program, it appears that the Army highly values this program as a way to create a culture and climate that fosters learning and development for future leadership. This project will examine the effectiveness of mentorship in the today's Army and evaluate whether the program is sufficient to meet the needs for the Army's next generation of soldiers and leaders.

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ADA462535
SocialBrowsing: Integrating Social Networks and Web Browsing

Descriptive Note:Conference paper
Personal Author(s): Golbeck, Jennifer; Wasser, Michael M
Report Date: Jan 2007
Media Count: 7   Page(s)
Descriptors: (U) *NETWORKS, *SOCIAL COMMUNICATION, *INTERNET BROWSERS, SYMPOSIA, SOFTWARE TOOLS, USER FRIENDLY, GRAPHICAL USER INTERFACE
Identifiers: (U) *SOCIAL NETWORKS, *WEB BROWSING, USER SUPPORT
Abstract: (U) In this paper we introduce SocialBrowsing, a Firefox extension that adds social context to the web browsing experience. The extension is paired with services provided by social networking websites, analyzes the page's contents, and adds tooltips and highlighting to indicate when there is relevant social information. We present an overview of the tool and implementation, and outline future steps for analysis.

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ADA482950
Shake, Rattle and Roles: Lessons from Experimental Earthquake Engineering for Incorporating Remote Users in Large-Scale E-Science Experiments

Descriptive Note: Journal article
Personal Author(s): Birnholtz, Jeremy P; Horn, Daniel B
Report Date: Jan 2007
Media Count: 34   Page(s)
Descriptors: (U) *LABORATORY TESTS, *COLLABORATIVE TECHNIQUES, *EARTHQUAKE ENGINEERING, *REMOTE SYSTEMS, LABORATORY EQUIPMENT, SCIENTISTS, INTERVIEWING, MAN MACHINE SYSTEMS, LABORATORIES, ENGINEERS, REPRINTS, CIVIL ENGINEERING
Identifiers: (U) REMOTE PARTICIPATION, CYBERINFRASTRUCTURE PROGRAMS, ROBOTIC AVATARS
Abstract: (U) While there has been substantial interest in using e-science and cyberinfrastructure technologies to enable synchronous remote participation in experimental research, the details of such participation are in question. On the one hand, there is a desire to give remote participants the same views and capabilities that they would have as local participants. On the other hand, there are settings where experimental specimens and apparatus are large and difficult to manipulate effectively or view from a remote vantage point. This article argues for more novel forms of remote participation by drawing on exploratory interview and observation data gathered in civil engineering laboratories. It is shown that, while experiments are in progress, the engineers studied focus primarily on detecting and preventing specimen failures, and that their unease about remote participation stems from doubts about the ability of remote participants to detect failures adequately. It is argued that this presents the opportunity to consider novel roles for remote participants that exploit the features of e-science technologies.

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ADA466875
New Metrics for Blog Mining

Personal Author(s): Ulicny, Brian; Baclawski, Ken; Magnus, Amy
Report Date: Jan 2007
Media Count: 13   Page(s)
Descriptors: (U) *INFORMATION RETRIEVAL, *NATURAL LANGUAGE, *FEATURE EXTRACTION, *ONTOLOGY, PROTOTYPES, DATA FUSION, INTERNET, TIMELINESS, IDENTIFICATION
Identifiers: (U) *BLOG MINING, *BLOG SEARCH, CREDIBILITY, RELEVANCE, SPECIFICITY
Abstract: (U) Blogs represent an important new arena for knowledge discovery in open source intelligence gathering. Bloggers are a vast network of human (and sometimes non-human) information sources monitoring important local and global events, and other blogs, for items of interest upon which they comment. Increasingly, issues erupt from the blog world and into the real world. In order to monitor blogging about important events, we must develop models and metrics that represent blogs correctly. The structure of blogs requires new techniques for evaluating such metrics as the relevance, specificity, credibility and timeliness of blog entries. Techniques that have been developed for standard information retrieval purposes (e.g. Google's PageRank) are suboptimal when applied to blogs because of their high degree of exophoricity, quotation, brevity, and rapidity of update. In this paper, we offer new metrics related for blog entry relevance, specificity, timeliness and credibility that we are implementing in a blog search and analysis tool for international blogs. This tools utilizes new blog-specific metrics and techniques for extracting the necessary information from blog entries automatically, using some shallow natural language processing techniques supported by background knowledge captured in domain-specific ontologies.

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ADM001922
The Army Science of Learning Workshop (CD-ROM)

Descriptive Note: Final rept. May 2006-Jan 2007
Personal Author(s): Quinkert, Kathleen A; Morrison, John E; Fletcher, J D; Moses, Franklin L; Roberts, Eric J
Report Date: Jan 2007
Media Count: 1   CD-ROM (s)
Descriptors: (U) *ARMY TRAINING, *LEARNING, *WORKSHOPS, SKILLS, LEADERSHIP TRAINING, DISTANCE LEARNING, COMPACT DISKS, PERFORMANCE(HUMAN), OPERATIONAL EFFECTIVENESS, BEHAVIOR
Identifiers: (U) MULTIMEDIA(CD-ROM), INSTRUCTIONAL DESIGN AND DEVELOPMENT, LEARNING MODELS, *SCIENCE OF LEARNING, TRAINING MODELS, TRAINING TOOLS, PE2O263007
Abstract: (U) ELECTRONIC FILE CHARACTERISTICS: 5 files; Adobe Acrobat (). PHYSICAL DESCRIPTION: 1 CD-ROM and 1 hard copy document; 4 3/4 in.; 26.6 MB. ABSTRACT: At the request of TRADOC, ARI brought together key stakeholders in Army training and education together with experts from academia, industry, and other Military Services for a 3-day workshop. The purpose of this workshop was to identify learning science findings and technologies to help the Army train Soldiers and grow leaders for today and tomorrow. Ninety-five individual workshop participants were divided into four working groups that discussed four distinct problems in training. The following are some of the more notable findings and recommendations from those four working groups: (a) Learning Model-try out an instructional development and execution strategy that is grounded in the science of learning; (b) Develop Leaders-integrate social networks, communities of practice, and Army Knowledge Online (AKO) as an electronic supplement to socialization and relationship building; (c) Train Soldiers-use distance learning (dL) to accelerate training, reduce costs and personnel requirements and to improve operational effectiveness without adversely affecting Soldiers or their families; and (d) Future Capabilities-maintain a robust agenda of multidisciplinary research to include (but not be limited to) the following general topic areas: learning and performance, social and cultural behavior, human-machine performance, predictive models of readiness and performance, and collective performance modeling.

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ADA464217
Building High-Performing Commander Leader Teams: Intensive Collaboration Enabled by Information Technology and Knowledge Management

Descriptive Note: Final rept. Oct 2005-Dec 2006
Personal Author(s): Brown, Frederic J
Report Date: Dec 2006
Media Count: 175   Page(s)
Descriptors: (U) *LEADERSHIP, *INFORMATION EXCHANGE, *ARMY PERSONNEL, *TEAMS(PERSONNEL), *MILITARY COMMANDERS, *KNOWLEDGE MANAGEMENT, *PERSONNEL DEVELOPMENT, NEURAL NETS, MILITARY CAPABILITIES, COMPUTER NETWORKS, LEARNING, COLLABORATIVE TECHNIQUES, BATTLE MANAGEMENT, TRANSFORMATIONS, ADAPTATION, ARMY, WAR GAMES, SKILLS, ARMY TRAINING, ATTITUDES(PSYCHOLOGY), PERFORMANCE(HUMAN)
Identifiers: (U) BCKS(ARMY BATTLE COMMAND KNOWLEDGE SYSTEM), CHAINS OF COMMAND, CHAINS OF FUNCTIONAL SUPPORT, CHAINS OF COORDINATION, AKO(ARMY KNOWLEDGE ONLINE), HP CLT(HIGH-PERFORMING COMMANDER LEADER TEAMS), INFORMATION TECHNOLOGY, SPF(STRUCTURED PROFESSIONAL FORUMS), KNOWLEDGE NETS, ACTION TEAMS, INTUITION, ALL(ADAPTIVE LEADER LEARNERS), LTX(LEADER TEAM EXERCISES), BCR(BATTLE COMMAND REVIEW), ETDG(ELECTRONIC TACTICAL DECISION GAMES), JIIM(JOINT INTERAGENCY INTERGOVERNMENTAL MULTINATIONAL)
Abstract: (U) This document was prepared to support the development of advanced leader and leader-team preparation in conjunction with the formulation and development of the emerging Army Battle Command Knowledge System (BCKS). It develops a model for the development and sustainment of high-performing teams of leaders that serve in chains of command, chains of functional support, and chains of coordination. The central thrust of the model is to describe how new tools provided by Information Technology (IT) through Army Knowledge Online (AKO), and Knowledge Management (KM) through BCKS, as mutually supporting programs, can translate data and information to knowledge and actionable understanding shared between high-performing leaders and teams of leaders across Army Operating Forces and Army Generating Forces and associated Joint, Interagency, Intergovernmental, Multinational (JIIM) organizations. By drawing on AKO and BCKS, America's Army is on the verge of a breakthrough in individual, team, and unit performance by creating and sustaining high-performing Commander Leader Teams (HP CLTs.) Extending HP CLTs across JIIM organizations will be critical to winning the Long War. If leaders draw on top-down IT and bottom-up KM to generate and then sustain both grouped and virtual HP CLTs, then organizational performance improves greatly. AKO and BCKS together facilitate significant increases in professional communication and collaboration. Intensive collaboration generates shared skills, knowledge, and attitudes (SKA) along with shared knowledge and shared understanding and creates HP CLTs. The most relevant SKA for developing HP CLTs are shared trust, shared vision, shared competence, and shared confidence. Much of what is described here is merely new technology applied to proven learning processes, but there are four new capabilities made available by the combined potential of IT/AKO and KM/BCKS: CLTs, Structured Professional Forums (SPFs), Knowledge Nets (KNs), and Action Teams (ATs).

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ADA462342
Systems Approach to Terrorism: Countering the Terrorist Training Subsystem

Descriptive Note: Master's thesis
Personal Author(s): Celebi, Erdogan
Report Date: Dec 2006
Media Count: 109   Page(s)
Descriptors: (U) *TERRORISTS, *ORGANIZATIONS, *STRATEGY, *INTERNET, *SYSTEMS APPROACH, *COUNTERMEASURES, *TRAINING, RECRUITING, ORGANIZATION THEORY, POLITICAL PARTIES, BRAINWASHING, PROPAGANDA, VIRTUAL REALITY, TERRORISM, TURKEY, INSTABILITY, LEARNING, VULNERABILITY, THESES, MOTIVATION, ADAPTIVE SYSTEMS
Identifiers: (U) UCINET COMPUTER PROGRAM, *WEB-BASED TERRORIST TRAINING, INTERNET-BASED TERRORIST TRAINING, ORGANIZATIONAL STRUCTURE, PKK(KURDISTAN WORKERS PARTY), PKK WEBSITES, TERRORIST SYSTEMS, *TERRORIST TRAINING SUBSYSTEMS, SELECTIVE RECRUITMENT, GROUP IDENTIFICATION, INDIVIDUAL TRAINING, MOTIVATIONAL TRAINING, OPERATIONAL TRAINING, VIRTUAL TRAINING CAMPS, *SOCIAL NETWORK ANALYSIS, CONTENT ANALYSIS, TERRORIST WEBSITES
Abstract: (U) This study on terrorism training follows the logic that terrorism is a "wicked problem" and that there are various strategies to cope with it. "Systems thinking" is one of the coping strategies one can use to address "wicked problems." A system is a whole composed of complex organized elements (subsystems) interacting with each other and with their environment. The stability of a system depends on its components' alignment. Misaligning one of the components will destabilize, or even disrupt, the whole system. The author defines terrorism and terrorist organizations in "systems" terms, explains their components and interrelations, and concludes that the most important component of a terrorist system is the training subsystem. Thus, it is important to understand how this subsystem functions if one wishes to disrupt the whole system. This study reviews the types of terrorist training that are occurring right now, how the terrorists and their organizations learn (process), what the terrorists learn (content), and where the terrorists learn (location). The author concludes that the internet is the new safe haven for terrorist training. He also demonstrates the adaptive capability of terrorist systems to move from land-based to internet-based training. Almost every terrorist organization on the U.S. Sate Department's designated terrorist organizations list exists on the Net. One example is the PKK (Kurdistan Workers Party) terrorist network. Its website network is analyzed by content and network structure using the social network analysis software program UCINET. The goal is to develop strategies to eliminate the web presence of the terrorist training subsystem.

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ADA472324
Information Technology Management: Defense Information Systems Agency Controls of the Center for Computing Services Placed in Operation and Tests of Operating Effectiveness for the Period
December 1, 2005, through July 31, 2006
Personal Author(s): Granetto, Paul J; Marsh, Patricia A; Remington, Patricia C; Luecke, Suzette L; Tran, Anh; Davitt, Michael L; Lam, Chi H
Lee-Baynard, Chanda D; Olberding, Danial; Fine, Ernest
Report Date: 15 Nov 2006
Media Count: 67   Page(s)
Descriptors: (U) *CONTROL, *COMPUTER NETWORKS, *INFORMATION SECURITY, *AUDITING, ACQUISITION, DATA MANAGEMENT, FINANCIAL MANAGEMENT, MONITORING, RISK ANALYSIS, CUSTOMER SERVICES, SECURE COMMUNICATIONS, COMBAT SUPPORT, OPERATIONAL EFFECTIVENESS, OPERATING SYSTEMS(COMPUTERS), TELECOMMUNICATIONS
Identifiers: (U) *INFORMATION TECHNOLOGY, *CS(CENTER FOR COMPUTING SERVICES)
Abstract: (U) This report is intended for the use of Defense Information Systems Agency (DISA) management, its user organizations, and the independent auditors of its user organizations. The DoD Office of Inspector General is implementing a long-range strategy to conduct audits of DoD financial statements. The Chief Financial Officers Act of 1990, as amended, mandates that agencies prepare and conduct audits of financial statements. The reliability of information processed at the DISA sites directly impacts the ability of DoD to produce reliable, and ultimately auditable, financial statements, which is key to achieving the goals of the Chief Financial Officers Act. This report focuses on the DISA Center for Computing Services (CS). CS provides computer processing for the entire range of combat support functions; including transportation, logistics, maintenance, munitions, engineering, acquisition, finance, medicine, and military personnel readiness. CS offers computing services on both CS- and customer-owned platforms including computer operations, data storage, systems administration, security management, capacity management, system engineering, web and portal hosting, architectural development, and performance monitoring. This examination assessed controls defined by DISA over the CS environment. The report provides an opinion on the fairness of presentation by DISA of its description of controls, the suitability of the design of controls, and the operating effectiveness of key controls that are relevant to audits of a user organization's financial statements. As a result, this examination may preclude the need for additional audits of general controls such as those that were previously performed by user organizations to plan or conduct financial statement and performance audits. This examination will also provide a separate audit report with recommendations to management for correction of identified internal control deficiencies.

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ADA481077
AXL.Net: Web-Enabled Case Method Instruction for Accelerating Tacit Knowledge Acquisition in Leaders

Descriptive Note: Conference paper
Personal Author(s): Hill, Jr , Randall W; Kim, Julia M; Zbylut, Michelle L
Gordon, Andrew S; Traum, David; Gandhe, Sudeep; King, Stewart; Lavis, Salvo; Rocher, Scott
Report Date: Nov 2006
Media Count: 39   Page(s)
Descriptors: (U) *ARMY, *LEADERSHIP TRAINING, *KNOWLEDGE MANAGEMENT, SYMPOSIA, ACCELERATION, PROTOTYPES, INTERNET, CASE STUDIES, INSTRUCTIONS
Identifiers: (U) *KNOWLEDGE ACQUISITION, *WEB-BASED, BRIEFING CHARTS
Abstract: (U) AXL.Net is a prototype web-based immersive technology solution that supports case method teaching for U.S. Army leader development. The AXL.Net system addresses three challenges: (1) designing a pedagogically-sound research prototype for leader development, (2) integrating research technologies with the best of Web 2.0 innovations to enhance case method teaching, and (3) providing an easy to use system. Initial evaluations show that the prototype application and framework is effective for leader development.

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ADA481766
Creating the Semantic Battlespace: Narrative Structure for Information Fusion

Descriptive Note: Conference paper
Personal Author(s): Hobbs, Reginald L
Report Date: Nov 2006
Media Count: 9   Page(s)
Descriptors: (U) *INFORMATION SYSTEMS, *KNOWLEDGE MANAGEMENT, ARMY, VIRTUAL REALITY, ONTOLOGY, COMBAT SIMULATION, METADATA, MARKUP LANGUAGES, SYMPOSIA, MILITARY INTELLIGENCE, BATTLE MANAGEMENT
Identifiers: (U) C4ISR(COMMAND - CONTROL - COMMUNICATIONS - COMPUTERS - INTELLIGENCE - SURVEILLANCE - RECONNAISSANCE), METAMODELS, AUTOMATED CONTEXTUAL ENHANCEMENT, GIG(GLOBAL INFORMATION GRID), INFORMATION FUSION, DOMAIN KNOWLEDGE, NARRATIVE, IMMERSIVE TECHNOLOGIES, C2IEDM(COMMAND AND CONTROL INFORMATION EXCHANGE DATA MODEL), OWL-S(WEB ONTOLOGY LANGUAGE - SCHEMA)
Abstract: (U) The army has identified a need for representations of the battlespace that can be analyzed by both computational systems and subject matter experts to aid the C4ISR (Command, Control, Communications, Computers, Intelligence, Surveillance, and Reconnaissance). The Future Combat System (FCS) envisions a seamless merge of information systems and hardware, communicating on the battlespace in realtime with persistent data. Much of the infrastructure of FCS will be supported by the Global Information Grid (GIG); the Department of Defense (DOD) mandated interconnected set of information capabilities for war fighters, policy makers, and support personnel. One of the primary policy requirements on GIG assets is interoperability using common or enterprise-level communications and computing architectures. The multiple data sources, communication channels, heterogeneous platforms, and information systems in FCS will not only generate cognitive overload to the war-fighter, but will make information fusion difficult. The problem is context; how to add semantics to the data to assist decision makers and battle planning. The purpose of this paper is to highlight the narrative approaches that are inherent in several ongoing Army efforts. Recognizing the storytelling nature of these systems and the potential for automated contextual enhancement will leverage the significant research in narrative from other disciplines. Incorporating M & S systems with C4ISR applications, particularly the Future Combat System (FCS), will necessitate a multidisciplinary approach to making seamless communications with automated systems.

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ADA476571
A Web-Portal Based Approach for Knowledge Networks in Support of the Pathfinder Programme

Descriptive Note: Conference paper with briefing charts
Personal Author(s): Tolk, Andreas; Turnitsa, Charles D; Oehlund, Gunnar; Sursal, Gokay
Report Date: Oct 2006
Media Count: 31   Page(s)
Descriptors: (U) *COMPUTERIZED SIMULATION, *SOFTWARE ENGINEERING, *NATO, *INFORMATION EXCHANGE, DATA BASES, SYMPOSIA, TECHNOLOGY TRANSFER, STANDARDS, INTERNET, DECISION SUPPORT SYSTEMS, HIGH LEVEL ARCHITECTURE, KNOWLEDGE MANAGEMENT
Identifiers: (U) NATO FURNISHED, BRIEFING CHARTS, COMMON TECHNICAL FRAMEWORK, FEDERATIONS OF NATIONAL MODELS, COMMON INITIALIZATION RESOURCES, COMMON RESOURCE ACCESS PROTOCOLS, PIE(PATHFINDER INTEGRATION ENVIRONMENT)
Abstract: (U) Technical activity program MSG-027 "Pathfinder Integration Environment" has the task of bringing the integration knowledge required to build a federation to whatever organization is charged with a federating task. In order to effectively have all federates, the organization must have access to the knowledge needed to work with the federates. The knowledge could be shared via training and education programs, however the number of systems make a universal training program unrealistic. A better goal is to have necessary information available to all eligible organizations that need access. This is a perfect problem for knowledge delivery via the internet, and for the future such knowledge delivery will help to guide not only the building of Federations but even NATO activities in general. To facilitate the integration of purpose-built Federations from different National Federates the knowledge needed will need to be captured and managed. It also requires the development and presentation of a web portal that will make all specialized information and knowledge required available. A web portal that can satisfy that description must have a number of different functional pillars. The first is a community of users that will rely on that portal for knowledge and information. The second is a community of subject matter experts who are willing to prepare their knowledge for presentation by the web portal. The third pillar is a small staff to manage the knowledge, keep it manageable and up-to-date, and to ensure that it is presented from the subject matter experts, to the user community, in a useful format. MSG-027 has sought to provide a web portal, as well as tools to enable management of knowledge captured. This paper will discuss the activities structuring such a portal, the means by which all three functional pillars of that portal can be supported, and the future of how such work can assist with other NATO MSG activities.

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ADA462795
Developing a Taxonomy of Characteristics and Features of Learning Systems and Internet Gaming Environments

Descriptive Note: Final rept. Aug 2005-Sep 2006
Personal Author(s): Xu, Jinsheng
Report Date: Sep 2006
Media Count: 40   Page(s)
Descriptors: (U) *ONLINE SYSTEMS, *LEARNING, *GAME THEORY, *INTERNET, *TAXONOMY, MILITARY OPERATIONS, ENVIRONMENTS, DISTRIBUTION, CONDITIONING(LEARNING), INTERACTIONS, RECREATION, SYNTHESIS, MILITARY APPLICATIONS, STANDARDIZATION, MILITARY TRAINING, INSTRUCTIONS
Identifiers: (U) PE62202F, WUAFRL1123AS52
Abstract: (U) There is currently a substantial amount of interest in the exploitation of online interactive gaming environments for training across a number of applied domains including military operations (e.g., the DARPA DARWARS program; US Army Future Combat Systems training program). However, there are no standardized guidelines or specifications related to what the key characteristics of a learning environment must posses and what features of current online gaming environments could facilitate efficiently modifying them to be training and learning environments. This project involved a review of the extant literatures in learning environments and in gaming environment development and application to develop a taxonomy of the key characteristics of instructional environments and the manner in which these characteristics map to existing Internet game architectures. The project deliverables included a review of the pertinent literatures and the development of a research-driven taxonomy of characteristics and the definition of a process whereby a candidate gaming environment could be modified to function as a distributed training environment for a military application. Potential future work in the area is discussed in terms of using the taxonomy to aid in the development of an authoring system for adding instructional components to games as well as the development of a synthetic task gaming environment for military and academic experimentation.

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ADA457225
A Concept of Operations for the Use of Emergent Open Internet Technologies as the Basis for a Network-Centric Environment

Descriptive Note: Master's thesis
Personal Author(s): O'Sullivan, Joshua D
Report Date: Sep 2006
Media Count: 190   Page(s)
Descriptors: (U) *INFORMATION EXCHANGE, *INFORMATION SYSTEMS, *COMMUNICATION AND RADIO SYSTEMS, *NETWORKS, *MILITARY ORGANIZATIONS, ORGANIZATIONS, STRUCTURES, SHARING, TWILIGHT, WEBS(SHEETS), FEEDING, COMMAND AND CONTROL SYSTEMS, INTERNAL, THESES, THEORY, SOCIETIES, EMERGENCIES
Identifiers:(U) INFORMATION SHARING, NETWORK-CENTRIC OPEN WEB FEED ARCHITECTURE (NCOWFA), NCW, NCO, GLOBALIZATION, WEB 2.0, RSS, ATOM, PORTAL, WEB FEED, WIKI, BLOG, CONTENT MANAGEMENT, OPEN-STANDARD, OPEN-SOURCE, WIKIPEDIA, ALFRESCO, CAS, CDCIE, COMMON OPERATING PICTURE (COP), USER DEFINED OPERATING PICTURE (UDOP), KNOWLEDGE MANAGEMENT (KM), HUMANITARIAN AFFAIRS / DISASTER RELIEF (HA/DR), HASTILY FORMED NETWORKS (HFN)
Abstract: (U) The Industrial Age spawned a revolution that brought fundamental changes to the business of commerce, the structures of society, and the theories of warfare that are used to this day. With the dawn of the Information Age a similar revolution has begun, with the realization of the science of networks and their effects on complex systems, such as command and control and sharing information both internally and externally of a traditional military organization. Recognizing the power of Network-Centric Warfare, the US Military is transforming to develop that means. This has translated into the holistic requirement of agile, interoperable networks to achieve information superiority in fighting future wars and maintaining peace. The purpose of this thesis is to provide a concept of operations for the use of emergent open Internet technologies as the basis for a network-centric environment. Examining current relevant research on networks and their application in the US military, a system of information systems will be presented to demonstrate current and potential capabilities in information sharing. Developing constructs such as web feeds, portals, blogs, and wikis will be used to create an interconnected framework for use with coalition partners, other government agencies, non-government organizations, and internal communications.

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ADA457410
Application of Avatars in Display Design to Support Spatial Awareness under Varying Workload Conditions

Descriptive Note:Master's thesis
Personal Author(s): Myttas, Dimitrios
Report Date: Sep 2006
Media Count: 117   Page(s)
Descriptors: (U) *SPATIAL DISTRIBUTION, *PERFORMANCE(HUMAN), *DISPLAY SYSTEMS, *SITUATIONAL AWARENESS, COMPUTER PROGRAMS, COMPUTERIZED SIMULATION, JOBS, SKILLS, HUMANS, ORIENTATION(DIRECTION), THESES, JUDGEMENT(PSYCHOLOGY), OPERATORS(PERSONNEL), WORKLOAD, FLIGHT SIMULATORS, VEHICLES, LOSSES, TRANSITIONS, USER NEEDS, BOXES, ATTITUDE(INCLINATION), AWARENESS, MENTAL ABILITY, FLIGHT SIMULATION, ACCURACY, PILOTS, MODELS, VALIDATION, RISK, POSITION(LOCATION), CONTROL
Identifiers: (U) AVATARS, SITUATIONAL AWARENESS

Abstract: (U) Human performance in spatial orientation tasks is mainly determined by spatial awareness and the skills to transition from the current spatial attitude into the desired spatial orientation and position. Erroneous spatial awareness may lead to degraded task performance, to the loss of equipment, to serious injuries, or fatal aviation mishaps. The use of UAVs is considered beneficial due to the reduction in risk to the human carrying out the mission. However, the remote execution of such a mission is extremely demanding for the operator. If extensive use of UAVs is to become routine, a number of concerns that may influence their effective use needs to be addressed. When we consider the human-in-the-loop (HITL), then vehicle control and the use of autonomy are important issues for the end user. Therefore this thesis will investigate the use of a virtual avatar in the flight simulator software (Weber Box) and conduct experimental proof of concept (conduct of experiments and analysis, evaluation and validation of the data of the concept using actual flight simulation software). Results of a study (conducted by Weber, 2006) indicated that the proposed design (Weber Box) seemed to strongly support spatial awareness in 3D orientation tasks. Time to assess a spatial situation decreases significantly, whereas accuracy of this spatial judgment at least maintains its level. This study investigated human orientation performance in relation to display designs that support mental models of the user's spatial situation under varying workload conditions. The main goal is to support the pilot/operator with intuitive, 3D-based information which improves theirs spatial awareness and supports their mental model of spatial position, he/she is operating under, even with varying workload conditions.

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ADA457396
Videogame-Based Training Success: The Impact of Trainee Characteristics - Year 2

Descriptive Note: Final rept. Dec 2004-Mar 2006
Personal Author(s): Orvis, Karin A; Horn, Daniel B; Belanich, James
Report Date: Jul 2006
Media Count: 42   Page(s)
Descriptors: (U) *GAME THEORY, *VIDEO NETWORKS, IMPACT, TRAINING DEVICES, INTERFACES, TEAMS(PERSONNEL), ORIENTATION(DIRECTION), INSTRUCTORS, COHESION, MICROCOMPUTERS, MOTIVATION, ONLINE SYSTEMS, TRAINEES, QUESTIONNAIRES
Identifiers: (U) PE633007
Abstract: (U) Personal computer (PC)-based videogames are emerging as an increasingly popular training tool in the U.S. Army. The present research represents a follow-up investigation to Orvis, Orvis, Belanich, and Mull in (2005) with regards to the impact of trainee characteristics in videogame-based training environments. Specifically, this follow-up research examines prior videogame experience, videogame self-efficacy, and goal orientation as antecedents that maximize trainee motivation, as well as other learner choices and outcomes, in PC game-based training. In this research, participants played a first-person-perspective videogame that began with a single-player section to introduce game- specific tasks, followed by a multi-player section where participants formed small teams to conduct several collaborative missions. Prior to and after the training exercise, participants completed online questionnaires. This research extends Orvis et al. (2005) by demonstrating that these trainee characteristics, as a set, had a positive impact on trainee motivation to use the training game, trainee satisfaction with the training experience, ease in using the training game interface, team cohesion, metacognitive strategies utilized during training, and time spent engaging in the training game. The results of this research provide useful information to training game developers and instructors using videogames as training tools.

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ADA463350
User's Epistle on Text Chat Tool Acquisition

Descriptive Note: Conference paper
Personal Author(s): Simpson, Jr, Marvin L
Report Date: Jun 2006
Media Count: 9   Page(s)
Descriptors: (U) *COMPUTER COMMUNICATIONS, *TEAMS(PERSONNEL), *COLLABORATIVE TECHNIQUES, *SOFTWARE TOOLS, COMMAND CONTROL COMMUNICATIONS, SYMPOSIA, TECHNOLOGY ASSESSMENT, MILITARY CAPABILITIES, INTEROPERABILITY, ACQUISITION
Identifiers: (U) *TEXT CHAT, *CHAT ROOMS, MIRC(MARDAM INTERNET RELAY CHAT)
Abstract: (U) Just as leaders of the world wars of the 20th century exploited advances in the industrial revolution, military leaders today exploit the information revolution. Despite the hindrance of current military command, control and communications (C3) to adhere to a classic Napoleonic hierarchy, information revolution values strategically enable principles like Net-Centric Warfare and challenge the status quo. With a revolutionary technology like text chat, a monopoly of naysayers produce a litany of obstacles that predict inevitable failure and a monopoly of ideologues insist that only the purest implementation can succeed. The rest of us plug away -- testing, innovating, and using the new technology any way in which it works better than the old way. It is often said in the C3 world that amateurs talk tools while professionals discuss capabilities. This paper provides an acquisition philosophy to encourage Text Chat as a universally viable military capability. As the information age progressed, individuals came to regard Text Chat as a normal mode of communication. Chat Rooms enable members of a workgroup to visually converse and can include the ability to record that conversation.

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ADA463397
Battle Lab Simulation Collaboration Environment (BLSCE): Multipurpose Platform for Simulation C2

Personal Author(s): Dunn, III, Charles; Pressley, Corey S; Sheppard, Arthur
Report Date: Jun 2006
Media Count: 24   Page(s)
Descriptors: (U) *SIMULATION, *ARMY TRAINING, *COMMAND AND CONTROL SYSTEMS, MANAGEMENT, SECURITY, TELECOMMUNICATIONS, VIDEO SIGNALS, CONFERENCING(COMMUNICATIONS), INTRUSION DETECTION, MULTIPURPOSE, BATTLES, LABORATORIES, WIDE AREA NETWORKS, WEAPON SYSTEMS, NETWORKS
Abstract: (U) Battle Lab Simulation Collaboration Environment (BLSCE) is a U.S. Army Training and Doctrine Command (TRADOC) initiative that was developed to support concept development and experimentation of Future Combat Systems (FCS) in a closed, distributed, simulation-rich environment. The configuration, maintenance, administrative and security responsibilities have been assigned to the Battle Command Battle Laboratory Gordon (BCBL-G). This paper will specifically address the network services that are provided to facilitate the Command and Control (C2) aspect of every future force experiment. It will describe BCBL-G's primary function of providing a secure wide area network that supports a distributed, simulation-rich environment. Additionally, this paper will describe the administrative services provided over the BLSCE to include: voice over IP, video teleconferencing, and a web portal. Furthermore, a brief description of BCBL-G s NOSC responsibilities will be provided to include antivirus protection, intrusion detection, authentication, and accreditation, surrounding an enterprise-sized WAN. In conclusion, the paper will preview future evolutionary refinements anticipated for the BLSCE and its continued role as the environment for evaluating the Army future.

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ADA473341
Immersive Simulation to Train Urban Infantry Combat

Descriptive Note: Conference paper with briefing charts
Personal Author(s): Templeman, James N; Sibert, Linda E; Page, Robert C; Denbrook, Patricia S
Report Date: Jun 2006
Media Count: 34   Page(s)
Descriptors: (U) *MAN COMPUTER INTERFACE, *VIRTUAL REALITY, *COMBAT SIMULATION, SIMULATORS, SYMPOSIA, CONTROL SYSTEMS, INDIVIDUALIZED TRAINING, PROPRIOCEPTION, CONTROL STICKS, OPEN LOOP SYSTEMS, COMPARISON, MOTION, MILITARY TRAINING
Identifiers: (U) VIRTUAL INFANTRY TRAINING SIMULATOR, FULL-BODY IMMERSIVE INTERFACE, AVATARS, GAITER BODY-DRIVEN INTERFACE, ONE-TO-ONE MOTION MAPPING, VIRTUAL LOCOMOTION, NATO FURNISHED, BRIEFING CHARTS
Abstract: (U) The key component in developing an effective virtual infantry training simulator is the user interface. Our goal is to develop interfaces that give users close to the same ability to move and coordinate actions as they have in the real world. We have developed two interfaces. Gaiter is a highly realistic body-driven interface in which the user walks in place to walk through the virtual world. With Gaiter, the user can naturally intermix a range of natural and gestural actions. An experiment comparing Gaiter with less realistic interfaces shows that a control technique that mimics a user's natural actions, while beneficial, does not immediately provide all the capabilities of natural motion. These results, along with a Marine Corps interest in lower cost, more deployable systems, have led us to develop a new virtual locomotion control. Pointman is a device-driven interface that uses a conventional dual joystick gamepad. Unlike the control mappings of a conventional game pad, Pointman allows the user to specify direction of movement independently from the heading of the upper body, allowing the user to execute realistic tactical infantry movements such as pie-ing the corner. Pointman can also be used for teleoperation of remotely piloted vehicles, providing added separation over the vehicle's motion and view. Both interfaces derive from an analysis of action and effect that highlights the importance of providing open loop control.

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ADA448151
Evaluating the Contributions of Virtual Simulations to Combat Effectiveness

Descriptive Note: Final rept. Mar 2004-Sep 2005
Personal Author(s): Jones, Phillip N; Mastaglio, Thomas
Report Date: Mar 2006
Media Count: 94   Page(s)
Descriptors: (U) *SIMULATION, *COMBAT EFFECTIVENESS, COMPUTER PROGRAMS, LEADERSHIP, DEMOGRAPHY, DATA ACQUISITION, INTERNET, VIRTUAL REALITY, INTERVIEWING, IRAQI WAR, PLATOON LEVEL ORGANIZATIONS, JOB ANALYSIS, QUESTIONNAIRES, SURVEYS, BATTALION LEVEL ORGANIZATIONS, THEATER LEVEL OPERATIONS, NATIONAL GUARD
Identifiers: (U) *CLOSE COMBAT TACTICAL TRAINER, *VIRTUAL SIMULATIONS, IRAQI FREEDOM UNITS, PE665803A, WUARID730305
Abstract: (U) The problem under investigation was the evaluation of virtual simulations to combat effectiveness for two separate populations: US Army heavy combat units returning from Operation Iraqi Freedom and US Army National Guard heavy combat units. The research used opinion data collected via questionnaires delivered to battalion through platoon leadership. Questionnaires were delivered via physical interviews and written survey and also through web delivered surveys. Individual opinions were aggregated based upon duty position and other demographic factors to develop collective opinions which allowed analysts to make supported observations. Results are reported separately for Iraqi Freedom units and National Guard units, Significant findings include: virtual simulations are effective but are seen as a substitute to live training; users would prefer higher operational area modeling in virtual trainers so they can use them more as theater/mission rehearsal tools; and integration of virtual simulations into unit training strategies is a learned skill and requires more attention. Finally this research demonstrates the viability of using web-based collection methods in further investigations.

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ADA473402
What a Decade of Experiments Reveals about Factors that Influence the Sense of Presence

Descriptive Note: Final rept. Sep-Nov 2003
Personal Author(s): Youngblut, Christine
Report Date: Mar 2006
Media Count: 186   Page(s)
Descriptors: (U) *COMPUTERIZED SIMULATION, *EXPERIMENTAL DATA, *MAN COMPUTER INTERFACE, *MISSIONS, *AWARENESS, *VIRTUAL REALITY, COMPUTER PROGRAMS, SCENARIOS, COGNITION, MILITARY RESEARCH, SCIENTIFIC RESEARCH, QUESTIONNAIRES, MICROCOMPUTERS, DISPLAY SYSTEMS, MEMORY(PSYCHOLOGY), PERFORMANCE(HUMAN), MEASUREMENT, METHODOLOGY
Identifiers: (U) *PRESENCE, *VIRTUAL ENVIRONMENTS, VIRTUAL WORLDS, TASK CHARACTERISTICS, TECHNICAL CHARACTERISTICS, CO-PRESENCE, SOCIAL PRESENCE, REPLICATED EXPERIMENTS, AVATARS, IMMERSIVE VIRTUAL WORLDS, RESEARCH FINDINGS
Abstract: (U) The sense of presence, "being there," is a real phenomenon. The literature contains many anecdotal accounts of how users have reacted to a virtual scene in instinctual ways that suggest they believe, at least for a short time, that virtual events are real. Yet, much remains unknown. Does a strong sense of presence cause users to engage mental models and cognitive processes that they have already developed in a real environment? Will behavior learned in a virtual-world transfer to a corresponding real scenario? This document reviews what experimental results reveal about technical factors and task characteristics that may influence the sense of presence. For the discussions here, "presence" is loosely defined as the subjective experience of being in a place or environment, even when one is physically situated in another place or environment. "Co-presence," then, is the experience of being with another person (actual or computer generated) in a place or environment such that he has access to that person and, conversely, that person has access to him. This is different from "social presence," which goes a step further to address social psychological ideas of personal interaction and implies some awareness of a collocated person's intelligence and intentions. Factors that may be related to co-presence and social presence have been examined less than those that may influence presence. This report reviews the results of experiments that have examined the sense of presence experienced in virtual environments. The report provides guidance about factors that have a good probability of manipulating presence, gives a feel for the scope of experimentation that has been performed, and facilitates the identification of critical gaps where future research may make the most difference. Over 170 experiments are identified, but the analysis focuses on those experiments that have been replicated (more or less) and on factors that have shown consistent results across studies.

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ADA449402
The World Wide Web of War

Descriptive Note: Research paper
Personal Author(s): Smith, Craig A
Report Date: 21 Feb 2006
Media Count: 20   Page(s)
Descriptors: (U) *MILITARY FORCES(UNITED STATES), *PUBLIC RELATIONS, *INTERNET, *INFORMATION WARFARE, *PUBLIC OPINION, *IRAQI WAR, CONTROL, POLICIES, DIGITAL COMMUNICATIONS, STRATEGIC COMMUNICATIONS, PROPAGANDA, WIRELESS LINKS, CELLULAR COMMUNICATIONS, GLOBAL COMMUNICATIONS, MASS MEDIA, UNCONVENTIONAL WARFARE, PSYCHOLOGICAL WARFARE, ENEMY, COMMUNICATIONS NETWORKS, SATELLITE COMMUNICATIONS
Identifiers: (U) *WAR BLOGS, *UNREGULATED REPORTING, WEB LOGS, IRAQI FREEDOM OPERATION, NEWS REPORTING, CIVILIAN MILITARY RELATIONS, AL QAEDA, ENEMY BLOGS, INFORMATION OPERATIONS, NEWS MEDIA
Abstract: (U) Modern communications, combined with the near instantaneous publication of information on the World Wide Web, are providing the means to dramatically affect the pursuit, conduct, and public opinion of war on both sides. The current war in Iraq is the first war in history that has seen soldiers, independent journalists, and citizens in the war zone publishing interactive, first-hand accounts and photos of life and events by web logs or blogs. This war also has seen the enemy create slick web sites containing information and professional quality graphics and video of their operations and exploits, including gruesome beheadings. U.S. military and government public affairs elements, and even mainstream media organizations, have scrambled to deal with this onslaught of unregulated reporting as it rapidly grows in popularity and capability. This paper examines the rise of war blogs and other communications to assess their immediate and longer term impact on U.S. policy and military strategy, and to suggest ways in which the United States can overtly control them or use them more effectively.

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ADA460391
Toward Distributed Service Discovery in Pervasive Computing Environments

Descriptive Note: Journal article
Personal Author(s): Chakraborty, Dipanjan; Joshi, Anupam; Yesha, Yelena; Finin, Tim
Report Date: Feb 2006
Media Count: 17   Page(s)
Descriptors: (U) *CELLULAR COMMUNICATIONS, *COMMUNICATIONS PROTOCOLS, COMPUTER COMMUNICATIONS, WIRELESS LINKS, WIDE AREA NETWORKS, POCKET COMPUTERS
Identifiers: (U) ADVERTISEMENTS, MANET(MOBILE AD HOC NETWORKS), OWL(WEB ONTOLOGY LANGUAGE), PEER-TO-PEER, PERVASIVE COMPUTING, SEMANTIC DESCRIPTION, SERVICE DISCOVERY ARCHITECTURE, EMBEDDED COMPUTERS
Abstract: (U) The paper proposes a novel distributed service discovery protocol for pervasive environments. The protocol is based on the concepts of peer-to-peer caching of service advertisements and group-based intelligent forwarding of service requests. It does not require a service to be registered with a registry or lookup server. Services are described using the Web Ontology Language (OWL). We exploit the semantic class/subClass hierarchy of OWL to describe service groups and use this semantic information to selectively forward service requests. OWL-based service description also enables increased flexibility in service matching. We present simulation results that show that our protocol achieves increased efficiency in discovering services (compared to traditional broadcast-based mechanisms) by efficiently utilizing bandwidth via controlled forwarding of service requests.

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ADA447930
Inferring Trust Relationships in Web-Based Social Networks
Descriptive Note: Research paper
Personal Author(s): Golbeck, Jennifer; Hendler, James
Report Date: Jan 2006
Media Count: 42   Page(s)
Descriptors: (U) *NETWORKS, *EXPERT SYSTEMS, *INTERPERSONAL RELATIONS, *INTERNET, COMPUTER PROGRAMS, ALGORITHMS, PROBABILITY, ELECTRONIC MAIL, KNOWLEDGE MANAGEMENT, RATINGS, MAN COMPUTER INTERFACE, NODES, ACCURACY, SOCIAL COMMUNICATION, COMPUTERIZED SIMULATION
Identifiers: (U) *SOCIAL NETWORKS, *TRUST RELATIONSHIPS, TRUST NETWORKS, SOCIAL RELATIONSHIPS, SOCIAL TRUST, MOVIE RECOMMENDATIONS, TRUSTMAIL, ROUNDING ALGORITHM, NONROUNDING ALGORITHM, COLLABORATIVE FILTERING, TRUST VALUES, SEMANTIC WEB, TRUST RATINGS, FOAF(FRIEND OF A FRIEND), MESSAGE SCORING SYSTEMS
Abstract: (U) The growth of web-based social networking and the properties of those networks have created great potential for producing intelligent software that integrates a user's social network and preferences. This research focuses on the concept of trust in social networks. The goal of the work is to use explicit trust ratings that describe direct connections between people in social networks and compose this information to infer the trust that may exist between two people who are not directly connected. The paper presents two variations on an algorithm to make this calculation in networks in which users rate one another on a binary scale (trusted or not trusted). The authors begin by presenting a definition of trust and illustrating how it fits in with making trust ratings in web-based social networks. For both algorithms, the objective is to infer trust values that are accurate to the person for whom they are calculated. They introduce each algorithm in detail, followed by a theoretical analysis that shows why highly accurate results can be expected. This is reinforced through simulation that demonstrates the correctness in simulated networks. Finally, they demonstrate the potential of using inferred trust values to create trust-aware applications through a prototype of TrustMail, an e-mail client that uses trust ratings as a mechanism to filter e-mail.

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ADA458499
High-Tech Terror: Al-Qaeda's Use of New Technology

Descriptive Note: Journal article
Personal Author(s): Brachman, Jarret M
Report Date: Jan 2006
Media Count: 17   Page(s)
Descriptors: (U) *INTERNET, *PROPAGANDA, COMPUTER PROGRAMS, TERRORISTS, REPRINTS, ORGANIZATIONS, COMMUNICATION AND RADIO SYSTEMS
Identifiers: (U) *AL-QAEDA, *JIHADI MOVEMENT, *INFORMATION TECHNOLOGY, ACTIVISM, IDEOLOGY, VIDEO GAMES, WEB SITES, COMMUNICATION TECHNOLOGIES
Abstract: (U) Al-Qaeda has transformed itself into an organic social movement, using the Internet to make its virulent ideology accessible to anyone with a computer. For the United States to defeat al-Qaeda and the broader jihadi movement, it must first gain a better appreciation of the ways in which the movement is successfully fueling itself by harnessing new technologies.

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ADA459180
Building Robust Planning and Execution Systems for Virtual Worlds

Descriptive Note: Conference paper
Personal Author(s): Dini, Don M; van Lent, Michael; Carpenter, Paul
Iyer, Kumar
Report Date: Jan 2006
Media Count: 8   Page(s)
Descriptors: (U) *AUTOMATION, *ARTIFICIAL INTELLIGENCE, *VIRTUAL REALITY, SOFTWARE ENGINEERING, SYMPOSIA
Identifiers: (U) *PLANNING AND EXECUTION SYSTEMS, *INTELLIGENT SYSTEMS, *VIRTUAL WORLDS, INTELLIGENT AGENTS, COMPONENTS
Abstract: (U) Planning and execution systems have been used in a wide variety of systems to create practical and successful automation. They have been used for everything from performing scientific research on the surface of Mars to controlling enemy characters in video games to performing military air campaign planning. After reviewing past work on these various planning and execution systems, we believe that most lack one or more key components contained in another system. To enable future researchers to build more complete systems, and avoid possible serious system failure, we identify the major technical problems any implementer of such a system would have to face. In addition we cite recent solutions to each of these technical problems. We limit our focus to planning and execution for virtual worlds and the unique problems faced therein.

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ADA447900
Generating Predictive Movie Recommendations from Trust in Social Networks

Descriptive Note: Research paper
Personal Author(s): Golbeck, Jennifer
Report Date: Jan 2006
Media Count: 16   Page(s)
Descriptors: (U) *NETWORKS, *EXPERT SYSTEMS, *INTERPERSONAL RELATIONS, *MOTION PICTURES, *INTERNET, ALGORITHMS, MAN COMPUTER INTERFACE, SOCIAL COMMUNICATION, PREDICTIONS
Identifiers: (U) *SOCIAL NETWORKS, *TRUST RELATIONSHIPS, *MOVIE RECOMMENDATIONS, SOCIAL RELATIONSHIPS, SOCIAL TRUST, USER SIMILARITY, FILMTRUST WEB SITE, TIDALTRUST ALGORITHM, COLLABORATIVE FILTERING, TRUST VALUES, MOVIE RATINGS, ACF(AUTOMATIC COLLABORATIVE FILTERING), RECOMMENDER SYSTEMS, SEMANTIC WEB
Abstract: (U) Social networks are growing in number and size, with hundreds of millions of user accounts among them. One added benefit of these networks is that they allow users to encode more information about their relationships than just stating who they know. In this work, the authors are particularly interested in trust relationships, and how they can be used in designing interfaces. In this paper, they present FilmTrust, a web site that uses trust in web-based social networks to create predictive movie recommendations. Using the FilmTrust system as a foundation, they show that these recommendations are more accurate than other techniques when the user's opinions about a film are divergent from the average. They discuss this technique both as an application of social network analysis and how it suggests other analyses that can be performed to help improve collaborative filtering algorithms of all types.

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ADA484929
Blogs and Military Information Strategy

Descriptive Note: Journal article
Personal Author(s): Kinniburgh, James B; Denning, Dorothy E
Report Date: Jan 2006
Media Count: 10   Page(s)
Descriptors: (U) *MILITARY APPLICATIONS, *INFORMATION WARFARE, *INFORMATION EXCHANGE, *INTERNET, *PSYCHOLOGICAL WARFARE, *INTELLIGENCE, UTILIZATION, DECEPTION, MASS MEDIA, PROPAGANDA, RELIABILITY, NODES, INTERACTIONS, NETWORKS, MEASUREMENT, SOURCES, REPRINTS
Identifiers: (U) *BLOGS, *INFORMATION OPERATIONS, INTELLIGENCE SOURCES, MILITARY INFORMATION STRATEGY, WEBLOGS, BLOG INFLUENCE, TRADITIONAL MEDIA, INTERNET ACCESS, CENSORSHIP
Abstract: (U) This article explores the possibility of incorporating blogs and blogging into military information strategy, primarily as a tool for influence. Towards that end, the authors examine the value of blogs as targets of and/or platforms for military influence operations and supporting intelligence operations. To evaluate the Information Operations (IO) potential for blogs, they seek answers to two questions: (1) Are blogs truly influential, and if so, in what way?; and (2) Does the information environment support blogging as part of an information campaign? One of the significant limitations of this article, as an initial foray into military use of the blogosphere, is that much of the information available concerns American blogs, run by Americans, largely for an American audience. Military use of the blogosphere must necessarily focus on foreign blogs, bloggers, and audiences. However, because some factors, such as the scale-free nature of the Internet and the psychological basis of influence are universals, the authors hope to lay a general basis for military use of the blogosphere that can be adapted to specific tactical circumstances by information operators.

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ADA475374
News Media Industry

Descriptive Note: Final rept.
Personal Author(s): Bagnati, Dave; Ferguson, Howard; Girven, Rich; Seng, Jocelyn; Herr, Sean; Hummer, Eric; Kaufman, Rob; Druggan, Tom; Kinder, Joseph; Aceto, Paul
Report Date: Jan 2006
Media Count: 34   Page(s)
Descriptors: (U) *INDUSTRIES, *TELEVISION SYSTEMS, *INTERNET, *TECHNOLOGY FORECASTING, *RADIO BROADCASTING, *NEWSPAPERS, *TECHNOLOGY ASSESSMENT, MILITARY OPERATIONS, POLICIES, MARKETING, QUALITY, PUBLIC RELATIONS, JOURNALISM, MASS MEDIA, PROFITS, LEGISLATION, CONSUMERS, ACCESS, ECONOMICS, QUANTITY, LEADERSHIP, UNITED STATES GOVERNMENT, DEPARTMENT OF DEFENSE
Identifiers: (U) *NEWS MEDIA INDUSTRY, INDUSTRY ANALYSIS, CONSOLIDATION, DEREGULATION, PROFIT-ORIENTED INDUSTRIES, PUBLIC INTEREST, FOREIGN COVERAGE, ENTERTAINMENT NEWS, NETWORK TELEVISION, CABLE NEWS, INTERNET NEWS, JOURNALISTIC CREDIBILITY, FCC(FEDERAL COMMUNICATIONS COMMISSION), INFORMATION OPERATIONS, PUBLIC DIPLOMACY, EMBEDDING, EMBEDDED JOURNALISTS, BLOGGING, WEBLOGS
Abstract: (U) The American news media industry is characterized by two competing dynamics -- traditional journalistic values and market demands for profit. Most within the industry consider themselves to be journalists first. In that capacity, they fulfill two key roles: providing information that helps the public act as informed citizens, and serving as a watchdog that provides an important check on the power of the American government. At the same time, the news media is an extremely costly, market-driven, and profit-oriented industry. These sometimes conflicting interests compel the industry to weigh the public interest against what will sell. Moreover, several fast-paced trends have emerged within the industry in recent years, driven largely by changes in technology, demographics, and industry economics. They include consolidation of news organizations, government deregulation, the emergence of new types of media, blurring of the distinction between news and entertainment, decline in international coverage, declining circulation and viewership for some of the oldest media institutions, and increased skepticism of the credibility of "mainstream media." Looking ahead, technology will enable consumers to tailor their news and access it at their convenience -- perhaps at the cost of reading the dull but important stories that make an informed citizenry. Changes in viewer preferences -- combined with financial pressures and fast-paced technological changes -- are forcing the mainstream media to re-examine their long-held business strategies. These changes will continue to impact the media's approach to the news and the profitability of the news industry. Though the number of news gatherers is falling in proportion to the news sources, the diversification of the means by which consumers can access news bodes well for an American public that takes pride in free and open access to information.

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ADA463747
TREC-2006 at Maryland: Blog, Enterprise, Legal and QA Tracks

Personal Author(s): Oard, Douglas; Elsayed, Tamer; Wang, Jianqiang; Wu, Yejun; Zhang, Pengyi; Abels, Eileen; Lin, Jimmy; Soergel, Dagbert
Report Date: Jan 2006
Media Count: 17   Page(s)
Descriptors: (U) *SEARCHING, *INFORMATION RETRIEVAL, SEMANTICS, INTERNET
Identifiers: (U) *BLOGS, QUERIES
Abstract: (U) In TREC 2006, teams from the University of Maryland participated in the Blog track, the Expert Search task of the Enterprise track, the Complex Interactive Question Answering task of the Question Answering track, and the Legal track. This paper reports our results.

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ADA441935
The Effectiveness of Instructional Games: A Literature Review and Discussion

Descriptive Note: Technical rept. Jul-Oct 2005
Personal Author(s): Hays, Robert T
Report Date: Nov 2005
Media Count: 63   Page(s)
Descriptors: (U) *TEACHING METHODS, *COMPUTER AIDED INSTRUCTION, *GAME THEORY, DECISION MAKING, LITERATURE SURVEYS, SELF CONTAINED, INTERNET, DEBRIEFING, PROGRAMMED INSTRUCTION, LEARNING, TRADE OFF ANALYSIS, OPERATIONAL EFFECTIVENESS, INSTRUCTIONAL MATERIALS
Identifiers: (U) *INSTRUCTIONAL GAMES
Abstract: (U) This report documents a review of 48 empirical research articles on the effectiveness of instructional games. It also includes summaries of 26 other review articles and 31 theoretical articles on instructional gaming. Eased on this review the following 5 conclusions and 4 recommendations are provided. Conclusions: (1) The empirical research on the instructional effectiveness of games is fragmented, filled with ill defined terms, and plagued with methodological flaws. (2) Some games provide effective instruction for some tasks some of the time, but these results may not be generalizable to other games or instructional programs. (3) No evidence indicates that games are the preferred instructional method in all situations. (4) Instructional games are more effective if they are embedded in instructional programs that include debriefing and feedback. (5) Instructional support during play increases the effectiveness of instructional games. Recommendations: (1) The decision to use a game for instruction should be based on a detailed analysis of learning requirements and tradeoffs among alternate instructional approaches. (2) Program managers and procurement officials should insist that instructional game developers demonstrate how their game will support instructional objectives. (3) Games should be used as adjuncts and aids, not as stand-alone instruction. (4) Instructor-less a roaches (e.g., web-based instruction) must include all "instructor functions.

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ADA446186
Experience Using the Web-Based Tool Wiki for Architecture Documentation

Descriptive Note: Final rept.
Personal Author(s): Bachmann, Felix; Merson, Paulo
Report Date: Sep 2005
Media Count: 45   Page(s)
Descriptors: (U) *COMPUTER PROGRAM DOCUMENTATION, *COMPUTER ARCHITECTURE, *INTERNET, COMPUTER PROGRAMS, SOFTWARE ENGINEERING, UNIVERSITIES, STUDENTS, DISTRIBUTION, TEAMS(PERSONNEL)
Abstract: (U) In an organization that uses an architecture-centric development approach, it is the purpose of the software architecture, especially the product documentation to guide all stakeholders who contribute in one way or another to the development of the product(s). Unfortunately, in many organizations, this documentation ends up on the shelves, unused and collecting dust. This happens in part because it is difficult to keep the architecture documentation current, hard for nondevelopers to understand what the documents describe, and challenging for nondevelopers to use the tools necessary to access the documentation. This technical note discusses the benefits and challenges of using a wiki-based collaborative environment to create software architecture documentation. The findings are based on two experiences. The first was that of a team of Carnegie Mellon University Master of Software Engineering (MSE) program students that used the wiki tool in a real-world software project. For its customer, the team had to produce and document the architecture of a system that will be developed by many geographically distributed teams. The second experience was a study conducted by another MSE student to reconstruct and document the architecture of a multitier enterprise application using the wiki tool and UML 2.0.

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ADA461546
The New Global Information Economy: Implications and Recommendations for Service-Oriented Architectures (SOAs)

Descriptive Note: Briefing charts
Personal Author(s): Bass, Tim; Donahue, William
Report Date: Jun 2005
Media Count: 21   Page(s)
Descriptors: (U) *DIGITAL SYSTEMS, *INFORMATION EXCHANGE, *NETWORKS, *GLOBAL COMMUNICATIONS, ECONOMICS, SELF ORGANIZING SYSTEMS, NETWORK ARCHITECTURE, INTEROPERABILITY, COMMAND AND CONTROL SYSTEMS, INTERNET, GAME THEORY
Identifiers: (U) *SOA(SERVICE-ORIENTED ARCHITECTURES), DRM(DIGITAL RIGHTS MANAGEMENT), NETWORK-CENTRIC, NET-CENTRIC, BRIEFING CHARTS
Abstract: (U) EMERGING CONCEPTS: (1) Information networks are complex systems and the complexity is accelerating; (2) The dynamics of complex internets are dominated by the notion of self-organization and emergent behavior at the "edge;" (3) Net-centric concepts are rapidly evolving to information-centric, peer-to-peer, digital information sharing and digital rights management; (4) Information-centric means a transformation from industrial-age economics to information-age economics.

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ADA456887
Enabling Live Internet Broadcasting Using an Application Endpoint Architecture

Descriptive Note: Doctoral thesis
Personal Author(s): Chu, Yang-Hua
Report Date: 09 May 2005
Media Count: 117   Page(s)
Descriptors: (U) *DISTRIBUTION, *ROUTING, *DESIGN CRITERIA, *PEER GROUPS, *VIDEO RECORDING, *INTERNET, *COMMUNICATIONS PROTOCOLS, *NETWORK ARCHITECTURE, COMPUTERIZED SIMULATION, REQUIREMENTS, SYSTEMS ENGINEERING, TEST BEDS, THESES, NETWORK ANALYSIS(MANAGEMENT), COST REDUCTION, TAXES, BANDWIDTH, HETEROGENEITY, NODES, PERFORMANCE(ENGINEERING), HIGH COSTS, GROUP DYNAMICS, REAL TIME
Identifiers: (U) *VIDEO BROADCASTING SYSTEMS, *END SYSTEM MULTICAST, *END USER DISTRIBUTION, VIDEO STREAM DISTRIBUTION, VIDEO STREAM BROADCASTING, BANDWIDTH COSTS, OVERLAY NETWORKS, PEER-TO-PEER BROADCASTING, APPLICATION-LEVEL MULTICASTING, MULTIMEDIA STREAMING, ECONOMIC INCENTIVES, RECEIVER HETEROGENEITY, PROTOCOL DESIGN, IP MULTICAST, IP(INTERNET PROTOCOLS), DATA REPLICATION, NARADA PROTOCOL, TAXATION SCHEMES
Abstract: (U) It has been a long-standing challenge to make Internet audio/video broadcasting a commodity service. This means that anyone with a commodity Internet connection and computer equipment can broadcast high-quality video to a large group of receivers in real time. The key challenge is the bandwidth cost in distributing the video streams. To distribute 300 Kbps video stream to 100 receivers directly, a publisher must provision 30 Mbps bandwidth to the Internet. This is too expensive for most individuals to afford. The conventional wisdom is to add functionality in the underlying network infrastructure (i.e., at the IP layer). With IP Multicast, the publisher sends just one copy of the video stream to the IP network, and the network intelligently replicates the video streams to all the receivers. By shifting the task of data replication to the IP routers, IP Multicast greatly reduces the bandwidth requirements for the publishers and receivers. However, 15 years after its initial proposal, IP Multicast is still plagued with concerns pertaining to scalability, network management, deployment, and support for higher level functionality. This dissertation takes a different architecture approach to meet the challenge in broadcasting high quality video over the Internet. The author's thesis is that it is feasible today to provide video broadcasting as a commodity service, without changing the underlying IP infrastructure. He proposes a new architecture called End System Multicast. In End System Multicast, data replication is performed not by the routers, but by the receivers in the broadcast, which are end systems on the Internet. Thus, the publisher only needs to send the video stream to a few receivers, and these receivers iteratively forward the video streams to other receivers. This avoids costly bandwidth provisioning for the publisher and requires no changes to the IP infrastructure.

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ADA464126
Multi-National Information Sharing -- Cross Domain Collaborative Information Environment (CDCIE) Solution. Revision 4

Personal Author(s): Fletcher, Boyd; Hare, Dana
Report Date: 12 Apr 2005
Media Count: 15   Page(s)
Descriptors: (U) *INFORMATION EXCHANGE, *JOINT MILITARY ACTIVITIES, *COLLABORATIVE TECHNIQUES, COMMAND AND CONTROL SYSTEMS, HIGH LEVEL ARCHITECTURE, INTERNET, INFRASTRUCTURE
Identifiers: (U) *CDCIE(CROSS DOMAIN COLLABORATIVE INFORMATION ENVIRONMENT), COALITION FORCES, WEB PORTALS
Abstract: (U) In February 2004, the Joint Forces Command (JFCOM) began its efforts to provide a near-term Multinational Information Sharing (MNIS) solution to support Warfighters operating in a coalition environment. The JFCOM Joint Futures Laboratory (JFL) solution to MNIS is the Cross Domain Collaborative Information Environment (CDCIE). The CDCIE is a suite of standards-based and largely open source code applications that provide the capability to collaborate, share and manage documents, and use web portals, from one classification domain to another. The applications will also work within a single classification domain. While the CDCIE is designed to run in today's environment, it is also a building block for the future information infrastructure -- the CDCIE is adhering to the same basic standards that are guiding Net-Centric Enterprise Services development. Currently portal, document management, and cross domain text chat capabilities have been developed for the CDCIE solution. The cross domain text chat capability will be submitted for Certification and Accreditation (C&A) this year. CDCIE development will continue to be expanded to include audio chat, application casting and whiteboarding. As the CDCIE is enhanced, the suite will return to C&A. The CDCIE project has been designed to function at the operational command and control level.

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ADA454705
Speech Intelligibility with Acoustic and Contact Microphones

Descriptive Note: Conference paper
Personal Author(s): Acker-Mills, Barbara; Houtsma, Adrianus; Ahroon, William
Report Date: Apr 2005
Media Count: 15   Page(s)
Descriptors: (U) *TEST AND EVALUATION, *MICROPHONES, *INTELLIGIBILITY, SYMPOSIA, NOISE(SOUND), ACOUSTIC COMMUNICATIONS, HELMETS, ROTARY WING AIRCRAFT, WORDS(LANGUAGE)
Identifiers: (U) *BOOM MICROPHONES, *BONE-CONDUCTION SYSTEMS, *SPEECH INTELLIGIBILITY, CONTACT MICROPHONES, ACOUSTIC MICROPHONES, DRT(DIAGNOSTIC RHYME TEST), HEADPHONES, NATO FURNISHED, COMPONENT REPORTS
Abstract: (U) Speech intelligibility of signals obtained with an acoustic microphone and three types of vibration-driven contact microphones was assessed using the Diagnostic Rhyme Test (DRT). Stimulus words were recorded digitally in a reverberant chamber with no noise and with ambient broadband noise intensity at 106 dB(A). Listeners completed the DRT task in the same settings, thus simulating typical environments of a rotary-wing aircraft. Results show that speech intelligibility is significantly worse for the contact microphones than for the acoustic microphone, particularly in noisy environments, and some consonant types are affected more than others. Therefore, contact microphones are not recommended for use in any situation where fast and accurate speech intelligibility is essential.

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ADA460951
Proof of Concept Trade Study For Type-1 Operator Training

Descriptive Note: Final rept.
Personal Author(s):Jarrel, Debbie, Zaharee, Marcie
Report Date: 15 Mar 2005
Media Count: 53   Page(s)
Descriptors: (U) *STUDENTS, *REAL TIME, *INSTRUCTORS, *ONLINE SYSTEMS, *VIRTUAL REALITY, COMPUTER PROGRAMS, COUPLING(INTERACTION), INTERNET, SOFTWARE TOOLS, SECURE COMMUNICATIONS, VENDORS, COMPUTER ARCHITECTURE, NETWORKS, REQUIREMENTS, STABILITY
Identifiers: (U) *POC(PROOF-OF-CONCEPT), *VU(VIRTUAL UNIVERSITY)
Abstract: (U) The Virtual University (VU) is described as a computer-based, on-line environment enabling real-time interaction between students and instructors. To leverage the most suitable software for this project LM conducted a two-level proof of concept trade study. For Level I a vendor fly-off was conducted to solicit potential candidates for a virtual classroom solution and of those candidates a down-select process was engaged to determine the two most suitable software products. For Level II informal and formal demonstrations were conducted using a participant forum consisting of instructors, students, and observers. In Level I a request for quote was provided to each of the potential vendor candidates along with a formalized Requirements Matrix. The Requirements Matrix was based on a set of factors considered to be essential to the function of a VU. These factors included the ability to function as a live classroom, be employed over a network or the WWW using existing military infrastructure, enable hands-on use of TBMCS software and the ability to operate in a secure internet environment (https). Of the eight vendor recipients four responded with a completed Requirements Matrix form. The four respondents were Centra, Click2learn, Intranet U, and iLinc/NS (Nelson Stiltner) Software. A weighted criteria set, based on the TBMCS Engineering Notebook, established the mechanism to collect responses for analysis and to select the two most suitable candidates.

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ADA456057
NetIntel: A Database for Manipulation of Rich Social Network Data

Personal Author(s): Tsvetovat, Maksim; Diesner, Jana; Carley, Kathleen M
Report Date: 03 Mar 2005
Media Count: 26   Page(s)
Descriptors: (U) *DATA BASES, *DATA PROCESSING, *NETWORKS, *GRAPHS, INFORMATION SYSTEMS, MODIFICATION, VULNERABILITY, OFF THE SHELF EQUIPMENT, ONLINE SYSTEMS, SOFTWARE TOOLS
Identifiers: (U) *SQL DATA BASE EXTENSION
Abstract: (U) There is a pressing need to automatically collect data on social systems as rich network data, analyze such systems to find hidden relations and groups, prune the datasets to locate regions of interest, locate key actors, characterize the structure, locate points of vulnerability, and simulate change in a system as it evolves naturally or in response to strategic interventions over time or under certain impacts, including modification of data. To meet this challenge, we need to develop a new mechanism for storing and manipulating social structure data. Social structure data will be stored in a relational database capable of manipulating large quantities of data. The database is structured to preserve the character and integrity of the data in an extensible manner, and is extended with a number of functions specifically designed for manipulating graph-based data.

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ADA431271
Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education
Descriptive Note: Final technical rept. Jan-Sep 2004
Personal Author(s): Bonk, Curtis J; Dennen, Vanessa P
Report Date: Mar 2005
Media Count: 56   Page(s)
Descriptors: (U) *WAR GAMES, *MILITARY TRAINING, *ONLINE SYSTEMS, *DISTANCE LEARNING, COMPUTERIZED SIMULATION, DECISION MAKING, STRATEGIC ANALYSIS, LITERATURE SURVEYS, SOCIAL COMMUNICATION, COGNITION, PROBLEM SOLVING, INTERNET, PERCEPTION, LEADERSHIP TRAINING
Identifiers: (U) *MULTIPLAYER GAMES, *GAMING, COGNITIVE SKILLS, MMOG(MASSIVE MULTIPLAYER ONLINE GAMING), PE63769SE0
Abstract: (U) Massive multiplayer online gaming, first popularized in the entertainment world, is now finding growing interest in education and training environments. The military and business have noted the potential for simulation and gaming technology to develop higher order thinking skills; in particular, they see potential in such areas as problem solving, metacognition, and decision making. However, much of the research in this area lags behind the technological advances, focusing on user demographics, attention spans, and perceptual skills, instead of addressing the impact these games might have on player's analysis, decision making, and reflection skills. In part, the current body of research represents the interests of the gaming industry, which is more focused on exploiting any new technology to satisfy the attitudes, preferences, and expectations of its users, rather than the interests of education and training. It also reflects the fact that this is an emerging area that suffers from limited research and strategic planning. The report reviews the relevant research literature and proposes 15 primary experiments.

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ADA431159
Extensible Modeling and Simulation Framework (XMSF) 2004 Project Summary Report

Descriptive Note: Technical rept.
Personal Author(s): Blais, Curtis; Brutzman, Don; Drake, David; Moen, Dennis; Morse, Katherine
Report Date: 28 Feb 2005
Media Count: 116   Page(s)
Descriptors: (U) *COMPUTERIZED SIMULATION, *DATA MANAGEMENT, *EDUCATION, *WIDE AREA NETWORKS, *VIRTUAL REALITY, VIRGINIA, ORGANIZATIONS, COMMUNITIES, FACILITIES, TEAMS(PERSONNEL), STANDARDS, STANDARDIZATION, UNIVERSITIES, INTERNET
Identifiers: (U) MODELING AND SIMULATION, WORLD WIDE WEB, XML, DISTRIBUTED SYSTEMS
Abstract: (U) The Extensible Modeling and Simulation Framework (XMSF) is defined as a composable set of standards, profiles and recommended practices for web-based modeling and simulation. Markup languages based on XML, Internet technologies, and Web services are combining to enable a new generation of distributed M&S applications to emerge, develop and interoperate. The purpose of this task is to develop the technical framework, coordinate with existing public standardization efforts, and demonstrate distributed exemplars of the developed framework. This report describes work accomplished in 2004 by the XMSF project team consisting of Naval Postgraduate School Modeling, Virtual Environments, and Simulation (MOVES) Institute, George Mason University (GMU), Science Applications International Corporation (SAIC), and Old Dominion University/Virginia Modeling, Analysis, and Simulation Center (ODU/VMASC). Principal areas of work included ongoing community education and development activities through conference and workshop participation, liaison with relevant standards organizations, and development of exemplar applications demonstrating the technical approaches and applicable standards relevant to XMSF precepts. The report proposes follow-on efforts for 2005, including continuation of current efforts and further standardization work with multicasting, web-enabled IEEE 1516 Run-Time Infrastructure, data modeling in C2 and M&S systems, and executable architectures.

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ADA439642
Towards Distributed Service Discovery in Pervasive Computing Environments

Descriptive Note: Technical rept.
Personal Author(s): Chakraborty, Dipanjan; Joshi, Anupam;
Yesha, Yelena; Finin, Tim
Report Date: Jan 2005
Media Count: 36   Page(s)
Descriptors: (U) *SEMANTICS, *DATA STORAGE SYSTEMS, INFORMATION RETRIEVAL, ONLINE SYSTEMS, HIERARCHIES, INTERNET, INFORMATION PROCESSING, COMMUNICATIONS PROTOCOLS
Identifiers: (U) *SERVICE DISCOVERY ARCHITECTURE, *PERVASIVE COMPUTING, *CACHES, OWL(ONTOLOGY WEB LANGUAGE), PEER TO PEER, ADVERTISEMENTS, FLEXIBILITY
Abstract: (U) The paper proposes a novel distributed service discovery protocol for pervasive environments. The protocol is based on the concepts of peer-to-peer caching of service advertisements and group-based intelligent forwarding of service requests. It does not require a service to be registered with a registry or lookup server. Services are described using the Web Ontology Language (OWL). We exploit the semantic class/subClass hierarchy of OWL to describe service groups and use this semantic information to selectively forward service requests. OWL-based service description also enables increased flexibility in service matching. We present simulation results that show that our protocol achieves increased efficiency in discovering services (compared to traditional broadcast-based mechanisms) by efficiently utilizing bandwidth via controlled forwarding of service requests.

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ADA439422
Extracting Social Networks and Contact Information From Email and the Web

Personal Author(s): Culotta, Aron; Bekkerman, Ron; McCallum, Andrew
Report Date: Jan 2005
Media Count: 9   Page(s)
Descriptors: (U) *INFORMATION RETRIEVAL, *LEARNING, *INTERNET, SOCIAL COMMUNICATION, USER NEEDS
Abstract: (U) We present an end-to-end system that extracts a user's social network and its members' contact information given the user's email inbox. The system identifies unique people in email, finds their Web presence, and automatically fills the fields of a contact address book using conditional random fields a type of probabilistic model well-suited for such information extraction tasks. By recursively calling itself on new people discovered on the Web, the system builds a social network with multiple degrees of separation from the user. Additionally, a set of expertise-describing keywords are extracted and associated with each person. We outline the collection statistical and learning components that enable this system, and present experimental results on the real email of two user; we also present results with a simple method of learning transfer, and discuss the capabilities of the system for address book population, expert-finding, and social network analysis.

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ADA449507
News Media

Personal Author(s): Cerniglia-Mosher, Mary; Chandler, Phil; Cloyd, Dan
Cottrell, Dan; Domm, Jeff; Glaser, Eric; Harney, Mary Beth; Jaramillo-Banks, Roxanne; Morris, Larry; Nutter, Julie
Report Date: Jan 2005
Media Count: 30   Page(s)
Descriptors: (U) *UNITED STATES, *INDUSTRIES, *MEDIA, UNITED STATES GOVERNMENT, ACCESS, PROFITS, NEWSPAPERS, JOURNALISM
Identifiers: (U) NEWS MEDIA, REPORTING, PUBLIC SERVICE, NEWS ORGANIZATIONS, DEREGULATION, DIGITAL DELIVERY, VIEWERSHIP, FREE PRESS, WEB LOGS, BLOGGING, FCC(FEDERAL COMMUNICATIONS COMMISSION), CONSOLIDATION
Abstract: (U) The American news media industry fulfills two key roles in American society: (a) it provides information that helps the people of the United States act as informed citizens, and (b) it functions as a watchdog that provides an important set of checks on the power of the American government. The news media industry consists mainly of profit-oriented businesses that continually must make judgments about what they report as news, what is truly public service, and what will sell. Several trends have emerged within the industry in recent years: consolidation of news organizations, government deregulation, digital delivery and continued emergence of new media, news as entertainment, decline in international coverage, declining circulation and viewership of the oldest media institutions (metropolitan dailies and networks), increased skepticism of the credibility of mainstream media, and embedded war reporters. Increasingly, the fragmentation of viewership combined with the financial pressures of turning a profit has challenged the mainstream media as they struggle to retain their core viewers. They also have been hit by a series of verification scandals that have reinforced many consumers skepticism of the press's power and biases. Looking ahead, the ability of news consumers to tailor news to their own needs and to access it at their convenience will continue to affect news organizations approach to the news and their profitability. However, the increasingly diverse means by which consumers may access news and the rising number of news options bodes well for an American public that takes pride in a free and open press.

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ADA432802
Plan for the Assessment and Evaluation of Individual and Team Proficiencies Developed by the DARWARS Environments

Descriptive Note: Final rept.
Personal Author(s): O'Neil, Harold F; Baker, Eva L; Wainess, Richard; Chen, Claire; Mislevy, Robert; Kyllonen, Patrick
Report Date: 31 Dec 2004
Media Count: 70   Page(s)
Descriptors: (U) *COMPUTER ARCHITECTURE, *KNOWLEDGE BASED SYSTEMS, *PROFICIENCY, COMPUTER PROGRAMS, COMPUTERIZED SIMULATION, ENVIRONMENTS, EDUCATION, FEEDBACK, WAR GAMES, MILITARY TRAINING, MICROCOMPUTERS, MAN COMPUTER INTERFACE, ONLINE SYSTEMS, VIRTUAL REALITY, COMPUTER ACCESS CONTROL
Identifiers: (U) *DARWARS ENVIRONMENTS, *TEAM PROFICIENCIES, TECHNICAL ARCHITECTURE
Abstract: (U) The goal of this final report is to produce a first cut for a feasible, valid, and cost-sensitive evaluation plan to permit the development and application of metrics to assess the impact of participating in a DARWARS environment. DARWARS is a DARPA program whose goals have evolved over time due to changing requirements and technology opportunities. The original goal as reflected in the RFP was to transform military training by providing continuously available, on- demand, mission-level training for all forces at all echelons. DARPA proposed to create an environment where there will be a set of continuously available virtual training wars in which any unit or individual can participate via personal computer-based systems that will teach and exercise users in the cognitive and affective aspects of their warfare areas via electronic wargames. The current goal as reflected in documentation at the 2004 Interservice/Industry Training, Simulation and Education Conference is "to accelerate the development and deployment of the next generation of experiential training systems. These low-cost, web-centric, simulation-based systems take advantage of the ubiquity of the PC and of new technologies, including multiplayer games, virtual worlds, intelligent agents, and on-line communities. DARWARS training systems offer engaging practice environments for individuals and teams with on-target feedback for each student".

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ADA432054
The Digital Library - The Bulgarian Case

Descriptive Note: Conference paper
Personal Author(s): Krastev, Dincho
Report Date: Dec 2004
Media Count: 9   Page(s)
Descriptors: (U) *DIGITAL SYSTEMS, *LIBRARIES, *LIBRARY SCIENCE, SYMPOSIA, OPTIMIZATION, MEDIA, DATA FUSION, INTERNET, VIRTUAL REALITY, BULGARIA, PHOTOGRAPHIC DATA LINKS, KNOWLEDGE MANAGEMENT
Identifiers: (U) *INFORMATION SCIENCE, COMPONENT REPORTS, FOREIGN REPORTS
Abstract: (U) The analysis of the dynamics and the state of a wide interdisciplinary field such as library and information science (digital library including) presents various difficulties. It can be conducted from a number of viewpoints: phenomenological or historical, technological or sociological, futuristic or traditional, etc.; each of which is colored by different levels of optimism or pessimism of the respective researcher. Nevertheless, regardless of the scientific approach, the result of any study is usually presented in terms of analytical evaluation. This does not signify that the assessment of the changes is explicit. On the contrary, the evaluation process itself is more or less of an implicit character. In this regard, any serious analysis of the problems at hand should consciously take into account in relation to the current changes and dynamics of the social and technological realm. Shortly after the end of the World War II the library science community began to discuss and ponder the future of the institution of the library in the context of the developments of information technology. A new 'language" saw its dawn: that of information science. In general the term "information" is widely used in a range of fields without being strictly defined. This peculiar situation is probably due to the lack of a general consensus of what the notion of information signifies and what the subject of study of such an interdisciplinary area as information science is.

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ADA457625
Establishing the Viability of End System Multicast using a Systems Approach to Protocol Design

Descriptive Note: Doctoral thesis
Personal Author(s): Rao, Sanjay G
Report Date: 16 Oct 2004
Media Count: 138   Page(s)
Descriptors: (U) *SYSTEMS APPROACH, *ARCHITECTURE, *INTERNET, *DESIGN CRITERIA, *CONFERENCING(COMMUNICATIONS), *COMMUNICATIONS PROTOCOLS, ALGORITHMS, OPTIMIZATION, GROUP DYNAMICS, PERFORMANCE(ENGINEERING), SELF ORGANIZING SYSTEMS, OVERLAYS, THESES, CONGESTION, PROTOTYPES, NODES, RELIABILITY, VIABILITY, USER NEEDS
Identifiers:(U) IP MULTICAST, *END SYSTEM MULTICAST, *INTERNET BROADCASTING, GROUP COMMUNICATIONS, DISTRIBUTED PROTOCOLS, PEER-TO-PEER, SELF-ORGANIZATION, NARADA PROTOCOL, SPARTA PROTOCOL, CONGESTION CONTROL, OVERLAY DESIGN, *PROTOCOL DESIGN, BANDWIDTH CONSTRAINTS
Abstract: (U) This thesis is motivated by the vision of enabling ubiquitous deployment of applications such as audio/video conferencing and broadcasting over the Internet. For over 15 years, researchers have attempted to enable such applications using the IP Multicast architecture. However, concerns regarding per-group state in routers, deployment issues, and difficulties with supporting higher level functionality, such as reliability and congestion control, have prevented IP Multicast from taking root. The author contends that "it is feasible to efficiently enable group communication applications on the Internet without router and IP level support." He demonstrates this in the context of an alternate architecture that he calls "End System Multicast." Here, end systems implement all multicast functionality, including membership management and packet replication. By eliminating state in routers, and exploiting application-specific intelligence, he argues that End System Multicast can address the fundamental concerns with IP Multicast. He presents the design and implementation of protocols for constructing efficient overlays among participating end systems in a self-organizing manner. The scale of nodes involved and the dynamic and heterogeneous nature of the Internet make the design of these protocols different than traditional distributed algorithms. He presents Narada, the first published self-organizing protocol for overlay multicast. He also presents Sparta, a protocol deployed in a fully operational broadcasting system based on End System Multicast. The system has been used to broadcast several events, and has been used by thousands of users. The thesis adopts an integrated approach to validating architecture, protocol design, and systems building. The protocols address issues such as constructing bandwidth-optimized overlays and node heterogeneity that are critical in building operational systems, yet overlooked by the community.

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ADA427270
Utilization of Web Services to Improve Communication of Operational Information

Descriptive Note: Master's thesis
Personal Author(s): Lowery, David
Report Date: Sep 2004
Media Count: 133   Page(s)
Descriptors: (U) *INFORMATION EXCHANGE, *COMPUTER COMMUNICATIONS, *COMMAND AND CONTROL SYSTEMS, *COMMUNICATIONS NETWORKS, *USER NEEDS, *JAVA PROGRAMMING LANGUAGE, COMPUTER PROGRAMS, GLOBAL, INFORMATION TRANSFER, BATTLEFIELDS, INTEROPERABILITY, GRIDS, CONTROL CENTERS, DATA DISPLAYS, UTILIZATION, AWARENESS, PREPROCESSING, HYPERTEXT, SOAPS, NONUNIFORM, INFRASTRUCTURE
Abstract: (U) Currently under development, the Global Information Grid (GIG) Enterprise Services (ES) is a suite of capabilities intended to provide improved user access to mission-critical data via Web-based and network technologies. Some of the problems of implementing such capabilities include non-uniform data formats, incompatible run-time environments and nonstandard proprietary applications, all of which block operational interoperability. Web services are specifically designed to address the interoperability challenges of a service-oriented architecture (SOA) such as the GIG. SOAs are networked infrastructures that are designed to facilitate the interoperability of collections of services without requiring service context awareness. Standards-based Web services provide the necessary flexibility and extensibility to ensure information flow is platform, run-time and software independent. The proof of concept (POC) software example developed for this research demonstrates the flexibility and extensibility of standards-based, operating-system-independent Web services. The result is an experimental endeavor to provide a mock operation command center information portal, which provides a notional summary personnel status report to the commander in real-time from a Web service that was originally generated by a stand-alone client/server system. The POC is developed with great attention to open-source technologies and open-standards compliance. The key technologies involved are Extensible Markup Language (XML), the Java programming language, PHP: Hypertext Preprocessor (PHP) scripting language and Simple Object Access Protocol (SOAP). This work demonstrates the benefits of leveraging Web services to unlock legacy specialized applications to enhance the Warfighter's battlespace awareness by improving information flow via a Web based information portal.

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ADA427264
A CyberCIEGE Scenario Illustrating Secrecy Issues in an Internal Corporate Network Connected to the Internet

Descriptive Note: Master's thesis
Personal Author(s): Lamorie, Justin D
Report Date: Sep 2004
Media Count: 106   Page(s)
Descriptors: (U) *COMPUTERIZED SIMULATION, *DATA PROCESSING, *SKILLS, *NETWORKS, *MILITARY TRAINING, *GAME THEORY, *INFORMATION ASSURANCE, REQUIREMENTS, SIMULATION, CORPORATIONS, EDUCATION, TRAINING, INTERACTIONS, THESES, COSTS, ENGINES
Identifiers: (U) *GAME SIMULATIONS, *COMPUTER GAMES
Abstract: (U) The CyberCIEGE project seeks to create an alternative to traditional Information Assurance (IA) training and education approaches by developing an interactive, entertaining commercial-grade PC-based computer game that teaches IA concepts while simultaneously entertaining the player. The game provides a robust, flexible and extensible gaming environment where each game instance is based on a fully customizable scenario. These customized scenarios produce game simulations that are tailored to meet a player's specific IA training needs, thus providing personalized, focused IA training at a minimum cost in both dollars and time. Additionally, the interactive game simulations, provided by the CyberCIEGE game, create an entertaining and realistic training environment for the player. Finally, the ability to load the game onto, and execute it from a PC allows IA training to be conducted practically anywhere, i.e. at home, or while traveling. To demonstrate this capability, this thesis developed a customized scenario designed to educate players in secrecy issues concerning the connection of an internal corporate network with the Internet. Additionally, this thesis produced Scenario Definition Files (SDFs) designed to test the game engine to determine if it would produce results that met the SDF developer 's expectations and that the simulated game environment was realistic.

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ADA427536
Tactical Web Services: Using XML and Java Web Services to Conduct Real-Time Net-Centric Sonar Visualization

Descriptive Note: Master's thesis
Personal Author(s):Rosetti, Scott
Report Date: Sep 2004
Media Count: 249   Page(s)
Descriptors: (U) *COMPUTERIZED SIMULATION, *UNDERSEA WARFARE, *WIDE AREA NETWORKS, *TACTICAL WARFARE, *SONAR, *NETWORK ARCHITECTURE, INFORMATION EXCHANGE, PREDICTIONS, REAL TIME, PROGRAMMING LANGUAGES, THESES, THREE DIMENSIONAL, OCEANOGRAPHIC DATA, INTEGRATION, NAVAL WARFARE, SUPERCOMPUTERS, ACOUSTIC DATA, SCHEMATIC DIAGRAMS, NAVAL TACTICAL DATA SYSTEM, SITUATIONAL AWARENESS, JAVA PROGRAMMING LANGUAGE
Identifiers: (U) *WEB SERVICES, *VISUALIZATION, XML(EXTENSIBLE MARKUP LANGUAGE), SOAP(SIMPLE OBJECT ACCESS PROTOCOL), SIPRNET(SECURE INTERNET PROTOCOL NETWORK), XMSF(EXTENSIBLE MODELING AND SIMULATION FRAMEWORK), X3D(EXTENSIBLE 3D), XJ3D(EXTENSIBLE JAVA 3D), VRML(VIRTUAL REALITY MARKUP LANGUAGE), SCHEMA, METCAST(METEOROLOGY FORECAST), RRA(RECURSIVE RAY ACOUSTICS), FORCENET(NAVY NETWORK ARCHITECTURE), NET-CENTRIC ARCHITECTURE
Abstract: (U) With the unveiling of ForceNet, the Navy's architectural framework for how naval warfare is to be conducted in the information age, much of the technological focus has been placed on Web technology. One of the most promising technologies is Web services. Web services provide for a standard way to move and share data more reliably, securely, and quickly. The capabilities imbedded in Extensible Markup Language (XML) and Simple Object Access Protocol (SOAP) can merge previously disparate systems into one integrated environment. Already proven successful in the administrative realm, widearea networks such as the Secure Internet Protocol Network (SIPRNET) have become secure and reliable enough to pass data between systems and units to support tactical operations. The Modeling, Virtual Environments and Simulation (MOVES) Institute at the Naval Postgraduate School is currently working to extend these precepts into the modeling and simulation world under the Extensible Modeling and Simulation Framework (XMSF) project. By leveraging existing Web service technology, warfighters at the tip of the spear can have access to previously unrealized amounts of tactically-relevant data, analysis, and planning tools. The goal of this thesis is to apply the XMSF and Extensible 3D (X3D) graphics to the field of sonar visualization. Undersea warfare is a complex operation that requires a continuous and detailed analysis of the acoustic environment. Tactical sensor employment without a firm understanding of the complete undersea picture can lead to fatal consequences. By taking advantage of Web services and XMSF technology, warfighters will need only access to the network to be able to pull real-time environmental analysis data from large databases, remotely run sonar prediction models on supercomputers, and view detailed three-dimensional (3D) virtual worlds that visualize the undersea picture.

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ADA425028
First Responder Weapons of Mass Destruction Training Using Massively Multiplayer On-Line Gaming

Descriptive Note: Master's thesis
Personal Author(s):Richardson, Thomas J
Report Date: Jun 2004
Media Count: 136   Page(s)
Descriptors: (U) *COMPUTERIZED SIMULATION, *JOB TRAINING, *TRAINING DEVICES, *MASS DESTRUCTION WEAPONS, METHODOLOGY, COST EFFECTIVENESS, THESES, RESPONSE, HAZARDOUS MATERIALS
Abstract: (U) This thesis proposes the development of a Massively Multiplayer On-Line Game (MMOG) to deliver Weapons of Mass Destruction Training to the Nation's First Responders and civilians. MMOG technology offers a cost effective alternative to existing training methodologies. Existing first responder WMD training often uses traditional in-residence classes. These current training methods are expensive, lack standardization, and do not have provable outcomes. Scaling up existing training to meet the needs of millions of responders would be cost prohibitive. Modern information technologies such as MMOGs offer a safe, efficient, effective and fun alternative mechanism to deliver training. MMOGs could scale to meet the volume of training need at a fraction of the cost of traditional methods. The DoD has proven the effectiveness of simulation games as a training tool, and the use of gaming and simulations is recognized in academia.

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ADA425353
Knowledge Networks for Future Force Training: Illustration of Searching, Retrieval, and Communication Concepts

Descriptive Note: Final rept. 16 Aug 2002-30 Nov 2003
Personal Author(s): Wall, James A; Elms, Randle D; Biggers, Keith E; Sticha, Paul J
Report Date: Jun 2004
Media Count: 66   Page(s)
Descriptors: (U) *COMMUNICATION AND RADIO SYSTEMS, *KNOWLEDGE BASED SYSTEMS, *COMPUTER NETWORKS, MILITARY OPERATIONS, REQUIREMENTS, TRAINING, ARMY PERSONNEL, ENLISTED PERSONNEL, ENGINEERING, RECORDS, RANGE(EXTREMES), OFFICER PERSONNEL, ARMY, INFORMATION PROCESSING
Identifiers: (U) PE63007A
Abstract: (U) U.S. Army units are transforming to become a lighter, more mobile Future Force that can operate within joint and coalition environments. To enable Future Force units to achieve successful deployment, the Army is developing knowledge networks to provide access to a wide range of information across military operations. To use the vast amount of available information effectively, knowledge networks must include procedures that organize information, identify the most relevant information to meet a user request, authenticate retrieved information, and allow the user to add new information to the network. This project develops and demonstrates a prototype knowledge network that illustrates methods to retrieve information needed to facilitate mission accomplishment, and to share this information among Soldiers and units. This research began with an information engineering activity that analyzed the functions and tasks of Future Force units to identify information requirements. The effort proceeded to develop a prototype knowledge network incorporating relevant existing technologies, including (a) Web crawlers, (b) searching and indexing, (c) rich site summary news feeds, (d) Web logs, (e) user profiling, and (f) personal messaging. The prototype was demonstrated to four Army officers and enlisted personnel, whose impressions provided feedback used to revise the prototype and to make recommendations for future system enhancements.

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ADA422367
Design and Implementation of a DSP-Based Control Interface Unit (CIU)

Descriptive Note: Master's thesis
Personal Author(s): Kavousanos-Kavousanakis, Andreas
Report Date: Mar 2004
Media Count: 86   Page(s)
Descriptors: (U) *CONTROL SYSTEMS, *ACCELEROMETERS, *MOVING TARGETS, *TRACKING, *HUMAN BODY, *BIONICS, *MAGNETOMETERS, *WIRELESS LINKS, ALGORITHMS, REAL TIME, INTERFACES, OFF THE SHELF EQUIPMENT, COMPUTER ARCHITECTURE, THESES, MULTIPLEXING, MAGNETIC DETECTORS, MULTISENSORS, MULTIPATH TRANSMISSION, VIRTUAL REALITY, ANGULAR MOTION, MULTICHANNEL, ARMS(ANATOMY), LEGS, FIRMWARE, CLIENT SERVER SYSTEMS, MOTION DETECTORS, COMBAT SIMULATION
Identifiers: (U) *MARG III SENSOR, *CONTROL INTERFACE UNIT, HUMAN AVATARS, VIRTUAL ENVIRONMENTS, VIRTUAL COMBAT TRAINING, ANALOG DEVICES, MICROMACHINED SENSORS, WIRELESS COMMUNICATIONS, MICROCONTROLLERS, ANGULAR RATE SENSORS, GRAVITY SENSORS, SYNTHETIC ENVIRONMENTS, MAGNETIC TRACKING
Abstract: (U) This research involves the development of a human-body motion tracking system constructed with the use of commercial off-the-shelf (COTS) components. The main component of the system investigated in this thesis is the Control Interface Unit (CIU). The CIU is a component designed to receive data from magnetic, angular rate, and gravity (MARG) sensors and prepare them to be transmitted through a wireless configuration. A simple and effective algorithm is used to filter the sensor data without singularities, providing the measured attitude in the quaternion form for each human limb. Initial calibration of the MARG sensors also is performed with the use of linear calibrating algorithms. The testing and evaluation of the whole system is performed by MATLAB(registered) and SIMULINK(registered) simulations, and by real-time visualization using a human avatar designed with the X3D graphics specifications. Through this research, it was discovered that the MARG sensors had to be redesigned to overcome an erratum on the Honeywell magnetometer HMC1051Z data sheet. With the redesigned MARG sensors, the testing results showed that the CIU was performing extremely well. The overall motion tracking system is capable of tracking human body limb motions in real time. (2 tables, 25 figures, 22 refs.)

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ADA422155
The Use of Massive Multiplayer Online Games to Evaluate C4I Systems

Descriptive Note: Master's theses
Personal Author(s): Juve, Kambra
Report Date: Mar 2004
Media Count: 75   Page(s)
Descriptors: (U) *COMMAND CONTROL COMMUNICATIONS, *COMPUTER COMMUNICATIONS, *ONLINE SYSTEMS, *GAME THEORY, *VIRTUAL REALITY, DEPARTMENT OF DEFENSE, INTEGRATED SYSTEMS, INDUSTRIES, DECISION MAKING, INFORMATION EXCHANGE, THESES, RECREATION
Abstract: (U) In the past few years, Massive Multiplayer Online Games (MMOG) have gained in popularity in the gaming industry, the public and the Department of Defense Improvements to computer technology and the increased data transfer rate over networks have caused the potential applications for networked environments to blossom MMOGs are a product of these improvements, as technological advancements have made it possible for the masses to gain access to virtual environments and participate. The ability to communicate and interact within the virtual environment has the potential to make MMOG technology an ideal tool for evaluating C4I systems The design and evaluation of C4I systems with MMOGs has the potential to allow for exploration in the areas of warfighter effectiveness, emergent behavior, collective decision making, human systems integration and effective information flow. This thesis strives to illustrate how a C4I system modeled in an MMOG can aid designers in gathering insights on the effectiveness of the system in various combat situations.

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ADA422327
Implementation of a Human Avatar for the MARG Project in Networked Virtual Environments

Descriptive Note: Master's thesis
Personal Author(s): Yildiz, Faruk
Report Date: Mar 2004
Media Count: 78   Page(s)
Descriptors: (U) *COMMUNICATIONS NETWORKS, *VIRTUAL REALITY, DETECTORS, HUMANS, INTERFACES, MOTION, THESES, RADIO LINKS, ROTATION, JOINTS, RADIOTELEPHONES
Identifiers: (U) VRML, JAVA NETWORK, X3D, MARG SENSOR, AVATAR, NVES(NETWORKED VIRTUAL ENVIRONMENT)
Abstract: (U) The objective of the ongoing MARG project is to animate human motions captured by 15 MARG sensors in wireless networked virtual environment (NVES). Three avatars were developed previously, but none of them met all the desired requirements. The first one was overly simplistic and did not implement H-Anim standards. The other two were created using laser-scanned data and followed the H-Anim standards, but one had its adjacent joints broken and the other was capable of rotating only one joint. Therefore, the cartoon-type humanoid, Andy, was developed to meet the needs of the MARG project. The humanoid Andy implements H-Anim standards using built-in X3D humanoid nodes and is capable of controlling all its 15 joints in NVES. Another need of the MARG project was a wireless network interface for real-fl me data streaming. A concurrent client-server program implementing multitasking using TCP and UDP protocols was developed for this purpose. Using WiSER24OO.IP serial adapters between the MARG sensors and the server program adds a wireless capability to the project. The server program converts the raw MARG sensor data to quatelnions using the Quest algorithm. Multiple clients are supported by the system. Each client program receives the motion data and updates the humanoid Andy.

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ADA422816
Virtual Collaboration: Advantages and Disadvantages in the Planning and Execution of Operations in the Information Age

Descriptive Note: Final rept.
Personal Author(s): Fox, Gregory J
Report Date: 09 Feb 2004
Media Count: 25   Page(s)
Descriptors: (U) *INFORMATION WARFARE, IRAQ, MILITARY STANDARDS, COHERENCE, COMMUNICATIONS NETWORKS, INTERNET, VIRTUAL REALITY, AFGHANISTAN
Identifiers: (U) NCW(NETWORK CENTRIC WARFARE), INFORMATION FLOW
Abstract: (U) Network Centric Warfare seems to have become the latest buzzword when talking about the future of the military. As technology improves, a more "connected/networked" force is more a reality and less a conceptualization. Recent operations in Afghanistan and Iraq have successfully demonstrated, to a degree, the operational applicability of network centric warfare and operations. However, network centric warfare is not one system; it is a system of systems from sensors to information flow. In analyzing the specific advantages and disadvantages of one of the systems, virtual collaboration, it becomes clear that commanders and staff at all levels of war are understanding the potential of this system but need to be wary of its potential shortfalls that can disrupt or negate any advantages gained. To exercise fully the capabilities of virtual collaboration, commanders and staffs must understand the limitations, develop coherent standards, implement training and make every effort to add virtual collaboration as part of their normal business practice in day-to-day activities.

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ADA461846
The Future Tactical Truck System Advanced Collaboration Environment -- Description and Benefits

Descriptive Note: Research paper
Personal Author(s): Archer, Michael; Cadieux, Michael
Report Date: 10 Nov 2003
Media Count: 5   Page(s)
Descriptors: (U) *MANAGEMENT INFORMATION SYSTEMS, *COMPUTER AIDED DESIGN, *MILITARY VEHICLES, *ARMY PROCUREMENT, *COLLABORATIVE VIRTUAL PROTOTYPING, *TRUCKS, DIGITAL SYSTEMS, THREE DIMENSIONAL, STEREOSCOPIC DISPLAY SYSTEMS, PROJECT MANAGEMENT, VIRTUAL REALITY, INTERNET, FEEDBACK, OFF THE SHELF EQUIPMENT, INTERACTIONS, INFORMATION EXCHANGE
Identifiers: (U) *FTTS(FUTURE TACTICAL TRUCK SYSTEM), VIRTUAL DESIGN REVIEWS, IMMERSIVE SIMULATION, INTERACTIVE VIRTUAL ENVIRONMENTS, DIGITAL IMAGERY, WEB-BASED INFORMATION TECHNOLOGIES, WINDCHILL SOFTWARE PROGRAM, CAVE(CAVE AUTOMATED VIRTUAL ENVIRONMENT), ACE(ADVANCED COLLABORATIVE ENVIRONMENT), IMMERSIVE VIRTUAL ENVIRONMENTS
Abstract: (U) The U.S. Army National Automotive Center's Advanced Collaborative Environment laboratory is providing a critical collaboration framework to support the design and development of the Future Tactical Truck System (FTTS). This paper describes how the Advanced Collaborative Environment (ACE) is being used today to intelligently connect program managers, war fighters, technology developers, platform integrators, and other communities with relevant information using a highly interactive, stimulating, and distributed environment. This paper also describes the enabling technologies of the ACE framework, as well as the tools and processes necessary to support the FTTS program.

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ADA419123
Next Generation Virtual Private Networks

Descriptive Note: Final rept. Dec 1999-Jan 2003
Personal Author(s): Harris, Thomas B; Ghettie, Andrei
Report Date: Oct 2003
Media Count: 36   Page(s)
Descriptors: (U) *COMPUTER NETWORKS, *INFORMATION SECURITY, MILITARY REQUIREMENTS, OPTIMIZATION, INFORMATION SYSTEMS, INFORMATION TRANSFER, DATA PROCESSING SECURITY, REAL TIME, CLINICAL MEDICINE, MEDICAL SERVICES, ARCHIVES, BANDWIDTH, PUBLIC HEALTH, INTERNET, VIRTUAL REALITY
Identifiers: (U) *VIRTUAL PRIVATE NETWORK, NGI(NEXT GENERATION INTERNET), *NEXT GENERATION INTERNET, QUALITY OF SERVICE, PE62301E, WUAFRLJ1802301
Abstract: (U) The objective of this study was to develop advanced technologies to exploit, enhance and demonstrate the capabilities of the Next Generation Internet (NGI). Our scope included both development of novel network technology and demanding NGI applications that were integrated to achieve new opportunities for regional collaboration. Our goal to achieve high bandwidth and low-latency, while simultaneously meeting stringent security requirements, was accomplished by the generation VPN that achieves end-to-end optimization of the network path based upon the requirements of individual applications. In addition to the development of the AA-VPN technology, we advanced and integrated sophisticated medical applications that require the high bandwidth, low-latency capabilities of the NGI. This included a regional medical archive system that enables healthcare institutions to archive and retrieve medical images in a realistic workflow environment for clinical care, research, education, public health, and disaster recovery. Multiple applications also allow pathologists to interact in real time over the AA-VPN including virtual microscopy and content-based image analysis.

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ADA428509
Grid Computing: Topology-Aware, Peer-to-Peer, Power-Aware, and Embedded Web Services

Descriptive Note: Briefing charts
Personal Author(s): Lee, Craig A
Report Date: 22 Sep 2003
Media Count: 41   Page(s)
Descriptors: (U) *GRIDS, *COMMUNICATIONS NETWORKS, *INTERNET, *NETWORK ARCHITECTURE, *NETWORK TOPOLOGY, ALGORITHMS, COMPUTERIZED SIMULATION, INTEGRATED SYSTEMS, DISTRIBUTED DATA PROCESSING, MODELS, COMPUTER PROGRAMMING, SUPERCOMPUTERS, WORKSHOPS, METADATA
Identifiers: (U) *WEB SERVICES, *PEER-TO-PEER SYSTEMS, DDDAS(DYNAMIC DATA-DRIVE APPLICATION SYSTEMS), EMBEDDED COMPUTING, LATENCY, TIME MANAGEMENT, ROOT NODE, CONTENT-BASED NETWORKING
Abstract: (U) Summary and Review: 1) Component "Web Service" Architectures with well-known namespace conventions; 2) Topology-Aware Communication Services will become essential; 3) Peer-to-Peer Systems will manage much of this; 4) Program meta-models with grid-aware "back-ends:" 5) Mobile, Ad Hoc, Embedded grids are coming.

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ADA418535
System Evaluation of Hardware and Software for a Streaming Multimedia Server Using the Multicasting Protocol

Descriptive Note: Master's thesis
Personal Author(s): Carls, John
Report Date: Sep 2003
Media Count: 79   Page(s)
Descriptors: (U) *COMPUTER AIDED INSTRUCTION, *DISTANCE LEARNING, THESES, INTERNET, NAVAL TRAINING, VIRTUAL REALITY, CLIENT SERVER SYSTEMS, COMMUNICATIONS PROTOCOLS, INTRANET
Identifiers: (U) MULTIMEDIA, MULTICASTING, DISTRIBUTIVE LEARNING
Abstract: (U) The next step in the evolution of services provided on an intranet or the internet will be distributed or distance learning with collaboration among peers. Currently, this is done on a one-to-one basis. To expand to a one-to-many collaboration environment, there needs to be a server distributing the mullimedia content without creating additional network traffic even though many users are accessing or viewing the multimedia content. Multicasting allows many users to view multimedia content without creating additional network traffic. There is a server providing multimedia content to a multicast address so users may access it. This thesis defines metrics and conducts a comparison of different servers capable of distributing multimedia content using the mullicasting protocol.

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ADA418591
Toward XML Representation of NSS Simulation Scenario for Mission Scenario Exchange Capability

Descriptive Note: Master's thesis
Personal Author(s): Hout, Gary K
Report Date: Sep 2003
Media Count: 127   Page(s)
Descriptors: (U) *SCENARIOS, *OPTIMIZATION, *INFORMATION EXCHANGE, *MISSION PROFILES, *INPUT OUTPUT PROCESSING, *COMBAT SIMULATION, COMPUTER PROGRAMS, STRATEGIC ANALYSIS, COMPUTER COMMUNICATIONS, THESES, NAVAL OPERATIONS, WAR GAMES, TACTICAL ANALYSIS, COMPUTER FILES, INTERNET, NAVAL TRAINING, CLIENT SERVER SYSTEMS, OPEN SYSTEM ARCHITECTURE
Identifiers: (U) *NAVAL SIMULATION SYSTEM, *SCENARIO DATA EXCHANGE, *EXTENSIBLE MARKUP LANGUAGE, *MISSION SCENARIOS, *XML SCHEMA, DATA MARKUP LANGUAGES, XSLT(EXTENSIBLE STYLESHEET LANGUAGE FOR TRANSFORMATIONS), XPATH, COURSE OF ACTION ANALYSIS, CAMPAIGN ANALYSIS, NAVAL FORCES STUDIES, SCENARIO IMPORT CAPABILITY, NSS WEB SERVICE, COMBAT XXI COLLABORATION
Abstract: (U) The Naval Simulation System (NSS) is a powerful modeling and analysis tool developed by the Navy for use in performing campaign analysis, naval forces studies, and course of action analysis. NSS has the ability to exchange scenario information, but this capability is limited. The purpose of this research is to develop a more generalized way for NSS to exchange scenario data through customized use of the Extensible Markup Language (XML) family of data-markup language specifications. The driving idea behind the development of markup languages has been to separate the presentation (form) of a document from its content (data). This concept led to the development of XML for defining new languages to structure data. XML-based applications can export the contents of internal structures in such a way that another application can easily import the data that is unique to its own input requirements. The same XML source document can be read by many applications, each of which can transform the data into their unique input requirements, using the XML family of specifications. XML validation capabilities ensure that data files can be error free, eliminating many runtime application problems. NSS is currently developed as an application that accesses information from a proprietary commercial object-oriented database that does not support XML interchange. Extending NSS to become an XML-based application is now possible using an XML schema that represents the NSS database. Because the proprietary NSS codebase is not readily modifiable, such XML scenario import/export is achieved via text-based data file conversions. Development of an NSS XML schema and exemplars opens up a powerful new direction for future work. (3 tables, 19 figures, 19 refs.)

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ADA418592
3D Battlespace Visualization Using Operational Planning Data

Descriptive Note: Master's thesis
Personal Author(s): Hutton, Claude O , Jr
Report Date: Sep 2003
Media Count: 126   Page(s)
Descriptors: (U) *COMPUTER PROGRAMS, *BATTLEFIELDS, *THREE DIMENSIONAL, *DATA DISPLAYS, *VISUAL AIDS, *COMBAT SIMULATION, SCENARIOS, MILITARY OPERATIONS, IRAQ, THESES, PROTOTYPES, WAR GAMES, MILITARY PLANNING, INTERNET, DIGITAL SIMULATION, VIRTUAL REALITY, TERRAIN MODELS, URBAN WARFARE, OPEN SYSTEM ARCHITECTURE, JAVA PROGRAMMING LANGUAGE, RELATIONAL DATA BASES
Identifiers: (U) XML(EXTENSIBLE MARKUP LANGUAGE), XSLT(EXTENSIBLE STYLESHEET LANGUAGE FOR TRANSFORMATION), X3D(EXTENSIBLE 3D GRAPHICS), VRML(VIRTUAL REALITY MODELING LANGUAGE), *WEB BASED INTERFACE, WEB APPLICATIONS, *3D VISUALIZATION, 3D MODELS, NAVAL POSTGRADUATE SCHOOL CAMPUS MODEL, BAGHDAD MODEL, OAHU ISLAND, DTED(DIGITAL TERRAIN ELEVATION DATA), SCENARIO AUTHORING, SCENARIO VISUALIZATION, COP(COMBINED OPERATIONAL PICTURE), SCENARIO GENERATION, XMSF(EXTENSIBLE MODELING AND SIMULATION FRAMEWORK), VIRTUAL ENVIRONMENTS
Abstract: (U) In modern combat operations today, the display of operational data is still tied to stove-piped and proprietary systems and software. Additionally, combat systems are still using 2D displays of the battlefield to reflect a picture of the battlefield to the warfighter. Stepping away from stove-piped and proprietary systems and reflecting a 3D picture of the battlefield is the direction that this thesis research explores. Research is conducted to explore technologies needed to provide operational forces with web-based 3D visualizations of operational data. Technologies used in this research are Extensible Mark-up Language (XML), Extensible Stylesheet Language for Transformation (XSLT), JAVA, Extensible 3D Graphics (X3D) and Virtual Reality Modeling Language (VRML). A prototype application is developed that allows for the 3D display of operational data. The research demonstrates how operational data can be stored in a database and accessed through a web-based 3D representation of the area of operation. Data sets used in this prototype include Digital Terrain Elevation Data and operational planning data. Access to the data is provided through a web-based interface. The web-based view of the data provides both 2D and 3D views. This research shows that current open source technology can provide the warfighter with a web-based 3D view of the battlefield. (2 tables, 43 figures, 18 refs.)

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ADA418494
X-Bone

Descriptive Note: Final rept. May 1998-Sep 2001
Personal Author(s): Touch, Joseph D
Report Date: Aug 2003
Media Count: 38   Page(s)
Descriptors: (U) *COMPUTER NETWORKS, SOFTWARE ENGINEERING, AUTOMATION, COMPUTER COMMUNICATIONS, DISTRIBUTION, INTERFACES, COMPUTER ARCHITECTURE, FAULT TOLERANCE, INTERNET, VIRTUAL REALITY, OVERLAYS
Identifiers: (U) X-BONE, VIRTUAL TOPOLOGIES, PE62301E, WUAFRLG1970001
Abstract: (U) The X-Bone is a system for the rapid, automated deployment and management of overlay networks. It consists of a web interface, a coordinating back-end Overlay Manager, and per-node Resource Daemons that configure interfaces, add routes, set security keys, and arbitrate access. The X-Bone deploys IP overlay networks - virtual topologies of encapsulation tunnels - used for network experiments or for the incremental deployment of new network services. The project developed and implemented this distributed system for deploying and managing overlays as well as the architectural extension of the Internet on which it is based. The system was made available as a FreeBSD port and Linux RPM. The project discovered issues with current operating systems and protocols, which were patched and/or communicated to the relevant standards groups. The project indicated opportunities to integrate the Internet architecture extensions in broader ways, to more completely support virtual networks and concurrent distributed overlays; among these are ways to use multi-layer overlays for fault tolerance, and challenges to the interfaces used to configure and access network configuration parameters. The project demonstrated the utility of automated overlay deployment and the impact of general extensions to virtualize the Internet architecture.

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ADA415270
Using XML/HTTP to Store, Serve and Annotate Tactical Scenarios for X3D Operational Visualization and Anti-Terrorist Training

Descriptive Note: Master's thesis
Personal Author(s): Mnif, Khaled
Report Date: Mar 2003
Media Count: 136   Page(s)
Descriptors: (U) *TERRORISTS, *PROGRAMMING LANGUAGES, *WIDE AREA NETWORKS, *HYPERTEXT, DATA BASES, COMPUTERIZED SIMULATION, INFORMATION TRANSFER, TRAINING, STATISTICS, THESES, CONFIGURATIONS, COMMUNICATION AND RADIO SYSTEMS, TRANSFER, INTERNET, VIRTUAL REALITY
Identifiers: (U) XML(EXTENSIBLE MARKUP LANGUAGE), HTTP(HYPERTEXT TRANSFER PROTOCOL)
Abstract: (U) Adopting Extensible Markup Language (XML) and Hypertext Transfer Protocol (HTTP) are key steps to accommodate the evolution of Internet technologies. While HTTP is already a proven standard communication protocol responsible for the rapid expansion of the World Wide Web XML provides general mechanisms for determining validatable documents and addresses several deficiencies of HTML regarding diverse document structure and content. XML and HTTP together provide many of the essential capabilities associated with database engines. The Modeling Virtual Environments and Simulation (MOVES) Institute of the Naval Postgraduate School (NPS) is continuing to build a database of 3D tactical scenarios and using X3D and VRML tools. The configuration parameters and statistical results of these scenarios are XML documents. For a better understanding and usability of these results by the end users a Webbased application stores and manipulates these XML document. This thesis develops a server-side application that can store serve and annotate tactical scenarios for X3D operational visualization and anti-terrorist training by using XML and HTTP technologies. The experimental demonstration for this work is the prototypical Anti-Terrorism/Force Protection (AT/FP) simulation model developed by Lieutenant James W. Harney USN using Extensible 3D Graphics (X3D)/ Virtual Reality Modeling Language (VRML) models.

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ADA414968

Design and Test of the Cross-Format Schema Protocol (XFSP) for Networked Virtual Environments

Descriptive Note: Master's thesis
Personal Author(s): Serin, Ekrem
Report Date: Mar 2003
Media Count: 149   Page(s)
Descriptors: (U) *SOFTWARE ENGINEERING, *VIRTUAL REALITY, COMPUTER PROGRAMS, THESES, NODES, COMMUNICATIONS NETWORKS, ATTENTION, INTERNET, GAME THEORY, COMMUNICATIONS PROTOCOLS
Identifiers: (U) NET-VE(NETWORKED VIRTUAL ENVIRONMENT), PROTOCOLS
Abstract: (U) A Networked Virtual Environment (Net-VE) is a distributed software system in which multiple users interact with each other in real time even though these users may be located around the world Zyda 99. Net-VEs gained first attention through a variety of DOD and Academic research projects. After release of the multiplayer game DOOM, the gaming industry captured the idea of interactive multiplayer games. Today there are many popular Internet-based multiplayer games available. Effective networking of diverse entities and systems is a common problem for Networked Virtual Environments. In order to communicate with other entities a variety of communication protocols are used. Historically these communication protocols are "hard coded" into the software system and all nodes that participate in the environment must identically implement the protocols to interact with others. These communication protocols require authoring and compiling by a trained programmer. When the compiling process is introduced to the networked virtual environment, it detracts the extensibility and dynamicism of the system.

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ADA460332
Realistic Avatar Eye and Head Animation Using a Neurobiological Model of Visual Attention

Personal Author(s): Itti, L; Dhavale, N; Pighin, F
Report Date: Jan 2003
Media Count: 16   Page(s)
Descriptors: (U) *IMAGE PROCESSING, *NERVOUS SYSTEM, *HEAD(ANATOMY), *VISUAL PERCEPTION, *ATTENTION, *NEUROBIOLOGY, *EYE MOVEMENTS, OUTPUT, SIMULATION, EYE, CONSOLES, VIDEO TAPE RECORDING, NEUROPHYSIOLOGY, RHESUS MONKEYS, GAME THEORY, PRIMATES, STIMULI, BRAIN, MODELS, MOTION, TRACKING
Identifiers: (U) ANIMATIONS
Abstract: (U) We describe a neurobiological model of visual attention and eye/head movements in primates, and its application to the automatic animation of a realistic virtual human head watching an unconstrained variety of visual inputs. The bottom-up (image-based) attention model is based on the known neurophysiology of visual processing along the occipito-parietal pathway of the primate brain, while the eye/head movement model is derived from recordings in freely behaving Rhesus monkeys. The system is successful at autonomously saccading towards and tracking salient targets in a variety of video clips, including synthetic stimuli, real outdoors scenes and gaming console outputs. The resulting virtual human eye/head animation yields realistic rendering of the simulation results, both suggesting applicability of this approach to avatar animation and reinforcing the plausibility of the neural model.

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ADA411183
A Methodology for the Development of Secure Vertical Web Portals

Descriptive Note: Master's thesis
Personal Author(s): Wu, Peter A
Report Date: Dec 2002
Media Count: 126   Page(s)
Descriptors: (U) *INFORMATION SYSTEMS, *INFORMATION SECURITY, METHODOLOGY, POLICIES, NAVAL PERSONNEL, THESES, WIDE AREA NETWORKS, USER NEEDS, KNOWLEDGE MANAGEMENT
Identifiers: (U) VERTICAL WEB PORTALS, VORTALS
Abstract: (U) In this thesis we investigate the development of vertical web portals (vortals) that fulfill targeted organizational mission needs. This specific type of portal provides narrow-scoped data information and services while affording the user accessibility over a public network such as the Internet. As part of the investigation we present a methodology for architecting such portals with explicit consideration of security policy. The methodology along with some preliminary guidelines is intended to serve as a first approximation of a framework for both the development of vertical portals and the definition of doctrine on the application of vortals. We illustrate this methodology with an application to a Navy ship.

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ADA407012
Communication During Complex Humanitarian Emergencies: Using Technology to Bridge the Gap

Descriptive Note: Master's thesis
Personal Author(s): Ford, Todd D; Hogan, James L; Perry, Michael W
Report Date: Sep 2002
Media Count: 185   Page(s)
Descriptors: (U) *INFORMATION EXCHANGE, *COMMUNICATIONS NETWORKS, *OPERATIONS OTHER THAN WAR, THESES, CLIENT SERVER SYSTEMS, COLLABORATIVE TECHNIQUES, NETWORK ARCHITECTURE, KNOWLEDGE MANAGEMENT
Identifiers: (U) HUMANITARIAN OPERATIONS, CHE(COMPLEX HUMANITARIAN EMERGENCIES), PEER-TO-PEER NETWORKS
Abstract: (U) Multinational humanitarian and military efforts such as those seen in Somalia, Kosovo and Afghanistan are known as Complex Humanitarian Emergencies. These types of emergencies are complex and difficult to operate in because they contain political, military and humanitarian considerations. The various actors responding to a CHE can be divided into two distinct groups - military and civilian. Each of these groups needs the other to effectively respond to the crisis. Thus communication, collaboration and coordination are critical. Technology can play a significant role to enable information sharing between the various participants during CHEs. This thesis documents the development of a proof of concept that supports this. Current reports and user feedback were analyzed to determine requirements for a field-based system that could enhance the flow of information. The developmental process is presented including, requirements generation, group structure and information sharing, collaborative environments and the advantages of the virtual space. Eased on a fictional relief operation, a web application was constructed and designated the Relief Operations Coordination Center (ROCC) . Built on COTS technology and combined with commercially available collaboration tools, this application showcases the various uses of today's technology and how it can be used to facilitate information sharing during CHEs.

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ADA409842
Algorithmic Issues in Network Design and in Information Access

Descriptive Note: Progress rept. for Oct 2001-Jul 2002
Personal Author(s): Tardos, Eva
Report Date: Jul 2002
Media Count: 8   Page(s)
Descriptors: (U) *NETWORKS, *GAME THEORY, ALGORITHMS, OPTIMIZATION, COSTS, INFORMATION RETRIEVAL, TRADE OFF ANALYSIS, INTERNET, NETWORK TOPOLOGY
Identifiers: (U) *ALGORITHMIC GAME THEORY, *NETWORK DESIGN, MECHANISM DESIGN, FACILITY LOCATION I
Abstract: (U) There has been a few main areas of efforts. (1) understanding the tradeoffs between central allocation and the cost of relying on selfish behavior in different games, including a simple model of routing on the Internet, (2) Designing algorithms and mechanisms for optimization problems for selfish users such as scheduling, path selection, and auctions, (3) design of network topology, and server placement. I will review results in each of these three areas separately.

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ADA400825
Knowledge Web Concept and Tools: Use, Utility, and Usability During the Global 2001 War Game

Descriptive Note: Technical rept.
Personal Author(s): Oonk, H M; Rogers, J H; Moore, R A; Morrison, J G
Report Date: Mar 2002
Media Count: 82   Page(s)
Descriptors: (U) *DECISION MAKING, *MILITARY EXERCISES, *SOFTWARE TOOLS, GROUP DYNAMICS, OPERATIONAL EFFECTIVENESS, SHARING, AWARENESS, KNOWLEDGE MANAGEMENT
Identifiers: (U) COMMAND 21 PROJECT, PE62233N
Abstract: (U) The Command 21 project is directed at supporting the needs of senior decision-makers and support staff in military command centers. One goal of the Command 21 project is the development and operational evaluation of the Knowledge Web concept and technologies to support shared situation awareness, to facilitate group interaction, and to augment the decision-making capabilities of senior staff. This report describes a major operational evaluation in the continuing efforts directed toward this goal.

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ADA459229
Toward a New Generation of Virtual Humans for Interactive Experiences

Descriptive Note: Journal article
Personal Author(s): Rickel, Jeff; Marsella, Stacy; Gratch, Jonathan; Hill, Randall; Traum, David ;Swartout, William
Report Date: Jan 2002
Media Count: 8   Page(s)
Descriptors: (U) *HUMANS, *VIRTUAL REALITY, SCENARIOS, MOTION, MILITARY TRAINING, SPEECH, EMOTIONS, PERCEPTION, LEARNING, BEHAVIOR, HUMAN BODY, REPRINTS
Identifiers: (U) *VIRTUAL HUMANS, MRE(MISSION REHEARSAL EXERCISE), INTERACTIVE VIRTUAL WORLDS, GESTURES, DIALOGUE, ANIMATION
Abstract: (U) Interactive virtual worlds provide a powerful medium for entertainment and experiential learning. Army lieutenants can gain valuable experience in decision-making in scenarios like the example above. Others can use the same technology for entertaining role-playing even if they never have to face such situations in real life. Similarly, students can learn about, say, ancient Greece by walking through its virtual streets, visiting its buildings, and interacting with its people. Scientists and science fiction fans alike can experience life in a colony on Mars long before the required infrastructure is in place. The range of worlds that people can explore and experience with virtual-world technology is unlimited, ranging from factual to fantasy and set in the past, present, or future. Our goal is to enrich such worlds with virtual humans autonomous agents that support face-to-face interaction with people in these environments in a variety of roles, such as the sergeant, medic, or even distraught mother. Existing virtual worlds, such as military simulations and computer games, often incorporate virtual humans with varying degrees of intelligence. However, these characters ability to interact with human users is usually very limited: Typically, users can shoot at them and they can shoot back. Those characters that support more collegial interactions, such as in children's educational software, are usually very scripted and offer human users no ability to carry on a dialogue. In contrast, we envision virtual humans that cohabit virtual worlds with people and support face-to-face dialogues situated in those worlds, serving as guides, mentors, and teammates. Although our goals are ambitious, we argue here that many key building blocks are already in place.

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ADA461065
The Design, Implementation and Use of Web-Technologies to Facilitate Knowledge Sharing: A `Real-World' Application

Personal Author(s): Rogers, Janel H; Ooak, Heather M; Moorre, Ronald A ;Averett, M G; Morrison, Jeffrey G
Report Date: Jan 2002
Media Count: 17   Page(s)
Descriptors: (U) *KNOWLEDGE BASED SYSTEMS, *INTERNET, REQUIREMENTS, COMMERCE, PRODUCTION, DISTRIBUTION, INTERVIEWING, NAVAL WARFARE, WAR GAMES, NAVY, INSTRUCTIONAL MATERIALS, USER NEEDS
Abstract: (U) Space and Naval Warfare Systems Center, San Diego s (SSC-SD) Command 21 project, sponsored by ONR, is addressing how information technology can be designed to best facilitate information production, consumption, and management. For the past several years, the focus of the Command 21 effort has been the development of Knowledge Web (K-Web), which utilizes Web technologies to share operationally relevant information. In K-Web, data is processed and stored by producers in a way that represents meaningful knowledge to consumers. Use and utility of K-Web at the Global 2000 war game, were reported at last year s CCRTS. K-Web was implemented on USS Carl Vinson in May 2001, for use during deployment. Upon the ship s return, interviews of users were conducted, focusing on use and utility of K-Web tools, products, business rules and training materials. The interview data indicate K-Web as invaluable for asynchronous, distributed dissemination of operational information. Additionally, automaticallycollected data were analyzed for patterns of use. Quantitative and qualitative data enabled assessment of how the current K-Web concept and technologies support users requirements within operational environments. These analyses were also compared to analyses from the war game environment.

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ADA460689
Coercive Narratives, Motivation and Role Playing in Virtual Worlds

Personal Author(s): Morie, Jacquelyn F
Report Date: Jan 2002
Media Count: 8   Page(s)
Descriptors: (U) *VIRTUAL REALITY, *GRAMMARS, GLOBAL, INTERACTIONS, MOTIVATION, COHESION, IMMERSION, CREATIVITY
Identifiers: (U) IMMERSIVE ENVIRONMENTS, VIRTUAL ENVIRONMENTS
Abstract: (U) The leap from a constrained linear story line to a complete world where participants have free will is substantial with many associated possibilities and questions. The concept of interactive narrative has been explored for the past twenty years yet we seem no closer to formulating a cohesive grammar for such works. Open-ended virtual worlds are the most challenging of the new media in this respect Can constrained authorship and free-will experience coexist? How does personal motivation fit in with the story and the role that participants are expected to fill? At the University of Southern California's Institute for Creative Technologies (ICT), I am exploring design techniques to create worlds that take advantage of expectations interest and natural world interactions to help structure a "narrative" both within and after participation in an open-ended Virtual Environment (VE). I intend to take advantage of a participants natural tendency to prefer interaction when possible resulting in worlds that form their meaning out of intention and interaction - of the author as well as the participant - in a mutual form of authorship I hope this work will expand the potential of experience within virtual worlds.

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ADA401644
Network Application Server Using Extensible Mark-Up Language (XML) to Support Distributed Databases and 3D Environments

Descriptive Note: Master's thesis
Personal Author(s): Williams, Clifton J
Report Date: Dec 2001
Media Count: 309   Page(s)
Descriptors: (U) *COMPUTER PROGRAMS, *COMPUTER COMMUNICATIONS, *COMPUTER ARCHITECTURE, DATA BASES, COMMAND CONTROL COMMUNICATIONS, DATA PROCESSING, MODELS, NETWORKS, THESES, INTERNET, INFRASTRUCTURE
Identifiers: (U) XML(EXTENSIBLE MARK-UP LANGUAGE), HTML(HYPERTEXT MARKUP LANGUAGE), XSL(EXTENSIBLE STYLESHEET LANGUAGE), VRML(VIRTUAL REALITY MODELING LANGUAGE), *NETWORK CENTRIC WARFARE
Abstract: (U) Advances in computer communication technology and an increased awareness of how enhanced information access can lead to improved capabilities, are the driving forces behind the interest in the integration of current distributed systems and stand-alone systems. However, differences in hardware, software architectures, operating systems, host languages, and data representation have resulted in scores of stovepipe system architectures that are unable to interoperate prop cAy. This thesis contributes to the US Navy forces' information superiority in a Network Centric Warfare environment. This research develops an Extensible Markup Language (XML) based Web application framework, which supports the Web Enabled Navy (WEN) architecture infrastructure. The Web application framework easily supports connections to multiple distribute databases and XML-based presentations specifically three-dimensional (3D) simulations utilizing Extensible 3D (X3D) and Virtual Reality Modeling Language (VRML).

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ADA419440
Army Science Board 2001 AD HOC Study "Knowledge Management

Descriptive Note: Viewgraphs
Personal Author(s): Reese, John H; Davis, Christine B; Fisher, James R; Glaser, Gary; Gref, Lynn G; Howard, William E , III; Martinez, David R; Reedy, Edward K; Rogers, Thomas ;Starr, Stuart H
Report Date: Nov 2001
Media Count: 105   Page(s)
Descriptors: (U) *INFORMATION EXCHANGE, *TECHNOLOGY TRANSFER, *KNOWLEDGE MANAGEMENT, DECISION MAKING, BATTALION LEVEL ORGANIZATIONS, ARMY PERSONNEL, TEAMS(PERSONNEL), RELIABILITY, DATA FUSION, INTERNET, INFORMATION PROCESSING, SITUATIONAL AWARENESS, TECHNOLOGY ASSESSMENT, INFORMATION SECURITY
Identifiers: (U) ARMY CULTURE, BEST BUSINESS PRACTICES, INFORMATION ASSURANCE, INFORMATION DOMINANCE, INFORMATION SHARING, INFOSPHERE, INFOSTRUCTURE, KNOWLEDGE DOMINANCE, NETWORK-CENTRIC, NETWORKING, PRESENTATION SLIDES
Abstract: (U) The Army Science Board was tasked to conduct a study on "Knowledge Based Management and Information Reliability" to examine innovative ways of addressing technology issues that have the potential to "weigh down" future warfighters with massive amounts of data. Specific subtaskings include: (1) Define Knowledge Management and Information Assurance technologies for the Objective Force; (2) Define the strategy for conquering information glut through fundamental soldier/team enabling technologies and processes from conceptual to geo-spatial; (3) Examine technology and operational concepts to mitigate asymmetric threats; (4) Provide a 2008-2012 roadmap to enable small, autonomous processing that facilitates knowledge production, sharing and decision making. The ASB central recommendation is to incorporate and grow KM in the IBCTs. Other recommendations include: (1) Designation of KM and Info Assurance technologies as essential for Knowledge Dominance; (2) Building tactical Knowledge Management on the foundation of the existing Army Knowledge Online, the Army's excellent enterprise application; (3) Establish doctrine incorporating KM & IA technologies into Objective Force systems, including OF Combat Battalion and OF Soldier Systems; (4) Implementing a KM Center of Excellence (ARL & TRADOC); and (5) Investing in Process, Technology and Training to ensure Knowledge Dominance.

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ADA409209
Anatomical Models for Virtual Reality and Web-Based Applications

Personal Author(s): Villasenor, M A; Flores, F; Algorri, M E
Report Date: 25 Oct 2001
Media Count: 5   Page(s)
Descriptors: (U) *INTERNET, *VIRTUAL REALITY, *ANATOMICAL MODELS, THREE DIMENSIONAL, MEDICAL COMPUTER APPLICATIONS, TELEMEDICINE, JAVA PROGRAMMING LANGUAGE, IMAGE RECONSTRUCTION
Identifiers: (U) VRML(VIRTUAL REALITY MODELING LANGUAGE), MEDICAL GRAPHICS, FOREIGN REPORTS
Abstract: (U) We present a methodology for the creation, manipulation and transmission of 3D anatomical models starting from stacks of medical images. The anatomical information for the models is first segmented from the images and then used by a surface reconstruction algorithm to create 3D meshes that accurately represent the surface of the organs being modeled. The meshes are then exported in an open format for manipulation in a graphics platform. Using high-end graphics algorithms we render and texture-map our meshes. We can also deform the meshes and assign physical and material properties to them. Our models can be used for virtual reality applications and can also be transmitted over the Internet for remote interactive visualization and retrieval.

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ADA409211
A Tele-Instruction System for Ultrasound Probe Operation Based on Shared AR Technology

Personal Author(s): Suenaga, T; Nambu, M; Kuroda, T; Oshiro, O
Tamura, T
Report Date: 25 Oct 2001
Media Count: 5   Page(s)
Descriptors: (U) *TELEMEDICINE, INFORMATION EXCHANGE, DIAGNOSIS(MEDICINE), ULTRASONICS, TELECOMMUNICATIONS, INSTRUCTIONS, MEDICAL SERVICES, INTERNET, VIRTUAL REALITY, GRAPHICAL USER INTERFACE
Identifiers: (U) FOREIGN REPORTS, AR(AUGMENTED REALITY), TELE-INSTRUCTIONS, ULTRASOUND PROBE OPERATIONS
Abstract: (U) This paper proposes a tele-instruction system for ultrasound probe operation, based on shared Augmented Reality (AR) technology. Telemedicine, a strategy to diminish geographic gaps in the quality of medical service, is fashionable. However, existing medical-data transmission systems cannot convey the skills of physicians, so they cannot eliminate the problem of geographic gaps. This research developed a telemedicine system that transports physicians' skills over a shared AR space. The shared AR technology provides an environment where users can exchange spatial information, and facilitates smooth communication. This research concentrates on interfaces for physicians and technicians at the patient site. The proposed system provides intuitive and unrestricted interfaces for the physician and technician, using a data projector and an LCD tablet. At the patient site, instructions for the technician are projected directly onto the patient's body, using a data projector. The physician site allows the physician to send instructions on probe operation using an LCD tablet. This information is displayed as a "web-mark", which provides spatial information for ultrasound probe operation. Furthermore, the system sends environmental information about the patient to the physician, such as the technician's behavior and patient's posture, via an immersive display. The proposed system was tested with a physician using real tele- diagnosis. The results demonstrated the effectiveness of the proposed method in providing smooth communication in telemedicine.

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ADA409561
Making Virtual Baby Alive

Personal Author(s): Korosec, D; Halamek, L P; Zazula, D
Report Date: 25 Oct 2001
Media Count: 4   Page(s)
Descriptors: (U) *COMPUTER AIDED DIAGNOSIS, TIME DEPENDENCE, TRAINING, PHYSIOLOGICAL EFFECTS, VIRTUAL REALITY, RESUSCITATION, INFANTS, JAVA PROGRAMMING LANGUAGE
Identifiers: (U) VRML(VIRTUAL REALITY MODELING LANGUAGE), AVATARS, FOREIGN REPORTS
Abstract: (U) We have designed and implemented a prototype virtual environment for medical training in neonatal resuscitation. The central element of this environment is the dynamic virtual model (avatar) of a new-born child, built using VRML and Java. Physiological variables relevant for training were chosen to be represented through the avatar: heart rate, respiration rate, skin colour and activity level (such as movement and crying). Implementation mechanisms of presenting these vital signs on the virtual baby with animation and sound are described in this paper. We are using time-dependent description of basic events to specify scenarios according to which the condition of a baby is changing. Sets of scenarios are then coupled to actions performed by a student during training. Such approach for all relevant variables had seemed good at first, but it soon became impractical and hard to follow due to separate treatment of variables. Therefore an attempt to create a simplified, easier controllable model with interdependent variables is being under development. This paper reports on current implementation as well as on the explored ideas for the future.

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ADA411105
Computer Supported Collaborative Environment for Virtual Simulation of Radiation Treatment Planning

Personal Author(s): Ntasis, E; Maniatis, T A; Gletsos, M; Nikita, K S
Report Date: 25 Oct 2001
Media Count: 5   Page(s)
Descriptors: (U) *VIRTUAL REALITY, *RADIOTHERAPY, COMPUTERIZED SIMULATION, ONLINE SYSTEMS, OFFLINE SYSTEMS, TELEMEDICINE, INFORMATION SECURITY
Abstract: (U) A collaborative environment for virtual simulation in radiotherapy treatment planning is presented, The environment architecture is based on both off-line and on-line communication of data under a secure framework and can be directly integrated into the infrastructure of a radiotherapy department The on-line collaboration is based on the simultaneous execution of all actions at both collaborating sites, and prerequisites the off-line communication of the data set on which the collaboration will be performed A technical pilot study has been carried out on clinical sites, monitoring the performance of the implementation, and revealed high interactivity during an on-line collaboration session,

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ADA397959
Intensive Knowledge Discovery from Heterogeneous Distributed Data and Knowledge

Descriptive Note: Final rept. Aug 2000-Jul 2001
Personal Author(s): Capraro, Gerard T; Berdan, Gerald B
Report Date: Oct 2001
Media Count: 49   Page(s)
Descriptors: (U) *DISTRIBUTED DATA PROCESSING, *KNOWLEDGE BASED SYSTEMS, COMPUTER ARCHITECTURE, VIRTUAL REALITY
Identifiers: (U) JPI(JOINT BATTLESPACE INFOSPHERE), PUBLISH, SUBSCRIBE, WW3(WORLD WIDE MEB CONSORTIUM), KNOWLEDGE BASES, INTERNET, PALM PILOTS, PE61102F, WUAFRL55812715
Abstract: (U) An infrastructure to extend the Joint Battlespace Infosphere. (JBI) Publish and Subscribe paradigm is described. The design emphasizes the client side of the JBI architecture where the users' computing device can vary substantially in bandwidth, processing capability, screen size, and connection type. Today's Internet user can connect with the net at any time using a wide variety of devices. Our emphasis is on designing a JBI extended infrastructure that will intelligently support the efficient rapid access and dissemination of distributed knowledge base repositories to a client independent of computing device or connection. Hand-held computing devices are depicted as innovative devices for interacting with massive amounts of data and knowledge. Our goal is to design and develop an infrastructure that will efficiently and rapidly provide data, knowledge and information to a dynamic user. A hypothetical JBI architecture is described with an e-mail publish and subscribe paradigm. A Air Mobility Command scenario is described involving 3-D images, digital terrain files, and virtual reality rendering software. A computer architecture is presented along with sample code illustrating how World Wide Web Consortium (W3C) technologies (e.g., XML, XSL) can be used to meet JBI's needs.

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ADA397603
Dynamic Scalable Network Area of Interest Mangement for Virtual Worlds

Descriptive Note: Master's thesis
Personal Author(s): Wathen, Michael S
Report Date: Sep 2001
Media Count: 72   Page(s)
Descriptors: (U) *COMPUTERIZED SIMULATION, *DATA TRANSMISSION SYSTEMS, *NETWORKS, *PERFORMANCE TESTS, *MAN COMPUTER INTERFACE, *VIRTUAL REALITY, TEST AND EVALUATION, GLOBAL, TRAFFIC, DYNAMICS, RESOLUTION, THESES, PARALLEL PROCESSING, POPULATION, VARIABLES, SCALING FACTOR, DATA RATE, BANDWIDTH, GEOGRAPHIC AREAS
Identifiers: (U) *VIRTUAL WORLD, AOIM(AREA OF INTEREST MANAGER), INTEREST MANAGEMENT, SCALABLE VIRTUAL ENVIRONMENTS, OCTREE
Abstract: (U) A major performance challenge in developing a massively mufti-user virtual world is network scalability. This is because the network over which entities communicate can quickly develop into a bottleneck. Three critical factors: bandwidth usage, packets per second, and network-related CPU usage, should be governed by the number of entities a given user is interested in, not the total number of entities in the world. The challenge then is to allow a virtual world to scale to any size without an appreciable drop in system performance. To address these concerns, this thesis describes a novel Area of Interest Manager (AOIM) built atop the NPSNET-V virtual environment system. It is a dynamically sized, geographical region based, sender-side interest manager that supports dynamic entity discovery and peer-to-peer entity communication. The AOIM also makes use of tools provided by the NPSNET-V system, such as variable resolution protocols and variable data transmission rate. Performance tests have shown conclusively that these interest management techniques are able to produce dramatic savings in network bandwidth usage in a peer-to-peer virtual environment. In one test, this AOIM produced a 92% drop in network traffic, with a simultaneous 500% increase in world population.

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ADA397086
Developing Articulated Human Models from Laser Scan Data for Use as Avatars in Real-Time Networked Virtual Environments

Descriptive Note: Master's thesis
Personal Author(s): Dutton, James A
Report Date: Sep 2001
Media Count: 66   Page(s)
Descriptors: (U) *COMPUTERIZED SIMULATION, *ANATOMICAL MODELS, THESES, LASER APPLICATIONS, HUMAN BODY, OPTICAL SCANNING, INTERNET, VIRTUAL REALITY, JAVA PROGRAMMING LANGUAGE
Identifiers: (U) AVATARS, VRML(VIRTUAL REALITY MODELING LANGUAGE), ANIMATION
Abstract: (U) With the continuing gain in computing power, bandwidth, and Internet popularity there is a growing interest in Internet communities. To participate in these communities, people need virtual representations of their bodies, called avatars. Creation and rendering of realistic personalized avatars for use as virtual body representations is often too complex for real-time applications such as networked virtual environment (VE). Virtual Environment (VE) designers have had to settle for unbelievable, simplistic avatars and constrain avatar motion to a few discrete positions. The approach taken in this thesis is to use a full-body laser-scanning process to capture human body surface anatomical information accurate to the scale of millimeters. Using this 3D data, virtual representations of the original human model can be simplified, constructed and placed in a networked virtual environment. The result of this work is to provide photo realistic avatars that are efficiently rendered in real-time networked virtual environments. The avatar is built in the Virtual Reality Modeling Language (VRML). Avatar motion can be controlled either with scripted behaviors using the H-Anim specification or via wireless body tracking sensors developed at the Naval Postgraduate School. Live 3D visualization of animated humanoids is viewed in freely available web browsers.

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ADA407755
Peering into the Future: Peer-to-Peer Technology as a Model for Distributed Joint Battlespace Intelligence Dissemination and Operational Tasking

Descriptive Note: Master's thesis
Personal Author(s): Bontrager, Mark D
Report Date: Jun 2001
Media Count: 96   Page(s)
Descriptors: (U) *MILITARY APPLICATIONS, *TECHNOLOGY FORECASTING, MILITARY INTELLIGENCE, NETWORKS, THESES, TACTICAL WARFARE, BATTLE MANAGEMENT
Abstract: (U) This thesis focuses on the capabilities of an emerging technology known as Peer-To-Peer (P2P) technology and its potential to improve intelligence support to operational and tactical warfighters. First popularized by a popular music-sharing program called Napster in May 1999, P2P technology enabled the sharing of millions of music files over the Internet between anyone who wanted to share. Some advocates believe that P2P technology will fuel the next Internet revolution. A radical departure from previous hierarchical networking technologies, P2P promises to empower users at the edges of a network by giving them the ability to connect to each other directly without going through a central server. This thesis evaluates this new technology and its potential to link operational and tactical users at the edges of military networks directly to sensors and analysts that provide intelligence information.

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ADA394681
Learning to Work in Collaborative Environments

Personal Author(s): Dryer, David A
Report Date: 15 May 2001
Media Count: 36   Page(s)
Descriptors: (U) *ACQUISITION, COMPUTERIZED SIMULATION, SOFTWARE ENGINEERING, GLOBAL, MANUFACTURING, COST ANALYSIS, LOGISTICS MANAGEMENT, MILITARY PROCUREMENT, INTERNET, VIRTUAL REALITY, PROJECT MANAGEMENT, COLLABORATIVE TECHNIQUES
Identifiers: (U) *E-ENGINEERING, VIEWGRAPHS ONLY, PRESENTATION SLIDES, SBA(SIMULATION BASED ACQUISITION), KNOWLEDGE MANAGEMENT

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ADP010874
Principles and Application of Geographic Information Systems and Internet/Intranet Technology

Personal Author(s): Reinhardt, Wolfgang
Report Date: Apr 2001
Media Count: 10   Page(s)
Descriptors: (U) *INFORMATION TRANSFER, *GEOGRAPHICAL INFORMATION SYSTEMS, DATA BASES, SYMPOSIA, MILITARY FORCES(FOREIGN), COMPUTER PROGRAMMING, MILITARY APPLICATIONS, GERMANY, INTERNET, VIRTUAL REALITY, INTRANET
Identifiers: (U) COMPONENT REPORT, FOREIGN REPORTS, NATO FURNISHED, PROCEEDINGS
Abstract: (U) The paper presented consists of three main parts. In the first part we roughly outline the state of the art of Geographic Information Systems (GIS) mainly with respect to technology and data. Within this part we also give some examples where GIS is applied in military applications. The second part gives an overview of architectures and some technical aspects of GIS-Internet/Intranet solutions compares the different approaches and discusses the potential of this technology in general. Furthermore, some examples demonstrate the practical use of GIS and Internet/Intranet. As the World Wide Web (WWW) gains more and more significance and there is a large demand of GIS applications in the Internet/Intranet we introduce the main principles of this technology. Especially we explain how Geographic Information Systems can be connected to the world wide web and which extensions are necessary to transfer and to view Geographic data. In this part we also show how the Virtual Reality Modeling Language (VRML) can be used in this field. Part of this is based on results of some projects conducted for the AMilGeo (Amt fur Militansches Geowesen) of the German Federal Armed Forces as well as on other civilian projects. In the third part of the paper we demonstrate the potential of the GIS and Internet/Intranet technology for civilian and military applications. Besides we discuss the main advantages of GIS and Internet/Intranet such as Ease of Use or the possibility to access up-to-date information in various databases. Furthermore we show how the connection of Internet and telecommunication can be used in GIS.

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ADA405402
AASERT: Dynamic Training of Humans and Tutoring Agents

Descriptive Note: Final rept. 1 Apr 1998-31 Mar 2001
Personal Author(s): Pollack, Jordan
Report Date: 31 Mar 2001
Media Count: 10   Page(s)
Descriptors: (U) *TRAINING, *LEARNING MACHINES, COMPUTER AIDED INSTRUCTION, INTERNET, GAME THEORY
Abstract: (U) Our ONR funded research over the past several years has focused on how machine learning systems can continuously improve through the dynamic modification of architecture and the dynamic construction of training environments. Although for different applications we use many different formalisms (neural networks, genetic programs, adaptive dynamical systems), we have focused on a framework for learning in which the environment automatically and incrementally becomes more challenging as the learner progresses. Inspired by "arms race" and sexual selection phenomena in natural evolution, we call this 'co-evolutionary learning'. It involves a set of learners competing in a game, learning from each other, without a teacher. This AASERT award will take one additional graduate student into an exploration of whether the principles discovered in our machine learning work could be the basis for a new kind of educational technology, where students provide appropriate challenges to each other across the internet, reducing the need for teacher supervision.

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ADA389773
Digital Leadership: Priorities for Army Digitization

Descriptive Note: Research paper
Personal Author(s): Fritz, Gregory J
Report Date: 27 Mar 2001
Media Count: 37   Page(s)
Descriptors: (U) *COMPUTER APPLICATIONS, *MILITARY MODERNIZATION, *ARMY, DIGITAL SYSTEMS, INFORMATION SYSTEMS, ARMY TRAINING, ARMY EQUIPMENT, COMPUTER AIDED INSTRUCTION, ARMY PLANNING
Identifiers: (U) STRATEGY RESEARCH PROJECT, DIGITIZATION
Abstract: (U) The Army has invested considerable time and money digitizing weapons systems. The Army has also made some innovative progress in the development of service-wide digitally based references sources like Army Knowledge Online, and training programs like Army University Access Online. Despite these initiatives, the Army's tendency to favor the digitization of hardware is evident in the Army's Digitization Master Plan. This tendency discounts some of the most impressive potential advances that can be gained from mobilizing an organization's information resources and putting these resources in the hands of operational personnel. This paper argues that the Army should make two fundamental changes in its orientation to digitization. First, it should place higher priority on providing Army personnel the digital tools that help them do their jobs better. Second, it should organize its information resources into knowledge centers that facilitate the execution of the Army's mission. Changing the Army's digitization priorities will not be easy because of the complexity of digital systems and the significant sunk costs that the Army faces in terms of its digital infrastructure. Nevertheless, refocusing the service's digital priorities will have substantial payoff in terms of mission performance and overall operational and training effectiveness.

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ADP010782
Acquiring Real World Spatial Sklls in a Virtual World

Personal Author(s): Witmer, Bob G; Knerr, Bruce W; Sadowski, Wallace J , Jr.
Report Date: 01 Mar 2001
Media Count: 8   Page(s)
Descriptors: (U) *SPATIAL DISTRIBUTION, *TRAINING DEVICES, *ARMY TRAINING, *VIRTUAL REALITY, *VERBAL BEHAVIOR, POSITION(LOCATION), ARMY RESEARCH, ARMY PERSONNEL, REPORTS, ESTIMATES, CONSTRUCTION, CONFIGURATIONS, MISSIONS, ACCESS, MAPS, AIMING, RANGE(DISTANCE), LEARNING, COLLISIONS, PHYSIOLOGICAL DISORIENTATION, NAVIGATIONAL AIDS, QUADRANTS
Identifiers: (U) COMPONENT REPORTS, NATO FURNISHED
Abstract: (U) In rehearsing specific missions soldiers frequently must learn about spaces to which they have no direct access. Virtual Environments (VF) representing those spaces can be constructed and used to rehearse the missions but how do we ensure their effectiveness? The US Army Research Institute was among the first to demonstrate that spatial knowledge acquired in a virtual model of a building transfened to the real world. While route knowledge was readily acquired in a VE configuration knowledge (distance and direction to locations not in the line-of-sight) was not Spatial learning in the VF was hampered not only by disorientation resulting from a narrow FOV and multiple collisions with walls. but also by participants inability to accurately estimate distances in VEs. Poor distance estimation in VE was linked to the reduced VE FOV and to verbal report procedures for making the estimates. Some improvement in distance estimates was obtained by adding auditory compensatory cues for distance and by using the non-visually locomotion technique for obtaining distance estimates. Armed with knowledge that some VE characteristics adversely affect distance estimation and configuration learning we conducted research to determine if unique capabilities of VEs could compensate for those characteristics. We developed the VE navigation training aids: local and global orientation cues. aerial views and division of the VE into distinctive themed quadrants. The aids were not provided when testing configuration knowledge. Training included a guided tour free exploration of the VE and searching for designated rooms. Configuration knowledge tests included a shortest route test a pointing task and a map construction task. An aerial view was the most effective navigation aid

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ADA422086
Web-Based 3D Technology for Scenario Authoring and Visualization: The Savage Project

Personal Author(s): Blais, Curtis; Brutzman, Don, Horner, Doug, Nicklaus, Shane
Report Date: Jan 2001
Media Count: 19   Page(s)
Descriptors: (U) *VIRTUAL REALITY, SIMULATION, ENVIRONMENTS, ORGANIZATIONS, DEFENSE SYSTEMS, EDUCATION, MODELS, COMPUTER PROGRAMMING, GRAPHICS, MILITARY TRAINING, CHARTS, COMPUTER NETWORKS, INTERNET
Abstract: (U) The purpose of this paper is to describe current work in specification and development of Web-based 3D standards and tools. The paper presents a Web3D application for military education and training currently in progress for the Defense Modeling and Simulation Office and the Marine Corps Combat Development Command. This paper presents current efforts in Web- based 3D technology by one key organization, the Web3D Consortium (hfto:Hwww.web3d.ora). In a pioneering endeavor, the Web3D Consortium is working to open the Web-based 3D frontier to all by charting the territory, establishing shared goals, and building lines of communication. The paper also describes efforts of the Modeling, Virtual Environments, and Simulation (MOVES) Institute at the Naval Postgraduate School (NPS) to introduce emerging Web3D technology into the forefront of military professional education. Specific techniques, models, and scenarios are presented from the Scenario Authoring and Visualization for Advanced Graphical Environments (SAVAGE) project at NPS.

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ADA415443
An On-Line Occlusio-Culling Algorithm for Fast Walkthrough in Urban Areas

Personal Author(s): Wang, Yusu; Agarwal, Pankaj K; Har-Peled, Sariel
Report Date: Jan 2001
Media Count: 9   Page(s)
Descriptors: (U) *ALGORITHMS, *IMAGE PROCESSING, *DATA REDUCTION, *VIRTUAL REALITY, *VIDEO FRAMES, *SCENE GENERATION, TEST AND EVALUATION, WALKING, ACCURACY, SHORT RANGE(TIME), VISIBILITY, TRADE OFF ANALYSIS, URBAN AREAS, AUTOMOTIVE VEHICLES, LAND NAVIGATION
Identifiers: (U) *OCCLUSION CULLING, TEMPORAL COHERENCE, FAST FRAME RATE, WALKTHROUGH
Abstract: (U) We describe a fast algorithm to speed up rendering of scenes for walkthroughs in urban environments. Our occlusion culling algorithm takes advantage of temporal coherence in image space. As such, occlusion calculation is performed online only when needed. This enables us to employ intelligent occluder-selection and culling algorithms. We do not preprocess visibility information or pre-select occluders. Therefore, we can update scenes dynamically at a little cost. The algorithm features a tradeoff between accuracy and efficiency. While it approximates visibility testing, our experiments show that errors occur rarely.

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ADA440346
DMT-RNet: An Internet-Based Infrastructure for Distributed Multidisciplinary Investigations of C2 Performance

Descriptive Note: Research rept.
Personal Author(s): Entin, Eileen B; Serfaty, Daniel; Elliott, Linda R; Schiflett, Samuel G
Report Date: Jan 2001
Media Count: 13   Page(s)
Descriptors: (U) *DECISION MAKING, *PERFORMANCE(HUMAN), *TEAMS(PERSONNEL), *MILITARY TRAINING, *INTERNET, *DISTRIBUTED INTERACTIVE SIMULATION, *COMMAND AND CONTROL SYSTEMS, SCENARIOS, MISSIONS, TIMELINESS, MEASURES OF EFFECTIVENESS, DEBRIEFING, LEARNING, MICROCOMPUTERS, WAR GAMES, FEEDBACK, EFFICIENCY, REAL TIME, OBSERVERS
Identifiers: (U) *DMT(DISTRIBUTED MISSION TRAINING), *TRAINING ASSESSMENT, DTT(DISTRIBUTED TEAM TRAINING), DDD(DISTRIBUTED DYNAMIC DECISIONMAKING), ONLINE PERFORMANCE ASSESSMENT, PERSONAL COMPUTERS, STE(SYNTHETIC TASK ENVIRONMENTS), RESEARCH NETWORKS, TEAM PERFORMANCE, INDIVIDUAL PERFORMANCE, PHYSICAL FIDELITY, PSYCHOLOGICAL FIDELITY, WUAFOSR2313HA07, WUAFRL1123A002
Abstract:(U) The authors describe the first phase of a collaborative research program that leveraged emerging capabilities of the internet to connect a distributed PC-based synthetic task environment system for the purpose of research in distributed team training and decision making. Using an internet-based version of the dynamic distributed decision making (DDD) paradigm, 16 participants from four multidisciplinary research groups (Brooks AFB, University of South Florida, University of Central Florida, and Aptima, Inc.) were connected and performed in a team-on-teams C2 scenario. Observers at the sites viewed scenario play in real time, and communicated with one another via voice and e-mail. Immediately following the end of scenario play, team performance assessments were collected, integrated, and distributed back to all participants for use in an after-action review. This infrastructure will provide the means to investigate issues related to effectiveness in military distributed mission training (DMT) systems, including integration of training goals; use of constructed forces; training content, sequencing, and delivery; scenario fidelity; distributed online performance assessment; and interventions to improve learning and performance in mission planning, execution, and debriefing. The internet-enabled DDD provides a collaborative training space for investigation of these DMT issues while permitting experimental control, unrestricted data analysis, and cooperative research across distributed sites.

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ADA383425
Architectural Design and Prototyping of a Web-Based War Game Simulation for Campaign Planning Exercises

Descriptive Note: Master's thesis
Personal Author(s): Chalakaevaki, Antonios
Report Date: Sep 2000
Media Count: 190   Page(s)
Descriptors: (U) *COMPUTERIZED SIMULATION, *COMPUTER AIDED DESIGN, *COMPUTER ARCHITECTURE, *PROTOTYPES, *WAR GAMES, *INTERNET, COMPUTER PROGRAMS, DEPLOYMENT, STUDENTS, INFANTRY, BATTLEFIELDS, DISTRIBUTION, THESES, MODULAR CONSTRUCTION, EMBEDDING, LIFE CYCLES, MILITARY PLANNING, OBJECT ORIENTED PROGRAMMING
Identifiers: (U) CAMPEX(CAMPAIGN PLANNING EXERCISE)
Abstract: (U) The Campaign Planning Exercise (CAMPEX) War Game is being used for the training of the students of the Air War College in the area of the Air Campaign Planning and the Ground Forces Deployment. The CAMPEX life cycle started in 1986 and the last version was released in 1994. Microsoft Basic Version 7.10 Professional Development System was used for its development. CAMPEX was not designed or developed with the objected-oriented technique, so further extension and its use as component for Distributed Components Applications is not feasible. TAADOC Analysis Center (TRAC) of Monterey plans to use a collection of old War Games as Components of a Distributed Embedded Application. The CAMPEX Employment Module is the first War Game that will form one of the components of this application, so the redesign and implementation of CAMPEX Employment Module with object- oriented technique is necessary. This thesis examines the distributed component architectures available to support the Distributed Embedded Application, re-engineers the CAMPEX Employment Module into an object-oriented design, and validates its requirements via a prototype developed using ACCESS20OO. The new design will be the basis for reengineering the other war game planning software for the Air War College.

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ADA377245
Digital Logistics

Personal Author(s): Devito, Anthony
Report Date: 17 Mar 2000
Media Count: 22   Page(s)
Descriptors: (U) *DIGITAL SYSTEMS, *COMPUTERS, COMPUTERIZED SIMULATION, MILITARY OPERATIONS, INDUSTRIES, LOW COSTS, PROCESSING, LOGISTICS, POWER, ONLINE SYSTEMS, BIOTECHNOLOGY, GAME THEORY, COLOR TELEVISION, NANOTECHNOLOGY
Abstract: (U) In 2030, everything has been computerized, digitized and is "on-line". Not only that, but our grandchildren have grown up in this world and are as comfortable with being on-line as we are with color television! Marketplace globalization has marched on at an increased pace, making the world more interdependent than ever thought possible. Technology has made it so there are few places in the world where you cannot go on-line. Computer processing power and availability have made virtual reality worlds as real as the real world. Virtual reality scenarios move beyond the gaming industry and find uses in all aspects of daily life. Nanotechnology, biotechnology, and infotechnology advances have made the impossible, possible. Low cost computing is a part of everything we do. These changes will have dramatic effects on military logistics. Changes to our logistics processes, computer systems and how we manage our people need to be put into motion now so that we will be prepared to take advantage of the digital future.

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