Ross Kukulinski--ASTi

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"Serious Communication for Serious Games" For decades, military and commercial aviation have been using flight simulators to help teach pilots to fly. Over the years, it has been shown that augmenting real-world training with virtual training results in cheaper, safer, and more effective training. These and other training devices have spread and evolved and now can be found throughout the military being used to train a wide variety of individual skills as well as complicated joint-operation teamwork skills such as convoy operations and Call for Fire. This talk will explore some of the technological challenges faced when building high-fidelity multiplayer training games for a global dynamic training network. Stringent military requirements include linking disparate training devices together such as serious games, full-fidelity flight simulators, and live-fire ranges so that soldiers may train in real-time with other units around the world in the same virtual world.

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SERIOUS COMMUNICATION

FOR SERIOUS GAMES (2.0)

Ross Kukulinski

Serious Play Conference 2013

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Photo by Derek Jensen

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Photo Courtesy of U.S. Military

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Serious Games are Powerful

Tools

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Serious Games …

Allow soldiers to experience situations that are impossible in the real world1

Provide improved hand-eye coordination, multi-tasking, and teamwork2

Are uniquely flexible to support varied training needs

1 Corti, 2006; Squire & Jenkins, 20032 Michael & Chen, 2006

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Fundamentals of Teamwork

The Big Five Core Components of Teamwork1

1. Team Leadership

2. Performance Monitoring

3. Backup Behavior

4. Adaptability

5. Team/Collective Orientation

Hypothesis: Communication key element?

1 Salas, Sims, & Burke, 2004

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Communication and Performance

America’s Army experimentsResearchers measured team communication

○ Communication network level○ Number of report-ins○ Number of normal communications

Teams with regular organized reports had:Higher performanceHigher estimated situational awareness

Schneider & Carley, 2005

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DARWARS Ambush!: Authoring Lessons Learned in a Training Game1

Communication skills are critical for success Communications capabilities differ widely

across varying military units Training system should be similar to real-

world communication system

1 Diller, Orberts, Blankenship, Nielsen, 2004

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‘Good’ Serious Games

Six Ingredients to a good game1

1. Mechanics

2. Rules

3. Immersive Graphics

4. Interactivity

5. Challenge

6. Risks

7. What about communication?

1 Derryberry, 2007

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Team Building Examples

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Compound® - H2 IT Solutions2013 Federal Virtual Challenge First Place Critical Thinking/Adaptability

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U.S. Army Grafenwoehr, Germany

Photo Courtesy of U.S. Military

First responder training with Live & Virtual Training

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Live-Virtual-Constructive

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A Training Transfer Study of Serious Games

“Our work in this project demonstrated consistently through all five experiments that communications is fundamental to the training experience and one of the most important aspects of the exercise.”

Major Ben Brown

MOVES Institute

Naval Postgraduate School

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Brown, 2010

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On a personal note:

My biggest failures typically come down to one of two things:I didn’t communicateOr I didn’t communicate effectively

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So what?

If we’re building games to train or teachand teamwork is a determining element of

success or failures

Then our games need to accurately reflect real-world communication

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Real-world Communication

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What types of communication do you use in your workplace?

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My short list:

Email Instant Messaging Telephone / Cell Phone VoIP / Video Calling Face-to-face Twitter

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Acceptable Fidelity

• What is the training goal?• What is the real-world communication?• “One can debate the level of fidelity

needed for useful training, but fidelity must certainly be high when it relates to the specific task being trained”

1Brown, 2010

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Types of fidelity

Communication simulation Communication user interface

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Communication Simulation

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And now for a military example…

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Basic Intercom

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Intercom and Individual Radios

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Geolocated Individual Radios

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Geolocated Vehicle & Individual Radios

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Highest Fidelity

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Team building examples:

Compound & IMTS‘Intercom’ only for all players

Grafenwoehr First-RespondersSimulated radios & Earshot

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Communication User Interface

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“Quite simply, communications should be as seamless as all other aspects of [the serious game]. Communications should

be internal to [the game] with seams between vendor production transparent

to the user.”1

Major Benjamin Brown,

MOVES Institute,

Naval Postgraduate School1Brown, 2010

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Depends on fidelity

Players shout over their monitors In-game text-chat Simple press-to-talk key for voice Or communication ‘items’ are playable

objects Intelligent agents?

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User Interface

Heads up displaySimple and intuitiveFlashing icon over avatar headsAvatars’ mouths moveNot realistic – does it break flow?

In-game objectse.g. walk-up to a virtual computer and

interact with itHigher realism – but does it impede

training?

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Regardless of design decision Quality of the audio is paramount

Dropped or garbled audio is not acceptable Scalability can really be an issue Latency also matters

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Audio Latency

• End-to-end Latency– Time for audio to travel from one user to

another

• Effected by many factors– Network link– Packetization delay– Operating system delay– Hardware device delay

• Maximum 150ms one-way latency1

• Latency <100 ideal 1ITU-T G.114

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After Action Review

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After Action Review

• “Both simulation groups commented extensively on the AAR tool. Both groups believed the AAR tool was critical in providing a big picture view of what happened during the exercise.” 1

1Brown, 2010

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After Action Review

• Communication playback synced with visuals

• Seek, Pause, FF, RW, Bookmarks• Export audio/visual for later analysis and

study• BIG data?

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Final Thoughts

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A Common Myth

High fidelity means hard to use(and expensive?)

However: Does require insight into operational

environment

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Summary

Communication is critical for teamwork Serious games require high-fidelity and

high-quality communication for effective team-based training

Repetition is important, but so is analysis

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Resources Brown, B., (2010) A Training Transfer Study of Simulation Games Carpenter, R., White, C., (2005) Commercial Computer Games in the Australian

Department of Defense Corti, K. (2006) Games-based Learning; a serious business application. Derryberry, A. (2007) Serious Games: online games for learning Diller, D., Roberts, B., Blankenship, S., Nielsen, D. (2004) DARWARS Ambush!

Authoring Lessons Learned in a Training Game Hussain, T., etal (2010) Development of game-based training systems: Lessons

learned in an inter-disciplinary field in the making Hussain T. & Ferguson, W. (2005) Efficient Development of Large-Scale Military

Training Environments using a Multi-Player Game McGowan, C., Pecheux, B. (2007) Serious Games that Improve Performance Michael, D., & Chen, S. (2006) Serious games: Games that educate, train and

inform Sims E., Salas E., Burke S. (2004) Is There a ‘Big Five’ in Teamwork Snider, M., Carley K., Moon, I. (2005) Detailed Comparison of America’s Army and

Unit of Action Experiments Squire, K. & Jenkins, H. (2003) Harnessing the power of games in education

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Thank You!

Ross Kukulinski

@rosskukulinski

ross.kukulinski@asti-usa.com

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