U.S. Army Research Institute

for the Behavioral and Social Sciences

Research Report 1733

Evaluation of Dismounted Infantry Simulation

Technologies (E-DIST)

Patrick Ford

Human Resources Research Organization

Charles R. Andre

TRW Systems Information and Technology Group

December 1998

Approved for public release; distribution is unlimited.

Preceding Page Blank
U.S. Army Research Institute

for the Behavioral and Social Sciences

A Directorate of the U.S. Total Army Personnel Command

EDGAR M. JOHNSON

Director

Research accomplished under contract

for the Department of the Army

Human Resources Research Organization

BDM Federal, Inc./TRW

Technical review by

Robert J. Pleban

Margaret S. Salter

NOTICES

DISTRIBUTION: Primary distribution of this Research Report has been made by ARI.

Please address correspondence concerning distribution of reports to: U.S. Army

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NOTE- The findings in this Research Report are not to be construed as an official

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REPORT DOCUMENTATION PAGE

1. REPORT DATE

Dec. 1998

2. REPORT TYPE

Final

3. DATES COVERED

Mar.-Sept. 1998

4. TITLE AND SUBTITLE

Evaluation of Dismounted Infantry Simulation Technologies

(E-DIST)

5a. CONTRACT OR GRANT NUMBER

MDA903-92-D-0075-0054

5b. PROGRAM ELEMENT NUMBER

62785

6. AUTHOR(S)

Patrick Ford fflumRRO") & Charles R. Andre (BDM/TRW)

5c. PROJECT NUMBER

A791

5d. TASK NUMBER

2223

5e. WORK UNIT NUMBER

H01

7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES)

Human Resources Research Organization BDM Federal, Inc./TRW

(HumRRO) 1801 Randolph Road, SE

66 Canal Center Plaza Suite 400 Albuquerque, NM 87106

Alexandria, VA 22314

8. PERFORMING ORGANIZATION REPORT NUMBER

9. SPONSORING/MONITORING AGENCY NAME(S) AND ADDRESS(ES)

U.S. Army Research Institute for the Behavioral and Social Sciences

5001 Eisenhower Avenue

Alexandria, VA 22333-5600

10. MONITOR ACRONYM

ARI

11. MONITOR REPORT NUMBER

Research Report 1733

12. DISTRIBUTION/AVAILABILITY STATEMENT

Approved for public release; distribution is unlimited.

13. SUPPLEMENTARY NOTES

Scott E. Graham, Contracting Officer's Representative

14. ABSTRACT (Maximum 200 words):

This report describes the assessment offive simulators that train dismounted infantry tasks. Subject matter experts (SMEs)

worked through leader, soldier, or team scenarios and rated how well each simulator supported performance of subtasks

related to military operations in an urban environment. The SMEs also identified characteristics to be considered for future

simulators and modifications that would improve the current systems. The recommendations are the basis for characteristics

to be considered in the Training Device Requirement for a Dismounted Infantry Module in the Close Combat Tactical Trainer.

15. SUBJECT TERMS

Distributed Interactive Simulation Dismounted Infantry

Military Operations in Urban Terrain (MOUT)

Virtual Environment

SECUflJTY CLASSIFICATION OF 19. LIMITATION OF

ABSTRACT

Unlimited

20. NUMBER

OF PAGES

76

21. RESPONSIBLE PERSON

(Name and Telephone Number)

Scott E. Graham (706) 545-2362

16. REPORT

Unclassified

17. ABSTRACT

Unclassified

18. THIS PAGE

Unclassified
Research Report 1733

Evaluation of Dismounted Infantry Simulation

Technologies (E-DIST)

Patrick Ford

Human Resources Research Organization

Charles R. Andre

TRW Systems Information and Technology Group

Infantry Forces Research Unit

Scott E. Graham, Chief

U.S. Army Research Institute for the Behavioral and Social Sciences

5001 Eisenhower Avenue, Alexandria, Virginia 22333-5600

December 1998

Army Project Number Education and Training Technology

20262785A791

Approved for public release; distribution is unlimited.

in
FOREWORD

This report documents the Evaluation of Dismounted Infantry Simulation Technologies

(E-DIST). These simulation technologies have been developed through Small Business

Innovative Research initiatives as well as commercial development. The E-DIST project is part of

the U.S. Army Research Institute (ARI) for the Behavioral and Social Sciences' ongoing research

to establish innovative methodologies for training combined arms forces.

The E-DIST project was conducted to determine if technology could meet the existing

Close Combat Tactical Trainer (CCTT) Dismounted Infantry Module requirement as stated in the

CCTT Training Device Requirement. The project, performed under the oversight of the ARI

Infantry Forces Research Unit, evaluated five technologies designed to train dismounted

infantryman in a Distributed Interactive Simulation environment. The evaluation comprised six

tasks and 64 subtasks determined to be representative of the tasks required to be trained in the

Close Combat Tactical Trainer. The technologies evaluated included: Immersive Virtual

Environment Prototyping and Simulation System TactX, Intelligent Tutoring System, Electronic

Classroom, Dismounted Soldier Simulation, and Soldier Visualization Station. The project

represents a continuing research effort to address an identified weakness in the training of

dismounted infantrymen in virtual environments and to leverage emerging technology.

[AM. SIMUTIS

Technical Director
EVALUATION OF DISMOUNTED INFANTRY SIMULATION TECHNOLOGIES (E-DIST)

EXECUTIVE SUMMARY .

Research Requirement:

The Army has begun fielding Close Combat Tactical Trainer (CCTT), a training device

that has been developed to train heavy forces in a virtual Distributed Interactive Simulation (DIS)

environment. Although the CCTT Training Device Requirement (TDR) calls for the training of

the dismounted infantry as part of heavy force operations, the training value for infantrymen has

been limited. Recent technological advances make it possible to develop a Dismounted Infantry

Module that comes closer to the goals set by the TDR.

Two programs have supported the Army's efforts to enhance DIS training for dismounted

infantry: the Dismounted Warrior Network (DWN) and the Small Business Innovation Research

(SBIR) Program. The DWN has included investigation ofrequirements for manned simulators

to support the integration ofthe dismounted infantryman into the virtual battlefield. The result

has been a series of engineering experiments and user exercises that demonstrated the practicality

of virtual simulation technology applied to dismounted infantry tasks. The SBIR program is a

Congressionally mandated effort to encourage small firms with strong research and development

capability to apply emerging technology to solve Army problems. This project addressed the

fundamental question: What tasks can be performed on selected SBIR and DWN simulators?

Procedure:

The general approach was to collect data from subject matter experts (SMEs) through a

combination ofstructured task-support ratings and group interviews. Project staff developed

forms for support ratings on tasks related to military operations in an urban terrain. The SMEs

worked with each ofthe five systems and indicated which tasks were supported by each system.

The SMEs then provided feedback on features ofthe systems that should be considered for future

simulations and enhancements to the specific systems assessed.

Findings:

The SME ratings and comments on the technologies showed that each system included

features that should be considered for further implementation. One personal-computer trainer

showed the benefits of animation for training individuals on how to clear a room; another

demonstrated a way to reinforce principles of controlling fire teams in a building. Three systems

that immersed soldiers in the virtual environment included features especially relevant for the

Dismounted Infantry Module. One system demonstrated ways to control teams and squads

through voice commands and hand and arm signals. Another included an especially effective

approach to precise individual movement in a virtual environment. The third immersive system

Vll
incorporated emerging Land Warrior technology. In addition to identifying the tasks that could

be supported by each technology, the data collection identified potential requirements for the

Dismounted Infantry Module.

Utilization of Findings:

The report will be provided to selected departments within the U.S. Army Infantry School

and the U.S. Army Simulation, Training, and Instrumentation Command. The findings can be

applied to the development of a training device requirement document for the Dismounted

Infantry Module within CCTT.

V1H
EVALUATION OF DISMOUNTED INFANTRY SIMULATION TECHNOLOGIES (E-DIST)

CONTENTS .

Page

INTRODUCTION l

Background •

Technical Objectives 2

METHOD • •

2

2

Systems •

Schedule

Subject Matter Experts 5

Instruments

RESULTS •

11

TactX • •

1!

Intelligent Tutoring Simulation 14

Electronic Classroom —-

1

-*

Dismounted Soldier Simulation 16

Soldier Visualization Station 18

DISCUSSION •

20

Data Collection Techniques 20

91 Status of Simulations *

l

REQUIREMENTS FOR DISMOUNTED INFANTRY MODULE 22

• • 22 Mission

Enemy •

23 Troops

Terrain •••

Time 25

System Interface Capabilities —25

CONCLUSION • •

26

REFERENCES •• 27

APPENDIX A. Subtask Rating Form •

A

"

!

B. Feature Rating Forms B"1

C. Subtask Ratings • •

C-1

LIST OF TABLES

Table 1. Rating Scale for Techniques, Rule Applications, and Decision-Making 10

2. Number of Subtasks Supported by Task and System 11

IX
3. Mean Ratings for the 14 Subtasks Supported by TactX 12

4. Recommended Enhancements to TactX 13

5. Mean Ratings for the 7 Subtasks Supported by ITS -14

6. Recommended Enhancements to ITS 15

7. Mean Ratings for the 6 Subtasks Supported by eClass 15

8. Mean Ratings for the 12 Subtasks Supported by DSS 16

9. Mean Ratings for the 8 Subtasks Supported by SVS (Base) 17

10. Mean Ratings for the 7 Subtasks Supported by SVS (Panoramic) 18

11. Mean Ratings for the 3 Subtasks Supported by SVS (Treadmill) 18

12. Recommended Enhancements to DSS and SVS -19

LIST OF FIGURES

Figure 1. Soldier in TactX with helmet-mounted display and instrumented glove 3

2. Soldier in DSS with sensors, Ml 6 rifle, and helmet-mounted display 4

3. Soldier in SVS with M4 rifle, IHAS, and flat-projection screen 4

4. Extract from Subtask Rating Form •

9

5. Combatant display in TactX with command menu 13
EVALUATION OF DISMOUNTED INFANTRY SIMULATION TECHNOLOGIES (E-DIST)

Introduction

Background

One way that the Army has responded to constrained training resources is through a

strong commitment to distributed interactive simulation (DIS) as an adjunct to field

environments for conducting collective training. That commitment has led to success in the

training ofmounted operations with Simulation Networking (SIMNET) (Shlechter, Bessemer,

Nesselroade, & Anthony, 1995) and its successor-Close Combat Tactical Trainer (CCTT).

There has been less success in DIS applications for training dismounted infantry

operations. The current CCTT fixed site set includes a Dismounted Infantry Module

workstation, but few infantrymen are involved in the workstation-typically a platoon leader (PL)

and two squad leaders (SLs) for a company/team operation. Further, the role ofthe operators is

limited to representing movement of dismounted elements through the use ofjoysticks, buttons,

and switches. This low level ofimmersion of dismounted infantrymen has resulted, not because

the Army perceives the dismounted role as trivial, but because the number and complexity of

models to represent Infantry combatants has, until recently, exceeded the capacity of affordable

computing resources (Pleban, Dyer, Salter, & Brown, 1998).

The Army's intention to increase the quality ofsimulator support for dismounted infantry

is shown in the CCTT Infantry Training Strategy (Reiss & Hubbard, 1995). The strategy

emphasizes the need to implement high-resolution virtual simulations and simulators as the most

resource-effective method for sharpening soldier and leader skills. The strategy recognizes that

the initial fielding of CCTT will provide only a part-task trainer for a subset of infantrymen. But

the goal is more ambitious: To include "the full spectrum of infantry, weapons platforms,

dismounted combatants and dynamic terrain to involve dismounted infantry leaders and

ultimately each dismounted platoon member and attachment" (Reiss & Hubbard, 1995, p.22).

Two programs that have supported the Army's efforts to enhance DIS training for

dismounted infantry include the Dismounted Warrior Network (DWN) and the Small Business

Innovation Research (SBIR) Program. The DWN program has included investigation of

requirements for manned simulators to support the integration ofthe dismounted infantryman

into the "virtual battlefield." The result has been a series of engineering experiments and user

exercises that demonstrated the practicality of virtual simulation technology applied to

dismounted infantry tasks (Lockheed-Martin Information Systems, 1997; Pleban et al., 1998).

The SBIR Program is a Congressionally mandated effort to encourage small firms with

strong research and development capability to apply emerging technology to solve Army

problems (Reiss, 1995). A typical SBIR program starts with the presentation of a concept and, if

the concept is feasible, development of a prototype. Prototypes developed for three concepts for

DIS training of dismounted infantrymen were assessed in this project.
Technical Objectives

The project described in this report addressed two technical objectives:

• Estimate the training effectiveness ofselected DWN and SBIR projects in training

dismounted infantry tasks.

• Determine capabilities to be included in a training device requirement document for a

module to train dismounted infantry tasks in a virtual-reality-training environment.

Method

The domain oftraining effectiveness assessment for simulators such as the SBIR and

DWN projects can address a variety ofrelated questions that require increasingly complex

designs to answer (Hoffman & Morrison, 1992). This project addressed the fundamental

question: What tasks can be performed on selected SBIR and DWN simulators? This is the

appropriate question for systems that are in the process of development. The underlying

assumption for the approach was that training effectiveness is dependent upon how realistically

the training environment represents the operational environment.

The general approach for the assessment was to collect data from subject matter experts

(SMEs) through a combination ofstructured task-support ratings and group interviews. To

implement this approach, project staff developed forms for task-support ratings based on current

publications and submitted the analyses to the U.S. Infantry School (USAIS) Directorate of

Operations and Training (DOT). After revisions resulting from the DOT review had been

implemented, a set of SMEs worked with each offive systems. They indicated which tasks were

supported by the system and, after working with each system, provided feedback on features of

the systems that should be considered for future simulations, in particular the Dismounted

Infantry Module in CCTT. They also suggested enhancements to the specific systems assessed.

This section describes the systems, schedule, SME qualifications, and data collection

instruments.

Systems

The assessment considered four separate systems, and three variations of another system.

Three systems were developed as part ofthe SBIR program; the remaining two systems were

prototypes from the DWN program.

Immersive Virtual Environment Prototyping and Simulation System (TVEPSS) TactX.

The specific IVEPSS system evaluated was the TactX Simulator-an interactive virtual

environment system oriented on tactical skills as performed by ground force leaders (Nemire,

1998). Interactions are conducted through a combination ofspeech commands, arm signals, and

hand gestures. The three-dimensional computer generated terrain is presented through a headmounted display that gives the combatant a 360-degree view. The combatant controls semiautonomous computer-generated forces (CGF) through a combination of verbal commands and

an instrumented glove. Figure 1 shows an instrumented soldier during the orientation/calibration
phase. In the scenario, the leader controlled two teams in a squad. Tools included a map,

binoculars, radio, weapons, and the global positioning system (GPS).

Figure 1. Soldier in TactX with helmet-mounted display and instrumented glove.

Intelligent Tutoring Simulation. The Intelligent Tutoring Simulation (ITS) is a desktop

computer system that combines two personal computers to present views offire teams clearing a

one-story building. One computer is controlled by the fire team leader through keyboard or

mouse commands and supports implementing clearing procedures; for example, stacking outside

the door, options in breaching the door, and marking the room. The squad leader controls the

second computer to coordinate teams; for example, move out and post security. The squad

leader can monitor performance ofthe fire team leader. As the name implies, ITS provides

feedback on selected errors during the exercise and includes a replay capability to support an

after-action review (AAR).

Electronic Classroom. The Electronic Classroom (eClass) is an automated tutoring

system that is presented over the Internet to provide basic instruction on building clearing

procedures (Mazzu, Jones, Pullen, Luhmann, Das, & Zacharias, 1997). Soldiers select topics

related to clearing a building depending on the room configuration, such as center door or corner

door; formation within the hall, such as serpentine or rolling-T; type of intersection, such as Tshaped or corner; and, option for breaching the door with a weapon, doorknob or hinge. The

tutoring system presents text from current field manuals and, for most topics, gives soldiers the

option of viewing animated examples ofthe technique.

Dismounted Soldier Simulation. The Dismounted Soldier Simulation (DSS) immerses

individual infantrymen in a virtual environment. Body sensors attached to the soldier's boots,

body, and rifle control individual movement within the virtual environment. The sensors

represent direct body movement within an 8 ft by 8 ft motion capture area that corresponds with

a 64 sq. ft section ofthe virtual environment. Soldiers view the environment through a wireless

helmet-mounted display. The instrumented soldier is shown in Figure 2. Soldiers fire the rifle,

SAW, machine gun, or anti-tank weapon by aiming and firing a simulated Ml6 rifle.
Figure 2. Soldier in DSS with sensors, Ml6 rifle, and helmet-mounted display.

Soldier Visualization Station. The Soldier Visualization Station (SVS), made by Reality

by Design, Inc., is also a virtual environment simulator directed toward individual combatants.

The assessment considered three configurations ofthe SVS: (a) the base system, (b) a panoramic

display option, and (c) a configuration where movement is controlled by a treadmill.

The base version of SVS projects a virtual environment terrain display on a flat screen. A

thumb switch on a realistic replication ofthe M4, Land Warrior rifle controls movement. The

thumb switch functions like a joystick to control direction and rate ofmovement. In the base

system, the display is sensitive to the actual posture ofthe soldier being trained, for example,

standing, kneeling, and prone. The system is configured to simulate Land Warrior technology,

which incorporates a weapon-mounted video camera that feeds to the Integrated Helmet

Assembly Subsystem (IHAS) display. The base system is shown in Figure 3.

Figure 3. Soldier in SVS with M4 rifle, IHAS, and flat-projection screen.
The second system, similar to the base system, uses a parabolic dome display instead of a

flat screen. The distinctive characteristic ofthe treadmill configuration is that an omnidirectional treadmill, which occupies an 8 x 8-ft space on a platform, controls soldier movement.

Two other differences from the basic system are that the virtual environment is presented on a

head-mounted display and a thumb switch controls kneeling and prone positions.

Schedule

The first data collection took place over two days during March 98, with the assessment

ofTactX, ITS, and eClass. Six SMEs supported that phase. Three worked with the TactX on the

first day while the others worked with the ITS then eClass systems. On the second day, the

SMEs switched systems.

For TactX, manufacturer representatives presented an approximately one-hour orientation

to the system, including calibration. They then monitored each SME during the conduct of a

squad assault in open terrain.

For ITS and eClass, a member ofthe project stafffirst oriented the SMEs to the ITS

system. Each SME then operated the team leader and squad leader modules until he understood

what the system could do. As they finished ITS, SMEs began to work through eClass at their

own pace.

Data collection for DSS and the SVS variations was conducted about one month later. In

these assessments, SMEs worked as two-man teams on parallel systems to perform military

operations in an urban terrain (MOUT) data base built to model the McKenna MOUT Site at Fort

Benning. In the scenario, a team assaulted a building, cleared a room containing a sniper, moved

upstairs, and defended the building under daylight and night conditions. Adjacent friendly teams

and opposing forces (OPFOR) were provided through semi-automated forces.

On the first day, the parallel systems were the DSS and the base SVS. On the second

day, the parallel systems were the SVS with the panoramic projection and the SVS with the

omni-directional treadmill. All SMEs were first oriented to the SVS in the panoramic

configuration. The initial orientation was conducted by staff at the Dismounted Battlespace

Battle Lab (DBBL) Simulation Center who introduced the basic control modes within SVS and

the scope ofthe MOUT database. Before each DSS assessment trial, manufacturer

representatives calibrated the DSS and familiarized the SME with the simulator features. Staffin

the DBBL Simulation Center conducted the orientation to the treadmill. Calibration required

about 30 minutes per SME per system.

Subject Matter Experts

Over the two assessments, a total ofseven SMEs contributed: two officers awaiting the

start ofthe Infantry Officer Advanced Course, the ARI Research and Development (R&D)
Coordinator, and four NCOs from the USAIS who conduct MOUT training. All SMEs had at

least two years' experience with training MOUT in units. Three ofthe NCOs had experience

with MOUT under combat conditions. Two ofthe NCOs participated in both data collection

phases.

Instruments

The SMEs provided assessment data through three approaches: (a) subtask ratings, (b)

simulation feature ratings, and (c) system enhancement recommendations.

Subtask Ratings. The primary intent ofthe assessment was to identify specific

dismounted infantry subtasks that can be supported by each system. The task domain selected

was MOUT because that environment presents the greatest variety of challenges for simulating

dismounted infantry operations. As a result, simulator features that are effective for MOUT will

probably also be effective for other environments.

Six tasks with multiple subtasks were identified for the ratings. The scope and sources of

information for the tasks are described below:

Task 1. Perform Movement Techniques in MOUT (8 subtasks):

(a) PL directs formation and movement technique appropriate for METT-T

(b) Routes and techniques provide cover from most likely enemy positions

(c) Platoon formations and techniques provide security and enhance control

(d) Squad formations provide security and enhance control

(e) Fire team formations provide security and enhance control

(f) Individual soldier movement maximizes cover and concealment

(g) Platoon reacts to sniper fire

(h) Soldiers take hasty firing positions

Collective movement techniques were drawn from FM 7-7J [U.S. Department of Army (DA),

1993a]. Individual movement and firing positions were based on FM 90-10-1 (DA, 1993c),

particularly Chapter 5, Fundamental Combat Skills, Section I-Movement. The description of

options for reacting to sniper fire was drawn from Appendix J of FM 90-10-1-Countering Urban

Snipers.

Task 2. Assault Element Assaults the Objective Building (7 subtasks):

(a) SL designates entry point

(b) SL designates route to entry point

(c) Assault element or supporting weapons blow entrance through wall

(d) If entry point requires, assault element enters upper story of building

(e) Assault element enters building

(f) SL marks the entry point

(g) Team covers staircases and other routes leading to upper and lower stories

The main reference was FM 90-10-1, Chapter 5, Section II-Entry Techniques (DA, 1993c).
Task 3. Support Element Provides Fire Support for the Assault Force Entry ofBuilding

(8 subtasks):

(a) SL assigns each soldier and key weapon a target or area to cover

(b) Support element maintains continuous communications with and observation of

the assault element.

(c) Support element suppresses/kills enemy within the objective building and

adjacent buildings

(d) SL repositions soldiers and weapons, if necessary, to prevent withdrawal,

reinforcement, or counter attack

(e) During the assault, the support element maintains suppressive fire

(f) During the assault, the support element obscures the enemy position with smoke

(g) Just before the assault element enters the objective building, the support element

increases the rate offire until masked by the assault element

(h) When the assault element enters the building, the support element shifts fires to

adjacent buildings and the level ofthe objective building not being entered; for

example, enter high/suppress low.

Techniques are documented in Battle Drill 5. Enter Building/Clear Room from FM 7-8 (DA,

1992b) and two training and evaluation outlines (T&EOs) in ARTEP 7-7 J-MTP, (USAIS,

1997)-Perform Overwatch/Support By Fire (7-3/4-4108) and Clear a Building (7-3/4-4110).

Task 4. Assault Element Clears the Objective Building (14 subtasks):

(a) Assault element clears stairs

(b) Team clears hallways

(c) SL directs the assault element first to clear the rooms that overlook approaches to

the building

(d) SL coordinates with other squads to be sure that friendly forces are not in adjacent

rooms

(e) Soldiers line up as close to the entry point as possible

(f) Soldier breaches wall with demolitions (vice breaching the door)

(g) Soldier breaches door with demolitions (alternatives)

(h) Soldier breaches door with weapon (alternative)

(i) Four-member fire team enters the room

(j) Soldiers apply close-combat techniques

(k) Soldiers apply close combat techniques under limited visibility conditions

(1) Mark cleared room

(m) SL rotates fire teams as necessary

(n) After all rooms have been cleared, squad consolidates and reorganizes

The primary reference was FM 90-10-1 (DA, 1993c), especially Appendix K«Close Quarters

Combat Techniques-and information on breaching with demolitions from Appendix M~FieldExpedient Breaching of Common Urban Barriers. Further information on team actions was

drawn from Battle Drill 5 (DA, 1992b). The T&EO for Clear a Building (USAIS, 1997) was the

main basis for leader decisions.

Task 5. Defend a Building during MOUT (Daylight) (12 subtasks):
(a) PL designates area for observation post (OP); squad leader selects specific

position

(b) Platoon installs tactical obstacles, to include protective wire

(c) PL develops fire support plan

(d) PL assigns sectors offire, engagement priorities, and fire control measures

(e) Soldiers select fighting positions

(f) Gunners prepare range cards

(g) Squad leaders prepare squad sector sketches

(h) PL prepares platoon sector sketch

(i) Soldiers prepare defensive positions

(j) Platoon engages enemy

(k) Platoon continues to defend or PL requests permission to withdraw

(1) Platoon consolidates and reorganizes

Leader decisions and controls were based primarily on T&EO 7-3/4-4118-Defend

MOUT/Building (USAIS, 1997). Actions for individual positions were drawn mainly from FM

90-10-1, Chapter 5, Section III - Firing Positions (DA, 1993c).

Task 6. Defend a Building during MOUT (Night) (adds 6 subtasks to Task 5):

(a) PL positions listening posts (LPs) and directs patrols into open areas covered by

observation during daylight

(b) Weapons move to alternate positions

(c) Gunners mark TRPs for limited visibility, to include glint tape, thermal tape,

budd lights, and chemlites

(d) Platoon emplaces early warning devices

(e) Platoon engages enemy under limited visibility conditions

The primary reference was Appendix I, Limited Visibility Operations under MOUT Conditions,

in FM 90-10-1 (DA, 1993c).

Ofthe multiple subtasks identified, 18 were analyzed further to identify supporting

activities. For example, the subtask covering hasty firing positions includes four activities to

reflect unique positions at the corner of a building, from behind a wall, from a window or

loophole, or from the roof.

For most military tasks, performance requires a combination of physical and cognitive

skills. Because a given simulator might support cognitive requirements differently than it

supports physical requirements, SMEs considered each type ofrequirement separately. To

support that distinction, the staff analyzed each subtask and activity to determine whether

performance in an operational environment required physical demonstration of a technique,

application of a rule, making a decision based on several variables, or a combination.

• Demonstration of a technique involves applying a procedure to complete a subtask or

activity. For example, the subtask for breaching a door with a weapon includes an

activity that gives combatants the option offiring a shotgun. Systems that include a

shotgun that will breach a door support the technique.
• Rule application involves implementing items ofinformation. For example, assume

that a simulator supports the technique of breaching a door with a shotgun. The

combatant still must know where to aim the shotgun and how many rounds to fire.

Systems that allow the door to collapse regardless ofwhere the blasts hit do not

support the rule application.

• Decision-making involves weighing several items of information to apply a principle.

For example, a squad leader who selects an entry point should consider the height the

squad can scale, time available, and amount of cover. In order to support decisionmaking, a system would need to provide a variety of conditions and options for

responding to the conditions.

The analysis showed that most subtasks/activities require demonstration of a technique

and either application of a rule or decision making. For example, the subtask on fire team

formations requires techniques ofmoving in wedge, column, and file formations plus application

ofrules on positions and dispersion in each formation. Selection ofthe formation and route is

treated as a separate decision-making subtask for the leader, who weighs considerations for

directness and potential threat from the various buildings.

Each SME provided information on each relevant requirement for each subtask or

activity. Factors that SMEs should consider were listed for most subtasks/activities and for all

rules and decisions. The Subtask Rating Form is included as Appendix A and illustrated by the

extract in Figure 4. [Table 1 explains the rating scale found in Figure 4.]

Task 2: Assault Element Assaults the Objective Building

Subtask/Activity [Scope]

2A. SL designates entry point

[Highest point that squad can enter quickly and under

cover] ^

2B. SL designates route to entry point

2C. Assault element or supporting weapons blow entrance

through wall ^

2D. (If entry point requires) Assault element enters upper

story of building

Gain access to entry point using ladders

Gain access to entry point using ropes and grappling

hooks

Gain access to entry point by rappelling from the roof

Technique

2 1 0-1-2

2 1 0-1-2

2 1 0-1-2

2 1 0-1-2

Rule

2 1 0-1-2

[avoid doors,

windows]

2 1 0-1-2

[approach

from enemy

flank or rear]

Decision

2 1 0-1-2

[height,

cover, speed]

2 1 0-1-2

[directness,

cover and

concealment]

Figure 4. Extract from Subtask Rating Form.

The SMEs rated how well each simulator could support performance of each relevant

requirement of each subtask/activity using the scale in Table 1. The rating scale was an
adaptation ofthe scale for Training Performance Codes (SHERIKON, 1995). The major

difference was that the possibility of negative training was explicitly addressed. For this

analysis, negative training was predicted when combatants were forced to perform

inappropriately or were prohibited by the technology from performing an important technique.

For example, a system that allowed only one rate offire with a weapon might have a negative

impact on the training ofsuppressive fire subtasks, because units could not vary their rates of

fire.

Table 1

Rating Scale for Techniques, Rule Applications, and Decision-Making

Rating Value Definition

Highly Supported 2 Cues are sufficient to call for the full response

and the response is accurate.

Moderately Supported 1 Cues are sufficient to call for most ofthe response

and the response is accurate.

Not Supported 0 A significant number of essential cues are not

provided or the accurate response is not allowed.

Moderately Negative Training -1 Missing cues or response limitations may result in

incorrect responses that reduce combat

effectiveness.

Highly Negative Training -2 Missing cues or response limitations are likely to

result in incorrect responses that reduce combat

effectiveness.

Simulation Feature Ratings. After all SMEs had worked with each system covered in a

session, they rated the impact ofselected features ofthe conditions or response modes for the

systems. The SMEs considered whether features such as the voice command menu in TactX

added, were neutral, or detracted from training. The Simulation Feature Rating Forms are

included as Appendix B.

Simulator Enhancement Recommendations. The last data collection activity was a group

interview regarding enhancements for each system. In the interview, each SME recommended

ways that each system could be improved. Following discussion to clarify the intent of each

recommendation, SMEs indicated their individual levels of agreement.

10
Results

The data collection provided SME feedback on three questions for each system: (a) What

subtasks can the system support? (b) What features ofthe system should be considered for future

simulations? And (c) what changes are needed to improve the current system? This section

describes each type offeedback for each system, with emphasis on the subtasks supported.

The SME ratings of how well the system supported each requirement were the basis for

determining which subtasks the simulators could support. Project staff calculated the mean

values for each requirement by subtask. These results are included in Appendix C. This section

discusses subtasks that were consistently identified as supported to a moderate or high degree.

For the purpose of discussion, the criterion for moderate or high support was set at a mean

support rating of .68 or higher.

The distribution ofsubtasks that met the criterion for support in at least one requirement

is shown in Table 2. Much ofthe distribution relates to the scenarios used to assess the systems.

The TactX scenario was an assault in open terrain; the SMEs rated its support ofmovement and

direct fire support subtasks highly but were unwilling to assume that the approach would support

subtasks performed in a building. Conversely, SMEs credited the other systems with support of

subtasks in the assault and clearing ofthe building, but infrequently for tactical movement and

direct fire support. None ofthe systems supported defense well; soldiers could did not construct

firing positions or obstacles and the systems did not include realistic characteristics and effects of

the variety of weapons required in a defense.

Table 2

Number ofthe 55 Subtasks Supported by Task and System

Task TactX ITS EClass DSS SVS

1. Perform Movement Techniques in MOUT 7 1 NA 2 1

2. Assault Element Assaults the Objective

Building

2 0 NA 4 3

3. Support Element Provides Fire Support for

the Assault Force Entry ofBuilding

4 0 NA 0 0

4. Assault Element Clears the Objective

Building

1 6 6 5 4

5. Defend a Building during MOUT

(Daylight)

0 0 NA 1 0

6. Defend a Building during MOUT (Night) 0 0 NA 0 0

TactX

The subtasks supported by TactX, shown in Table 3, relate mainly to the control of

squads and fire teams, especially during tactical movement. The SMEs considered TactX to be

effective in supporting leader performance, as evidenced by the ratings for applying rules and

11
making decisions about selecting routes, entry points, and firing positions. The ratings for

subtasks under Task 3 are notable because TactX is the only system that SMEs thought had

demonstrated a capability for realistic direct fire support. Probably because the TactX scenario

did not include operations inside a building, consolidation and reorganization was the only

subtask from clearing the building to meet the criterion for support.

Table 3

Mean Ratings for the 14 Subtasks Supported by TactX

Subtask

1(a) PL directs formation and movement technique

appropriate for METT-T

1(b) Routes and techniques provide cover from the most

likely enemy positions

1(c) Platoon formations provide security and enhance

control

1(d) Squad formations provide security and enhance

control

1(e) Fire team formations provide security and enhance

control

1 (g) Platoon reacts to sniper fire

1(h) Soldiers take hasty firing positions

2(a) SL designates entry point

2(b) SL designates route to entry point

3(b) Support element maintains continuous

communications with and observation ofthe assault

element

3(c) Support element suppresses/kills enemy within the

objective building and adjacent buildings

3(d) SL repositions soldiers and weapons, if necessary, to

prevent withdrawal, reinforcement, or counter attack

3(h) When the assault element enters the building, the

support element shifts fires to adjacent buildings and the

level ofthe objective building not being entered (for

example, enter high/suppress low)

Technique Rule Decision

; L33

W^ltSS^MfM i.i7

1.00

1.50

1.70

.50

.54

1.00

1.00

.83

4(n) After all rooms have been cleared, squad

consolidates and reorganizes

.53

1.00

1.17

1.17

.50

.75

.83

1.17

1.00

.70

.83

1.00

.83

1.00

.8J

Several features were identified as promising for future simulations. The desirable

features included tools that TactX made available: binoculars, compass, GPS, virtual radio, and

pyrotechnics. The SMEs also commended the inclusion of low visibility conditions and

requirements for casualty reports.

12
The most positive opinions were for the way that TactX enabled leaders to control squads

and teams. Three methods were available: a laser-point technique, hand and arm signals, and

speech commands. The laser-point technique gave the leader the option of designating a location

to which the team or squad moved without further control. The SMEs also found that the CGF

could be controlled reliably with signals for halt, spread out, close up, and wedge formation. The

TactX approach to speech commands is illustrated in Figure 5. The commands are listed in the

upper left corner. In the figure, the engage command is activated. Available options involve

control ofthe full squad or a team. When the combatant gives a command, a TactX feature

provides feedback in the form of a computer-generated restatement. If a command has been

misinterpreted, the combatant can use the "Negative That" protocol. The menu feature is an

unobtrusive way to simplify voice recognition and helped the SMEs maintain awareness ofthe

status ofthe operation.

Figure 5. Combatant display in TactX with command menu.

The recommended enhancements to TactX are shown in Table 4, in order ofthe strength

of agreement among the SMEs. The general theme ofthe recommendations is to increase the

realism ofthe simulation-expanding the sources offire, increasing the fidelity offiring

techniques by including a fully functional rifle rather than a pointing software protocol, and

making the OPFOR position more representative.

13
Table 4

Recommended Enhancements to TactX

Recommended Enhancement

Incorporate other direct fire (e.g., Bradley)

Objects need to be solid

Incorporate control ofthe Ml 6 rifle

Incorporate indirect fire

Allow squad to fire if enemy is not within range

Increase realism ofthe objective (e.g., obstacles)

Allow lifting or shifting of direct fire

Add bounding capability to movement techniques

Up-grade map so it is suitable for route reconnaissance

Add wind effects on smoke

Increase options on limited visibility

For MOUT, include blueprint for building

Intelligent Tutoring Simulation

The terrain for the ITS exercises was the interior of a one story building, where a fire

team clears hallways and rooms. As a result, SMEs were reluctant to project support for subtasks

in the movement, assault, or defense tasks. As shown in Table 5, the only subtask from those

tasks that meets the support criterion concerns fire team formations. All other subtasks

supported by ITS relate to clearing a building. Those subtasks cover the techniques and rules for

coordination among team members as they maneuver on one floor and clear individual rooms.

The SMEs did not identify any decisions supported by the simulator, which probably reflects the

limited complexity in the scenarios—for example; there are no windows or stairs. Subtasks

regarding communication with other teams and monitoring the location ofthe team were downrated because some SMEs thought that the overview option made the subtasks too simple.

Table 5

Mean Ratings for the 7 Subtasks Supported by ITS

Subtask Technique

.83

Rule

.83

Decision

1(e) Fire team formations provide security and enhance

control

4(b) Team clears hallways

4(e) Soldiers line up as close to the entry point as possible

4(h) Soldier breaches door with weapon

4(i) Four-member fire team enters the room

4(1) Mark cleared room

4(m) SL rotates fire teams as necessary

1.08

1.00

1.33

.81

1.33

.83

1.08

1.00

1.17

.87 .67

.67

14
According to the SMEs, three instructional features ofITS ought to be considered for

future systems. The first is the capability ofreplaying an operation, which the SMEs considered

to be a support for AARs. The second desirable feature is remediation, which detects mistakes

and gives corrective feedback. The third feature is the choice of view that gives trainers the

option ofseeing the virtual environment from the same perspective as the combatants or an

overview ofthe complete floor. This is the same feature that SMEs criticized when it was

provided for the combatants. Their point was that the option should only be available to the

trainer.

The enhancements recommended for ITS are summarized in Table 6. The thrust ofthese

recommendations is to increase the tactical complexity ofthe programmed exercises. SMEs

recommended increasing Variability in building characteristics, non-combatants, and casualties

so that leader decisions such as how to organize teams are more meaningful.

Table 6

Recommended Enhancements to ITS

Recommended Enhancement

Need to have entire building (at least 2 floors)

Limit access to "top view"

Include consolidation and reorganization

Include non-combatants

Include options for 3-man and 2-man teams

Involve full platoon leadership (add PL)

Team must incur casualties

Increase realism ofthe building, add windows

Add capability of placing enemy within the room

Focus on leader tasks: select entry point

Do not force soldier through middle ofroom

Include weapon selection: shotgun, SAW

Give leader option to task organize

Include booby traps

Electronic Classroom

Because the eClass materials were instruction addressing specific tasks within a building,

SMEs considered only the 14 subtasks involved in clearing a building. Even though the

simulation in eClass is relatively unsophisticated, SME ratings showed support for a high

proportion ofsubtasks. The supported subtasks in Table 7 involve individual and team

performance, rather than leader decisions.

15
Table 7

Mean Ratings for the 6 Subtasks Supported by eClass

Subtask

4(b) Team clears hallways

4(e) Soldiers line up as close to the entry point as possible

4(g) Soldier breaches door with demolitions

4(h) Soldier breaches door with weapon

4(1) Four-member fire team enters the room

4(j) Soldiers apply close-combat techniques

Technique Rule Decision

1.25 1.25

1.17 1.17 iliB^^^^iB^i^5^^^

.83 .33 IISHHPBB^^^?

.1.50 1.33 pp^^^^Mi^-^ft^

1.06 1.20 1.00

.87 .58 .83

The only eClass feature that SMEs cited as desirable for other similar systems was

animation. In recommending enhancements, SMEs took the perspective that the simulator would

be used for entry level training. Their recommendations, therefore, were directed at including

information that novices need: color-coded fields of fire, instruction on aiming techniques and

sight pictures, an option to slow the pace, and expanded instruction to include a variety ofroom

configurations.

Dismounted Soldier Simulation

As shown in Table 8, SMEs considered the DSS to be especially effective in the support

ofindividual movement subtasks. Ratings for subtask 1(f)—Individual soldier movement

maximizes cover and concealment-were reduced because the system did not include smoke or

obstacles and did not allow movement over rooftops, but control ofmovement was highly

supported. The capability of DSS to reflect precise movement is reflected further in lining up as

close to the entry point as possible and entering the room as a team. The support for entering the

room was reduced because ofthe absence of a grenade option and lack of booby traps, but the

SMEs considered the key physical requirement of "button hooking" into the room to be well

supported.

16
Table 8

Mean Ratings for the 12 Subtasks Supported by DSS

Subtask Technique Rule Decision

1 (f) Individual soldier movement maximizes cover and 1.00

concealment

1(h) Soldiers take hasty firing positions 1-08

1.00

.83

.33

2(a) SL designates entry point

2(b) SL designates route to entry point

2(c) Assault element or supporting weapons blow

entrance through wall

2(e) Assault element enters building

L33

.80

1.00

1.33

0.00

.67

1.33

1.13

4(c) SL directs the assault element first to clear the rooms

that overlook approaches to the building

4(e) Soldiers line up as close to the entry point as

possible

4(h) Soldier breaches door with weapon

4(1) Four-member team enters the room

4(j) Soldiers apply close-combat techniques

L67

1.67

.89

1.33

1.00

1.67

1.00

1.00

1.17

1.00

1.67

5(e) Soldiers select fighting positions 1.00 .78

The SMEs were also favorable to the firing techniques in DSS, as shown by the support

for breaching a door with a weapon, applying close-combat techniques, and selecting fighting

positions during a defense. That favorable opinion was due largely to the accurate replication of

the Ml 6 rifle and similarity offiring techniques. The support for selecting firing positions

resulted largely from giving combatants the option ofselecting machine gun or anti-tank weapon

effects when firing the Ml 6.

The SMEs agreed that three features were highly important. The first feature is a realistic

rifle; SMEs were adamant that simulations of dismounted operations should include the

infantryman's primary weapon rather than a "finger-point" simulation. They also agreed about

the importance ofsupporting actual firing positions, to include kneeling and prone positions. The

positive opinion ofthe DSS procedure for capturing precise movement was reflected in their

agreement that a similar feature ought to be extended.

Three ofthe four recommendations for enhancing DSS were intended to enhance the

support of precise movement. The SMEs wanted a larger movement-capture area, preferably to

allow combatants to cross from the door to a corner without having to be repositioned. A related

recommendation was for a way to notify soldiers when they approach the edge ofthe capture

area. A third recommendation was to explore ways that more than one combatant might be in the

capture area so they could use non verbal communication; for example, touch another

combatant's shoulder to indicate readiness. The remaining recommendation was to provide

realistic replicas of alternative weapons rather than using the rifle for all firing.

17
Soldier Visualization Station

The support for subtasks for the base version of SVS is summarized in Table 9. The

ratings were affected negatively because the SMEs were not familiar with the Land Warrior

technology. For example, the weapon-mounted video camera allows, and SVS requires,

combatants to look around a corner by extending the barrel ofthe rifle. The SMEs

acknowledged that such a technique will probably become doctrinal, but it violates a principle

emphasized in current training, and included on the Subtask Rating Form, that soldiers should

keep their weapons away from an intersection and extend their heads briefly to observe. As

stated by one SME, "nothing in nature looks like a rifle barrel." Similarly, the SMEs were not

familiar with the Land Warrior prototype rifle in general or firing techniques using the IHAS

reticle display in particular, so they tended to down-rate firing subtasks.

Table 9

Mean Ratings for the 8 Subtasks Supported by SVS (Base)

1(h) Soldiers take hasty firing positions

Subtask Technique Rule Decision

1.00 1.00

2(a) SL designates entry point

2(b) SL designates route to entry point

2(e) Assault element enters building

1.00 1.00

1.33 1.33

.53 .17 .89

'Y.ÖÖ 1.00

1.33 .67

4(c) SL directs the assault element first to clear the rooms j 1.00

that overlook approaches to the building |

4(e) Soldiers line up as close to the entry point as possible

4(h) Soldier breaches door with weapon

4(j) Soldiers apply close-combat techniques -93 .83 1.17

The impact ofthe panoramic display option is shown in Table 10. The lower support for

rules related to selecting the entry point and the sequence ofrooms to be cleared resulted from a

temporary malfunction unrelated to the panoramic display. At the time ofthe assessment, a flaw

in the database had eliminated the ability to blow an entry hole in the wall, so the SMEs had to

enter through the door, which also restricted the options in rooms to be cleared. Otherwise the

ratings are very similar to the base version, with slight increases in the support entering the

building, clearing hallways, and applying close combat techniques.

18
Table 10

Mean Ratings for the 7 Subtasks Supported by SVS (Panoramic)

Subtask Technique Rule Decision

1(h) Soldiers take hasty firing positions -83 .83

2(b) SL designates route to entry point

2(e) Assault element enters building .73

4(b) Team clears hallways -83

4(e) Soldiers line up as close to the entry point as possible 1.00

4(h) Soldier breaches door with weapon 1.33

4(j) Soldiers apply close-combat techniques 1-07

1.00 1.00

.17 1.00

.83

1.00

.67

1.17 1.00

While the treadmill variation of SVS was successful in eliciting the exertion inherent in

MOUT, the SMEs did not consider the subtasks associated with movement to be well supported.

Table 11 shows that the use ofthe treadmill resulted in lower levels ofsupport for individual

movement than the thumb switch applications, with three subtasks that were supported by both

ofthe other variations not meeting the selection criterion. Taking hasty firing positions was

rated low because the treadmill did not support actual kneeling or prone positions. SMEs also

struggled with controlling precise movements on the treadmill, resulting in relatively low ratings

ofsupport for entering the building and lining up close to the entry point. The SMEs reported

that when they moved quickly to a position and stopped suddenly, the treadmill would often reset

to keep them from falling offthe platform. The resetting not only moved the SME to the center

ofthe treadmill, but also artificially moved the combatant in the simulation.

Table 11

Mean Ratings for the 3 Subtasks Supported by SVS (Treadmill)

Subtask Technique Rule Decision

4(c) SL directs the assault element first to clear the rooms ; 1.00

that overlook approaches to the building

4(h) Soldier breaches door with weapon 1.00 .67

4(j) Soldiers apply close-combat techniques .93 -83 1.00

Most ofthe SME recommended features for DSS were also cited for SVS, specifically a

realistic rifle and support of actual firing positions. The distinctive characteristic for SVS was

the demonstration that emerging Land Warrior technology could be incorporated in the

simulation.

From a negative perspective, the SMEs agreed that the treadmill as it operated in the

assessment was not a useful feature. This finding is counter to an earlier assessment (Pleban et

al., 1998) with less experienced soldiers who were much more positive about the treadmill

variation. To some extent the difference may reflect a resistance to change among the SMEs in

this project, but at least part oftheir rationale may generalize to other applications. The SMEs

thought that the treadmill complicated the performance of a simple requirement at the expense of

19
more skilled behavior. In this case, running to the wall and stopping by the opening was so

difficult that it detracted from the support of subtasks such as entering the building in

coordination with other team members.

In addition to the recommendation to eliminate the treadmill, the SMEs suggested two

SVS-specific enhancements: Add the capability of a 360-degree view and add weapon

capabilities for the SAW, shotgun, and AT4

Besides enhancements specific to either the DSS or SVS system, SMEs recommended

enhancements that applied to both systems. These recommendations are presented in order of

agreement in Table 12. The recommendations called for increased tactical options and more

realistic interaction with the database. Recommendations for tactical options included having

more weapons and hand grenades available, a variety of OPFOR, and ability to climb. More

realistic interactions with the database included solid objects, ability to mark rooms that have

been cleared, and more choice in the selection of entry points.

Table 12

Recommended Enhancements to DSS and SVS

Recommended Enhancement

Make objects solid

Adjust OPFOR lethality to reflect crawl-walk -run progression

Add hand grenades

Increase options for entry point

Add capability for combatant to climb

Increase realism of aiming point and weapon effects (e.g., door)

Add capability to mark rooms cleared

Provide options in combat load of ammunition

Add demolition capability

Add friendly indirect fire: HE and smoke

Require that magazines be switched when ammunition expended

Discussion

This section describes implications ofthe results in two areas: (a) applicability ofthe

data collection techniques and (b) status ofsimulation reflected in the five simulators.

Data Collection Techniques

The data collection approach combined structured task-based assessment materials,

subjective assessment ofsubtask support by SMEs in MOUT operations, and relatively

unstructured scenarios performed on developmental simulator systems. The results show that the

relatively unstructured scenarios provided enough context for SMEs to provide feedback on the

20
effectiveness of each system. Structured task-based assessment materials are probably needed

when the training structure is necessarily loose.

Although the approach provided useful information, three precautions are warranted in

interpreting the results and should be considered in applying similar approaches. The major

precaution is that the results are opinions from a few SMEs. Even though the NCOs who worked

with DSS and SVS represented a significant proportion of available MOUT experts within

USAIS, the larger sample of SMEs with a variety of backgrounds in the first data collection

phase should be preferred.

Second, SMEs cannot rate how well a system supports tasks that are not part ofthe

demonstration scenario. The SMEs in this data collection were therefore correctly reluctant to

project the impact from one environment to another. As a result, the capability ofTactX

(outside only) to support subtasks within a building is probably under estimated.

The third precaution is that the subtask ratings represent tactics, techniques, and

procedures (TTP) for the current dismounted infantryman, rather than emerging TTP for Land

Warrior. This emphasis on current doctrine led the SMEs to penalize the SVS variations for

features that probably ought to be considered strengths, such as, the muzzle-mounted camera and

the IHAS.

Status of Simulations

Given the scope ofimmersion and purpose, each system could be considered successful:

• The eClass system is effective for initial instruction on basic techniques. For subtasks

that require widely available capabilities; such as, shooting a door from a range of one

meter, the combination oftext and animation is especially efficient.

• ITS supports team coordination within a basic building, with a likely application as a

refresher training vehicle for fire team leaders and squad leaders. The ITS replay

capability is a promising instructional feature.

• TactX supports command and control for leaders offire teams and squads, in

particular through voice commands and hand and arm signals to control computergenerated forces.

• DSS supports individual firing techniques with the current infantryman's weapon and

is especially effective in supporting precise individual movement skills within

MOUT.

• The SVS variations all support individual firing and the thumb switch control for

individual movement is effective within MOUT. All systems demonstrate that

emerging technology associated with Land Warrior can be incorporated into a virtual

environment. This capability can help with the development ofTTP and can support

the implementation ofLand Warrior.

21
Because ofthe emphasis on identifying features that are appropriate for future immersive

systems, such as CCTT, the implications ofthe results for TactX, DSS, and SVS are

encouraging. The overall implication is that dismounted infantry can be inserted into a virtual

environment with a reasonable expectation ofsupport for individual, fire team, and squad tasks.

The effective features ofthe immersive systems and the recommended enhancements

provide a framework for requirements to insert dismounted infantry into virtual environment

simulations. These requirements are addressed in the next section.

Requirements for Dismounted Infantry Module

The intent is for the CCTT Dismounted Infantry Module to train units and leaders

through the range ofrelevant factors concerning mission, enemy, friendly troops, terrain, and

time (METT-T). These factors provide the overall structure for discussing the first set of

requirements based on the assessments. The suggested characteristics are based primarily on

discussions with the SMEs concerning their rationale for specific ratings and group interviews on

desirable system characteristics and potential enhancements. The discussion for each factor

presents the context for the requirements, followed by specific requirements. The requirements

based on METT-T factors are followed by requirements for interface between the soldiers,

trainers, and DIS systems.

Mission

The assessment scenarios included assaults in open terrain and in MOUT and

rudimentary defense in MOUT. At a minimum, the Dismounted Infantry Module should include

the combinations of assault and defense in both environments, with a provision in the assault of

reorganizing for a defense. The requirement for defense implies an ability to interact with the

database to set up obstacles and control indirect fire. This requirement is reflected in

requirements for Troops. Though no system was configured for a support by fire mission, that

capability should be available.

• The Dismounted Infantry Module should support assault and defense in MOUT and

open terrain.

• The Dismounted Infantry Module should provide capability for support by fire

missions.

Enemy

Enemy capabilities were a factor in the assessment of DSS and SVS. That experience

showed that casualty assessment was needed to support speed in acquiring targets and deciding

whether to engage and for leader decisions associated with consolidation and reorganization. At

the same time, the OPFOR should not be so lethal that the mission must be terminated. Accurate

support ofindividual and team movement requires that enemy capability should also be reflected

in the realism of positions, including, for example, obstacles and booby traps.

22
The Dismounted Infantry Module should assess casualties to enemy combatants.

Workstation operators should to able to vary OPFOR capability to reflect crawl-walkrun status ofteam/unit being trained.

Lethality of positions should be consistent with threat doctrine in terms ofweapons,

obstacles, and booby traps.

OPFOR should have sniper fire capability.

Troops

Most ofthe requirements concern the capability offriendly forces. The recommendations

relate to four categories: (a) direct fire weapons, (b) indirect fire weapons, (c) movement, (d)

communication, and (e) civilians.

Direct Fire Weapons. The SMEs insisted that accurate weapon replicas should support

infantryman firing. While characteristics such as weight, balance, and features are essential for

user acceptance, accuracy also includes aiming techniques and ammunition load. The

requirement for accurate aiming supports precise aiming in close quarter combat. Realism in

ammunition load supports individual performance and reorganization and consolidation

decisions by leaders. While the experience in the assessment was mainly with the rifle, the

requirements for accuracy apply to other weapons alternatives.

The assessment also showed that the scope of available weapons should be expanded to

include hand grenades and armored vehicles. Hand grenades are essential in current MOUT

doctrine, required in entering the building and clearing rooms. Coordination with armored

vehicles relates to support-by-fire missions and to blowing an entrance to a building in MOUT.

• Surrogate weapons should support infantryman firing, to include Ml 6A2 and M4

rifles, SAW, shotgun, M-60 machine-gun, and JAVELIN and AT4 anti-tank weapons.

• Surrogate dismounted infantry weapons should be highly accurate in terms ofweight,

balance, and operational capabilities and features.

• Combatants should have access to a full range of hand grenades-fragmentation,

concussion, flash-bang, HC and CS-and grenade launchers, M203 and MK19.

• Hand grenades should provide capability for cook-off effects.

• Weapons effects should be contingent on realistic aiming techniques.

• Ranges and rates offire should reflect the capabilities ofthe actual weapon system.

• Ammunition basic load, including grenades, should be consistent with unit SOP or

"dialable" to meet the SOP ofmultiple units.

• Infantry combatants require access to armored vehicle weapons, M2/M3 25mm with

HEI-T and APDS-T and MlA1/M1A2.

23
Indirect Fire Weapons. None ofthe systems in the assessment supported friendly indirect

fire. As a result, support was diminished for subtasks that involved movement under cover of

smoke and control ofillumination and high explosive fires in the defense.

• Combatant leaders should be able to call for and adjust indirect fire for smoke.

• Combatant leaders should be able to call for and adjust indirect fire during the defense

to provide illumination and restrict movement of OPFOR.

Movement. This category offriendly troop capability was supported well by the

immersive systems in the assessment. Depending on the training audience and purpose, the

objective system should be able to support both precise movement ofindividual combatants, fire

teams, squads and platoons and command and control of CGF. These demonstrated capabilities

should be augmented by ability to support subtasks that involve descending and climbing, to

include scaling walls to gain access to upper floors in MOUT.

• Leaders should have capability to command and control movement of CGF.

• System should provide accurate representation of precise movement ofindividual

combatants.

• Individual combatants should have access to climbing/descending techniques,

including ladders, ropes and grappling hooks, and rappelling.

Communication. Ofthe immersive systems assessed, only TactX was configured to

exercise communications capabilities. That assessment confirmed the practicality of voice

commands and hand and arm signals and illustrated the need for a capability to receive as well as

transmit information via tactical radio. Ifthe Dismounted Infantry Module is to support tasks

that require a high level oftactical coordination among individuals, such as clearing a room, a

means of non-verbal communication is required.

• The Dismounted Infantry Module should provide for control ofsmall unit through

voice commands and hand and arm signals.

• Leaders and units should have access to tactical radio communications.

• System should support non-verbal communication among combatants.

Civilians. Although civilians were not included in any ofthe scenarios, their inclusion is

vital to support application ofrules of engagement.

• The Dismounted Infantry Module should include representation of civilians.

Terrain

Because the systems were in early stages of development, the representation ofterrain

was only suggestive ofthe detail and realism that is required in the Dismounted Infantry Module.

The assessment results illustrate that realism should include solid objects, increased options for

movement in MOUT, and accuracy in portraying weather and visibility effects.

24
Objects such as walls, vehicles, and furniture portrayed in the virtual environment

should be solid. Combatants portrayed in the virtual environment should have

capability of collision with each other.

The Dismounted Infantry Module should support movement routes on roofs and in

sewers in addition to ground surfaces.

Virtual environment should represent effects ofshadows on target acquisition and

concealment.

Combatants should have access to binoculars, image intensification, and thermal

night vision devices.

Night vision displays should be consistent with the field of view ofthe devices.

The Dismounted Infantry Module should reflect accurate weather effects on target

acquisition and use of obscurants to enable the simulation ofthe effects ofwind on

smoke.

Combatants should have access to a compass and GPS.

Time

The immersive systems supported both realistic and automatic movement rates. Either

option may be desirable depending on the purpose ofthe application, training or rehearsal, and

the echelon addressed, to include leader, fire team, squad, or platoon. As noted in an earlier

study (Pleban et al., 1998), both options should be available.

• Combatants should have access to both real-time and automatic movement.

System Interface Capabilities

In addition to illuminating system characteristics needed to represent the range of

dismounted infantry performance, the assessment illustrated the need for increased interactivity

with the database, flexibility, and reliability.

Database Interactivity. One ofthe keys to the successful integration of dismounted

infantry into a virtual environment will be the provision of "dynamic terrain" (Pleban, et al.,

1998) that provides combatants with a wide range ofreasonable tactical alternatives. In the

assessment, the need was clearest in decisions about where to enter the building and the

technique ofmarking rooms, which is vital ifthe scenario is to include coordination between

teams. Further, the potential training value ofthe defense mission depends largely on the

system's capability to support shaping the battlefield through obstacles and fighting positions.

Finally, the capability to replay the exercise in support of an After Action Review (AAR) is

required to enhance training value.

• The objective Dismounted Infantry Module is required to allow combatants to select

points of attack and avoid forcing the combatants through canned scenarios.

• In MOUT, combatants must have the capability ofmarking cleared rooms.

25
• The objective Dismounted Infantry Module should support selection of obstacle sites,

construction and destruction/breaching of obstacles.

• The objective Dismounted Infantry Module should support development ofindividual

and crew fighting positions.

Flexibility. A fortuitous result ofthe assessment was the demonstration ofthe need for

simulation systems to stay current with emerging technology such as Land Warrior. Besides

prolonging the useful life ofthe simulator, such flexibility can make the simulator a useful tool in

implementing the new technology.

• The Dismounted Infantry Module must be able to adapt to newly developed weapons

systems, individual equipment to include Land Warrior, navigation tools, and

communications systems.

Reliability. Given the developmental nature ofthe immersive systems and the limited

computing power available, the systems were remarkably robust. But there were enough cases

that required recalibration to show the need for some minimum level ofreliability in training

applications. This need is pronounced for dismounted infantrymen because ofthe large numbers

who must be trained. Similarly, procedures for initial and subsequent calibration must be simple

enough for simulation center staffto calibrate leaders and infantrymen within only a few

minutes.

• The Dismounted Infantry Module must experience fewer than [number TBD]

malfunctions per hour of operation.

• Calibration procedures must be user friendly to enable users or simulation center

personnel to complete initial calibration within 5 min and recalibration within 3 min

for each leader or infantryman. [Again, actual times TBD.]

Conclusion

The results ofthis research effort indicate that the technology is available for

development of an enhanced Dismounted Infantry Module for CCTT. Department of Defense

research and development programs through SBIR and products of commercial development

programs, such as the SVS and DSS, provide options to meet the requirements for the module.

The assessments confirm that development ofthe objective module is attainable. It is

recommended that the findings from this research be considered when the USAIC compiles the

training device requirement for the CCTT Dismounted Infantry Module.

26
References

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28
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Appendix B

Feature Rating Forms

B-l
Importance of Features (Phase 1)

SME:

Over the last two days, you have gained experience with a variety of simulator features. We

would like to get your opinion ofthe importance ofsome ofthese features (as well as some other

possible features) for future simulators.

Feature Importance

High Moderate Low

Global Positioning System (TactX)

ACE Report (TactX)

Binoculars (TactX)

Compass (TactX)

Virtual Radio (TactX)

Pyrotechnics (TactX)

Low Visibility Conditions (TactX)

Visual Menu of Speech Commands (TactX)

Demolitions (Other)

NBC Conditions (Other)

Choice of View (ITS)

Remediation (ITS)

Replay (ITS)

Animation (eClass)

What impact do the response modes in TactX and ITS have on training dismounted infantry

tasks?

Response Method Impact

Add Neutral Detract

TactX Movement

Finger Position

Laser Point

TactX Ml 6 Firing

TactX Speech Commands

TactX Hand and Arm Signals

ITS Mouse Commands

ITS Keyboard Commands

B-2
Importance of Features (Phase 2)

SME:

Over the last two days, your have gained experience with several features applied to MOUT. We

would now like your opinion on the benefits of extending these features to other systems

covering the gamut of dismounted infantry operations. Please indicate how important you think

each feature is, then how the ways ofinterfacing with the systems are likely to affect training.

Feature Importance

High Moderate Low

Realistic rifle (SVS, DSS)

Articulated movement within motion capture

area (DSS)

Choice of alternative weapons (DSS)

Passive amplification for low visibility (SVS,

DSS)

Realistic movement rate (SVS-treadmill)

Body movement on treadmill (SVS-treadmill)

Firing positions (SVS-base, SVS-panorama,

DSS)

Other: Hand grenades

Impact ofInterface Modes

Mode Impact

Add Neutral Detract

Aiming techniques

Sight post (DSS)

Reticle (SVS)

Speed control switch (DSS, SVS)

Speed control switch location

Hand guard (DSS)

Receiver (SVS)

Flat-screen projection (SVS-base)

Panoramic-screen projection (SVS-panoramic)

Head-mount display (DSS)

Head-mount display (SVS-treadmill)

B-3
Appendix C

Subtask Ratings for All Systems

C-l
Simulator: TactX

Task 1: Perform Movement Techniques in MOUT

Subtask Tech.

1 A. PL directs formation and movement technique

appropriate for METT-T

IB. Routes and techniques provide cover from most likely

enemy positions

1C. Platoon formations and techniques provide security and

enhance control

1.00

ID. Squad formations provide security and enhance control 1.50

IE. Fire team formations provide security and enhance

control

1.70

IF. Individual soldier movement maximizes cover and

concealment

0.64

IG. Platoon reacts to sniper fire 0.50

1H. Soldiers take hasty firing positions 0.54

Task 2: Assault Element Assaults the Objective Building

Subtask Tech.

2A. SL designates entry point

2B. SL designates route to entry point

2C. Assault element or supporting weapons blow entrance

through wall

0.50

2D. (If entry point requires) Assault element enters upper

story of building

0.50

2E. Assault element enters building 0.60

2F. SL marks the entry point 0.50

2G. Team covers staircases and other routes leading to

upper and lower stories

Rule

1.00

1.17

1.17

0.42

0.50

0.75

Rule

0.83

1.17

0.50

0.67

Decision

1.33

1.17

0.67

0.70

Decision

0.83

1.00

0.67

C-2
Task 3: Support Element Provides Fire Support for the Assault Force Entry ofBuilding

Subtask Tech. Rule Decision

3A. SL assigns each soldier and key weapon a target or area

to cover

0.67

3B. Support element maintains continuous communications

with and observation ofthe assault element.

1.00

3C. Support element suppresses/kills enemy within the

objective building and adjacent buildings

1.00 1.00

%"'

3D. SL repositions soldiers and weapons, if necessary, to

prevent withdrawal, reinforcement, or counter attack

0.83

3E. During the assault, the support element maintains

suppressive fire

0.33 0.33

3F. During the assault, the support element obscures the

enemy position with smoke

0.33

3.

3G. Just before the assault element enters the objective

building, the support element increases the rate offire until

masked by the assault element

0.17 0.17

3H. When the assault element enters the building, the

support element shifts fires to adjacent buildings and the

level ofthe objective building not being entered (e.g., enter

high, suppress low)

0.83

ifflS!'i!!!!llP!'^:!

1.00

Task 4: Assault Element Clears the Objective Building

Subtask Tech. Rule Decision

4A. Assault element clears stairs 0.50 0.50 .9

4B. Team clears hallways 0.67 0.67 £. '

4C. SL directs the assault element first to clear the rooms

that overlook approaches to the building

0.67

~j ,

4D. SL coordinates with other squads to be sure that

friendly forces are not in adjacent rooms

0.67

llilÜllllPi^fÜ!!

4E. Soldiers line up as close to the entry point as possible 0.50 0.67

4F. Soldier breaches wall using demolitions (rather than

door)

0.50 0.50 %^

4G. Soldier breaches door with demolitions (alternatives) 0.50 0.67

4H. Soldier breaches door with weapon (alternative) 0.50 0.50

4L Four-member fire team enters the room 0.64 0.63 0.33

4J. Soldiers apply close-combat techniques 0.60 0.50 0.67

4K. Soldiers apply close combat techniques under limited

visibility conditions

0.42

C-3
Subtask Tech. Rule Decision

4L. Mark cleared room 0.50

4M. SL rotates fire teams as necessary 0.33 0.33

4N. After all rooms have been cleared, squad consolidates

and reorganizes

0.53 0.83

Task 5: Defend Building during MOUT (Daylight)

Subtask Tech. Rule Decision

5A. PL designates area for observation post (OP); squad

leader selects specific position

0.67

5B. Platoon installs tactical obstacles (e.g., protective wire) 0.00 0.17

5C. PL develops fire support plan 0.17

5D. PL assigns sectors of fire, engagement priorities, and

fire control measures

0.50 0.50

5E. Soldiers select fighting positions 0.21 0.22

5F. Gunners prepare range cards 0.50 0.67

5G. Squad leaders prepare squad sector sketches 0.50 0.67

5H. PL prepares platoon sector sketch 0.60 0.67

51. Soldiers prepare defensive positions 0.06 0.08

5J. Platoon engages enemy 0.37 0.38 0.50

5K. Platoon continues to defend or PL requests permission

to withdraw

0.33

5L. Platoon consolidates and reorganizes 0.47 0.50

Task 6: Defend a Building during MOUT at Night (Modification to Daylight)

Subtask Tech. Rule Decision

6A. PL positions listening posts (LPs) and directs patrols

into open areas covered by observation during daylight

0.33 0.50

6B. Weapons move to alternate positions 0.33

6C. Gunners mark TRPs for limited visibility (e.g., glint

tape, thermal tape, budd lights, chemlites)

0.17

6D. Platoon emplaces early warning devices 0.17

6E. Platoon engages enemy under limited visibility

conditions

0.58 0.50

C-4
Simulator: ITS

Task 1: Perform Movement Techniques in MOUT

Subtask Tech. Rule Decision

1 A. PL directs formation and movement technique

appropriate for METT-T

0.50

IB. Routes and techniques provide cover from most likely

enemy positions

0.67

1C. Platoon formations and techniques provide security and

enhance control

0.58 0.50

ID. Squad formations provide security and enhance control 0.67 0.67

IE. Fire team formations provide security and enhance

control

0.83 0.83

IF. Individual soldier movement maximizes cover and

concealment

0.56 0.33 0.33

1G. Platoon reacts to sniper fire 0.33 0.17 0.17

1H. Soldiers take hasty firing positions 0.33 0.33

Task 2: Assault Element Assaults the Objective Building

Subtask

2A. SL designates entry point

2B. SL designates route to entry point

2C. Assault element or supporting weapons blow entrance

through wall

2D. (If entry point requires) Assault element enters upper

story of building

2E. Assault element enters building

2F. SL marks the entry point

2G. Team covers staircases and other routes leading to upper

and lower stories

Tech.

0.33

0.33

0.37

0.50

Rule

0.33

0.33

0.33

0.50

Decision

0.33

0.33

0.47

C-5
Task 3: Support Element Provides Fire Support for the Assault Force Entry ofBuilding

Subtask Tech. Rule Decision

3A. SL assigns each soldier and key weapon a target or area

to cover

0.33

3B. Support element maintains continuous communications

with and observation ofthe assault element.

0.33

'*

3C. Support element suppresses/kills enemy within the

objective building and adjacent buildings

0.33 0.33 • .?.

3D. SL repositions soldiers and weapons, if necessary, to

prevent withdrawal, reinforcement, or counter attack

0.67

3E. During the assault, the support element maintains

suppressive fire

0.33 0.17

3F. During the assault, the support element obscures the

enemy position with smoke

0.33

3G. Just before the assault element enters the objective

building, the support element increases the rate offire until

masked by the assault element

0.33 0.33

3H. When the assault element enters the building, the

support element shifts fires to adjacent buildings and the

level ofthe objective building not being entered (e.g., enter

high, suppress low)

0.33 0.33

Task 4: Assault Element Clears the Objective Building

Subtask Tech. Rule Decision

4A. Assault element clears stairs 0.33 0.33

4B. Team clears hallways 1.08 1.08

4C. SL directs the assault element first to clear the rooms

that overlook approaches to the building

0.67 '« , ' . it

4D. SL coordinates with other squads to be sure that

friendly forces are not in adjacent rooms

-0.17

• X

4E. Soldiers line up as close to the entry point as possible 1.00 1.00 lil'^^P

4F. Soldier breaches wall using demolitions (rather than

door)

0.33 0.17

4G. Soldier breaches door with demolitions (alternatives) 0.33 0.33

4H. Soldier breaches door with weapon (alternative) 1.33 1.17

41. Four-member fire team enters the room 0.81 0.87 0.67

4J. Soldiers apply close-combat techniques 0.50 0.33 0.67

4K. Soldiers apply close combat techniques under limited

visibility conditions

0.33

C-6
Subtask Tech. Rule Decision

4L. Mark cleared room 1.33

4M. SL rotates fire teams as necessary 0.83 pi^lliflji 0.67

4N. After all rooms have been cleared, squad consolidates

and reorganizes

0.47 0.67

Task 5: Defend Building during MOUT (Daylight)

Subtask Tech. Rule Decision

5A. PL designates area for observation post (OP); squad

leader selects specific position

0.33

5B. Platoon installs tactical obstacles (e.g., protective wire) 0.17 0.33

5C. PL develops fire support plan 0.33

5D. PL assigns sectors of fire, engagement priorities, and

fire control measures

0.33 0.33

5E. Soldiers select fighting positions 0.33 0.33

5F. Gunners prepare range cards 0.33 0.33

5G. Squad leaders prepare squad sector sketches 0.33 0.33

5H. PL prepares platoon sector sketch 0.33 0.33

51. Soldiers prepare defensive positions 0.33 0.33

5J. Platoon engages enemy 0.37 0.33 0.33

5K. Platoon continues to defend or PL requests permission

to withdraw

0.33

5L. Platoon consolidates and reorganizes 0.33 0.00

Task 6: Defend a Building during MOUT at Night (Modification to Daylight)

Subtask Tech. Rule Decision

6A. PL positions listening posts (LPs) and directs patrols

into open areas covered by observation during daylight

0.33 Biiisi^i 0.33

6B. Weapons move to alternate positions 0.33 ^||||^^^^K|||^|

6C. Gunners mark TRPs for limited visibility (e.g., glint

tape, thermal tape, budd lights, chemlites)

0.33

6D. Platoon emplaces early warning devices 0.33

6E. Platoon engages enemy under limited visibility

conditions

0.33 0.33

C-7
Simulator: eClass

Task 4: Assault Element Clears the Objective Building

Subtask Tech. Rule Decision

4A. Assault element clears stairs 0.22 0.17

p4B. Team clears hallways 1.25 1.25 SÄiiflili|li|l';>l

4C. SL directs the assault element first to clear the rooms

that overlook approaches to the building

0.33

!•

4D. SL coordinates with other squads to be sure that

friendly forces are not in adjacent rooms

0.33 ill|ljii!S18IP

4E. Soldiers line up as close to the entry point as possible 1.17 1.17 :

%

4F. Soldier breaches wall using demolitions (rather than

door)

0.50 0.50

4G. Soldier breaches door with demolitions (alternatives) 0.83 0.33

; %

4H. Soldier breaches door with weapon (alternative) 1.5 1.33 X

4L Four-member fire team enters the room 1.06 1.20 1.00

4J. Soldiers apply close-combat techniques 0.87 0.58 0.83

4K. Soldiers apply close combat techniques under limited

visibility conditions

0.33 '""" -

4L. Mark cleared room 0.50

4M. SL rotates fire teams as necessary 0.17 0.00

4N. After all rooms have been cleared, squad consolidates

and reorganizes

0.27 0.33

" "i'i

C-8
Simulator: DSS

Task 1: Perform Movement Techniques in MOUT

Subtask Tech. Rule Decision

1A. PL directs formation and movement technique

appropriate for METT-T

0.00

IB. Routes and techniques provide cover from most likely

enemy positions

0.33

1C. Platoon formations and techniques provide security and

enhance control

0.00 0.00

ID. Squad formations provide security and enhance control 0.00 0.00

IE. Fire team formations provide security and enhance

control

0.00 0.00

IF. Individual soldier movement maximizes cover and

concealment

1.00 1.16 0.33

IG. Platoon reacts to sniper fire 0.13 0.00 0.00

1H. Soldiers take hasty firing positions 1.08 0.83

Task 2: Assault Element Assaults the Objective Building

Subtask

2A. SL designates entry point

2B. SL designates route to entry point

2C. Assault element or supporting weapons blow entrance

through wall

2D. (If entry point requires) Assault element enters upper

story of building

2E. Assault element enters building

2F. SL marks the entry point

2G. Team covers staircases and other routes leading to

upper and lower stories

Tech.

1.33

0.00

0.80

-0.67

Rule

1.00

1.33

0.00

0.67

Decision

0.67

1.33

1.13

C-9
Task 3: Support Element Provides Fire Support for the Assault Force Entry ofBuilding

Subtask Tech. Rule Decision

3A. SL assigns each soldier and key weapon a target or area

to cover : i

0.67

3B. Support element maintains continuous communications

with and observation ofthe assault element.

0.00

. "'

3C. Support element suppresses/kills enemy within the

objective building and adjacent buildings

0.33 0.33

3D. SL repositions soldiers and weapons, if necessary, to

prevent withdrawal, reinforcement, or counter attack V

.67

3E. During the assault, the support element maintains

suppressive fire

.67 .67

3F. During the assault, the support element obscures the

enemy position with smoke

0.00 fcsÄiiKS

3G. Just before the assault element enters the objective

building, the support element increases the rate of fire until

masked by the assault element

0.33 IltfiHlilBi?: 0.33

3H. When the assault element enters the building, the

support element shifts fires to adjacent buildings and the

level ofthe objective building not being entered (e.g., enter

high, suppress low)

.67

IIIMsilBlplt

pisiillliftlll

.67

Task 4: Assault Element Clears the Objective Building

Subtask Tech. Rule Decision

4A. Assault element clears stairs 0.55 0.00

4B. Team clears hallways 0.33 0.33

4C. SL directs the assault element first to clear the rooms

that overlook approaches to the building

1.00

4D. SL coordinates with other squads to be sure that

friendly forces are not in adjacent rooms

0.00 mS^^0ä§)^^&k

4E. Soldiers line up as close to the entry point as possible 1.67 1.67

4F. Soldier breaches wall using demolitions (rather than

door)

0.00 0.00

4G. Soldier breaches door with demolitions (alternatives) 0.00 0.00

4H. Soldier breaches door with weapon (alternative) 1.67 1.00

4L Four-member fire team enters the room 0.89 1.00 1.00

4J. Soldiers apply close-combat techniques 1.33 1.17 1.67

4K. Soldiers apply close combat techniques under limited

visibility conditions

0.17

C-10
Subtask Tech. Rule Decision

4L. Mark cleared room -0.67

4M. SL rotates fire teams as necessary 0.33 0.33

4N. After all rooms have been cleared, squad consolidates

and reorganizes

0.13 0.33

Task 5: Defend Building during MOUT (Daylight)

Subtask Tech. Rule Decision

5A. PL designates area for observation post (OP); squad

leader selects specific position

0.33

5B. Platoon installs tactical obstacles (e.g., protective wire) 0.00 0.00

5C. PL develops fire support plan 0.00

5D. PL assigns sectors offire, engagement priorities, and

fire control measures

0.33 0.33

5E. Soldiers select fighting positions 1.00 0.78

5F. Gunners prepare range cards 0.00 0.00

5G. Squad leaders prepare squad sector sketches 0.00 0.00

5H. PL prepares platoon sector sketch 0.00 0.00

51. Soldiers prepare defensive positions 0.11 0.17

5J. Platoon engages enemy 0.13 0.17 0.00

5K. Platoon continues to defend or PL requests permission

to withdraw

0.67

5L. Platoon consolidates and reorganizes 0.06 0.00

Task 6: Defend a Building during MOUT at Night (Modification to Daylight)

Subtask Tech. Rule Decision

6A. PL positions listening posts (LPs) and directs patrols

into open areas covered by observation during daylight

0.00 0.00

6B. Weapons move to alternate positions 0.67

6C. Gunners mark TRPs for limited visibility (e.g., glint

tape, thermal tape, budd lights, chemlites)

0.00

6D. Platoon emplaces early warning devices 0.00

6E. Platoon engages enemy under limited visibility

conditions

0.67 0.00

C-ll
Simulator: SVS (Base)

Task 1: Perform Movement Techniques in MOUT

Subtask Tech. Rule Decision

1 A. PL directs formation and movement technique

appropriate for METT-T

0.00

IB. Routes and techniques provide cover from most likely

enemy positions

0.33

1C. Platoon formations and techniques provide security and

enhance control

0.33 0.33

ID. Squad formations provide security and enhance control 0.33 0.33

IE. Fire team formations provide security and enhance

control

0.33 0.33

IF. Individual soldier movement maximizes cover and

concealment

0.67 0.33 0.00

IG. Platoon reacts to sniper fire 0.07 0.00 0.00

1H. Soldiers take hasty firing positions 1.00 1.00

Task 2: Assault Element Assaults the Objective Building

Subtask Tech. Rule Decision

2A. SL designates entry point 1.00 1.00

2B. SL designates route to entry point 1.33 1.33

2C. Assault element or supporting weapons blow entrance

through wall

0.33

2D. (If entry point requires) Assault element enters upper

story of building

0.00

2E. Assault element enters building 0.53 0.17 0.89

2F. SL marks the entry point -0.33

2G. Team covers staircases and other routes leading to

upper and lower stories

0.33

C-12
Task 3: Support Element Provides Fire Support for the Assault Force Entry ofBuilding

Subtask Tech. Rule Decision

3A. SL assigns each soldier and key weapon a target or area

to cover

0.67

3B. Support element maintains continuous communications

with and observation ofthe assault element.

0.00

'%

3C. Support element suppresses/kills enemy within the

objective building and adjacent buildings

0.33 0.33

't

3D. SL repositions soldiers and weapons, if necessary, to

prevent withdrawal, reinforcement, or counter attack

0.00

3E. During the assault, the support element maintains

suppressive fire

0.00 0.00

3F. During the assault, the support element obscures the

enemy position with smoke

0.00 '?•

3G. Just before the assault element enters the objective

building, the support element increases the rate offire until

masked by the assault element

0.33 0.33

3H. When the assault element enters the building, the

support element shifts fires to adjacent buildings and the

level ofthe objective building not being entered (e.g., enter

high, suppress low)

0.33 0.33

Task 4: Assault Element Clears the Objective Building

Subtask

4A. Assault element clears stairs

4B. Team clears hallways

4C. SL directs the assault element first to clear the rooms

that overlook approaches to the building

4D. SL coordinates with other squads to be sure that

friendly forces are not in adjacent rooms

4E. Soldiers line up as close to the entry point as possible

4F. Soldier breaches wall using demolitions (rather than

door)

4G. Soldier breaches door with demolitions (alternatives)

4H. Soldier breaches door with weapon (alternative)

4L Four-member fire team enters the room

4J. Soldiers apply close-combat techniques

4K. Soldiers apply close combat techniques under limited

visibility conditions

Tech.

0.11

0.13

0.33

1.00

0.00

0.00

1.33

0.28

0.93

0.17

Rule

0.00

0.13

1.00

1.00

0.00

0.00

0.67

0.27

0.83

Decision

0.33

1.17

C-13
Subtask

4L. Mark cleared room

4M. SL rotates fire teams as necessary

4N. After all rooms have been cleared, squad consolidates

and reorganizes

Task 5: Defend Building during MOUT (Daylight)

Subtask

5A. PL designates area for observation post (OP); squad

leader selects specific position

5B. Platoon installs tactical obstacles (e.g., protective wire)

5C. PL develops fire support plan

5D. PL assigns sectors offire, engagement priorities, and

fire control measures

5E. Soldiers select fighting positions

5F. Gunners prepare range cards

5G. Squad leaders prepare squad sector sketches

5H. PL prepares platoon sector sketch

51. Soldiers prepare defensive positions

5J. Platoon engages enemy

5K. Platoon continues to defend or PL requests permission

to withdraw

5L. Platoon consolidates and reorganizes

Tech.

-0.67

0.33

0.13

Rule

Tech.

0.00

0.00

0.67

0.50

0.00

0.00

0.00

0.11

0.40

0.07

0.33

Rule

0.22

0.00

0.00

0.00

0.17

0.33

0.00

Task 6: Defend a Building during MOUT at Night (Modification to Daylight)

Subtask

6A. PL positions listening posts (LPs) and directs patrols

into open areas covered by observation during daylight

6B. Weapons move to alternate positions

6C. Gunners mark TRPs for limited visibility (e.g., glint

tape, thermal tape, budd lights, chemlites)

6D. Platoon emplaces early warning devices

6E. Platoon engages enemy under limited visibility

conditions

Tech.

0.00

0.67

0.00

0.00

0.33

Rule

0.00

Decision

0.33

Decision

0.33

0.00

0.67

0.00

0.00

Decision

0.00

C-14
Simulator: SVS (Panoramic)

Task 1: Perform Movement Techniques in MOUT

Subtask Tech. Rule Decision

1A. PL directs formation and movement technique

appropriate for METT-T

0.00

IB. Routes and techniques provide cover from most likely

enemy positions

0.00

1C. Platoon formations and techniques provide security and

enhance control

0.00 0.00

ID. Squad formations provide security and enhance control 0.00 0.00

IE. Fire team formations provide security and enhance

control

0.00 0.00

IF. Individual soldier movement maximizes cover and

concealment

0.61 0.17 0.33

IG. Platoon reacts to sniper fire 0.07 0.00 0.00

1H. Soldiers take hasty firing positions 0.83 0.83

Task 2: Assault Element Assaults the Objective Building

Subtask Tech. Rule Decision

2A. SL designates entry point 0.33 0.33

2B. SL designates route to entry point 1.00 1.00

2C. Assault element or supporting weapons blow entrance

through wall

0.33

2D. (If entry point requires) Assault element enters upper

story of building

0.00

2E. Assault element enters building 0.73 0.17 1.00

2F. SL marks the entry point 0.00

2G. Team covers staircases and other routes leading to

upper and lower stories

0.33

C-15
Task 3: Support Element Provides Fire Support for the Assault Force Entry ofBuilding

Subtask

3A. SL assigns each soldier and key weapon a target or area

to cover

3B. Support element maintains continuous communications

with and observation ofthe assault element.

3C. Support element suppresses/kills enemy within the

objective building and adjacent buildings

3D. SL repositions soldiers and weapons, if necessary, to

prevent withdrawal, reinforcement, or counter attack

3E. During the assault, the support element maintains

suppressive fire

3F. During the assault, the support element obscures the

enemy position with smoke

3G. Just before the assault element enters the objective

building, the support element increases the rate of fire until

masked by the assault element

3H. When the assault element enters the building, the

support element shifts fires to adjacent buildings and the

level ofthe objective building not being entered (e.g., enter

high, suppress low)

Task 4: Assault Element Clears the Objective Building

Subtask

4A. Assault element clears stairs

4B. Team clears hallways

4C. SL directs the assault element first to clear the rooms

that overlook approaches to the building

4D. SL coordinates with other squads to be sure that

friendly forces are not in adjacent rooms

4E. Soldiers line up as close to the entry point as possible

4F. Soldier breaches wall using demolitions (rather than

door)

4G. Soldier breaches door with demolitions (alternatives)

4H. Soldier breaches door with weapon (alternative)

Tech.

4L Four-member fire team enters the room

4J. Soldiers apply close-combat techniques

4K. Soldiers apply close combat techniques under limited

visibility conditions

0.00

0.00

0.33

0.00

0.33

0.33

Tech.

0.22

0.83

0.33

1.00

0.00

0.00

1.33

0.61

1.07

0.00

Rule

0.00

Rule

0.00

0.83

0.67

1.00

0.00

0.00

0.67

0.67

1.17

Decision

0.67

0.33

0.33

0.33

0.33

Decision

0.67

1.00

C-16
Subtask

4L. Mark cleared room

4M. SL rotates fire teams as necessary

4N. After all rooms have been cleared, squad consolidates

and reorganizes

Tech.

0.00

0.07

Task 5: Defend Building during MOUT (Daylight)

Subtask

5A. PL designates area for observation post (OP); squad

leader selects specific position

5B. Platoon installs tactical obstacles (e.g., protective wire)

5C. PL develops fire support plan

5D. PL assigns sectors offire, engagement priorities, and

fire control measures

5E. Soldiers select fighting positions

5F. Gunners prepare range cards

5G. Squad leaders prepare squad sector sketches

5H. PL prepares platoon sector sketch

51. Soldiers prepare defensive positions

5J. Platoon engages enemy

Tech.

0.00

0.00

0.00

0.42

0.00

0.00

0.00

0.11

0.00

5K. Platoon continues to defend or PL requests permission

to withdraw

5L. Platoon consolidates and reorganizes 0.07

Rule

0.00

Rule

0.22

0.00

0.00

0.00

0.17

0.00

0.00

Task 6: Defend a Building during MOUT at Night (Modification to Daylight)

Subtask

6A. PL positions listening posts (LPs) and directs patrols

into open areas covered by observation during daylight

6B. Weapons move to alternate positions

6C. Gunners mark TRPs for limited visibility (e.g., glint

tape, thermal tape, budd lights, chemlites)

6D. Platoon emplaces early warning devices

6E. Platoon engages enemy under limited visibility

conditions

Tech.

0.00

0.67

0.00

0.00

0.33

Rule

0.00

Decision

0.00

Decision

0.00

0.00

0.00

0.00

0.00

Decision

0.00

C-17
Simulator: SVS (Treadmill)

Task 1: Perform Movement Techniques in MOUT

Subtask Tech. Rule Decision

1 A. PL directs formation and movement technique

appropriate for METT-T

0.00

IB. Routes and techniques provide cover from most likely

enemy positions

0.00

1C. Platoon formations and techniques provide security and

enhance control

0.00 0.00

ID. Squad formations provide security and enhance control 0.00 0.00 pllpiiiis

IE. Fire team formations provide security and enhance

control

0.00 0.00

IF. Individual soldier movement maximizes cover and

concealment

0.67 -0.17 0.67

IG. Platoon reacts to sniper fire 0.00 0.00 0.00

1H. Soldiers take hasty firing positions 0.58 0.33

Task 2: Assault Element Assaults the Objective Building

Subtask Tech. Rule Decision

2A. SL designates entry point 0.33 0.33

2B. SL designates route to entry point 0.67 0.67

2C. Assault element or supporting weapons blow entrance

through wall

0.33

2D. (If entry point requires) Assault element enters upper

story of building

0.00

2E. Assault element enters building 0.47 0.00 0.67

2F. SL marks the entry point 0.00

2G. Team covers staircases and other routes leading to

uüDer and lower stories

0.33

C-18
Task 3: Support Element Provides Fire Support for the Assault Force Entry ofBuilding

Subtask

3A. SL assigns each soldier and key weapon a target or area

to cover

3B. Support element maintains continuous communications

with and observation ofthe assault element.

3C. Support element suppresses/kills enemy within the

objective building and adjacent buildings

3D. SL repositions soldiers and weapons, if necessary, to

prevent withdrawal, reinforcement, or counter attack

3E. During the assault, the support element maintains

suppressive fire

3F. During the assault, the support element obscures the

enemy position with smoke

3G. Just before the assault element enters the objective

building, the support element increases the rate offire until

masked by the assault element

3H. When the assault element enters the building, the

support element shifts fires to adjacent buildings and the

level ofthe objective building not being entered (e.g., enter

high, suppress low)

Task 4: Assault Element Clears the Objective Building

Subtask

4A. Assault element clears stairs

4B. Team clears hallways

4C. SL directs the assault element first to clear the rooms

that overlook approaches to the building

4D. SL coordinates with other squads to be sure that

friendly forces are not in adjacent rooms

4E. Soldiers line up as close to the entry point as possible

4F. Soldier breaches wall using demolitions (rather than

door)

4G. Soldier breaches door with demolitions (alternatives)

4H. Soldier breaches door with weapon (alternative)

41. Four-member fire team enters the room

4J. Soldiers apply close-combat techniques

4K. Soldiers apply close combat techniques under limited

visibility conditions

Tech.

0.00

0.00

0.00

0.00

0.00

0.00

Tech.

0.33

0.00

0.33

0.33

0.00

0.00

1.00

0.55

0.93

0.17

Rule

0.00

Rule

0.00

0.00

1.00

Decision

0.67

0.00

0.00

0.67

0.60

0.83

0.00

0.33

0.00

0.00

0.00

Decision

0.33

1.00

C-19
Subtask

4L. Mark cleared room

4M. SL rotates fire teams as necessary

4N. After all rooms have been cleared, squad consolidates

and reorganizes

Tech.

0.00

0.33

0.13

Rule

0.33

Decision

0.33

Task 5: Defend Building during MOUT (Daylight)

Subtask Tech. Rule Decision

5A. PL designates area for observation post (OP); squad

leader selects specific position

0.00

5B. Platoon installs tactical obstacles (e.g., protective wire) 0.00 0.00

5C. PL develops fire support plan 0.00

5D. PL assigns sectors offire, engagement priorities, and

fire control measures

0.00 0.00

5E. Soldiers select fighting positions 0.42 0.33

5F. Gunners prepare range cards 0.00 0.00

5G. Squad leaders prepare squad sector sketches 0.00 0.00

5H. PL prepares platoon sector sketch 0.00 0.00

51. Soldiers prepare defensive positions 0.11 0.17

5J. Platoon engages enemy 0.17 0.17 0.00

5K. Platoon continues to defend or PL requests permission

to withdraw

0.00

5L. Platoon consolidates and reorganizes 0.00 0.00

Task 6: Defend a Building during MOUT at Night (Modification to Daylight)

Subtask Tech. Rule Decision

6A. PL positions listening posts (LPs) and directs patrols

into open areas covered by observation during daylight

0.00 0.00

6B. Weapons move to alternate positions 0.67

6C. Gunners mark TRPs for limited visibility (e.g., glint

tape, thermal tape, budd lights, chemlites)

0.00

6D. Platoon emplaces early warning devices 0.00 lliiiiiiliÄ

6E. Platoon engages enemy under limited visibility

conditions

0.50 0.00

C-20