March 2012 

NASA/CP-2012-217326

 

Selected Papers Presented at

MODSIM World 2011 Conference & Expo 

Compiled by 

Thomas E. Pinelli 

Langley Research Center, Hampton, Virginia 

Leanna S. Bullock 

Alliant Techsystems, Inc., Langley Research Center, Hampton, Virginia 
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March 2012 

NASA/CP-2012-217326

 

Selected Papers Presented at

MODSIM World 2011 Conference & Expo 

Compiled by 

Thomas E. Pinelli 

Langley Research Center, Hampton, Virginia 

Leanna S. Bullock 

Alliant Techsystems, Inc., Langley Research Center, Hampton, Virginia 

Proceedings of a conference sponsored by the 

National Aeronautics and Space Administration 

 and held in Virginia Beach, Virginia 

October 11–14, 2011 
Available from: 

NASA Center for AeroSpace Information 

7115 Standard Drive 

Hanover, MD 21076-1320 

443-757-5802 

The use of trademarks or names of manufacturers in the report is for accurate reporting and does not 

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National Aeronautics and Space Administration. 
iii 

Preface

Selected papers from MODSIM World 2011 Conference & Expo are contained in this NASA 

Conference Publication (CP). MODSIM World 2011 was held in Virginia Beach, Virginia, 

October 11−14, 2011. The theme of the 2011 conference & expo was “Overcoming Critical 

Global Challenges with Modeling & Simulation”. The conference program consisted of five 

technical tracks – Defense, Homeland Security & First Responders; Education; Health & 

Medicine; The Human Dimension; and Serious Games & Virtual Worlds. As a condition for 

inclusion in the conference proceedings, the first author was responsible for securing/obtaining 

all permissions associated with the general release and public availability of the 

paper/presentation. Further, the first authors also had to grant NASA the right to include their 

work in the NASA CP. 

Modeling and simulation-based engineering and science is rapidly becoming an essential 

scientific methodology for nearly all areas of engineering and many branches of science and for 

research, development, concept generation, product design and manufacturing, and consumer 

marketing. Continuing advances in computational science and networking technologies have 

made modeling and simulation-based engineering and science a “powerful and ubiquitous tool” 

for engineers and scientists and have made it possible to extend the range, depth, and 

applications of modeling and simulation vastly, especially when the investigated phenomena are 

not observable or measurements are impractical or too expensive. According to a National 

Science Foundation Blue Ribbon Panel, modeling and simulation-based engineering and science: 

1) is an equal and indispensable partner, along with theory and experiment, in the quest for 

enhanced technological innovation; 2) holds great promise for the pervasive advancement of 

knowledge and understanding through discovery; 3) is indispensable to the Nation’s continued 

leadership in innovation and economic global competitiveness; and 4) is “key” to advances in a 

variety of fields í biomedicine, manufacturing, systems engineering, nanotechnology, health 

care, atmospheric and climate science, energy and environmental sciences, advanced materials, 

and product development. Modeling and simulation-based engineering and science is also 

essential to the success of NASA’s research and many of its missions and projects. 

Thomas E. Pinelli, Ph.D. 

NASA Langley Research Center 

Leanna (Dee) Bullock 

Alliant Techsystems, Inc., NASA Langley Research Center 
iv 

Table of Contents 

1.0 DEFENSE, HOMELAND SECURITY & FIRST RESPONDERS TRACK ..................... 1

2.0 HEALTH & MEDICINE TRACK .................................................................................. 136

3.0 HUMAN DIMENSION TRACK .................................................................................... 160

4.0 EDUCATION TRACK .................................................................................................... 305

5.0 SERIOUS GAMES & VIRTUAL WORLDS TRACK ................................................... 338
1.0 DEFENSE, HOMELAND SECURITY & 

FIRST RESPONDERS TRACK 

Track Chair − Steve Husak, National Training and Simulation Association 

1.1 Emergent Capabilities Converging into M&S 2.0 .............................................................. 2

1.2 JELC-LITE: Unconventional Instructional Design for Special Operations Training ........ 9

1.3 Wargaming in Both Rectilinear and Hexagonal Spaces ................................................... 17

1.4 Data Farming and the Exploration of Inter-agency, Inter-disciplinary, and International 

“What If?” Questions ........................................................................................................ 27

1.5 High Resolution Visualization Applied to Future Heavy Airlift Concept Development 

and Evaluation .................................................................................................................. 37

1.6 GPR Imaging for Deeply Buried Objects: A Comparative Study Based on FDTD 

Models and Field Experiments ......................................................................................... 45

1.7 Assessing Tsunami Vulnerabilities of Geographies with Shallow Water Equations ....... 52

1.8 Command Center Training Tool (C2T2) ........................................................................... 62

1.9 Disaster Response Modeling through Discrete-Event Simulation .................................... 68

1.10 Modeling a Civil Event Case Study for Consequence Management using the IMPRINT 

Forces module ................................................................................................................... 74

1.11 Cognitive Systems Modeling and Analysis of Command & Control Systems ................ 83

1.12 Colonel Blotto Games and Lancaster’s Equations: A Novel Military Modeling 

Combination ...................................................................................................................... 93

1.13 Mission Assurance Modeling and Simulation: A Cyber Security Roadmap .................. 100

1.14 Framework for Assessing Cost and Technology: An Enterprise Strategy for Modeling 

and Simulation Based Analysis ...................................................................................... 109

1.15 A First Person Shooter/Real Time Strategy Hybrid: Lessons Learned .......................... 119

1.16 Framework for Architecture Trade Study using MBSE and Performance Simulation .. 127
2 

1.1 Emergent Capabilities Converging into M&S 2.0 
3 
4 
5 
6 
7 
8 
9 

1.2 JELC-LITE: Unconventional Instructional Design for Special 

Operations Training 
10 
11 
12 
13 
14 
15 
16 
17 

1.3 Wargaming in Both Rectilinear and Hexagonal Spaces 
18 
19 
20 
21 
22 
23 
24 
25 
26 
27 

1.4 Data Farming and the Exploration of Inter-agency, Inter-disciplinary, 

and International “What If?” Questions 
28 
29 
30 
31 
32 
33 
34 
35 
36 
37 

1.5 High Resolution Visualization Applied to Future Heavy Airlift Concept 

Development and Evaluation 
38 
39
40 
41 
42 
43 
44 
45 

1.6 GPR Imaging for Deeply Buried Objects: A Comparative Study Based 

on FDTD Models and Field Experiments 
46 
47 
48 
49
50
51 
52 

1.7 Assessing Tsunami Vulnerabilities of Geographies with Shallow Water 

Equations
53 
54 
55 
56 
57 
58 
59 
60 
61 
62 

1.8 Command Center Training Tool (C2T2)
63 
64 
65 
66 
67 
68 

1.9 Disaster Response Modeling through Discrete-Event Simulation 
69 
70 
71 
72 
73 
74 

1.10 Modeling a Civil Event Case Study for Consequence Management using 

the IMPRINT Forces module 
75 
76 
77 
78 
79 
80
81 
82 
83 

1.11 Cognitive Systems Modeling and Analysis of Command & Control 

Systems
84 
85 
86 
87 
88 
89 
90 
91 
92 
93 

1.12 Colonel Blotto Games and Lancaster’s Equations: A Novel Military 

Modeling Combination 
94 
95 
96
97 
98 
99 
100 

1.13 Mission Assurance Modeling and Simulation: A Cyber Security 

Roadmap
101 
102 
103 
104 
105 
106 
107 
108 
109 

1.14 Framework for Assessing Cost and Technology: An Enterprise Strategy 

for Modeling and Simulation Based Analysis 
110 
111 
112 
113 
114 
115 
116 
117 
118 
119 

1.15 A First Person Shooter/Real Time Strategy Hybrid: Lessons Learned 
120 
121 
122 
123 
124 
125 
126 
127 

1.16 Framework for Architecture Trade Study using MBSE and 

Performance Simulation 
128 
129
130 
131 
132 
133 
134 
135 
136 

2.0 HEALTH & MEDICINE TRACK 

Track Chair − Don Combs, Eastern Virginia Medical School 

2.1 Interoperability Standards for Medical Simulation Systems ............................................ 137

2.2 Biomedical Simulation Models of Human Auditory Processes ....................................... 143

2.3 Web-Based Predictive Analytics to Improve Patient Flow in the Emergency 

Department ....................................................................................................................... 153
137 

2.1 Interoperability Standards for Medical Simulation Systems 
138 
139 
140 
141 
142 
143 

2.2 Biomedical Simulation Models of Human Auditory Processes 
144 
145 
146 
147 
148 
149 
150 
151 
152 
153 

2.3 Web-Based Predictive Analytics to Improve Patient Flow in the 

Emergency Department 
154 
155 
156 
157 
158 
159 
160

3.0 HUMAN DIMENSION TRACK 

Track Chair − Dr. Kara Latorella, NASA Langley Research Center 

3.1 Using M&S to Improve Human Decision Making and Achieve Effective Problem 

Solving in an International Environment ........................................................................ 162

3.2 Developing Culture-Adaptive Competency through Experiences with Expressive

Avatars ............................................................................................................................ 166

3.3 Using Agent Based Modeling (ABM) to Develop Cultural Interaction Simulations ..... 175

3.4 Cognitive Network Modeling as a Basis for Characterizing Human Communication 

Dynamics and Belief Contagion in Technology Adoption ............................................. 181

3.5 A Systematic Approach for Real-Time Operator Functional State Assessment ............ 190

3.6 Engagement Assessment Using EEG signals ................................................................. 200

3.7 Modern Warfare: An M&S Examination of the Dynamic Impact of Warlords and 

Insurgents on State Stability ........................................................................................... 208

3.8 Using Random Forest Models to Predict Organizational Violence ................................ 216

3.9 A Model of Rapid Radicalization Behavior Using Agent-Based Modeling and Quorum 

Sensing ............................................................................................................................ 223

3.10 The Human Dimension of Closing the Training Gap for Fifth-Generation Fighters ..... 231

3.11 Physiological Based Simulator Fidelity Design Guidance ............................................. 238

3.12 Predicting the Impacts of Intravehicular Displays on Driving Performance with 

Human Performance Modeling ....................................................................................... 248

3.13 Understanding the Impact of User Frustration Intensities on Task Performance Using 

the OCC Theory of Emotions ......................................................................................... 254

3.14 Automatic Facial Expression Recognition and Operator Functional State .................... 258

3.15 A Human View Model for Socio-Technical Interactions ............................................... 268

3.16 Understanding Group/Party Affiliation Using Social Networks And Agent-Based 

Modeling ......................................................................................................................... 275

3.17 The National Operational Environment Model .............................................................. 281
161 

3.18 Exploring the Use of Computer Simulations in Unraveling Research and 

Development Governance Problems ............................................................................... 289

3.19 An Agent-Based Model Of New Venture Creation: Conceptual Design for Simulating 

Entrepreneurship ............................................................................................................. 299
162 

3.1 Using M&S to Improve Human Decision Making and Achieve Effective 

Problem Solving in an International Environment 
163 
164 
165 
166 

3.2 Developing Culture-Adaptive Competency through Experiences with 

Expressive Avatars 
167 
168 
169 
170 
171 
172 
173 
174 
175 

3.3 Using Agent Based Modeling (ABM) to Develop Cultural Interaction 

Simulations
176 
177 
178 
179 
180 
181

3.4 Cognitive Network Modeling as a Basis for Characterizing Human 

Communication Dynamics and Belief Contagion in Technology 

Adoption
182 
183 
184 
185 
186 
187 
188 
189 
190 

3.5 A Systematic Approach for Real-Time Operator Functional State 

Assessment
191 
192 
193 
194 
195 
196 
197 
198 
199 
200 

3.6 Engagement Assessment Using EEG signals 
201 
202 
203 
204 
205 
206 
207 
208 

3.7 Modern Warfare: An M&S Examination of the Dynamic Impact of 

Warlords and Insurgents on State Stability 
209 
210 
211 
212 
213 
214 
215 
216 

3.8 Using Random Forest Models to Predict Organizational Violence 
217 
218 
219 
220 
221 
222 
223 

3.9 A Model of Rapid Radicalization Behavior Using Agent-Based 

Modeling and Quorum Sensing 
224 
225 
226 
227 
228 
229 
230 
231 

3.10 The Human Dimension of Closing the Training Gap for FifthGeneration Fighters 
232 
233 
234 
235 
236 
237 
238 

3.11 Physiological Based Simulator Fidelity Design Guidance 
239 
240 
241 
242 
243 
244 
245 
246 
247 
248 

3.12 Predicting the Impacts of Intravehicular Displays on Driving 

Performance with Human Performance Modeling 
249 
250 
251 
252 
253 
254 

3.13 Understanding the Impact of User Frustration Intensities on Task 

Performance Using the OCC Theory of Emotions 
255 
256 
257 
258 

3.14 Automatic Facial Expression Recognition and Operator Functional 

State 
259 
260 
261 
262 
263 
264 
265 
266 
267 
268 

3.15 A Human View Model for Socio-Technical Interactions 
269 
270 
271 
272 
273 
274 
275 

3.16 Understanding Group/Party Affiliation Using Social Networks And 

Agent-Based Modeling 
276 
277 
278 
279 
280 
281 

3.17 The National Operational Environment Model 
282
283
284
285
286
287
288 
289 

3.18 Exploring the Use of Computer Simulations in Unraveling Research 

and Development Governance Problems 
290 
291 
292 
293 
294 
295 
296 
297 
298 
299 

3.19 An Agent-Based Model Of New Venture Creation: Conceptual Design 

for Simulating Entrepreneurship 
300 
301 
302 
303 
304 
305 

4.0 EDUCATION TRACK 

Track Chair − Vincent Betro, University of Tennessee SimCenter 

4.1 Overcoming the Critical Shortage of STEM – Prepared Secondary Students Through 

Modeling and Simulation ................................................................................................. 306

4.2 Desktop Modeling and Simulation: Parsimonious, Yet Effective Discrete-Event 

Simulation Analysis ......................................................................................................... 312

4.3 The Supply Chain Game: Serious Gaming in Supply Chain Management Curricula ..... 320

4.4 Effects of a Pedagogical Agent’s Emotional Expressiveness on Learner Perceptions .... 328
306 

4.1 Overcoming the Critical Shortage of STEM – Prepared Secondary 

Students Through Modeling and Simulation 
307 
308 
309 
310 
311 
312 

4.2 Desktop Modeling and Simulation: Parsimonious, Yet Effective 

Discrete-Event Simulation Analysis 
313 
314 
315 
316 
317 
318 
319 
320 

4.3 The Supply Chain Game: Serious Gaming in Supply Chain 

Management Curricula 
321 
322 
323 
324 
325 
326 
327 
328 

4.4 Effects of a Pedagogical Agent’s Emotional Expressiveness on Learner 

Perceptions
329 
330 
331 
332 
333 
334 
335 
336 
337 
338 

5.0 SERIOUS GAMES & VIRTUAL 

WORLDS TRACK 

Track Co-Chairs − Talib Hussain and Mike Thome, BBN Technologies 

5.1 Mission At Mubasi - A Simulation For Leadership Development ................................. 339

5.2 A Storm's Approach; Hurricane Shelter Training in a Digital Age ................................ 348

5.3 Sensing and Virtual Worlds – A Survey of Research Opportunities .............................. 357

5.4 Implementing Artificial Intelligence Behaviors in a Virtual World ............................... 367

5.5 The Impact of Incentivizing the Use of Feedback on Learning and Performance in 

Educational Videogames ................................................................................................ 374

5.6 Why Games Work and the Science of Learning ............................................................. 383

5.7 Virtual Worlds; Real Learning: Design Principles for Engaging Immersive 

Environments .................................................................................................................. 393

5.8 Metaverse Utilization in the EFL Classroom - A Study. Second Life® as Part of an 

Institution’s Curriculum .................................................................................................. 403

5.9 Crossing the Virtual World Barrier with OpenAvatar .................................................... 410

5.10 Visual Tool for Authoring Learning in Games (VITAL) ............................................... 417

5.11 Analog Design for Digital Deployment of a Serious Leadership Game ........................ 428

5.12 Zero-Fidelity Simulation: Engaging Team Coordination without Physical, Functional, 

or Psychological Re-Creation ......................................................................................... 435

5.13 Defining Learning Space in a Serious Game in Terms of Operative and Resultant 

Actions ............................................................................................................................ 444

5.14 Innovating Training through Immersive Environments: Generation Y, Exploratory 

Learning, and Serious Games ......................................................................................... 452

5.15 The Role of Game Based Learning in the Health Literacy of African American 

Adolescent Males ............................................................................................................ 460

5.16 What Research Says About Competition and Learning ................................................. 467
339 

5.1 Mission At Mubasi - A Simulation For Leadership Development 
340 
341 
342 
343 
344 
345 
346 
347 
348 

5.2 A Storm's Approach; Hurricane Shelter Training in a Digital Age 
349
350
351
352
353
354 
355
356 
357 

5.3 Sensing and Virtual Worlds – A Survey of Research Opportunities 
358 
359 
360 
361 
362 
363 
364 
365 
366 
367 

5.4 Implementing Artificial Intelligence Behaviors in a Virtual World 
368 
369 
370 
371 
372 
373 
374 

5.5 The Impact of Incentivizing the Use of Feedback on Learning and 

Performance in Educational Videogames 
375 
376 
377 
378 
379 
380 
381 
382 
383 

5.6 Why Games Work and the Science of Learning 
384 
385 
386 
387 
388 
389 
390 
391 
392 
393 

5.7 Virtual Worlds; Real Learning: Design Principles for Engaging 

Immersive Environments 
394 
395 
396 
397 
398 
399 
400 
401 
402 
403 

5.8 Metaverse Utilization in the EFL Classroom - A Study. Second Life® as 

Part of an Institution’s Curriculum 
404 
405 
406 
407 
408 
409 
410 

5.9 Crossing the Virtual World Barrier with OpenAvatar 
411 
412 
413 
414 
415 
416 
417 

5.10 Visual Tool for Authoring Learning in Games (VITAL) 
418 
419 
420 
421 
422 
423 
424 
425 
426 
427 
428 

5.11 Analog Design for Digital Deployment of a Serious Leadership Game 
429 
430 
431 
432 
433 
434 
435 

5.12 Zero-Fidelity Simulation: Engaging Team Coordination without 

Physical, Functional, or Psychological Re-Creation 
436 
437 
438 
439 
440 
441 
442 
443 
444 

5.13 Defining Learning Space in a Serious Game in Terms of Operative and 

Resultant Actions 
445 
446 
447 
448 
449 
450 
451 
452 

5.14 Innovating Training through Immersive Environments: Generation Y, 

Exploratory Learning, and Serious Games 
453 
454 
455 
456 
457 
458 
459 
460 

5.15 The Role of Game Based Learning in the Health Literacy of African 

American Adolescent Males 
461 
462
463
464
465
466 
467 

5.16 What Research Says About Competition and Learning 
468 
469 
470 
471 
472 
473 
474 
475 
476 
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Selected Papers Presented at MODSIM World 2011 Conference & Expo

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Pinelli, Thomas E.; Bullock, Leanna S. (Compilers)

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NASA Langley Research Center

Hampton, VA 23681-2199

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National Aeronautics and Space Administration

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14. ABSTRACT

Selected papers from MODSIM World 2011 Conference & Expo are contained in this NASA Conference Publication (CP). 

MODSIM World 2011 was held in Virginia Beach, Virginia, October 11-14, 2011. The theme of the 2011 conference & expo 

was "Overcoming Critical Global Challenges with Modeling & Simulation". The conference program consisted of five 

technical tracks - Defense, Homeland Security & First Responders; Education; Health & Medicine; The Human Dimension; 

and Serious Games & Virtual Worlds. 

15. SUBJECT TERMS

Modeling and simulation; Agent-based modeling; Game theory; Discrete event simulation; Cognitive modeling; Visualization

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