bluuebunny/crossref_metadata_2025 huggingface dataset:
Human Exploitation Is NOT a Joke—So Don't Laugh!
Authors: Estacio Emee Vida
Published: June 2009

In a previous article, I called for an open discussion and debate on health psychology perspectives on social and political issues relevant to health, in particular the issue concerning racism and the media (Estacio, 2009). In this article, I raise three topics for discussion which the controversial BBC `Harry and Paul' sketch (un)intentionally exposed to the public domain: (1) racist humour, the media and health; (2) human rights abuses against domestic workers; and (3) third world poverty and labour migration. Its implications on health psychology theory, research and practice are also explored.
Let's Get Real (with a Small `r'): For a Health Psychology That Prioritizes the Concrete
Authors: Cornish Flora
Published: June 2009

Depending on which kind of philosophy of science we espouse, health psychology can be a relatively concrete or relatively abstract activity. Estacio, I suggest, prioritizes the concrete, by foregrounding real social phenomena. I argue that prioritizing the concrete has two particular benefits: it increases the social relevance of health psychology, and it increases the validity of our analyses, by ensuring that they are close to reality. To further the pursuit of the concrete, I suggest that critical health psychology is in particular need of exemplars of critical health psychology in action, rather than reflexive commentary on critical health psychology itself.
`Your Freedom Ends Where My Nose Begins': Health Psychology's Potential towards Critical Empowerment, Media Advocacy and Social Action
Authors: Vida Estacio Emee
Published: June 2009

There is no question that health psychology needs to be more involved with matters concerning health inequalities and the social injustices associated with media racism, and racism in general. It is recognized that our discipline has the potential to develop and carry out research that can make valuable contributions to address such issues. Reflecting and discussing these matters were useful in this respect, however, the recommendations raised here need to be put into practice for real progress to be made. Engaging with society itself is also crucial.
Re Predictors of Quality of Life in Hospitalized Cardiac Patients
Authors: Huis In 'T Veld Elisabeth M.J. , Heijmans Naomi , De Cock Evi S.A.
Published: June 2009

A recent and interesting publication by Bruscia, Shultis, Dennery and Dileo (2008a) indicated that Sense of Coherence might be a significant predictor of Quality of Life in cardiac patients. In this short critique paper, some possible shortcomings of this study will be discussed.
Use of Gamma Ray Spectroscopy Measurements for Assessment of the Average Effective Dose from the Analysis of 226Ra, 232Th, and 40K in Soil Samples
Authors: Mehra Rohit
Published: June 2009

The activity concentrations of the natural radionuclides: 238Ra , 232Th, and 40K were measured in soil samples collected from two districts of the Punjab. A HPGe detector, based on high-resolution gamma spectrometry system was used for their measurement. The range of activity concentrations of 226Ra, 232Th, and 40K in the soil from the studied areas varied from 25 Bq·kg-1 to 42 Bq·kg-1, 72 Bq·kg -1 to 130 Bq·kg-1, and 229 Bq·kg-1 to 385 Bq·kg -1 with overall mean values of 32 Bq·kg-1, 91 Bq·kg -1,and 289 Bq·kg-1, respectively. Radium equivalent activities were calculated for the samples to assess the radiation hazards arising due to the use of these soils in the construction of dwellings. The absorbed dose rate calculated from activity concentration of 226Ra, 232Th, and 40K ranges between 12 and 19, 45, and 81, and 9 and 16 nGy·h-1, respectively. The total absorbed dose in the study area ranged from 70 nGy·h-1 to 111 nGy·h-1 with an average value of 84 nGy·h-1. The calculated values of external hazard index (Hex) for the soil samples ranged from 0.41 to 0.67. Since these values are lower than unity the soil from these regions is safe and can be used as a construction material without posing any significant radiological threat to population according to the Radiation Protection 112 (European Commission, 1999) report. The corresponding average annual effective dose for indoors and outdoors was 0.41 and 0.11 mSv, respectively.
The Accounts of Deborah (Judges 4—5) in Recent Research
Authors: Mayfield Tyler
Published: June 2009

Within the book of Judges, the figure of Deborah receives exceptional treatment in that her actions are presented first in a narrative, comprising chapter four, then in a poem, chapter five. Read together or separately, these chapters elicit scholarly interpretations aplenty. This article surveys recent research on the accounts of Deborah since 1990 by dividing the discussion into three sections: the two accounts as a single unit, Judges 4 alone, and Judges 5 alone. The first section discusses the function of these chapters within the book and their relationship with each other. The second section further subdivides according to the narrative elements of character or event, while the third section's divisions are based on common scholarly concerns like genre, dating, and structure.
Lion/Lamb in Revelation
Authors: Skaggs Rebecca , Doyle Thomas
Published: June 2009

As long as the Apocalypse has existed scholars have acknowledged the significance of the symbols of the lion and Lamb for understanding the message of the Apocalypse. The relationship between the two figures is particularly pivotal to the debate. There is, however, little scholarly consensus as to the nature of this relationship. The purpose of this study is to articulate and clarify the scholarly debate on this issue in order to shed light on the issues involved and to suggest some possible solutions.
Modeling Vigilance Performance as a Complex Adaptive System
Authors: Wellbrink Joerg , Zyda Mike , Hiles John
Published: June 2009

Current cognitive models not only lack flexibility and realism, they struggle to model individual behavior and reduced performance. We propose that reduced human performance can be best modeled as a complex adaptive system. We built a multi-agent model, “Reduced Human Performance Model (RHPM),” as a proof of principle. The simulation system realistically simulates the reduction of vigilance that individuals experience during such operations as airport screening, radar-screen operation, and other vital tasks in which attention easily flags. The developed multi-agent system generates individual behavior within a reasonable range. Its use for computer-generated forces (i.e., radar screen operator) would improve the realism of simulation systems by adding human-like reduced vigilance performance. The model represents a well suited tool to mediate between vigilance theories such as signal detection theory and experimental data. Using the model as a surrogate generates insights that potentially create likely hypotheses to improve the theories.
Line-of-Sight Attributes for a Generalized Application Program Interface
Authors: Proctor Michael D. , Gerber William J.
Published: June 2009

This research opens up for consideration the topic of a generalized simulation Applications Programming Interface. Discussion evolves around representation of one phenomenon essential to such an Interface, which is the widely used Line-of-Sight methodology. The research describes an initial set of line of sight (LOS) attributes necessary for a generalized Applications Programming Interface. Determination of LOS is necessary for entity-based simulation of Army land operations. Attributes necessary for the determination of LOS are identified along with alternative implementation techniques. Capabilities and limitations of the alternative techniques and algorithms are described.
Automated Load Balancing of a Missile Defense Simulation Using Domain Knowledge
Authors: Carlisle Martin C. , Merkle Laurence D.
Published: June 2009

For discrete-event simulations with a large number of objects, parallelization provides an opportunity for improved performance. However, if simulation objects are not placed carefully, the additional communication costs can outweigh the performance gain from adding CPUs. For many simulations, the large number of objects makes manual placement of objects impractical. We present two new algorithms for static load balancing that, using a small amount of domain knowledge and run-time measurements, automatically discover objects of different classes that communicate frequently and place these objects on the same processor. We compare results obtained from a missile defense simulation implemented in SPEEDES using our algorithms to those obtained with previously published load-balancing algorithms.
Adapting to Urban Warfare
Authors: Ceranowicz Andy , Torpey Mark
Published: June 2009

Urban operations currently are of great concern to the defense community. J9, the Experimentation Directorate of USJFCOM, and the Joint Advanced Warfighting Program currently are conducting an experiment to investigate concepts for applying future technologies to joint urban operations. The first phase of the experiment focused on employing future sensors to remotely monitor and understand enemy operations in a foreign city. Characteristics of the urban environment include high building density, a large civilian population, and a cultural environment. These characteristics pose significant challenges for simulation designers. This paper describes the modifications required to adapt the simulations supporting the experiment, JSAF and SLAMEM, to the urban environment. A landscape with a large number of buildings had to be automatically generated and represented in a space efficient manner. Large concentrations of vehicles and pedestrians had to be modeled moving realistically through the city. This behavior had to be automatically generated since it would be impossible to individually control 100,000 entities. Embedding cultural features within the database in the form of building function codes allow civilian entities to automatically plan their movements based on generic daily schedules. Sensor models had to be modified to detect building properties, such as whether a building was fortified. The density of both entities and structures made both movement and intervisibility calculations significantly more expensive, requiring optimization combined with the application of large amounts of hardware. Computation and control was distributed between three CONUS sites and the High Performance Computing Centers at Maui and Wright-Patterson AFB. Limiting and balancing simulation traffic required a major effort. Source squelching was enabled by a distributed data collection system developed to collect data locally on each simulation node while still allowing analysts to perform real-time queries during the experiment.
Building the Mobility Aircraft Availability Forecasting (MAAF) Simulation Model and Decision Support System
Authors: Ciarallo Frank W. , Hill Raymond R. , Mahadevan Sriram , Chopra Vikrant , Vincent Patrick J. , Allen Christoper S.
Published: June 2009

The Mobility Aircraft Availability Forecasting (MAAF) model prototype development and study effort was initiated to help the United States Air Force Air Mobility Command (AMC) answer the question, “How can we accurately predict mission capable (MC) rates?” While perfect prediction of aircraft MC rates is not possible, we investigate a simulation-based risk analysis approach. Current prediction methods utilize “after the fact” analyses and user opinion, making it difficult to perform quick, accurate, and effective analyses of potential limiting factors and policy changes, particularly in time-sensitive situations. This paper describes the MAAF proof-of-concept model and decision support system built to provide AMC managers the dynamic, predictive tools needed to better forecast aircraft availability. The simulation component featured new capabilities for mobility modeling to include dynamic definition of the configuration of a mobility system, dynamic definition of the capabilities of the individual airbases within a mobility system, improved representation of the aircraft objects within the model, and a new approach to modeling aircraft maintenance including the realistic consideration of partially mission capable aircraft. The development efforts and sample experimental results are recounted in this paper.
Quantifying the Effect of Transportation Practices in Military Supply Chains
Authors: McGee Joshua B. , Rossetti Manuel D. , Mason Scott J.
Published: June 2009

Traditional multi-echelon inventory and readiness-based models have not fully examined the ability of effective transportation utilization to reduce cost, delay times, and improve readiness in the overall military logistics network. In this paper, we develop a simulation-based methodology for quantifying the effect of transportation options (i.e., truckload shipping, less-than-truckload shipping, transshipments, and express air shipping) on shipping costs, customer wait times, abort rates, and operational availability. Simulation was used to develop a multi-echelon (depots, bases) model of regional supply chain support for aircraft spare part maintenance activities. The resulting model was used for experimentation and to develop response surface equations for the behavior of the system. The logistics implications of the results are discussed as well as managerial insights into the behavior of such systems. Our analysis indicates that focusing more on local inventory and local repair can have a significant impact on the operational availability of the system. This shift should be looked at in terms of the cost of local repair resources compared to transportation costs.
A Proposed Model for Simulation Validation Process Maturity
Authors: Harmon S. Y. , Youngblood Simone M.
Published: June 2009

This paper proposes a model of process maturity for simulation validation. The development of this model begins by recognizing validation as a process that generates information as its sole product and therefore resembles a systematic quest for truth. These characteristics distinguish the simulation validation process from other processes such as those for manufacturing or software engineering. This development then substitutes process objectivity and the properties of quality information for the difficult-to-measure qualities of truth. The properties of information quality are defined by the completeness and correctness of the information and the confidence that the information producer has that the information is complete and correct enough to serve a particular purpose. These parameters come by amalgamating the notions for information quality held by the process improvement and traditional scientific communities. The validation process takes validation criteria, the referent, the simulation's conceptual model, verification results of the intermediate development products, and the simulation results as input and produces evidence assessing the simulation's validity as output. The quality of the input information ultimately limits the quality of the evidence that the validation process produces. The proposed model of validation process maturity thus structures the validation process into six levels defined by the quality of the input information, the quality of its information products, and the objectivity of those process components that contribute to those products. At the first level, the users demand absolutely no validation of the models they apply. The second level consists entirely of face validation where the validation evidence depends entirely upon subjective sources of requirements, referent, and validity judgments. The next level improves the objectivity and quality of the representational requirements. The next two levels progressively improve the objectivity of the conceptual modeling and results validation component processes and the quality of the evidence they produce. In the final maturity level, the validation process automatically transforms informal user need statements into formal validation criteria and then applies mathematical techniques to prove conceptual model and simulation results validity. In this model, the objectivity and quality of the validation evidence increases as the level of simulation validation process maturity increases.
On the Complexity of Parameter Calibration in Simulation Models
Authors: Hofmann Marko
Published: June 2009

Model calibration is the task of adjusting an already existing model to a reference system. In general, this is done by adjusting model parameters to a set of given samples from the reference system. Model calibration is often regarded to be necessary for complex simulation models in order to create a homomorphic (“structurally equivalent”) abstraction of (a special aspect of) reality. This paper introduces a formal approach to model calibration. Within the frame of this formalism it is shown that the computational complexity of model calibration is NP-complete. The practical implications of these theoretic results are presumably of minor importance for most single models. However, for huge model federations the complexity of parameter calibration could draw a serious line with respect to the validation of the federation and its cost-benefit ratio.
Delta3D: A Complete Open Source Game and Simulation Engine for Building Military Training Systems
Authors: McDowell Perry , Darken Rudolph , Sullivan Joe , Johnson Erik
Published: June 2009

Delta3D, the open source game and simulation engine built for military training, is continuing to be improved to meet the requirements of the military users. The most recent upgrades, available in versions 1.4 and later, include adding capability for After Action Review, integration with SCORM-compliant learning management systems (LMS's), and distributed interactive simulation (DIS) networking. Additionally, more applications, created by both government users and civilian companies, continue to be built using Delta3D and its expanding capabilities

With these added features, Delta3D has become the engine of choice for several military simulations, including programs of record. The developers and program managers of these programs were attracted by its advanced technical features, its lack of proprietary vendor lock-in and licensing fees, and the ability to quickly produce sophisticated applications using Delta3D.

This paper discusses the current state of Delta3D version 1.4 and how developers and program managers can use Delta3D to quickly and cheaply build complex training systems. It will also briefly touch upon the systems currently being built using Delta3D and how some of these have been proven to work in a training environment. It will also discuss what improvements to the engine will be added in the near future.
Massively Multi-Player (MMP) Environments for Asymmetric Warfare
Authors: Mayo Michelle , Singer Michael J. , Kusumoto Laura
Published: June 2009

It has been proposed that the Army needs a high-level training capability for asymmetric missions. Current training programs are focused on conventional warfare and are mainly limited to units that are co-located. Where training capability exists, the scenarios have limited interactivity and fail to address a variety of cross-cultural communication issues that troops encounter in the real world.

U.S. Army's Research, Development, and Engineering Command, Simulation, and Training Technology Center in Orlando, Florida, has been conducting an Army Technology Objective (ATO) using massively multi-player (MMP) gaming technology to address these issues. The objective of the ATO is to develop a large-scale, persistent, distributed simulation environment to train soldiers. The research is focused on evaluating the use of MMPs for Army training for operations in asymmetric warfare environments. Weapons of mass destruction, terrorists' actions, crowd and hostage situations, peacekeeping, psychological operations, and civil affairs will be possible interactions faced by the users. OneSAF Objective System computer generated entities will augment the large numbers of real people who will populate the scenarios. The various Armed Forces will be able to engage in such simulation environments anytime, anywhere, using standard personal computers (PCs) connected via the Internet.

The paper details research in the formative evaluation of Internet-based training using soldier participants and gaming technologies. Initial test results with the 101st Airborne Division of Fort Campbell, Kentucky, and the Illinois Army National Guard are presented to indicate the potential such technology has to meet new asymmetric training needs and optimize use of soldiers' time while preparing for live training events and actual deployment. The paper also addresses the tools needed to build the training environments and required After Action Review capabilities.
Using Graphics Processor Units to Accelerate OneSAF: A Case Study in Technology Transition
Authors: Verdesca Marlo , Munro Jaeson , Hoffman Michael , Bauer Maria , Manocha Dinesh
Published: June 2009

Ongoing research aims to accelerate the runtime processing speed of the One Semi-Automated Forces (OneSAF) Computer Generated Forces (CGF) simulation by converting and migrating some of the core algorithms from the host central processing unit (CPU) to an onboard auxiliary graphics processor unit (GPU). In this research the GPU chip is regarded as a surrogate stream processor, and appropriate algorithms are designed to map to the GPU architecture. Processing speed gains are realized both through computational capabilities of the GPU as well as through offloading of the host CPU. Technology transfer of this research into the OneSAF baseline is a key requirement of this research.

The OneSAF development program focuses on the same issues of scalability and runtime performance that will be directly affected by use of GPUs. As program architects are marshalling conventional approaches for resolving these challenges, the introduction of GPU-based solutions is being realized. This paper examines the challenges, planned approaches, and benchmarked results for using GPUs to accelerate OneSAF simulation.
Visibility-Based Forest Walk-Through Using Inertial Level of Detail Models
Authors: Micikevicius Paulius , Hughes Charles E.
Published: June 2009

Modern simulation and training applications often require visualization of large scenes with many complex objects. However, this places prohibitive requirements on graphics hardware. For example, while methods for rendering near photo-realistic vegetation scenes have been described in the literature, they require minutes of computation. In this paper we present scene and level of detail management (LOD) techniques for achieving interactive frame rates for a forest walk-through. The framework selects the LOD based on object visibility, in addition to projected size. Moreover, visibility is calculated at runtime so we can support dynamic scene modification, such as interactively altered trees due to wind, explosions or fire. We also introduce an inertial level of detail model to minimize popping artifacts – rather than instantly switching the LODs, discrete LODs are smoothly blended over a number of frames. The described techniques can be readily adapted for scenes other than forests, providing support for simulations involving both static and dynamic synthetic environments, whether natural (e.g., dense vegetation) or man-made (e.g., urban landscapes).
Injecting Realistic Human Models into the Optical Display of A Future Land Warrior System for Embedded Training Purposes
Authors: Sottilare Robert , Marshall Laurie D. , Martin Ricardo , Morgan Justin
Published: June 2009

Head Mounted Displays (HMDs) have traditionally been and are currently utilized in a variety of applications including training, entertainment, and military operations. Most applications of HMDs seek to provide the user with enriched information, that is, information beyond that of what a human can gather with only biological vision.

The Land Warrior is an operational system that utilizes a HMD. For Land Warrior, the HMD provides the Soldier better battle field situational understanding through text by communicating command and control information. Other Land Warrior battlefield tasks include target detection and recognition.

This paper evaluates the visual components of the current Ground Soldier System (GSS), Land Warrior HMD, analyzes embedded training requirements (specifically detection ranges for embedded virtual targets and human performance issues associated with HMDs), and proposes an optical model to overcome some of the limitations inherent to the current commercial version of the Land Warrior HMD and other commercially-available HMDs.

The design quality of the Land Warrior HMD has a direct impact on a soldier's performance in the field. The varying stringent environment in which LW operates provides HMD visual component design challenges, due to the correlation between the equipment style, information formatting, and use environment. Information formatting affects a Soldier's workload. The current LW HMD visual implementation contains information formatting limitations based on its ability to scale to other resolutions and size linearly.

By increasing the performance of the HMD of the Land Warrior System, the potential to improve readiness and survivability also increase. Forty-five thousand sets of Land Warrior equipment will be fielded between 2001 and 2014.
DEVS for Human Behavior Modeling in CGFs
Authors: Seck Mamadou , Giambiasi Norbert , Frydman Claudia , Baati Lassaad
Published: June 2009

In recent years, human behavior simulation has been an active field of research, and various approaches have been used. One of the main challenges is to design models that capture more of the subtleties of human nature to reach a higher level of realism. In this paper, we present the premises of a DEVS (Discrete Event System Specification) based framework for the modeling and simulation of human behavior for CGFs (Computer Generated Forces). We introduce a simplified way of specifying models for the simulation of human behavior. In fact, our focus is to give to the modeler the possibility to represent behavior influenced by certain human factors by fine tuning the proposed models or by extending them with new moderator functions. As an example, we present DEVS models of military behavior as defined in the rules of engagement but moderated by human factors such as personality and stress. We hope to obtain eventually more accurate and realistic models.
A Model of 21st Century Counterinsurgency Warfare
Authors: Schaffer Marvin Baker
Published: June 2009

The insurgency warfare being practiced by global terrorists in the 21st Century is put in a historical context and modeled mathematically. The most widely known insurgency model is the “fish in the sea” formulation attributed to Mao Tse-tung. Fundamentally, it is a phased attrition model that can be described by variations of the Lanchester equations. In a collective sense, much of the Vietnam War fits that formulation. However, the 21st Century has featured a different type of insurgency where attrition is not the decisive factor on either side. Today's insurgencies are psychological wars of political endurance, not attrition. They require different mathematics.

The mathematical formulation of 21st Century counterinsurgency warfare contains two stochastic time series, the first dealing with defeat and the second success. The defeat portion deals with the likelihood of precipitous troop withdrawals permitting terrorist insurgents to declare victory in a de facto sense. The defeat probability roughly mirrors public opinion polls. Public opinion polls are probabilistic because they are heavily influenced by short-term unpredictable events, some detrimental to the war effort and some supporting it. In a sense, this is similar to the fluctuations of the stock market or exchange rate variations. They are also influenced by the duration of the war and accumulated casualties, both in a negative sense. Consequently, the defeat probability trends upward asymptotically toward unity over time although the instantaneous values cluster above and below the trend curve. In a democracy, decision makers or funding bodies can resist adverse polls but not indefinitely. If war support polls are heavily negative, it is probable that decision makers will eventually move to cut their losses and pull out.

The second portion of the model independently deals with success by counterinsurgency forces; i.e., a level of stability and security that permits at least a partial, phased troop draw down. It is based on estimates of the strength and quality of the host country military and police forces, the level of insurgent-initiated violence, the state of the host country economy, the services provided by the host government, and the willingness of the host government to address the insurgency in an even-handed manner. The success model resembles the Hamlet Evaluation System used during the Vietnam War. The instantaneous measures of success fluctuate above and below the trend curve with a variance that can be small, approaching determinacy. The success model has fixed, predetermined benchmarks that can but may not be achieved depending on the level of effort relative to the insurgent opposition.

Both parts of the model deal with counterinsurgent troop withdrawals, one precipitous and one gradual and phased. In neither of the cases considered, de facto defeat or phased withdrawal, does the model deal with “military” defeat or victory. If the type of insurgencies encountered in the 21st Century become the norm, military defeat and victory are irrelevant.
Computer Graphics-Based Models Of Target Detection: Algorithms, Comparison To Human Performance, And Failure Modes
Authors: Darken Christian J.
Published: June 2009

Target detection is one of the fundamental phenomena that must be modeled in military simulations. When the target detection model fails, entities that should not be mutually aware engage, and entities that should fight ignore one another. The potential negative consequences for training and analysis are obvious. We describe three closely related computer graphics-based detection models for virtual simulation that can avoid some of the limitations of previous approaches. These models incorporate a standard target detection model, but feed it with more accurate target exposure and contrast data than has been done previously. Two variants of the base model attempt to improve the target contrast calculation and add color sensitivity. We compare the predictions of these models to human performance to show that the model variants have their intended effect. The performance of even the best models can deviate drastically from the performance of the human eye under some circumstances represented in our experiment. We lump these into categories as an aid to understanding the state of the art and to motivate future research.
Multicriteria Security System Performance Assessment Using Fuzzy Logic
Authors: McGill William L. , Ayyub Bilal M.
Published: June 2009

Modern security problems focus on sensibly allocating resources to decrease the magnitude of potential hazards, decrease the chances of adversary success given an attempt, or minimize loss following a successful attack. The focus of this paper is on developing a simple, yet analytically sound tool that facilitates rapid assessments of security system non-performance in terms of probability of adversary success at the facility or asset level using concepts from fuzzy logic. Beginning with a short overview of how security system performance fits within an overall security risk analysis frame-work, this paper presents the basic concepts of fuzzy systems and applies them to develop a model that approximates the true relationship between defensive capabilities and probability of adversary success. A simple example demonstrating the proposed model to support decision making accompanies this discussion. This paper concludes with a strategy for implementation of the proposed model in an operational setting.
Applying Software Product Line Technology to Simulation Modeling of Emergency Response Facility
Authors: Shao Guodong , Lee Y. Tina
Published: June 2009

This paper proposes an effective, reusable solution for modeling and simulation. The approach is to develop a Software Product Line (SPL) architecture that explicitly captures the commonality and variability in a family of similar simulation systems. First responders and incident management personnel need better training resources to prepare for possible catastrophic events, including natural disasters and terrorist attacks. Live exercises are often very expensive to organize and conduct. With modeling and simulation technology, simulation-based exercise and training models could be developed. The SPL technology enables the simulation system to easily adapt to multiple contexts and allows the simulation system to reconfigure quickly. SPL models can be developed at different levels of scope and depth to suit the emergency responder's needs. By reusing the system requirement analysis, software architectures, and design, the development time is shorter, the development cost is lower, and the quality is easily maintained.

This paper focuses on the application of SPL technology to simulation systems of emergency facilities, such as hospital emergency rooms, on-site emergency triage stations, decontamination stations, first-aid stations, and ambulances. The paper also introduces a prototype simulation of the SPL member system – a hospital emergency room simulation system that has been developed at the National Institute of Standards and Technology. The detailed modeling of a family of emergency response facility simulation systems is performed based on the Product Line Unified Modeling Language (UML)-based Software engineering (PLUS) method.
DEVS/NS-2 Environment: An Integrated Tool for Efficient Networks Modeling and Simulation
Authors: Kim Taekyu , Hwang Moon Ho , Kim Doohwan
Published: June 2009

This paper presents a new DEVS/NS-2 modeling and simulation environment which supports both high and low levels of abstraction for network modeling and simulation. DEVS (Discrete Event System Specification) is a well-defined mathematical formalism specification for structure and behavior of dynamic systems. The NS-2 is a discrete event network simulator, whose primary use is intended to build and run various detailed network models and protocols such as TCP/IP, satellite links, and wireless networks. By combining the two powerful modeling and simulation systems, the significant benefits attained by the interoperable simulation of DEVS and NS-2 are reduction of the cost, increased high and low level modeling power, and enhanced reusability. To integrate the systems seamlessly, two major challenges are addressed. The first challenge is to synchronize the different ways of handling event schedules by the two simulation systems. This paper illustrates how the simulation time advances of DEVS and NS-2 are synchronized with each other. The latter problem is related to assigning the appropriate level of model structure and behavior within the combined system. The details of low level network with protocol and component description is modeled by NS-2 while DEVS serves as controller by modeling the high level behavior (e.g. use case scenario builder) of target network models and interaction of the associated actors. In this paper, we take two examples of wireless sensor networks. The first example is to describe our approach to the development process for modeling and simulation in DEVS/NS-2 environment, and the purpose of the second example is to show how DEVS/NS-2 environment is efficient for military system applications. This example is extended to demonstrate an effective way to make a decision on the appropriate level of sensor node's behavior. This leads to the discussion of tradeoffs between energy efficiency and effectiveness of decision making for the sensor network. The advantages and the disadvantages are discussed in the last part of this paper by comparing DEVS/NS-2 environment with its related studies such as DEVS BUS and OPNET.
Automated After Action Review: State-of-the-Art Review and Trends
Authors: Johnson Cynthia , Gonzalez Avelino J.
Published: June 2009

Military training relies upon the after-action review (AAR) to provide feedback and instruction to the trainee. After-action review can refer to any number of activities including verbal feedback, review of audio and video recording, and playback of the training session. Training can be directed at an individual or group of individuals. The effectiveness of the review is dependent upon timely and accurate expert assessment. Traditionally, this assessment is made by a human expert; however, the need for this type of expertise far exceeds its availability. Modern intelligent computer systems cannot completely replace human expertise, but there are certainly places where an intelligent system can aid and add to the after-action review process. This paper examines the current state of the research and development in this area. In addition, some recent research in intelligent systems is reviewed for the possibility of use in the automation of military AAR.
Vitamin D Supplementation and Cancer Prevention
Authors: Lenz Thomas L.
Published: June 2009

It is estimated that approximately 1 billion people worldwide have blood concentrations of vitamin D that are considered suboptimal. Much research has been conducted over the past 30 years linking low vitamin D serum concentrations to both skeletal and nonskeletal conditions, including several types of cancers, cardiovascular disease, diabetes, upper respiratory tract infections, all-cause mortality, and many others. Several observational studies and a few prospectively randomized controlled trials have demonstrated that adequate levels of vitamin D can decrease the risk and improve survival rates for several types of cancers including breast, rectum, ovary, prostate, stomach, bladder, esophagus, kidney, lung, pancreas, uterus, non-Hodgkin lymphoma, and multiple myeloma. Individuals with serum vitamin D concentrations less than 20 ng/mL are considered most at risk, whereas those who achieve levels of 32 to 100 ng/mL are considered to have sufficient serum vitamin D concentrations. Vitamin D can be obtained from exposure to the sun, through dietary intake, and via supplementation. Obtaining a total of approximately 4000 IU/d of vitamin D3 from all sources has been shown to achieve serum concentrations considered to be in the sufficient range. Most individuals will require a dietary supplement of 2000 IU/d of vitamin D3 to achieve sufficient levels as up to 10 000 IU/d is considered safe. Vitamin D3 is available as an over-the-counter product at most pharmacies and is relatively inexpensive, especially when compared with the demonstrated benefits.
Communications to Self and Others: Emotional Experience and its Skills
Authors: Oatley Keith
Published: June 2009

According to the Communicative Theory of Emotions, we experience emotions when events occur that are important for our goals and plans. A method of choice for studying these matters is the emotion diary. Emotions configure our cognitive systems and our relationships. Many of our emotions concern our relationships, and empathy is central to our experience of them. We do not always recognize our emotions or the emotions of others, but literary fiction can help improve our skills of recognition and understanding.
The Cognitive-Motivational Compound of Emotional Experience
Authors: Castelfranchi Cristiano , Miceli Maria
Published: June 2009

We present an analysis of emotional experience in terms of beliefs and desires viewed as its minimal cognitive constituents. We argue that families of emotions can be identified because their members share some of these constituents. To document this claim, we analyze one family of emotions—which includes the feeling of inferiority, admiration, envy, and jealousy—trying to show that the distinctiveness of each emotion is due to the specific compound of beliefs and desires it implies, whereas the kinship among related emotions is due to their sharing of cognitive or motivational components. Finally, we address the gestalt problem, that is, the question of how it is possible that emotions, although consisting of several “atomic” elements, are felt as unitary experiences.
Emotion Experience and its Varieties
Authors: Frijda Nico H.
Published: June 2009

Emotion experience reflects some of the outcomes of the mostly nonconscious processes that compose emotions. In my view, the major processes are appraisal, affect, action readiness, and autonomic arousal. The phenomenology of emotion experience varies according to mode of consciousness (nonreflective or reflective consciousness), and to direction and mode of attention. As a result, emotion experience may be either ineffable or articulate with respect to any or all of the underlying processes. In addition, emotion experience reflects the degree to which the emotion processes control perception, thought, action and bodily arousal.
Potential Error in the Reuse of Nilsson's A Algorithm for Path-finding in Military Simulations
Authors: Beeker Emmet
Published: June 2009

We were recently asked to evaluate the Footprint-to-Pathfinder1 path-finding implementation for possible reuse in OneSAF Objective System. The Footprint-to-Pathfinder path-finding code implements a variation of an algorithm described by Nils Nilsson called the A Algorithm. The A Algorithm can guarantee the optimal, lowest cost path between two points when it uses an “admissible” evaluation function. It is then called the A* (A-Star) Algorithm. The Footprint-to-Pathfinder implementation uses a simplification to the A Algorithm that preserves optimality when a particular condition exists. The condition that enables the simplification—the monotone restriction—is neither well known nor explained with most references for the A Algorithm. In fact, most references imply that an admissible evaluation function is sufficient. However, there are admissible evaluation functions that will cause the simplified implementation to return a path that is sub-optimal. OneSAF Objective System does not restrict admissible evaluation functions as Footprint-to-Pathfinder does. Thus the simplified algorithm is inappropriate for the OneSAF Objective System. Because the monotone restriction is not well publicized, this paper describes it in the context of path finding for combat simulations.
Availability of Weapon Systems with Air-attack Missions
Authors: Upadhya K. Sadananda , Srinivasan N. K.
Published: June 2009

During air-attack operations, i.e., air-to-air and land-air operations in battles, maintaining a high level of availability of weapon systems (aircraft and weapons) becomes important from the point of view of winning the battle. Availability may depend on severity of combat operations, attrition factors (battle damage failures and reliability related failures), and logistic delays in weapons deployment and in the repair process. In this paper, a simulation model is developed for availability of weapon systems considering air-to-air and land-air combat operations, multiple failures causing aircraft failure and logistic delays in weapons deployment, and in the repair process. The availability of aircraft and the availability of weapons are separately derived from simulation and the product of them is denoted as combined availability for analysis. The results are analyzed in terms of fluctuations in availability on specified days of battle such as 1, 7, 14, and 21 days from the graphical output.

The simulation procedure employs discrete event simulation technique using Monte Carlo methods. The time to failure distribution and the time to repair distribution for the major subsystems of the aircraft and helicopters is considered to be Weibull and exponential respectively. The logistic delay time distribution for weapons replenishment and for logistic factors, spares, crew, and equipment, is considered to be lognormal.

Assuming a certain range of values for air-attack missions and for the number of sorties to be generated and a set of reliability and maintainability parameters for the considered major subsystems of the aircraft, the simulation for availability is analyzed. The number of aircraft (both fixed wing and rotary wing) for different missions is varied. The possible reduction in availability due to changes in logistic factors, considering two extreme cases noted as optimistic and pessimistic is specifically examined through simulation runs. The results obtained indicate the pronounced decrease in availability of weapon systems and their fluctuations due to multiple failures and logistic delays in weapons replenishment and in the repair process. The results are, however, highly sensitive to a combination of reliability, maintainability, and logistic delay parameters.
Acoustic Considerations for Land Combat, Entity-based Simulation
Authors: Proctor Michael D. , Gerber William J.
Published: June 2009

Acoustics is an important consideration for realistic agent behavior in land combat, entity-based simulation models. This research describes basic approaches to representing and applying outdoor sound with limited discussion of the evolving field of indoor acoustics in such simulations. Attributes necessary for acoustics representations are identified within a framework along with alternative implementation techniques. Capabilities and limitations of selected alternative techniques and algorithms are described.
Creating Spatially-Shaped Defense Models Using DEVS and Cell-DEVS
Authors: Wainer Gabriel , Madhoun Rami
Published: June 2009

In recent years, new techniques for military modeling and simulation provided the practitioner with advanced mechanisms to describe complex applications. Some of the recent efforts in the field tried to address important issues in open research areas, ranging from agent-based modeling, multiresolution/hierarchical models, hybrid models, and composability. We show how to address some of these issues through the application of a formal modeling and simulation technique and its application to the domain of defense applications. Our efforts consider the construction of multimodels, including components that can be defined as spatially-shaped models, using the Cell-DEVS and DEVS formalisms. DEVS is a mathematically sound framework in which a system is modeled by dividing it into a number of components (each of them having a discrete state and interacting with the environment via input/output ports). Cell-DEVS is an extension to DEVS that formulates the execution of cellular models with explicit timing delays. We show how these concepts can be applied to different defense-related spatial models, including a radar transmitter/receiver, a target-seeking device, and land battlefield models.
Automating the Acquisition of Tactical Knowledge for Military Missions
Authors: Gonzalez Avelino J. , Castro Jose , Gerber William
Published: June 2009

It is widely accepted that acquisition of the knowledge behind military tactics has been one limiting factor in the development of computer generated forces (CGF) for training simulations. This has been addressed by several researchers with varying degrees of success. A system capable of building a knowledge base directly from a dialogue with a subject-matter expert (SME) could significantly reduce the human effort involved in capturing the knowledge and representing it directly in the modeling language. Because of its highly modular and hierarchical nature, the context-based reasoning (CxBR) modeling paradigm lends itself very well to facilitating the knowledge acquisition process for tactical behaviors. This paper describes an investigation into using CxBR as the foundation for a system that creates a (partial) model of tactical behavior through an interactive process with an SME. Through a sequence of queries from the system, the SME is progressively asked to provide details about the contexts that compose the context-based model of the expert's tactical know-how. A prototype was built and evaluated. A comparison to the effort taken to manually develop a knowledge base is reported. We use the simulation of a non-trivial maritime military confrontation as the benchmark for the comparisons.