N181-038
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TITLE: Gaming for
Conceptual Network Learning for Naval Air Defense
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TECHNOLOGY AREA(S):
Battlespace, Electronics, Sensors
ACQUISITION PROGRAM: PEO IWS
6.0, Cooperative Engagement Capability (CEC) Program Office
The technology within this
topic is restricted under the International Traffic in Arms Regulation (ITAR),
22 CFR Parts 120-130, which controls the export and import of defense-related
material and services, including export of sensitive technical data, or the
Export Administration Regulation (EAR), 15 CFR Parts 730-774, which controls
dual use items. Offerors must disclose any proposed use of foreign nationals
(FNs), their country(ies) of origin, the type of visa or work permit possessed,
and the statement of work (SOW) tasks intended for accomplishment by the FN(s)
in accordance with section 5.4.c.(8) of the Announcement. Offerors are advised
foreign nationals proposed to perform on this topic may be restricted due to
the technical data under US Export Control Laws.
OBJECTIVE: Develop an
interactive, graphics-oriented training game that instructs the conceptual,
non-intuitive value of an integrated Naval battle force in a variety of
realistic anti-air warfare scenarios.
DESCRIPTION: The Navy seeks
to create an innovative, stand-alone conceptual training game for Sailors that
will teach concepts beyond current training capabilities. It seeks a visually
compelling conceptual learning tool in the form of a gaming environment that
captures the attention of Sailors and focuses them in the game scenarios. The
purpose is to achieve and maintain the warfighters� proficiency in netted force
concepts.� These concepts include sharing target kinematics and identification
information from sensors across the force to create a common situational
awareness, coordinated engagements, and distributed resource control.� Current
integrated force-level studies are typically conducted by small teams of
skilled subject matter experts (SMEs) using highly detailed technical models.�
These studies are time-consuming and the results must be formatted and
repackaged prior to disseminating them in static form with the broader air
defense community.� These types of studies are needed; however, there is also a
need for a new type of training capability that significantly expands the
understanding of non-SME and non-technical users. A game that uses low to medium
fidelity models in an engaging format and allows individual users and small
teams to evaluate �what-if� scenarios of different force configurations and
capabilities is needed.� The learning environment will include high-level
representations of typical U.S. Navy and U.S. Marine Corps platforms such as
ships, aircraft, and land-mobile units.� These will represent the game�s
default configuration. In addition to their default configurations, these
platforms and their system capabilities such as sensors (RADAR, electronic
sensing [ES], etc.) and weapons (missiles, guns, electronic attack/electronic
protection [EA/EP]) should have certain relevant behavior or performance
characteristics that are modifiable by the user between game epochs.� Platforms
should also be capable of varying degrees of communication and coordination
(command & control) with each other for interactions and collaborations to
achieve combined, force-level effects.� Equivalent adversary platforms should
be included.
The platforms and systems models should be modular to allow concept exploration
of unit and force engagements of varying capabilities with more detailed
specifications.� For example, some parameters of an interceptor missile might
include its flight profile, speed, and maximum range, time of flight as a
function of the range from the shooter to the engagement point, homing time,
and seeker frequency.� An important aspect of the game will be the nature of
interactions between systems and platforms and the resulting effects on force
performance as information is shared across the netted force.� Due to the
innovative nature of this project, the Government expects to work with the
company to identify and explore the feasibility and level of fidelity for each
of the system characteristics to be modeled.
The game will be capable of installation on standalone or networked desktop or
laptop computers. Users should have the ability to load and execute pre-planned
game scenarios or have the option to build and execute their own, either from
scratch or by modifying an existing scenario. The game should include the
ability for single player exploration, scripted scenarios to solve with a given
set of assets, cooperative multi-player and head-to-head combat across an
internet or intranet with scoring, including �top scores� for players.�
Additional requirements include the ability to place assets and select weapons,
sensors, etc.; define threat launch points, and see resulting engagement
contours.� Threats and weapons should be capable of non-maneuvering or
maneuvering flight profiles as selected by the user.� Platforms should be
capable of representative movement for their category (ship, aircraft, land
mobile, etc.).� Additionally, it should be flexible enough to provide a
capability allowing a user to create and insert their own representations of
platforms and systems for future expansion.
Game configurations, executions, and outcomes should be recordable for offline
analysis and review.� Individual users� proficiency in understanding key concepts
and attributes of a netted force should be monitored and recorded for offline
review and analysis. The Navy seeks an engaging learning environment that not
only teaches key Force-level concepts, but also allows playing �what-if� games
for future force concepts.� If we have an engaging game that the operators can
play against each other that focuses on key concepts, their appreciation for
netted force operations should increase substantially.�� Further, having a tool
that will allow the engineering and warfighter communities to explore �what-if�
scenarios for future netted force concepts could be a key enabler for future
force investment discussions.
The Phase II effort will likely require secure access, and NAVSEA will process
the DD254 to support the contractor for personnel and facility certification
for secure access.� The Phase I effort will not require access to classified
information.� If need be, data of the same level of complexity as secured data
will be provided to support Phase I work.
Work produced in Phase II may become classified. Note: The prospective
contractor(s) must be U.S. Owned and Operated with no Foreign Influence as
defined by DOD 5220.22-M, National Industrial Security Program Operating
Manual, unless acceptable mitigating procedures can and have been implemented
and approved by the Defense Security Service (DSS). The selected contractor
and/or subcontractor must be able to acquire and maintain a secret level
facility and Personnel Security Clearances, in order to perform on advanced
phases of this contract as set forth by DSS and NAVSEA in order to gain access
to classified information pertaining to the national defense of the United
States and its allies; this will be an inherent requirement. The selected
company will be required to safeguard classified material IAW DoD 5220.22-M
during the advance phases of this contract.
PHASE I: Develop concepts for
an interactive graphics-oriented training game meeting the technical objectives
and consistent with the application requirements stated in the topic
description.� Demonstrate the feasibility of the concept in meeting Navy needs
and establish that the concept can be feasibly produced.� Feasibility will be
established by some combination of initial analysis or modeling that shows the
description requirements can be met.� The Phase I Option, if awarded, will
include the initial design specifications and capabilities description to build
a prototype in Phase II. Develop a Phase II plan.
PHASE II: Based on the Phase
I results and the Phase II Statement of Work (SOW), develop, demonstrate, and
deliver a prototype interactive, graphics-oriented conceptual training game for
evaluation. Evaluate the prototype game to determine its capability in meeting
Navy requirements stated in the description. Demonstrate the ability to install
the prototype on standalone or networked laptop and desktop computer systems.
The demonstration will take place at a Government-provided facility. Prepare a
Phase III development plan to transition the technology for Navy and potential
commercial use.
It is probable that the work under this effort will be classified under Phase
II (see Description section for details).
PHASE III DUAL USE
APPLICATIONS: Support the Navy in transitioning the technology to Navy use and
in the qualification testing for the software technology developed in Phase
II.� This will be accomplished through test events managed by PEO IWS.
This conceptual network-learning environment will include a flexible,
configurable framework that is capable of instantiating entities (such as
ships, aircraft, and land-mobile units, equipping them with system
capabilities, moving the entities around the environment in accordance with
scripts, and capturing interactions between entities based on their capabilities
and intentions.� This product could have application in exploring concepts for
interactions between dynamic entities in fields such as avionics,
transportation, and communications. It could be marketed as a new game or its
unique control features could potentially find a market with major gaming
companies.
REFERENCES:
1. Korteling, J.E.,
Helsdingen, A.S., Sluimer, R.R., van Emmerik, M.L., and Kappe, B. �Transfer of
Gaming: Transfer of training in serious gaming.� TNO Report, TNO-DV 2011 B142,
August 2011. http://files.goc.nl/files/pdf/Gaming/2011%20Gaming%20transfer_gaming.pdf
2. Landers, Richard N.,
Bauer, Kristina N., Callan, Rachel C. and Armstrong, Michael B. �Psychological
Theory and the Gamification of Learning.� Gamification in Education and
Business, 2015, pp 165-186.
KEYWORDS: Netted sensor
programs; gamification of learning; Gaming for sailors; Multi-Player war games;
Modular gaming; Netted Force Concepts; Air Defense in gaming.
** TOPIC NOTICE **
These Navy Topics are part of the overall DoD 2018.1 SBIR BAA. The DoD issued its 2018.1 BAA SBIR pre-release on November 29, 2017, which opens to receive proposals on January 8, 2018, and closes February 7, 2018 at 8:00 PM ET.
Between November 29, 2017 and January 7, 2018 you may talk directly with the Topic Authors (TPOC) to ask technical questions about the topics. During these dates, their contact information is listed above. For reasons of competitive fairness, direct communication between proposers and topic authors is not allowed starting January 8, 2018 when DoD begins accepting proposals for this BAA.
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