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Arnold Geisler - Raytheon Connected Training: Transforming War Games for the US Army

Arnold Geisler, Business Development/Operations at Raytheon Intelligence Information & Services This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School. Raytheon is helping the US Army transform how they conduct large-unit collective training. Simulators and serious games can train individual Soldiers or small crews of up to 5 Soldiers, but Raytheon is creating ways to simultaneously train thousands of Soldiers in the same virtual battlespace – even when the Soldiers are located on training ranges thousands of miles apart. This talk will feature the latest on how the U.S. Army has transformed war games with the use of sensors, cameras, controllers and virtual reality to blend live, virtual and constructive training as well as the advantages of serious gaming technology when training commanders and large units of thousands of soldiers across multinational borders. This session will touch on the challenges faced with creating these huge virtual environments, passing ITAR and EXIM compliance standards and working with Allied and Coalition partners to ensure that all training requirements are met.

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Arnold Geisler - Raytheon Connected Training: Transforming War Games for the US Army

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  1. RAYTHEON CONNECTED TRAINING SERIOUS PLAY CONFERENCE 2016 Copyright 2016. Unpublished Work. Raytheon Company.

  2. Army Training? 2

  3. This Is Real Army Training! 3

  4. Instrumented Training Army training instrumentation captures all aspects of unit training. In one instance of live training not using live or real ammunition, Army vehicles, to include aircraft, and all soldiers and weapons systems can be fitted with a sort of ‘laser-tag’ training system called the Multiple Integrated Laser Engagement System or MILES. It uses lasers and blank cartridges to simulate actual battle. 4

  5. Instrumented Training In live training using live ammunition, digital targets record actual hits scored. All action on the training battlefield is captured by video camera, and fed via wireless and fiber optics to a central exercise control location. All data is used to show a unit how it actually performed during the exercise – what they did well, and areas for needed improvement. Units study this information and use it to prepare for combat missions. 5

  6. Connected Training In a resource-constrained environment, faced with a real-world challenge, Raytheon partnered with the Army to create a system that blends virtual, live (including live- fire), and constructive training into a huge simulated training environment that can literally span the globe. The system consists of a mobile suite of sensors, cameras, training instrumentation, communications and computer networks all working together to create a blended training environment that can extend over hundreds of miles. 6

  7. Serious Games in Connected Training Current gaming technology can be used to train individuals, like in point-of-view video games. Connected training enables the simultaneous training of thousands of individuals. The current system has up to three additional training locations and can train with up to 100,000 live and simulated trainers. This enables large units to train together without having to travel to the same location. 7

  8. Serious Games in Connected Training Training can now take place that otherwise might not, or be restricted in scope and scale due to budget, distance, and land resource constraints. Significant cost savings are realized by not having to transport all equipment and personnel to one training area. Exercises are also not limited by the capacity/maneuver area of one training area. The system can provide more varied, different and challenging problem sets. 8

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