Defense M&S Body of Knowlege
as of March 2008
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Professional Development | |||
| History of modeling & simulation | ||
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| First uses of M&S. Focus on defense M&S. Early flight simulation, SIMNET, wargaming. |
| Modeling & simulation definitions | ||
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| Definition of terms common in M&S. |
| Basic modeling methods | ||
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| Preview of topics to follow; agent-based, physics, stochastic, etc. |
| Application areas and paradigms | ||
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| Overview of the key functional areas for which M&S is used in DOD. |
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| Analysis | |
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| Acquisition | |
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| Training | |
| Standards and guidelines for VV&A | ||
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| VV&A overview and guidelines |
| Procedures for VV&A | ||
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| VV&A process |
| Continuous education | ||
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| Distance learning, integrating education with training |
Theoretical Foundations | |||
| Probability & statistics | ||
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| Basic stats and probs for all flavors of M&S |
| Data analysis | ||
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| Techniques for analyzing data, historical, logged, experimental, etc. |
| Experimental Design | ||
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| Developing and executing an experiment. |
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| Model formulation | |
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| Identifying the question and how it will be answered. |
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| Metrics and measurements | |
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| Determining measures and controlling variables |
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| Reporting results | |
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| Methods for reporting experimental results |
| Stochastic models | ||
| Regression models | ||
| Linear Algebra | ||
| Pattern Recognition | ||
Simulation Software Development | |||
| Computer programming | ||
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| Basic programming skills |
| Requirements specification | ||
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| Developing a specification for software development |
| Software design | ||
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| Designing complex software products for reuse and maintainability |
| Software tools and environments | ||
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| Introduction to dev tools and techniques |
| Software evolution and lifecycle | ||
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| Follow a software product through design, implementation, deployment, maintenance, and retirement |
| Testing |
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| Testing software for quality. |
Discrete Event Simulation | |||
| Queuing theory models | ||
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| Basic queuing theory principles |
| DES tools and examples | ||
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| Tools (SIMkit, Viskit, others) with practical examples |
| Modeling uncertainty | ||
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| Methods for modeling uncertainty in data |
Combat Modeling | |||
| DoD simulations | ||
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| OneSAF, Combat XXI, NSS, JCATS, etc. Agent models -- MANA, Pythagoras |
| Wargaming |
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| Traditional and modern wargaming techniques and uses |
| Composability | ||
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| Composability in combat modeling systems, with examples from modern systems |
| Aggregation of models | ||
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| Aggregating models from individual, to squad, unit, etc. |
| Trends in DoD simulation | ||
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| Modular architectures, use of open source, asymetric warfare models, etc. |
Visual Simulation | |||
| Real-time computer graphics | ||
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| Principles of real-time interactive computer graphics |
| Virtual environments | ||
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| HMDs, CAVEs, trackers, integration issues, application areas, etc. |
| Visualization techniques | ||
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| Visualization techniques, interaction, data exploration |
| Performance issues | ||
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| Maintaining interactive performance |
| Computer game technologies | ||
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| Game engines, level editing tools, game design |
Distributed Simulation | |||
| HLA, DIS. Adaptive networking | ||
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| HLA and DIS protocols for interoperability and data logging |
| Live-Virtual-Constructive integration | ||
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| Mixing live, virtual, and constructive simulations, interoperability issues with this. |
| C4ISR-simulation integration | ||
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| C4I to simulation interoperability |
| Interoperability | ||
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| Basic interoperability issues, GIG, Net-centric warfare |
| Basic network application programming | ||
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| Network programming at the application level |
| Event synchronization | ||
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| Synchronizing events across a distributed interactive simulation |
| Web-based simulation, XML | ||
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| XML uses in web services, interoperability, web architecture |
Intelligent Systems | |||
| Fundamentals of intelligent systems | ||
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| Basic artificial intelligence techniques |
| Knowledge representation and reasoning | ||
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| Representing knowledge, predicate logic, statistical reasoning, planning |
| Machine learning | ||
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| Adaptive algorithms for learning |
| Agent-Based Systems | ||
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| Multi-agent systems, complex adaptive systems, etc. |
| Intelligent tutoring systems | ||
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| ITS design, implementation, and usage. |
| Planning and search | ||
| Robotics |
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| Machine Vision | ||
| Sensor Data Models | ||
Human Behavior Representation | |||
| Cognitive architectures | ||
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| Architectures for modeling how people think |
| Team (group) models | ||
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| Modeling groups of people, from small teams to crowds. |
| Organizational modeling | ||
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| Modeling a functional organization; military, business, etc. |
| Perceptual models | ||
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| Modeling human perception at individual and group levels. |
Environmental Models | |||
| Terrain representation | ||
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| Modeling environmental terrain, surface, subsurface |
| Deformable models | ||
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| Deforming terrain on the fly |
| Vegetation representation | ||
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| Representing trees, undergrowth, etc. |
| Cultural features | ||
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| Road networks, infrastructure, cities, etc. |
| Atmospheric and weather effects | ||
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| Fog, haze, rain, snow, etc. |
| Ocean models | ||
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| Wave models, wakes, current, etc. |
| Sensor models | ||
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| Propagation, error distributions |
Object Models |
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| Vehicle models | ||
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| Ships, wheeled vehicles, aircraft, UAVs |
| Physics models | ||
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| Physically-based models applied to any type of object or environment |
| Human models | ||
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| Anthropomorphic and biomechanical modeling, Jack, Santos, social models, etc. |
| Weapons and ballistics models | ||
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| Smart weapons, ballistic weapons, etc. |
| Information models | ||
Human Performance | |||
| Training |
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| Team training | |
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| Training teams or groups of people |
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| Training transfer | |
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| The transfer of skill or knowledge from a training environment to a real task and real environment |
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| Simulation for Training | |
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| The use of simulation for a training outcome |
| Measuring performance | ||
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| Metrics and measurement techniques for human performance and group performance |
| Exercise design and implementation | ||
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| Designing exercises -- small teams to large-scale |
| Sensation, perception, & cognition | ||
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| Basic psychology fundamentals |
| Memory and learning | ||
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| Human memory and learning functions |
| Decision making theories | ||
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| How people make decisions |
| Expertise |
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| Models of expertise and the development of expertise |
| Usability engineering | ||
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| Design and testing for usability |
| Simulator sickness | ||
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| Identifying, measuring, avoiding sim sickness |
| Non-traditional interfaces | ||
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| Camera-based, cognitive augmented interfaces, etc. |
Business Practices | |||
| Program management | ||
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| Basic program management principles, managing R&D |
| Requirements specification | ||
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| Developing requirements |
| Planning and scheduling | ||
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| Basic planning and scheduling, working with contractors and disparate teams |
| Cost estimation | ||
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| Estimating cost and identifying risk |
| Testing for acceptance | ||
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| Determining if the product fits the requirements, accreditation |
| Maintenance | ||
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| Maintaining simulation systems over the lifetime of use |
| Disruptive technologies and innovation | ||
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| Disruptive technology theory and innovation in M&S |
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Notes |
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| Underlined topics are considered required | ||
| Others are advanced topics | ||