Simulation Support Of Large Scale Exercises A Reforger Case Study

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Simulation Support of Large-scale Exercises

This report describes an analysis of the Caravan Guard (CG) 89 and Centurion Shield (CS) 90 exercises. The study examines four different exercise training modes (both live and simulated) employed in CG 89 and CS 90 exercises: field training exercise, command field exercise, command post exercise; and computer-assisted exercise. The analysis leads to three recommendations for future large-scale multi-echelon exercises. First, exercises should consist of a single training mode and that should be simulation. Second, if simulations become the primary mode, a number of limitations affecting the current family of simulations must be overcome. Broad areas needing improvement include the representation of the effect of combined arms, the types of battles, aspects of how the operational level of war is depicted, the "fog and friction of war," and intelligence functions and products. Third, whenever possible, exercises should include both Active and Reserve component units and forces and other services and nations.
Simulation Support of Large-Scale Exercises: A REFORGER Case Study

Traditionally, the Army has favored the large-scale, multiechelon exercise because it provided the closest approximation to conditions encountered in actual warfare. But exercises that depend on large numbers of combat vehicles maneuvering freely over a wide area may no longer be a viable training strategy outside of a military installation. Such exercises are becoming increasingly difficult because of cost, environmental, and political constraints. In addition, as the Army faces a future in which its mission is likely to shift from forward-deployed defense of overseas areas to contingency operations in any part of the world, traditional large-scale ground maneuvers may become even more difficult to perform. These issues have been particularly important in Germany, where one of the more prominent large exercises, REFORGER (Return of Forces to Germany), took place annually during the 1970s and 1980s. This type of exercise faced growing constraints arising from its increasing cost and the German public's loss of patience with the damage and disruption that inevitably accompany such maneuvers. As a result, U.S. Army, Europe, decided to experiment with different ways of conducting exercises to determine if there was a better alternative. Caravan Guard 89 (CG 89) and Centurion Shield 90 (CS 90, a REFORGER exercise) were selected as vehicles to test alternative exercise modes, including the use of simulations. This report describes the four exercise modes used in the CG 89 and CS 90 exercises, i.e., field training exercise (FTX), command field exercise (CFX), command post exercise (CPX), and computer-assisted exercise (CAX); it analyzes these exercises to determine each one's advantages and disadvantages; and it makes recommendations about future large-scale, multiechelon exercises. The authors conclude that simulations should be the primary training mode, with selected command elements in the field to achieve specific objectives. (3 tables, 2 figures, 9 refs.).
Serious Games for Enhancing Law Enforcement Agencies

This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.