Battle Explorer: VRML Technology for Replaying and
Analyzing DIS Exercises
Eric W. Johnson , Michael R. Kappel, Julia J. Loughran
Institute for Defense Analyses
1801 N. Beauregard St.
Alexandria, VA 22311
ejohnson@ida.org , mkappel@sentel.com, jloughran@ida.org
Keywords:
VRML, DIS, simulation, 3D visualization
ABSTRACT: The Virtual Reality Modeling Language (VRML)
is a new technology for building, transporting, and displaying interactive 3D
worlds. A dynamic VRML world can be
stored in a relatively compact ASCII file that can be replayed on a variety of
platforms and made available over the World Wide Web. The replay and analysis
of Distributed Interactive Simulation (DIS) exercises is a promising
application area for VRML.
Traditionally, applications which replay DIS exercises in 3D have
required high-end hardware and specialized software. The rapid increase in the computing power of
PCs together with the development of VRML make it possible to replay and
analyze DIS simulations using readily available hardware and software. The fact
that VRML worlds are accessible over the World Wide Web makes VRML an excellent
medium for distributing DIS simulations to analysts and trainers. This paper describes work conducted at IDA to
build Battle Explorer, a prototype VRML application for replaying and analyzing
DIS exercises. The report discusses both
the advantages and limitations that we found during our experiments with Battle
Explorer.
1. Introduction
The
Virtual Reality Modeling Language (VRML) is a new technology for building,
transporting, and displaying interactive 3D worlds. This report describes work conducted at IDA
to build Battle Explorer, a prototype VRML application for replaying and
analyzing Distributed Interactive Simulation (DIS) exercises.
1.1 Introduction to VRML
The
development of VRML can be seen as part of the evolution of the World Wide Web
to incorporate increasingly diverse forms of multimedia content. Initially, the content available on the World
Wide Web consisted primarily of text and static images. Later, standards were developed to enable web
sites to include sound, video, and software applications written in Java and
JavaScript. VRML makes it possible for Web sites to contain virtual
worlds.
The
person viewing a VRML world is immersed within a synthetic three-dimensional
space. Using on-screen navigational
aids, the person viewing a VRML world can fly through the world and "look
around" to see 3D objects from any perspective. VRML worlds are dynamic: objects can move
along preset trajectories or under the control of software scripts associated
with each object. VRML also includes
facilities for creating terrain, for mapping textures onto objects, and for
associating sounds with objects.
VRML
1.0, a specification describing only static worlds, was recognized by industry
leaders as a standard in the spring of 1995.
The VRML 2.0 specification describing dynamic worlds was accepted as a
standard in the fall of 1996. The
experiments described in this report were conducted using Cosmo Player, a VRML
2.0 browser produced by Silicon Graphics.
At the time our experiments were conducted, a beta version of Cosmo
Player was available as a plug-in module for Netscape Navigator. Late in the spring of 1997, Cosmo Player
became a standard component distributed with Netscape Communicator. In this report, we will use the term VRML to
refer to the VRML 2.0 specification.
1.2 Viewing VRML Worlds
VRML
worlds are stored as ASCII files which can be viewed in several different ways:
· A web browser
capable of viewing VRML files can be used to explicitly load a VRML world.
· Links to VRML
files can be included in HTML documents.
For example, an HTML document could include a statement such as "to
see visualization X, click here."
When a reader clicks on "click here," a VRML-capable
web browser will open a new window displaying the VRML visualization.
· At the time
our experiments were conducted, several commercial projects to build ActiveX
VRML controls were close to completion.
When these controls are available, it will be possible to incorporate
VRML visualizations into Microsoft Word and PowerPoint files.
2. Battle Explorer
As
part of an earlier task, IDA developed data collection, reduction, and analysis
techniques to assist in the analysis of simulation training data from the
Virtual Training Program at Fort Knox [[1]]. As part of that effort, IDA developed
software to reduce binary SIMNET logger files into a standard ASCII file format
which we call Leaf (Logged Event Analysis Format) [[2]]. Leaf files
are typically more than 50 times smaller than the corresponding binary logger
files¾the reduction in size is achieved
by extracting only the information that is likely to be needed to support after
action reviews and simulation analysis.
Using
internal research and development funds, IDA developed Battle Explorer,
prototype software which converts the set of Leaf files describing an exercise
into a set of VRML files that can be viewed using a VRML-capable web browser.
Once
the VRML files produced by Battle Explorer are loaded into a browser, the user
can replay the exercise in interactive, dynamic 3D. The VRML browser handles such tasks as
rendering the terrain, producing smooth motion for vehicles, and recomputing
the scene each time the viewer's location
changes.
In
our current prototype, users can pause and restart the replay of an exercise
and can choose to watch the replay from a number of different predefined
viewpoints. In future versions of Battle
Explorer, it might be possible for users to jump to arbitrary times in an
exercise and perhaps to particular key events as well.
3. Applications of Battle Explorer
The
VRML technology prototyped in Battle Explorer can potentially be applied in a
number of areas related to simulation-based training and analysis. Some potential applications for Battle
Explorer are as follows.
3.1 Enhanced
Training Feedback
Currently
at Ft. Knox's Virtual Training Program, a Take Home Package consists of an
Excel spreadsheet which provides assessments (either Train to Sustain or Train
to Improve) for each task in each exercise that was trained. A Take Home Package also includes a Word
document which provides written comments about a unit's performance. An HTML/VRML Take Home Package or a
Word/ActiveX/VRML Take Home Package could include visualizations of key events
from the exercises that are being reviewed.
If
sample VRML exercises were available over the World Wide Web, units could
prepare for upcoming training sessions by reviewing both positive and negative
examples of the execution of each training exercise.
3.2 Enhanced Instructional Materials
Manuals
describing tank platoon doctrine currently rely primarily on static
line-drawings to illustrate complex platoon operations and maneuvers. Using the technology prototyped by Battle
Explorer, printed training materials could be augmented with interactive
documents in which platoon maneuvers are demonstrated using VRML
visualizations. The VRML visualizations
for such training materials could be created by experienced tank platoons using
the simulation facilities at a virtual training site such as Fort Knox.
The
ability to include VRML visualizations within electronic documents could also
be useful to analysts writing reports about simulation-based experiments. For example, a report about a particular
exercise could contain a comment such as "Notice that tank 3 failed to
come on line when the battle began [see visualization 1]." When a reader clicked on "see
visualization 1," the reader would enter a 3D world in which the
reader could navigate around to see exactly where tank 3 was at the relevant
point in the exercise.
3.3 Distance Learning
Interactive
VRML instructional materials could be made available to students inexpensively
and conveniently via the World Wide Web.
A number of projects are currently underway in the VRML community to
extend VRML to allow participants at multiple sites to interact within a single
VRML world. These new technologies will make it possible for an instructor and
student at different sites to both be
"present" within a VRML visualization. Using these technologies, for example, a
teacher could point out key events in a simulation to students at remote sites.
3.4 New
Kinds of Analysis Tools
In
the VRML visualizations produced by Battle Explorer, we added a feature that
uses 3D, color-coded bars above each vehicle in an exercise to indicate the
vehicle's shots, hits, and kills. Other
kinds of visual measures that could be added to a visualization include the
speed of vehicles, the range of shots, gun turret scanning areas, and
indications of when red vehicles become visible to blue vehicles.
The
interactive 3D programming facilities supported by VRML provide a flexible
environment for experimenting with new visualization and analysis techniques.
4. File Sizes and Performance
The
VRML terrain file containing the 10,000 elevation points needed to specify a
10-kilometer by 10-kilometer patch of the National Training Center terrain at
100-meter intervals requires approximately 180 Kbytes of ASCII storage.
The
exercises that we received from the Virtual Training Program at Fort Knox
typically last for about 15 minutes and contain about 12 tanks. The SIMNET
binary logger files for each exercise typically contain about 25 Mbytes of data when compressed and 125 Mbytes of data
when uncompressed.
Not
counting the 180 Kbytes needed for the terrain file, the set of VRML files
needed to replay a 15-minute, 12-vehicle exercise typically requires less than
200 Kbytes of ASCII text. Consequently,
the complete set of files needed to replay an exercise typically requires less
than 400 Kbytes of uncompressed ASCII text.
Since multiple exercises can use the same terrain file, this means that
it might be possible to place up to six exercises on a single floppy disc.
Cosmo
Player did an excellent job of rendering the 10,000 elevation points in our map
as smooth, naturally shaded terrain. The
VRML visualization created by Battle Explorer for each exercise allows a user
to watch the exercise from four
different types of viewpoints:
· Looking
directly ahead from any of the tanks in the exercise (the commander's
viewpoint).
· Looking along
the gun of any tank (the gunner's viewpoint).
· Looking
forward from approximately several meters behind and slightly above any of the
tanks in the exercise (the tethered viewpoint).
· Looking down
from 100 meters directly above any of the tanks in the exercise (the bird's-eye
viewpoint).
As
long as the user was attached to one of the four viewpoints described above,
Cosmo Player was able to replay exercises at a natural speed on a 100 MHz 486
PC running Windows 95 with 32 Mbytes of memory.
As
discussed earlier, VRML browsers are designed to support "free
flight" mode in which a user uses navigation controls in the browser to
fly around the virtual world.
Unfortunately, we were not able to get free flight mode to work with
Battle Explorer, even on a 200 MHz Pentium Pro.
We suspect that our inability to get free flight mode to work was due to
some sort of bug in the version of Cosmo Player that we used.
We
plan to make a demo of Battle Explorer available over the Web. Please see http://www.ida.org/vtr for
details.
5. Details of the Experiment
5.1 Terrain
VRML
provides a language primitive, ElevationGrid, to model 3D terrain. Based on a 2D grid of elevation values, the
VRML browser renders the 3D terrain. In
our experiments, we used a 10-kilometer
by 10-kilometer patch of the National Training Center terrain sampled at 100
meter increments¾larger terrain
samples could not be handled at reasonable speeds on a 100 MHz 486 PC with 32
Mbytes of memory.
By
making minor modifications to the ModSAF source code, we developed a utility
which converts terrain data from the format used by ModSAF into an ASCII file
of elevation values in VRML format. Even without the remaining pieces of Battle
Explorer, the ability to visualize
ModSAF terrain using a VRML browser is a potentially useful capability.
Two
approaches to coloring the terrain were
tested. In the first approach, colors
representing different soil types were obtained from the ModSAF terrain
database and output in VRML format. In
the second approach, a bitmap image of the ModSAF Plan View Display was
captured that included soil type regions, road networks, grid lines, and
rivers. The bitmap was used to specify a
VRML texture map which Cosmo Player draped across the landscape.
VRML
features for rendering blue sky and sunlight were used to add realism to the
simulation.
5.2 Vehicles
A
VRML model of a tank was constructed using VRML shape primitives such as
cylinders, boxes, and spheres. In a Battle Explorer visualization, tanks move
smoothly and gun turrets scan back and forth smoothly based on position and gun
turret data extracted from the Leaf files discussed earlier.
Tanks
are animated using the VRML constructs PositionInterpolator and
OrientationInterpolator. Clock tick
events generated by the VRML TimeSensor are routed into the interpolators to
position and orient each tank's hull and gun turret.
5.3 Fire Events
In
a Battle Explorer visualization, two fireballs are created for each tank¾one for representing fire events and the other for
representing impacts. (The fireballs are
created by combining several VRML cones.) After each fire event, a VRML script
positions one of the two fireballs at the end of the gun turret for three
seconds and then moves the fireball off-screen.
After a two-second delay (a more exact time could have been calculated),
the other fireball is positioned at the impact point and after three more
seconds moved off-screen.
5.4 Time
Because
it is easy to encode cycles within VRML, Battle Explorer VRML files are
designed to replay a simulation exercise over and over again indefinitely. In our first prototypes, when a VRML file was
loaded, an exercise would start at an apparently random point¾the point where it would have been if the simulation had
kept running while the world wasn't loaded.
Later, we wrote a VRML script to filter clock activation events to
compensate for this problem.
It
is interesting to note that VRML applications typically use real world rather
than relative time in order to give the impression that events within a VRML
world continue to evolve even when the world isn't loaded in a browser. VRML is designed to make it easy, for
example, to design a world that cycles through four seasons during a year of
real world time. Users who happened to load the world into a browser during the
real world month of January would see snow.
Users who happened to load the world during the real world month of July
would see green grass.
5.5 Controlling the Simulation
Silicon Graphics has developed an
External Authoring Interface (EAI) that is designed to allow a Java or
JavaScript program running in a
web browser to control a VRML world by calling VRML scripts that are part of
the world that is being viewed. At the time our experiments were performed,
however, communication between Cosmo Player and the Netscape browser in which
it was running didn't seem to be fully implemented.
Our
first solution to the problem of controlling a simulation was to add a 3D cube
to each simulation that would start and stop the simulation each time the cube
was clicked by a user. Later, we
replaced the start/stop cube by associating a touch sensor which each tank so
that a user could start and stop an exercise simply by clicking on a vehicle.
In
our first prototypes, the VRML clock would continue running even when a
simulation was stopped. Once the simulation was restarted, the simulation would
jump to the point where it would have been if it had never been stopped. As was the case with starting and stopping
the browser, we wrote VRML scripts to compensate for this problem.
5.6 File Structure
A
Battle Explorer visualization consists of four VRML files¾the main exercise file, the tank definition file, the
explosion definition file, and the terrain file. The tank definition file
provides a generic definition of the appearance and behavior of a tank. The explosion definition file describes a
generic 3D fireball. Each main exercise file instantiates numerous tanks by
referencing the tank file and specifying the set of position coordinates,
orientations, and shot data for each tank.
(The generic tank and explosion definition files together require
approximately 11 Kbytes of ASCII text.)
The
tank, explosion, and terrain definition files are static and single copies of
these files can be used by multiple exercise files. A browser running Battle Explorer over the
Web could potentially cache the static terrain, tank, and explosion definition
files and thus avoid transferring them each time a new exercise is played.
6. Limitations Encountered
6.1 Terrain
Cosmo
Player creates smooth terrain by interpolating between elevation posts that in
our experiments were 100 meters apart. Cosmo Player simulates smooth motion for
vehicles by interpolating between position readings that in our experiments
were approximately 5 seconds apart. The
fact that terrain and vehicle interpolations are done independently means that
on occasion Battle Explorer visualizations show tanks traveling underground or
flying just above the surface.
More
experiments will be needed to solve this problem. One solution might be to increase the
resolution of the terrain and the number of position readings provided. A problem with this approach is that
increased terrain resolution may require more performance than lower-end PCs
can provide, thus limiting the number of people who can use the technology.
6.2 Development Environment
At
the time our experiments were conducted, only a beta version (version 1.0, beta
3a) of Cosmo Player was available. We
encountered a number of problems and limitations with Cosmo Player that made
the development of our prototype more difficult.
The
Cosmo Player VRML interpreter did little or no checking for syntax errors and a
debugger wasn't available. Constructs
that worked in one context failed to work in another context that seemed
semantically equivalent. For example, a
VRML script could reference a property of a VRML object if the object was
declared locally but couldn't if the object was declared externally. We hope that many of the limitations and
inconsistencies in Cosmo Player which we encountered in our experiments will be
remedied in future releases.
7. Future Work
While
our own work in building the Battle Explorer prototype is essentially complete,
there are many ways in which Battle Explorer could be extended:
· Adding sounds to simulations. VRML supports the incorporation of sound into
a VMRL world. It would be relatively
easy, for example, to make an explosion sound occur each time a shot is fired.
· Adding the ability to replay radio traffic. The SIMNET logger files that we received from
Fort Knox included digital recordings of the radio traffic during an exercise. Futher experiments are needed to determine
whether it would be feasible to convert these recordings into VRML audio
format.
· Building an HTML or Java Graphical User Interface for Battle
Explorer. Using the External Authoring Interface
described earlier, it would be possible to build a control panel for Battle
Explorer that could be accessed from within a web browser. The control panel could be built using a
combination of HTML and JavaScript or
could be a Java applet. As a first step, the control panel might support start
and stop buttons, the ability to jump to arbitrary times, and perhaps a list of
key events in an exercise that a user could jump to.
[[1]] J. Loughran, E.
Johnson, M. Kappel, and M. Stahl: "TARGET: An Analysis Environment for
Aggregated Simulation Training Data."
In Proceedings of the 1997 Spring
Simulation Interoperability Workshop, 1997.
[[2]] E. Johnson
and M. Stahl: "Logged Event Analysis Format¾A
Proposed Standard File Format for Simulation Analysis." In Proceedings
of the 1997 Spring Simulation Interoperability Workshop, 1997.
Author's Biographies
ERIC JOHNSON is a Research
Staff Member at the Institute for Defense Analyses. At IDA, Eric Johnson has worked in the areas
of expert systems, database systems, and simulation analysis.
At
the time these experiments were conducted, MICHAEL
KAPPEL was a Research Staff Member at the Institute for Defense Analyses,
specializing in the development of prototype software to support analysis
tasks. Michael Kappel currently works
for SENTEL Corporation.
JULIA LOUGHRAN is a part-time
Research Staff Member at the Institute for Defense Analyses, specializing in
simulation analysis. Julia Loughran is also a cofounder of ThoughtLink, Inc., a
consulting company that specializes in data analysis, data visualization, and
support for collaboration.