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Contemporary training of warfighters relies heavily on conventional classroom instruction often with qualitative assessment. Over the past decade there has been a growing trend towards the introduction of “serious gaming” using sophisticated and engaging video gaming technology to create individualized tutorials that are more appealing to young recruits. Serious gaming platforms are currently used by all branches of the military to train in areas as diverse as convoy operation to cultural awareness. Although this new generation of training technology is useful in attracting the attention of the trainees, it represents only an initial step towards a true revolution in training technologies.
Current training packages do not generally support adaptive training – the ability of the system to modify the ongoing tactical scenario based on real-time assessments of the trainee’s performance and/or cognitive state. Introducing the capability to induce modifications in real-time should enhance training experiences by optimizing the trainee’s cognitive state for training and by tailoring the training experience to individual’s or team’s evolving skill level. In addition, multiple quantitative metrics can be derived from user actions as they proceed through a training session to allow more objective assessment of training effectiveness than more traditional approaches. ABM is integrating neuroscience-based evaluation technologies with multiple training simulation platforms with the goal of creating an interactive learning environment that is adaptive to the skill levels and needs of individuals. The envisioned products incorporate the electroencephalogram (EEG) and other physiological metrics into systems with continuous psychophysiological monitoring in combination with simultaneous measures of aspects of performance including accuracy, speed and efficiency. Interactive adaptive computer-based training systems are being designed to facilitate interventions within the simulation environment to accelerate skill acquisition and quantify successful training in a variety of task domains. Neuro-Enhanced Gaming offers a direct brain-to-videogame interface which will have medical and consumer applications in addition to training and education.
ABM’s unique ambulatory wireless EEG/EKG system and software platform has been successfully applied in multiple projects designed to improve the understanding and assessment of healthy brain function and to begin to characterize the dysfunction in a cross section of brain and behavioral disorders. The patented system proved valid, robust and reliable in over 2000 human subject studies including applications employing closed-loop systems integrating EEG and other physiological metrics in combination with simultaneous measures of performance accuracy to detect fluctuations in the cognitive state of the operator in real-time. The feasibility of integration of real-time analysis of EEG indices of workload, task engagement and attention into the human-computer loop was demonstrated in simple (e.g. drowsiness alarms in a driving simulator) and complex task environments (Aegis radar operator simulation, Tactical Tomahawk Weapons simulation and mobile warfighter operational scenarios). The primary goal of this SBIR project is to advance strategies initially explored under the ONR HPT&E programs and to deliver plug and play components that can be configured to create interactive adaptive computer-based training systems that can facilitate mitigations designed to accelerate learning in a variety of task domains including those currently in use for military training.