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The Trade by Rudyard Kipling - Royal Australian Navy

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<strong>The</strong> Submarine Virtual<br />

Walkthrough and the Training<br />

Effectiveness Ratio -<br />

Why we will need more training<br />

<strong>by</strong> LCDR Andrei Ezergailis<br />

Manager Engineering Training<br />

Submarine Training and Systems Centre<br />

<strong>The</strong> Submarine Virtual Walkthrough (SVW) Project will provide a 3D gaming type<br />

environment, modelling an entire COLLINS class submarine. <strong>The</strong> Project has been<br />

underway since December 2011, and is on track for delivery July 2013. What is the SVW,<br />

why would we use a SVW, what is a training effectiveness ratio and why does it matter,<br />

when will you see the SVW, and why should you care about it?<br />

What is the SVW?<br />

<strong>The</strong> SVW is most easily thought of as a first person shooter computer game, which is<br />

conducted on a model of a COLLINS class Submarine. Instead of running around attacking<br />

aliens, users of the SVW will be able to explore a COLLINS class Submarine, searching out<br />

all the locate and identify items from the Submarine Sea Qualification (SMSQ) task book,<br />

and also conduct safety rounds. <strong>The</strong> SVW will be capable of assisting many other interest<br />

groups seeking COLLINS familiarity, including; Special Forces, fire fighters, contractors, and<br />

may even see use supporting recruiting.<br />

Manager Engineering Training (MET), LCDR Andrei Ezergailis, at STSC is the project<br />

manager for the SVW. Three recent graduate game developers have been engaged <strong>by</strong> ASC<br />

to supplement multimedia development at STSC, and are located in an office opposite MET<br />

at STSC. Mr David Keep, Mr Liam Hunt and Mr Roydon Wagner, are all working directly<br />

under the supervision of Mr Andrew Widdis (lead multimedia developer). Mr Widdis was<br />

also responsible for the SVW product demonstrator, showcasing what an SVW could be<br />

capable of.<br />

Why use a SVW?<br />

<strong>The</strong> <strong>Royal</strong> <strong>Navy</strong> (RN) are currently in the process of building the Astute class Submarine,<br />

with the first of seven currently in service, and the second due soon . Without a platform to<br />

train on, the RN sought out an extremely innovative way to prepare crews, relying solely on<br />

virtual training. <strong>The</strong> Astute SVW, is at the heart of a ten week platform familiarisation course,<br />

which culminates with students conducting an assessed walkthrough on the SVW, and an<br />

oral board, prior to proceeding to the Submarine. <strong>The</strong>ir SVW not only facilitates platform<br />

THE TRADE<br />

EDITION 2, 2012 1<br />

An early screenshot of the Lower Equipment Space (left), and a finished shot (right).<br />

familiarisation, but has scenarios such<br />

as fires and toxic gases, testing the<br />

conduct of Emergency Operating<br />

Procedures (EOPs).<br />

<strong>The</strong> greatest value of a SVW comes<br />

from the platform familiarity which can<br />

be gained, without having access to<br />

an actual Submarine. By being able<br />

to conduct more training ashore, the<br />

burden on sea training bunks should<br />

be be eased. However, this will not<br />

mean overall less training, in fact due<br />

to something referred to as a Training<br />

Effectiveness Ratio (TER), it will<br />

necessarily mean more training!<br />

Training Effectivenes<br />

Ratio (TER)<br />

A TER refers to how how effective<br />

something is at providing training.<br />

Simulators are generally not 100%<br />

effective at providing training – if they<br />

were they would be the real thing!<br />

Because simulators are not the real<br />

thing, there will always be a limit to how<br />

much and what can be trained on them.<br />

TER has a mathematical definition, but<br />

can be easily described as follows.<br />

Consider a flight simulator being used to<br />

train a pilot to land an aircraft. Without<br />

the use of a simulator, the pilot requires<br />

Screenshot of the finished<br />

Lower Accommodation Space.<br />

eight hours of dedicated landing training<br />

in an aircraft. However, if the pilot uses a<br />

suitable flight simulator for eight hours, then<br />

only four hours of dedicated landing training<br />

in an aircraft is required. Hence, <strong>by</strong> using<br />

a simulator for eight hours, four hours of<br />

aircraft time are saved, and the TER is 4/8,<br />

or 50%.<br />

So, the TER is a ratio of actual equipment<br />

training time saved as a function of time<br />

spent training on a simulation. Large values<br />

of this ratio indicate that simulations train<br />

relatively well in comparison to operating<br />

actual equipment, and small values indicate<br />

that simulations train poorly relative to<br />

actual equipment. For an excellent article<br />

on TER and military training go to http://<br />

www.trainingsystems.org/publications/<br />

simulation/roi_effici.cfm<br />

Much easier to describe how much personal space<br />

a crew member will get: screenshot of the Lower<br />

Accommodation Space.<br />

<strong>The</strong> TER catch<br />

(and why it matters)<br />

So in the pilot training example, time spent<br />

in the simulator, saves half of that time<br />

Can you conduct safety rounds in the Domestic Services Space?<br />

on the real thing. This usually works out<br />

significantly cheaper, as aircraft hours cost<br />

significantly more than simulator hours.<br />

But the catch is, the pilot requires more<br />

time training; 8+4 hours with the simulator,<br />

versus 8 hours without the simulator. So <strong>by</strong><br />

using a SVW, we may be able to reduce the<br />

training burden on our Submarines, but we<br />

will need our personnel to conduct more<br />

training. True to the famous saying, there is<br />

no such thing as a free lunch, and gaining<br />

experience takes time.<br />

Three of SVW development staff gathering imagery in<br />

AMS1. From left to right; Liam Hunt, David Keep, and<br />

Roydon Wagner.<br />

NEWS<br />

When will the SVW be<br />

ready for use<br />

<strong>The</strong> SVW project is on schedule to<br />

deliver its final product June 2013. We<br />

are planning to get an early version out<br />

for use in the Initial Common Collins<br />

Class (ICCC) course early 2013.<br />

Why should you care<br />

about the SVW?<br />

Two specific reasons, firstly the SVW<br />

still requires support from Submarines<br />

for imagery collection to aid in<br />

development, and secondly because<br />

you will probably need to use it in the<br />

future. Your help in making the SVW<br />

be the best it can, will also make the<br />

<strong>Navy</strong> and Australia be proud of both its<br />

Submariners, and it’s Submarines.<br />

Summary<br />

<strong>The</strong> SVW is a virtual gaming<br />

environment, set on a COLLINS class<br />

submarine that will provide training to<br />

Submariners and other groups. While<br />

the use of such an effective training tool<br />

saves money and reduces the burden<br />

on Submarines, because of training<br />

effectiveness ratio, will mean personnel<br />

will need more training. <strong>The</strong> SVW is on<br />

schedule for delivery mid 2013, and you<br />

can expect to see it being evaluated<br />

early 2013 on ICCC courses at STSC.<br />

Should you have any comments or<br />

suggestions, please contact either MET,<br />

or Mr Andrew Widdis.<br />

1<br />

THE TRADE<br />

EDITION 2, 2012

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