The Trade by Rudyard Kipling - Royal Australian Navy
The Trade by Rudyard Kipling - Royal Australian Navy
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