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Modeling and Simulation: Linking Entertainment and Defense
 
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Book Description

0309058422 978-0309058421 September 24, 1997
The entertainment industry and the U.S. Department of Defense (DOD) -- though different in their motivations, objectives, and cultures -- share a growing interest in modeling and simulation technologies. In entertainment, such technologies drive multibillion-dollar markets in video games, virtual reality attractions and theme parks, and film. For DOD, modeling and simulation provide a cost-effective means of training troops, developing doctrine and tactics, and evaluating new and upgraded systems.

This volume explores both entertainment and military applications of modeling and simulation technologies and examines ways in which the two communities can better leverage each other's capabilities to strengthen the overall technology base. It identifies common research challenges in immersive synthetic environments, networked simulation, and computer-generated characters, as well as the hardware and software tools needed to create simulated environments. The book also discusses the differences in the business models of the entertainment and defense communities and addresses the need for continued support of multi-disciplinary educational and research initiatives in modeling and simulation.


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Modeling and Simulation: Linking Entertainment and Defense + Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning + Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction (Jossey-Bass Guides to Online Teaching and Learning)
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Book Description

The entertainment industry and the U.S. Department of Defense--though differing widely in their motivations, objectives, and cultures--share a common, growing interest in modeling and simulation. In entertainment, modeling and simulation technologies drive multi-billion dollar markets in video games, virtual reality attractions and theme parks, and film. In DOD, modeling and simulation provides a cost-effective means of training troops, developing doctrine and tactics, and evaluating new and upgraded systems. Modeling and Simulation explores both entertainment and military applications of modeling and simulation technology and examines ways in which the two communities can better leverage each others capabilities to strengthen the overall technology base. It identifies common research challenges in immersive synthetic environments, networked simulation, and computer-generated characters, as well as the hardware and software tools needed to create simulated environments. The book also discusses the differences in the business models of the entertainment and defense communities and addresses the need for continued support of multidisciplinary educational and research initiatives in modeling and simulation.

About the Author

Committee on Modeling and Simulation: Opportunities for Collaboration Between the Defense and Entertainment Research Communities, Computer Science and Telecommunications Board, National Research Council

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