SERIOUS GAME APPLICATION IN ANTI-AIRCRAFT MISSILE TRAINING Cover Image

SERIOUS GAME APPLICATION IN ANTI-AIRCRAFT MISSILE TRAINING
SERIOUS GAME APPLICATION IN ANTI-AIRCRAFT MISSILE TRAINING

Author(s): Florin Mingireanu, Silviu Apostol, Fabian Breharu
Subject(s): Education
Published by: Carol I National Defence University Publishing House
Keywords: Defense; missile; air; radar; rocket; elearning

Summary/Abstract: A serious game application related to anti-aircraft missile training is presented altogether with strategies specific to the field. Technologies used to develop the application together with ballistic models are presented in comparison with real life training applications. The application allows the user to train using several pre-set cases for specific aerial targets. Through specific e-learning strategies the user capability and experience is enriched altogether with specific automatism directly related to the field of anti-aircraft missile training. Key advantages of the applications are presented amongst which we mention low-cost, repeatability capability, detailed analysis of missile firing tests as well as detailed equipment resemblance. The interface is realized with great detail and special care is given to the real-life feeling of various buttons and switches. The application tries to give to the trainee a real-life feeling with smooth performance capability. Interaction with various equipment boards is enabled through easy mouse click interaction. Within the application the user has the freedom to choose between training and real fire case. In training the user gets used with the equipment and the computer indicates through specific labels the specific steps that the user should perform at any stage. Limited action is enabled and the user cannot be wrong as he/she must be focused on learning the correct button position for specific targets. Within real fire case the user is offered by the computer a random target and he/she must take the correct decisions and must set the correct buttons for the specific target. Here, he/she must use the knowledge acquired within the training mode of the application. The entire application is set within a game scenario and should offer the users the capability to train repeatedly at lower cost than real life fire tests. Combined with the real life fire tests this application enriches the user experience and expertise within the area of anti-aircraft missile operation. The immersiveness offered through both graphical and algorithm design guarantees excellent transfer from the game frame to the real life frame for the typical user of anti-aircraft missile technology.

  • Issue Year: 8/2012
  • Issue No: 02
  • Page Range: 308-313
  • Page Count: 6
  • Language: English