Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 1. IDENTIFICATION AND SIGNIFICANCE OF THE PROBLEM OR OPPORTUNITY 1.1. The Problem A web-based serious medical game will address challenges inherent to conventional training. The quality of conventional training is directly dependent upon the skill of the instructor. Objective performance metrics are usually not established, and are difficult to track or archive. Student feedback is variable and not standardized. Live training cannot occur frequently enough due to the constraints of assembling students and instructors in real world facilities. Live training takes students away from their normal duties resulting in lost productivity. A high student-to-instructor ratio limits the amount of decision making sessions and individual instruction. Problems are exacerbated by there being an insufficient number of skilled instructors, program managers and subject matter experts. It is impossible for conventional training to replicate the vast quantity and complexity of interrelated scenarios and events that can and do occur in the real world. Conventional training settings are unable to reproduce variable and dynamic landscapes, patient profiles, battlefield chaos, care under fire, and the interaction of many personnel who may not even be physically present. Conventional training has few options for simulating surgical and invasive procedures. It is difficult for delivery of conventional training to be standardized or reproducible. 1.2. Advantages of a Web-Based Serious Medical Game Gaming technology will allow training to be delivered 24x7 to anyone who needs it wherever they are located. Since the proposed system will have huge capacity the amount of training will be limited only by the number of scenarios and training content that are created. This will be a large-scale multiplayer gaming system for an entire squad and their supporting staff all along the continuum of care. The system will allow trainers and subject matter experts to virtually “reproduce themselves” to deliver standardized medical training curriculum to far more people and supervise their progress. An inherent advantage of gaming technology is that program managers and training administrators will be able to create a multitude of game challenges with any combination and permutation of scenarios, circumstances, facts, missions, and obstacles. Even highly complex scenarios can be exactly reproduced so the student can practice repeatedly, to measure student achievement, and to objectively compare results among competing students. Instructors will be able to act within the game to dynamically introduce challenges to individuals or groups. The proposed serious medical game will be engaging, playable and fun to entice students to play the game. Students will be working through various situations and challenges while immersed into realistic virtual environments. They will have fun competing with other players as in recreational online games while meeting explicit training objectives. The online game will be a de facto social networking site among players. Players will be required to communicate, share information and cooperate among each other to meet objectives within the context of winning the game and achieving higher levels. Page - 3 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 1.3. Gunwale LLC's Innovative Approach Gunwale LLC proposes to develop a 3D immersive software simulation and serious multiuser game for training tactical combat casualty care, including advanced scenarios with multiple levels of progressive difficulty. Scenarios will include environmental and situational stressors to the medic and non-permissive environments, including care under fire, unplanned events, and equipment simulation. Special attention will be placed on simulating auditory and tactile experience in the digital medium to increase the overall immersive quality of the training exercise. The gaming system will review and assess the medical skills of the player to build the game difficulty level based on his or her current skill level. For example, a medic with no combat experience may not handle a mass casualty situation as well as a combat experience medic. Conversely, all medics must have a basic level of competence on the simulation. The simulator engine will be designed to handle simulations of high stress including combat area risks at point of injury, simulation of patient delivery, and simulation of forward deployed hospitals. A variety of medical packages can be simulated, including small rapid response such as SPEARR, Forward Surgical Teams, and more definitive care packages, including EMEDS packages and Air Force Theatre Hospitals, including simulation of medical equipment, tents, beds, and non-player character representation of medical personnel. The training interface will include a graphical user interface that represents life signs and feedback from simulated medical equipment, including the ability to check for life signs, checking for pulse, listening for lung flow, etc. The training experience will include scripted events while measuring response times. When the player avatar takes actions, the game will have a decision tree that observes a specific care item being accomplished or not. For example, the game will cause a problem to get better or worse depending on the player avatar taking a correct or incorrect medical action. The training interface will also include simulated tactile effects, including simulated stressors while administering care under fire and in general will include real-world dirt, grime, and confusion at the point of injury. The simulator engine will also have the ability to simulate care during transport, including transport by land or air, and in particular will include simulation of CCATT in flight. This scenario can be seamlessly tied to aero-medical evacuation from a forward operating hospital such as EMEDS. In particular, the simulator engine will support seamless transition between these zones. A student could begin a scenario at any point, and training could cover any range of experience, from point of injury to delivery to a level-1 trauma hospital. Once the student logs into the system and begins a scenario, their avatar will spawn in a starting location and a timer will begin. Events can be scripted to occur at specific times, or in response to the trainee reaching a preset waypoint. 1.4. Medical Gaming Scenario Examples Defined medical scenarios can be placed into one or more virtual “rooms”. The game system will support a variety of medical scenarios that training administrators will be able to combine in Page - 4 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX creative ways to simulate real world situations. Initial scenario building will focus on the top ten or twenty "real world" issues. Examples are as follows: 1.4.1. Care Under Fire – Example #1 The primary objectives are stopping the bleeding and limiting exposure to the rescuer. Imagine an RPG explosion during a foot patrol resulting in one wounded. Meanwhile, stressors are added with the area coming under sniper fire. The patient is suffering from extremity hemorrhage and will bleed to death if a CAT tourniquet not placed. The tourniquet must be placed before onset of shock or the patient will have much higher chance of death. Bleeding must be controlled. Distal pulse remains after placement of first tourniquet, so a second one must be placed just proximal to the first (increasing the effective width of the tourniquet). In administering care under fire, the concern is stopping bleeding using a tourniquet. There is also the goal is limited exposure to the rescuer. Exposure will cause the rescuer to be wounded or killed by sniper fire. 1.4.2. Care Under Fire – Example #2 This scenario includes IED detonation during a Humvee patrol with several casualties characterized with blast and blunt force trauma type injuries. The situation is made more complex with a secondary IED explosion or hazard, configurable with ground-assault after initiation of the IED. Options can also include high traffic street and a gathering crowd. The casualty can have blunt trauma, penetrating trauma, blast, and burns. The scenario can include spinal fracture (thoracic) where the rescuer must maintain spinal alignment for a patient. 1.4.3. Stopping Bleeding of an Extremity – Example #1 This scenario has a soldier with a gunshot wound to his left leg and an open fracture of the left femur. Condition is made more severe with an injury to the popliteal artery and vein. Three CAT tourniquets are required to save the patient. 1.4.4. Stopping Bleeding of an Extremity – Example #2 The scenario features a tourniquet malfunction. The velcro band must be tightened as tight as possible before starting to use windlass. A loose velcro band contributes to tourniquet malfunction. 1.4.5. Stopping Bleeding of an Extremity – Example #3 A fake CAT tourniquet shows up in theatre which does not have the proper NSN number and is prone to failure. 1.4.6. Penetrating Eye Trauma The scenario requires the placement of rigid eye shield. If eye shield not in IFAK then the medic's own tactical eyewear is required to save the patient’s eye. Page - 5 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 1.4.7. Airway Management In this scenario the concern is not CPR, but using airway assisted devices such as nasal airways or Combi-Tubes or surgical trachs. 1.4.8. “Sucking” Chest Wounds Here the medic is required to deal with open chest injuries that must be treated by sealing the chest and performing a needle decompression (which is where a large bore needle is inserted into the chest) in an effort to decrease the build-up of air pressure in the chest. 1.4.9. Surgical Airway The situation is that the field crics has been done incorrectly, either through the thyroid cartilage or vocal cords. The scenario for casualty care can include nighttime non-permissive environment where the medic can be influenced by injury sustained on infiltration (damaged night vision goggles as well). The patient has a gunshot wound to jaw. The medic is not called to scene for 10 minutes due to ongoing firefight. The jaw has been shattered with heavy maxillofacial bleeding. The casualty refused to take the "sit up lean forward" recovery position. Anxiolysis is attempted with Versed to facilitate maintaining the airway position fails. The casualty becomes increasingly combative. All landmarks have disappeared due to soft tissue swelling of the neck. By performing a cric, a definitive airway is established under extremely difficult conditions. If no cric, the airway is lost during evacuation. 1.4.10.Endotracheal Tube is Cut In this scenario the endotracheal tube is cut and must be taped securely, otherwise the tube will slip into the trachea, cease to function correctly, and must be surgically removed. 1.4.11.Other Scenarios Additional scenarios can be created with non-threat injuries such as motor vehicle crashes and falls from height (such as falling down stairs or off a wall). Some scenarios will use night vision goggles, but many scenarios will require night operations especially if the situation includes a fire fight or IED explosions. Environments will include desert, mountain and urban warfare, light and dark, and snow, rain and heat. 1.5. Extended Gaming Platforms The system can eventually be ported to mobile platforms (such as iPad, etc). The primary user interface for Phase-I will be a normal computer browser and computer speakers to provide visual and audio stimuli to the student user. It will not be difficult to add mobile learning capabilities with mobile devices since the existing Gunwale, LLC gaming engine supports mobile locationbased game interaction. Page - 6 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 2. PHASE I TECHNICAL OBJECTIVES The two primary objectives during Phase I will be to (1) implement one medical scenario where the game can be played and demonstrated; and (2) to develop universal gaming system components that provide the underlying technologies of all scenarios. 2.1. Prototype One Medical Scenario for Care-Under-Fire During Phase I, a single medical scenario will be developed as described in this section. Physical Situation You and your squad receive incoming fire from a small enemy squad located from a fixed location. While under fire, an assistant rifleman is struck in the thigh, just above his left knee. He screams and drops his weapon and tries to stop the bleeding with his hands. Medical Situation A 28 year old male wearing full combat gear is struck in the left leg proximal to the patella. It is a single penetrating round with no open fracture noted. Patient is alert and trying to help. Required Actions A tourniquet must be placed within minutes of being struck and can be performed by either the patient or the rescuer. If done by the rescuer he must utilize cover and concealment to get to the patient. The rescuer must also assist in returning fire and getting the patient to do the same and move him to proper cover. Since this is in a large area of the body, consideration must be made to apply a second tourniquet above the previous one. Secondary Actions Once the scene is safe the following actions must be taken: Assess the patient (see next section) Expose the wound to evaluate extent of damage Consider applying “hemostatic” (blood stopping) gauze pads to wound with pressure dressing, if appropriate Splint the wound to prevent further damage Start saline lock or intravenous solution to maintain hydration or blood product replacement Prepare the patient for transport either via “9-line” medical evacuation or ground transportation Conduct CASEVAC (casualty evacuation care) to include completion of medical transfer card Assess the Patient Medical personnel should assess the following: Airway. Breathing is expected to be between 24 to 30 breaths per minute. Bleeding. The game will show blood that is bright and flowing. Heart rate is expected to be 100 to 130 beats per minute. Page - 7 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX Alert assessment – AVPU. Patient is expected to be alert, screaming and possibly confused. Reassess the Patient after Tourniquet is Applied Airway. Breathing may still be around 24 breaths per minute but patient will be calming slightly. Bleeding. No bright red blood should be present, but there will be oozing to trickling of blood which must be controlled using pressure dressing or hemostatic dressings. The heart rate will stabilize once bleeding is controlled. Pain management will be managed either with stopping the bleeding and a splint or possible injection of Morphine. Care should be considered using MSO4 since it will decrease respiratory rate and delay the patient’s ability to think and react, in large amounts. Alert Assessment – AVPU. If bleeding is controlled the patient will maintain their awareness. The patient must be treated for shock by either keeping them warm or cooling them off. Outcomes The game will cause the patient avatar to react negatively if the rescuer avatar does not If tourniquet is not applied in time or becomes dislodged Patient will become more and more confused or may loose consciousness There is only tow to four minutes of useful consciousness for the patient There will be an increase in heart rate, respiratory rate and anxiety on the part of the patient After four minutes, the patient will become critical and after six minutes, will probably bleed to death Air Transport to Level 1 Trauma Hospital Prepare the patient for transport using either a make shift litter or a commercially available one (Talon) Contact leadership on the situation and request medical evacuation using the “9-line” format or in theater approved system Continue to provide direct patient care and reassess every three to five minutes as mission allows Once patient arrives at FST (forward surgical team) location, immediate reassessment is done to evaluate patient’s overall status Page - 8 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 3. PHASE I WORK PLAN 3.1. Game Engine Development The medical simulation game will be based on a client/server model. Multiple players can log into a shared scenario, similar to a multiplayer game. A server backend will be used that can support up to 1,000 simultaneous users. Players will be able to save their avatars and statistics on the server. The server will include an SQL database on the back end to store any persistent data required by the game world. The client software will be an immersive 3D rendering environment with heads up display, camera control, and graphical user interface. Figure 1 - Concept drawings for client-side interface, point of injury care Illustrated in Figure 1 are multiple camera views of the same point of injury scene with a heads up display overlaid. This mockup illustrates that the player will be able to zoom out (point B) and zoom in (point C), as well as rotate angle of the camera. In the mockup, server controlled NPC soldiers take up guard positions around a vehicle (point A). NPC soldiers also assist with the patient (point C, etc). The medic makes choices via the GUI and can apply treatment (point D). The client will support overlay rendering of objects, such as a timer (point F) and a vital Page - 9 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX signs display (point E). The rendering surface will be mouse and keyboard driven (see figure XX for a more detailed view of the heads up display). 3.1.1. Heads up display and player interaction The heads up display allows the player to take action(s), perform procedures, and use equipment. The available actions may change depending on where the player is in the scenario decision tree. For example, after taking a specific action, the set of available actions can be changed, some actions can be "greyed out" as they are no longer available. If equipment is used up, then it will no longer be available as an action. Some actions can become available only after certain equipment is used. Once certain equipment is used, new actions become available. For example, after oxygen mask is applied, the trainee can set oxygen rate. Some actions are designed to take patient vital signs. For example: - Action: Get Heart Rate - Action: Check Skin - result Clammy, Cold, Warm, Dry, Pale, Ashen - Action: Get Resp. Rate - Action: Check lung flow - Action: Check for active bleeding - Action: Ask Patient - result alert, oriented, describes pain level 1-10, confused, combative, nauseated The above list would be extended to a large number of options based on the scenario. Furthermore, these options will be configurable via the scenario template and decision tree. Figure XX illustrates the action bar (point A) and how actions are represented. In the illustration the CAT tourniquet action is shown (point B) and an option to take blood pressure is shown (point C). Choosing these actions initiates an animation sequence showing the medic taking this action, and the scenario action/decision tree is then traversed. 3.1.2. Scenario Configuration The game client will support the trainee with selection of an avatar. The trainee can select a scenario, or the scenario can be driven from a SCORM compliant LMS. The scenario may offer options such as load-out (equipment profile). Scenarios can operate as templates with many configurable options (see section XX below). In most cases, the scenario will be preprogrammed but may offer the trainee a menu with multiple settings. The Phase-I scenario will include a point of injury environment, including an option for hostile sniper fire. Optional settings can be made to this scenario such as day and night, equipment damage such as broken night vision goggles, hostility of zone, etc. The configuration choices made by the trainee can be saved as a pre-set profile along with the trainee avatar. Page - 10 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 3.1.3. Multi-user environment The system will be designed to support multiple players in a shared scenario. However, the focus of the Phase I scenario is for an individual medic. As a technology demo, additional players will be able to log into the Phase I scenario space and interact, but the scenario itself is not a 'squad' scenario. That said, a squad scenario could be developed and would be a potential Phase II task. The system will be designed to support up to 1,000 simultaneous players in a single scenario, which should be sufficient to cover any multiplayer training scenarios. 3.1.4. Protocol and Development Language The 3D client will be decoupled from the server using a communications protocol that will be fully documented, so that the client could, in theory, be replaced by any new client technology without causing any changes on the server (for example, if a client for mobile devices were developed). The client will be delivered via a web page, but will offer full screen mode so that it won't be hindered by a web browser frame. Both the client and server are written in high speed C++, and any game engine modifications will be in C++ and added as extension libraries. 3.1.4.1. HTTP / HTTPS compliant protocol The communications protocol will be packaged so that it's compliant with HTTP/HTTPS, would work over proxies, and would not require any special firewall exceptions for the client environment. 3.1.5. Cross Platform Rendering Library The game client will leverage a cross-platform rendering library called Ogre3D. The initial client will be developed for a windows client platform, but the library has been ported to other platforms including the iPad (mobile platform) and Xbox 360 (console platform), proving that portability will not be an issue down the road, either for mobile platforms or console platforms. The library has also been ported to Mac & Linux, proving that operating systems will not be an issue down the road. 3.1.6. Seamless zone transitions The client / server design will avoid loading screens so gameplay continues seamlessly between zones. Avatars can move between environments without a loading screen. For example, there will be no need for a loading screen between point of injury and helicopter evac and subsequent field hospital. Page - 11 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 3.1.7. AI behavior Non player characters can have behaviors and pathfinding driven by an AI system which is hosted on the server. For Phase-I, the AI defined behavior will be rather simple. The basis of the AI behavior will be either a C++ module on the server, or a scripted interface on the server either of which will provide the required behavior. More complex AI behavior can be addressed in a Phase-II. 3.1.8. Server Design The server itself will run on windows server 2003 by design and will utilize platform specific communications features offered by that kernel. The server will connect to a back end SQL database. A schema will be designed that is appropriate to the training simulation and data integration requirements (see next section). A single server would likely be able to handle training scenario instances for up to 1,000 simultaneous users. The server scales linearly with the addition of server hardware, and all servers can draw from the same database in that case. 3.1.8.1. Integration points with external virtual worlds Status of player avatars, performance, simulation variables, and more can all be accessed by the data stored in the SQL database. As such, the medical simulator can be integrated with other virtual-world components or systems that exist outside of the simulator. For example, if other applications exist within the greater AFMMST website, these could share data with the game server via the SQL database. If the AFMMST website has a single sign-on, this could translate to the game login as well to preserve single sign-on. The options are numerous in terms of data integration. Figure 2 - SQL database is a data integration point with other applications in the AFMS virtual space Page - 12 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 3.1.9. Architecture Summary Figure 3 - High level architecture Game Client: a 3D rendering client with HUD, Camera Control, and GUI. Using Ogre3D. Written in C++. Deliverable via web interface. Portable to many platforms, including operating systems, mobile devices, and console gaming platforms. Phase I delivery will be a windows client. TCP Sockets based communication: Communication will be high speed and optimized and made compliant with HTTP/HTTPS so that no special firewall rules need to be considered, and existing proxy settings will pass the traffic in a proxied environment. Protocol Spec: the communications will be over a well documented protocol, designed to be compliant within HTTP/HTTPS specification, but otherwise a complete application-layer protocol. Server platform: The server will be optimized for speed and capacity using a windows 2003 platform, including optimization for multi-threaded and multi-CPU hardware platform. Multiple servers can use the same SQL database and serve the same game world. 3.2. Scenario and Content Development The game engine itself will be decoupled from the training scenarios and content being delivered via the platform. The training scenarios will require art and model development, terrain development, texturing, graphical user interface components, icons, and audio work. Page - 13 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX Phase I terrain development will be fairly simple, and represent a typical location in Afghanistan. Model development will include soldier character models, in full gear. A wounded soldier will also be developed. A medic avatar will be developed as well. A Humvee vehicle will be developed, and a Blackhawk helicopter will be developed. An internal view of the Blackhawk helicopter will also be developed for simulating patient care during evacuation. 3.2.1. Integration with SCORM Being a rich environment, the game will have many factors that are controlled from within the game server and client. Some of these variables can be integrated with a SCORM compliant LMS, such as choice of scenario, scenario difficulty settings, decision points and branch options, and events in the game scenario. Optionally, entire game assets and scenario's can be packaged as a sharable content object. The SCORM compliant web-page that launches the game engine can perform all javascript-related SCORM compliant communications prior to launching the game client, and provide the SCO from the LMS to the game client. In effect, there will be no conflicts between the LMS and the game simulator. The LMS can be used to acquire and set variables within the game client, and can also be used to deliver results of the simulation. The game server will also store the results of the simulation, and this can be used for secondary validation of the results provided to the LMS or can provide an alternative data integration path when desired. 3.2.2. Training Content Development for Medical Administrators Medical Administration staff is not going to be technical in the ways of game development, placement of 3D models, or construction of simulation environment. That said, they will be able to create decision trees and event trees for patient care. The game engine will allow a scenario template to be modified via an XML document that includes decision trees, branches, and setting of predefined variables. This will allow some flexibility to control a scenario template. However, entirely new scenarios with new models or environments would be beyond the capabilities of such staff. As such, the game scenario templates should be developed with configuration in mind. Examples of configurable options can include: - time of day number of casualties types of wounds options available for treatment of a patient setting NPC behaviors (from a preset selection) setting patient behavior (from a preset selection) altering the state of the patient equipment available There are many variations possible, assuming that the scenario is developed in the beginning to account for so many options. These options can be made compliant with SCORM so that the entire scenario can be specified by a SCORM complaint LMS. Page - 14 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 3.2.3. Summary of art assets to be created What follows are the building block assets required for Phase I. 3.2.3.1. NPC Soliders (3) The NPC soldiers will be server-controlled and have AI behavior. The soldiers can be textured in different ways to create many NPC instances from the basic models. Equipment will be mountable so that further variations are possible from the basic models. These will be animated for movement around a vehicle, crouching, taking a firing position, prone, and various poses for assistance with the wounded soldier, including carrying the soldier. 3.2.3.2. Wounded Soldier (1) The wounded soldier will be a straightforward model for a gunshot wound above the right knee. 3.2.3.3. Medic Avatar (2, male & female) A male and female version of the training avatar. Mountable equipment will include a heavy configuration with backpack and a drop bag on the leg. 3.2.3.4. Humvee (1) A basic vehicle. 3.2.3.5. Blackhawk Helicopter (1) A basic vehicle. 3.2.3.6. Blackhawk Helicopter, internal view (1) A basic vehicle but with top removed so that player can interact with patient while in evacuation. 3.3. Project Management 3.3.1. Phase I Tasks and Deliverables The tasks and subtasks to be completed during Phase I are listed below in the order that they will be developed. Task Task Description BASE T1 Game Client Page - 15 - Completion Month Maximus Prime, LLC T1.1 T1.2 Topic # OSD10-H08 Proposal # XXXXXXX T1.3 T1.4 T1.5 T1.6 GUI functional with test models GUI functional with point of injury environment GUI interface development for heads up display Patient movement and vehicle interaction Trauma Bag Simulation (configured heavy or light) Equipment Simulation Bugfixes and Modifications as needed for Phase-I 1 1 2 2 2 2 3-6 T2 T2.1 T2.2 T2.3 TCP Sockets Based Communication Player Login & Authentication Avatar Selection & Scenario Selection Multiple players in same scenario 1 1 4 T3 Protocol Spec Documentation of Spec 5-6 T4 T4.1 T4.2 Server Platform Server load testing to 1,000 simulated players Bugfixes and Modifications as needed for Phase-I 5 1-6 T5 T5.1 T5.2 T5.3 Art Asset Creation Concept art & models for point of injury Environment complete point of injury Models for evacuation via Blackhawk Helicopter 1-2 2 3 T6 T6.1 T6.2 T6.3 T6.4 Scenario Development Testing point of injury critical care scenario Multiplayer scenario demo point of injury Extending testing of both POI and evac scenarios Extensions to scenario, addition of helicopter evac (option) 4 4 5 4-5 T7 T7.1 T7.2 Website Hosting Hosting on web-site with login credentials Extended web-based testing of application, hosted 3 4-5 T8 T8.1 Demos Technical demo's of the system to appropriate parties 4-5 T9 T9.1 T9.2 Reporting Final Report Writing and Phase I Deliverable Packaging Write Monthly and Final Reports 6 1 thru 6 Page - 16 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 3.3.2. Phase I Development Details Below is a detailed description of the development details for each development task listed above in Section 3.6.1. T5 Demonstrate the Working Prototype 4. RELATED WORK 4.1. Prior work on game engine development Gunwale, LLC has already developed a game engine and client/server that can support a training game such as the one requested in this SBIR. This work will be drawn upon to develop the training simulation. Many hard problems have already been solved by Gunwale, LLC and this significantly reduces project risk. Problems already solved by Gunwale, LLC: - Creation of a 3D rendering client and library using Ogre3D and additional C++ libraries Creation of a specialized game server using IO Completion Ports (IOCP) and capable of sustaining 50,000+ socket connections on a single server Server-side integration to SQL database Action / Notify Architecture Decoupling between server and client Server-side hosting of AI behavior Seamless playfield system, allowing infinite movement in any direction without loading screens Single integrated terrain surface, using tiles & tile welding and procedural modification Level of Detail (LOD) on terrain AI control for any object Thousands of server-controlled mobs Art pipeline fully established and tooled, including bones and skinned models, Autodesk 3D studio output, and animation Full login and authentication Client camera control and user interface / HUD / GUI Z clamping to simulate gravity Procedural creation of environments, urban environments, buildings, etc. 4.2. Past Government Contracts HBGary RELATIONSHIP WITH FUTURE RESEARCH OR RESEARCH AND DEVELOPMENT Page - 17 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX 4.3. Measuring Phase I Success HBGary will consider Phase I a success if you can demonstrate an end-to-end working prototype of all the tasks laid out in the Work Plan. 4.4. Foundation for Phase II Work Listed below are tasks we would expect to complete during Phase II: - Evaluation and certification efforts regarding DoD DIACAP and IM/T. Integration with a SCORM compliant LMS Multi-user squad scenarios. Significant content development in the way of scenarios, including CCATT and Field Hospital scenarios. Significant content development in types of injury, including airway management, sucking chest wounds, and triage scenarios. 5. COMMERCIALIZATION STRATEGY Our key personnel, Greg Hoglund and Bob Slapnik, have a successful track record of developing new software and commercializing it, including verifiable success with commercializing software developed via three (3) SBIR/STTR Phase II projects (see Key Personnel and Related Work sections of this proposal). Our past successes have hinged upon developing a usable prototype that addresses one or more valued use cases. We have had past Government customers add task orders and funding to a Phase II contract. Perhaps more importantly, we worked hard to identify early adaptor customers willing to pay for software licenses. These early sales provide critical customer feedback on how to improve the system and cash flow to pay for continued development. With enough effort, time and good decision making the prototype evolves into a mature product that becomes much easier to sell and at higher average sale prices. We envision the possibility of a very large user base for the medical gaming system. All military units down to the squad level face medical emergencies, so they must receive basic training to deal with life and death situations. The web-based serious medical gaming system will be a cost effective and productive way to train large numbers of military personnel. There are many military emergency response units across the DoD that are potential customers. Furthermore, military medical training organizations could buy the system. It would not take much to change settings and scenarios to make the system applicable to federal, state and local emergency medical response teams. Civilian medical universities and teaching hospitals will be candidates. Medical equipment manufacturers and suppliers could use the gaming system to teach their customers how to use their equipment. All of the above medical use cases would apply to the export market as well. And when we expand our focus to include other types of training then the market potential grows exponentially. Another revenue source will be to market our underlying simulation system to other companies or organizations who wish to develop serious training games, but lack our advanced software development capabilities. 6. KEY PERSONNEL Page - 18 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX Greg Hoglund, Principal Investigator and Chief Executive Officer, Company Name Delivered many training programs. Exploiting Online Games. Robert Slapnik, President, Company Name Mr. Slapnik will serve as program manager and will lead the product commercialization efforts. As Co-Founder and Vice President at HBGary, Inc. he led revenue producing activities to fund early software development to early prototypes all the way through the evolution to mature, widely accepted commercial products. Revenues came from competed and sole source Federal contracts, business partner transactions and many software license sales to the private and government organizations. Mr. Slapnik is formerly the President of Network Test Solutions, LLC and President of Chesapeake Capital Corp. He has been marketing and selling complex software solutions since 1982 and has held marketing and sales positions with Hewlett Packard Company, Sequent Computer Systems, and NetIQ (formerly Ganymede Software). Mr. Slapnik has an MBA and BS in Mathematics, both from Kent State University. Kenneth L. Craft, Jr., Subject Matter Expert. 7. FACILITIES AND EQUIPMENT The work will be performed at Company name facility at 3604 Fair Oaks Blvd., Suite 250, Sacramento, CA 95864. Existing computers and development software will be used, thus no equipment purchases are required. The facilities meet environmental laws and regulations of federal, California, and local Governments for, but not limited to, the following groupings: airborne emissions, waterborne effluents, external radiation levels, outdoor noise, solid and bulk waste disposal practices, and handling and storage of toxic and hazardous materials. 8. SUBCONTRACTORS AND CONSULTANTS HBGary does not anticipate using any subcontractors or consultants on this project. 9. PRIOR, CURRENT OR PENDING SUPPORT OF SIMILAR PROPOSALS OR AWARDS No prior, current, or pending support for proposed work. 9.1. Extra content Page - 19 - Maximus Prime, LLC Topic # OSD10-H08 Proposal # XXXXXXX Currently there are two good schools that both the Air Force and the Army go through. One is for PHTLS, Pre Hospital Trauma Life Support and the other is the Special Operations Medical Course. Also there are several "off the shelf" games that we have used that helps build "critical thinking" skills as a medic. When trying to incorporate the above into a "computer model" the hardest to design is the tactical feel of what you are doing. On the video game model, it is "point and click" but there is no "tactile" sensation of it. The user would have to have a 3D visor/glasses as well as a palm or hand wired system that allows the user to make movement with his hands as if he is picking something up or putting on a medical device (such as a traction or tourniquet). An example of this could be electro sensing hand wear (gloves) that allows for 3D involvement in the simulation. Brooks Army Hospital has a "virtual surgery" program that allows students to work on "patients" using real instruments but in a virtual environment. The other tool we use is the Sim Man which is a mannequin based , controller operated tool that allows for many patient scenarios. An idea could be to "marry" those two technologies to remove the controller and use the virtual environment for the medic. Using goggle or a visor, you could provide light and input control to the mannequin. Page - 20 -
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