Abstract
The use of Computer Generated Forces (CGF) in simulations ranges from small human performance models to large scale Advanced Distributed Simulations (ADS). CGF have been used to assess human performance aspects of system designs and to augment man-in-the-loop simulators with friendly and opposing forces to make simulated battlefield training exercises realistic. However, the current human performance models and ADS available to system designers, trainers, and resource allocation analysts do not include the effects of training on the performance of the CGF. For the most part, the CGF entities in these simulations reflect a constant level of training. This paper discusses a methodology for modeling the effects of training in CGF and other human performance models
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