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Why Use Simulation? - Success Stories
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Introduction
Simulation has its roots in military applications, but today it has become
a household word. We see simulation products just about everywhere: entertainment,
medicine, vocational education, public television, real estate sales,
airplane accident investigations, ...and the list goes on. The expanding
universe of simulation is made possible through advances in electronic
technology and, perhaps more significantly, the "creative mind"
of the simulation industry.
Simulation is both an art and a science. The former is manifest in the
stimulation of the senses, particularly visualization, now possible through
animation and other process simulations. As a science, simulation is used
to solve problems, demonstrate concepts and substitute for the real world.
It is both the means to an end and an end in itself. Simulation has been
embraced by the academic community as a science, with programs of study
growing through out the world. The basis for this is the demand for this
new expertise by those who develop and use simulation technology. As a
problem solving technology, simulation may very well be the "calculus"
of the next century.
As we look at the widespread use of simulation, it becomes obvious that
the technology that originated with military training has "spun-off"
to many new areas within the government and in non-military applications.
We offer you a brief glimpse of some spin-off applications made possible
through "spin-on" technologies. While viewing these, it becomes
evident that the simulation industry is having a significant economic
impact on the country, and it will continue to do so as the creative genius
of man expands.
The Dynamics of the Simulation Industry
Spin-Off Process
The simulation industry traditionally responded to requirements for training
devices, simulators and training systems. These products (and services)
were developed in compliance with government specifications. The government
procured them in many, if not most cases, without having them, accepting
the risk involved. However, many of the products were found to have value
on the commercial market either as developed for the government, with
some modifications, or simply the technology itself. For example, the
overhead projector was developed by the Navy to help teach navigation.
Similarly, the carousel projector, designed for target recognition training,
is commonplace. These "spin-offs" became successful commercial
items. Consequently, the simulation industry was able to benefit from
the sales of the commercial products.
Spin-On Process
Very often products developed for commercial use have value to the military
customer. This has become increasingly so in the past decade. It is especially
true for training system components such as microprocessors, including
personal computers, displays, image generators, electric motion systems,
audio systems, computer software and networks. These technologies are
"spun-on" to military applications, dramatically lowering the
cost of the overall system. Today, the use of commercial-off-the-shelf
hardware and software is not only encouraged, it is mandated. What has
resulted is a continous loop of spin-ons and spin-offs, a continual improvement
of the products, to the point where it is difficult to pinpoint the origin
of the technology. The simulator industry has been able to reap the benefits
of this condition.
Spin-Up Process
Ideally, the simulator industry has a single set of processes, brought
about by acquision reform and other contributing factors, that satisfy
both the military and commercial customers. Some of the examples that
you see further in this presentation represent this concept. The simulator
industry is beginning to plan ahead for dual use of technologies and,
further, recognize the need for reusability of hardware and software components.
With this in place, companies become "spun-up" to deliver the
same products and services to a wide range of customers.
Simulator Cost and Composition Trends
In the past, most products developed for the military were not affordable
to other customers. The development costs attendant to mandated processes
and controls and the lack of commercial components (other than piece parts)
held costs high. The introduction of computers to the home and office
was the beginning of the technology revolution. This, coupled with acquistion
reform, resulted in a lowering of costs for the same level of capability.
Now, the non-defense consumer can afford to buy a PC-based flight simulator
for less than $100 that would have cost the military one thousand times
that to develop a short time ago.
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