Modeling and simulation : linking entertainment and defense
Author(s)
Bibliographic Information
Modeling and simulation : linking entertainment and defense
National Academy Press, 1997
Available at 2 libraries
  Aomori
  Iwate
  Miyagi
  Akita
  Yamagata
  Fukushima
  Ibaraki
  Tochigi
  Gunma
  Saitama
  Chiba
  Tokyo
  Kanagawa
  Niigata
  Toyama
  Ishikawa
  Fukui
  Yamanashi
  Nagano
  Gifu
  Shizuoka
  Aichi
  Mie
  Shiga
  Kyoto
  Osaka
  Hyogo
  Nara
  Wakayama
  Tottori
  Shimane
  Okayama
  Hiroshima
  Yamaguchi
  Tokushima
  Kagawa
  Ehime
  Kochi
  Fukuoka
  Saga
  Nagasaki
  Kumamoto
  Oita
  Miyazaki
  Kagoshima
  Okinawa
  Korea
  China
  Thailand
  United Kingdom
  Germany
  Switzerland
  France
  Belgium
  Netherlands
  Sweden
  Norway
  United States of America
Note
"Computer Science and Telecommunications Board, National Research Council"--Cover
Proceedings of a workshop held Oct. 1996 in Irvine, Calif
Includes bibliographical references
Description and Table of Contents
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.
Table of Contents
FRONT MATTER
EXECUTIVE SUMMARY
1 INTRODUCTION
2 SETTING A COMMON RESEARCH AGENDA
3 SETTING THE PROCESS IN MOTION
APPENDIXES
A WORKSHOP AGENDA
B WORKSHOP PARTICIPANTS
C BIOGRAPHICAL SKETCHES OF COMMITTEE MEMBERS
D POSITION PAPERS
Table of Contents
- 1 FRONT MATTER
- 2 EXECUTIVE SUMMARY
- 3 1 INTRODUCTION
- 4 2 SETTING A COMMON RESEARCH AGENDA
- 5 3 SETTING THE PROCESS IN MOTION
- 6 APPENDIXES
- 7 A WORKSHOP AGENDA
- 8 B WORKSHOP PARTICIPANTS
- 9 C BIOGRAPHICAL SKETCHES OF COMMITTEE MEMBERS
- 10 D POSITION PAPERS
by "Nielsen BookData"