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Summary
Summary
From modeling and simulation to games and entertainment
With contributions from leaders in systems and organizational modeling, behavioral and social sciences, computing and visualization, and gaming and entertainment, Organizational Simulation both articulates the grand vision of immersive environments and shows, in detail, how to realize it. This book offers unparalleled insight into the cutting edge of the field, since it was written by those who actually researched, designed, developed, deployed, marketed, sold, and critiqued today's best organizational simulations.
The coverage is divided into four sections:
* Introduction outlines the need for organizational simulation to support strategic thinking, design of unprecedented systems, and organizational learning, including the functionality and technology required to enable this support
* Behaviors covers the state of knowledge of individual, group, and team behaviors and performance, how performance can best be supported, how performance is affected by national differences, and how organizational performance can best be measured
* Modeling describes the latest approaches to modeling and simulating people, groups, teams, and organizations, as well as narrative contexts and organizational environments within which these entities act, drawing from a rich set of modeling methods and tools
* Simulations and Games illustrates a wide range of fielded simulations, games, and entertainment, including the methods and tools employed for designing, developing, deploying, and evaluating these systems, as well as the social implications for the associated communities that have emerged
Addressing all levels of organizational simulation architecture with theories and applications, and enabling technologies for each, Organizational Simulation offers students and professionals the premier reference and practical toolbox for this dynamic field.
Author Notes
WILLIAM B. ROUSE, PhD, is Executive Director of the Tennenbaum Institute at Georgia Tech and a professor in the College of Computing and the School of Industrial and Systems Engineering. Dr. Rouse has over thirty years of experience in the field of individual and organizational performance, decision support systems, and information systems. He has written hundreds of articles and book chapters, and has authored several Wiley books, including Essential Challenges of Strategic Management, and is a coeditor of Handbook of Systems Engineering and Management. He is a Fellow of IEEE, INFORMS, and HFES, as well as a member of the National Academy of Engineering.
KENNETH R. BOFF, PhD, is a Chief Scientist of the Human Effectiveness Directorate, Air Force Research Laboratory, headquartered at Wright-Patterson Air Force Base, in Dayton, Ohio. His research includes human engineering of complex systems, training, safety, protection, and deployment logistics. He has authored numerous articles and book chapters, and has edited several books. He is a founder and technical director of the Department of Defense Human System Information Analysis Center, and is a founding member and former chair of the DoD Reliance Human-Systems Interface Technology Panel.
Table of Contents
Forward | p. xxi |
Preface | p. xxv |
Contributors | p. xxvii |
1 Introduction and Overview | p. 1 |
Scope of Organizational Simulation | p. 2 |
Architecture of Organizational Simulation | p. 3 |
Perspectives on Organizational Simulation | p. 4 |
Workshop on Organizational Simulation | p. 5 |
Enterprise Systems | p. 6 |
NASA Columbia | p. 6 |
Command and Control - C2 | p. 6 |
Domestic Crisis - G8 | p. 7 |
Joint Urban Operations - JUO | p. 7 |
Functionality and Technology | p. 7 |
Overview of Book | p. 8 |
Introduction | p. 11 |
Behaviors | p. 12 |
Modeling | p. 12 |
Simulations & Games | p. 13 |
Conclusions | p. 14 |
References | p. 15 |
2 Strategic Thinking Via Organizational Simulation | p. 17 |
Abstract | p. 17 |
Introduction | p. 17 |
Strategy Questions | p. 19 |
How can a new strategy best be deployed? | p. 19 |
What are the organizational implications of a new strategy? | p. 19 |
How will novel situations be addressed with this strategy? | p. 20 |
What are the design implications of this strategy? | p. 20 |
What are the work implications of a new organization? | p. 21 |
How well will the organization perform in the environment? | p. 21 |
Summary | p. 21 |
Enterprise Integration | p. 22 |
Context of Challenge | p. 22 |
Nature of Challenge | p. 22 |
Organizational Issues | p. 22 |
Phenomena to Stimulate | p. 23 |
Types of Interaction Needed | p. 23 |
Measure of OrgSim Success | p. 23 |
Command & Control | p. 23 |
Contest of Challenge | p. 24 |
Nature of Challenge | p. 24 |
Organizational Issues | p. 24 |
Phenomena to Stimulate | p. 25 |
Types of Interaction Needed | p. 25 |
Measures of OrgSim Success | p. 25 |
Joint Urban Operations | p. 25 |
Context of Challenge | p. 25 |
Nature of Challenge | p. 26 |
Organizational Issues | p. 26 |
Phenomena to Stimulate | p. 26 |
Types of Interaction Needed | p. 26 |
Measure of OrgSim Success | p. 27 |
Functional Requirements | p. 27 |
Models of Interaction | p. 27 |
View and Information Flows | p. 29 |
Tasks & Experiences | p. 29 |
User Support | p. 29 |
Methods & Tools | p. 29 |
Enabling Technologies | p. 30 |
Conclusions | p. 33 |
References | p. 34 |
3 Using Organizational Simulation to Develop Unprecedented Systems | p. 37 |
Abstract | p. 37 |
Introduction | p. 37 |
Illustrations of Unprecedented Systems | p. 39 |
Story 1 DART | p. 40 |
Story 2 Robotics-Agents-People - or RAP - Teams | p. 42 |
Role of Teams and Culture Change | p. 43 |
Requirements For Organizational Simulation | p. 46 |
Architecture | p. 46 |
Process | p. 48 |
Scenarios | p. 50 |
Agents | p. 51 |
Measurement | p. 51 |
Putting it all together | p. 52 |
Summary | p. 52 |
References | p. 53 |
4 The Learning Organization and Organizational Simulation | p. 55 |
Abstract | p. 55 |
The Learning Organization Concept | p. 55 |
Organizational Simulation | p. 57 |
The Literature of the Learning Organization | p. 57 |
Philosophy of an LO | p. 57 |
Characteristic Activities of a Learning Organization | p. 58 |
The Five Disciplines | p. 59 |
Organizational Learning: Adaptive vs. Generative | p. 60 |
Activities and Processes of Good Learning Organizations | p. 60 |
Examples of Organizations Striving to be Effective LO's | p. 61 |
U.S. Department of Defense & Terrorist Organizations | p. 61 |
U.S. Navy's Integrated Learning Environment | p. 63 |
Potential Benefits to a Learning Organization From Use of Organizational Simulation | p. 65 |
Applications of OrgSim to the LO | p. 65 |
Process Modeling | p. 67 |
Organizational Culture Elements | p. 67 |
The Learning Management Maturity Model | p. 69 |
Sample "What If" Questions | p. 73 |
Conclusion | p. 74 |
Challenges and Opportunities | p. 74 |
Recommendations | p. 75 |
References | p. 76 |
5 Requirements and Approaches For Modeling Individuals Within Organizational Simulations | p. 79 |
Abstract | p. 79 |
Introduction | p. 79 |
Organizations Are Composed of Individuals | p. 80 |
Individual Behavior is not "Nominal" | p. 82 |
Approaches to Modeling Individuals within Organizations | p. 83 |
Related Research and Background Information | p. 85 |
Effects of Individual Differences on Decision Making | p. 85 |
Modeling the Individual | p. 92 |
Requirements For Modeling the Individual Decision-Maker | p. 96 |
Knowledge and Data Requirements | p. 98 |
Representational and Inferencing Requirements and Options | p. 105 |
Examples Illustrating the Two Alternative Approaches | p. 110 |
Modeling the Individual in Terms of a Cognitive Architecture | p. 110 |
Modeling the Individual in Terms of a Profile Within a Social Network | p. 116 |
Integrating Individual Models Within Organizational Simulations | p. 122 |
Integrating Cognitive Architecture Models Within Organizational Simulations | p. 122 |
Integrating Profile-Based Social Network Models Within Organizational Simulations | p. 123 |
Summary and Conclusions | p. 124 |
Conclusions | p. 125 |
Challenges | p. 126 |
Future Work and Research Agenda | p. 128 |
References | p. 128 |
6 Common Ground and Coordination in Joint Activity | p. 139 |
Abstract | p. 139 |
Introduction | p. 139 |
Criteria For Joint Activity | p. 142 |
Intention to Generate a Multi-Party Product | p. 142 |
Interdependence of the Actions of the Parties | p. 145 |
Requirements For Effective Coordination in Joint Activity | p. 145 |
Interpredictability | p. 145 |
Common Ground | p. 146 |
Directability | p. 149 |
The Choreography of Joint Activity | p. 149 |
Three-Part Phases | p. 150 |
Signaling | p. 151 |
Coordination Devices | p. 153 |
The Joint Action Ladder | p. 155 |
Coordination Costs in Choreography | p. 156 |
The Fundamental Common Ground Breakdown | p. 157 |
The Logic of the Fundamental Common Ground Breakdown | p. 157 |
Defections From the Basic Compact | p. 164 |
Making Automation a Team Player | p. 164 |
The Basic Compact | p. 166 |
Interpredictability | p. 167 |
Goal Negotiation | p. 171 |
Coordination Phases | p. 172 |
Attention Management | p. 173 |
Controlling the Costs of Coordinated Activity | p. 175 |
Concluding Remarks About the Challenges | p. 176 |
Summary | p. 177 |
Acknowledgements | p. 178 |
References | p. 178 |
7 Modeling Team Performance: The Basic Ingredients and Research Needs | p. 185 |
Abstract | p. 185 |
Introduction | p. 185 |
What Do We Know About Teams and Team Performance? | p. 186 |
What Is a Team? | p. 186 |
What Is Teamwork? | p. 187 |
What Is Team Performance? | p. 187 |
What Is Team Performance Modeling? | p. 188 |
A Framework For Modeling Team Performance | p. 189 |
Individual Characteristics | p. 189 |
Team Characteristics | p. 193 |
Task Characteristics | p. 201 |
Work Structure | p. 202 |
Modeling Tools | p. 205 |
Choosing Tools to Model | p. 207 |
Impacts of Modeling Team Performance | p. 211 |
Human Systems Integration | p. 211 |
Scenario-Based Training | p. 212 |
Decision Support Systems | p. 214 |
Prospects | p. 215 |
Conclusions | p. 216 |
References | p. 216 |
8 National Differences in Teamwork | p. 229 |
Abstract | p. 229 |
Introduction | p. 229 |
Teamwork: Current Models and Limitations | p. 231 |
Current Models | p. 231 |
Describing Applied Domains With Current Models | p. 234 |
Summary | p. 239 |
National Differences and the Mechanisms of Teams | p. 240 |
Relationship-Achievement | p. 242 |
Power Distance | p. 242 |
Tolerance For Uncertainty | p. 244 |
Hypothetical - Concrete Reasoning | p. 245 |
Casual Attribution | p. 246 |
Contrasting - Synthesizing | p. 247 |
The Promise of Organizational Simulation | p. 248 |
Acknowledgements | p. 249 |
References | p. 249 |
9 How Well Did It Work? Measuring Organizational Performance in Simulation Environments | p. 253 |
Abstract | p. 253 |
The Challenge of Understanding Organizational Performance | p. 254 |
Network Connectivity Enables New Organizational Structures | p. 255 |
Human-In-The-Loop Testing of Organizational Structures | p. 256 |
Models Provide a Framework For Empirical Testing | p. 257 |
Organizational Modeling Approach | p. 258 |
Communication Behavior as a Measure of Organizational Performance | p. 259 |
Empirical Results: Model-Based Predictions of Communication Behavior | p. 261 |
Experiment 1 Can Organizational Structure Be Optimized for a Mission? | p. 261 |
Experiment 2 Does the Benefit of Collaborative Planning Vary Under Alternative Organizational Structures? | p. 263 |
Experiment 3 What Happens When the Structure of an Organization is Incongruent With Its Mission? | p. 265 |
Conclusions | p. 269 |
Acknowledgements | p. 270 |
References | p. 270 |
10 Technical and Conceptual Challenges in Organizational Simulation | p. 273 |
Abstract | p. 273 |
Introduction | p. 273 |
Discrete Event Simulation | p. 274 |
Simulating Individual Circuits | p. 275 |
Simulating Discrete Event Logistics Systems | p. 276 |
Simulating Organizations | p. 279 |
Organizational Simulation Issues | p. 280 |
Warehousing as an Organization Type | p. 281 |
Warehouse "Facts" Catalog | p. 282 |
Organizing the Facts | p. 282 |
The Structure of a Warehouse Meta-Model | p. 284 |
Organizing Concepts | p. 284 |
Meta-Model Component Resources | p. 285 |
Meta-Model Components - Flow Processes | p. 287 |
Meta-Model Components - Control Process | p. 292 |
Meta-Modeling Issues | p. 295 |
Conclusion | p. 296 |
References | p. 297 |
11 Narrative Abstraction For Organizational Simulations | p. 299 |
Abstract | p. 299 |
Narrative and Sensemaking | p. 299 |
Computational Simulation, Games, and Narrative | p. 303 |
Abstraction in Narrative Forms | p. 310 |
Exploiting Narrative Designs For Organizational Simulation | p. 314 |
References | p. 318 |
12 Agent-Based Modeling and Simulation of Socio-Technical Systems | p. 323 |
Abstract | p. 323 |
Introduction: Our "World Model" | p. 323 |
Background | p. 324 |
Agent-Based Modeling and Simulation | p. 324 |
Socio-Technical Systems | p. 326 |
Modeling Socio-Technical Systems as Agent-Based Systems | p. 328 |
Constructing Agent-Based Simulations of Socio-Technical Systems | p. 329 |
Agent Models | p. 330 |
Environment Models | p. 335 |
Putting It All Into a Computer Simulation | p. 338 |
Duality Between Model Form and Software Architecture | p. 339 |
Software Interface Standards | p. 342 |
Time Advance and Timing Agent Interactions | p. 343 |
Interacting With the Design Process | p. 346 |
Example: The Reconfigurable Flight Simulator as an Agent-Based Simulation Architecture | p. 349 |
RFS Architecture | p. 349 |
Application of RFS to an Agent-Based Simulation of Air Traffic | p. 351 |
Conclusions | p. 357 |
Acknowledgements | p. 359 |
References | p. 359 |
13 Executable Models of Decision Making Organizations | p. 369 |
Abstract | p. 369 |
Introduction | p. 369 |
The Decisionmaker Model and Organization Design | p. 371 |
Generation of Organizational Architectures | p. 374 |
Modeling Cultural Attributes | p. 378 |
The Colored Petri Net Model of the Decision Maker | p. 380 |
Simulating Organizational Performance | p. 382 |
Conclusions | p. 386 |
References | p. 387 |
14 Organizational Design and Assessment in Cyber-Space | p. 389 |
Abstract | p. 389 |
The Nature of Organizations | p. 389 |
Organizations as Meta-Matrices | p. 392 |
Illustrative Organizations | p. 395 |
Assessment and Design | p. 399 |
What are the Key Measures of Vulnerability? | p. 399 |
What are the Key Indicators of Performance and Adaptability? | p. 404 |
Team Design | p. 404 |
Team Dynamics | p. 408 |
Potential for Dynamic Measures | p. 410 |
OrgAhead | p. 411 |
Construct | p. 412 |
Challenges to Team Assessment and Design in Cyber-Space | p. 414 |
What Data Streams are Available? | p. 415 |
What Are the Challenges? | p. 416 |
Conclusion | p. 419 |
Acknowledgment | p. 419 |
References | p. 420 |
15 Artificial Intelligence and Its Application to Organizational Simulation | p. 425 |
Abstract | p. 425 |
Introduction | p. 425 |
AI Methods | p. 428 |
Search | p. 429 |
Knowledge Representations | p. 431 |
Planning | p. 433 |
Intelligent Agents | p. 435 |
Applications of AI to OrgSim | p. 441 |
Conclusions | p. 444 |
References | p. 444 |
16 Simulating Humans | p. 447 |
Abstract | p. 447 |
Introduction | p. 448 |
Overview of Methods for Modeling Humans | p. 449 |
Manual and user-Defined Modeling of Humans | p. 450 |
Data-Driven Modeling of Humans | p. 451 |
Generating New Human Models From Data | p. 452 |
Modeling of Surface Mesh | p. 454 |
Rendering of Humans | p. 455 |
Overview of Methods for Animating Humans | p. 456 |
Key Frame-Driven Animation | p. 457 |
Data-Driven Animation | p. 459 |
Capturing Performances | p. 459 |
Using Captured Motions | p. 462 |
Physics-Driven Animation | p. 463 |
Goal-Driven Animation | p. 464 |
Concluding Remarks | p. 466 |
References | p. 467 |
17 Modeling Crowd Behavior For Military Simulation Applications | p. 471 |
Abstract | p. 471 |
Introduction | p. 472 |
Crowd Modeling Motivation | p. 472 |
Crowd Modeling and Organizational Simulation | p. 474 |
Crowd Modeling Study Overview and Methodology | p. 475 |
Crowd Simulation Requirements Analysis | p. 476 |
Requirements Analysis Introduction | p. 476 |
Requirements Analysis Process | p. 478 |
Application Areas and Warfare Levels | p. 482 |
Crowd Modeling Requirements Examples | p. 485 |
Crowd Modeling Requirements Comments | p. 488 |
Requirements Analysis Findings | p. 490 |
Psychological and Computational Models of Crowd Behavior | p. 491 |
Survey Introduction | p. 492 |
Psychological Research on Crowd Behavior | p. 492 |
Psychological and Computational Models of Crowd Behavior | p. 501 |
Realism of Crowd Cognition and Behavior Models | p. 503 |
Survey Findings | p. 505 |
Crowd Simulation Design Study | p. 506 |
Design Study Introduction | p. 507 |
Design Process and Goals | p. 507 |
Crowd Simulation Architecture | p. 508 |
Implementation Experiments and Results | p. 516 |
Design Study Findings | p. 525 |
Conclusions | p. 525 |
Summary of Findings | p. 525 |
Research and Development Requirements | p. 526 |
Expected Benefits | p. 527 |
Acknowledgments | p. 528 |
References | p. 528 |
18 Application of Immersive Technology For Next Generation Simulation | p. 537 |
Abstract | p. 537 |
Introduction | p. 537 |
Modeling Human Behavior | p. 538 |
Lessons From Stagecraft | p. 539 |
A Hybrid Approach | p. 539 |
The "Willing Collaborator" | p. 541 |
Setting Limits | p. 542 |
Potential For Analysis | p. 543 |
The "Good Borg" | p. 543 |
Top-Down Vs. Bottom-Up | p. 544 |
Bottom-Up at ICT | p. 545 |
Lessons From the Marketplace | p. 546 |
Virtual Humans | p. 546 |
Beyond Photo-Realism | p. 547 |
Sound's Good... | p. 548 |
Case Study: Joint Fires & Effects Trainer | p. 549 |
Conclusion | p. 551 |
References | p. 551 |
19 From Viz-Sim to VR to Games: How We Built a Hit Game-Based Simulation | p. 553 |
Abstract | p. 553 |
Introduction | p. 554 |
Where Did We Start? | p. 554 |
Why Did We Start Thinking About Games? | p. 555 |
What Does Game Development Cost? | p. 556 |
The Tough Issue is Team Building and Maintenance | p. 557 |
America's Army Development Pipeline | p. 558 |
Positions and Duties | p. 558 |
Core Game Components | p. 560 |
Summary | p. 569 |
America's Army - A Case History | p. 569 |
America's Army Pre-Release - August 2001 | p. 570 |
Version 1.0 Release - July 4, 2002 | p. 570 |
Version 1.0.1 Release - July 12, 2002 | p. 572 |
Version 1.1.1 Release - August 1, 2002 | p. 572 |
Version 1.2.0 Release - August 22, 2002 | p. 573 |
Version 1.2.1 Release - August 24, 2002 | p. 575 |
Map Pack Release - October 3, 2002 | p. 575 |
Version 1.3.0 Release - October 10, 2002 | p. 576 |
Version 1.4.0 Release - November 25, 2002 | p. 578 |
Version 1.5.0 Release - December 23, 2002 | p. 579 |
Version 1.6.0 Release - March 16, 2003 | p. 580 |
Version 1.7.0 Release - April 21, 2003 | p. 582 |
Electronic Entertainment Expo - May 2003 | p. 582 |
Version 1.9.0 Release - August 8, 2003 | p. 582 |
Version 2.0.0 Release - November 6, 2003 | p. 585 |
Version 2.0.0a Release - December 21, 2003 | p. 587 |
Summation - March 8, 2004 | p. 588 |
Lessons Learned | p. 588 |
Conclusion | p. 589 |
Acknowledgments | p. 589 |
References | p. 589 |
20 Distributed Simulation and the High Level Architecture | p. 591 |
Abstract | p. 591 |
Introduction | p. 591 |
Historical Perspective | p. 593 |
The High Level Architecture | p. 594 |
HLA Rules | p. 595 |
Object Models | p. 596 |
The Interface Specification | p. 596 |
Time Management | p. 597 |
Conservative Time Management | p. 598 |
Optimistic Time Management | p. 601 |
Time Management in the HLA | p. 603 |
Conclusions | p. 605 |
Acknowledgements | p. 606 |
References | p. 606 |
21 Harnessing the Hive: Innovation as a Distributed Function in The Online Game Community | p. 611 |
Abstract | p. 611 |
Introduction | p. 611 |
R&D Estuaries: Leveraging Community-Driven Design | p. 612 |
Constructive Ecologies: Artifacts & Social Currency | p. 613 |
Beyond Collaboration: Group-To-Group Interaction | p. 616 |
Persistence and Accretion | p. 618 |
Conclusion | p. 620 |
References | p. 621 |
Author Index | p. 623 |