Maritime Head-Up Display (HUD)
Anacapa Sciences and the California Maritime Academy partnered to empirically examine the effects of providing head-up information on marine navigation performance. The results indicated great potential for a maritime HUD system, especially for improving situational awareness in low visibility and confined waters conditions and for vessels where information changes rapidly (i.e., high speed vessels). Learn More

Mobile Information Data Acquisition System (MIDAS)
MIDAS provides users with the ability to enter, process, retrieve, review, edit, share, and distribute a broad range of cultural information while working in unfamiliar cultures. The system was designed for use by hand-held, laptop or desktop devices.  Operators enter information using a familiar wiki-type interface and tool bar. Entries are coded with tags and predefined relationships and stored in a manner that permits access tailored to the priorities and needs of the intended user group as identified through user-centered research. Learn More

Situation Visualization (SitViz™) Toolset
The SitViz toolset addresses the increasing complexity of Navy sensor information coupled with the fewer watch standers available to process this information up the sensor-to-shooter command chain.  SitViz tools integrate sensor with command-and-control data, accelerate situation understanding in ambiguous information environments to keep pace with shifting threats, and accelerates the flow tactically intelligent information up the sensor-to-shooter command chain.  The SitViz toolset is designed as a plug-in to an open-architecture tactical display system. Learn More

Game Based Training Tool (GBTT)
This decision tool facilitates the development of effective training games, matches details of training requirements with appropriate game element variations (e.g., feedback, challenge, realism), and recommends and links to a game-design-pattern library.  The Game Based Training Tool (GBTT), developed for the Office of Naval Research (ONR) and the Naval Air Command (Navair), helps instructional designers and others determine when and how key gaming elements can be incorporated into conventional training programs in order to improve performance outcomes. Learn More

Game-Based Training: Flight Management System (FMS)
This web-based training game is designed to accelerate student training in FMS operations, to reduce errors, and to make graduates more “flight line” ready. Game-based trainng enhances overall training program by increasing student motivation for self-study -- thus reducing need for remedial training and allowing more efficient use of simulator and instructor time.  It also incorporates design patterns that can be adapted to facilitate development of games in other domains involving similar skill sets. Learn More

Reverse Engineering Advancement Lab (REAL)
The project addresses two needs:  1) next generation software protection requires the development of next-generation software attack (reverse engineering) technology and 2) cutting-edge software attack tools are required to test cutting-edge protection techniques.  As part of the Department of Defense and Department of Homeland Security’s Software Protection Initiative, Anacapa is developing a set of next-generation reverse engineering tools, REAL DecompilerTM  and REAL PlatformTM  to protect national-interest software.  The tools will also be made available to legitimate commercial enterprises to develop and test their software protection techniques.

Shared Mental Model Practice Gaming and Exercise (SAMEPAGE)
SAMEPAGE is both a systematic approach to training and a computer-based instructional delivery system. It is designed to develop and maintain shared understanding (SU) between team members, so they can gain a decisive edge in executing synchronized team/mission tasks. Procedures are designed to help teams to establish SU early and maintain it throughout mission execution; yet if lapses occur, to facilitate regaining SU quickly. It is currently being applied to facilitate coordination among government, military and non-government organizations in Western Africa. Learn More

The Application of Advanced Technology to the Tasks Performed By Traffic Officers
The Mobile Officer's Assistant (MOA) is a system of hand-held computers that enables law enforcement officers to generate electronic citations, to make national data-base queries for wanted persons and stolen vehicles, and to assess vehicle registration and driver's license status. Customized versions of MOA have now been developed and implemented for police departments in the states of Texas, Nevada, and Washington. Many other agencies have requested proposals and placed MOA at the top of their "wish list." Learn More

Intelligence Analysis Techniques and Training
Techniques and training developed for intelligence analysis are now used by law-enforcement agencies, commercial organizations, and military intelligence commands throughout the world.  Initiated in 1971, this program of research and development has led to the training of many thousands of agents, analysts and investigators from more than 1,500 different organizations.  Currently, 28 government and commercial organizations in Australia, Canada, Jordan, Mexico, Norway, Russia and the Commonwealth of Independent States, Singapore, Sweden, United Kingdom, and the United States, as well as the United Nations, hold licenses to conduct the training courses resulting from this work.  For more detailed information, please go to Intelligence Analysis.

Critical Thinking Web-Based Training Modules
A system of web-based training modules, developed for the Army Research Institute and incorporated into the curriculum at the Army Command and Staff College, Fort Leavenworth Kansas, is adaptable to other activities in which critical thinking is important.  Modules have been adapted for training the critical thinking required for the performance of key intelligence analysis tasks in both law-enforcement and military settings. Each module consists of training in basic concepts, followed by advanced training, contextual training, and performance-based exercises. Learn More

Crew Resource Management (CRM)
Critical team process behaviors of F-16 pilots are being identified in research conducted for the Air Force Research Laboratory (AFRL) and Crew Training International (CTI). Individual and crew behavioral processes in C-130 operations are also being investigated in a study conducted for the AFRL and Lockheed Martin. The objective is to couple team process data with observed mission performance outcomes to accelerate the learning of vital team-oriented skills; the results are being used to augment current CRM training. Learn More

Mission Planning Skills of USAF Fighter Pilots
High-payoff training interventions that can be applied to improve the mission planning skills of USAF fighter pilots are being developed in a project for the Air Force Research Laboratory (AFRL). Interventions are being identified through a training needs analysis in which a set of high-payoff mission planning skills are identified, promising interventions are extracted through SME interviews and literature review, and a Delphi approach is used to achieve consensus among a panel of experts concerning those interventions that will have the greatest potential. Learn More

Simulator Scenario Design and Assessment Tool for Training (SimDATT)
SimDATT supports the design of high-quality, flexible scenarios for simulator training. Features include the promotion of training continuity across instructors, support for the generation of more cognitively challenging scenarios in considerably less time, and customization to emphasize Human Factors, Crew Resource Management, Operational Risk Management, and Procedures issues. SimDATT is a computer-based system to help course analysts design training scenarios in accordance with principles of instructional systems design (ISD). Learn More

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