Combat medic training simulations should be immersive and realistic. Research has shown that immersive training results in better training and increased learning. Two distinct benefits have been shown; trainees achieve the training objective more quickly, and better retain the lesson.
For a combat medic training simulation to be realistic, injuries should correspond to the situation being simulated. In other words, in a combat environment where IEDs would be encountered, a trainee should see injuries consistent with IED attacks. This situational training will lead to fewer surprises for combat medics in the real battlefield. To increase training immersion, we propose using realistic scenarios and appropriate munitions for those scenarios. Injuries should be driven by the munitions in the engagement event.
This paper presents a methodology for integrating a game-engine based combat medic training simulation with a physics-based human injury model. For the combat medic training simulation, we will use the Tactical Combat Casualty Care Simulation (TC3sim). TC3sim will provide the game engine and training interface with which trainees interact.
We will use the Real-time Physics Effects Library (RPEL) for the physics-based human injury model. It will respond to detonation events sent from TC3sim, calculating the injuries to the individual combatants in the area. To accomplish this, RPEL will use well-established, validated fragment and blast models. These models will have to be adapted for real-time use.
Once these initial injuries are calculated, the results will be sent back to TC3sim. TC3sim will then display the injuries and run its own time-based physiological model, using the initial conditions determined by RPEL.
We will lay out a strategy for mapping RPEL's blast- and fragment-related injuries to TC3sim's supported injury model. We will also cite the research that has shown value in immersive training, and show how it justifies our work.