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How realistically can contemporary platoon-level infantry combat be simulated using First-Person Shooter (FPS) video games?

机译:如何使用“第一人称射击”(FPS)电子游戏来模拟当代排级步兵的战斗?

摘要

This research thesis investigates the degree to which first-person computer games are capable of simulating tactical infantry engagements, with a view to enhancing their utility for future infantry training and informing subsequent academic and military studies. This field of research is becoming increasingly relevant within the modern military establishment, as budget cuts brought about by the general economic downturn are compelling armed forces to seek more cost effective methods of training soldiers. Because modern games are highly technologically advanced and costly to develop as stand-alone products, the usage of Commercial Off-The-Shelf (COTS) video games as training aids is becoming increasingly common. Since these games have applications in both the military and commercial spheres, developers are able to try to obtain double value by selling them concurrently to both markets. The innate tension between realism and entertainment inevitably leads to compromises in the verisimilitude of the product, and this thesis argues that achieving such double value is tenable only in relation to specific aspects of infantry training. There has been little academic research to date examining the effectiveness of COTS game usage within the military, largely due to their recent development and acceptance as legitimate training tools. However, three main strands of related research undertaken by two distinct professions have been identified: Militaries have invested considerable resources into understanding infantry combat modelling and dynamics, and to a lesser extent how bespoke virtual environments can be employed to enhance training regimes, while social scientists have assessed the characteristics inherent to simulated environments in order to examine psychological immersion.This thesis will link together – and expand upon – these areas of research, which examine hitherto discrete aspects of commercial video games and military simulations. Combining these approaches will provide an evaluation of how realistic commercial game products are from a military perspective, in conjunction with an examination of their relationship to the sociological aspects of the intent of the designers and needs of the market. This will pave the way for an assessment of how successfully COTS video games can be adapted to suit the needs of armed forces, specifically in relation to creating combat environments suitable for training infantry soldiers in particular aspects of combat. This research will bridge the gap between the professional military and simulation communities, equipping simulation professionals with an understanding of combat, and military professionals with the skills to utilise First-Person Shooter (FPS) environments effectively as training tools.
机译:本研究论文调查了第一人称电脑游戏能够模拟战术步兵交战的程度,以增强其在未来步兵训练中的效用并为以后的学术和军事研究提供信息。在现代军事机构中,这一研究领域变得越来越重要,因为总体经济不景气带来的预算削减正迫使军队寻求更具成本效益的训练士兵的方法。由于现代游戏技术先进且作为独立产品开发成本很高,因此使用商业现货(COTS)视频游戏作为培训辅助工具变得越来越普遍。由于这些游戏在军事和商业领域都有应用,因此开发商可以通过同时向两个市场出售它们来尝试获得双倍的价值。现实主义与娱乐性之间的先天性张力不可避免地导致了产品的真实性的妥协,并且本文认为,仅在步兵训练的特定方面,实现这种双重价值才是可行的。迄今为止,几乎没有学术研究来研究军方内使用COTS游戏的有效性,这主要是由于COTS游戏最近得到发展并被接受为合法的培训工具。但是,已经确定了由两个不同专业进行的相关研究的三个主要方面:军方投入了大量资源来理解步兵战斗的建模和动力,以及在较小程度上可以使用定制的虚拟环境来增强训练制度,而社会科学家为了评估心理沉浸感,我们已经评估了模拟环境的固有特征。本论文将把这些研究领域联系在一起并加以扩展,这些领域将研究迄今为止商业视频游戏和军事模拟的各个方面。结合这些方法,可以从军事角度评估现实的商业游戏产品,并检验其与设计师意图和市场需求的社会学方面的关系。这将为评估如何成功地将COTS视频游戏适应武装部队的需求铺平道路,特别是在创建适合训练步兵在战斗特定方面的战斗环境方面。这项研究将弥合专业军事和模拟社区之间的鸿沟,使模拟专业人员具备对战斗的理解,而军事专业人员则具有有效利用第一人称射击游戏(FPS)环境作为训练工具的技能。

著录项

  • 作者

    Bennett James Henry;

  • 作者单位
  • 年度 2017
  • 总页数
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类

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