SubSafe - Games-Based Simulation to Improve Submarine Safety Training
Submitting Institution
University of BirminghamUnit of Assessment
Electrical and Electronic Engineering, Metallurgy and MaterialsSummary Impact Type
SocietalResearch Subject Area(s)
Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Summary of the impact
SubSafe is a high-fidelity, real-time interactive simulation of a
Royal Navy (RN) submarine. The
SubSafe programme has improved the delivery of spatial awareness
and safety training for RN
recruits, over and above legacy practices (such as PowerPoint,
"chalk-and-talk" and technical
manuals). It has also played a major role in influencing industrial and
defence agency uptake of
simulation technologies across a range of applications. UK (MoD),
Australian and Canadian
national strategies relating to future exploitation of simulation in
training and concept visualisation
have been positively influenced by the success of this programme. SubSafe
has also been
instrumental in launching a new, innovative games-based simulation
company.
Underpinning research
The SubSafe research programme set out to investigate if
interactive 3D, or "Virtual Reality" (VR)
representations of a nuclear submarine could generate significant
improvements in early spatial
awareness training over and above that provided by more conventional forms
of delivery media.
Experiments were conducted to assess the spatial awareness acquired by RN
students during VR
training and the extent to which that awareness was transferred from the
classroom to a real
submarine. Secondary aims of the research involved evaluating different
interactive techniques for
delivering the VR material ("passive", or instructor-led, using a data
projector, vs. "active", allowing
each student "hands-on" with the simulation via laptops) and to assess
students' and instructors'
attitudes (and any change in attitudes) regarding the use of novel
interactive technologies in RN
training contexts. The SubSafe research is also relevant to the
training of spatial awareness or
health and safety issues for other complex engineering contexts, including
land-based and offshore
petrochemical and gas plant, nuclear and mining facilities, and civilian
maritime transportation.
Early Human Factors observations and task analyses supporting the design
of the SubSafe VR
system and its integration into existing training régimes were conducted
(a) within the Submarine
Qualification (SMQ) classrooms at HM Naval Base at Devonport, (b) onboard
Trafalgar Class
submarines alongside and (c) at sea with the crew of HMS Tireless
(References 1, 4 and 6 in
Section 3). Uniquely, SubSafe was the first games-based training
system of its kind to receive a
thorough experimental evaluation, based on nearly 24 months of
investigation using real
submarine recruits in real naval classroom and vessel settings.
Statistical analyses of knowledge
transfer data revealed that use of SubSafe during classroom
training significantly improves the final
"walk-around" performance of students (onboard an actual submarine) when
compared to that of a
control group receiving legacy training techniques (References 3 and 5 in
Section 3). No
significant differences in onboard spatial awareness were found between
passive and active
presentations of the simulation. Further experiments have investigated the
optimum presentation
times for SubSafe, comparing a single exposure of the simulation
to SMQ students at the end of
their 6-week training régime to course-specific exposures during weeks 2
to 4 (Reference 5 in
Section 3). Significant attitudinal changes were also recorded after
exposure to SubSafe, with
participants responding positively to the use of games-based simulation in
mainstream RN training
(References 3 and 5 in Section 3).
From an international perspective, SubSafe is a
successful example of a games-based training
project that has benefited from a detailed academic approach to design and
evaluation from the
outset. The result of over ten years of exploratory research (beginning
with pioneering complex
engineering data conversion techniques for real-time interaction in the
early 1990s), SubSafe has
included investigations of:
- the human-centred design of interactive visualisation or VR techniques
for representing
detailed plant and machinery spaces whilst preserving real-time computer
rendering
performance (Reference 6 in Section 3),
- new processes for optimising engineering data and integration of said
data with other
interactive media (3D computer-aided design, 2D panoramic photography,
photogrammetry,
etc.)
- new simulation/VR sensory fidelity research, building upon the
capabilities of commercial off-the-shelf
gaming toolkits and rendering engines (e.g. dynamic interior lighting,
physics-based
incident effects, such as smoke and flooding),
- new usability/human factors research relating to end user 3D
navigation requirements and
interrogation of/interaction with important or safety-critical virtual
objects (Reference 6 in
Section 3 — specifically Case Studies 8 and 9), and
- human factors issues of preserving spatial awareness knowledge uptake
when providing
minimised virtual representations of submarine spaces suitable for
portable computing
technologies (e.g. tablets — with minimal degradation to fidelity and
real-time interaction,
SubSafe has been implemented on such products as the iPad,
iPhone/iPod and Nexus 7).
SubSafe was sponsored by the MoD via the Human Factors Integration
Defence Technology
Centre (HFI DTC). This DTC was a highly successful national centre of
excellence in which the
University of Birmingham was a key collaborator, receiving a total of
£4.5million between 2003 and
2012 for a range of research and technology evaluation studies (see also
Reference 6 in Section
3). Although the SubSafe research can be traced back to early
(1990s) RN submarine research
and concept development projects conducted by Stone (Professor of
Interactive Multimedia
Systems at Birmingham, March 2003 onwards), the effort reported here was
undertaken between
2008 and 2012 by Stone and Guest (Research Fellow at Birmingham, October
2007 onwards) with
additional contributions from Caird-Daley (Research Assistant, Cranfield
University).
References to the research
The outputs that best indicate the quality of the underpinning research
are references 3.1, 3.3 and
3.5
1. Stone, R.J., Caird-Daley, A., & Bessell, K. (2009). "SubSafe:
A Games-Based Training System
for Submarine Safety and Spatial Awareness"; Virtual Reality;
13(1); pp.3-12. DOI:
10.1007/s10055-008-0110. Listed in REF 2.
2. Stone, R.J. (2009). "The Safe Submariner", Armed Forces Worldwide;
Vol 2. Available from
HEI.
3. Stone, R.J., & Caird-Daley, A. (2009). "Submarine Safety and
Spatial Awareness: the SubSafe
Games-Based Training System"; in Proceedings of the Ergonomics
Society's 60th Anniversary
Conference; Royal College of Physicians; London; 23 April 2009;
pp.320-331. Available from
HEI.
4. Stone, R.J. (2010). "Serious Games — the Future of Simulation for the
Royal Navy?"; Review of
Naval Engineering; 3(3); pp.37-45. Available from HEI.
5. Stone, R.J., Caird-Daley, A., & Bessell, K. (2010). "Human Factors
Evaluation of a Submarine
Spatial Awareness Training Tool" (with Caird-Daley and Bessell); In Proceedings
of the Human
Performance at Sea 2010 Conference; Glasgow, 16-18 June; pp.231-241.
Available from HEI.
6. Stone, R.J. (2012). "Human Factors Guidance for Designers of
Interactive 3D and Games-Based
Training Systems" (Second Edition); Human Factors Integration Defence
Technology
Centre Publication; February, 2012. Case Studies 8 and 9. Available
from HEI.
Details of the impact
The key to the success of SubSafe has been the demonstration of
innovation in technology-based
training for complex engineering systems, with specific reference to the
submarine training sector,
where the increasing "absence" of submarines alongside at naval bases (due
to streamlining in the
Armed Forces and the development of more advanced naval platforms) would
otherwise have a
negative impact on RN recruits' knowledge uptake and retention. This
situation is unlikely to
change in the coming decades as the sizes of current-generation submarine
fleets reduce and
fewer, more advanced vessels (such as the UK's Astute and Successor
classes of submarine)
come into service.
The same situation exists within international navies, such as Canada and
Australia, where future
submarines (and, indeed, surface vessels), although technologically highly
advanced, will be
smaller in number and will remain at sea for much longer periods than is
currently the case. The
results of the SubSafe experimental programme have demonstrated
(not only to the RN, but to
interested senior observers from the Royal Canadian and Australian Navies
as well) that SMQ
students are likely to benefit significantly from games-based training,
even in the absence of
submarines alongside, and such training will improve their familiarisation
and, thus, their safety
awareness when they are eventually exposed to real, complex submarine
spaces and systems.
UK Adoption/Impact. As well as the installation of SubSafe
into the Waterfront Learning Centre
at HM Naval Base, Devonport in April, 2011, the results of the SubSafe
programme were influential
in the establishment, at HM Naval Base, Faslane, of a new training
facility developed by Babcock
International for the Astute Class submarine (again in 2011).
Feedback from the operators of this
facility indicate that, from the first four courses undertaken, all 80
students passed the SMQ
process first time, and follow-up investigations show that the time taken
for subsequent on-the-job
(consolidation) training is significantly less than that given to other
submarine trainees who have
received more conventional forms of training. Although specific financial
savings cannot be
released due to MoD and commercial sensitivities, the Babcock training
team (as emphasised in
Letter 1 from the company's Submarine Training Director) believes that 400
man weeks per year is
being saved as a result of adopting technology-based training as developed
during the SubSafe
programme. Babcock has put an agreement into effect, enabling the
University of Birmingham to
provide human factors and simulation consultancy for its future submarine
training programmes.
Government/Policy Impact. At a government agency strategic
level, and acknowledged at
Admiral level, including Flag Officer Sea Training (FOST), the SubSafe
programme has also
provided inputs into RN policy (Letters 2 and 3). SubSafe has
influenced the MoD's Submarine
Training & Education Programme, STEP, and the future adoption of
simulation and virtual
environments to support submarine design and training, including the
establishment of a dedicated
SUBFLOT (Submarine Flotilla) Team to determine future submarine
capabilities. STEP is a
combined MoD, RN and industry team set up to optimise training and
education to sustain the UK's
nuclear defence capability. The STEP Team is also planning to set up a UK
Submarine Enterprise
Academy, which would be another exploitation path for the SubSafe
project. In addition to the
STEP development, the University of Birmingham has also been recruited to
provide specialist
simulation know-how to Dstl, as part of their Future Submarine Command
Space R&D Programme.
SubSafe was also one of two success stories cited in the 2011 MoD
Chief Scientific Advisor's
Commendation, presented to Stone in recognition of excellence in defence
science and technology
(CSA Citation Text). Peter Luff MP, Minister for Defence Equipment,
Support and Technology,
subsequently wrote to Stone in support of this and commending SubSafe
as addressing the
"significant challenge of submariner training" (Letters 7 and 8).
International Impact. The results of the SubSafe
programme have also been exploited by
international navies to justify developing their own virtual SMQ training
packages. Both the Royal
Australian and Canadian Navies have acknowledged the important role played
by SubSafe in their
evolution of similar technologies for their own submarine fleets. Letters
4 and 5, for example, from
senior training figures in the Royal Australian and Canadian Navies,
include comments such as
"The usefulness and practical employment of the SubSafe program was
impressive; we will use
the experience and information to refine our product, to achieve the
knowledge transfer that we
seek"; "(the) SubSafe virtual submarine project has greatly
inspired the Royal Canadian Navy
Learning Support Center in pursuing the development of the Canadian
Virtual Naval Fleet Project";
and "The lessons learned from your project provided our personnel with
expertise that really
facilitated our decision to use PC based virtual environments to support
spatial and system
awareness training and also greatly oriented our design and development
process."
SubSafe Simulation Re-Use. Another
key element in the impact success of SubSafe has been
the early attention paid to the design of the 3D media to support rapid
re-use for related training
and visualisation opportunities. As a result, related industrial impacts
have been evident with other
future Royal Navy vessel programmes, where early concept designs have
exploited the tools
developed by the University and lessons learned from the SubSafe
programme. These include the
Type 26, or Future Surface Combatant (coordinated by the Naval
Design Partnership) and
Successor, the future submarine (coordinated by BAE Systems). Other
safety training
demonstration projects based on SubSafe and presented to the Royal
Navy have included a
disabled submarine rescue simulation and an ergonomics study of the
deployment of CO2-absorbing
Lithium Hydroxide "curtains" within the Forward Escape Compartment. These
examples
have also provided the Birmingham Research Team with a range of assets,
tools and techniques
suitable for application in other defence and civilian engineering
contexts, such as those mentioned
in Section 2.
Exploitation — RN Court Hearing. Another example of
effective early design for media re-use
and exploitation was the modification of SubSafe to provide a
world first animation sequence for
legal proceedings at a Coroner's Court of Inquiry in 2009. Presented by
the (then) Commanding
Officer of the Britannia Royal Naval College, Commodore Jake Moores, the
animation sequence
related to an incident onboard the British nuclear submarine HMS Tireless
in March 2007 (also
mentioned in Letters 2 and 3). Whilst conducting under-ice exercises north
of Alaska, and during
what should have been a routine lighting of a Self-Contained Oxygen
Generator (SCOG), the unit
exploded, resulting in two fatalities and one serious injury.
Company Formation and Awards. The SubSafe project
led to the formation and launch, in 2009,
of an innovative micro-small-to-medium-sized enterprise, MODUX, to provide
3D modelling and
simulation support to the University of Birmingham Team (during the
transition of the early
research output into a more "productised" version — SubSafe 2
(Letter 6)). This company is still
(2013) actively involved with the University VR team in such areas as
simulation for Counter-Improvised
Explosive Device Awareness Training and future explosive ordnance robotics
simulation. Along with the Birmingham Team, MODUX (and Cranfield
University) received the
BAE Systems Chairman's Bronze and Silver Awards in 2011 for achievements
relating to (amongst
others) the SubSafe project.
Additional Dissemination. The SubSafe project
features in a BBC educational TV series — The
Designed World — which focuses on engineering and the social impact
of design and technology
(http://www.bbc.co.uk/programmes/p011n89f).
Finally, the Case Study forms an important part of
a booklet entitled Human Factors Guidance for Interactive 3D and
Games-Based Training Systems
Design (Reference 6 in Section 3), 1500 copies of which were
published in 2012 (MoD-sponsored)
for free national and international distribution (industrial, academic and
government), in addition to
on-line access (at www.birmingham.ac.uk/stone).
Concluding Statement. SubSafe is an example of how
human-centred research conducted
during both the early design and, later, experimental evaluation stages of
a very new interactive
software concept, can lead to significant real-world uptake, impact and
influence on a wide-reaching
scale, from UK and international industries to national and foreign
government policy
makers and safety-critical training providers. The research has also been
influential in helping to
overcome many of the negative perceptions of VR-based R&D endeavours,
brought about by the
"technology push" biases and associated failures evident in the
1990s/early 2000s (Reference 6 in
Section 3).
Sources to corroborate the impact
- Submarine Training Director, Babcock International Group, Astute
Training Facility, HMNB
Faslane. LETTER 1
- Flag Officer Sea Training, FOST & Director Submarines, MoD Defence
Equipment and Support
LETTERS 2 and 3
- Can be contacted for corroboration: Senior Business Interface Manager,
BAE SYSTEMS — Submarine
Solutions, Barrow-in-Furness. (impact on submarine training, Royal Navy)
- Can be contacted for corroboration: Challenger Institute of Technology
contractor to ASC Pty
Ltd at Training Authority Submarines, HMAS Stirling, Garden Island,
Australia. (impact on
Royal Australian Navy)
- Can be contacted for corroboration: Staff Officer Simulation Training
Technology Support
Centre, HMAS Stirling, Garden Island, Australia. (impact on Royal
Australian Navy)
- Commander, Royal Australian Navy Training Authority — Submarines. LETTER
4
- Director Maritime Training and Education,. Royal Canadian Navy
LETTER 5
- Can be contacted for corroboration: Navy Learning Support Center,
Défense Nationale,
Québec Canada. (Impact on Royal Canadian Navy)
- Technical Director, MODUX Limited, Nottingham. LETTER 6
- MoD Chief Scientific Advisor's Commendation Award
http://www.science.mod.uk/codex/documents/codex_issue_9.pdf
, page 3
- Peter Luff MP, Parliamentary Under Secretary of State and Minister for
Defence Equipment,
Support and Technology. LETTERS 7 and 8