P. Edronkin

Comments on Simulation Systems (I).

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"In the past decades, training by means of simulated situations has experienced an enormous growth, mainly due to progress in enabling technologies such as computer systems, chemistry, etc.

However, the basic aspects that define any good simulation still remain intact. As a designer of macros, scenery and software for flight simulators, as well as the Nanotyrannus Weapons System, I have noticed during these past years that in essence, for any simulation to be effective, you have to solve two problems:

1)- Reproducing situations which require practice, but with lesser costs and danger involved.

2)- Avoid the introduction of spurious factors into the simulation, which could likely come from the characteristics of the simulator or simulation process.

As you may imagine, to achieve these objectives it is no simple task, and it varies depending on what is the object of your simulation efforts. Nevertheless, there are common points to consider in all cases, such as the effects that each simulation has, which can be easily classified. The main four effects of any simulation are:

1)-To provide a framework in which to analyse human responses as well as the functioning of all kinds of equipment.

2)-To train humans to perform dangerous tasks, but in a safe and relatively inexpensive manner.

3)-To induce behavioural changes in humans as a result of that training process.

4)-To change the design of machines applied to real-life situations.

It is easy to see that all these are interdependent. Therefore, changes in equipment have influence on humans and vice-versa."

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