A07_RWP_ATTACHMENT_1_SOO_W91CRB18Z0001_08162018.pdf

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Integrated Visual Augmentation System (IVAS)
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RWP ATTACHMENT # 1 - Statement of Objectives (SOO)

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STATEMENT OF OBJECTIVES (SOO)

For Prototype Project Agreement (PPA)

Integrated Visual Augmentation System (IVAS) Program

Section 1: Scope Determination

The IVAS program is suitable for execution under Other Transaction Authority per 10 USC 2371B (Section 815 of FY16 National Defense Authorization Act (NDAA)). There is an operational need for the IVAS capability to regain overmatch against peer and near peer threats, as well as the need for improved training and simulation tools to provide the warfighter with the ability to train and rehearse using the same equipment utilized in actual operations. Rapid and agile prototyping is necessary to achieve this capability. A limited number of production equivalent systems will be procured over a 24 month period, beginning with a commercial proof of concept and evolving to a tailored military solution to prove out manufacturing feasibility. An iterative test-fix-test approach will be utilized to rapidly incorporate changes into the design with the end state of developing a system suitable to transition to production upon successful completion of the prototype project.

Section 2: Program Objective

The Government seeks proposals for establishing a set of core solutions to achieve the capabilities required for the IVAS program. Sample hardware will be submitted and evaluated during the proposal phase for this Prototype Project. The objective of the IVAS Prototype Project is to rapidly develop, test, and manufacture a single platform that Soldiers can use to Fight, Rehearse, and Train. IVAS is comprised of the Heads Up Display 3.0 (HUD 3.0) integrated with the Synthetic Training Environment (STE) Squad capability. This platform will provide increased lethality, mobility, and situational awareness with the following features:

• Head Borne Vision System (no helmet mount assembly; low profile, conformal goggle/visor system providing 24/7 squad situational awareness in all operating environments; see thru, wide field of view binocular 3D display; dual high resolution digital color sensors, integral ballistic, laser and hearing protections with 3D sound field); provides a natural field of view for the user similar to current types of eye protection

• Day/Night Rapid Target Acquisition (RTA) from Family of Weapon Sights-Individual (FWS-I) and remote viewing from Family of Weapon Sights–Crew Served (FWS-CS)

• Machine Learning Capabilities/Artificial Intelligence (AI)

• Synthetic Training Environment (STE) Squad Capability (One World Terrain, Training Simulation

Software, Training Management Tools, and associated integration hardware)

• An Adaptive Squad Operating System

• Nett Warrior 3.0/Tactical Assault Kit (TAK) Connectivity (operating on Secure But Unclassified

(SBU) portion of the Integrated Tactical Network (ITN) using current military radios; operation in open, contested and denied environments with minimum capability to see/shoot/move/navigate)

• Fused Day/Night Vision Capabilities for multiple sensor/imaging feeds

• Intra-Soldier Wireless (ISW) Connectivity (multi-point wireless) for on body Soldier devices

• Squad Lethality Ratings/Metrics (real-time measure of squad & soldier performance;

physiological feedback to include but not limited to concussions, heart rate, breathing rate, readiness)

• Mixed/Live Reality for Combat Training and Rehearsals including Navigation, Targeting, Phase Line (Symbology)

• Automatic or Aided Target Recognition (ATR) for relevant threats

• Government Owned Soldier/Squad Architecture (collaboratively developed by Government and industry over 24 months with key interfaces across squad identified, developed, validated, and implemented; tactical power architecture and management system)

• Modular open source data, unclassified or perishable Position, Location, Information (PLI) and stored in the Cloud

The IVAS Prototype Project seeks to provide a HUD 3.0 and integrated STE Squad capability within the Squad Architecture in support of Army, Marines, and Special Operations Forces within 24 months. The PPA shall deliver a baseline standalone STE Squad capability within 12 months, and STE Squad capability integrated into HUD 3.0 within 24 months. This complete IVAS capability shall be suitable to begin production as early as 4Q20 to ensure clear overmatch in Close Combat engagements and drastically increase Squad Lethality.

This PPA will conduct an accelerated development effort for the HUD 3.0 and STE Squad capabilities with a plan to deliver multiple Capability Sets (CS) over a 24 month period which will be evaluated in various operational settings. This approach will allow simultaneous maturation of technology and manufacturing through multiple builds and Soldier Touch Point (STP) engagements. Design Reviews (DR) and Build Readiness Reviews (BRR) will serve as Knowledge Points informed by User Juries (UJ) and STP Test Reports (TR). The STPs will provide information to incrementally refine the HUD 3.0 and STE Squad capabilities with the objective to achieve a fieldable IVAS by 4Q20, followed by transition to a production contract. The end state for IVAS at the end of 24 months provides:

• Overmatch warfighting capability plus a Close Combat STE Squad capability with Synthetic Training Environment (STE) core capabilities.

• A single integrated digital, low profile, conformal day/night device that allows Soldiers and Squads to Fight, Rehearse and Train in any operational environment.

• An open architecture that allows these capabilities to be delivered/integrated.

Section 3: Background

The IVAS capabilities are required to support operational needs identified in the 2018 National Defense Strategy (NDS). Near peer threats have capabilities that match or exceed those of U.S. forces. Adversaries can detect, target, and lethally engage before U.S. forces become aware of their presence. The Close Combat Force suffers the highest casualty rate in combat. Current and future battles will be fought with small distributed formations in urban and subterranean environments where current capabilities are not sufficient, a recognized training capability gap the Government has sought to fill since 2009. The IVAS will address this shortfall by providing increased sets and repetitions in complex environments utilizing its STE Squad Capability integrated with HUD 3.0, allowing U.S. forces to conduct “25 bloodless battles before the 1st battle”. Soldier lethality will be vastly improved through cognitive training and advanced sensors, enabling squads to be first to detect, decide, and engage. Accelerated development of these capabilities is necessary to recover and maintain overmatch.

Limited integration of lethality and mobility capabilities currently constrain the warfighter in combat.

HUD 3.0 will provide integration of Head-Body-Weapon to provide significant enhancement of detection, targeting, engagements, and AI that match the speed of war. Current training simulations provide limited representative terrain, structures, and locations. There is not simulation capability for dismounted close combat squad collective training. The STE Squad capability will provide global terrain and high fidelity replication of operational environments for squad close combat training and rehearsals prior to actual engagements in those environments. Past dismounted training has relied on computer/projector screens that severely restricts Soldier movement and displaying a limited range of artificial OEs. The STE Squad capability merges the live and virtual environments creating an enhanced live training capability via the operationally worn HUD 3.0 allowing the warfighter to “Train as You Fight”.

Section 4: Design, Analysis, and Test Requirements

The prototype project vendor (hereafter vendor) shall deliver to the Government within 24 months four Capability Sets (CS) evaluated during multiple STPs. STPs will occur in controlled environments initially and progress to Arctic, Desert, Jungle, Urban and Subterranean environments – capability of prototype builds will shape each event. The Government will prepare a Test Report following each STP event and the vendor shall prepare a Developmental Test Report to document findings for vendor action and incorporation into subsequent Capability Sets. The following table describes the STPs/DTs, which correlate to each CS:

Element STP 1 STP 2 STP 3 STP 4

HUD

Integration

COTS Plus - Modified COTS headset w/ integrated COTS thermal camera

Conformal low profile head mounted design w/ day/night see-through, full color, all conditions, immersive reality display, off-axis GFE thermal and low-light-level sensors

HUD 3.0 w/ conformal day/night see-through, full color, display waveguide optics and improved (2nd run) GFE thermal and low-light-level sensors w/ FOV >50 degrees per eye

HUD 3.0 w/ conformal day/night see-through, full color, display waveguide optics and latest GFE thermal and low-light-level sensors w/ FOV >50 degrees per eye

HUD Sub Elements

1Metrics for Sub Elements

Field of View Horizontal Field of View: 55 degrees (threshold), 110 degrees (objective)

System Level Distortion

<3% with electronic correction

Operating Temperature

Commercial Temperature Range -20°C to +40°C -40°C to +60°C

Display Visibility

Indoors and limited outdoor day/night uses Daylight readable to True Dark

Display Frame Rate

≥60 Hz ≥60 Hz (threshold) ≥120 Hz (objective)

Low Light Detection

Sensor or camera that provides 80% probability of Detection (Pd) of a man sized object at 150 meters with 25% ¼ moon illumination (Threshold) Sensor or camera that provides 90% probability of detection (Pd) of a man size object at 150 meters with 5% (Starlight illumination) (Objective)

Thermal Recognition

Provides 80% probability of recognition of personnel (upright and moving), given a detection, out to a range of 300 meters in clear air at all light levels (Threshold)

Provides 80% probability of recognition of personnel (upright and moving), given a detection, out to a range of 500 meters in clear air at all light levels (Objective)

HUD Weight (headborne)

1.5 lbs (threshold) 1.0 lbs (objective) Includes all head borne system components

Light Security Provisions for light security (non detectability)

System Latency

33 milliseconds

Image Alignment

For multiple image sources, the images must align within 1 pixel when fused.

Any imagery provided to the user must be within 1 milliradian of the true position.

On-body Computer

Commercial version of on-body computer w/ Nett Warrior (NW) 3.0

HUD 3.0 Body Pack w/ NW

3.0, ISW

HUD 3.0 Body Pack w/

NW 3.0, ISW

HUD 3.0 Body Pack w/

NW 3.0, ISW

On-body Weight

2.5lbs (threshold) 1.25 lbs (objective) Includes all body borne system components

Power Power source for commercial product

Conformal Wearable Battery

Conformal Wearable Battery

Conformal Wearable Battery

System availability

Fused imagery only (-20°C to +49°C) 7.5 hours (threshold), 24 hours (objective) Fused imagery only (-20°C to -40°C) 5.0 hours (threshold), 16 hours (objective) Fused/RTA/AR (-20°C to +49°C) 3.5 hours (threshold), 16 hours (objective) Fused/RTA/AR (-20°C to -40°C) 2.1 hours (threshold), 8 hours (objective)

Controller Controller for commercial product

Tactile, voice, and gesture control

Tactile, voice, and gesture control

Tactile, voice, and gesture control

Comms Scenario

N/A Open Contested Denied

Processing STE Server STE Server STE Server STE Server

Formation Size Individual/ Squad Platoon Company Battalion

Miscellaneous -Shall not have a helmet mount or positioning assembly

-Compatible w/ existing helmets

-Shall not have a helmet mount or positioning assembly

-Compatible w/ existing helmets

-Shall not have a helmet mount or positioning assembly

-Compatible w/ existing helmets

-Ballistic eye protection

-Laser Eye Protection

-3-D sound field hearing + hearing protection (e.g., TCAPS)

-Shall not have a helmet mount or positioning assembly

-Compatible w/ existing helmets Ballistic eye protection

- Laser Eye Protection

- 3-D sound field hearing + hearing protection (e.g., TCAPS)

Nett Warrior

3.0 Integration

Software: Software: Software: Software:

-Display Nett

Warrior Data 2-D flat map or virtual screen (T) 3-D georegistered (O)

-3-D Nett Warrior data (georegistered) (for Situational Awareness)

-3-D Nett Warrior data (georegistered)(for Situational Awareness)

-3-D Nett Warrior data (georegistered)(for Situational Awareness)

-Voice comms & voice to text

-Voice comms & voice to text

-Voice comms & voice to text

-Change detection -Change detection -Target Cueing -Target Cueing -Comms automation

(for example, set up call groups)

-Comms automation (for example, set up call groups)

-Automated data throttle for comms denied scenario

-Foreign language translation/auto-display

Artificial Intelligence and Machine Learning

Augmented Reality: Augmented Reality: Augmented Reality: Augmented Reality:

-2-D Navigation -3-D Navigation -3-D Navigation + user designated routes

-3-D Navigation + user designated routes

-Simulated RTA video display

-Rapid Target Acquisition -Rapid Target Acquisition

-Rapid Target Acquisition

-Simulated SUAV video display

-User Interface Control -User Interface Control -User Interface Control

-External Sensors Compatibility

-External Sensors Compatibility

-External Sensors Compatibility

-Shared SA/C2 and Squad and below-level maneuver graphics

-Shared SA/C2 and Platoon and below-level maneuver graphics

-Shared SA/C2 and Company and below-level maneuver graphics

-Post-mission AAR -Post-mission AAR -Weapons field of fire, range, and obscuration overlay

-3D round trajectory path spatially aligned and overlaid in the user’s FOV

Artificial Intelligence:

Artificial Intelligence: Artificial Intelligence: Artificial Intelligence:

-Collaborative Planning (Platoon and below)

-Collaborative Planning (Company and below)

-Collaborative Planning (Battalion and below)

-Pre-mission planning workflow -Squad duty position configurations and performance

-Pre-mission planning workflow -Squad and below configurations and performance

-Pre-mission planning workflow -Platoon and below configurations and performance

-Pre-mission planning workflow -Company and below configurations and performance

-Route planning and selection in TAK

-Route planning and selection in AR model -Auto-target detection (personnel detection)

-Soldier position tracking in GPS degraded/denied areas (Visual Odometry)

- Route planning and selection in AR model -Auto-target detection (personnel detection)

-Soldier position tracking in GPS degraded/denied areas (Visual Odometry)

- Route planning and selection in AR model -Auto-target detection (personnel and weapon detection) -Soldier position tracking in GPS degraded/denied areas (Visual Odometry)

-Short term change detection (target movement) -Long term change detection (explosive hazards) -Voice command input

-Short term change detection (target movement) -Long term change detection (explosive hazards) -Voice command input -In-mission objective advisor

-Short term change detection (target movement) -Long term change detection (explosive hazards) -Voice command input -In-mission objective advisor

-Post-objective resource re-distribution -Detect and pinpoint GPS and communications jammers

-Post-objective resource re-distribution

-Detect and pinpoint GPS and communications jammers

-AI generation mission plan

-AI generation mission plan -Network based targeting solution -Red Force Tracking

-Trip Wire Detection -Hostile fire locator

-Camera based foreign language translation -Audio based foreign language translation

-STE Machine Learning-enabled OPFOR -Anticipate user needs and provide courses of action

Soldier Performance

-Research M&S capabilities, Identify/prioritize M&S gaps. Establish Performance Data Lake. Begin collecting existing Soldier performance studies/research data, execute evaluations, studies, and data collection to close gaps.

-System capable of utilizing Army/ DoD sponsored models and simulations, existing Soldier and Squad performance research data (studies, experiments, sprints, unit demographics, etc), and feedback/ measurements (warfighter movement speeds, orientation, duration, proximity within the unit) from Soldier worn sensors during the “train, rehearse, fight” cycle, then ordered in a central database type system, batch or real-time updates, for recall and comparison with similar unit types to asses, inform, and optimize Soldier and Squad performance to inform potential

-Analytics dashboard, structure and scope/fidelity of Model, M&S roadmap.

-System capable of utilizing Army/ DoD sponsored models and simulations, existing Soldier and Squad performance research data (studies, experiments, sprints, unit demographics, etc), and feedback/ measurements (warfighter movement speeds, orientation, duration, proximity within the unit) from Soldier worn sensors during the “train, rehearse, fight” cycle, then ordered in a central database type system, batch or real-time updates, for recall and comparison with similar unit types to asses, inform, and optimize Soldier and Squad performance to inform potential Soldier and Squad level Measures of Performance (MOP) and Measures of Effectiveness (MOE) (threshold).

-System capable of providing an equipment and mission optimization tool with real time updates to provide users with courses of action, training scenarios, individual training techniques, performance improvement plans, etc… based real-time and previously categorized data (objective).

-Collection of HUD 3.0 initial sensor capability.

Capture and re-create Squad activity in virtual environment using Soldier and equipment sensors. DOE to support additional evaluations, studies, and data collection to close gaps. Utilization of Machine Learning to identify correlations with performance data.

-System capable of utilizing Army/ DoD sponsored models and simulations, existing Soldier and Squad performance research data (studies, experiments, sprints, unit demographics, etc), and feedback/ measurements (warfighter movement speeds, orientation, duration, proximity within the unit) from Soldier worn sensors during the “train, rehearse, fight” cycle, then ordered in a central database type system, batch or real-time updates, for recall and comparison with similar unit types to asses, inform, and optimize Soldier and Squad performance to inform potential Soldier and Squad level Measures of Performance (MOP) and Measures of Effectiveness (MOE) (threshold).

-Incorporates Adaptive Soldier Architecture data, incorporate rudimentary AI feedback from STE training. Virtual evaluation environment (Decision Support Tool) V&Ved (to an agreed upon level of fidelity).

Utilization of Machine Learning to identify Proposed MOPs / MOEs.

SLR and Initial Squad Performance Baseline published.

-System capable of utilizing Army/ DoD sponsored models and simulations, existing Soldier and Squad performance research data (studies, experiments, sprints, unit demographics, etc), and feedback/ measurements (warfighter movement speeds, orientation, duration, proximity within the unit) from Soldier worn sensors during the “train, rehearse, fight” cycle, then ordered in a central database type system, batch or real-time updates, for recall and comparison with similar unit types to asses, inform, and optimize Soldier and Squad performance to inform potential Soldier and Squad level Measures of Performance (MOP) and Measures of Effectiveness (MOE)

Soldier and Squad level Measures of Performance (MOP) and Measures of Effectiveness (MOE) (threshold).

System capable of providing an equipment and mission optimization tool with real time updates to provide users with courses of action, training scenarios, individual training techniques, performance improvement plans, etc… based real-time and previously categorized data (objective).

System capable

-System capable of providing an equipment and mission optimization tool with real time updates to provide users with courses of action, training scenarios, individual training techniques, performance improvement plans, etc… based real-time and previously categorized data (objective).

(threshold).

-System capable of providing an equipment and mission optimization tool with real time updates to provide users with courses of action, training scenarios, individual training techniques, performance improvement plans, etc… based real-time and previously categorized data (objective).

Adaptive Soldier Squad Architecture

Configuration Database (CD): - Initial physical data, performance specifications, capabilities & comprehensive interface control documentation for infantry squad

Architecture Assessment Tool (AAT): -Demonstrate initial predictive analytics model -Hybrid application functionality on all required platforms

-Soldier Architecture for Soldier Performance and Equipment, -Squad-on-Squad performance data collection to update Architecture Tool -Demonstrate STE Squad Capability with expanded Training Simulation Software

(TSS)

-Configuration Management Plan (CMP): Initial Draft

CD:

-Comprehensive physical data, performance specifications, capabilities & comprehensive interface control documentation for infantry squad -Full redundancy (backup & recovery);

concurrency control sub-systems are operational; access management (read/write) process in place; hosting strategy provided for Govt concurrence

AAT:

- Squad Architecture output, Squad performance baseline and Soldier Lethality Rating -STE Squad Capability for Battle Drills 1-11 and Marine Corps Squad & Fire Team T&R tasks and Scalable TSS, OWT, and

TMT.

-Hosting and access management strategy

Element STP #1 STP #2 STP #3 STP #4

STE

Squad Training

Capability

TSS: Demo of military content & application (avatars, models, and behaviors)

OWT: 50m mesh inside and outside, supports terrain of current location

TMT: Basic scenario editor for plan , prepare, execute, and assess) with

AAR

OE Wraps: Daylight operations, Desert, Coniferous Forest

AAR: Capture 3D video with editing tool

SQD CAP: Demo scale from 1-4 warfighters & 2 trainers, initial FoT

TSS: BLUFOR SQD & OPFOR

models

OWT: Include terrain inserts, geo-imported; 100m inside/outside mesh, import soldier location into OWT geo-location

TMT: Plan, prepare, execute, and assess capability with customized data content displayed by trainer, basic scenario editor with rewind/edit

OE Wraps: Mountains, Wetlands/Littoral, DUT

AAR: Did hit, should hit data, sectors of fire (flagging), line-of-sight tracking, target acquisition time, speed of engagement.

SQD CAP: 1-9 warfighters & 2 trainer with ability to execute 11

TSS: OPFOR and BLUFOR SAF interoperable with voice commands, full FoF, FoT, Civ models Squad Enablers: Forward Observer (FO), Medical Evacuation (MEDEVAC), Platoon Unmanned Aerial Sensor (Plt UAS), squad-level quadcopter UAS, & Common Call for Fire functionality

OWT: 200M meshing collection of terrain from HUD to OWT, 600m Field of View (FoV) for enablers, Thermal/IR models Binaural audio

TMT: Plan, prepare, execute, and assess capability with scenario editor populates BLUFOR, OPFOR, civilian models

TSS: Organic squad w/ AI SAF & wrap at PLT level, NETT Warrior interoperability, observe red IDF, Interactive voice commands w/ SAF avatars

OWT: Scalable terrain w/ 1k observation of effects & enablers

TMT: Scalable scenario editor/AAR with local repository & AAR Analysis Tool, Selected Individual Task development toolkit

USMC Squad CAP: 8 Marine Corps Squad Collective Capabilities (Cordon and Search (INF- MAN-4213), Patrolling ops (INF-MAN-4301), Lead traffic control PT (0311- MOUT-2002), Conduct

Equipment: Simulated Individual Weapon (M-4)

OPFOR: Virtual Small Arms, SAF provides effects on user/enemy

Local STE TSS server Local TMT server and workstation(can reside on local STE TSS Server) Wireless or cellular network connecting TSS server to client devices Hardwired Network connecting Local STE TSS server to cloud based TSS and OWT servers Simulated M-4 (4) with hard cases Charging devices if required for Simulated M-4 (4)

Squad Collective Capabilities (React to Direct Fire Contact (07-3-D9501), Conduct a Squad Assault (07-4- D9515),Break Contact (07-3- D9505),React to Ambush (Near) (07-3-D9502),Enter and Clear a Room (07-4- D9509),Knock Out a Bunker (07-3-D9406), Enter a Trench to Secure a Foothold (07-3- D9510), Conduct the Initial Breach of a Mined Wire Obstacle (07-3-D9412), React to Indirect Fire (07-3-D9504), React to a Chemical Attack (03-3-D0001)), React to IED (05-3-D1703

Equipment: Integrate squad organic weapons: M4/16, M27, M249, M203/320, M9/17, Grenades/Smoke/ Flash Bang

To support 3X squads (ie PLT) Each squad requires the following:

Local STE TSS server

Local TMT server (can reside on local STE TSS Server)

Wireless or cellular network connecting TSS server to client devices and transferring terrain meshes.

Hardwired Network connecting Local STE TSS server to cloud based TSS and OWT servers

Tracking devices for Soldiers/Marines (13)

Tracking instrumentation for M-4 (9)

Recoil generating devices for M-4 (9) and ancillary

Initial ability to collect Soldier biometric tracking tool

OE Wraps: Artic

AAR: Expanded AAR data capture

Squad CAP: Integration of Squad w/ organic platoon enablers to include FO, Medevac functionality, Virtual drone functionality, Common Call for Fire, CAS, 9 line Medevac

Equipment: M240B, Javelin, AT4, Sqd Tools: Shotgun, Claymore, door breach charges, breaching equipment for a mine-wired obstacle

To support 9X squads (ie

CO)

Each squad requires the following

Local STE TSS server

Local TMT server (can reside on local STE TSS Server)

Wireless or cellular network connecting TSS server to client devices and transferring terrain meshes.

Hardwired Network connecting Local STE TSS server to cloud based TSS and OWT servers

Simulated Hand grenades (Smoke, frag, flash bang) recon patrol (INF-MAN- 4302), Conduct ground attack (INF-MAN-4001), Clear a room (INF-MAN- 3002), Integrate fires (INF- FSPT-4001), Provide offensive and indirect fires

(INF-MGUN-4001)/ (INF-

MORT-4002; 60mm Mortars)/ (INF-MORT- 4003; 81mm Mortars))

To support 27X squads (ie

BN)

Each squad requires the following Local STE TSS server Local TMT server (can reside on local STE TSS Server) Wireless or cellular network connecting TSS server to client devices and transferring terrain meshes.

Hardwired Network connecting Local STE TSS server to cloud based TSS and OWT servers Simulated Hand grenades (Smoke, frag, flash bang)

M72A7 LAW

M3 Carl Gustav 60 MM Mortars 81 MM Mortars Simulated Javelin weapon system Simulated AT4 Simulated Claymore Simulated breaching equipment Charging devices if required for Simulated weapons Tracking devices to provide PLT for Soldiers/Marines (13) Tracking instrumentation for real M-4 (9) Recoil generating devices for real M-4 (9) and equipment required for operation

Simulated magazines for M-4 (7 per)

Tracking devices for M9 (4) M17 (5)

Recoil generating devices for M9 (4) M17 (5) and ancillary equipment required for operation

Simulated magazine for M9 (3 per) M17 (3 per)

Tracking devices for M249 (1)

Recoil generating device for M249 (1) and ancillary equipment required for operation

Simulated drum magazine for M249 (2 Per)

M72A7 LAW

M3 Carl Gustav

60 MM Mortars

81 MM Mortars

Simulated Javelin weapon system

Simulated AT4

Simulated Claymore

Simulated breaching equipment

Charging devices if required for Simulated weapons

Tracking devices to provide PLT for Soldiers/Marines (13)

Tracking instrumentation for real M-4 (9)

Recoil generating devices for real M-4 (9) and Ancillary equipment required for operation

Simulated magazines for real M-4 (7 per)

Tracking devices for real M9 (4) M17 (5)

Recoil generating devices for real M9 (4) M17 (5) and Ancillary equipment required for operation

Simulated magazine for rea M9 (3 per) M17 (3 per)

Tracking devices for real M249 (1)

Recoil generating device for real M249 (1) and Ancillary equipment required for operation

Ancillary equipment required for operation Simulated magazines for real M-4 (7 per)

Tracking devices for real M9 (4) M17 (5) Recoil generating devices for real M9 (4) M17 (5) and Ancillary equipment required for operation Simulated magazine for real M9 (3 per) M17 (3 per) Tracking devices for real M249 (1) Recoil generating device for real M249 (1) and Ancillary equipment required for operation

Simulated drum magazine for real M249 (2 Per)

Tracking devices for real M240 (1)

Recoil generating device for real M240 (1) and Ancillary equipment required for operation

Simulated ammunition belt for real M240 (2 Per)

Simulated drum magazine for real M249 (2 Per)

Tracking devices for real M240 (1)

Recoil generating device for real M240 (1) and Ancillary equipment required for operation

Simulated ammunition belt for real M240 (2 Per)

Table 1. STP/DT Requirements

• CS #1 (50 systems). CS #1 shall provide a commercial proof of concept integrating a commercial thermal sensor, establish squad performance Data Lake, and demonstrate initial STE Squad Capability development efforts. Two UJ events will be conducted during the build out of CS #1 to provide early user input regarding the system design. Additional laboratory testing will be conducted as necessary on the technical capabilities of the system during this time. CS #1 shall be delivered within 4 months of initial PPA and will be evaluated during STP #1.

• CS #2 (300 systems). CS #2 shall represent the final form factor design of the new military goggle, integrate Nett Warrior 3.0 software for Augmented Reality (AR) and initial IVAS architecture as baseline capability, and demonstrate STE Squad collective capability to include Squad training capability for squad collective tasks identified below, Organic Squad Weapons, Training Simulation Software (TSS), One World Terrain (OWT), and a Training Management Tool (TMT). A DR will be conducted upon completion of the CS #2 system design, followed by two UJ events during software and process development. Additional laboratory testing will be conducted as well on the technical capabilities of the system during this time. A BRR will be conducted prior to the build out of CS #2. Systems from CS #2 shall be delivered within 11 months of initial PPA and will be evaluated during STP #2.

• CS #3 (600 systems). CS #3 shall include a wide field of view display, ballistic and laser protection, Soldier Architecture for Soldier Performance and Equipment, Squad-on-Squad performance data collection to update Architecture Tool, and demonstrate STE Squad collective capability with expanded TSS as well as the following enablers: Forward Observer (FO), Medical Evacuation (MEDEVAC), Platoon Unmanned Aerial Sensor (Plt UAS), squad-level quadcopter UAS, and Squad and Platoon Weapons. The vendor shall integrate low light level and thermal sensors provided as Government Furnished Equipment (GFE). Additional laboratory testing will be conducted as well on the technical capabilities of the system during this time. A DR will be performed prior to the start of software and process development, and a BRR will be conducted prior to CS #3 build out. Multiple UJ events are anticipated throughout the design and build process to provide frequent user feedback regarding the emerging system design. CS #3 shall be delivered within 17 months of initial PPA and will be evaluated during STP #3.

• CS #4 (1600 systems). CS #4 shall represent the first fieldable military HUD 3.0 system demonstration, with Squad Architecture output from the Architecture Tool, Squad performance baseline and Soldier Lethality Rating from Data Lake information, STE Squad collective capability and Marine Corps Training and Readiness (T&R) Tasks Fire Team, and Scalable TSS, OWT, and TMT. The vendor shall integrate improved low light level and thermal sensors provided as GFE.

A DR shall be conducted prior to software and process development, and a BRR shall be conducted prior the CS #4 build out. Multiple UJ events are planned during development and build to provide real time user feedback for incorporation into the system. Additional laboratory testing will be conducted as well on the technical capabilities of the system during this time. CS #4 shall be delivered within 21 months of initial PPA and will be evaluated during

STP #4.

The STE Squad capability will be a mixed reality simulation training capability to train the following dismounted squad close combat tasks and squad collective tasks: (i.e. React to Direct Fire Contact (07-3- D9501), Conduct a Squad Assault (07-4-D9515), Break Contact (07-3-D9505), React to Ambush (Near) (07-3-D9502), Knock Out a Bunker (07-3-D9406), Enter and Clear a Room (07-4-D9509), Enter a Trench to Secure a Foothold (07-3-D9510), Conduct the Initial Breach of a Mined Wire Obstacle (07-3-D9412), React to Indirect Fire (07-3-D9504), React to a Chemical Attack (03-3-D0001), React to an IED (05-3- D1703)); and USMC Squad Collective Training and Readiness tasks (Cordon and Search (INF-MAN-4213), Patrolling Ops (INF-MAN-4301), Lead Traffic Control PT (0311-MOUT-2002), Conduct Recon Patrol (INF- MAN-4302), Conduct Ground Attack (INF-MAN-4001), Clear a Room (INF-MAN-3002), Integrate Fires 123456 (INF-FSPT-4001), and Provide offensive and indirect fires (INF-MGUN-4001)/ (INF-MORT-4002;

60mm Mortars)/ (INF-MORT-4003; 81mm Mortars)). This training capability shall be scalable from individual Soldier/Marine through Squad sized formations of up to 15 personnel (Army Squad of 9 or Marine Corps Squad of 13, plus 2 trainers) with organic (M-4, M-27 Infantry Automatic Rifle (IAR), M- 9/17, M-249, M203/320, and M-240B) and simulated (Hand Grenades (Frag, Smoke, Flash Bang), M72A7 Light Anti-Armor Weapon, AT-4, M3 MAAWS (Carl Gustav), Javelin, Mortars 60 & 81mm) weapons. IVAS will provide the Army/Marine Corps with a Squad collective training capability comprised of the following:

The vendor shall develop Training Simulation Software (TSS) comprised of a common synthetic environment that presents operational variable elements and their interrelated effects that make up the Operational Environment (OE) (military, social (pattern of life), information, infrastructure, physical environment, and time) to execute multi-domain operations that include land, air, and maritime domains. A global terrain and atmospheric effects to provide and present a 200m square meshed battle space maneuver box for the intended training event while correctly accounting for atmospheric effects.

The TSS must accurately represent the warfighting functions consistent with the unit and force type (i.e., combat arms, combat support, combat service support) associated with those functions, to include the ability for users to observe each other’s hand and arms signals and other cues, enabling non-verbal communication between Soldiers/Marines within the system. The three dimensional models of persons, vehicles, systems, equipment, and objects with attendant dynamics, behaviors, and characteristics for the intended training event and objectives must correctly account for and consider vulnerabilities to damage, sensor capabilities, thermal signatures, and other model attributes. Munitions external and terminal ballistics must portray correct behavior of direct and indirect fire munitions while in flight (external ballistics) and at impact and fuse function (terminal ballistics); atmospheric, weapon, and terrain influences must also affect munition behaviors and their effects (e.g., spin drift, smoke dispersion, cratering). AI in automated entities (mounted/ dismounted, friendly/enemy/neutral, civilians) must have correct and consistent adjudication of all interactions among all entities, live and simulated while participating in the synthetic environment. The TSS must replicate the visual and audio effects of company organic and non-organic direct and indirect fire supporting arms assets and must accurately model the fragmentation effects, ballistics, and surface danger zones (SDZs) of all munitions per standards presented in the Department of the Army Pamphlet (DA Pam) 385-63 Range Safety, in order to prevent negative training. TSS must facilitate a two way data exchange with the TMT construct for the purposes planning, preparation, execution, and assessment of scenario development and After Action Review (AAR) with interoperability with current mission command information systems (e.g., Nett Warrior 3.0/TAK). TSS must deliver an open, well-defined documentation of an API that provides external simulations to gain control of and pass data & processing (i.e. AI Machine Learning) while maintaining acceptable HUD TSS performance.

One World Terrain is a foundational element under development for the Synthetic Training Environment (STE). The government will provide the standards, framework, data sources, and sample data sets to support this developmental effort. The vendor shall integrate with OWT foundation datasets and formats throughout the development lifecycle. These foundation datasets are broken into six conflated layers: 1) Elevation; 2) Imagery; 3) Roads; 4) Buildings; 5) Vegetation; 6) Clutter. The foundational datasets should include attribution to support rendering of thermals and enhanced vision capabilities.

During the first increment, the vendor will be given an area of interest (AOI) and they are to pull directly from source data the elevation (DTED-2), imagery (geotiff), roads (OSM, XML), buildings (.dae, .obj, .fbx, .gltf), vegetation (XML), and clutter (.dae, .obj., fbx, .gltf). Example datasets for each layer will be provided upon request. Vendors shall process and conflate the data automatically. Additionally, the vendor will demonstrate the ability to use the already-adjudicated example datasets provided. These datasets will be accessed via standard REST web services. At a minimum, the vendor must support 1cm level resolution (polygons and textures) and ground-level accuracy (MGRS), or at the level of fidelity provided in the government provided sample datasets. Each dataset must support a minimum of 5 levels of detail (LOD) that are capable of being rendered at a minimum of 90 frames-per-second (fps).

All terrain data must have colliders and navigation meshes assigned for collision-detection and non-player character (NPC) navigation/interaction. Terrain attribution and metadata must also be capable of being interpreted and displayed in the runtime. The vendor shall also polygonise and texture an AOI with the on-board sensors to 1cm resolution and accuracy. This capability should be Soldier enabled to allow this data capture and processing to occur in near real-time supporting training events. This meshed data should be stored to support future training and AAR activities.

The vendor shall develop Training Management Tools (TMT) to plan, prepare, execute, and assess with a capability tool to access, query, retrieve, and modify authoritative and other data needed to plan and design training scenarios to meet the required training objectives. This tool shall allow the trainer and scenario creator to build a scenario for execution in the simulation. Through the interface (e.g., monitor/keyboard) the trainer and or scenario creator shall be able to choose the terrain, the desired weather conditions, friendly, opposing, and non-combatant forces to be placed appropriately on the terrain, and the time of day needed for the training event. Any systems, equipment, and objects, both static and dynamic shall be selectable and may be placed appropriately on the terrain with applicable movement waypoints defined and linked to appropriate automated entities. Scenario trigger capabilities shall be available to establish conditions identified and structured to cause those triggers to activate, thus initiating events, given the actions (or inaction) of the intended initiator (user, automated entity, or some other event). When the scenario creator is satisfied that all elements of the operational environment relevant to the training event and the training objectives are captured, the TMT produces a simulation scenario initialization executable data. At the appointed time and place for the training event, the user runs and executes the simulation scenario file. After the training scenario is complete, an AAR will be conducted. The AAR will display a moveable God’s eye view, Soldiers view (First & third person viewpoint during replay), weapons orientation view, Pause function to facilitate correction during execution (in-stride AAR), Hit counts per user (rounds fired, critical hits vs non-critical hits), Time to completion (applicable to the standards), Bookmark function (to skip to relevant points in the training event), Shareable replay (for distribution and best practices), Capture voice traffic (radio and non-radio), Biometrics (i.e. heart rate, blood pressure, eye tracking, and temperature), and the ability to export training data to external systems (e.g., Army Future DTMS systems or Marine Corps future training information management systems). The system shall collect, store, analyze, and transform biometric/physiological and performance data into meaningful metrics allowing the assessment of performance of critical close combat related behaviors, skills and tasks to understand root causes of performance/training effectiveness. Performance assessment will result in recommendations for future training into the IVAS from the system Training Management Tool (TMT) to optimize human performance and or address close combat skill gaps. Data collection and analysis will identify perceptual performance and other performance parameters to predict resilience and identify factors (e.g. fatigue) and other health indicators that may impact mental/physical readiness. Additionally, performance data will be contextualized and transformed into meaningful metrics (e.g. operational stress) and available as a dashboard that enables various individual, peer, and unit performance comparisons. Raw and analyzed data will be exported through the Synthetic Training Environment (STE) Training Management Tool for Test & Evaluation, as well as Research & Development purposes (e.g. Squad Lethality Rating).

The Biometric capability provides performance and biometric data collection to best support training outcomes for the Soldier/Marine during their training event. The intent is to use an interactive biometric data tool to capture a holistic picture of human performance to include physiological and emotional states. This data will be used to determine the effects operational stress on operational resiliency that will serve as a tool for both the Soldier/Marine and leaders to better understand themselves or their organizations. The collection and integration of biometrics and cognitive/perceptual performance metrics into performance feedback is required for both real-time measures collected during a performance as well as off-line measures collected before and/or after performance. Biometric data shall provide metrics required to garner qualitative measures to inform inferences regarding psychological and physiological stress, and better understand the impacts on cognitive and physical performance.

In order to execute squad training at the point of need a local network and additional hardware with interfaces (i.e. server, local network, instrumented and/or simulated squad organic weapons to execute squad collective training tasks) shall be provided to the government as part of the comprehensive IVAS system.

The STE Squad capability is used by the Army/Marine Corps to enable realistic individual and squad training for Squad collective training. Regardless of training scenario used, the instrumented and replicated weapons for training must either replicate 95% look, 95% feel, and 95% performance of the live weapons issued to Soldiers/Marines or use the Soldiers/Marines live squad organic issued weapons and military devices. This extends not only to the instrumented or simulated weapons and devices themselves, but to accessories mounted on the equipment or that the equipment is mounted on, and the performance of the munitions fired from weapons. Replicated devices shall enable Soldier/Marines to employ more than one replicated device at a time. These devices shall not impede the user’s movement nor the manipulation of the device. The location tracking coupled with the near real-time terrain meshing using on board sensors will correctly occlude the TSS generated content to provide realistic target array, weapon user sight alignment and picture, as well as weapons effects. Live organic weapons will also be instrumented to achieve realistic performance, i.e. cycling of the bolt, recoil, ammo capacity, magazine changes, etc. This may be accomplished via pneumatic, electric, or other means as long as they meet user expectations and do not reduce the normal lifespan and usability of live weapons. Any additional hardware, software, and equipment required to achieve integration and realistic performance shall be provided as part of the system (i.e. pneumatic magazines, air compressors, sensors, etc.).

The vendor shall develop Squad Architecture and Performance tools to include a Configuration Database, Architecture Assessment Tool, and Squad Performance Model. The Configuration Database shall provide a Soldier-level and Squad-level architecture that documents all existing and future Soldier and Squad variations as follows:

• Includes all performance capabilities and interface controls between Soldier and Squad systems and external systems.

• Includes interface definitions between components.

• Includes a configuration management capability for base architecture and all future architecture developments.

The vendor shall develop and maintain a secure Data Lake. The Data Lake acts as a data source for the Configuration Database, Architecture Assessment Tool and Squad Performance Model to capture and recreate squad actions in M&S environment.

• Sensor Data from the HUD into the Data Lake o GPS o Biometric Data o Head, Weapon, & Body Orientation o Eye tracking

• Data provided by the Government into the Data Lake o Soldier Proficiencies o Demographic Data o Equipment Capabilities o Marksmanship o Physical Performance o Feedback from STE TMT o Existing Studies

The Architecture Assessment Tool shall provide a computer tool which leverages AI/ML to store, maintain and continuously develop and improve the Adaptive Soldier Architecture to include the following capabilities:

• Accessible to authorized users world-wide and able to interact/share data with other Army/Joint Program databases and tools

• Provide authoritative information regarding current systems, system-of-system configurations and formations that facilitates informed architecture decisions. Provides associated Lethality information from Squad Performance Model.

• Enables aggregation of components into systems and systems into higher level formations.

Provides virtual integration environment for new/ existing components

The Squad Performance Model shall provide a performance model that allows for the evaluation of data from the Data Lake into the Adaptive Soldier Architecture Analysis Tool and outputs Soldier and Squad Lethality ratings (see figure below). The vendor shall develop and validate an optimization and assessment tool with the ability to predict Soldier/Squad performance and inform future investments to:

• Evaluate and utilize (as appropriate) Army/ DoD sponsored models and simulations.

• Evaluate and utilize (as appropriate) existing Soldier and Squad performance research data

(studies, experiments, sprints, unit demographics, etc).

• Identify and address gaps in experimentation methodologies, and Soldier and Squad performance research data which would inform the Squad Performance Model.

• Utilize feedback/ measurements from the IVAS system during the “train, rehearse, fight” cycle in

Squad Performance Model.

• Identify and recommend Soldier and Squad level Measures of Performance (MOP) and

Measures of Effectiveness (MOE).

Section 5: Configuration Management

The vendor shall establish a configuration management process with a structured approach to controlling the hardware and software configuration integrity of the production systems, maintaining interchangeability of hardware, and assuring the functional baseline of the IVAS is maintained throughout the project. IVAS Squad Architecture will be collaboratively developed by Government and Industry in 24 months and owned by the Government. The vendor shall provide delivered data and software to enable Organic Industrial Base (OIB) Support and competitive procurement of spare parts for sustainment and allow for third party maintenance and upgrade of IVAS software. Interface Control Documents (ICDs) shall be submitted by the vendor at the spare part/assembly-level that assure 100% form, fit, and function interchangeability for the HUD 3.0 system with sufficient information to enable third party development of interoperable systems.

The vendor shall prepare and submit a Configuration Management Plan (CMP) which describes their CM program, how it is organized, how it will be conducted, and the methods, procedures and controls relative to the IVAS systems. The content of the CMP shall define the technical and administrative guidelines for change control, status accounting, and audits of the total hardware/hardware and software configurations. The vendor shall establish a CM process to manage the software technical baseline and provide the Government a complete audit trail of plans, decisions and software design modifications. The vendor shall submit electronic engineering change control documents for DD Form 1692 Engineering Change Proposal (ECP), DD Form 1695 Notice of Revision, and DD Form 1696 Specification Change Notice. The CMP is a project deliverable.

The Government provided and maintained IVAS and major component Performance Specification and ICD shall represent the IVAS Functional Baseline. The vendor shall allocate the requirements stated in the functional baseline, with Government approval, down to individual draft Product Baselines prior to commencement of testing.

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