are given one minute to view all of these items before they are covered up with a blanket. The participants would then individually list the items that they saw, the one with the most correct answers would win the game. The same game is played in young scouting and girl guide groups as well to teach children quick memorisation skills. The second method is a more practical military application of Kim's Game. It starts with a field area (jungle, bush or forest) of about five meters wide to 10 meters deep where various items, some camouflaged and some not, to be located in the area on the ground and in the trees at eyesight level. Again, these items would be ones that are familiar to the soldiers undergoing the exercise. The participants would be given 10 minutes to view the area from one place and take a mental note of the items they saw. Once their 10 minutes is up, the soldier would then be required to do a repetition of certain exercises such as burpees, designed to simulate the stress of a physically demanding environment. Once the participant completes the exercise, they would list the items they saw. The points would be tallied in the end to find the winner. See also Notes References Sources Further reading Adam, E.C. (1993). Fighter cockpits of the future. Proceedings of 12th IEEE/AIAA Digital Avionics Systems Conference (DASC), 318–323. Dominguez, C., Vidulich, M., Vogel, E. & McMillan, G. (1994). Situation awareness: Papers and annotated bibliography. Armstrong Laboratory, Human System Center, ref. AL/CF-TR-1994-0085. Endsley, M.R. (1988). Situation awareness global assessment technique (SAGAT). Proceedings of the National Aerospace and Electronics Conference (NAECON), 789–795. New York: IEEE. Moray, N. (2004). Ou sont les neiges d'antan? ("Where are the snows of yesteryear?"). In D.A. Vincenzi, M. Mouloua & P.A. Hancock (Eds), Human performance, situation awareness and automation: Current research and trends (pp. 1–31). Mahwah: LEA. External links FDSE's COP Page Attention Cognition