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<p>The purpose of this thesis is to examine which auditory cues need to be included in a virtual representation of a Close Quarters Combat Room Clearing Operation. Future missions of the United States Armed Forces, especially those of the Army and Marine Corps, are increasingly likely to be conducted in cities or built-up areas. A critical need exists for MOUT (Military Operations in Urban Terrain) training by our armed forces, and the entire spectrum of military training needs to be addressed. Doctrine and principles, classroom instruction, drills, live fire exercises, as well as live and virtual simulation all have a part to play in developing an acceptable level of expertise in MOUT. The way in which training tasks are represented in the VE, including which audio cues must be presented, needs to be examined. This thesis uses the Critical Decision Method of knowledge elicitation to obtain an auditory Critical Cue Inventory from room clearing subject matter experts. Those experts will then conduct a virtual room clearing operation using the game America's Army: Operations, and compare the auditory cues presented in the game scenario to the real-world execution of the task.
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<br>Subjects: Military education; United States; Combat; Close quarters combat; Room clearing; Virtual environments; Auditory; Critical decision method; Sound; Critical cue inventory</div>
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Greenwald, Thomas W.</div>
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