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   VIRTUAL REALITY : WAR GAMES
News Resources Bibliography
Virtual Reality Prepares Soldiers for Real War -- Jose Antonio Vargas  -- Washington Post  -- February 14, 2006

The U.S. military is studying the way realistic combat video games (ex. "Halo" and "Doom") have transformed the way the United States military fights wars, as well as soldiers' ways of killing.

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Cybertroops Keep War Games Real -- Dan Orzech  -- Wired News  -- August 24, 2005

The Pentagon marshals thousands of computer-generated soldiers, tanks, ships and networked flight simulators to make large-scale training exercises more realistic than ever before.

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US Army reveals its There-based simulation -- Lauren Gonzalez  -- Gamespot  -- April 21, 2004

A lengthy interview with Dr. Michale Macedonia, the principal designer behind the U.S. Army's foray into MMPORG based training. The massively multiplayer simulation will be used by military personnel to train troops in urban situations before they are airlifted to a battle zone.

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US military creates second Earth -- Staff  -- BBC News  -- February 23, 2004

The US Army is building a second version of Earth on computer to help it prepare for conflicts around the world. The detailed simulation will be drawn from a real-world terrain database and will be drawn to the same scale as the original.

The project was recently disclosed in an online interview at the gamer website, homelanfed.com.

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More Than Just a Game, but How Close to Reality? -- Amy Harmon  -- New York Times  -- April 03, 2003

The possibilities of networked computers, combined with an increasingly remote-controlled military, have spurred interest in adapting the architecture of multiplayer games like Everquest and Ultima to create a "persistent world" for training and perhaps more. However, some military trainers worry that the more the games seem like war, the more war may start to seem like a game.

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Virtual Reality: Preparing for Terrorism in the Digital Age -- Tariq Malik  -- Space.com  -- March 19, 2003

Virtual reality, that computer-driven replacement for the here and now, may offer a versatile proving ground for police officers and emergency crews training to respond to future terrorist attacks.

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At Play, It Takes the Army to Save a Village -- J.C. Herz  -- New York Times  -- February 03, 2003

The U.S. military is spending millions to develop computer games that are _less_ violent than what is commercially available for training its forces for the challenges of peacekeeping and modern warfare.

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Outgaming Osama -- David Ignatius  -- Washington Post  -- December 05, 2002

The U.S. military is holding a forum to explore what lessons can be learned from MMPORGs for fighting terrorist networks. The hope is that the MMPORG model might provide new insight into how to organize military planning and operations.

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Controlling Cybernetic Crowds -- Henry S. Kenyon  -- Signal  -- December 01, 2002

Future virtual training environments may provide soldiers with computer-generated opponents who realistically portray anger, fear and fatigue. Researchers are adding human behavioral and cultural data to software to accurately depict crowd and adversary reactions. By introducing these layers of authenticity, scientists hope to enrich the quality of the learning experience that simulation systems offer.

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Pentagon Distributes Modeling Software for WMD Attacks -- Bryan Bender  -- Global Security Newswire  -- November 27, 2002

The U.S. Defense Department has licensed to a few select nongovernmental organizations previously unavailable software that can model the effects of releases of nuclear, chemical, biological or radiological weapons and materials.

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