Players operate virtual train switches and speeds to prevent collisions. Researchers developed a VR train simulator to study train traffic control. Through mixing realities, embedded training is expanding to provide integrated training anytime, anywhere. Advancements are transferring to other industries like business and education. Integrated research in tracking, rendering, and scenario delivery are expanding VR simulation possibilities and command/control visualizations.
9. Vienna University of Technology
Players operate track switches and
adjusting the speed of virtual trains to prevent virtual trains from colliding.
Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
12. Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to provide
integrated training
anytime, anywhere.
Advancements are
being transferred
across industries
from business
prototypes to
hospitality training.
Integrated research in
tracking, registration,
rendering, display, and
scenario delivery are
expanding the
possibilities of
CONSTRUCTIVE
simulation as well as
after action review, and
command and control
visualizations.
20. Self Organized Innovation Networks –
Cross appropriation of game
technology to other human endeavors.
21. How are consumer-producers
impacting the game industry?
Example:
CounterStrike™
Modder: An individual who modifies the content and
context of games to create new innovation.
23. • In 2002 there were
over 30,000 Counter-
Strike servers
• Second place was
Unreal Tournament
with about 9,800
• In 2004, GameSpy
over 85,000 players
playing Counter-Strike
at any point in time
• In 2004 accounted for
almost 70 percent of
the online FPS
audience.
• Over 4.5 billion minutes
of playing time each
month, making it the
most popular online
FPS in history.
27. KICL.info
Contains all the
characters from the
Hiragana and Katakana
syllabries, over 6000 Kanji
characters, and hundreds
of Japanese, Indonesian,
& German words.
Includes Vocabulary
Editor with input for non-
Latin characters.
Created by André Dirk
Knuckles in China Land
28. USC ISI and Tactical Language Training
(ITSEC 2005)
30. Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
31. Player is Incident Commander
or subordinate crisis
responder. Responds to
events with choices that should
mirror Department of Justice
NICS doctrine.
• Tactical Map set in player’s
home county
• ICS “hints” throughout
gameplay
• Coordination and
communication required for
success
• Full-scale training is
unaffordable for small
jurisdictions*
• Permits widespread
distribution to many users*
*88% of all jurisdictions are
considered to be small.
Incident Commander
Recommendation: Emphasize human-to-
human computer mediated
communication, interaction and learning.
32. Virtual U models the attitudes and
behaviors of the academic
community in five major areas of
higher education anagement:
• Spending and income decisions
such as operating budget, new
hires, incoming donations, and
management of the endowment;
• Faculty, course, and student
scheduling issues;
• Admissions standards, university
prestige, and student enrollment;
• Student housing, classrooms, and
all other facilities; and
• Performance indicators.
Enlight Software, the Jackson Hole Higher Education Group, and the Institute for
Research on Higher Education at the University of Pennsylvania (data), with support
from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
34. food-force.com
Produced by the
United Nations'
World Food
Programme, Kids join
a team of emergency
aid workers to save
the fictitious island of
Sheylan from
starvation caused by
drought and civil
war.
The team goes on six
missions to help save
the island. The
additional missions
cleverly use games to
demonstrate how
emergency aid
teams acquire food,
make food packs,
deliver food and
establish long-term
food supplies.
48. Female, 4,
8%
Male, 46,
92%
Average Age Respondent 15
Avg. Age Start Playing Games 5
Avg. Hours of Play Per Week 24
% Mod’ers 34%
Average Hours Mod'ing Per Wk. 5
Average Age Start Mod'ing 12
50 Game Camp Respondents to Date
50. Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
Show No
Better Yes
Better No
55. Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotation
http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm
James “Butch” Rosser, M.D.,
Chief of Minimally Invasive Surgery,
Director of the Advanced Medical Technology Institute (AMTI)
Beth Israel Medical Center in Manhattan
According to Rosser’s study,
surgeons who currently play or
previously played video games
had a 37% reduction in errors
and accomplish laparoscopic
surgical tasks 27% quicker.
56. What is the impact of gaming on human
behavior, thinking and learning?
• Benefits similar to bilingualism in exercising
the mind
(Ryerson University, Canada, Global Mail, 2006)
• Increased situational awareness
(University of Rochester Study in Clark 2005)
• Improved pattern recognition and spatial
processing abilities
(UCLA Prof. Patricia Marks Greenfield in Clark 2005)
• Improved inductive reasoning, users “learn
by doing”
(Prof. Sherry Turkle, MIT in in Clark 2005)
57. Burgeoning realm of academic study?
• Transformation of media space and culture
• Impact to human communication,
organization, learning, behavior…
• Mathematics, modeling and systems
architecture.
• Modeling human-human, human-machine
and machine-machine interactions and
behavior in large distributed systems.
• Application of simulation and gaming
techniques, technologies, systems and
processes to non-entertainment fields.
59. Neuro Evolved Robotic Operatives
Agents cope with changing environments and
situations, optimize resource management, and
form adaptive tactical solutions in real time.
Stanley,
Bryant,
Perry,
Patterson,
Gold,
Thibault,
Miikkulainen
IC2
Institute: NERO
Game Builder – AI for Sensors
62. REMIXING –
Constructive media
remixing
TEAMS –
Transdisciplinary
communities of practice.
SWARMING –
Network socialization
and learning
(communal).
GROUP –
Global Generation?
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th
World
4th
World
= Digital
Divide
66. This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the IC²
Institute. The study was designed and
analyzed, and the report was written by a
team at The University of Texas at Austin:
Aliza Gold, Senior Producer and Researcher
at the Digital Media Collaboratory, part of
the IC² Institute
Emily Durden, PhD candidate in Sociology
Marjorie L. Kase, M.A. in Communication
Shane Alluah, PhD candidate in Educational
Psychology
Ana Boa-Ventura, PhD candidate in
Communication
The research team would like to thank the
participating schools and their
administrators:
Elgin Middle School
Goodnight Middle school
Miller Junior High
Fleming Middle School
67. Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2
Institute, UT Austin, Forthcoming
68. Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
A. Gold, IC2
Institute, UT Austin, Forthcoming
76. Transdisciplinarity
• Creating new knowledge, processes and
systems.
• Structurally converging knowledge,
processes and systems.
• Integrating learning, working and problem
solving.
• Engaging real world needs and problems.
79. Source: Brazell, IC2
Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman
Bharathi, Clementine Klein d, Judith Klein-
Seetharaman; Carnegie Mellon University,
University of Frankfurt, Research Institute,
University of Pittsburgh School of Medicine.
www.andrew.cmu.edu/~ycai/biogame.pdf
BIOSIM
1.0
84. GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next generation
workforce.
We need to pierce the
veil of play and support
game-based
constructivist learning.
Transdisciplinarity is
the common
denominator.
Games NANO BIO INFO NEURO
Game Builder = System Builder
TEAMS Educational Pull
89. Project #2: OTRONICON
Orlando Science and
Technology Museum.
Executive Producer: Jud
French
Sponsor: Local DoD, entertainment and defense contractor base.
90.
91.
92.
93.
94.
95.
96.
97. Project #3: TEAMS Workforce
Initiative
Workforce Attrition.
Emerging Technology.
ID Educational Solutions.
Sponsor: None. Informal Collaboration.
116. April 9-13, 2006
30th ACM International
Collegiate Programming
Contest World Championship
The 2005 ACM-ICPC World Champions: Shanghai Jiao Tong University
Notas do Editor
Need source
Need source
Need source
The Invisible Train
The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.
The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor".
Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding.
The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices.
Why Handheld Augmented Reality?
Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise.
Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
The Invisible Train
The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.
The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor".
Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding.
The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices.
Why Handheld Augmented Reality?
Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise.
Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
Provide small communities
Novel way to use learning games
Special – business relationship between Breakaway and DOJ
Distribute to 30,000 agencies in Feb
National Incident Command Sys
NICS Training
Free video game teaches kids about world hungerBY JINNY GUDMUNDSEN
GANNETT NEWS SERVICE
Live 8, the global concerts earlier this month to fight poverty in Africa, greatly increased awareness of world hunger. But most kids don't understand how international aid organizations work to help starving people.
That's where a video game can help. "Food Force" gives kids between the ages of 8 and 13 a better understanding of how relief organizations operate.
Produced by the United Nations' World Food Programme, "Food Force" is a free Internet download at www.food-force.com.
Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war.
The team goes on six missions to help save the island. Each mission starts with a briefing by one of the emergency aid characters. Kids then play a hands-on game to score enough points to complete the mission. For example, in the first mission, kids pilot a helicopter by using the computer mouse. Time is limited, and youngsters earn points by locating refugees. After piloting, the Food Force character returns to evaluate the kids' performance and uses an accompanying video that shows the program in action to make the whole process seem realistic.
The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long-term food supplies.
When kids complete all six missions, they can upload their cumulative score to an international database found on the Food Force Web site. The Web site also provides information about how kids can help fight hunger, and it allows them to explore more about the World Food Programme. Teachers also will find lesson plans that incorporate the game.
The program effectively reaches 'tweens and teens with 3-D graphics and characters that resemble those in popular commercial titles, helping bring closer to home the problems of world hunger, which are most often thousands of miles away.
The game is best for ages 8 to 13. It scores a perfect five stars.
For more information, see www.food-force.com, United Nations' World Food Programme, offering free downloadable program for Windows and Macintosh.
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“Although we often hear about the reasons kids should not play video games, there is, indeed, a positive correlation between video gaming and increased hand-eye coordination, reaction time, spatial visualization, neuro-psychological tests, visual attentiveness and mental rotation,” says Dr. Rosser. “Those are all skills that are required to be a successful surgeon.”A study conducted at Beth Israel Medical Center by Dr. Rosser, found a significant correlation between video game experience and proficiency at laparoscopic surgery. According to the study, surgeons who currently play or previously played video games had a 37 percent reduction in errors and accomplish laparoscopic surgical tasks 27 percent quicker. “The studies confirm what some physicians have long suspected – video games can be natural teachers,” says Dr. Mogel. “However, this probably has been unintended by the game designers.”
Better living through video games?
From Thursday's Globe and Mail
Thursday, February 09, 2006
When he snags downtime from his schoolwork, Ryerson University student Brad Evans gabs with friends, grooves to Kanye West on his MP3 player and races virtual hotrods on his Sony PlayStation. All at the same time.
Before you assume gadgets and video games fry the minds of the future, consider this: Canadian researchers are finding evidence that the high-speed, multitasking of the young and wireless can help protect their brains from aging.
The full text of this article has 1173 words.
Patricia Marks Greenfield Mind (Mind and media: The effects of television, video games and computers)
Hand eye Brain Coordination
Mark Prensky How What Where
Emergent behaviors and strategy
Better living through video games?
From Thursday's Globe and Mail
Thursday, February 09, 2006
When he snags downtime from his schoolwork, Ryerson University student Brad Evans gabs with friends, grooves to Kanye West on his MP3 player and races virtual hotrods on his Sony PlayStation. All at the same time.
Before you assume gadgets and video games fry the minds of the future, consider this: Canadian researchers are finding evidence that the high-speed, multitasking of the young and wireless can help protect their brains from aging.
The full text of this article has 1173 words.
Patricia Marks Greenfield Mind (Mind and media: The effects of television, video games and computers)
Hand eye Brain Coordination
Mark Prensky How What Where
Emergent behaviors and strategy
The careers are ordered by priority.
Design-related fields are at the top fo the chart for both females and males.
Males in middle school are described in the literature as being more likely to have interests that could be labeled “fantasy careers’ or “glamour careers.”
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<number>
<number>
The most important thing to understand about Whyville really, is that it’s a place full of kids. It’s a virtual city that belongs to the kids who come from all over the world to have fun. The kids consider this their own town, and they call themselves Whyvillians.
To become a Whyvillian, you create a Whyville persona. In this screen, and every other screen you’ve already seen, for example, each face is a Whyville citizen. To become a Whyville citizen, you create a persona, the most important aspect of which is your face.
You can see here that the faces are varied and very creative. Here’s an amoeba. Here’s someone driving a car. Here is someone wearing a style known as ‘Goth’. The ungliest citizens you see around are in fact us, the city workers.
<number>
<number>
<number>
<number>
Kelly AFB
http://proft.50megs.com/kelly.html#jet
http://proft.50megs.com/kelly.html#jet
THE JET AGE</font> </b>
<p>As the Air Force moved through its first decade of independence, its
aircraft, engines, accessories, and support equipment became increasingly
sophisticated and complex, requiring use of new technologies and innovative
programs to meet the challenges of the future.
<p>By 1951, the <a href="javascript:imageWindow('B-36','b-36-kh.jpg',693,444)">Convair B-36</a> began arriving in ever-increasing numbers at Kelly.  With its powerful R4360 engines, the B-36 rapidly took the place
of the B-29.  Nicknamed the "Peacekeeper," the B-36 was radical in its design;
its six pusher engines gave it a top speed of over 400 miles per hour,
and it was the first American bomber capable of reaching any target on
the globe.
<p>R4360 engines also powered the <a href="javascript:imageWindow('XC-99','xc-99-kh.jpg',619,180)">XC-99</a>.  Convair built this one-and-only transport in 1947 to use the technology of the B-36 more effectively.  As
the large cargo plane to date, the XC-99 set many world records between
1953 and 1955, before the Air Force decided it did not need large transport
planes.  The longest flight - 12,000 miles to Rhein Main Air Base in Germany
- began on August 13 1953.  Carrying the 61,000 pounds of vital cargo, it
flew to Germany via Bermuda and the Azores and returned a week later carrying
another 62,000 pounds.  Every place the <a href="http://www.40th-bomb-wing.com/gallery6.html" target="_blank">XC-99</a> landed, newspaper, radio,
and television reporters were there to convey to the public the excitement
of the spectacular flight.
<p>Another record-breaking flight took place during May 1955.  The XC-99
was put to the test in support of PROJECT DEWLINE.  In conjunction with
the Military Transport Service, the XC-99 airlifted 380,000 pounds of cargo
to Iceland from Delaware, a distance of 2,500 miles. The plane was airborne
210 hours and 41 minutes.  Some trouble was experienced, but the 31 civilian
technicians from the San Antonio depot successfully repaired the <a href="http://www.mysanantonio.com/news/metro/stories/MYSA112804.3B.xc99.9c384019.html" target="_blank">XC-99</a>
at Dover AFB.
<p>Jet engines had become extremely important to the Air Force by 1955.
The <a href="javascript:imageWindow('B-47','b-47-kh.jpg',500,278)">Boeing B-47</a> Stratojet bomber was the first full weapons system bomber.  Designed in 1945, the B-47 was powered by six General Electric J47 turbojet
engines and featured swept-back wings and tail surfaces.  Its mission was
to deliver conventional or nuclear ordnance to enemy targets.  On November
30, 1959, a B-47 bomber set a world endurance record, remaining airborne
for three days, eight hours, and eight minutes, and covering a distance
of 32,900 miles.  After relegating the bomber to reconnaissance and training
missions, the latest Stratojets were taken out of the active United States
Air Force inventory in 1966.
<p>The <a href="javascript:imageWindow('B-58','b-58-kh.jpg',440,312)">B-58 "Hustler"</a> was yet another important addition to the Air Force inventory.  As America's first supersonic bomber, it could range higher
and faster than any other bomber aircraft in the world, flying at twice
the speed of sound.  Its four J79 engines produced over 41,000 pounds of
thrust that could push the sleek bomber at more than 1,300 mph.  The first
B-58 arrived at Kelly on March 15, 1960 to be used for training maintenance
personnel for the new overhaul workload.  On May 26, 1958, SAAMA opened
the B-58 Logistics Support Management Office.  It became the forerunner
of a major area organizational realignment whereby worldwide weapons management
functions would be separated organizationally from the internal depot operations.
Responsibilities outlined for the weapon system manager included budgeting,
funding, computing requirements, and arranging for maintenance.
<p>Kelly repaired and overhauled <a href="javascript:imageWindow('B-52','b-52-kh.jpg',600,353)">B-52</a>s for over 30 years.  In the early 1960s, the B-52 was the major depot-level maintenance workload for SAAMA.
Modifications to the B-52s performed at Kelly increased the load capability
of each plane and increased the aircraft's range.  In addition, the San
Antonio shops camouflage-painted the B-52s for Southeast Asia operations.
This era in Kelly's history ended when the Air Force shifted the B-52 workload
to Oklahoma City in the spring of 1993.  The 36-year old relationship between
Kelly and the big bomber was the longest association between any Air Force
weapons system and a single ALC to that point.
<br> <a name="vietnam"></a>
<br><b><font size=+1>VIETNAM </font></b>
<p>Kelly's workload remained relatively stable until the mid-1960s, when
American efforts to prevent the fall of the South Vietnamese government
led to direct American involvement. Following the Gulf of Tonkin incident
in August 1964, all air materiel areas began supporting Southeast Asia
on a 24-hour basis.  For the next 11 years, Kelly employees were deeply
involved in supplying parts and expertise for the conflict in Southeast
Asia, working both within the United States and overseas.
<p>In May 1965, during the build-up of American forces in Vietnam, the
Logistics Command started sending teams of supply personnel to the Pacific
Air Forces.  Kelly had a lot of volunteers.  By December 31, 1965, SAAMA
had sent 11 supply teams, totaling 89 personnel, on temporary duty to Southeast
Asia to establish supply centers throughout the western Pacific, including
Vietnam.
<p>Kelly also sent maintenance teams to Southeast Asia.  The first team
consisted of six jet engine mechanics that worked in the Philippines on
J57 engines for <a href="javascript:imageWindow('F-100','f-100-kh.jpg',500,359)">F-100</a>s.  Other Kelly workers served in Vietnam on special <a href="javascript:imageWindow('F-5','f-5-kh.jpg',671,262)">F-5</a> modification teams, helped reassemble newly shipped F-5 aircraft at Bien Hoa Air Base, and assisted in the creation of an engine repair facility
at Bien Hoa.  Some workers served on rapid area maintenance supply support
or area transportation teams while others served as weapon system logistic
officers.  Those who remained in San Antonio also strove to meet the demands
for materiel and aircraft maintenance.
<p>On July 1, 1965, Kelly opened as an aerial port of embarkation to provide
though-plane cargo service to Southeast Asia.  Kelly Air Force Base personnel
processed and routed vital war material earmarked for Vietnam to the Southeast
Asian Theater.  By 1967, the pace of the United States build-up intensified.
The <a href="javascript:imageWindow('C-141','c-141-kh.jpg',600,332)">C-141 Starlifter</a> cargo aircraft began to enter the Air Force inventory in sufficient numbers to replace the aging <a href="javascript:imageWindow('C-124','c-124-kh.jpg',366,246)">C-124 Globemaster</a>.  With air
terminal modernization and the increased use of C-141 aircraft, Military
Airlift Command aircrews seldom experienced any delays at Kelly's aerial
port.
<p>On November 1, 1965, SAAMA assumed responsibility for the Air Force's
entire watercraft program.  This included all landing-type vessels, spares,
engines, and combat ships.  Other items included cargo tanks, special service
vessels, barges, small craft, dredges, rigging, and marine hardware.  Earlier
that year, on August 3, Kelly became responsible for assembly and shipment
of the necessary airfield lighting equipment to establish four semi-fixed
installations in Southeast Asia.  
<p>In August 1996, the Air Force Logistics Command established PROJECT
LOGGY SORT (LOGGY-Specialize Overseas Repair Test) to study the requirements
for repair and maintenance of United States Air Force tactical aircraft
in a combat environment in Southeast Asia.  The goal was to provide tactical
fighter units with greater mobility and flexibility.  The <br><a href="javascript:imageWindow('F-4','f-4-kh.jpg',696,400)">F-4C</a> aircraft was selected as the test vehicle because it was the most modern system
in existence and best represented planned future weapon systems.  SAAMA,
as manager for the F-4s aerospace ground equipment, accumulated, analyzed
and established base level repair restrictions on the items.
<p>Weapon systems used in Southeast Asia managed by SAAMA included <a href="javascript:imageWindow('F-102','f-102-kh.jpg',458,262)">F-102</a>, <a href="javascript:imageWindow('F-106','f-106-kh.jpg',472,212)">F-106</a>, <a href="javascript:imageWindow('A-37','a-37-kh.jpg',734,244)">A-37</a>, <a href="javascript:imageWindow('O-2','o-2-kh.jpg',465,246)">O-2</a>, and F-5 aircraft, while the major maintenance workloads
centered around aircraft engines, airfield lighting equipment, life support
system items, aerospace ground equipment, and fuels.  Specific maintenance
workloads were B-52 aircraft modifications such as the T34, T-56 and J79
engine overhaul and recoverable-aerospace item repair.
<p>The early 1970s witnessed the establishment of the Vietnamization Program,
also known as the Nixon Doctrine.  This new policy was the key to planned
reductions in the Untied States military forces in South Vietnam.  As part
of this effort, SAAMA personnel were deeply involved in the planning and
construction of an engine facility at Bien Hoa Air Base.  This assignment
began in February 1971 when the Air Force Logistics Command gave the SAAMA
the responsibility for developing complete plans and specifications for
converting an existing building at Bien Hoa Air Base into an engine overhaul
facility.
<p>One month later, the San Antonio Air Materiel Area became involved with
yet another project to provide logistics support.  On October 20,1972, SAAMA
initiated PROJECT ENHANCE PLUS, to transfer A-37, F-5, and <a href="javascript:imageWindow('T-38','t-38cap.jpg',534,482)">T-38</a> aircraft, engines, and support spares to the Republic of Vietnam to carry on the
war after American withdrawal.  Nearly every directorate at Kelly contributed
to this effort.
<p>The San Antonio Air Materiel Area set several records during this period.
In addition to the transfer of A-37s, F-5s, and T-38s, over 18.3 million
pounds of cargo were sent on 232 missions using C-141, <a href="javascript:imageWindow('C-5','c-5-kh.jpg',1096,396)">C-5</a>, <a href="javascript:imageWindow('Boeing_707','boeing-707-kh.jpg',600,480)">Boeing 707</a> and <a href="javascript:imageWindow('DC-8','dc-8-kh.jpg',450,300)">DC-8</a> aircraft.  United States Air Force Headquarters congratulated all concerned for their support in this project.  They said it was proud of the ability shown by all air logistics centers and other activities to get the job done in spite of the critical time, worldwide scope of the
operation, and the many actions which had to be completed.
<p>A year before the United States ended its involvement in Southeast Asian
hostilities; the military services began to prepare for the return of North
Vietnam-held Prisoners of War.  With the signing of the Paris Peace Accords
on January 27, 1972, "Operation Homecoming" was on. The prisoners were
flown from North Vietnam to the Joint Homecoming Reception Center at Clark
Air Base, the Philippines.  Once at Clark, the POWs were given medical checkups,
issued uniforms and personal items, and made those very important phone
calls home.  After a minimum time at Clark, the POWs flew to the United
States to be reunited with their families and to receive complete medical
and psychological evaluation and treatment.  Lackland Air Force Base and
Fort Sam Houston were designated as reception areas in San Antonio because
each had hospital facilities to handle the needs of the returning prisoners
of war.  Kelly became the reception area.  Flights bringing the former POWs
to Kelly began on February 15 1973.  Although crowds were deliberately kept
small, the occasion was full of joy.  The 11 flights that arrived at Kelly
carried 20 Air Force and 12 Army men.  Kelly Air Force Base took great pride
in welcoming home the brave men who had spent years in captivity.
<p> <a name="changes"></a>
<br> <font size=+1><b>CHANGES</b></font><p>
In 1974, San Antonio Air Materiel Area changed its name to the San Antonio
Air Logistics Center, but the dedication and support to the Air Force mission
remained the same.
<p>The <a href="javascript:imageWindow('C-5A','c-5a-kh.jpg',850,620)">C-5A Galaxy</a>, the world's largest aircraft, entered the Air Force inventory on October 8, 1965.  San Antonio Air Materiel Area had both management
and repair responsibility for the giant transport and its <a href="javascript:imageWindow('TF-39_Engine','tf-39-kh.jpg',470,388)">TF39 engine</a>.  Weighing about 350 tons, the aircraft can transport 98 percent of equipment
issued to an Army division, including the 100,000 pound M-1 tank, self-propelled
artillery equipment, missiles, and helicopters.  On its initial visit to
Kelly on January 31, 1970, prominent figures as well as public spectators
greeted the C-5A.  Since then, the C-5A has undergone engine and aircraft
repairs and modifications.  The largest modification program ever managed
by an Air Logistics Center was the program to strengthen the wings on the
C-5A.  The project was a result of a fatigue testing which indicated that
the C-5A wing had an operational life of only 8,000 mission hours.  The
goal, therefore, was to reach a 30,000-hour service-life by replacing the
center, outer, and inner wing boxes.  On May 14, 1980, a prototype-modified
aircraft was ready for flight test.  Two months later, a scientific advisory
board met to review the results and recommended a continuation of the wing
modification program.
<p>As good as the C-5A was, Lockheed and the Air Force began plans to incorporate
reliability and maintainability factors into the large cargo plane, producing
the <a href="javascript:imageWindow('C-5B','c-5b-kh.jpg',792,524)">C-5B</a>.  The Galaxy "B" fleet added 7.5 million cargo tons per day to
the United States military strategic airlift capability.
<p>With the transfer of B-52 repair and overhaul to Oklahoma City in 1993,
Kelly's workers shifted their attention to keeping the T-38 jet trainers
of Air Education and Training Command ready to fly.  This workload moved
to Kelly in the spring of 1993.
<p>The F100 engine became a major engine workload for Kelly in the late
1970s as <a href="javascript:imageWindow('F-16','f-16-kh.jpg',550,311)">F-16</a>s and <br><a href="javascript:imageWindow('F-15','f-15-kh.jpg',600,364)">F-15</a>s entered the Air Force inventory in increasing numbers.  Air Force officials predicted the F100 to be Kelly's largest overhaul workload since the Pratt and Whitney R4360 engine, which dominated overhaul
activities at the base for more than a decade.  The San Antonio Air Materiel
Area was designated as the Specialized Repair Activity for the F100 in
1969.
<p>The first <a href="javascript:imageWindow('F-100_Engine','f100.jpg',753,600)">F100 engine</a> arrived at the SA-ALC on August 9, 1974.  Primarily
used as a trainer, this first engine was also used as a prototype repair
engine to determine the adequacy of planning documents, technical data,
tools and equipment.  Management and maintenance of the F100 is complicated
by the unique design of the engine.  The engine is divided into five modules.
Defective modules could be removed and replaced with spares to return the
engine to service more rapidly.  Another unique aspect of the F100 engine
is the "on-condition" maintenance feature.  This occurs if an inspection
team determines that the rest of the modules are in good working order.
Only the affected part would be overhauled and the rest of the engine would
be left alone.  In addition, time between overhauls is measured in terms
of cycles, or throttling up and down action, rather than flight hours.
<p>The San Antonio Air Logistics Center also managed the new <a href="javascript:imageWindow('C-17','c-17-kh.jpg',576,431)">C-17</a>, developed by the Douglas Aircraft Company.  This advanced aircraft is a rugged, reliable,
modern airlifter designed to meet requirements established jointly by the
Army, Marines, and the Air Force.  The C-17 provides the United States combat
commanders with the increased mobility to get to the battle sooner-and
to win.  Kelly's involvement in the C-17 program was further strengthened
when Air Force Logistics Command named it the source of repair for the
airframe.  Logistics support responsibility for the aircraft was made virtually
complete in March 1985 when AFLC gave SA-ALC management and repair responsibility
for the C-17 engines, the F117.
<p>Americans have always looked to the future, but the future of Kelly's
involvement in space have been a "now" responsibility for more than 25
years.  In August of 1962, SAAMA “loaned” the National Aeronautics and Space
Administration (NASA) six aircraft - two F-102s, two TF102s and two <a href="javascript:imageWindow('T-33','t-33-kh.jpg',461,219)">T33</a>s - so the astronauts at the Houston Manned Spaceflight Center could maintain
their flying proficiency.  Two years later, Directorate of Maintenance workers
built three Apollo capsule trainers for NASA.  And Kelly's Directorate of
Aerospace Fuels has supplied NASA with the required liquid propellants
from the very beginning of the Space Administration's push into space.  
<p>On November 16, 1973, the Directorate of Aerospace Fuels provided propellants
support to the last of the Skylab space program launches.  In March 1979,
the <a href="javascript:imageWindow('747+Shuttle','747-shuttle-kh.jpg',623,500)">space shuttle "Columbia" perched atop a Boeing 747</a> arrived at Kelly Air Force Base for the first time for a refueling stop on its way to Kennedy
Space Center in Florida.  This was Kelly's most dramatic and visible participation
in support of the space program.
<p>Kelly is home to many other unique organizations.  On June 16, 1958,
prime maintenance responsibility for all items within the Air Force's Nuclear
Weapons Program were assigned to SAAMA.  The <a href="javascript:imageWindow('Bldg_1420','bldg1420.jpg',500,333)">Directorate of Special Weapons</a>
remains the only logistical nuclear ordnance manager in the Air Force.
It managed all United States Air Force nuclear weapon equipment such as
missile re-entry systems, warheads, bomb arming and fusing devices, tools,
and tests handling and training equipment.