Incident Commander Training System

See how DAS works with FEMA and the NFA

VICE - Where Gaming Meets Training

Law Enforcement Training System for Team based Tactics, Techniques, and Procedures

The Virtual Interactive Combat Environment

Special Weapons and Tactics Training

VICE - Where Gaming Meets Training

The Virtual Interactive Combat Environment

DAS - Solutions

Army, Navy, Air Force, and Law Enforcement Systems

Dynamic Animation Systems

Worldwide solutions for your training and visualization challenges

The Virtual Interactive Combat Environment

Team based Dismounted Soldier Counter-IED training.

Case Study: NFA


In 2000, NFA selected Dynamic Animation Systems (DAS) as prime contractor to provide all services and incidental material and equipment necessary to support the continued development and maintenance of the National Fire Academy's on-campus Simulation Laboratory (SimLab) and the national simulation and training network. The primary objective of this contract is to maintain and provide enhancements to a fully integrated, computer based simulation and training network. DAS will ensure the simulation and training network will be capable of distributing and installing various training systems to other Government approved locations throughout the United States. The regional site systems will be designed to communicate/interface with the main network to access the training exercises by various means that include intranet/internet. This access shall be in accordance with Federal Emergency Management Agency (FEMA) information technology policy. The system is scalable and capable of capturing changes associated with hardware and software technology evolution, thus affording the NFA to take advantage of any cost-effective technology changes.

Computer-Based Training

Computer Based Training (CBT) modules developed under this contract are made available to first responders by the National Fire Academy's Distance Learning Program. The CBT modules can be accessed through

Simulation-Based Training

In response to needs, DAS created a particle system smoke simulation in Apex, DAS's own state of the art graphics and simulation engine. This tool is fully configurable by the user so that instructors can adjust smoke characteristics to provide various visual cues in response to student need. This simulation is the first of its kind to run on a PC. Future enhancements include adding a particle system fire simulation. DAS looks forward to continuing to bring innovative technologies and techniques to NFA. Prior to DAS priming the contract, the simulations were developed for high-end Silicon Graphics workstations. DAS has since converted these simulations and made them available on much cheaper PC platforms. All new simulations will now be developed under the state of the art simulation developed on top of Apex

The simulation environment consists of two networked applications capable of supporting distributed training. The first application is the instructor's workstation which provides complete control over the progression of the simulation and the environment. Fires and other effects can be introduced simply by pointing and clicking on the desired location. Once configured (e.g. the color, density and size of the smoke), the new changes to the environment are immediately communicated to each student.

The second application is the student's workstation. Theoretically any number of student workstations can communicate with the instructor workstation, and can reside anywhere in the world providing neither application is operating on a closed network. The student workstation provides a static view into the dynamically changing simulation world. Based on the visual cues the student notices, they must make the proper decisions to effectively fight the incident. The student application can also be used by students to become familiar with the environment by allowing them to freely roam through a clean (e.g. having no indication of the incident) scene. Finally it can be used by innocent bystanders to view a simulation in progress. In this mode, the user can freely move about the scene and aren't constrained by a static view as the students are.

Scenario Development

A third application is being developed to allow course designers to easily construct and develop simulation scenarios to accompany and enhance their training objectives. The scenario editor allows the user to start with a base scene and embellish it with scenario specific add-ons (e.g. the location of fire hydrants, flammable materials such as boxes, and other visual cues such as gasoline cans). The scenario editor also allows the user to define the environmental conditions such as wind and visual obscurants like fog.

Once the scene has been constructed the designer can define animations and operations which can be applied to objects in the scene. For example, a common technique used to vent a smoke filled region is to use a pike or other device to break a hole in a wall, ceiling, or roof. The designer can easily add this by selecting the type of vent visual to use and pointing and clicking on the region for the vent. More complex operations ranging from creating animations for opening windows and doors to complete walkthroughs of the environment can also be created.

Finally, the scenario designer can pre-define the various roles and their view of the scene. As students connect to a simulation the instructor can choose which role (and hence what they can see) each student will play on a student-by-student basis.