I have worked in numerous different development positions in the Defence Forces for over 20 years. I have experience in implementing challenging information system projects, service design, marketing communications and project management. I have developed numerous new learning and communication capabilities for the Defence Forces, in some cases even among the first in the world.
In my current position, I am responsible for developing the Navy's learning environments with the aim of developing the Defence Forces' performance capabilities through an efficient and immersive learning experience. The focus areas in the development work are distance learning, virtualization and credibly and cost-effectively simulating the real world.
At the NORDECO ADL conference, I will be presenting for the first time the innovative "Virtual Learning Environments" Proof of Concept, which combines several different technologies such as VR/AR technology, game engines, cloud technology, 3D modeling, digital twins and artificial intelligence.
The presentation describes the Finnish Navy's virtual learning environment’s proof of concept, which combines several different technologies such as VR/AR technology, game engines, cloud technology, 3D modeling, digital twins and artificial intelligence.
Jennifer Solberg, Ph.D., is the founder and CEO of Quantum Improvements Consulting (QIC). Her company specializes in designing, developing, implementing, and evaluating emerging technology for training and performance. She received her Ph.D. in Cognitive and Experimental Psychology from the University of Georgia in 2004. As a Research Psychologist with the U.S. Army Research Institute, her work focused on mobile, game-based, and simulation-based training. At QIC, she leads a growing team of learning science professionals.
While virtual reality (VR) has become a well-established tool in training contexts, significant questions remain regarding the optimal methods for assessing performance. Traditional evaluation approaches often rely on binary measures, such as simply determining whether a scenario has been completed, which provide limited insight into trainee behavior and learning outcomes. A more robust approach involves developing a comprehensive data strategy that links specific behavioral measures and success criteria to defined activities within the scenario. Moreover, integrating physiological data, such as heart rate variability, with scenario performance metrics can provide a deeper, multidimensional view of a trainee's emotional responses, offering actionable insights. In this presentation, I will describe our work to develop a dynamic data model for a VR scenario that adjust performance criteria based on the skill level of the trainee. In addition, I will discuss the incorporation of physiological measurement into VR and how it enables real-time evaluation of a trainee’s stress state. By leveraging these techniques, training developers and managers can benefit from a more nuanced evaluation of performance.
Learning technology
Silje Alette Engdal is a researcher with a master’s degree in education. She conducts research on educational applications developed with VR technology and is involved in three different VR-projects at The Norwegian Defence University College. She mainly works on the project “Military education in Extended Reality (XR): Battle Tank Training for War”. The project employs educational technology in extended reality and accompanying pedagogy to develop a learning design that complements physical and simulator training of Ukrainian military personnel who will operate donated Western battle tanks.
How can extended reality improve training in war? The Norwegian Defence University College is developing a novel software application based on virtual reality (VR) technology to support Ukrainian battle tank education on donated Western materiel. The application contains a digital twin of the main battle tank Leopard 2A4 and a tailored learning design. A full crew of four can train together in the virtual battle tank, even if they are not in the same physical location. The purpose of the training tool is not to replace physical training or simulator training, but to allow soldiers with little to no experience to become familiar with the tank and its various components before further training. This presentation highlights the application’s advantages and limitations from technical, practical, and pedagogical perspectives based on prototype testing in Norway and in Ukraine.
Practical use of (emerging) learning technologies
Chris Tompkins is the VP of Business Development for Rustici Software, a company that provides software to improve compatibility across the L&D ecosystem. He is an expert in the standards (like SCORM and xAPI) and uses his technical expertise to support eLearning RFP and procurement. Chris has an MBA from Belmont University, focused on Entrepreneurship and Negotiations. Building on previous work at HP/Compaq and XM Satellite Radio, he has over fifteen years of experience matching the right technical solution to a client’s needs.
Government agencies often employ a wide variety of Learning Management Systems (LMSs), training platforms, newer technologies, and content providers to meet the specific needs of each department or division. As the number of systems and content sources increases, the challenge of managing courses grows exponentially. Streamlining the administration of various content inputs, systems, and data outputs becomes critical. By staying ahead of the problem, you can reduce future headaches. Centralizing content into a common course catalog is key to providing consistency of information and user experience. The session will explain the benefits of employing a common course catalog, which include increased accuracy of training content through versioning control and better compatibility across all platforms and tools. This session will also highlight the benefits of taking an inventory of content sources and tools currently to help identify where inefficiencies may be present. This presentation will help attendees identify methods for centralizing content within a common course catalog and discover the benefits, including more efficient content administration and more accurate and compatible learning and training content.
Multiplatform delivery of courseware
Sae works at the intersection of cognition, technology, and data. She currently serves as the Executive Director for the Partnership for Peace Consortium and formerly directed the Pentagon’s Advanced Distributed Learning program. She’s also worked as a chief scientist in industry and as an assistant professor in academia. Sae has released several books, including Engines of Engagement: A Curious Book About Generative AI (2023) and Modernizing Learning: Building the Future Learning Ecosystem (2019).
Cognitive warfare seeks to influence perceptions, alter decision-making, and exploit cognitive vulnerabilities on individual, group, and societal levels. This presentation will explore the foundations of cognitive warfare and various methods employed to manipulate and distort information in the modern hybrid battlespace. The focus will then shift to specific ways technology-enabled learning can help counter these threats by providing the tools individuals need to develop critical thinking, media literacy, and cognitive resilience. We will also discuss how technology can be leveraged to incorporate cognitive warfare scenarios into training programs as well as the role of just-in-time learning aids, adaptive learning tools, and cognitive defense strategies.
Key themes:
Learning Methodology
Major Steffen Wædeled-Møller is a distinguished learning consultant at the Royal Defence Academy's Education Center, part of the Danish Defense. He holds a master's degree in Information and Communication Technology and Learning. Throughout his career, Major Møller has played a pivotal role in developing critical training programs designed for surviving in dynamic and evolving battlefield environments. He has also been instrumental in training young officers in pedagogy and didactics, as well as implementing a cutting-edge learning platform across the Danish Defense. Since 2019, Major Møller has actively contributed to international military education and training efforts. He is a member of the Advanced Distributed Learning (ADL) Global Partnership Network, NATO Individual Training and Education Developments, and the NORDEFCO ADL Forum of Experts. As a team leader at the Education Center, Major Møller is dedicated to enhancing the learning experiences of cadets at the academy. He focuses on empowering instructors by leveraging the opportunities that ADL presents and inspiring them to design and deliver engaging, impactful education.
In military education, inconsistent course design in Learning Management Systems (LMS) like Moodle is a significant challenge that impacts both student learning and motivation. When courses are structured differently across subjects and instructors, students spend unnecessary time searching for materials instead of focusing on the content. This lack of standardization creates frustration, cognitive overload, and reduced engagement, ultimately hindering the learning process. This workshop addresses these challenges through a combination of practical exercises and collaborative activities. Participants will experience the problems firsthand, gain insights from student data and feedback, and develop concrete solutions. The goal is to equip participants with tools to standardize course design, reduce learning barriers, and create a more user-friendly and efficient LMS environment for both instructors and students. Expected Outcomes: Participants will gain a clear understanding of the importance of consistent course design, practical ideas for implementation, and tools to reduce learning barriers and foster a better learning experience, especially in contexts with multiple instructors and courses.
Designing and developing learning assets
Dr. Svitlana Volkova serves as Chief of AI in Aptima's Office of Science and Technology. She spearheads the company's initiatives to develop trustworthy and human-centric AI systems that tackle complex real-world problems for the Department of Defense and other government agencies. Dr. Volkova's research focuses on advancing natural language processing and machine learning techniques, with an emphasis on graph neural networks, causal inference, and multimodal models. Her work has pioneered methods for AI-powered analytics to explain complex social systems and behaviors. She is recognized as an expert in human-centered AI design, evaluation, and developing trustworthy AI systems. A recognized leader in AI, Dr. Volkova has led projects funded by DARPA, IARPA, SOCOM, DOE ASCR and NNSA focused on advancing AI to support national security missions. Her 70+ peer-reviewed publications exemplify her contributions across AI, machine learning, and social media analytics. Dr. Volkova serves on program committees and review boards for premier AI conferences including AAAI, ACL, EMNLP, and NeurIPS. An advocate for diversity in technology, Dr. Volkova is an active member of Women in Machine Learning. She received her PhD in Computer Science from Johns Hopkins University, where she was affiliated with the Center for Language and Speech Processing and the Human Language Technology Center of Excellence.
In today's complex information environment, military and defense organizations face unprecedented challenges in training personnel to detect and counter sophisticated influence operations. The Building Resilient Information Ecosystem for Science (BRIES) framework represents a breakthrough in applying compound AI to create dynamic, adaptive learning environments for information operations training. BRIES leverages multiple specialized AI agents working in concert to create an immersive training platform. The system includes a "Twister" agent that generates realistic adversarial content, "Detector" and "Defender" agents that identify manipulation tactics and augment trainees to generate inoculations and create more resilient content, and an "Assessor" agent that evaluates the effectiveness of inoculations and measures learning effectiveness across diverse simulated populations. This multi-agent approach enables unprecedented personalization of training scenarios while providing detailed feedback on trainee performance.
The framework excels in three key areas critical for modern military training:
While initially developed for information operations, this compound AI architecture shows promise across multiple training domains. For technical skills training, similar agent networks could generate scenarios for equipment maintenance or weapons systems operation. In command-and-control training, AI agents could power adaptive wargaming simulations with intelligent opposing forces. For joint operations, the system could create complex cross-domain exercises that evolve based on trainee decisions. The underlying framework of specialized AI agents, digital twins, and causal analytics provides a flexible foundation for revolutionizing how military organizations develop and maintain readiness across all mission areas. This presentation will demonstrate how our compound AI approach transforms traditional information operations training into an interactive, personalized learning experience that better prepares personnel for real-world challenges in the modern information environment, while exploring its potential to enhance military training across the full spectrum of operations.
IITSEC_CompoundAI_TrainingAIMethods_Final.pdf
Practical use of (emerging) learning technologies
Lasse Tuominen operates as the Director for Defence Area in EMEA region. He's been delivering and supporting defence organizations with the most advanced Training and Simulation solutions for the past three years. Lasse is a firm advocate of Simulation as the future backbone of Military Capability.
In today’s global security environment, training efficiency and realism are crucial to ensuring mission success. With growing demands for adaptable, scalable, and cost-effective solutions, virtual reality (VR) and extended reality (XR) have emerged as tools for enhancing the realism and scalability of simulation-based training.
This presentation will explore how VR/XR technology can transform training for defense and aerospace professionals, using real-world case studies from military aviation and defense operations. Lasse Tuominen, Sales Director for Defense and Aerospace at Varjo, will highlight how high-fidelity VR/XR headsets are being integrated into existing simulation platforms, delivering a level of visual and experiential realism that surpasses traditional training methods like dome simulators. Through case studies such as fighter pilot training with the Finnish Air Force, U.S. Air Force, and other international defense organizations, this session will illustrate how VR/XR solutions have reduced training costs while increasing mission readiness.
Attendees will learn how VR/XR technology provides a seamless transition from simulation to real-world operations by replicating complex scenarios with visual accuracy and precision. Lasse will also discuss the importance of eye-tracking, high resolution, and mixed reality capabilities in enabling trainees to experience the closest thing to reality in simulated environments. With immersive technology, instructors can tailor training to individual performance, track cognitive load, and maximize learning efficiency—all while minimizing the risks associated with live training exercises.
Key Takeaways: How VR/XR training can increase trainee engagement and mission success. Insights from real-world case studies on how today’s defense organizations use VR/XR technology to optimize training outcomes. The advantages of mixed reality and eye tracking technology for immersive and precise training. How VR/XR solutions are reducing the overall costs and risks associated with traditional live training.
Practical use of (emerging) learning technologies
Air Defence Officer, Flight Weapon Controller Instructor on NATO AWACS, ACT Staff Officer Strategic Plans and Policy Directorate, Italian Defence General Staff Policy Education Officer.
The present work aims to identify the possible advantages and opportunities arising from the application of a tool such as wargaming, in combination with an emerging technology such as Artificial Intelligence (AI), in various operational, decision-making, and capacity development processes, with a particular focus on the Defense sector.
To this end, the characteristics of wargaming and AI were identified and defined, followed by an examination of potential areas of integration, the level of technology achieved internationally, the types and areas of application, as well as specific tools currently in use.
Given advances in non-defence AI, and game AI in particular, there is growing interest in leveraging AI for wargaming and simulation. The envisaged benefits are specific to the context of use, but examples include reducing the number of personnel required, increasing the speed of development of game mechanics, improving player immersion, speeding up game execution, and identifying innovative strategies and actions.
During the conducted study, the potential of combining the wargaming tool and Artificial Intelligence technology to make decision-making and planning processes more efficient and effective in various Defense sectors was analyzed and outlined. It highlighted how ethical and regulatory aspects, of absolute importance, need to be addressed ad hoc and in a careful manner. The findings of this document are a series of proposals, or inputs, that are believed to be useful in anticipating the steps related to the innovation of tools and methodologies employed in specific areas of the national military sector. Particular importance was also attributed to the need to decouple the technological evolution process from the hardware platform, focusing attention on the processes, at every level, of the decision-making and planning cycle, as well as in predictive examinations useful for orienting the posture and capabilities of the military tool in a manner consistent with future scenarios and contexts.
INTRODUCTION
Wargaming and Artificial Intelligence (AI) are tools and technologies increasingly used, both jointly and individually, in various fields to facilitate decision-making processes, making them as efficient, fast, and comprehensive as possible. In particular, wargaming allows any strategy to be tested by confronting it with inputs from the real world, highlighting potential strengths and weaknesses.
Originally developed for tactical military use, wargaming has been significantly developed and optimized to be applied at all organizational levels and in contexts other than the military. On the other hand, AI not only allows for the collection and use of large amounts of data but also organizes and processes it autonomously, enabling predictions and the creation of possible scenarios.
This paper aims to identify the advantages and opportunities arising from the possible interactions between wargaming and AI that could be concretely applied in various areas of the Defense sector. The focus will not be on identifying technical capabilities and solutions, but rather on defining the potential of these two tools in supporting both general and operational planning as well as decision- making processes, especially long-term ones, at various levels and in different sectors of Defense, identifying any inherent limitations in their use.
To this end, starting from the importance of Wargaming simulations, analyzing the technological maturity achieved by Artificial Intelligence, and comparing experiences and progress made by other countries in this field, the objective is to define possible future perspectives regarding the application areas of AI.
Learning Science
Media Graphics Designer, Web Developer & Photographer.
The Danish Defense E-learning element would like to take everyone on a journey on how we create and help colleagues with their education and course materials and how we strive towards new technologies, artificial intelligence, being innovative and creative. We would like to start with a bit of background history around the element. Starting as a "let’s try it" project with a massive goal set up. Everything taking off and a lot of assignments. Then going from a team of two graphics designers and one captain to a team of nine people with a very broad set of skills. A team who is trying to work and help everyone across the entire Danish Defense. Then we would like to show of one of our projects where we have used every skill in the office. Everything from 3D animation and photography to development, project managing and focus group interviews.
The process behind and the thoughts and decisions made during the assignment. At the end, we would like to talk about the future for us and where we are heading and where we are trying to throw some energy. With VR and AR being more and more accessible and the internet ever growing. Trying to keep up to date with new technologies and expanding the skillset of the team.
Designing and developing learning assets
Jaakko Hyvärinen is a Managing Director at Accenture, leading global efforts in Defense Synthetics and Spatial Computing within the company's Innovation unit.
With over 20 years of experience in emerging technologies and system integration, Mr. Hyvärinen has specialized in serving Defense and Public sector clients.
His extensive experience spans multiple large-scale projects, where he has undertaken a variety of leadership and technical roles.
Harri Pietilä, M.Sc., is a seasoned ICT executive with extensive international experience overseeing industry leading technology organizations.
Currently he is working as a Program Manager for the Finnish Defence Forces. Before that, he has 25 years of experience of managing development and operations of complex portfolios and projects with a varying mix of new/emerging and mature technologies and products within Ericsson and after that several years as a private entrepreneur.
Finnish Defence Forces (FDF) has launched a multiyear National Common Synthetic Training Environment (KYKY)-programme. The aim of the KYKY-programme is to use standard based integration of multiple synthetic solutions, modeling&simulation tools and operational C2-tools to create a common training environment to include live, virtual and constructive training in all operational domains and in all levels of warfare. KYKY-programme content is defined by end user training needs and requirements. The multiyear programme has produced first user solutions for JTAC and Fire Controller training. Multiple user-cases are currently under development, including Ground Based Air Defence and Electronic Warfare training. While integrating existing tools and following M&S technology development the programme also includes the adoption of the emerging technologies such as XR, AI and Cloud.
FDF has chosen Accenture to be the lead system integrator and the technology agnostic expert advisor for the programme.
First the FDF (MSc Harri Pietilä) will tell about the Scope of the KYKY-programme and after that Accenture (MD Jaakko Hyvärinen) will tell about the Technical solution for Common Synthetic Training Environment. FDF and Accenture are also setting a demonstrator for the whole duration of the ADL-conference.
Keynote speakers: 45 mins.
Speakers (Auditorium): 30 mins.
Parallel sessions: 40 mins.
Workshops: 2x40 mins. or
Workshop: 90 mins.
INCLUDING QUESTIONS!
Networking in every Coffee break