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Constant training and preparation is a must for SPAR teams, so most C-SWAT units have a full Training and Simulation Computer (TASC) which uses advanced virtual reality technology to hone an individual's or an entire team's skills. The computer is set up around a room whose walls, ceiling and floor are made up of hundreds of thousands of sensory receptors and transmitters. Upon entering the room, it appears as though one is stepping out into space, as the room is entirely black except for faint pinpricks of white light that totally surround the individual. Electrodes that are placed on the user's temples, forehead, base of the neck, chest and abdomen transmit and receive impulses to and from the computer. Alternatively, users who have interface plugs can simply insert a transmitter plug (that looks like a large thumbtack) without the need for electrodes.
The computer works very similar to braindance, transmitting images and feelings to the user and receiving information back. The main difference is that the user is totally in control of his or her body during the entire simulation. The reasoning behind this is that most virtual reality or braindance programs take place entirely in the user's mind. This serves most purposes, but constant physical training is a tremendous focus in C-SWAT. C-SWAT wanted the virtual reality training to utilize a person's physical ability and improve it as well as knowledge. Therefore, TASC enables a user to move around and physically interact within the training environment. The user will actually kick if he wants to kick, and though a leap from one rooftop to another will actually only be a jump by a few feet or even in place, the image presented to the user will actually feel like a flying leap over an alleyway. This enables the user to get a good physical workout from the simulated training.
Weapons can be used in TASC, but they are always kept unloaded (for obvious reasons). TASC keeps track of ammunition count and any potential weapon malfunctions, sending the appropriate images to the user. When they pull the trigger, nothing will actually happen, but from their viewpoint, they'll actually feel the recoil and see the round impact the target. Weapon use in TASC is instrumental in keeping the operatives in feel with their weapons. Rather than carrying a weapon in an environment that exists entirely in their minds, they'll actually be holding a weapon during their training, and their muscles will remember the feel and the weight of the weapon.
Up to eight people at one time can utilize TASC, which enables an entire SPAR team to train together. They may run a program where there are multiple targets with varying skill levels and different types of weapons, or they may actually run a program pitting one operative against another. Either way, the operatives may be blocks away from each other with a dozen buildings between them in the training environment, but in reality they may only be a few feet apart. TASC enables each user to interact within his or her superrealistic training environment totally independent of any other user. They each experience the training environment from their own point of view and their interactions may or may not affect another user. Two operatives may actually engage in hand to hand combat with each other in TASC, and though their punches and kicks will not actually connect, as they will, in reality, be several feet apart, they will feel each kick and block as if it were real. Users will often come out of a TASC program out of breath and sweating, though their training environment was totally in their mind.
Programs that TASC is capable of running can range anywhere from a SPAR team pursuing a target through a confusing maze of sewer tunnels to a single operative pitted against several snipers with expert skill in the middle of busy downtown in the afternoon. TASC also has a random program generator, which tests a team's ability to react to a totally unknown environment against an unknown enemy. TASC's superrealistic training environments enable SPAR teams a multitude of excellent training environments while allowing them to remain at the headquarters, ready for a call. If a call does come in while a team is training, TASC will automatically stop the program and alert the users to the call.
TASC's memory enables it to quickly bring up a map from its database, which is capable of storing up to two dozen maps at a time. Other maps are available through the network, but they take a couple of minutes to completely download. They each range in size from a virtual conference room to a virtual city. (CP2020 pg. 148) TASC's advanced artificial intelligence interface allows a program to evoke up to 50 different fully functioning characters, each with their own artificial intelligence. They will react realistically to the users' actions depending on their programmed personality. A target will likely fire back if shot at while a normal civilian will run away in terror. The AI interface can act as a pool if necessary, giving one character an artificial intelligence while he or she is interacting with the users, and then taking it and using the same artificial intelligence with another character later on. If all AI's are being used and there are more characters present, like in a busy downtown map, all non-AI characters will perform one specific task, such as 'walk from point A to point B'. Though highly unlikely with the artificial intelligence interface functioning, it is possible for a user to encounter a non-AI character. In such case, the character will simply act as if the user was not there, totally ignoring them. 99.9% of the time, however, the AI interface will give all of the characters in the immediate vicinity of a user an AI and then transfer those AI's to different characters as the user changes position or the characters move on and others come nearby.
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