Episode 3 D WP4 Gaming on Queue, Trajectory and Separation Management Consolidated Plan EPISODE 3

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1 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 EPISODE 3 Single Eurpean Sky Implementatin supprt thrugh Validatin Dcument infrmatin Prgramme Sixth framewrk prgramme Pririty 1.4 Aernautics and Space Prject title Episde 3 Prject N Prject Crdinatr EUROCONTROL Experimental Centre Deliverable Name WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Deliverable ID D Versin 1.02 Owner Raquel Garcia Isdefe Cntributing partners INECO Ingeniería y Ecnmía del Transprte, S.A. Page 1 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

2 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : This page is intentinally blank - Page 2 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

3 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Apprval DOCUMENT CONTROL Rle Organisatin Name Dcument wner ISDEFE Raquel García Technical apprver NATS Adrian Clark Quality apprver EUROCONTROL Ludvic Legrs Prject crdinatr EUROCONTROL Philippe Leplae Versin histry Versin Date Status Authr(s) Justificatin - Culd be a reference t a review frm r a cmment sheet /07/2009 Apprved R. Garcia Dcument frmally apprved by the EP3 Cnsrtium /07/2009 Apprved P. Leplae Updated executive summary /11/2009 Apprved C.Palaz Minr frmat changes Page 3 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

4 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 TABLE OF CONTENTS EXECUTIVE SUMMARY INTRODUCTION PURPOSE OF THE DOCUMENT INTENDED AUDIENCE DOCUMENT STRUCTURE BACKGROUND GLOSSARY OF TERMS EXERCISE SCOPE AND JUSTIFICATION STAKEHOLDERS DESCRIPTION OF AIR TRAFFIC MANAGEMENT (ATM) PROBLEM AND CONCEPT KPAs addressed OIs addressed GAMING EXERCISE OBJECTIVES EXPECTED OUTPUTS CHOICE OF INDICATORS AND METRICS OVERVIEW OF ANY INTERACTIONS, RELATIONSHIPS OR DEPENDENCIES GAMING EXERCISE VALIDATION SCENARIO TOOL(S) AND TECHNIQUE(S) USED TO CONDUCT THE GAMING EXERCISES Backgrund Game Design Game Game Develpment Data Cllectin GAME ASSUMPTIONS PROCESSES SIMULATION BACKGROUND OBJECTIVES HYPOTHESES METHOD Overview f Methd Setting Up and Executing the Prcess Simulatins ASSUMPTIONS ROLES AND RESPONSIBILITIES TIME PLANNING ANALYSIS SPECIFICATION FOR PROCESS SIMULATION Data Cllectin and Analysis Methd Metrics f interests FLASH GAME OBJECTIVES SCENARIO DATA COLLECTION AND ANALYSIS METHOD TIME PLANNING PLANNING AND MANAGEMENT RESOURCES AND ACTIVITIES OF THE ROLE BASED GAME Resurces Activities t Be Undertaken Respnsibilities in the Exercise TIME PLANNING RISKS ANALYSIS SPECIFICATION Page 4 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

5 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : TRAINING REQUIREMENTS MEASUREMENT AND ANALYSIS METHODS GAMING REPORT DETAILED EXERCISE DESIGN GAMING EXERCISE COMPOSITION Gaming Manager REFERENCES AND APPLICABLE DOCUMENTS Page 5 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

6 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 LIST OF TABLES Table 1-1: Glssary f Terms Table 2-1: Cntributin f WP4.3.3 t Capacity KPA Table 2-2: Cntributin f WP4.3.3 t Safety KPA Table 2-3: Cntributin f WP4.3.3 t Efficiency KPA Table 2-4: OIs addressed Table 4-1: Prcess simulatin Time Planning Table 4-2: Related EP3 PIs Table 5-1: Flash Time Planning Table 6-1: Rles and respnsibilities in the gaming exercise Table 6-2: Time Planning Rle games Table 6-3: Gaming Exercise dcuments schedule Table 6-4: Risks Identificatin Table 9-1: References and Applicable Dcuments LIST OF FIGURES Figure 2-1: Sequence f Validatin Activities in WP Figure 2-2: Inputs and Relatinships f EP3 WP Figure 3-1: Game Executin Figure 3-2: Sample Game Items fr the Cmplexity Manager and the Cmplexity Management Prcess Figure 3-3: Game Develpment Prcess Figure 4-1: DOM and TLU sectrs representatin fr scenaris 1, 3, and Figure 4-2: DOM, TLU, ZMU and PAU sectrs representatin fr scenaris 2, 4, and Figure 5-1: Part f the flash game scenari Page 6 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

7 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 EXECUTIVE SUMMARY This dcument describes the plan f the prpsed Gaming exercise dedicated t Queue, Trajectry and Separatin Management. The internal stakehlders f the Gaming Exercise are the EP3 WP4 Expert Grup (EG), Fast Time Simulatin (FTS), and Prttyping Exercises that cmplete the validatin activities included in EP3 WP4.3. The main bjective f the Gaming Exercise is t define the relevant prcedures establishing: The rles and respnsibilities f the different actrs fr identifying, measuring, mnitring, predicting and reslving the prpsed En-rute Queue, Trajectry & Separatin Management prcesses; The interactins between the implied actrs; and Assess the feasibility f new separatin mdes and assciated prcedures; The bjectives are met using a number f techniques: Rle play; PROMAS, a prcess mdelling tl; and A web based tl allwing re-executin f games played during rle play. The rle play game will cncentrate n Operatinal Scenari 38 (Flight in the executin phase in a 4-D envirnment). It will gather the main actrs invlved in En-Rute Cntrl, including the flight crew and the netwrk managers, in additin t the ATCO s. Participants will play rles in relatin t their current expertise. Many different scenaris will be run, each refined during the expert grup meeting sessins. PROMAS prcess simulatin will play a number f predefined scenaris invlving the Multi Sectr Planner (MSP), the executive and planning cntrllers and the flight crew, and exercise a number f different cnflict situatins. It will allw cnfirming the feasibility f underlying prcesses defined in the rle play games and prviding sme figures in terms f capacity and cntrller wrklad. A flash game will be develped in rder t capture the results f the rle play fr disseminatin purpses. Activities are planned between Octber 2008 and September 2009, gruped int 5 wrking sessins. Befre each sessin, pen issues frm the previus game sessin will be inserted in the expert grup questinnaires which will be sent t the experts. The gaming sessins will always be cmbined with the crrespnding expert grup meeting, t reduce verall travel and ensure experts are prperly briefed fr the game runs. The cnclusins f the Gaming Exercises will be summarised in the Gaming Exercises Reprt, including all infrmatin and cnclusins extracted frm the games. Page 7 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

8 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : INTRODUCTION 1.1 PURPOSE OF THE DOCUMENT The gal f this dcument is t define the Exercise Plan f the prpsed Gaming Exercise dedicated t Queue, Trajectry and Separatin Management. 1.2 INTENDED AUDIENCE The intended audience includes: EP3 WP4 En-Rute and Traffic Management: EP3 WP4.1 - WP4 management and C-rdinatin Leader; EP3 WP4.2.2 Operatinal Cncept Refinement Leader; EP3 WP4.3. WP4 Validatin Activities Leader; EP3 WP4.3.1 Expert Grup n Queue, Trajectry and Separatin Management Leader; EP3 WP4.3.2 FTS n Strategic decnflictin and 4D Precisin Trajectry Clearance -PTC Leader; EP3 WP4.3.4 Prttyping n Queue, Trajectry and Separatin Management Leader; EP3 WP4.4 En-Rute Results Analysis and Reprt EP3 WP 2 System Cnsistency. Gaming Exercise partners. 1.3 DOCUMENT STRUCTURE This intrductin explains the dcument purpse and structure. It als prvides general backgrund and supprtive infrmatin. Sectin 2 explains the fit with the EP3 WP4 validatin strategy, as well as the bjectives and expected utputs, justifying them. Sectin 3 shws the Gaming Exercise management while Sectin 4 gives a wide verview f the Prcess Simulatin that will be used in this exercise. Sectin 5 gives the planning and management f the exercise and Sectin 7 and Sectin 8 give the analysis specificatins and the detailed exercise design, respectively. Finally, Sectin 9 lists the references and applicable dcuments. 1.4 BACKGROUND The EPISODE 3 prject validatin strategy [2] fcuses mre n establishing cnsistency f validatin prcess and ensuring that the necessary enablers are in place t allw the effective, cncept fcussed validatin activity, which must take place at the peratinal dmain, WP3, 4 & 5. The validatin activity is reflected thrugh the fllwing gals: Establish an understanding f SESAR Target Cncept within the peratinal segment fr which the WP is respnsible. Identify validatin activities and bjectives based n existing research and best expert pinin n relevance fr SESAR, t include: a clear rientatin twards bjective data cllectin within the perfrmance framewrk including the identificatin where pssible f lcal targets; prvisin f detail n key elements f the target cncept; Page 8 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

9 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 identificatin f issues f imprtance t the further develpment f the cncept. Frm these basic activities, the EP3 WP4 has derived a specific validatin strategy fr the wrk package [3]. It prvides the necessary link between the SESAR Cncept f Operatins [4] and the validatin activities in this prject. The methdlgy is based n E-OCVM (Eurpean Operatinal Cncept Validatin Methdlgy) Steps 0, State Cncept and Assumptins, and 1, Set Validatin Strategy. This En-Rute validatin strategy describes an apprach illustrating hw the ATM Target Cncept culd be assessed and validated in terms f cncept refinement and sme selected perfrmance areas. The prblem statement and the prpsed slutins are derived frm SESAR deliverable D3 and detailed in the relevant Detailed Operatinal Descriptins [5]. They are expressed in terms f Lines f Change and Operatinal Imprvement steps. A first mapping and scping f the envisaged validatin exercises twards the Lines f Change and the Operatinal Imprvement steps has been dne. As SESAR fllws a perfrmance-riented strategy, the targets are set in terms f Key Perfrmance Areas. A mre detailed breakdwn defines the Fcus Areas and the assciated Key Perfrmance Indicatrs. The cntributin f this validatin strategy twards the fcus areas is prvided. Finally, the validatin tls and techniques fr each exercise are defined. An expert grup will prvide clarificatin n SESAR cncepts t supprt exercise leaders r t reslve aspects f the SESAR CnOps (cncept f peratins) [4] where there is a lack f cmmn understanding. A mdel-based simulatin will examine cmplexity management and determine the effects n the verall netwrk f measures applied t individual flights. Gaming exercises will seek t clarify a range f SESAR trajectry and separatin management measures by wrking thrugh the SESAR CnOps [4], the DODs and OS in accrdance with gaming practise. Finally, a series f prttyping exercises will prvide a further level f detail by using prttype cntrller tls with peratinal ATCOs t determine the effectiveness f pssible decmplexificatin slutins. The clarificatin f peratinal cncept elements t be used in the EP3 WP4.3 exercises is ne f the tasks f the Gaming Exercises. Very generally speaking, the Gaming exercises will generate input fr sme f these exercises. Its key utputs will cnsist f a better understanding f hw the cncept needs t perate t be evaluated. This Gaming Exercise is included in the EP3 WP 4.3 that addresses the perability and perfrmance f the prcesses related t the day f peratin when the plan develped thrugh the cllabrative planning prcesses is executed. The Gaming exercise described in this dcument is the EP3 WP 4.3.3, En-rute Queue, Trajectry & Separatin Management Gaming Exercise, the bjective f which is t explre en-rute prcedures fr perfrming the related activities. The Gaming Exercise will be used as a tl t assess the viability f the different prcesses invlved and t supprt the wrk and the findings f the WP4.3.1 Expert Grup. The experts f EP3 WP4.3.1 will cntribute t the games and t the interpretatin f the results. 1.5 GLOSSARY OF TERMS Term ACC Air Traffic Cntrl Centre ATCO Air Traffic Cntrller ATM Air Traffic Management CnOps Cncept f Operatins DOD Detailed Operatinal Descriptin EG Expert Grup Definitin Page 9 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

10 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Term Definitin E-OCVM Eurpean Operatinal Cncept Validatin Methdlgy EP3 Single Eurpean Sky Supprt thrugh Validatin Prject Episde 3 FMP Flw Management Psitin FTS Fast Time Simulatin KPA Key Perfrmance Area OI Operatinal Imprvement OS Operatinal Scenari PTC Precisin Trajectry Clearance PROMAS Prcesses Management Simulatr RBT Reference Business Trajectry RTS Real Time Simulatin SESAR Single Eurpean Sky ATM Research and Develpment Prgramme WP Wrk Package Table 1-1: Glssary f Terms 2 EXERCISE SCOPE AND JUSTIFICATION 2.1 STAKEHOLDERS There are tw grups f stakehlders invlved: the external nes t Episde 3 and the internal prject participants. The main external stakehlder grups in the air transprt industry invlved in the En-rute Queue, Trajectry & Separatin Management prcess are described in Ref. [6]. The internal stakehlders f this Gaming exercise are: Validatin exercises within EP3 WP4 using the utputs frm this Gaming. These internal stakehlders are -see Sectin 2.6: Expert Grup n Queue, Trajectry and Separatin Management -i.e. EP3 WP4.3.1 led by ISDEFE; Fast Time Simulatin (FTS) Strategic De-Cnflictin using 4D PTC -i.e. EP3 WP4.3.2 led by DSNA; Prttyping n Queue, Trajectry and Separatin Management i.e. EP3 WP4.3.4 led by EEC; Operatinal Cncept Refinement i.e. EP3 WP4.2.2 led by NATS; En-Rute Result Analysis and Reprt i.e. EP3 WP4.4 led by DFS. Diverse representatives f the air transprt industry are invlved in the preparatin and cnduct f this Gaming, see Sectin 8.1. This ensures a realistic peratinal feedback and evaluatin f the results. Page 10 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

11 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : DESCRIPTION OF AIR TRAFFIC MANAGEMENT (ATM) PROBLEM AND CONCEPT Since the EP3 WP4.3.3 Gaming is clsely cupled t the results frm the EP3 WP4.3.1 Expert Grup, the cmplete descriptin f the ATM prblem and cncept is almst the same. Feedback frm ne WP t ther is cntinuing alng the prject. Mre precisely the fllwing ATM sectin f the DODs and OS are addressed: Specifically the Expert grup will directly address the DOD n Cnflict Management in En-Rute High & Medium/Lw Density Operatins E6 [7]: DOD E6, sectin 4.1, En-Rute Supprt t De-Cnflict and Separate Traffic DOD n Netwrk Management in the Executin Phase E4 [8] DOD E4, sectins Assess DCB Cmplexity DOD E4, sectins Adjust RBT Operatinal Scenari: OS-38 Flights in the Executin Phase in a 4D Envirnment KPAs addressed Key Perfrmance Areas required supprting the develpment f the Queue, Trajectry and Separatin Management prcedures are primarily Capacity and Efficiency. The cntributins f this Exercise t each KPAs appear in [9] and are summarised in Table 2-1 and Table 2-3. EP3 WP4 Exercise Title WP4.3.3 Gaming Exercise n en rute cmplexity management Cntributin t Capacity Estimate ptential capacity increases by reducing the cntrller cnflict management task lad thrugh the reductin f cmplexity. Estimate ptential capacity increases by reducing the cntrller cnflict management task lad thrugh the use f new separatin mdes. Table 2-1: Cntributin f WP4.3.3 t Capacity KPA EP3 WP4 Exercise Title WP4.3.3 Gaming Exercise n en rute cmplexity management Cntributin t Safety Number f ATC tactical interventins. Number f times an ATC tactical interventin is needed in rder t avid a ptential cnflict n air; Number f lsses f minimum separatin Table 2-2: Cntributin f WP4.3.3 t Safety KPA EP3 WP4 Exercise Title WP4.3.3 Gaming Exercise n en rute cmplexity management Cntributin t Efficiency Estimatin f Efficiency impact estimatin f the cmplexity, trajectry, and separatin management measures thrugh the evaluatin f the distrtin f UPT. Table 2-3: Cntributin f WP4.3.3 t Efficiency KPA OIs addressed The OI steps required t supprt the develpment f the QTSM prcedures have changed since the previus Experimental Plan [1] due t the technique used t carry ut the gaming sessins. The fllwing OIs will be addressed in this exercise: Page 11 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

12 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 OI AOM-0801 CM-0103 CM-0301 CM-0302 TS-0103 Title Flexible Sectrisatin Management Autmated Supprt fr Traffic Cmplexity Assessment Sectr Team Operatins Adapted t New Rles fr Tactical and Planning Cntrllers Grund based Autmated Supprt fr Managing Traffic Cmplexity Acrss Several Sectrs Cntrlled Time f Arrival (CTA) thrugh use f datalink Table 2-4: OIs addressed 2.3 GAMING EXERCISE OBJECTIVES The bjective f this Gaming Exercise is t: Investigate, assess and explre the implicatins f the EP3 WP4.3.1 Expert Grup; Estimate ptential capacity increases by reducing the cntrller cnflict management task lad thrugh the reductin f cmplexity; Assess the feasibility f high-cmplexity peratins and prcedures; Refine the evaluatin f cmplexity and trajectry management techniques, such as re-ruting r alternative levels/time previusly explred by the expert grup, EP3 WP4.3.1, in a previus iteratin; Validate the related negtiatin prcesses; Assess the feasibility f new separatin mdes and assciated prcedures; Explre and supprt the clarificatin and refinement f the different prcesses and rles invlved in "Dynamic Airspace Rerganisatin" in high-density, highcmplexity situatins; Explre the use f serius gaming technique t analyse and describe new peratinal cncepts; Reach a high-level f interactin between all the participants invlved in the games in rder t btain all the pssible pints f view fr the same tpic and develp a useful discussin; The cnsrtium will use the PROMAS, Prcesses Management Simulatr 1, tl as part f the gaming exercises t cnfirm the results btained frm the rle-based games. Sectin 4 further describes this simulatin; A Flash game will be design as an interactive tl that summarises the main cncepts and prcedures agreed alng the exercise. It culd be seen as a disseminatin tl helping t understand the future en-rute envirnment. These bjectives are directly linked with the expected utputs described in next sectin. 1 PROMAS is a tl t represent the peratin f any type f rganisatin r system by means f fast time simulatins based n discrete events. The tl prvides a detailed event lg referring t the system peratins. After prcessing the simulatin utput data, the required infrmatin will be extracted t evaluate relevant indicatrs. Page 12 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

13 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : EXPECTED OUTPUTS Gaming will address DOD n Cnflict Management in En-Rute High & Medium/Lw Density Operatins E6 [7] sectin 4.1 En-Rute Supprt t De-cnflict and Separate Traffic and the fllwing Operatinal Scenari OS-38 Flights in the Executin Phase in a 4D envirnment. The Gaming Exercise will prduce the fllwing results: Technical clarificatins cncerning: It is expected t prvide a better descriptin f the gaming technique after all gaming sessins. It is the first time this rle-based technique will be used t clarify cncepts, prcess r prcedures in the ATM wrld, fr this reasn an expected utput will be t establish the usefulness r useless f this technique t clarify cncepts in the ATM field. Operatinal clarificatins cncerning: The definitin f En-rute Queue, Trajectry & Separatin Management, the part f the 4D trajectry cncept that will be available in 2020, this is Initial 4D functin, and specifically f the scenari OS-38 Flights in the Executin Phase in a 4D envirnment ; Operatinal Hyptheses r/and assumptins identified in the EP3 WP4.3.1 Expert Grup; The Timeline assciated with the peratin f En-rute Queue, Trajectry & Separatin Management ; The Rles, Respnsibilities, Strategies, Objectives, Interactins and Prcedures invlved in En-rute Queue, Trajectry & Separatin Management and Dynamic Airspace Rerganisatin. Validatin clarificatins cncerning: Assessment f expected impact in SESAR KPAs, analysing the effects and cnsidering the necessary trade-ff between them due t the implementatin f Queue & Trajectry Management, Separatin Management and Cmplexity Management; The criteria needed t identify and categrise high-cmplexity peratins, znes and/r vlumes. The criteria will cnsist f a list cupled with the cnditins needed t use each item; The criteria t select a separatin mde ensuring the best cmprmise between freseen technical feasibility and perceived benefits. This will be identified in WP4.3.1 but WP4.3.3 will help it being mre precise. The minimum useful utcme wuld be a clear definitin f the steps that define the Queue & Trajectry Management, Separatin Management and Cmplexity Management prcedures with all actrs and their respnsibilities identified in each step. 2.5 CHOICE OF INDICATORS AND METRICS The rle-based technique used in gaming sessins is nt a gd way t btain quantitative measurements. What it can be reached are qualitative results that give an verall idea f the cncepts. The nly metrics used within this exercise are thse that PROMAS may measure. See sectin 4). Page 13 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

14 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : OVERVIEW OF ANY INTERACTIONS, RELATIONSHIPS OR DEPENDENCIES Cnclusins and utputs btained in this WP will be used by the EP3 WP4.3 exercises t btain deeper knwledge and first indicatins abut the ptential f these Queue, trajectry and Separatin management prcedures. Figure 2-1 summarises the glbal structure fr EP3 WP 4.3 and the relatinships amng all tasks. Figure 2-1: Sequence f Validatin Activities in WP4.3.1 The Gaming Exercise prvides direct input fr the fllwing exercises within EP3 WP4.3: Expert Grup n Queue, Trajectry and Separatin Management, EP3 WP4.3.1 led by ISDEFE. Figure 2-2 summarises the interactins between EP3 WP4.3.3 and the ther wrk packages. The figure highlights the relatinship with WP Business Trajectry Management and Dynamic DCB. This WP will prvide the transitin frm the planning t the en-rute phase Page 14 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

15 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Figure 2-2: Inputs and Relatinships f EP3 WP GAMING EXERCISE 3.1 VALIDATION SCENARIO As many different games are ging t be played alng the different wrkshps, it is nt pssible t explain here the different validatin scenaris which are ging t be used. In the design f all types f games (rle-based, FTS r Flash games) cnstraints and guidelines frm the DOD E4 and E6, as well as OS-38 will be kept in mind. Hwever many changes may happen due t the results and cnclusins the experts agree in the WP4.3.1 EG wrkshps. Fr all reasns explained abve, hyptheses, airspace r traffic infrmatin as well as the equipment may vary frm ne scenari t ther. All this infrmatin will appear in the WP4.3.3 Gaming Final Reprt. 3.2 TOOL(S) AND TECHNIQUE(S) USED TO CONDUCT THE GAMING EXERCISES Backgrund Befre prceeding with the descriptin f the Gaming Technique that will be used t design, implement and perfrm the Gaming Exercises, the reader must be cautined abut what the Gaming Exercises is nt. The Gaming Exercises will: Nt be useful t btain accurate values f the different KPAs - i.e. nly estimatins will be prvided. Page 15 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

16 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Nt present an accurate simulatin f the airspace and the peratinal prcesses invlved. Gaming will be used as a technique that prmtes nn-rutine thinking, thus enabling ut-fthe-bx thinking. Gaming will prvide additinal insight t the findings f the EP3 WP4.3.1 Expert Grup results, whilst validating the principles behind En-rute Queue, Trajectry & Separatin Management. The gaming design technique that has been defined allws imprving n the gals (i.e. either by refining them r by changing the prcesses that lead t them), replacing the gals (if they prve unfeasible) r changing the game altgether (if the apprach r the results d nt prve t be viable) The main hyptheses that will be used t design and build the game, is that the En-rute Queue, Trajectry & Separatin Management game will be a grup game, which is gal seeking, finite, and cperative. The participants as described in Sectin 8.1 will wrk tgether with the gal f achieving the stated bjectives (Sectin 2.3). The gaming exercise participants are expected t cperate when creating value, and t cmpete when dividing it up; success will cme frm playing the right game. The game is finite because it is ver when the gal 2 is reached. The next gaming exercise will either imprve the attained gals, replace them, r be cmpletely replaced. The game is cperative because the peple n the team help each ther t reach the gal. The measure f their quality as a team is hw well they cperate and cmmunicate during the game. Participants will receive inquiries at the end f the gaming sessins t prvide feedback n the design and technique. Everything mentined abve is related with the rle-based games, which will be the mst imprtant input fr this exercise. Hwever, tw ther types f simulatins will be perfrmed within this WP: a FTS using PROMAS and a flash game Game Design The rle-based game design will be based n tw main structures: The game design principles and the game fundamental structure. The game design principles will be used t prvide a framewrk fr the gaming exercises thrugh the prvisin f the infrmatin necessary t prepare and cnduct the game. The game fundamental structure identifies and describes the cmpnents that will cnstitute a particular game. The fllwing game design principles will be used t prepare the gaming exercise items: Winning cnditins fr bth the grup and the individual players. These cnditins will be linked t the KPAs. The cnditins will be used t spark the ccurrence f cnflicts; Game rules describing when and hw a player can take an actin; Initial Game setup describing the validatin scenari as defined by the EP3 WP4.3.1 Expert Grup; Metrics 3 used t measure the success f the game; 2 A gaming gal culd be the definitin f the prcesses related t queue management. Anther example f a game gal, culd be minimising the number f changes resulting frm an RBT review prcess. 3 The metric used in the games is the number f issues raised i.e. items related t the Queue Trajectry and Separatin Management peratinal descriptin-. This metric indicates the participatin and the effectiveness f the game. It must be nted, that nce the peratinal cncept descriptin reaches maturity, this metric will tend t zer. Page 16 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

17 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Expected game utput. The game fundamental structure will be presented thrugh fur cmpnent grups: Actrs / Rles f the players. Each ne will have a brief nte abut their expected value t the game; Inputs and utputs t the game; Prcesses invlved in the game; Infrmatin Sets available t the actrs / rles including the restrictins and cnditins f use. Three different types f games will be used in a sequence 4 : A rle play style game played with actrs at a table. It will be used t define initial rles and respnsibilities; Using a prcess mdelling tl (PROMAS) t analyse the rle f the cmpnents in the scenari and t reprduce the system peratin activities. See Sectin 4; Using a web based tl 5 (Flash designed game) t mdel and execute the prcesses simulatins defined in the rle-based games. It will nt be a new game, but a tl helping the understanding f the results btained using previus games. The idea is use this flash game as a disseminatin tl. T this purpse, it will be needed experts feedback abut the game. Hwever, as a disseminatin tl it may be used jin t WP2.5. It has nt a time cnstraint as the rest f the games Game Each En-rute Queue, Trajectry & Separatin Management game will cnsist f: A set f actrs / rles (as derived frm the EP3 WP4.2.2 and validatin scenaris); A set f game items that represent available prcesses and infrmatin; A set f winning cnditins. Grup cnditins are public; while each participant s winning cnditins must be private. This facilitates the anticipated cnflicts between public knwledge n ATM system perfrmance premises and the individual airspace user cmpetitive strategy; A rule set. The game will be rganised and cnducted by a Game Manager. The Game Manager will be respnsible fr distributing the actr / rles, the game items and the winning cnditins. He / She will als ensure that the rule set is enfrced. Figure 3-1 and Figure 3-2 present a summary f the game and a set f pssible game items respectively. Figure 3-1 shws sme f the interactin between the different game actrs and the different available prcesses. A game item will represent each ne f the actrs and f the prcesses. 4 The use f each specific game type will be based n the maturity f the peratinal cncept descriptin. The decisin t use each type f game will be based n the stability f the available CnOps descriptins. 5 Once the peratinal cncept descriptin is stable, it will be pssible t prduce the design fr a game based n flash that can be used in the web. This game will allw t expse mre peple t the game, and will be useful als as a disseminatin tl. Page 17 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

18 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Figure 3-1: Game Executin Figure 3-2 presents sme game items examples. The figure includes brief explanatins abut each game item cmpnent. The game rules will include the descriptin f each item and its usage. Page 18 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

19 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Overall bjective fr the prcess This sectin is used t identify existing respnsabilities and t add new nes during the exercise Time line. Indicates the instants where an actin / event ccurs Hw des this prcess impact n ther prcesses? Used t establish pririties. Private Game bjectives Cnditins fr nt using the prcess Game Rules Rules fr elabrating the trajectry Infrmatin available Trajectry, including relevant game infrmatin (e.g. waypints) Infrmatin that can be expected frm this item (e.g. sectr lcatin) Wh can use this infrmatin? Infrmatin that is required fr this item (e.g. traffic flws) Hw and when can this infrmatin be used? Hw and when this infrmatin must nt be used? Figure 3-2: Sample Game Items fr the Cmplexity Manager and the Cmplexity Management Prcess Each f the actrs/rles will have ne f these cards with infrmatin related with their rle descriptin, main gals, respnsibilities, tls available and their main interactins. This infrmatin may change alng the gaming sessins, but it will be the starting pint. It is suppsed that players will perfrm the game if they have available all the infrmatin describe abve (initial game scenari, prcesses sequence and game-cards) Game Develpment The Gaming team will start its wrk with an analysis f the existing SESAR CnOps relevant infrmatin. This infrmatin will be used tgether with the analysis f the EP3 WP4.3.1 Expert Grup results t identify the fundamental structure f the game and its main design principles. Next prcess will be the game design and as the last result f this prcess a Game Template will be elabrated t prduce the actual games. The Game Template will be tailred t the specific validatin scenari and bjectives identified by the Expert Grup. The result will be the Game exercise. Once the Game exercise is prepared, a Gaming sessin will be held; the results frm the Gaming sessin will be recrded and analysed t prduce the Gaming Exercise Reprt. Figure 3-3 presents a graphical summary f this prcess. Page 19 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

20 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Figure 3-3: Game Develpment Prcess As part f the design prcess, the gaming team will prduce a game package. The game package will cnsist f the fllwing infrmatin: Rule set; Game manager script: this dcument details the infrmatin that the game manager needs t knw -e.g. game bjectives, individual gals, infrmatin sught ut f the game, infrmatin t be distributed, timing f the gaming events; Participant script: infrmatin fr each participant regarding their gals, rules, restrictins, etc; Infrmatin set descriptin, ne per infrmatin item; Prcess descriptin, ne per prcess Data Cllectin Data cllectin will be dne thrugh three main ways: The participant script available t the participants will have a place fr cmments/ amendments/ imprvements n the prcesses, infrmatin descriptin, and rles definitin. The scripts will be cllected at the end f the game. Page 20 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

21 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 At least ne bserver will take ntes during the game develpment. The bserver will have tw tls: a cpy f the manager script against which she/he will supervise the develpment f the game and the remarks dne in each mment f the game; a list f the main issues freseen t be discussed. At the end f each game: the mst utstanding issues will be discussed after each gaming sessin and they will be summarized fr general agreement. Issues that were nt slved will feed the expert grup questinnaires; Game Manager and his/her assistant will distribute evaluated questinnaires abut the game technique. This infrmatin will help EP3 WP4.3.3 t imprve their exercise. Besides the abve mentined, the game will have white bards where the infrmatin flw will be duplicated. Any deviatin frm the script will be recrded and incrprated in the final summary. 3.3 GAME ASSUMPTIONS It is assumed that the state f maturity f the SESAR Detailed Operatinal Descriptins fr En-Rute Executin Phase - i.e. main wrk dcument fr the players participating in the exercise - at the beginning f the gaming will be sufficient fr the achievement f the gaming bjectives. As each Game is designed new assumptins will be taken int accunt. These assumptins will appear justified in the WP4.3.3 Exercise Final Reprt. 4 PROCESSES SIMULATION 4.1 BACKGROUND The design f a prcess mdel must be validated t assure the apprpriate functinality and cherence f the management prcesses. Fr this reasn, exercises are develped by means f expert grups, gaming exercises and real time simulatin techniques, prttyping sessins and RTS. Currently, the use f fast time simulatin tls, FTS, in the ATM field is mainly fcused n develping perfrmance analyses instead f prcess assessments. The use f FTS tls t perfrm prcesses assessments will cmplement the gaming exercises. Particularly, the prcess simulatin that will be held within WP4.3.3 will fcus n clarifying and assessing the prcesses related t En-rute Queue, Trajectry & Separatin Management. These prcesses have been analysed and explred by the experts bth in the Expert grup (EP3 WP4.3.1) and the Gaming Exercise (EP3 WP4.3.3). The PROMAS mdel will assess these prcesses and the invlved actrs and their rles, emphasizing with the rle played by the Multi Sectr Planner (MSP). 4.2 OBJECTIVES The Prcess Simulatin exercise has the fllwing bjectives: Clarificatin f the cncept: Refine MSP rle; Page 21 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

22 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Analyse usefulness f the current planning cntrller cexisting with MSP. Assessment f prcess feasibility: Measure the number f infrmatin exchanges between the different invlved actrs and the number f triggered prcesses t detect the main prcesses and actrs that culd be suppsed t be likely bttlenecks; Define an initial cnflict reslutin prcess updating RBTs; Analyse fur events regarding with reslving cnflicts: When n cnflict ccurs: transfer baseline; Immediate cnflict; Cnflict in a sectr near the brder; Cnflict in a sectr far frm the brder. Asses the rle f the invlved actrs in each prcess wrking in a traffic-situatin situatin, develping series f prcesses and nt nly individual nes. Explratin f new techniques: Demnstrate that executive, planning and MSP prcesses can be linked by PROMAS t be used in future studies. 4.3 HYPOTHESES The hyptheses belw will be explred in the gaming sessins. H1: The Multi Sectr Planner rle will lead t decrease the number f ptential cnflicts t be slved by the executive cntrller. H2: The Multi Sectr Planner rle will lead t increase the capacity f the en-rute sectr under its respnsibility. 4.4 METHOD Overview f Methd PROMAS is a tl t represent the peratin f any type f rganisatin r system by means f fast time simulatins based n discrete events. This sftware prvides a detailed event lg referring t the system peratins. After prcessing the simulatin utput data, the required infrmatin is extracted t evaluate relevant utputs. By using ne f the multiple capabilities f this applicatin, it is pssible t reprduce a game. The prgramme perfrms the rle f the cmpnents in the scenari and reprduces the system peratin activities. T sum up, PROMAS ffers a new Gaming-cmpatible technique, t assess cmplex systems by means f Fast-Time Prcess Simulatins. After analysing the prcesses used in the gaming sessins, the relevant Gaming part will be mdelled, and subsequently the prcesses simulatins will be executed. In the framewrk f this exercise, PROMAS will be supplied with the prcesses defined in the initial Gaming exercises. It will then mdel the prcesses and prvide a first assessment f their viability. Page 22 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

23 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : Setting Up and Executing the Prcess Simulatins The Prcess Simulatin exercise will nt require experts t play the rles in the simulatin. Six Prcess Simulatins will be executed, and further detailed belw: The PROMAS platfrm (with a specific cnfiguratin); each simulatin will have its wn specific cnfiguratin. The cnfiguratin will be used t test different ptins f the actrs and aircraft behaviur when facing a cnflict situatin; A PROMAS Scenari: a scenari is cmpsed by the set f rules, actrs and the traffic sample, as well as the set f parameters that defines the strategy t be assessed; these scenaris will be based n the interim reprt and the OS-38. The simulatin will include 6 scenaris: Scenari 1: Executive and Planning, with 2 sectrs; Scenari 2: Executive and Planning, with 4 sectrs; Scenari 3: MSP, Executive and Planning, with 2 sectrs; Scenari 4: MSP, Executive and Planning, with 4 sectrs; Scenari 5: MSP and Executive, with 2 sectrs; Scenari 6: MSP and Executive, with 4 sectrs. In each scenari, fur different triggers will be available, depending n the type f cnflict. Trigger A: an aircraft is transferred frm a sectr t anther withut cnflicts; Trigger B: an immediate cnflict ccurs. In this case, immediate cnflict is understd as a cnflict appearing in the sectr where the aircraft belngs; Trigger C: a cnflict ccurs in anther sectr that belngs the MSP Area, near its entry brder; Trigger D: a cnflict ccurs in anther sectr that belngs t the MSP Area, far frm the entry brder f the sectr. In Scenari 1 and 2 (Executive and Planning) all cnflicts will be immediate cnflicts, hence nly triggers A and B will be launched. These scenaris will simulate the current cntrlling rles. In scenari 3 and 4 (MSP, Executive and Planning), all types f cnflicts may ccur (immediate and nn-immediate), hence triggers A, B, C and D will be launched depending f the cnflict. In these scenaris, MSP will have a glbal view f all the sectrs and will ease the wrk f the planning and the executive cntrllers. In scenari 5 and 6 (MSP and Executive), all types f cnflicts may ccur (immediate and nn-immediate), hence triggers A, B, C and D will be launched depending f the cnflict. In additin, planning cntrller is nt an actr in these scenaris and MSP will develp the functins f the planning cntrllers f all the sectrs, with a glbal view. The sectrs that will be used in the 6 different scenaris (selected by taking int accunt the number and type f cnflicts, and traffic lad) belng t Madrid ACC (LECM) and they will be: DOM and TLU Page 23 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

24 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 DOM TLU Figure 4-1: DOM and TLU sectrs representatin fr scenaris 1, 3, and 5 DOM, TLU, ZMU and PAU Page 24 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

25 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 PAU DOM ZMU TLU Figure 4-2: DOM, TLU, ZMU and PAU sectrs representatin fr scenaris 2, 4, and 6 A set f rules; these are necessary t specify the behaviur f actrs; A traffic sample; there will be ne 2020 traffic sample; Actrs; each actr will have his/her wn unique behaviur strategy that they must adpt. The actrs invlved are Flight Crew, MSP (if any), Executive Cntrller and Planning Cntrller (if any). 4.5 ASSUMPTIONS A-01 MSPs may have under their respnsibility up t 4 sectrs at the same time A-02 An immediate cnflict (trigger B) may be reslved by a planning and an executive cntrller (with n MSP) in scenaris 1 t 4. A-03 An immediate cnflict (trigger B) may be reslved by a MSP and an executive cntrller in scenaris 5 and 6. A-04 The RBT f the aircraft invlved in cnflicts may be updated by the flight crew after being agreed and instructed by the executive cntrller r MSP. A-05 A cnflict that will ccur near the entry brder f a sectr where the aircraft has nt entered yet and this sectr belnging the MSP Area (Trigger C), may be reslved by the crdinatin f the MSP, a planner (if any) and an executive cntrller. A-06 This type f cnflict may be reslved by updating the RBT by the flight crew after being agreed and instructed by the executive cntrller. This reslutin will imply a change in the RBT in the mment f the detectin f the cnflict. Page 25 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

26 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 A-07 A cnflict that will ccur far frm the entry brder f a sectr where the aircraft has nt entered yet belnging the MSP Area (Trigger D), may be reslved by a MSP. A-08 This type f cnflict may be reslved by updating by the MSP the part f RBT within the sectr where the cnflict will ccur. 4.6 ROLES AND RESPONSIBILITIES The fllwing are the rles and respnsibilities that will be autmated by means f PROMAS tl: MSP, respnsible f the area. Depending n the scenari will cntact directly t flight crew (trigger D) r t the executive cntrller (trigger C); S/he updates the RBT (when trigger D is launched); Executive cntrller, analyses the slutin prvided by the Planning Cntrller and takes a decisin abut it; Planning cntrller, ffers a slutin fr an immediate cnflict t the executive cntrller; Flight crew, receive the reslutin f a cnflict, analyse it and update the RBT (when trigger B r C are executed). 4.7 TIME PLANNING The fllwing table lists the main time planning that will be carried ut in the Prcess Simulatin exercise. Preparatin Executin Pst Exercise May June July August September Table 4-1: Prcess simulatin Time Planning 4.8 ANALYSIS SPECIFICATION FOR PROCESS SIMULATION Data Cllectin and Analysis Methd Each Prcess simulatin will prvide the analyst with qualitative and quantitative infrmatin, that will be used t test the feasibility and cherency f the prcesses addressed and described in sme f the gaming previusly executed and reprted. These different srts f data are described separately belw. Qualitative Data After each simulatin, PROMAS will capture data in the fllwing areas t help meet the hyptheses listed in sectin 4.3. The qualitative data will be cllated and summarised. The analyst will analyse these data in rder t meet the bjectives listed in sectin 4.2. Qualitative data will be faced by a grup f experts (users and netwrk experts) t the hyptheses established, and will accept/reject them. S that, by means f cmparing the studied situatins, the imprvements and verificatins will be shwn. Quantitative Data Sme quantitative data will be lgged by PROMAS in an Events file. One f the bjectives fr this exercise is t demnstrate that numerical data ffered by PROMAS can be prcessed t Page 26 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

27 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 give useful metrics. The numerical data will be used t cmpare different scenaris (i.e., simultaneus tasks, verladed actrs). The respnsible fr accepting/rejecting the quantitative data btained n the basis f the hyptheses will be a grup f experts. Several quantitative data will be prvided s as t the experts will be able t verify/falsify the hyptheses. Furthermre, an internal INECO expert grup will als validate the data Metrics f interests The mst imprtant metrics PROMAS can measure are: PI CAP.LOCAL.ER.PI 5 SAF.LOCAL.ER.PI 1 SAF.LOCAL.ER.PI 3 EFF.LOCAL.ER.PI 7 Title Estimated Airspace Vlume Capacity Number f hurs with excessive ATC task demand Number f ATC tactical interventins Efficiency f ruting service Table 4-2: Related EP3 PIs CAP.LOCAL.ER.PI 5 measures the maximum number f aircraft that can enter an airspace vlume in ne hur, based n the maximum task demand the tactical cntrller can deal with in this perid f time (threshld); SAF.LOCAL.ER.PI 1 measures the number f hurs with excessive ATC task demand. Times the cntrller is saturated with different severities and therefre, there are risky situatins and then safety precursrs; SAF.LOCAL.ER.PI 3 measures the number f ATC tactical interventins. Number f times an ATC tactical interventin is needed in rder t avid a ptential cnflict n air; Number f lsses f minimum separatin; EFF.LOCAL.ER.PI 7: measures the efficiency f ruting service. The number f flights that will change its 4D trajectry due t a cnflict reslutin. 5 FLASH GAME 5.1 OBJECTIVES The flash game will be used t present and disseminate sme f the results btained by the WP4.3.3 validatin exercise. The flash game will build n the main utputs f the WP4.3.3 rle-based gaming sessins, related t SESAR cncept validatin and clarificatin. The bjective is twfld: t expse mre peple t the gaming techniques and t the specific utcmes fund in the framewrk f WP4.3.3 validatin exercise and t perfrm a cmparative between paper-based games and flash-based games. Paper-based games have great flexibility, allw the explratin f cncepts that are quite pen and have different pssibilities f implementatin, but they als have limitatins in the interface with the experts, meanwhile, the flash/web based games lse part f this flexibility but imprves in the interface and presentatin aspects. 5.2 SCENARIO The flash game will develp a single scenari. T describe this scenari the main input will be the interim reprt that summarises the utputs f the first cycle f rle-based games. This scenari will be refined with the utputs f the secnd cycle. Page 27 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

28 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 The game will take place in the executin phase, in a typical busy en-rute airspace. It will fllw the evlutin f a cmplex prblem detectin, since its detectin by the subreginal manager, till the executin f the slutin prpsed and refined by the different actrs. Sub Reginal Manager Prpsed slutin: Dynamically activate 2 sectrs Multi-Sectr 01 Sectr A Sectr B Multi-Sectr 02 Figure 5-1: Part f the flash game scenari The main actrs f the game are: Subreginal Manager AOC Multisectr planner Executive cntrller Flight Crew 5.3 DATA COLLECTION AND ANALYSIS METHOD N data will be cllected using the flash game, nr will any utput f it use be analysed. The use f a flash a flash game it is used here as an evlutin frm the paper-based, withut entering in the develpment f a fast time simulatin. The pssibility f cnnecting a databased t recrd the develpment f the actins and prcessed perfrmed alng the game will be studied but nt implemented. 5.4 TIME PLANNING The fllwing table lists the main time planning that will be carried ut in the flash game. Preparatin Develpment Refinement June July August September Table 5-1: Flash Time Planning Page 28 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

29 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : PLANNING AND MANAGEMENT 6.1 RESOURCES AND ACTIVITIES OF THE ROLE BASED GAME Resurces This sectin lists the kind f expertise, skills and knwledge required f the participants frm a SESAR pint f view. Maximum expected number f participants in each gaming sessin is 15 and minimum is 6. Rle Civil Airspace Expert Military Airspace Expert Reginal Netwrk Expert Lcal Netwrk Expert Planning Air Traffic Cntrller Executive Air Traffic Cntrller Airline Pilt Airline Operatins Centre SESAR CnOps Expert Respnsibilities T maximise the utilisatin f available airspace by dynamic timesharing and, at times, by segregating airspace amng varius categries f users based n shrt-term needs; T cllabrate with the Netwrk management t plan airspace usage in a way that balances the impact n civil air traffic flw and capacity management with military needs. T cllabrate with the Netwrk management t plan airspace usage in a way that balances the impact n civil air traffic flw and capacity management with military needs. T assure stability f the whle netwrk in the face f traffic demand, facilitating dialgue between airspace users, ANSPs and airprt peratrs s that traffic demand and capacity balancing issues can be reslved in an efficient manner; T check unexpected netwrk effects f sub-reginal decisins prir t their implementatin. T determine the ptimum deplyment f reginal resurces t meet the airspace users actual r predicted demands; T reslve situatins where sufficient capacity cannt be prvided by means f Cllabrative Decisin Making prcesses invlving all stakehlders; T develp scenaris t cpe efficiently with diverse events. T check the planned trajectry f aircraft intending t enter the sectr fr ptential separatin risk; Facilitate Flight accrding t RBT and applicable rules ; Crdinate sectr entry/exit cnditins, Flight Crew requests with adjacent sectrs; Optimize Queuing. T cntrl the traffic flw in the sectr under cnsideratin; T maintain the traffic within safety rules; T manage the traffic accrding t RBTs agreed whenever pssible. T ensure cmpliance with safety rules; T implement / derive the RBT. T determine and maintain the RBT; T identify the ptimum airline ptins. He/she shuld be invlved in the develpment f the ATM Planning prcess defined in the SESAR CnOps. Page 29 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

30 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 Table 6-1: Rles and respnsibilities in the gaming exercise Activities t Be Undertaken The Gaming exercises are structured as an iterative prcess aiming t clarify what En-rute Queue, Trajectry & Separatin Management means, and its peratinal viability. Isdefe s rle in the Gaming exercises is as that f bth a referee fr the game and facilitatr in the discussins, interfering as little as pssible in the final cnclusins extracted. The activities will be gruped in five phases, each ne fllwing an iterative sequence cmpsed by the fllwing steps: Game preparatin; Game set-up including briefing; Game perfrmance, Game debriefing; Result analysis; Each Game will take place in at least a single sessin, depending n the size and cmplexity f the game; it might be pssible t hld mre than ne gaming sessin. T reduce travel, gaming sessins will be cmbined with ther meetings, preferably with WP4.3.1 En-Rute QTSM Expert Grup meetings, as bth WPs are interrelated Game Preparatin Using the infrmatin generated during the game design and elabratin activities, the Game manager will prepare the different infrmatin packages and tls he/she will use fr the crrect develpment f the game. He / She will distribute the agenda and deliver the infrmatin needed t prepare the gaming sessin Game Set-up Including Briefing Befre the Gaming sessin starts, the Game manager will prepare the tls, the infrmatin sets and the prcesses. Once it is prepared, he / she will prceed t explain the game thrugh a presentatin, which will include: Objectives f the game; Scenari in which it will be based and; Which are the rules and mechanics t the participants? Befre the game starts, the Game Manager and his/her assistant will assign the rles t each participant and prvide them each infrmatin package, explaining their missin in the game. Questins and cmments will be addressed at this stage Game Perfrmance The game will prceed accrding t the script (used fr the events) and the already described rules. The game will start when the Game Manager finish his/her explanatin and indicate t the first actr invlved in the actin that he/she can start the game. It will be a fix initial time t cmplete the game, but it des nt matter if time is lnger if game discussins are s interesting than the Game Manager may btain mre results and cnclusins frm them than with the current develpment f the game. Discussins nt directly referred t the game executin will be avided. The Game manager and his/her assistant will recrd prpsed changes in the prcesses, infrmatin sets, issues raised, etc. Page 30 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

31 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : 1.02 The PROMAS tl will perfrm the rle f the cmpnents f a cmplex system and will reprduce the activities invlved in it. The results frm PROMAS will be fcused n the study f incnsistencies, prcess bttle-necks, useful prcedures, infrmatin flws, actins triggered by mdificatins f parameters, etc Game Debriefing Once the game is cmpleted r at sme cases, time is ver, a shrt discussin will be held t ensure that the participant pinins and cmments are knwn and taken int accunt. In sme special ccasins, a specific assessing questinnaire might be distributed t give feedback abut the game technique and their useless t achieve the initial game bjectives. If there is n time t distribute the questinnaires, all participants will be invited t send their cmments by Result Analysis An analysis f the infrmatin generated during the game, extracting frm them the verall pinin f the Gaming exercise participants and preparing an interim reprt including the results analysis and preliminary cnclusins. The interim reprt will then serve as a basis fr tw-day face-t-face meetings at which the experts will have the pprtunity t discuss the results in detail and agree n the cnclusins. The infrmatin issued during these face-t-face meetings will be fed t the first draft versin f the Gaming Exercise Reprt. This draft will be discussed and crrected in the curse f a final meeting. The success f the exercise and f the final results will be evaluated against the degree f accmplishment f the initial bjectives as well as in terms f the degree f final cnsensus reached. If participants are nt able t agree a cnclusin f the results f a gaming sessin, these disagreements will be included in WP4.3.1 EG questinnaires trying t reach a cmmn view f them Respnsibilities in the Exercise There are tw different main rles invlved in the executin f the gaming: the Game Manager / Organiser with his/her assistant and the Experts. The main respnsibilities fr each ne are given belw. Game Manager / Organiser and his/her assistant T design and prepare the game, sending all the infrmatin the experts need t prepare the meeting; T cnduct the exercise as described in this dcument: Gaming Exercise Plan; T manage the game; T rganise and facilitate the discussins recrding all the issues given in them; T cnslidate the cnclusins with the Experts in rder t define a clear utput; T cmpile and issue the Gaming Reprt. Experts. T prepare the wrkshps with the infrmatin the Game Manager shuld prvide befre each meeting; T participate in the games; T cnslidate cnclusins; T review and cmment the Gaming Reprt (Interim Reprt and Final Reprt). Page 31 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

32 Episde 3 D WP4 Gaming n Queue, Trajectry and Separatin Management Cnslidated Plan Versin : TIME PLANNING T save n csts and t maximise the time and the availability f the Experts that are needed t perfrm the game, all gaming sessins have been planned in crdinatin with the EP3 WP4.3.1 Expert Grup meetings [1]. The fllwing table summarises bth the Expert Grup and Gaming planned meetings and supprting questinnaires deadlines. Q1 t Q5 refers t Questinnaire numbering sent t the Expert Grup. Send Questinnaire Answer Questinnaire Expert Meeting Grup Gaming Exercise Q1 01/10/ /10/ /10/ /10/2008 Q2 22/10/ /11/2008 Q3 12/11/ /11/ /11/ /11/2008 Q4 23/12/ /01/ /01/ /01/2009 Q5 25/03/ /04/ /04/2009 Q6 26/04/ /05/ /06/ /06/2009 Q7 23/06/ /07/ /07/ /07/2009 Table 6-2: Time Planning Rle games Given the supprt nature f bth the Expert Grups and f the Gaming exercises, new meetings might be added if needed. The time planning f the PROMAS simulatin is presented in sectin 4.7 The time planning fr the Flash Game is presented in sectin 5.4 Table 6-3 presents the delivery dates crrespnding t the Experimental Plans and Exercise Reprts alng the prject. Table 6-3: Gaming Exercise dcuments schedule Page 32 f 39 Issued by the Episde 3 cnsrtium fr the Episde 3 prject c-funded by the Eurpean Cmmissin and Episde 3 cnsrtium.

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