text: Appendix J
  Training Environments
  OVERVIEW
  J-1. A training environment is an environment comprised of conditions, supporting resources, and
  time that enables training tasks to proficiency. There are three basic training environments: live, virtual,
  and constructive (LVC). With unlimited time and resources, units execute realistic training in a live
  environment. The realities of limited training time and resources dictate that commanders use creative and
  innovative means and resources to train in other-than-live training environments, or in a combination of all
  three environments. See table J-1 for the environment descriptions.
  J-2. Commanders leverage training support enablers to obtain required training proficiencies. For example,
  when a company cannot get all the range time it needs to develop individual weapon proficiency, a
  commander gets creative. The commander makes use of individual weapon simulators to develop basic skills
  first before taking the unit to the live-fire range to qualify. This technique makes time at the range more
  productive and efficient by reducing range time and cost. (See the Army Training Network (ATN) at
  https://atn.army.mil for more other-than-live training environments.)
  Table J-1. Training environments
  Environment Participants Description
  Live Training battalion and below executed in field conditions using tactical equipment
  Virtual Training brigade and below computer-generated battlefields in simulators
  Constructive platoon through echelons computer models and simulations
  Training above corps
  platoon through echelons two or more training environments
  Blended Training
  above corps
  platoon through echelons virtual and constructive environments, to include
  Integrated Training
  above corps information systems
  LIVE, VIRTUAL, AND CONSTRUCTIVE TRAINING
  J-3. Live training is executed in field conditions using tactical equipment. It involves real people operating
  real systems. Live training may be enhanced by the use of training aids, devices, simulations, and simulators
  (known as TADSS).
  J-4. Virtual training involves real people operating simulated or actual systems. Units use virtual training
  to exercise motor control, decision-making, and communication skills. Sometimes called human-in-the-loop
  training, it involves real people operating various systems. Gaming is a subset of the virtual training
  environment. Gaming uses gaming technologies to create capabilities to help train individuals and small
  units.
  J-5. Constructive training uses computer models and simulations to exercise command and staff functions.
  It involves real people interacting with simulated units operating simulated systems. Constructive training
  can be conducted by units from platoon through echelons above corps.
  J-6. Units use virtual and constructive training environments to supplement, enhance, and complement live
  training. Virtual and constructive training environments help increase the entry level of proficiency for live
  training and reduce the time needed to prepare training. Based on training objectives and available
  resources—such as time, ammunition, simulations, and range availability—commanders determine the right
  mix and frequency of LVC training to ensure organizations use resources efficiently.