2,018 research outputs found

    MODELLING & SIMULATION HYBRID WARFARE Researches, Models and Tools for Hybrid Warfare and Population Simulation

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    The Hybrid Warfare phenomena, which is the subject of the current research, has been framed by the work of Professor Agostino Bruzzone (University of Genoa) and Professor Erdal Cayirci (University of Stavanger), that in June 2016 created in order to inquiry the subject a dedicated Exploratory Team, which was endorsed by NATO Modelling & Simulation Group (a panel of the NATO Science & Technology organization) and established with the participation as well of the author. The author brought his personal contribution within the ET43 by introducing meaningful insights coming from the lecture of \u201cFight by the minutes: Time and the Art of War (1994)\u201d, written by Lieutenant Colonel US Army (Rtd.) Robert Leonhard; in such work, Leonhard extensively developed the concept that \u201cTime\u201d, rather than geometry of the battlefield and/or firepower, is the critical factor to tackle in military operations and by extension in Hybrid Warfare. The critical reflection about the time - both in its quantitative and qualitative dimension - in a hybrid confrontation it is addressed and studied inside SIMCJOH, a software built around challenges that imposes literally to \u201cFight by the minutes\u201d, echoing the core concept expressed in the eponymous work. Hybrid Warfare \u2013 which, by definition and purpose, aims to keep the military commitment of both aggressor and defender at the lowest - can gain enormous profit by employing a wide variety of non-military tools, turning them into a weapon, as in the case of the phenomena of \u201cweaponization of mass migrations\u201d, as it is examined in the \u201cDies Irae\u201d simulation architecture. Currently, since migration it is a very sensitive and divisive issue among the public opinions of many European countries, cynically leveraging on a humanitarian emergency caused by an exogenous, inducted migration, could result in a high level of political and social destabilization, which indeed favours the concurrent actions carried on by other hybrid tools. Other kind of disruption however, are already available in the arsenal of Hybrid Warfare, such cyber threats, information campaigns lead by troll factories for the diffusion of fake/altered news, etc. From this perspective the author examines how the TREX (Threat network simulation for REactive eXperience) simulator is able to offer insights about a hybrid scenario characterized by an intense level of social disruption, brought by cyber-attacks and systemic faking of news. Furthermore, the rising discipline of \u201cStrategic Engineering\u201d, as envisaged by Professor Agostino Bruzzone, when matched with the operational requirements to fulfil in order to counter Hybrid Threats, it brings another innovative, as much as powerful tool, into the professional luggage of the military and the civilian employed in Defence and Homeland security sectors. Hybrid is not the New War. What is new is brought by globalization paired with the transition to the information age and rising geopolitical tensions, which have put new emphasis on hybrid hostilities that manifest themselves in a contemporary way. Hybrid Warfare is a deliberate choice of an aggressor. While militarily weak nations can resort to it in order to re-balance the odds, instead military strong nations appreciate its inherent effectiveness coupled with the denial of direct responsibility, thus circumventing the rules of the International Community (IC). In order to be successful, Hybrid Warfare should consist of a highly coordinated, sapient mix of diverse and dynamic combination of regular forces, irregular forces (even criminal elements), cyber disruption etc. all in order to achieve effects across the entire DIMEFIL/PMESII_PT spectrum. However, the owner of the strategy, i.e. the aggressor, by keeping the threshold of impunity as high as possible and decreasing the willingness of the defender, can maintain his Hybrid Warfare at a diplomatically feasible level; so the model of the capacity, willingness and threshold, as proposed by Cayirci, Bruzzone and Gunneriusson (2016), remains critical to comprehend Hybrid Warfare. Its dynamicity is able to capture the evanescent, blurring line between Hybrid Warfare and Conventional Warfare. In such contest time is the critical factor: this because it is hard to foreseen for the aggressor how long he can keep up with such strategy without risking either the retaliation from the International Community or the depletion of resources across its own DIMEFIL/PMESII_PT spectrum. Similar discourse affects the defender: if he isn\u2019t able to cope with Hybrid Threats (i.e. taking no action), time works against him; if he is, he can start to develop counter narrative and address physical countermeasures. However, this can lead, in the medium long period, to an unforeseen (both for the attacker and the defender) escalation into a large, conventional, armed conflict. The performance of operations that required more than kinetic effects drove the development of DIMEFIL/PMESII_PT models and in turn this drive the development of Human Social Culture Behavior Modelling (HCSB), which should stand at the core of the Hybrid Warfare modelling and simulation efforts. Multi Layers models are fundamental to evaluate Strategies and Support Decisions: currently there are favourable conditions to implement models of Hybrid Warfare, such as Dies Irae, SIMCJOH and TREX, in order to further develop tools and war-games for studying new tactics, execute collective training and to support decisions making and analysis planning. The proposed approach is based on the idea to create a mosaic made by HLA interoperable simulators able to be combined as tiles to cover an extensive part of the Hybrid Warfare, giving the users an interactive and intuitive environment based on the \u201cModelling interoperable Simulation and Serious Game\u201d (MS2G) approach. From this point of view, the impressive capabilities achieved by IA-CGF in human behavior modeling to support population simulation as well as their native HLA structure, suggests to adopt them as core engine in this application field. However, it necessary to highlight that, when modelling DIMEFIL/PMESII_PT domains, the researcher has to be aware of the bias introduced by the fact that especially Political and Social \u201cscience\u201d are accompanied and built around value judgement. From this perspective, the models proposed by Cayirci, Bruzzone, Guinnarson (2016) and by Balaban & Mileniczek (2018) are indeed a courageous tentative to import, into the domain of particularly poorly understood phenomena (social, politics, and to a lesser degree economics - Hartley, 2016), the mathematical and statistical instruments and the methodologies employed by the pure, hard sciences. Nevertheless, just using the instruments and the methodology of the hard sciences it is not enough to obtain the objectivity, and is such aspect the representations of Hybrid Warfare mechanics could meet their limit: this is posed by the fact that they use, as input for the equations that represents Hybrid Warfare, not physical data observed during a scientific experiment, but rather observation of the reality that assumes implicitly and explicitly a value judgment, which could lead to a biased output. Such value judgement it is subjective, and not objective like the mathematical and physical sciences; when this is not well understood and managed by the academic and the researcher, it can introduce distortions - which are unacceptable for the purpose of the Science - which could be used as well to enforce a narrative mainstream that contains a so called \u201ctruth\u201d, which lies inside the boundary of politics rather than Science. Those observations around subjectivity of social sciences vs objectivity of pure sciences, being nothing new, suggest however the need to examine the problem under a new perspective, less philosophical and more leaned toward the practical application. The suggestion that the author want make here is that the Verification and Validation process, in particular the methodology used by Professor Bruzzone in doing V&V for SIMCJOH (2016) and the one described in the Modelling & Simulation User Risk Methodology (MURM) developed by Pandolfini, Youngblood et all (2018), could be applied to evaluate if there is a bias and the extent of the it, or at least making clear the value judgment adopted in developing the DIMEFIL/PMESII_PT models. Such V&V research is however outside the scope of the present work, even though it is an offspring of it, and for such reason the author would like to make further inquiries on this particular subject in the future. Then, the theoretical discourse around Hybrid Warfare has been completed addressing the need to establish a new discipline, Strategic Engineering, very much necessary because of the current a political and economic environment which allocates diminishing resources to Defense and Homeland Security (at least in Europe). However, Strategic Engineering can successfully address its challenges when coupled with the understanding and the management of the fourth dimension of military and hybrid operations, Time. For the reasons above, and as elaborated by Leonhard and extensively discussed in the present work, addressing the concern posed by Time dimension is necessary for the success of any military or Hybrid confrontation. The SIMCJOH project, examined under the above perspective, proved that the simulator has the ability to address the fourth dimension of military and non-military confrontation. In operations, Time is the most critical factor during execution, and this was successfully transferred inside the simulator; as such, SIMCJOH can be viewed as a training tool and as well a dynamic generator of events for the MEL/MIL execution during any exercise. In conclusion, SIMCJOH Project successfully faces new challenging aspects, allowed to study and develop new simulation models in order to support decision makers, Commanders and their Staff. Finally, the question posed by Leonhard in terms of recognition of the importance of time management of military operations - nowadays Hybrid Conflict - has not been answered yet; however, the author believes that Modelling and Simulation tools and techniques can represent the safe \u201ctank\u201d where innovative and advanced scientific solutions can be tested, exploiting the advantage of doing it in a synthetic environment

    INTEROPERABILITY FOR MODELING AND SIMULATION IN MARITIME EXTENDED FRAMEWORK

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    This thesis reports on the most relevant researches performed during the years of the Ph.D. at the Genova University and within the Simulation Team. The researches have been performed according to M&S well known recognized standards. The studies performed on interoperable simulation cover all the environments of the Extended Maritime Framework, namely Sea Surface, Underwater, Air, Coast & Land, Space and Cyber Space. The applications cover both the civil and defence domain. The aim is to demonstrate the potential of M&S applications for the Extended Maritime Framework, applied to innovative unmanned vehicles as well as to traditional assets, human personnel included. A variety of techniques and methodology have been fruitfully applied in the researches, ranging from interoperable simulation, discrete event simulation, stochastic simulation, artificial intelligence, decision support system and even human behaviour modelling

    Community-Oriented Policing and Technological Innovations

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    Community-Oriented Policing; Police Studies; Policing and Technology; Predictive Policing; Policing Innovations; Crime Prevention and Intervention; Crime Detection; Fear of Crime; Urban Securit

    Path planning for first responders in the presence of moving obstacles

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    Navigation services have gained much importance for all kinds of human activities ranging from tourist navigation to support of rescue teams in disaster management. However, despite the considerable amount of route guidance research that has been performed, many issues that are related to navigation for first responders still need to be addressed. During disasters, emergencies can result in different types of moving obstacles (e.g., fires, plumes, floods), which make some parts of the road network temporarily unavailable. After such incidents occur, responders have to go to different destinations to perform their tasks in the environment affected by the disaster. Therefore they need a path planner that is capable of dealing with such moving obstacles, as well as generating and coordinating their routes quickly and efficiently. During the past decades, more and more hazard simulations, which can modify the models with incorporation of dynamic data from the field, have been developed. These hazard simulations use methods such as data assimilation, stochastic estimation, and adaptive measurement techniques, and are able to generate more reliable results of hazards. This would allow the hazard simulation models to provide valuable information regarding the state of road networks affected by hazards, which supports path planning for first responders among the moving obstacles. The objective of this research is to develop an integrated navigation system for first responders in the presence of moving obstacles. Such system should be able to navigate one or more responders to one or multiple destinations avoiding the moving obstacles, using the predicted information of the moving obstacles generated from by hazard simulations. In this dissertation, the objective we have is expressed as the following research question: How do we safely and efficiently navigate one or more first responders to one or more destinations avoiding moving obstacles? To address the above research questions, this research has been conducted using the following outline: 1). literature review; 2). conceptual design and analysis; 3). implementation of the prototype; and 4). assessment of the prototype and adaption. We investigated previous research related to navigation in disasters, and designed an integrated navigation system architecture, assisting responders in spatial data storage, processing and analysis.Within this architecture, we employ hazard models to provide the predicted information about the obstacles, and select a geo-database to store the data needed for emergency navigation. Throughout the development of the prototype navigation system, we have proposed: a taxonomy of navigation among obstacles, which categorizes navigation cases on basis of type and multiplicity of first responders, destinations, and obstacles; a multi-agent system, which supports information collection from hazard simulations, spatio-temporal data processing and analysis, connection with a geo-database, and route generation in dynamic environments affected by disasters; data models, which structure the information required for finding paths among moving obstacles, capturing both static information, such as the type of the response team, the topology of the road network, and dynamic information, such as changing availabilities of roads during disasters, the uncertainty of the moving obstacles generated from hazard simulations, and the position of the vehicle; path planning algorithms, which generate routes for one or more responders in the presence of moving obstacles. Using the speed of vehicles, departure time, and the predicted information about the state of the road network, etc., three versions (I, II, and III) of Moving Obstacle Avoiding A* (MOAAStar) algorithms are developed: 1). MOAAstar– I/Non-waiting, which supports path planning in the case of forest fires; 2). MOAAstar–II/Waiting, which introduces waiting options to avoid moving obstacles like plumes; 3). MOAAstar–III/Uncertainty, which can handle the uncertainty in predictions of moving obstacles and incorporate the profile of responders into the routing. We have applied the developed prototype navigation system to different navigation cases with moving obstacles. The main conclusions drawn from our applications are summarized as follows: In the proposed taxonomy, we have identified 16 navigation cases that could occur in disaster response and need to be investigated. In addressing these navigation problems, it would be quite useful to employ computer simulations and models, which can make reliable predicted information about responders, the targets, and obstacles, in finding safe routes for the responders. The approach we provide is general and not limited to the cases of plumes and fires. In our data model, the data about the movement of hazards is represented as moving polygons. This allows the data model to be easily adjusted to merge and organize information from models of different types of disasters. For example, the areas that are affected by floods can also be represented as moving polygons. To facilitate the route calculation, not only the data of obstacles but also the information about the state of road networks affected by obstacles need to be structured and stored in the database. In planning routes for responders, the routing algorithms should incorporate the dynamic data of obstacles to be able to avoid the hazards. Besides, other factors, such as the operation time of tasks, the required arrival time, and departure time, also need to be considered to achieve the objectives in a rescue process, e.g., to minimize the delays caused by the moving obstacles. The profile of responders is quite important for generation of feasible routes for a specific disaster situation. The responders may have different protective equipment that allows them to pass through different types of moving obstacles, and thus can have different classification of risk levels to define the state of the road network. By taking into account the profile of the responders, the navigation system can propose customized and safe routes to them, which would facilitate their disaster response processes. On the basis of our findings, we suggest the following topics for future work: As presented Wang and Zlatanova (2013c), there are still a couple of navigation cases that need to be addressed, especially the ones that involve dynamic destinations. More algorithms would be needed to solve these navigation problems. Besides, some extreme cases (e.g., the obstacle covers the target point during the course of an incident) also need to be investigated. Using standard Web services, an Android navigation application, which can provide navigation services in the environment affected by hazards, needs to be developed and tested in both the daily practice and real disasters. In this application, a user interface with various styling options should also be designed for different situations, e.g., waiting and moving, day and night, and urgent and non-urgent. Because the communication infrastructure may not be available or work properly during a disaster response, a decentralized method is needed to allow different users to negotiate with each other and to make local agreements on the distribution of tasks in case there is no support from the central planning system. Another type of multi-agent system would be needed to handle this situation. Introduce variable traveling speed into the re-routing process. The vehicle speed plays an important role in generation of routes avoiding moving obstacle, and can be influenced by many factors, such as the obstacles, the type of vehicles, traffic conditions, and the type of roads. Therefore, it would be needed to investigate how to derive the current and future speed from trajectories of vehicles. Apply the system to aid navigation in various types of natural disasters, using different hazard simulation models (e.g., flood model). More types of agents would be needed and integrated into the system to handle heterogeneous data from these models. Extensions of the data model are also required to meet a wider range of informational needs when multiple disasters occur simultaneously

    Using Digital Game, Augmented Reality, and Head Mounted Displays for Immediate-Action Commander Training

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    Disaster education focusing on how we should take immediate actions after disasters strike is essential to protect our lives. However, children find it difficult to understand such disaster education. Instead of disaster education to children, adults should properly instruct them to take immediate actions in the event of a disaster. We refer to such adults as Immediate-Action Commanders (IACers) and attach importance to technology-enhanced IACer training programs with high situational and audio-visual realities. To realize such programs, we focused on digital game, augmented reality (AR) and head-mounted displays (HMDs). We prototyped three AR systems that superimpose interactive virtual objects onto HMDs’ real-time vision or a trainee’s actual view based on interactive fictional scenarios. In addition, the systems are designed to realize voice-based interactions between the virtual objects (i.e., virtual children) and the trainee. According to a brief comparative survey, the AR system equipped with a smartphone-based binocular opaque HMD (Google Cardboard) has the most promising practical system for technology-enhanced IACer training programs
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