3,176 research outputs found
Thoughts about a General Theory of Influence in a DIME/PMESII/ASCOP/IRC2 Model
The leading question of this paper is: “How would influence warfare (“iWar”) work and how can we simulate it?” The paper discusses foundational aspects of a theory and model of influence warfare by discussing a framework built along the DIME/PMESII/ASCOP dimension forming a prism with three axes. The DIME concept groups the many instruments of power a nation state can muster into four categories: Diplomacy, Information, Military and Economy. PMESII describes the operational environment in six domains: Political, Military, Economic, Social, Information and Infrastructure. ASCOPE is used in counter insurgency (COIN) environments to analyze the cultural and human environment (aka the “human terrain”) and encompasses Areas, Structures, Capabilities, Organization, People and Events. In addition, the model reflects about aspects of information collection requirements (ICR) and information capabilities requirements (ICR) - hence DIME/PMESII/ASCOP/ICR2. This model was developed from an influence wargame that was conducted in October 2018. This paper introduces basic methodical questions around model building in general and puts a special focus on building a framework for the problem space of influence/information/hybrid warfare takes its shape in. The article tries to describe mechanisms and principles in the information/influence space using cross discipline terminology (e.g. physics, chemistry and literature). On a more advanced level this article contributes to the Human, Social, Culture, Behavior (HSCB) models and community. One goal is to establish an academic, multinational and whole of government influence wargamer community. This paper introduces the idea of the perception field understood as a molecule of a story or narrative that influences an observer. This molecule can be drawn as a selection of vectors that can be built inside the DIME/PMESII/ASCOP prism. Each vector can be influenced by a shielding or shaping action. These ideas were explored in this influence wargame
Information display from board wargame for marketing strategy identification
Marketing warfare is an alternative solution for a company to defend itself or to win market parts. This approach presents consumer spirit as a battleground where companies make military maneuvers to confront each other. But a problem subsists, how make a link between market and battle or war? May be a solution exists: business wargames. But now, they are too complex or only role playing oriented without any solution to map battles. However, before being business wargames, wargames were developed to propose visual solutions to recreate a specific war situation. Now, wargames for civilians exist, with a particular kind: board wargames, which we found very interesting for information display. In this paper, we develop a methodology to apply a board wargame tool for a market situation. This methodology contributes to creative competitive intelligence (or creative watch) a new kind of competitive intelligence, in the sense it participates to information discovery that directly contributes to the creation and innovation process.intelligence économique, veille stratégique, veille concurrentielle, veille marché, veille créative, veille des innovations, veille des créations, visualisation d'information, innovation, jeu de guerre, wargame, war game, jeu sérieux // creative intelligence, strategic intelligence, competitive intelligence, economic intelligence, market intelligence, business intelligence, information visualization, wargaming, wargame, war game, marketing warfare, innovation, watch, serious game, serious gaming, creative competitive intelligence
New concepts in global wargaming
This report addresses resurgence in wargaming and new techniques used to address complex political-military issues. Relationships between gaming and analysis are examined and benefits, opportunities, and drawbacks of gaming addressed. Requirements for Control Team in modern computer-assisted State and Path games and seminar games are discussed. Authors conclude with the value of modern simulation techniqueshttp://archive.org/details/newconceptsinglo00tritN
Strategic Resource Allocation: Selecting Vessels to Support Maritime Irregular Warfare
The article of record as published may be found at http://dx.doi.org/10.5711/1082598318321The US Navy is at a critical juncture in
determining the types and numbers
of ships it will acquire, retire, and
sustain to support an evolving US military
strategy. In addition to determining how
many aircraft carriers, cruisers, amphibious
assault craft, fighters, and helicopters it will
need, the Navy must determine how it will
confront maritime irregular warfare. Assuming
an environment of resource scarcity,
where new vessel acquisition to support
maritime irregular warfare may be increasingly
difficult or unlikely, we introduce a
method for evaluating the capability and
costs of candidate vessels that are in the
current Department of Defense inventory, or
widely available from the commercial sector
to conduct such a mission. Our method
combines wargaming with cost analysis to
aid Navy leadership in developing maritime
irregular warfare concepts of operation as
well as resource allocation decisions.RAND CorporationAcquisition Research ProgramRAND CorporationAcquisition Research Progra
Miniaturisation and the representation of military geographies in recreational wargaming
Miniaturisation affects space in many ways: projecting it, transforming it and co-producing it with those who make and gaze upon models. This paper draws on Stewart's work On Longing: Narratives of the Miniature, the Gigantic, the Souvenir, the Collection (Durham: Duke University Press, 1993) to demonstrate how concepts of miniaturisation have the ability to contribute to geographical study. The empirical focus for the paper is a study of scale models deployed in the hobby of miniature or figure wargames in which players fight battles on the table top using model terrain and miniature figures. In this paper, I use examples of scaled terrain and figures to explore the process of miniaturisation and how this represents and transforms space. In doing so, the paper contributes to understanding the ways in which military geographies are represented through the media of models and performances of playing with them
Technical Support for Soviet C3/CM WARGAMING at the Naval Postgraduate School
The work described herein was conducted by ROLANDS & ASSOCIATES Corporation
for the Naval Postgraduate School, Monterey, California, under Purchase Order Number
N62271-89-M-0519, dated 12/06/88. The NPS Basic Research Group comprised Professors
J. Sternberg, C. R. Jones, and R. Thackery. Lois Brunner provides technical support to
the Group. This work was performed in support of the BRG evaluation of options for
simulation (wargaming) support for their research
Harnessing the digital records of everyday things
We address how, framed by the Internet of Things, digitally-enabled physical objects may acquire rich digital records throughout their lifetimes, and how these might enhance their value, meaning and utility. We reflect on emerging findings from two case studies, one focusing on wargaming miniatures and the other on an augmented guitar, that engage communities of practice in capturing and utilising rich digital records of things. We articulate an agenda for future research in terms of four key themes: How can the digital records of everyday things be captured using both manual and automated approaches? How can these records enhance the embodied use of things in suitably discrete ways? How can people generate diverse stories and accounts from these records? How can we revisit current notions of ownership to reflect a more fluid sense of custodianship? The findings of the studies reveal common emergent themes and preferences of the practicing communities that surround these objects and the above questions, while ongoing participatory and probe studies continue to reveal nuances and evaluate possible approaches
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