Matt {and all},

This is already being explored in CS labs, universities & companies around the country.
The problem with off-the-shelf simulation software {like games} is they rarely approach _anything_ near the complexity/randomness needed to track/anticipate/react to what happens in the field - so far. Training wheels only get you so far, but simulations are recognized as very important.


The mil-spec shooter games {mostly based on the Half-Life engines} you see across High Schools of America much like we used to see AOL "coasters" is the result of several efforts by various military branches. They are not limited to these shooters and include explorations of Logistics, Supply and C+C functions as well as the more problematic issues {logically and legally} of bio-metrics to spot troublemakers in a crowd. I was involved with network security simulations at the Naval Post-Graduate School in Monterey, Ca just prior/after to 9/11. I saw lots of great work being done, some of which was mentioned in the NOVA special CyberWar { streaming http://www.pbs.org/wgbh/pages/frontline/shows/cyberwar/view/ } ... this was four years ago.

The military is keen to break out of their usual boxes to find solutions they may not have otherwise been able to work around. I got lots of positive feedback about the game/SW methods and goals, but I could see there is way-way-way too much entrenched procedures meant to break/bow men's {in the universal sense} will and to conform to SOP. I was tolerated as a kinda-sorta artist-savant.

Unfortunately, for my project the stymied Congress and a catatonic Administration post-9/11 starved ALL projects of funds even as Congress OK'd whopping funds for "security" ... many of the worthy projects around me were essentially de-funded through neglect... I haven't been called back, nor anyone I know. I do know other such projects, under protectorship of other {more politically-favored} sponsors are underway, but secrecy shrouds all.
BTW - I haven't held a SW job since then in this turgid excuse for an economic recovery.


So, I'm curious what others on the list know about the topic.

- Jonathan -
UI Designer and iTV Producer
www.formandfunction.com/word {blog-thang}



On Jan 3, 2005, at 1:37 PM, Matt Grimaldi wrote:


It occurred to me today during a conversation that the various first-person-shooter and real-time-strategy games might be very useful if applied to real-world combat.

I imagine something like: each unit (including
infantry, armor, aircraft, etc.) might be
equipped with GPS and various sensors to detect
damage, weapons fire, POV cams, etc. that could
feed into a battle management system to track
the overall situation from a command center.

The command center could have some kind of
warcraft-like interface with a map overlay
to help direct troops to the right places,
while the HUDs would be able do display
similar info for the location(s) of local
friendly units, and their status, as well
as display command-center orders on a map
overlay (I would imagine something like
Battlefield 1942.)

The more I think about it, the more I'm sure
that the military has at least explored
such troop management technologies. At the
same time, however, I can also see many points
of failure as well as other problems related
to outputting so much RF to keep in constant
contact.

Anyway, can anyone tell me if I'm too far off
the mark?

-- Matt


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