• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1
  • 1
  • Tagged with
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Cognitive Training Transfer Using A Personal Computer-based Game:a Close Quarters Battle Case Study

Woodman, Michael 01 January 2006 (has links)
Developers of Commercial off the Shelf (COTS) gaming software are making remarkable strides in increasing the realism of their software. This realism has caught the attention of the training community, which has traditionally sought system and operational replication in training systems such as flight simulators. Since games are designed and marketed for entertainment and not designed for training of tasks, questions exist about the effectiveness of games as a training system in achieving the desired transfer of skills to the actual environment. Numerous studies over the past ten years have documented that PC-based simulation training environments can offer effective training for certain types of training, especially aircraft piloting tasks. Desktop games have been evaluated from a case study approach for use in aviation training (Proctor, et al., 2004) and education planning and evaluating small unit tactics) (Proctor, et al., 2002) with positive results. Based on the review of selected studies in this area, PC-based simulator platforms have been found to have a positive training impact on cognitive skills (as opposed to psycho-motor skills). Specifically, the literature review has identified that skill sets involved in team resource management, intra- and inter-team coordination, and tactical team maneuvers have been shown to benefit from the use of PC-based simulation training. The purpose of this research was to evaluate the training transfer associated with a Tactical Decision-making game, using Close Combat: First to Fight as a case study. The null hypothesis tested was that traditional field training is equivalent to virtual training combined with field training. Measurements of the subjects' performance in live training were recorded. Additionally, self assessment questionnaires were administered.
2

Stad i eld och rörelse – Manöverkrigföring i bebyggelse : En kvalitativ studie om manöverkrigföring i SIB

Vikenslätt, Seivan January 2021 (has links)
While the world is urbanising at an exponential rate, so does the conflicts. The common environment for a conventional military force has changed from the open fields normally dominated by tanks and artillery, to narrow streets and buildings in a city. While the actors and environment for combat changes, the tactics doesn’t seem to. Maneuver warfare was mainly developed from the lessons learned from WW2 and was focused on warfare with large units using firepower and movement. But since the last two decades most of the fighting has taken part in urban areas against another type of enemy, which won’t allow for the full extent of the maneuvering and firepower due to structures and other obstructions in a city. This study will analyse how western militaries utilised the principles of maneuver warfare in urban combat. The goal is to measure how well the principles of maneuver warfare applicable in an urban environment against the ever-increasing irregular threat. The purpose is to indicate the complexity the urban environment brings to military units when planning and conducting operations.  The results find that maneuver warfare relates well but can’t fully explain military success in urban warfare.

Page generated in 0.0743 seconds