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  • 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.
21

Modeling the use of the AJCN in a tactical environment /

Watts, Krista L. January 2005 (has links) (PDF)
Thesis (M.S. in Operations Research)--Naval Postgraduate School, June 2005. / Thesis Advisor(s): Samuel E. Buttrey. Includes bibliographical references (p.67-68). Also available online.
22

Application of Computer War Gaming in the Evaluation of Missile Performance Requirements for Air to Air Engagements

Berman, Joy F. 01 January 1974 (has links) (PDF)
No description available.
23

The Application of System Dynamics Techniques to War Game Modeling

Amico, G. Vincent 01 January 1973 (has links) (PDF)
Military War Gaming has developed from the chess-like games to the elaborate computer simulations of today, using high-speed, general-purpose, digital computers. This Research Report will briefly review modern war-game developments with emphasis on real-time training systems. The application of system dynamics techniques developed by Jay W. Forrester to war-game modeling is explored. A simple destroyer versus submarine model is developed. Results indicate that the system dynamics modeling technique is a powerful and effective tool. However, the Dynamo language could be substantially improved by a more powerful logical statement capability.
24

Analysis of a target defense game

Migliore, Anthony T. January 1989 (has links)
A maneuvering reentry vehicle (evader) and missile interceptor (pursuer) engagement is modeled in two dimensions, with constant velocity vehicles subject to bounded accelerations. Parameterized guidance laws are constructed for both players and a continuous, but finite-dimensional game is formulated. The related Majorant and Minorant game formulations are analyzed. Several modifications are provided in order to smooth performance contours. A comparison of the Majorant and Minorant game formulation shows the game is not strictly determined and there is a significant advantage to knowing the opponent’s strategy. / Master of Science
25

The virtual sandtable : an evaluation of a commercial-off-the-shelf wargame to train tactical concepts at the company and platoon level

Curley, John F. 01 April 2002 (has links)
No description available.
26

Modeling the use of the AJCN in a tactical environment / Modeling the use of the Adaptive Joint C4ISR Node in a tactical environment

Watts, Krista L. 06 1900 (has links)
The Adaptive Joint Command, Control, Communications, Computers, Intelligence, Surveillance and Reconnaissance (C4ISR) Node (AJCN) is a new C4ISR system with four functional capabilities: communications, signal intelligence (SIGINT), electronic warfare (EW) and Information Operations. This thesis evaluates the first three capabilities of the AJCN: communications, SIGINT and EW. Simulation is used as a time- and cost-effective way to model the AJCN's capabilities. Eleven communications and combat effectiveness MOE are used to evaluate the AJCN's performance. Point of Attack 2, a tactical simulation with an extensive database is used to replicate the AJCN and UA operations. Results of the analysis include: 1) the AJCN significantly increased friendly detection of enemy forces; 2) the AJCN significantly decreased average message transmittal time and the number of failed messages; 3) the AJCN increased the friendly force's capability to jam and intercept enemy messages.
27

Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training

Jones, Jason M. 09 1900 (has links)
Combat arms units (both Marine and Army) often do not have enough people, time and resources to properly train collective tasks at the squad level. Resources are often retained by higher headquarters due to tight deployment schedules, land restrictions, logistics constraints and a myriad of other reasons. Due to the current operational demands of combat arms brigades and regiments, the reality of limited resources is often a contributing factor in poor performance at the squad level. Leaders at all levels will need to look for innovative ways to sustain training levels at the small unit level. The scope of this study examined the collective and leader tasks that are required for successful execution of Infantry squad missions (using the Army Training and Evaluation Plan ARTEP 7-8 Drill), and how those tasks could be trained with the use of commercial off-the-shelf multiplayer gaming software. The end-state of this research study is to provide initial analysis on what collective skills games can be used to train at the Infantry squad level, and develop a training model recommendation for the integration of this tool into existing unit plans.
28

Intrinsic and Extrinsic Adaptation in a Simulated Combat Environment

Dombrowsky, Steven P. (Steven Paul) 05 1900 (has links)
Genetic algorithm and artificial life techniques are applied to the development of challenging and interesting opponents in a combat-based computer game. Computer simulations are carried out against an idealized human player to gather data on the effectiveness of the computer generated opponents.
29

Threat assessment in the new world order

Holliday, Cyrus E. 08 1900 (has links)
No description available.
30

A formação na linha de fogo : videogames de guerra e a psique danificada

Guimaro, Maria Luiza Oliveira 05 February 2010 (has links)
Made available in DSpace on 2016-06-02T19:35:37Z (GMT). No. of bitstreams: 1 2878.pdf: 1814219 bytes, checksum: b242de4f3ebc8393cc8696cdabc4873d (MD5) Previous issue date: 2010-02-05 / Financiadora de Estudos e Projetos / The objective of this thesis was the formative dimension of the youth in the contemporary world. We noticed that we could reflect upon this dimension through the following inquisition: What makes the youth be uninterested by the ―school seat‖, and trade them for ―Lan Houses seats‖. This problem leads us to think about some aspects of the current culture we emphasize here the overuse of war videogames which seem to be promoting identity and subjective constitution of the youth, instigating them to compulsive and addictive behavior. Thus, the present study aims at the subjectivity of the youth through videogames, especially the war ones, which seem to contribute to a formative harm in the subjects. In order to develop this argument, we need to reflect upon their status quo, the singularities, socialization, and consequently, the construction of their identity in the contemporary world. Our hypothesis, then, suggests that current teenagers are attached to undifferentiated constitution of the social fabric, heteronomously, which results in a rupture to the tendency to extinguish the frontiers between the public and the private, the childhood and the adulthood, the virtual and the real, the formative function of education and its appropriation by the industry. This analysis is also based on the idea that the traditional educational grounds family and school now share this responsibility with other institutions as a means to education. When observing, then, a new structure in the socialization field, we search for a relational perspective of analysis between these grounds, in order to understand the specificity of the identity building processes of the subjects in the current world. Aiming at measuring the current forms of the constitution of this subjectivity, we also resorted to psychoanalyses principles. The loss of authority in the family and by the teacher, mentioned a long time ago by Hannah Arendt, who referred to the allurement of the socialization in modern mass societies, resulting in the true fraud of the public life, and consequently, the public role of the school. One could infer that the decline of authority resides in the psychic field, in the form of a type of pathologization of the idealization (that is, there is no one to be admired), which is affecting the processes of secondary identification. Moreover, it may be contributing in teenage hood seriously shaking its narcissist basis (reinforcing these vices and addictive behaviors). Taking into account these perspective in the process of the subjectivities studied, a tendency to a reconfiguration of the psychic instances may be taking place as a consequence of the changes triggered by the late capitalism and by the changes occurred in paternal, family and school authorities, whose determinants seem to indicate a tendency to addictive behaviors (which are here understood through the heteronomic dependency of the subjects in the imaginet means of entertainment), as personality builders. The analysis of such behaviors may also indicate how much the youth simulate in their bodies and its relation to the extreme tendencies of the society, as a compulsion to repetition. / Esta tese teve como preocupação a dimensão formativa dos jovens no mundo contemporâneo. Percebemos que poderíamos pensar nesta dimensão por meio da seguinte inquietação: O que faz com que os jovens se desinteressem pelos bancos escolares e os troquem pelos bancos das Lans Houses. Partindo desta inquietação problematizamos alguns elementos da cultura atual aqui especialmente singularizados pelo uso compulsivo dos videogames de guerra que parecem estar promovendo mudanças na constituição identitária e subjetiva dos jovens, incitando-os a comportamentos compulsivos e aditivos. Assim, o presente estudo versa sobre a subjetividade dos jovens mediante os videogames, analisando mais detidamente os de guerra, que parecem contribuir para uma danificação formativa desses sujeitos. Para desenvolver este argumento, temos a necessidade de refletir sobre a condição da juventude, suas particularidades, sua socialização e, portanto, da construção identitária dos sujeitos no mundo contemporâneo, pois nossa hipótese sugere que os adolescentes na atualidade parecem estar atrelados ao indiferenciado constitutivo do tecido social, de forma heterônoma, refletindo-o, ou seja, ocorre nesse processo um acirramento à tendência de ausência de fronteiras entre o público e o privado, a infância e o campo adulto, o virtual e o real, a função formativa da escola e a sua apropriação pela indústria cultural. Esta análise se apóia também, na ideia de que as instâncias tradicionais da educação família e escola têm dividido com as instituições mediáticas uma responsabilidade educativa. Constatando assim uma nova estruturação no campo da socialização, busca-se uma perspectiva relacional de análise entre essas instâncias, a fim de apreender a especificidade do processo de construção de identidade dos sujeitos na atualidade. Para dimensionar as formas atuais de constituição da subjetividade recorreu-se também a alguns conceitos da psicanálise. A perda da autoridade familiar e do professor mencionada já há muito por Hannah Arendt, referindo-se ao engodo da socialização das modernas sociedades de massas, resultaria em uma verdadeira fraude da vida pública e conseqüentemente da função pública da escola. Poderíamos inferir que esse declínio da autoridade incide, no campo do psíquico, sob a forma de uma espécie de patologização da idealização (ou seja, não há quem se admirar) e está comprometendo os processos de identificação secundários, sobretudo, o que na adolescência pode estar contribuindo para abalar seriamente suas bases narcísicas (facilitando esses vícios ou comportamentos aditivos). Dentro dessas perspectivas nos processos de subjetivação em foco, parece ocorrer uma tendencial reconfiguração das instâncias psíquicas, como consequência das mudanças fomentadas pelo capitalismo tardio e pelas alterações ocorridas na autoridade paterna, familiar e do âmbito escolar, cujos determinantes parecem indicar uma propensão a comportamentos aditivos (aqui compreendidos através da dependência heterônoma dos sujeitos aos meios imagéticos de entretenimento), como constituintes da personalidade. A análise de tais condutas pode indicar, ainda, em que medida os jovens mimetizam em seus corpos e em suas relações as tendências extremas da sociedade, como a compulsão à repetição.

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