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IT Convergence “Military”

IT Convergence “Military”. SUNMOON UNIVERSITY COMPUTER ENGINEERING Vladimir Cong0 - 20111204006. Contents. Overview. Pow Method. Mod Method. ModPow Method. ShiftLeft Method. And Method. Reference. Overview. Overview.

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IT Convergence “Military”

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  1. IT Convergence “Military” SUNMOON UNIVERSITY COMPUTER ENGINEERING Vladimir Cong0 - 20111204006

  2. Contents Overview Pow Method Mod Method ModPow Method ShiftLeft Method And Method Reference

  3. Overview

  4. Overview • The army when engaged in a combat requires doing two things: finding targets and hitting them (while avoiding the same fate). • Tomorrow's technology will allow their possessors to find anything worth hitting. Every trend in information technology favours the ability to collect more and more data about a battlefield, knitting a finer and finer mesh which can catch smaller and stealthier objects.

  5. Tactical Command, Control and Communication Systems

  6. Tactical Command, Control and Communication Systems • Athene - Command & Control at the battalion and above level for use in harsh combat conditions. • SAS- situational awareness system displays battlefield information in real time at the Battalion Battle Group and below level.

  7. Situational Awareness System • Enables the battlefield commander to track and direct all his assets in near real-time, using global positioning satellites (GPS). • Instantaneous moving map manipulation and display on a theatre-wide scale. • Detailed maps are scanned and stored. • Boosts by a factor of up to 25 times the amount of geographic information available to today's soldier on the battlefield.

  8. Digital Mapping • Enables commanders and planners to view maps at the exact scale and level of detail most appropriate to the task being considered. • Geographic Information Systems (GIS) capabilities allow the latest physical and objective data to be overlaid, together with dispositions of own and opposition resources. • Transmit map data to operational units for local production, on-screen viewing.

  9. Head Mounted Display • The helmet HUD (heads-up display) allows maps to be displayed with relative positions of pod mates, or three-dimensional layouts to be superimposed in their field of vision. Such wearable computers link together components such as a radio system, a rifle-mounted video camera and thermal sight, and GPS.

  10. battleWEB Vehicle

  11. Real-Time Warfare • Knowledge army does not require co-location of cells to plan, direct and monitor the progress of operations. • Complete sharing of available information and using the information-pull principle means that up-to-date information is being added to the infosphere continually. • Commander and his staff will be separated geographically so they are in the location that best supports their individual functions. • Video conferencing and electronic white boarding will enable these virtual CPs to operate in real-time.

  12. Virtual Reality Training for War • Modified version of the popular game "Doom" enables troops to interact and practise fairly realistic small unit tactics and fireteam drills. • Computer simulator makers have developed workstations that allow company, battalion, brigade, and even division level officers to practise large unit engagement techniques in realistic virtual circumstances. • Develop interactive skills that are useful in practising modern "Air-Land-Battle" doctrine, that is needed in today's extremely fluid battlefield environment.

  13. Peer-to-Peer (P2P) Computing • By linking together hundreds of soldiers, each equipped with a head-mounted display that broadcasts details of a virtual environment, it would be possible for military units to accurately simulate various scenarios. • Section/pod could virtually practise an attack while out in the field, before carrying it out for real. "Your training system suddenly becomes your mission-planning system. Before I go attack that hill. I'm going to run a simulation of it with my squad over the next 10 minutes, and simulate it virtually while we're waiting here for orders."

  14. Information Warfare • "Info War" is not the same as intelligence operations, although it is clearly related to intelligence. • An attack on an adversary’s entire information, command and control, and, indeed, decision-making system. • Directed at shrinking or interfering with the enemy’s Observe, Orient, Decide, Act (OODA) loop while expanding and improving our own. • Planners describe the objective of information war as "information dominance."

  15. There are 7 different forms of Information Warfare: • (i) command-and-control warfare (which strikes against the enemy's head and neck), • (ii) intelligence-based warfare (which consists of the design, protection, and denial of systems that seek sufficient knowledge to dominate the battlespace), • (iii) electronic warfare (radio- electronic or cryptographic techniques), • (iv) psychological warfare (in which information is used to change the minds of friends, neutrals, and foes), • (v) "hacker" warfare (in which computer systems are attacked), • (vi) economic information warfare (blocking information or channelling it to pursue economic dominance), and • (vii) cyberwarfare (a grab bag of futuristic scenarios). All these forms are weakly related.

  16. Information on Demand • The military is seeking ways to help soldiers on the ground in places such as Afghanistan get information faster. The idea is to let them establish ad hoc computer connections with forces, say, inside helicopters in Uzbekistan, or with officers back home and even with allies abroad, without getting bogged down in multiple security levels and incompatible software systems.

  17. Platform-Centric vs. Net-Centric • There is a parallel in the way Western forces fight battles today and the way computing worked in the 1980s. Just as you and your friend worked on incompatible operating systems and software, the military operates on independent weapons platforms. Carrier groups are platforms, as are Leopard tanks and F-18 aircraft, each operating with their own standards. And just as you and your friend wasted time trying to coordinate your different platforms, military experiments have found that platform-centric warfare takes twice as long to destroy 50 percent fewer targets than does network-centric warfare.

  18. Net-Centric Warfare

  19. Value of Netcentricity • Allows for vast global connectivity, real-time collaboration, and rapid and convenient information exchange. • It has produced a significant byproduct as well - reduced costs. Moving information is far less costly than moving people and things. • For the individual networked soldier the numerous elements of support: weapons, intelligence, medical services, etc. may be viewed simply as peripherals, to be contacted instantaneously as required.

  20. New Weapons and Countermeasures • Precision-Guided Munitions (PGMs) • Unmanned Combat Aerial Vehicles • Stealth Technology • Anti-Ballistic Missile System • Bluetooth and Networking of Sensing Devices • Space Technology

  21. Reference

  22. Reference • Introduction To Cryptography With Java Applets by David Bishop • Java.math Class BigInteger by www.oracle.com

  23. THANK YOU!

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