Category Archives: Future Tech

What is coming down the pipe in naval and maritime technology?

The Hacking of Rome

This is the second article of our “Sacking of Rome” week: red-teaming the global order and learning from history.

This is not a prediction for the future, simply a thought experiment to tell a story of what might be. Thinking about how American power and influence might decline is not a slight to the United States. It is a strength. We are not a people blinded by American hubris, but instead are willing to honestly analyze the negative what-ifs while working toward the positive ones.

When discussing the fall of the United States, the initial reaction is to think of a dramatic collapse. Things such as losing World War III in an enormous battle or an economic collapse making the Great Depression look like a little setback could make for an engaging movie, but reality does not have to entertain – it simply has to be.

This is fiction, not a prediction, but hopefully it makes us think.

And Now for our Story…

The United States is powerless. Though our economy is still intact for the moment, our ability to influence events on the world stage and protect our national interests is gone. We try to turn to our allies for help, but even our oldest friends recognize that the balance of power has shifted and begin to reshape their alliances to look out for their best interests. We are alone, afraid, and powerless in a very complicated world. How did we get here?

The Age of Austerity

As the War on Terror wound down, the Department of Defense entered what has now become known as “the age of austerity.” We began to heed the warnings of Admiral Mike Mullen that our national debt is the biggest threat to our national security. It started with sequestration in 2013. The writing was on the wall that we were no longer the post-Cold War hegemon of the 1990s and once again simply a strong player within a multipolar world.

Before we knew it, China was no longer just a developing power. Profits from energy exports enabled Russia to regain its seat as a major player on the global stage. If there was a time for more guns and less butter it was then. But America was tired and mostly broke from over a decade of war, so the Department of Defense was forced to confront more diverse global challenges with fewer resources.

The future emerged amongst a sea of buzzwords and lightning bolts connecting nodes on countless PowerPoint slides within the Pentagon. It was impossible to attend a Department of Defense brief without network-centric warfare, cross-domain synergy, asymmetric advantages, and autonomous unmanned systems being heralded as the solution to all problems.

In an effort to preserve America’s military advantage while reducing long-term spending, we invested in unmanned technologies and the ability to network unmanned and highly advanced manned systems together. The network enabled coordinated operations across all domains almost simultaneously. This would provide the quick and overwhelming response necessary to defeat any adversary, and the best part was it required minimal personnel. Unmanned systems might have a high upfront cost, but they do not require a salary, medical care for dependents, or a retirement plan. The extra savings from eliminating as many people as possible enabled the establishment of a network of unmanned undersea, surface, air, and even space systems providing continuous intelligence, surveillance, and reconnaissance on a global scale and immediate coordinated response in the event of hostilities. The global influence of the United States was secured at a fraction of the long-term costs.

The Unmanned Network Watches All
The Unmanned Network Watches All

The Bubble Bursts

The American drone network continuously patrols the Air Defense Identification Zones (ADIZs) which China has established encompassing the East and South China Seas. China has made repeated complaints to the United States and the United Nations, and there have been many close calls between American assets and the People’s Liberation Army (PLA) Navy and PLA Air Force resulting in the loss of some drones, but without loss of life. Relations are tense, but the global status quo is maintained. The strategic goal of the United States is to keep economic relations with China how they currently are.

Suddenly the handful of operators within the Joint Force Drone Operations Center necessary to monitor and operate the global unmanned network find themselves staring at blank screens. What happened? An unannounced drill? A power outage? A loss this extensive has never happened before. They wonder and begin to troubleshoot.

While the casualty to the network is being reported up the chain of command, drones begin disappearing from radar screens at monitoring stations around the world. A flight of drones scheduled to land at Kadena Air Base in Okinawa for routine maintenance and refueling never arrives. Reports even begin to arrive of flights taking off and immediately crash landing. U.S. Cyber Command is alerted and begins to investigate. Once they know what to look for, it does not take long to find the malicious code responsible and it is glaringly obvious where it originated. The PLA. Not only did they not try to cover their tracks, but it looks like they wanted us to know who was responsible.

The Overwhelming Opening Salvo of the Cyber War
The Overwhelming Opening Salvo of the Cyber War

The few remaining manned platforms – a mere shadow of the previous numbers during the Cold War – are ordered to sortie toward the western Pacific in a show of force. Everyone quickly makes a devastating discovery. They are receiving no signal from the Global Positioning System. Once they are out of sight from land, ships and aircraft have no idea where they are. The Fleet attempts to adapt. They pull out the old paper charts – which they luckily retained onboard. Utilizing their mechanical compass and dead-reckoning for navigation, they set sail and attempt to find the Chinese coast.

They might not be at 100% capability, but they can at least make a show of American power with presence. Luckily, satellite communications are still functioning so they can coordinate between each other and with their operational commander. As they cross the Pacific, one by one they drop out of communications. The failures are first noticed in the radio room, but they quickly spread to ship control, combat systems, and to engineering. Every U.S. platform is now blind, impotent, and dead in the water. Within a few short days the once-feared military power of the United States is defeated without any bloodshed. Not with a bang, but a whimper.

Jason H. Chuma is a U.S. Navy submarine officer who has deployed to the U.S. 4th Fleet and U.S. 6th Fleet areas of responsibility. He is a graduate of the Citadel, holds a master’s degree from Old Dominion University, and has completed the Intermediate Command and Staff Course from the U.S. Naval War College. He can be followed on Twitter @Jason_Chuma.

The opinions and views expressed in this post are his alone and are presented in his personal capacity. They do not necessarily represent the views of U.S. Department of Defense or the U.S. Navy.

Sea Control 39 (Asia-Pacific): Pacific Cyber Security

seacontrol2This week, Sea Control Asia Pacific looks at cyber security in the region. Natalie Sambhi, of the Australian Strategic Policy Institute (ASPI), interviews her colleague Klée Aiken from ASPI’s International Cyber Policy Centre about the major cyber issues facing Australia, ICPC’s new report on cyber maturity in the Asia Pacific, what cyber maturity means and how it’s measured, China’s and India’s respective cyber capacities, and what this all means for the individual internet user.

DOWNLOAD: Sea Control 39 (Asia-Pacific)- Pacific Cyber Security

Remember, subscribe on iTunes or Stitcher Stream Radio. Leave a comment and rate five stars!

Fleet Battle School: Innovative Ideas through Wargaming

102. “In the transition from the era of sail to an era of war in three dimensions, great importance, and often inordinate value, has been attached to material developments. Material represents means and not the end. A nineteenth century sailor would be bewildered in a modern warship, but regardless of the appearance of ships, there is one element, the most important of all, that remains unchanged – the man himself. Human nature in all the changing years has altered but little. It is the human element in warfare which may, if understood by the commander, prove to be the only way of converting impossibility into a successful reality. With trained men and proper materials, the commander’s task is reduced to the preparation of good plans. A force inferior in material potency may, due to the moral resources of its men, prove superior in naval strength.”
FTP 143(A), War Instructions, 1944

In the recent years of Pax Americana, we have gotten accustomed to the technological superiority of the United States. However, wars are not fought by gadgets, platforms and systems, they are fought by people. The people of the United States have developed this country and built its success not on a foundation of simply inventing new technology, but on innovative and disruptive ways to use it. The carrier and the submarine were not game-changing in their technology alone, but in how they were employed in a systematic campaign of strategic constriction through striking from great distance, island-hopping to secure bases and commerce destruction resulting in decisive victory. RADAR was a technology employed by a number of nations in World War Two, but the British early-warning system employed it through a novel concept of coordinated interception to successfully defend their island. In this same tradition, Fleet Battle School enables players to experiment with various “generations” of technological capability, indicative of what is available today and in the near future to discover not just what technological capabilities are valuable in a given situation, but how it can be used in new ways to be particularly devastating.

To this end, the CNO’s Rapid Innovation Cell (CRIC) developed a wargame which could be used to experiment with new technologies and innovative tactics. The Fleet Battle School game was intended to be a wargame which would enable the crowd-sourcing of ideas, an idea which project lead Jason Chuma has previously discussed on the CIMSEC website. To reach this end, the team focused on creating a game (based on a design by Paul Vebber) which would abstract a number of the characteristics used in professional wargames to create a system which is both easy to use and would portray general relationships present in a real conflict.

Most professional naval wargames are designed with a high level of fidelity. This fidelity within the “black box” of computer simulation hides the intricate interaction between weapons and targets. While this eases the burden of a steep “learning curve” to play the game and helps staffs exercise the detailed planning required to conduct complex naval operations, the lack of transparency results in little insight into why and how the result of executing the plan emerges. Fleet Battle School is not intended to be one of these games. It is a game designed to focus on the decisions which a commander would make to employ forces and allow players to experiment with how different decisions affect the outcomes of battle in a transparent manner. Thus, while Fleet Battle School has a combat system which is based on general relationships gleaned from naval warfare studies, engagements are resolved through a series of dice rolls based on incremental ‘capability levels’ attributed to the various platforms probability of successful engagement within and between domains represented in the game. Having access to the “combat results table” that indicates general probability of success of interactions between the various “capability levels”, the commander has knowledge of the general risk he accepts by pursuing a given course of action.

1277. “While no one can predict with certainty in advance the manner in which an action will be fought, particularly on the part of the enemy, it is imperative, if coordinated action is to take place and if effective results are to be obtained, that the officer in command indicate his intentions and direct the units of his command. He endeavors to impose his plan upon the enemy. He has a definite intention to win by employing a definite method. Indecision on the part of the officer in command creates indecision and inaction in his command and invites disaster. An action begun with the declared intention to bring about an attainable result in a specified way gains the initiative.”

FTP 143(A), War Instructions, 1944

Rather than making decisions for individual platforms, the players think at the level of the operational commander and issues orders to his forces as “missions” to perform in a given location, with caveats in the form of “commander’s intent.” These orders are given for each “game day” with the players given opportunities to adapt “the Plan” to emergent events, but at the cost of adding “friction” to the force’s ability to execute ad hoc missions which they are less prepared for than those in “the Plan”. It is assumed that the commanding officers of ships and pilots of the aircraft will execute tactics to try to best accomplish the mission assigned, though this can be affected by assumptions about overall crew proficiency and the aforementioned “friction”. The player isn’t worried about whether the ship should change speed or course, or how aircraft should be maneuvered to avoid an incoming missile – the split second decisions there are better suited for simulations. The player focuses instead on how forces are employed at the operational level, using emissions control, firing doctrine, force maneuver and air power to defeat an adversary, and most importantly, identifying the need to make a decision and what the best choice to make is at that juncture.

This approach creates three effects which make Fleet Battle School a unique wargame. First, it takes much less time to execute a scenario than a professional wargame. When professional wargames take days to play a week or so of real time, a scenario in Fleet Battle School representing several days can be resolved in a few hours or a game representing a few weeks in a few days. (The CRIC had entertained the idea of building a computer version of the game, which would shorten the time for a game to about 10-30 min per game day, depending on scenario complexity.) This makes the game much more accessible to a wide audience, by requiring less of a time investment in playing through a scenario to completion. It also supports a number of swift experiments sequentially – for experiments run over a week, players can try a variety of different decisions to better understand in what circumstances the decision is appropriate, or in the event of an unlucky outcome, how the same decision may still be the best approach.

Second, the game is very accessible to those with a wide background. Fleet Battle School was aimed at enabling junior officers and armchair admirals at home to be able to explore decisions at the operation level of war, but good operational warfare is a skill which takes a professional staff years to learn. By focusing on the decisions of the commander rather than the details of the planning, the game is accessible to people who may not have experience in maritime warfare or naval aviation, and gives them the opportunity to think through the challenges associated with naval warfare. In playtesting, one of the best players was a Marine Corps captain, who used a number of creative strategies to continue to defeat opponents with naval backgrounds.

Third, the approach keeps the game unclassified. While detailed simulation has its place, the difference of a few miles of missile range, or a different flight profile, doesn’t necessarily change decisions about how to employ forces. Basing the combat results on general incremental relationships between “generations” of capability based on unclassified studies of naval combat and operations research provide the game a backbone that keeps the effects of capabilities on decision-making consistent , without requiring details that would excessively limit the intended audience of the game.

In addition to these objectives, it was critical that the CRIC also produce a game which emphasized multiplayer interaction. Frequently, naval officers and operators are not exposed to conflict with an agile and adaptive adversary until late in their career; until then they are expected to follow and execute doctrine. Wargaming can provide a valuable opportunity for officers to develop their ability to think tactically and understand how to think through the sequence of action and counter-action to defeat a clever, creative and adaptable enemy. The ability to think like a naval warrior requires cultivation, and Fleet Battle School provides one way to allow players to do that.

Finally, if you want a wide audience to play your game, you need to make people want to play your game. Fleet Battle School aims at providing a game which flows quickly enough to keep players involved, and gives them enough decision space that they can build a narrative associated with the conflict. In the future, the game is designed to support a campaign of scenarios which would allow players to build their own order of battles and identify new technology investments. By watching how players evolve their own fleets, players develop ownership of their own fleet and are committed to its success, but the game would also provides valuable lessons on which capability and platform mixes are most successful.

New technological advancement themselves do not necessarily change the face of warfare; it is how those advancements are incorporated into new or novel concepts of operation which deliver advantage to a military. Fleet Battle School was designed by the CRIC to be a way to explore and evaluate new concepts across a wide forum to understand how the United States Navy and military forces in general can best leverage emerging technologies or new ideas. At the same time, it also helps to educate a new generation of officers in warfighting, and allow them to build experience in thinking creatively about warfare against an adaptive foe.

The Warfighting Connection blog has more information on the Fleet Battle School game, and the Fleet Power system on which it is based. The Fleet Battle School game is currently in early beta testing; intentions are to provide a playable demonstration of the Fleet Power system at the Connections Wargaming Conference in Quantico, VA, 4-7 August 2014.

Christopher Kona is a warfare analyst at Naval Undersea Warfare Center in Newport, RI. He is a member of the CNO’s Rapid Innovation Cell (CRIC), and a former submarine officer in the U.S. Navy. He was project lead for the CRIC’s Fleet Battle School wargame project.

Print, Plug, and Play Robotics

William Selby is a Marine Officer who previously completed studies at the US Naval Academy and MIT researching robotics. The views and opinions expressed in this article are his own.

In September 1999, NASA lost a $125 million Mars orbiter because a contracted engineering team used English units of measurement while NASA’s team used the metric system for a key spacecraft operation.[i] In everyday life we are forced to choose between differing formats with the same function. What was once VHS vs. Betamax became Blu-ray vs. HD DVD. A lack of component standardization can reduce the operational effectiveness of a system as shown by the NASA orbiter. More commonly, the end user may waste resources purchasing multiple components that serve the same purpose, as was the case for DVD players in the late 2000s. These same issues are occurring in the development, procurement, and operation of our unmanned systems. Over the last decade, the US military has amassed large numbers of unmanned systems composed of highly proprietary hardware and software components. However, future unmanned systems designed with interoperable hardware and software and constructed utilizing advanced manufacturing techniques will operate more effectively and efficiently than today’s platforms.

 

Advances in manufacturing techniques as well as efforts to standardize software and hardware development are being pursued in order to diminish the negative effects caused by proprietary components in unmanned systems. These new technologies focus on speed and customization, creating a new and evolving research, development, and production methodology. Modular designs increase the rate of production and upgrades while new manufacturing techniques enable rapid prototyping and fabrication on the front lines. Replacement parts can be stored digitally, produced on demand, and swapped between unmanned systems, reducing the system’s logistical footprint. This organic production capability will enable units to tailor manufacturing needs to match operational requirements. The resulting unmanned systems will operate with interchangeable payloads making them quick to adapt to a dynamic environment while common software will enable easier control of the vehicles and wider data dissemination.

 

Complementary Technologies

 

The concept of interoperable hardware and software is more formally referred to as open architecture (OA). DOD Directive 5000.1, “The Defense Acquisition System,” outlines the DOD’s goal to acquire systems that can be easily swapped between unmanned systems similar to the way different types of USB devices can be swapped out on a personal computer. [ii] This ranges from swapping sensor payloads between platforms to entire unmanned systems between services and countries.[iii] Establishing standards and creating policy for OA are the responsibilities of multiple organizations. For unmanned aerial systems (UASs), the Interoperability Integrated Product Team (I-IPT) drafts UAS System Interoperability Profiles (USIPs). Similarly, the Robotic Systems Joint Program Office (RS JPO) creates Interoperability Profiles (IOPs) to identify and define interoperability standards for unmanned ground systems. Several of the IOP standards have been adopted for unmanned maritime systems by the Naval Undersea Warfare Center.[iv]

 

Advances in manufacturing techniques complement and leverage the OA concept. In general, these techniques focus on converting a digital blueprint of a component into its physical form. The advantages of additive manufacturing, commonly known as 3D printing, have been recently publicized as well as potential military applications.[v],[vi],[vii],[viii] 3D printing creates the desired object in metal or plastic by converting liquid or powdered raw materials into a thin solid layer, forming a single layer at a time until the piece is completed. Less mature technologies include Printed Circuit Microelectromechanical Systems (PC-MEMS) uses 3D printing to create a flat object of rigid and flexible materials with special joints that are later activated turning the flat object into a three-dimensional object much like a children’s pop up book. [ix],[x] A final technique inspired by origami involves etching crease patterns into flat sheets of metal allowing them to be quickly folded and assembled into complex components. [xi]

 

Lifecycle Impacts

 

Production of future unmanned systems will be altered by these technologies beginning with the initial system requirements.[xii] Standard capability descriptors minimize the need for a single, large business to create and entire unmanned system. This will allow small businesses to focus research and development on a single capability that can be integrated into multiple platforms requiring that capability thereby increasing competition and innovation while reducing initial procurement costs.[xiii],[xiv] These unmanned systems will be easily upgradeable since payloads, sensors, and software are anticipated to evolve much faster than the base platforms.[xv] Open hardware and software ensures that upgrades can be designed knowing the component will function successfully across multiple platforms. Advanced manufacturing techniques will enhance the development of these upgrades by allowing companies to rapidly prototype system components for immediate testing and modification. Companies can digitally simulate their component to verify their design before mass producing a final version with more cost effective traditional manufacturing techniques. The final version can then be digitally distributed enabling the end user to quickly load the most recent version before production.

 

These technologies also have the potential to significantly impact supply chain management and maintenance procedures required for unmanned systems. Since components can be swapped across multiple platforms, it will no longer be necessary to maintain independent stocks of proprietary components unique to each platform. If a component can be created using organic advanced manufacturing techniques, only the digital blueprint and raw materials need to be available. While the strength of components created using additive manufacturing may not be enough for a permanent replacement, temporary spare parts can be created in a remote area without quick access to supplies or depot repair facilities while permanent replacements are delivered. This reduces the logistical footprint and maintenance costs by limiting the number of parts and raw materials required to be physically stored for each system.

 

Most importantly, these technologies will produce unmanned systems with the operational flexibility necessary for the unknown conflicts of the future. Components ranging from power systems to sensor payloads can be quickly and easily swapped between platforms of varying vendors, selected to fit the mission requirements and replaced as the situation develops.[xvi]Standardizing the sensor’s data transmission format and metadata will generate timely and accurate data that is more easily accessed and navigated by all interested parties.[xvii] An early example of these advancements, the Army’s One System Remote Video Terminal, allows the user to receive real time video footage from multiple platform types as well as control the sensor payload.[xviii],[xix] Digital libraries will close the gap between developer and user ensuring the most recent component design is manufactured or the latest software capability is downloaded and transferred across platforms.[xx] Standardized communications protocols between the platform and the controller will enable a single controller to operate different platforms, as recently demonstrated by the Office of Naval Research.[xxi] Further into the future, the operator may be able to control multiple unmanned systems across various domain simultaneously.[xxii],[xxiii] The ability to create heterogeneous “swarms” of unmanned systems with varying sensor suites in different physical operating environments will give the commander the flexibility to quickly configure and re-configure the unmanned system support throughout the duration of the operation.

 

New Technologies Create New Vulnerabilities

 

As these technologies are implemented, it is important to keep in mind their unique limitations and vulnerabilities. The stringent qualification process for military components, especially those with the potential to harm someone, is often described a key limitation to the implementation of modular components.[xxiv] However, without people on board, unmanned systems have lower safety standards making it easier to implement modular components in final designs. Compared to traditional methods, additive manufacturing is slow and produces parts limited in size. The materials have limited strength and can be 50 to 100 times more expensive than materials used in traditional methods.[xxv] While future development will decrease prices and increase material strength, traditional manufacturing techniques will remain more cost effective means of producing high volume items into the near future. Additionally, open designs and digital storage can create vulnerabilities that may be exploited if not properly secured. Militants in Iraq purportedly viewed live video feeds from UASs using cheap commercial software while Chinese cyberspies allegedly gained access to many of the US’s advanced weapons systems designs.[xxvi],[xxvii] Further, digital blueprints of parts have the potential to be modified by nefarious actors to create counterfeit or falsified parts.[xxviii] As the price of manufacturing equipment quickly drops, anyone can create the products when given access to the digital copies.[xxix]

 

Future technological innovations have the ability to modify traditional supply methodologies allowing the end user to manufacture parts on demand for use in a variety of unmanned systems. Proprietary hardware and software can be minimized, resulting in unmanned systems with smaller logistical footprints condensing vulnerable supply chains while reducing overall system cost. These benefits are tempered by the unique vulnerabilities that arise when standardizing and digitizing unmanned system designs. Despite these potential vulnerabilities, the ability to equip a force with increased capability while reducing costs and logistical requirements is indispensable. While the locations of the next conflicts will remain hard to predict, unmanned systems able to complete a variety of missions in remote areas with limited logistical support will become an operational necessity.

 

[i] Lloyd, Robin, Metric mishap caused loss of NASA orbiter, accessed athttp://www.cnn.com/TECH/space/9909/30/mars.metric.02/index.html?_s=PM:TECH, 30 September 1999.

[ii] U.S. Department of Defense, DOD Directive 5000.1 – The Defense Acquisition System, Washington D.C., 12 May 2003.

[iii] U.S. Department of Defense, Unmanned Systems Integrated Roadmap FY2013-2038, Washington D.C., 2013.

[iv] U.S. Department of Defense, Unmanned Systems Integrated Roadmap FY2013-2038, Washington D.C., 2013.

[v] Llenza, Michael, “Print when ready, Gridley,” Armed Forces Journal, May 2013.

[vi] Beckhusen, Robert, Need Ships? Try a 3-D Printed Navy, accessed at http://www.wired.com/dangerroom/2013/04/3d-printed-navy/, 04 May 2013.

[vii] Cheney-Peters, Scott and Matthew Hipple, “Print Me a Cruiser!” USNI Proceedings, vol. 139, April 2013.

[viii] Beckhusen, Robert, In Tomorrow’s Wars, Battles Will Be Fought With a 3-D Printer, accessed at http://www.wired.com/dangerroom/2013/05/military-3d-printers/, 17 May 2013.

[ix] Leung, Isaac, All abuzz over small pop-up machines with Printed Circuit MEMS, accessed at http://www.electronicsnews.com.au/news/all-abuzz-over-small-pop-up-machines-with-printed-, 22 February 2012.

[x] Wood, R.J., “The First Takeoff of a Biologically Inspired At-Scale Robotic Insect,” Robotics, IEEE Transactions on , vol.24, no.2, pp.341,347, April 2008.

[xi] Soltero, D.E.; Julian, B.J.; Onal, C.D.; Rus, D., “A lightweight modular 12-DOF print-and-fold hexapod,” Intelligent Robots and Systems (IROS), 2013 IEEE/RSJ International Conference on , vol., no., pp.1465,1471, 3-7 Nov. 2013.

[xii] U.S. Department of Defense, Unmanned Systems Integrated Roadmap FY2011-2036, Washington D.C., 18 September 2012.

[xiii] Real-Time Innovations, Interoperable Open Architecture, accessed at

http://www.rti.com/industries/open-architecture.html, 2012.

[xiv] U.S. Department of Defense, Unmanned Systems Integrated Roadmap FY2013-2038, Washington D.C., 2013.

[xv] U.S. Department of Defense, Unmanned Systems Integrated Roadmap FY2013-2038, Washington D.C., 2013.

[xvi] Real-Time Innovations, Interoperable Open Architecture, accessed at

http://www.rti.com/industries/open-architecture.html, 2012.

[xvii] Crawford, Katherine, ONR Provides Blueprint for Controlling All Military Unmanned Systems, accessed at http://www.onr.navy.mil/Media-Center/Press-Releases/2013/ONR-Provides-Blueprint-for-Controlling-UAVs.aspx, 01 May 2013.

[xviii] Shelton, Marty, Manned Unmanned Systems Integration: Mission accomplished, accessed at http://www.army.mil/article/67838, 24 October 2011.

[xix] AAI Corporation, One System Remote Video Terminal, accessed at https://www.aaicorp.com/sites/default/files/datasheets/OSRVT_07-14-11u.pdf, 14 July 2011.

[xx] Lundquist, Edward, DoD’s Systems Control Services (UAS) developing standards, common control systems for UAVs, accessed at GSNMagazine.com, 06 January 2014.

[xxi] Crawford, Katherine, ONR Provides Blueprint for Controlling All Military Unmanned Systems, accessed at http://www.onr.navy.mil/Media-Center/Press-Releases/2013/ONR-Provides-Blueprint-for-Controlling-UAVs.aspx, 01 May 2013.

[xxii] DreamHammer goes Ballista for multi-vehicle control software, Unmanned Daily News, 15 August 2013.

[xxiii] SPAWAR Systems Center San Diego, Multi-robot Operator Control Unit (MOCU), accessed at http://www.public.navy.mil/spawar/Pacific/Robotics/Pages/MOCU.aspx.

[xxiv] Freedberg, Sydney J., Navy Warship Is Taking 3D Printer To Sea; Don’t Expect A Revolution, accessed at http://breakingdefense.com, April 2014.

[xxv] McKinsey Global Institute, Disruptive technologies: Advances that will transform life, business, and the global economy, accessed at http://www.mckinsey.com/insights/business_technology/disruptive_technologies, May 2013.

[xxvi] Gorman, Siobhan, Yochi Dreazen, and August Cole, Insurgents Hack U.S. Drones, The Wall Street Journal, 17 December 2009.

[xxvii] Nakashima, Ellen, Confidential report lists U.S. weapons system designs compromised by Chinese cyberspies, The Washington Post, 27 May 2013.

[xxviii] NexTech, Project Summary, NOETICGROUP.COM, April 2012.

[xxix] Llenza, Michael, “Print when ready, Grindley”, Armed Forces Journal, May 2013.