Category Archives: Future Tech

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

If You Give an Engineer a Toy: Building a Better Command Center

Virginia-class layout in CAFÉ laboratory, NUWC Newport
        Virginia-class layout in CAFÉ laboratory, NUWC Newport

Guest Post by Matt Puterio

At Naval Undersea Warfare Center (NUWC) Newport we recently began an internal investment project—the Seamless and Intuitive Warfare Workforce Development Project—to develop the next generation of “system of systems” engineers. These engineers will ideally be trained to view problems and develop solutions in a holistic manner, breaking from the stove-piped designs of legacy systems.  As an underlying theme for the effort, NUWC Newport focused on the “One System” vision for submarine tactical systems.  This idea was originally conceptualized at the Tactical Advancements for Next Generation (TANG) forum and further advocated by the submarine fleet.  In pursuit of this vision, the team explored potential improvements for submarine combat system interfaces and for the control room as a way to improve the information flow and the effectiveness of the control room’s contact management team.

Our Approach:

  1. Team formation: We recruited and selected a cross-departmental team of 10 young engineers, typically with 3-7 years experience, from the Sensors and Sonar Systems, Combat Systems and Electromagnetic Systems Departments at NUWC Division Newport.
  2. Baselining on current combat systems: We cross-trained the team using military personnel in the Combat Systems Collaboration And Fleet Experimentation (CAFÉ) laboratory on an end-to-end layout of a Virginia-class ballistic missile submarine (SSBN) control room, driven by a Submarine Multi Mission Team Trainer (SMMTT) system with sonar and combat control watch teams. An imaging simulator was even used to populate the periscope view with surface contacts when operating at periscope depth.
  3. Innovation process:  The team brainstormed initial concepts for next-gen integrated tactical systems, generating around 40-50 ideas, from which about 8 concepts were selected by the team for early prototyping with mock-ups.  These mock-ups were cut-out model representations using basic materials such as foam-core, cardboard and coloring sheets; and served to focus the team’s attention on details of scale and placement that would not have otherwise occurred.

Today’s Sailors are accustomed to immersive video games, advanced smart phones and tablets, intuitive multi-touch applications and can easily navigate the highly networked and always-connected world in which we now live in (so-called ‘digital natives’). Our project aims to leverage this natural affinity coupled with advanced technologies such as high resolution multi-touch displays, and mobile computing devices, and new software concepts such as cloud computing and virtualization and apply them to the demanding needs of the tactical warfighter. Sailors should be able to seamlessly adapt their high-tech civilian skills to the world of Undersea Warfare with minimal re-training and Seamless and Intuitive USW is focused on making this goal a reality.

The innovation process we followed was modeled after one developed by design and innovation consulting firm IDEO; the same process used by the TANG workshop. Generating a series of “How might we…” questions (called HMWs), the group brainstormed ideas for what improvements could be created. The members of the brainstorming group then came up with ideas to answer the questions (e.g. “redesign the layout of the control center!”) and wrote their ideas along with descriptive pictures to better explain the idea on sticky notes; one idea per sticky. Emphasis was on rapid and not necessarily well thought-out ideation along with quick sketches for each idea. The fast-paced nature of this exercise kept team members excited and stimulated creativity.

Figure 3
 Brainstorming

After investigating each idea, the group voted on the ideas they found most interesting, most powerful, or most disruptive.  Sub-groups of 2-5 team members were formed, and each sub-group picked a high scoring response to a HMW question that they would like to prototype.  This stage of prototyping was very basic; 4-K displays, iPads, iPhones, Android tablets, cloud computing, and multi-touch monitors took a back seat to foamcore, construction paper, hot glue, whiteboards, Sharpies, and dry erase markers.  The immediate goal wasn’t to get an actual product out to the fleet—rather to build a better mental model of the top ideas before laying the groundwork for an actual system.  Some of our prototypes at this stage included an operator workstation stack built out of foamcore, models of how we envisioned the layout of futuristic control rooms built from construction paper and foamcore (complete with popsicle stick sailors), and a 3D-display made from transparency sheets and foamcore.

Building rough prototypes literally turns words on paper into tangible objects.  Tangible objects are easier to work with since they do not require the imagination of onlookers and fellow team members.  A 3D-display may seem unnecessary until a fellow team member shows a physical model with a clay “ownship” submarine at the center and contacts of interest at various ranges and bearings on the display, directly modeling the actual tactical picture in the current environment.

Figure 5
Prototyping

From here our Seamless & Intuitive USW group branched out in two directions; software application development and virtual worlds (VW) modeling. The “App Team” focused on taking the most promising and realistic rough prototypes (in terms of team skills and project timeframe) and prototyped them in an actual software environment. This year we had access to a Perceptive Pixel multi-touch workstation with the Qt development environment that enabled us to quickly put together a few simple applications to interactively demonstrate the same concepts we prototyped using the arts & crafts materials. One example was a “Multi-touch App Manager” which allowed a user to pull open a menu of “available apps” similar to the app icons on Android or iOS, and resize and drag individual “apps”—simply static tactical screenshots in our prototype—around the workspace. Other examples included a demo of three different ways to select a trace on a display and a “Five Finger” multi-touch menu that enables users to pull open an intuitive menu simply by placing their right or left hand on the display surface.

Some of the ideas we brainstormed couldn’t adequately be represented in software. Rather than build a full-sized model submarine control room, the other branch of our group, the “Tiger Team,” employed their modeling skills with Second Life, a virtual world simulator. The Tiger Team worked with the “Virtual Worlds” group at NUWC, a team with expertise in creating realistic virtual models of Navy ships, submarines, and facilities in Second Life. The Virtual Worlds group assisted the Tiger Team in building realistic models of concepts such as new control room layouts, next-generation displays (such as the previously mentioned 3D-display), and even interactive displays by utilizing Second Life’s VNC capability (see below for an inward-facing command center configuration).

Figure 6
“But now they can all see when I’m updating my fantasy football team!”  Futuristic Command Center conceptual layout in Virtual Worlds.

The next step from here is implementing these prototypes on live data-streams, and integrating them as advanced engineering modules into a tactical system. So far we have given various demonstrations of our concepts, and have received overwhelmingly positive feedback from our colleagues, internal NUWC management, and fleet representatives from Submarine Development Squadron TWELVE at the annual DEVRON12-NUWC Tech Exchange. The simplicity of the design-thinking process allowed our small team of engineers to go from ideas on sticky notes to working software prototypes and virtual models in several weeks.

We are eager to continue our work on Seamless and Intuitive USW. In addition to being an excellent platform for idea formation, this project was fun, exciting, and served as a vehicle to achieve our objective of developing the next generation of “system of systems” engineers. Working with next-generation technology is always a pleasure, and the expectation that our ideas will make it onto a shipboard system and help sailors perform their functions better makes our work even more worthwhile.

Contact Information:
Project Lead: [email protected] 401-832-3887
Co-Lead: [email protected] 401-832-8207

Matt Puterio is an engineer in the Sensors & Sonar Department and has been with NUWC Newport since June 2012 after graduating with a degree in Computer Engineering from the University of Delaware. His work includes test and analysis on the SQQ-89/ACB-13 surface ship sonar program and also works with Ray Rowland on the Seamless & Intuitive USW program.

Not Like Yesterday: David Kilcullen’s Out of the Mountains

and into the Littorals

In a 1997 speech to the National Press Club that will be familiar to many Navy and Marine Officers, General Charles Krulak, 31st Commandant of the Marine Corps, told the story of Roman consul Publius Varus. Consul Varus was a once successful general whose legions were decimated by Germanic tribes using what we might refer to as asymmetric tactics that left the Roman’s flummoxed. Varus’ last words were recounted as “Ne Cras, Ne Cras,” or “Not like yesterday.” The story presents a challenge to military leaders in our own generation to refrain from getting complacent in their own capabilities, and to continue to adapt their organizations to meet new and unexpected threats.

General Krulak’s went on to introduce the concept of an urban “three block war,” in which combat forces would simultaneously conduct humanitarian relief, peacekeeping, and high intensity combat operations in the space of three contiguous blocks of a complex urban environment. In many ways General Krulak’s words were more prophetic than he could know, as within six years U.S. forces were engaged against an irregular enemy in complex, densely populated urban terrain in Iraq.

American combat troops out of Iraq and on the cusp of departing Afghanistan. This makes it the perfect opportunity to examine old ideas about urban warfare with fresh eyes and look for  both the continuities and the differences resulting from a globally connected world and the proliferation of advanced weapons and technologies down to the sub-state level.

Dr. David Kilcullen, an Australian soldier and counterinsurgency specialist who advised U.S. leadership on strategy in Iraq and Afghanistan, has taken a major step in this direction with his new book Out of the Mountains. Kilcullen’s new work analyses the major trends driving the future of conflict around the world. His findings will indeed have far reaching implications for the U.S. military, which has been focused for years on a rural insurgency based in the mountains and deserts of Afghanistan. Conflict will not be as it was yesterday. It will be fought in major coastal urban centers amidst tens of millions of people, and it will span all domains including land, sea, air, and cyber. These conflicts will be complex and will almost never have a purely or even primarily military solution, but their intensity will at the very least require military force to protect and enable other forms of power and influence as they are applied in support of U.S. strategic goals. The U.S. Navy and Marine Corps will need to be adaptable and flexible in order to remain mission-capable in such an environment.

This article will examine the major trends that Kilcullen identifies, and attempt to delve deploy into their military implications. Dr. Kilcullen identifies four “mega-trends” that are shaping the future of humanity, and with it the future of warfare as a human endeavor. These trends include:

  • Increasing Population – The U.N. estimates that the global population will continue to increase, especially in developing nations, before leveling off around 9 billion people sometime in the latter half of the century.
  • Urbanization – For the first time in human history, more than half of the population worldwide lives in cities.
  • Littoralization – Most cities, and certainly the largest ones, are in coastal zones that provide access to seaborne transportation and thus access to the global economy. Kilcullen usefully defines the littorals as the portion of land and air that can be targeted by weapons from the sea, and likewise that portion of sea and air that can be targeted from land.
  • Digital Connectedness – Internet and mobile phone access are beginning to saturate markets worldwide, and in some countries access to communications technology outstrips access to sanitation facilities.

The first three of these trends are not news. Kilcullen notes that sociologists have been writing about population and urbanization for decades, and urban conflict was a major focus of military thinking in the 1990s. However, the acceleration of these trends, combined with the burgeoning level of digital connectedness not widely foreseen in the 1990s, means that urban conflicts will take on a new level of violence and intensity that will be broadcast around the world instantaneously. This will provide our adversaries with powerful commercial tools to enable command and control  (C2) of independent networked cells in a dynamic battlespace.

Operation Iraqi FreedomAt the operational level, planners can expect warfare to range from the multiple-battalion level assault on Fallujah at the high-end to complex “urban seige” attacks such as Mumbai and Nairobi in the mid-range to the persistent urban violence of the drug wars in Rio de Janeiro’s favelas at the low-end. In each instance, the enemy will be a small, networked, and extremely well-armed group. It will reside in a sea of millions of civilians and be able to call upon commercial digital networks from cell phones to Twitter to collect intelligence, post propaganda, and act as ad hoc C2 nodes to coordinate operations. It will also be able to draw on a massive global transportation system to transport people, weapons, and finances around the world in short order.

1127-for-webMUMBAImapfIn order to flesh out the capabilities of modern networked urban terrorist groups, Kilcullen analyzes in detail the 2008 Lashkar-e-Taiba (LeT) Mumbai assault. LeT’s ground-breaking tactics, which displayed a level of free-flowing swarming ability that is at the very least rare for a sub-state actor, are worth examining. The attack was carried out by multiple cells of just a few individuals each who had conducted a thorough reconnaissance of their targets for nearly a year.  The attackers used maritime ratlines normally employed by smugglers to move from Karachi to the port of Mumbai, making landfall in a slum neighborhood with little police presence.  Once the assault began, their actions were coordinated via cell- and satellite-phone by a LeT command team operating their own combat operations center in Pakistan (likely with some support from Pakistani ISI). The team used broadcasts from CNN and other media networks to inform their battle tracking and develop an open-sourced understanding of the Indian police response. This allowed the LeT cells to remain several steps ahead of Indian security forces for several days, killing civilians at several high-profile public locations around Mumbai before they were finally surrounded and neutralized.

Digital connectedness is also allowing insurgent groups to expand their presence into the global information space that was once the sole purview of states and large corporations. Regular readers of this blog will likely remember that al-Shabaab live-tweeted the recent Navy SEAL raid in Barawe, and after the special operators withdrew, were able to claim victory before Western news outlets even knew the operation had taken place. The militants then followed up by posting pictures of equipment that the SEALs had left behind during their extraction from the firefight.  While seemingly trivial, this allowed al Shabaab to stake its claim to the information available on the attack, and perhaps shatter some of the aura of invincibility surrounding the SEALs since their assault on Osama bin Laden and rescue of Captain Richard Philips from Somali pirates.

It is beyond the scope of a single blog post to analyze all of the future trends that Kilcullen examines in detail. Indeed, the book itself is likely just the first of a great deal of research that still needs to be done on the future of urban conflict against evolved irregular or hybrid adversaries in mega-slums and other dense and highly complex urban environments. Much of that research will, of necessity, have to focus on non-military aspects of conflict prevention and mitigation, due to the unavoidable fact that future urban conflicts will be driven by sociological factors inherent to the urban systems where they are being fought. Under Kilcullen’s formulation, urban design and development will in many ways become as important to American policy as foreign aid, governance and economic development, and security sector reform.

The implications for military doctrine and organization will be significant as well. It will impact Naval doctrine, organization, and ship-building plans even as Navy leadership seeks to focus its efforts and budgetary priorities towards AirSea Battle. The same is true for the Marine Corps’ efforts to reposition itself as the nation’s amphibious crisis response force following a decade of warfare in landlocked environments. In following articles, we will examine these implications in depth, and attempt to achieve a better degree of resolution on the future of urban littoral combat and the steps that the Navy and Marine Corps will need to take to remain mission-capable in that environment.

Dan Dewit is a researcher with the Arleigh Burke Chair in Strategy at the Center for Strategic and International Studies in Washington. From 2009- September, 2013 he served as an officer in the U.S. Marine Corps.

Game-Changers: Two Views on CNAS Disruptive Tech Report

By Scott Cheney Peters and Przemyslaw Krajewski

Game ChangersLast month, the Center for a New American Security (CNAS), a Washington, DC, think tank, released the intriguing report “Game Changers: Disruptive Technology and U.S. Defense Strategy.” The analysis contained within is a result of a series of wargames done in conjunction with the U.S. Department of Defense. What follows are two views on the value, highlights, and weaknesses in the work.

Scott:

For regular visitors to this site, a good part of Game Changers serves as a familiar retread covering technologies through to hold the most promise of upsetting the current way of war. Additive manufacturing, autonomous drones, directed energy, cyber capabilities, and human performance modification (HPM) are all evaluated for their potential to drastically affect how future militaries function and wars are fought. Admittedly we have not talked much about HPM beyond human-machine interaction, such as augmented reality devices.* If you have not had a chance to read up on these topics, the report serves as a nice primer.

As for the purpose of the work, the key argument is that the U.S. should not rest on its laurels in science and technology (S&T) investments because it has, post-WWII, relied on a qualitative over quantitative military. If the qualitative edge slips, the thinking goes, the military’s edge over potential adversaries slips. The take-away is that “technological dominance is a strategic choice.” Unfortunately, having had this dominance for some time there is an inertia-inducing temptation to believe that it will always be so, necessitating that the U.S. actively guard against a desire to rest on its laurels. The report intriguingly argues that this complacency is compounded by the fact that a technologically dominant power has less incentive to develop revolutionary tech because it would be relatively less useful than for a weaker power.

The authors sound two additional warnings. First, thanks to globalization they note it has never been easier for competitors and even non-state actors to access disruptive technology and nip at the heels of American technological dominance. It is certainly true that information-sharing advances have enabled technology diffusion. Yet some tech, even when accessible, requires a high-degree of expertise and training to be used, or requires specialized components and rare material. Nuclear weapons come to mind. Even in these cases info-sharing lowers the barriers, but it does not completely remove them.

The second point is more of a double-edged sword, and that’s how the commercial sector will drive the development of much of the innovation in these technologies. On one hand, this leaves the same tech more accessible to groups of varied motives, as noted above. On the other, it means that private investments will advance the tech that the military wants. But not all the way. In many instances the larger commercial market will prove more lucrative, leaving a gap in specifications between the commercial supply and military demand, so the authors are correct to note that the military must retain the capability to “translate key technologies from the commercial world and apply them to tomor¬row’s military challenges.” Unstated, but also important, is the ability to identify early on what those key gaps will be (certainly no easy task) so that the military can continue to exploit the latest advances. As the report later notes, the potential for a new tech to be game-changing falls within is short time-frame.

My biggest disappointment with the report was that the analytical framework for explaining what makes a new technology a game-changer was somewhat muddled. There’s a disconnect between figures, introduced-but-unexplained terms, and the text of the report. I assume that these were explained in more detail during the series of wargames, but for those without access to that background the result is a little bit confusing. It does raise some interesting points about cultural factors that can act as hindrances to tech adoption, and the broader point comes through, that even with the emergence of a revolutionary technology a series of other factors must converge to make it useful and utilized to game-changing effect in the military. But it would be interesting to learn more about the thinking behind particularly the “perspectives” and “congruence” factors.

LT Scott Cheney-Peters is a surface warfare officer in the U.S. Navy Reserve and the former editor of Surface Warfare magazine. He is the founding director of the Center for International Maritime Security and holds a master’s degree in National Security and Strategic Studies from the U.S. Naval War College. 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.

*Full disclosure, Andrew Herr, whose work on HPM is cited is a former classmate of mine and friend, while fellow CIMSECian Matt Hipple and I had the honor of having our Proceedings article on naval applications of 3d-printing cited.

Prezymek:

The title of CNAS’ new report might more appropriately be called “Looking Beyond Technology.” Faith in technology is so strong in this document that the authors make technology the central theme of American dominance? in spite of the fact that the otherwise-excellent arguments presented show something different. The authors admit that technology by itself is not a game-changer—it needs to be applied under specific circumstances:

“The framework includes four primary areas that all must converge for a technology to be truly game changing: congruence, perspectives, societal values and organizational culture and time. The core elements of a game-changing technology are the technology itself, a concept for its use and a relevant problem.”

This raises a series of questions: Why the stress on technology and not on the concept, relevant problem, or other conditions described so well? Does a technology itself possess inherent attributes making it a game changer? If not, is it possible that ANY technology could become a game changer given the right circumstances? Or maybe the best model to use would be Aristotle’s golden mean and the interaction of a technology and a concept? To better understand the subject the authors offer some examples. One of them is Blitzkrieg:

“Blitzkrieg is a clear example of how such congruence works: integrating fast tanks, aircraft and two-way radios into an operational concept of advanced maneuver warfare obviated the largely defensive technologies of Germany’s opponents (most famously, France’s Maginot Line).”

Blitzkreig: Looking Back, Looking Forward
Blitzkreig: Looking Back, Looking Forward

There is no need here to search for the game-changing technology. Tanks, airplanes, and radio were not only well known to Germany’s opponents but were invented by them. Blitzkrieg is, in fact a tactical concept and the one which wasn’t successful from the beginning so needed refinement in many exercises. Williamson Murray in his essay, “May 1940: Contingency and Fragility of the German RMA,” offers an interesting comment on this military innovation:

“For French and British officers in summer 1940, the Germans had clearly developed a revolutionary style of war. But to some German officers the secret of German success was the careful evolutionary development of concepts that had their origins in the battles of the First World War.”

Downplaying the role of concept is visible in another example in the report, that of aircraft carriers:

“The adoption of these platforms by new actors may be disruptive, or may increase competition in terms of power projection, but is not fundamentally game changing.”

I agree. It was Germany’s adoption of tanks, planes, and radio in the case of Blitzkrieg, but how they used them. But what will happen if U.S. adversaries would merge carriers with an innovative concept of operations? Would the aircraft carrier become a game changer again?

There are many technical innovations that offer U.S. qualitative advantage. During the Cold War cruise missiles, MLRS, IDF Tornado strike fighters among others offered possibility to counterbalance quantitative superiority of Warsaw Pact armies. But these were also blended together with a deep-strike concept allowing the U.S. to isolate first echelons from reinforcements, thus avoiding immediate overwhelming numbers of defenders.

Paradoxically, the report offers remedy to its own concentration on technology. In the very beginning there is a phrase, “Whether a stone or a drone, it simply becomes a tool we apply to a task.” We should never forget that technology, however useful and important, it is just a tool in the hands of a man. As the military thinks about the future, my recommendation is to empower tactics-oriented naval officers who possess a basic understanding of the implications technology brings to tactical situations. Such officers, willing to think through the tactical advantages emerging technologies could bring, offer the best chance to keep a technical advantage, if that is a pillar of strategy.

Przemek Krajewski, alias Viribus Unitis, is a blogger in Poland.  His area of interest is the broad context of purpose and structure for navies and promoting discussions on these subjects in his country.

New UUV Mothership Hits the Fleet: The Coastal Command Boat

CCB3The U.S. Navy recently introduced the new 65-foot Coastal Command Boat (65PB1101, or CCB) into the fleet.  Among other maritime security missions, the CCB will test new concepts in employing unmanned underwater vehicles.  The one-of-a-kind vessel was developed following a 2008 Congressional earmark for $5 million.  After a transit from its building location in Bremerton, the SAFE Boat-manufactured CCB arrived in Coronado, California in August, where it been assigned to Coastal Riverine Group 1 (CRG-1).  The CCB is a preview of the Navy’s upcoming 85-foot Mark VI patrol boats, six of which have been planned for delivery in FY13/14.

The boat has been configured to operate the MK 18 Mod 2 Kingfish UUV for mine counter-measures operations.  Two of the 800-pound, 12-inch diameter UUVs sit in cradles on the stern of the CCB and are launched with the boat’s hydraulic crane.  The Navy is considering deploying the CCB to the Middle East for operational testing sometime in the next year.  Operating up to day-long missions from a shore base or even the well deck of a larger amphibious mothership, the CCB and MK VI PBs will deploy multiple mine-hunting UUVs. 

The Navy has also tested the man-portable SeaFox mine neutralizer from rigid-hull inflatable boats (RHIBs).  If equipped with SeaFox, the CCB and MK VI could not only find, but clear, detected mines, a capability that today is conducted with much larger dedicated mine countermeasures ships.

This article was re-posted by permission from, and appeared in its original form at NavalDrones.com.