November 24 to 30, CIMSEC will be hosting a “Corvette Week”
Give Thanks!
The Corvette is a type designation little used by the US Navy, and there is not a lot of clarity in defining what constitutes a corvette. We will be examining the type, discussing what they are, their roles, advantages, and weaknesses.
We will also be talking a bit about OPVs since they are in many ways closely related.
CIMSEC members of widely varying backgrounds will provide a variety of views, including an international perspective.
Chuck Hill will be be considering the ship designation and the future of the type and will also introduce the Coast Guard’s new Offshore Patrol Cutter, “…the other LCS”
Przemyslaw Krajewski asks and answers “Corvette. What is it and why it exists?”
Alan Tweedie takes a “Second Look” at the LCS
Armando J. Heredia looks at the proposed Philippine frigate program and attempts to determine if it really a frigate.
Sven Ortmann will look at the air defense requirements for Corvettes.
If you would like to contribute, its not too late.
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:
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.
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.
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.
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.
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).
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.
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.
The age of Fourth Generation Gaming is upon us. With the launch of the PlayStation 4 this week and the Xbox One next week, the younger side of me emerges from its shell with interest. As we step into this new age of gaming, one has to wonder if these new sophisticated gaming devices have the potential to contribute to professional military training and education in an age of fiscal austerity. This article argues that specific video games provide users the opportunity to practice ground and naval warfare tactics in addition to leadership skills.
Going Beyond the Call of Duty
When one simultaneously thinks of the military and video games, notable first-person-shooters (FPS) such as Call of Duty and Battlefield come to mind. As fun as these games may be, they unfortunately serve the military little purpose besides acting as a recruiting tool. Yet, one title that focuses on land warfare (and dabbles in the maritime area) is the Arma series. Based off of the Virtual Battlespace engine, Arma II and the recently released Arma III bring unparalleled realism to the gaming realm. Accurate bullet ballistics, radio communications, wounding, and scale of the terrain are several features among many that create a multiplayer (players against players, not AI) platoon or company level large scale engagement. In addition to these realistic features, the Arma series features a comprehensive and versatile, but yet easy to use mission editor allowing users to set-up almost any tactical engagement in mind (I personally created a mission entailing a situation in which USMC forces had to assault a captured oil rig with helicopters and small boats; this mission exposed the tactical difficulties of VBSS as my team did not anticipate searching every inch of the complex platform for OPFOR.)
Although the educational benefits of playing a FPS video game may appear to be nonexistent, the Arma series illustrates that tactical lessons at squad, platoon, and company levels can be learned. Players can simulate a variety of engagements ranging from 300+ meters in mountainous terrain modeled after Afghanistan to larger conventional fights with armor and mechanized infantry (a typical Arma engagement video). At the squad level, players practice moving as a unit in different environments (rural and urban) against different enemies (unconventional guerrillas, rag-tag Third World armies, and sophisticated Russian and Chinese militaries). A different set of challenges confronts players commanding a platoon or company as they have to not only ensure that their units remain organized and move coherently, but also penetrate the fog of war to determine how to best apply their forces strategically, practicing combined arms operations (a skillset with potent consequences if forgotten).
Other games such as Combat Mission Shock Force and Flashpoints Campaign: Red Storm also provide players with the opportunity to experience with small-unit tactics, but the dynamic pace of the Arma series challenges players in ways these other games lack. Although the Arma series fails to embrace the maritime domain of war (with a few exceptions such as my team’s bungled oil rig assault), fortunately other games are available to provide players with this opportunity.
Bringing a CIC to Your Living Room
Less than a handful of video games embrace the concept of naval warfare, but the few that do surpass their users’ expectations. Many mimic the style of the notable Harpoon series by featuring an interface similar to a CIC rather than amazing visuals. One recent title, Command: Modern Air/Naval Operations, simulates naval tactics and operations by allowing players to command a variety of units ranging from a single destroyer tasked with ASW to all of the assets under the command of the 5th Fleet (even nuclear weapons are included, with dangerous consequences). Players command their unit(s) through a CIC-type interface. Accompanying the game is an enormous encyclopedia containing an endless amount of statistics for every ship, aircraft, and weapon automatically factored into gameplay. Unfortunately, all of these variables make playing the game itself a hard experience with a difficult learning curve (grasping the controls while being pummeled by Russian Backfire bombers does not help). Yet, this illustrates the complexity of how a carrier battle group functions. Fortunately, some of these features can be delegated to the Al (such as engaging with the most optimal weapon). For further information about Command, USNI published an excellent review.
Command’s ultimate benefit is its vast scale. The ability to employ nearly any naval or air unit in any corner of the globe allows players to experiment with various situations and conflicts including counter piracy operations in the Gulf of Aden, transiting the Strait of Hormuz while being harassed by dozens of Iranian missile boats, counternarcotic operations off the coast of South America, and repelling Chinese A2/AD forces in the Pacific. Some units and methods work almost perfectly in some situations but fail in others. Players experience both the tactical and operational challenges in these various scenarios. Although the game lacks stunning visuals or sounds, it gives users a vast sandbox to practice a wide array of naval tactics.
Leadership: Practice, Practice, and Practice Some More
The previous two games discussed both allow users to practice maritime and ground tactics. These skills are incredibly important but by themselves do not make a great officer. I argue that leadership is another key trait. Although leadership (in my opinion—many others would disagree) is a natural trait that not everybody possesses, those that have this trait only improve their leadership abilities through experience; typically, the more someone leads, the better leader they become. There are almost infinite amounts of ways to practice leadership, but one that stands out is a video game titled EVE: Online.
Thinking of EVE as a tool to practice leadership may appear to be out of this world (literally because of the science-fiction feel), but it is not. EVE is a science-fiction space game in which players fly their ships around different star systems for combat, industrial, commercial, and exploration purposes. In EVE, all players (approximately 500,000) are on the same server, making the game persistent, and player-driven (for example, corporations—or alliances—fight over sovereignty over key systems linking resource-rich areas with market hubs). Few ‘rules’ exist in EVE (although corporations try to enforce certain laws) allowing players to conduct practically any activities they desire. The economy is completely player based, making the most expensive ships in the game tradable for over $3000 USD (a lot of cash at stake for a ‘recreational’ video game).
Now, how does this game with spaceships simulate leadership experience? Essentially, Fleet Commanders in EVE are always applying Col. Boyd’s famous “OODA” loop (Observe, Orient, Decide, and Act); the most successful Fleet Commanders are masters of this process. Combat in EVE is extremely complex with different types of ships (agile frigates, electronic warfare, logistics, stealth bombers, carriers, dreadnoughts, and many more) that each fulfills important roles; 3 battlecruisers with 3 logistics ships can easily take on 10 battlecruisers. A Fleet Commander needs to account for all of these variables when in the midst of a 3000+ ship battle. The Fleet Commander also ponders how he will get his 1000 ship fleet organized and to the staging area in a time efficient manner (Woody Allen once said that 80% of life is just showing up. In EVE, many “battles” are decided before they commence as players will only risk losing their thousand dollar fleets in fights they can win.), counterintelligence issues from spies embedded in his fleet, and his ultimate objectives. When targeting other ships (in combat, commanders tend to focus all of their firepower on only a couple of targets at a time), the Fleet Commander needs to analyze the changes in both the enemy and his fleet compositions while sounding confident over communications.
As earlier mentioned, EVE essentially provides players with a dynamic environment to constantly practice the OODA thought process. Despite its unrealistic setting, EVE demonstrates how a player-driven video game with a complex—but yet simple—combat system can serve as a tool to for users to practice the strategic thinking. In fact, some may argue that its completely fictional setting removes a commander’s obsession with certain assets and forces him to rely on the core aspects of leadership and critical thinking.
Integrating Video Games into Military Training?
This article is not arguing that the US military institutions should replace their training with video games like EVE (although this may be more reasonable in 2154). Yet, with the conclusion of major military operations and inevitable decline in military training exercises in an age of fiscal austerity, officers will have fewer opportunities to learn from practicing their leadership abilities and experimenting with different tactics. Thus, after illustrating several examples of video games providing educational lessons, this article argues that integrating video games with training may serve as part of a solution to this upcoming gap.
Bret is a student at the Edmund A. Walsh School of Foreign Service at Georgetown University, but currently abroad in Amman, Jordan studying International Politics and Arabic. The views expressed are solely those of the author.
Matt, Chris, and Grant are joined by Caroline Troein from the Fletcher School’s Neptune Group. They talk about the Arctic, the European Defense burden, Typhoon Haiyan, China, the Hudson Center’s American Seapower event, as well as a smattering of other topics. Join us for Arctic Wastes and Tropical Shoals (Download).