Research for SSA

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November 1, 2005
The Naval War College (NWC) through its Warfare Analysis and Research Department (WARD)-is pursuing a program of research into designing militarily relevant and scientifically valid experiments to investigate shared situational awareness (SSA) in the evolving environment of U.S. Joint command and control (C2). One aspect of this research builds on the foundation of reproducible results obtained from CNA's prior work in the field of measuring SSA in a wargaming environment. This research memorandum documents the support CNA provided to the NWC-WARD for an experiment conducted in the spring of 2002. This experiment took the form of a series of games played by teams from the U.S. Naval Academy, the U.S. Air Force Academy, and the Naval War College. The test-bed was the internet-based game SCUDHunt, developed earlier by CNA and ThoughtLink Inc. for the Defense Advanced Research Projects Agency DARPA). In this simple yet elegant game, players take the roles of sensor asset managers and attempt to deploy their sensors to search a small, gridded map for hidden "SCUD" launchers. Each sensor has different characteristics of coverage and reliability. To play effectively, the players must work together, sharing information and developing their shared situational awareness in order to find the SCUDs and make accurate strike recommendations.
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November 1, 2000
The Defense Advanced Research Projects Agency (DARPA) is interested in exploring key factors that affect how teams, particularly distributed teams, develop what is called shared situational awareness (SSA) in an operational environment. The DARPA Program Manager for the Wargaming the Asymmetric Environment program asked CNA to address these issues, with subcontracting support from ThoughtLink Incorporated. The focus of the project was to demonstrate how wargaming could be used as a testbed for conducting experiments to explore these key factors in team SSA. The approach centers on the use of a simplified, though not quite abstract, game that allows us to tailor its design and mode of play to focus on the specific research items of interest. In the case of SSA, we designed the game so that the bulk of the operational task faced by the players lies precisely in building a shared picture -their SSA-of their operating area. This approach removes much of the potential confounding between SSA and game-playing skill, a problem that can be associated with measuring a team's performance in a game primarily by measuring its success in performing a specific operational game task (such as winning the game). This paper summarizes our survey of SA and SSA research, and describes the game we used as our testbed, and outlines our experiment and its results. We conclude by discussing what we learned and speculating on where our research could lead.
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November 1, 2000
The Defense Advanced Research Projects Agency (DARPA) is interested in exploring key factors that affect how teams, particularly distributed teams, develop what is called shared situational awareness in an operational environment. The DARPA Program Manager for the Wargaming the Asymmetric Environment program asked CNA to address these issues, with subcontracting support from ThoughtLink Incorporated. The focus of the project was to demonstrate how wargaming could be used as a testbed for conducting experiments to explore these key factors in shared situational awareness. The concept of "shared situational awareness" which underlies some recent ideas about the organization of military staffs, is elusive and ill-defined, and does not lend itself easily to traditional scientific evaluation. Nevertheless, this paper composes a systematic definition and develops objective approaches to studying the process by which "shared situational awareness" (SSA) arises.
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