Throughout human history simulations have been used to mimic real world processes, situations, and environments. Endy and Brent (2001) defines a “simulation as a representation that embodies information contained in a model, and that provides access to the model by allowing computation of system behavior” (p. 391). Hence the definition, a simulation is a representative environment that has to be realistic enough to produce realistic results. This research paper intends to explore the use, validity, and the future of simulations.
Simulations a Historical Perspective
Simulations have long been used by civilizations across the world as a means to recreate and act in environments virtually free from harsh consequences. The militaries of many nations
Throughout the simulation, each country was presented with the issue of international relations. According to the Goldstein
The modern world is linked through networks of communication and exchange between peoples. These exchanges between regions has changed cultures, economics, and politics. Through time the cultural influence between regions has consisted of many factors and elements but comes down to the spread of religion and religious teachings , movement of peoples, technological and cultural advancements affecting trade and commerce. Beginning with the Middle Ages in the years 1100-1500 , Africa, Asia, and Europe developed and influenced each other in several different ways. Starting with religion. The birth of Islam in the Middle East rapidly spread throughout Afro- Eurasia. Islam was attractive to people who were uninterested in the requirements of Christianity and the Church.
The Strange Career of Jim Crow, by C. Van Woodward, traces the history of race relations in the United States from the mid and late nineteenth century through the twentieth century. In doing so Woodward brings to light significant aspects of Reconstruction that remain unknown to many today. He argues that the races were not as separate many people believe until the Jim Crow laws. To set up such an argument, Woodward first outlines the relationship between Southern and Northern whites, and African Americans during the nineteenth century. He then breaks down the details of the injustice brought about by the Jim Crow laws, and outlines the transformation in American society from discrimination to Civil Rights. Woodward’s argument is very persuasive because he uses specific evidence to support his opinions and to connect his ideas. Considering the time period in which the book and its editions were written, it should be praised for its insight into and analysis of the most important social issue in American history.
McGuigan, Cathleen. "Theater Of War." Newsweek 151.14 (2008): 52-53. Academic Search Premier. EBSCO. Web. 28 Mar. 2010.
In Morrowind, our character’s role in the game, and thus, the narrative paths that s/he can take, is shaped by us, his/her interactions with others in the virtual world of Morrowind, and their expectations of him/her based on the role s/he inhabits. To properly create or critique simulations like Morrowind, we must first understand the relationship between player and character, and decide the extent to which the player or the characters in the virtual world should prescribe a character’s role.
The Lords of War Simulation is best described by the neo-liberalist theory. Neo-liberalism best describes this game because it supports the ideology that everything humans do is in their own self interest. The theory also believes that people only cooperate with each other out of fear; actions of people playing Lords of War validate this theory. To succeed, neo-liberals need cooperation, institutions to mediate, as well as a fear of being defected on. Neo- liberals do not feel that humans are good in nature, but will argue that they have the capacity to bond together for the greater good, for their own personal benefit.
Science fiction never ceases to amaze me as I take great enjoyment in exploring these creative universes. I have always had a great interest in military science fiction for its take on technological innovation and critical analysis. Military science fiction in general is very speculative about future of technology and warfare. The military science fiction genre also serves as a critique of contemporary politics as it deals with many of the same issues that go on today. This has made military science fiction one if the most well respected genres of science fiction for it ability to indirectly criticize modern society. My Integrated Project explores the relationship between how technology that has arisen from war has been some of the most innovative and why war has become an unshakeable aspect of human existence.
Although there is a level of complexity, an inherent and deterministic logic underpins traditional warfighting operations. Planners can apply certain principles to contingency planning for traditional warfighting. Once planners understand relationships between the parts of the problem, they recognize that every action has a consequence, and although some actions reinforce the adversary system’s power, others degrade that power. The typical wargaming method of action, reaction, and counteraction significantly contributes to this oversimplification of combat, which, after all, is a human endeavor and thus subject to fog and friction. Traditional wargaming is an extremely useful tool, but planners must understand that whereas the wargaming outcome is deterministic, combat is not. In complex, ill-structured problems, wargaming is still required, but the real benefits do not necessarily come from the results. The far greater benefits are derived from the discussions of possibilities and probabilities from the interaction of systems and actors within and between
These two features are representation and safety, which will be discussed in tandem as they mold together nicely. First, it is important that a game represents something to the player, whether it be a situation or a phenomenon. These representations are not meant to be entirely accurate depictions, but instead “artistically simplified representation[s]” of the phenomenon (Crawford 5). This is the stark difference between a simulation and game, as simulation strives for in-depth accuracy while games shed technically accurate aspects in favor of a focus on the core of the game (5). The component of focus in games becomes appealing, as it provides the player with a slimmed down version of a real situation. Crawford explains that it is important that games retain their focus as representing “…too large a subset of reality defies player comprehension and becomes almost indistinguishable from life itself…” (6). Games and the representations they present are both “objectively unreal” and “subjectively real,” although the game does not physically allow the player to do something it can still be perceived as subjectively real to the player (Crawford 5). These representations, however, are perceived as safe to the player. Games, at their base, offer a safe way to experience reality without repercussions, For example, one can fight wars and battle enemies without ever having to risk
There is an average of twenty ongoing wars in the world at any given time. Some are internal civil wars, others are between nations. But the purpose of this thesis is not to report warfare, but the act of it. This includes the evolution of conventional and nuclear warfare, the potential effect of a nuclear war and why it is necessary for nations to fight war. This analysis will be based on a study of Gwyn dwyer's seven-part series, "War". The only other references used to compound this thesis will be statements from former heads of state, as corresponding to the subject of war.
The realism that will be the focus of this paper is that of Kenneth Waltz. Kenneth Waltz presents his theory of realism, within an international system, by offering his central myth that, “Anarchy is the permissive cause of war”. Kenneth Waltz’s central myth helps answer the question as to why war happens in the first place. During the cold war, there was a heightened sense of insecurity between Russia and the United States due to presence of nuclear weapons. The Movie Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb used cold war tension between the two countries to tell the story of a general who went crazy and decided to unleash his fleet of nuclear bombers onto Russian military bases.
For the Global Tech simulation, we were arranged into groups with individuals we had not become acquainted with beforehand. Subsequently, there were no personal introductions or pre-class strategy meetings in preparation for our first class meeting on that Saturday. When the instructions were initially given and our simulation experience began, it was quickly realized, by the team that time was going to be of the essence. We immediately confronted the fact that there was no way we could watch all of the interviews provided in the simulation. After everyone had begun making mental and physical notes about the interviews we had already viewed, we collectively decided from there which interviews were going to be the most important for us to observe
Clausewitz defines war as an “act of force to compel our enemy to do our will.” The nature of war is enduring yet the character of war changes over time. Current US strategic guidance is advancing the point of view that since the character of war has changed to focus on irregular wars then the US military should prepare for a future of irregular wars. This shift in focus forgets that the nature of war is enduring and in order to be successful, we must prepare for all types of conflict. This paper will define the types of conflict and the likelihood of each followed by a discussion of US strategic guidance and ending with an analysis of the training resources and force structure requirements needed to achieve success for all types of conflict.
Vlahos, J. (2009). Popular Science: The Future of the Military. Retrieved March 16, 2012, from http://www.vuzix.com/site/_doc/tactical/Popular_Science_FCS_Vuzix_Article.pdf
I define history as important events that have happened in the past, and the ones that are presently happening. At some time or another everything will be considered history. History tells a story, whether it’s written, painted, carved, or sung; a collection of events that someone explains to you that is usually important.