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EVOLVING INNOVATION


FIGURE 1


could contribute close to 4,000 “raw” ideas during the four Web-based brain- storming games planned for SciTech Recon 2030. A team of analysts that the ODASA(R&T) recruited from govern- ment labs, academia and industry will mine these data for important insights and concepts that can inform strategic decision-making. Te team will com- bine formal analysis techniques, such as technology sequence analysis, with expert interviews and archival research to identify insights about the nature of conflict in 2030-40, capabilities the Army might need in future operations, and technology concepts that could pro- vide overmatch for the future force.


SERIOUS PLAY SciTech Recon 2030 uses Web-based brainstorming games to gather ideas about future technol- ogy and military operations. The second game, in February, explored developments in materials science; energy; biology, medical and other life sciences; and robotics. Perhaps more important than the scenarios themselves, though, are the ideas and connections that develop among players. (SOURCE: ODASA(R&T))


not pan out, but the basic idea drove


interesting discussion about how we could better disguise troop movement in congested urban centers.


Te second game, which ran from Feb. 24 to 28, explored how developments in materials science; energy; biology, medical and other life sciences; and robotics over the next 30 years will shape society and military capabilities. (See Figure 1.)


Te third game, scheduled for late April, will build on ideas gathered in the first two games and dig more deeply into ideas for technologies that could provide overmatch capabilities across a range of potential Army operations in the mega- cities of 2030-40, such as humanitarian assistance, disaster relief and counter-


terrorism. Te fourth and final game, scheduled for early May, will zero in on four specific topics that the Office of the Assistant Secretary of the Army for Acquisition, Logistics and Technol- ogy (OASA(ALT)) and TRADOC have identified as important areas for innova- tion: mobile protected fires (robotics and unmanned fire support); identity control technologies (friend versus foe and de- ception technologies); enhancing human performance (cognitive and physical aug- mentation); and communications “be- yond digital” (quantum communications and other technologies).


ANALYZING IDEAS, UNCOVERING INSIGHTS Based on the number of ideas gener- ated in the first two games, players


90


As an example, there was a rich discussion during the first exercise about trends in human augmentation, including technologies


such as exoskeletons that can enhance physical performance and


“nootropic” drugs that can boost mental performance. A number of players commented that in future megacities, these augmentations could be common in the civilian population. Te wealthy might shop for night vision-enhanced contact lenses at trendy “augmentation boutiques,” while poor manual laborers might buy used exoskeletons from black market “chop shops.” Players discussed how the Army would handle crowd control, or partner with augmented civilians during humanitarian assistance and disaster relief operations.


Te theme of augmentation continued during the second exercise, with players contributing Web links to the latest research on performance enhancements, such as U.S. Special Operations Command’s


Tactical Assault Light


Operator Suit program, which aims to field a full-body exoskeleton to special operations units as early as 2018. Players debated the technical challenges of this


Army AL&T Magazine


April–June 2014


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