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This report presents a framework for assessing U.S. Army International Activities (AIA). It also provides a matrix of eight AIA "ends," derived from top-level national and Army guidance, and eight AIA "ways," which summarize the various capabilities inherent in AIA programs. In addition, the report describes the new online AIA Knowledge Sharing System (AIAKSS) that is being used to solicit programmatic and assessment data from AIA officials in the Army's Major Commands.
The 1990s have witnessed the beginning of what future historians may call the Information Age. While it is clear that information will have a far-reaching effect on a host of activities--including warfare--how to quantify and measure that effect is less clear. The understanding of how to do so is important to the Army, particularly at a time when it is spencing a considerable amount of its scarce investment capital to establish Information-Age links across its forces--the so-called digitization of the Army. As it transforms itself, the Army needs analytic tools to help make the best choices possible. Chief among these tools are good measures of effectiveness (MOEs) that can demonstrate the value of information in terms of military outcomes. This document reports on a small set of Information-Age MOEs developed in an attempt to spark the creation of many more such measures. This research demonstrates that development of MOEs is feasible, not only for combat operations but for stability operations as well.
An account of a Technology Seminar Game that brought together military operators and civilian scientists and technologists to examine future Army force development issues The Army's Spring 1998 Technology Seminar Game was designed to advance the Army After Next (AAN) process by bringing together military operators and civilian scientists and technologists to examine future force development issues. It used 15 mini-scenarios extracted from previous AAN games. For each scenario, an overall mission and required force capabilities required to achieve that mission were identified beforehand. A set of System Cards, used in the game as a means of achieving the required capabilities, was also preselected. The cards included information about the specifications of a particular system and the technologies that could be used to build those systems. System Cards were thus the fundamental component of the game, linking systems and technologies to the required force capabilities. The players' involvement included examining the preselected cards, revising and/or adding new cards, and then cross-evaluating them with the intention of identifying the most important critical technologies of the future. The authors believe that while these scenarios can reveal many useful issues and insights with regard to technology's role in achieving future AAN force objectives, they do not extract the most value from such exercises. The linkages between force capabilities, systems, and technologies need to be sorted out more clearly, and the game organizers need to decide what kinds of discussions will produce the required information.
Presents RAND's analysis of Unified Quest 2004, a wargame cosponsored by Joint Forces Command and the United States Army. This book describes and analyzes a wargame cosponsored by Joint Forces Command and the United States Army that focused on identifying the concepts and capabilities required to counteract an adversary who, having lost most of his conventional capability, seeks victory through a combination of protracted, unconventional operations and use of WMD. The report identifies the wargame's scenario, assumptions, central questions and objectives, study issues, and essential elements of analysis.
Interest has increased regarding capabilities that may allow the United States to effectively influence the attitudes and behavior of particular foreign audiences while minimizing or avoiding combat. This increase is largely the result of (1) the post-9/11 realization that the U.S. image in much of the Muslim world may be facilitating the mobilization and recruitment of global jihadists and (2) the difficulties that the United States has encountered in promoting stability and political reconciliation in post-war Iraq. Larson et al. aim to assist the U.S. Army in understanding ainfluence operations,a whose purpose is to persuade foreign audiences. The authors identify approaches, methodologies, and tools that may be useful in planning, executing, and assessing influence operations.
An overview of the launch of the Qatar National Research Fund (QNRF)--the first research-funding organization of its kind in the Middle East--including the design and implementation of its first programs, from August 2006 through January 2008. It describes the thinking behind the programs, policies, planning methods, and decisions and discuses ways of learning from the first grant cycles and improving upon them, as well as early program results.
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