Abstract

The h istory of co mbat is primarily the h istory of rad ically changing fields of perception. In other words, war consists not so much of scoring territorial, economic or other material v ictories but of appropriating the immateriality of perceptual field. The function of the eye has become the function of the weapons(1). To understand informat ion age warfare we have to understand the concept of representation as a part of our process of violence. The idea of informat ion warfare or an informat ion operation is based on the process where the physical target is no longer destroyed with the kinetic systems, but the process where the non-kinetic systems, like informat ion, scan the symbols-semiotics networks. Today, particularly the advanced mobile technology, the Internet and the entertainment industry immensely exploit the experiences from different wars and conflicts for example as ideas of co mputer games. In return the military industrial co mplex represents its own language for examp le in the concept of informat ion operations with the help of applications particularly rising fro m the entertainment industry(2).

Highlights

  • According to Sun Tzu the acme of the Art of War is a victory without fighting

  • Chess can be considered as a game connected to the art or war, which follows a clear rat ional pattern, but the endless number of options makes it chaotic, creative, sudden and even tragic

  • As the science of a new age advanced Jomini developed geometric and mathematical models fo r warfare, whereas Clausewit z saw that war cannot be controlled rationally and it is always affected by chance or friction. We can find this evolution of warfare, for examp le, in co mputer games[3]

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Summary

Introduction

Chess can be considered as a game connected to the art or war, which follows a clear rat ional pattern, but the endless number of options makes it chaotic, creative, sudden and even tragic. In his classic piece the Iliad Homer describes, through the warriors Hector and Achilles, the two central roles of warfare: warfare controlled by duty and warfare controlled by emotion. The media, advertising and the Internet enable real-t ime data transfer where the interfaces of different actors (political, social, economic, military) b lend into a one single informat ion flow. There is a possibility that the news of war and conflict are not real any more, but a co mp lex level represented and framed to a level that is familiar to our s ens es [9]

The Propaganda of War - Perception and its Representation
Information and Decision Making in Three Different Worlds
Computer Games as a Way of Communication in Three Different Worlds
Conclusions - Eye as a Function of Weapons
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