Abstract

Abstract : The computer revolution has resulted in extending the possibilities of battle space visualization to the brigade commander and below. However, mobility and bandwidth considerations require that the systems be efficient to reflect the realities of modern combat. The Advanced Battle space Architecture for Tactical Information Selection (ABATIS) is being developed to be a rapid planting and re-planing experimental environment. ABATIS's object-oriented architecture has the advantage of being able to rapidly construct a three-dimensional battle space that will accurately represent the essential planning components of a brigade and smaller division battle environment. The basic architecture has been extended to include war-gaming logic as part of the software design, and examples are given that pertain to specific military problems. This capability will allow ABATIS to realize fully the implications of battle space visualization by creating a human computer synergy that encourages both human and machine to generate and evaluate possible courses of action and their consequences. The human performance implications are discussed, and particular attention is directed toward research issues related to terrain visualization, automation, decision making, and cognitive biases.

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