Application of artificial intelligence in wargaming to improve cognitive performance in combined naval battles

Document Type : Research Paper

Authors

1 army

2 null

10.22034/iamu.2023.2015896.2976

Abstract

Background: The lack of power to imagine, understand and learn ethical behavior cannot be compensated by organizational statements or traditional training. Meanwhile, digital simulation technologies such as virtual reality can help to learn moral behavior by providing a platform for imagining the results of actions in a simulated environment and strengthening people's imagination and being able to see things from the perspective of others.
Purpose: The purpose of this study is to investigate the effect of using artificial intelligence in the war game on the cognitive performance of commanders and warriors in future naval battles.
Research method: The current research is exploratory in terms of qualitative methodology and meta-combination. The statistical population of the research consists of authentic qualitative studies published in the field of application of digital simulation technologies (with a focus on virtual reality and augmented reality) in social cognitive learning until 1401.
Findings: five components of unconscious indoctrination, the feeling of pervasive presence in the learning environment, increasing the cognitive processing capacity of abstract and non-experiential concepts, the ability to deeply understand the subject in the simulation environment, strengthening the motivation to learn, improving creativity in relation to the learning topic as the effect of the use of digital simulation technology Based on social cognitive learning, ethical behavior was identified in defense organizations.
Conclusion: digital simulation technologies will be able to create a significant change in social cognitive learning and the development of moral behavior in military organizations by providing the possibility

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