It’s a game for the ages — matching pictures with various, obscure descriptions, and finding the combination that works best. In other words, making memes. It’s a card game that brings in the new-age trend of memes — a win-win classic, right?
Here’s how it works: a wordless meme (AKA a picture) is shown to all players. Then participating cardholders choose a description that best suits the image. Choosing from cards in their hand, each player puts forth a description, completing the meme. With each image, a choosing player decides which combo works best. And voila! Making memes, making memories.
Friend and family fun all in one. Better still is that the game can be adjusted to various audiences. Choose expansion packages based on a theme or age levels of players. There are cards that are safe for the whole family, then there are those that are more R-rated and better for all adult players. Pick and choose the expansions that work best for your preferences and players.
The game costs $30 for the original set, with upgrades available at $13 a pop, or custom cards for $20 per order.
A What Do you Meme military expansion?
Unfortunately, no, there’s not yet an all military expansion that can be purchased. However, there are hidden gems that include military mentions throughout. Find these Easter eggs as you play, including those we missed!
Kim Jong-Un — he’s a meme! Choose your situation — and meme description — wisely, folks.
American politicians galore — love them or hate them, they’re included in the game. Feel free to take your feelings out via your worst description card.
Situational cards; after your fresh PCS, for instance: “When you’re about to go out but realize you have no money, no plans, and no friends.” #beenthere
Throwbacks to WWII and how a microwave might sound like the US dropping mad bombs on the Germans, but in fact said microwave is useless for reheating food.
NSFW references to Vietnam as a timeframe for your last date.
Hillary Clinton, let the controversy begin on both sides of the gate. Either way, she’s in the game.
Mentions of barrack life, deployment living, and more.
Create your own! Can’t find what you’re looking for? Have some great jokes about subordinates staying in their own lane? What about PT jokes? Making fun of your officers? Poking fun at new regulations? Good news! All of this and more can be released into the wild — that is, your own expansion pack — via the custom creation option. For $20 plus shipping, you can create 15 of your very own meme + description cards. Get to writing folks, it’s about to get epically wild, military style.
Card games in action
If you’re looking for a fun way to pass the time, What do You Meme can bring some hilarity to your weekend plans. Adapt the game for your age group and audience for a customizable way to laugh and pass the time. It also includes military references for the soldier situations we all know and love (and wish to forget).
Have you played? Tell us your favorite match-up below.
The commander of Air Combat Command and his son fought each other live on a Twitch stream in a combat flight action video game on June 29, 2019.
Gen. Mike Holmes pitted his skill with the F-15 against 1st Lt. Wade Holmes and his F-16 in this exhibition match designed to highlight the Air Force’s pilot community and to answer questions from viewers about military service.
While there was a fair share of air-to-air kills and crashes into the ground for both men, the younger Holmes was the clear winner of the video game version of life in the cockpit.
“This type of alternative interview format is a really great way to engage with our audience,” said Michelle Clougher, chief of the ACC Public Affairs command information division. “We’re always looking for a different way to tell the Air Force story, and these two rock-star pilots have a lot they can share.
“Ten years ago, we never would have thought to have our top fighter pilot play a video game while broadcasting it live to the whole world,” she continued. “But as our technologies evolve, so do we. We must communicate in a way that is meaningful and connects with people.”
US Air Force Gen. Mike Holmes and 1st Lt. Wade Holmes, his son, play a combat flight action video game, at Joint Base Langley-Eustis, Virginia, June 29, 2019.
(US Air Force photo by Emerald Ralston)
Twitch is a live-streaming video service platform introduced in 2011. The service has grown to share video content with more than 15 million daily active users.
During the stream, the Holmeses discussed the Air Force’s current pilot shortage, and explained the importance of air battle managers and the communications from the E-3 AWACS. They also expressed their gratitude for all the service’s crew chiefs and answered various questions about their aircraft, while sharing stories from their careers.
The pilots gave advice for joining the Air Force and compared real flight versus this arcade simulation. And while the general has more than 4,000 hours in a real aircraft — many of those are combat hours — the lieutenant had the edge with this matchup.
One Twitch user even asked the lieutenant to take it easy on his “old man” toward the end of one match.
“I appreciate that,” General Holmes said with a laugh. “I’m going to feign an injury here in a moment.”
“Air Combat Command does not teach me to take pity on my adversary,” replied Lieutenant Holmes as he secured the win.
The stream lasted for approximately one hour, and it can be viewed below:
“Thanks for tuning in,” General Holmes said to wrap up the event. “We enjoyed having a chance to talk to you for a little bit. As the Air Force, we’re trying to reach out to people that could find a home in the Air Force. We hope you’ll consider finding a way to serve your country in some way.”
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
If you’ve never heard of Max Uriarte, you’re in for a treat. He’s the Marine, writer, and artist best known for his comic Terminal Lance, which pokes fun at the Marine Corps from a grunt’s point of view. Now he’s teamed up with The Call of Duty Endowment to create the Call of Duty: “Night Raid” PlayStation 4 Dynamic Theme.
The Call of Duty Endowment “helps veterans find high quality careers by supporting groups that prepare them for the job market and by raising awareness of the value vets bring to the workplace.”
All proceeds from the sale of the Night Raid theme ($2.99) go directly to the endowment to help vets get jobs after service. The Call of Duty Endowment has placed over 57,000 veterans thus far. Their new goal is placing 100,000 veterans into high quality jobs by 2024.
Check out some of the awesome artwork below:
Call of duty Endowment night raid dynamic theme tier 3
Uriarte deployed to Iraq twice with 3rd Battalion, 3rd Marines. In 2007 he operated as a turret gunner out of Fallujah and in 2009 he was a combat photographer out of al Asad. His second deployment left a lasting impact on his civilian career as an artist — or, to be more specific, a Combat Artist.
“Combat Art is the act of capturing beauty in places you wouldn’t normally find it. It…exists solely for the purpose of creating art on the battlefield. When events are filtered through an artist’s eye, they capture things that maybe a camera does not, such as the feelings and emotion of the place or subjects. A photograph is objective — it shows reality. A sketch or a painting is subjective, it shows what the artist interpreted and what the artist saw that maybe no one else did (or could),” Uriarte told Fletcher Black of Activision.
U.S. Marine Max Uriarte (left); ‘Terminal Lance’ Marines Abe Garcia (right)
‘Terminal Lance’ strikes true with Marines — and vets from all branches — who’ve dealt with some of the…color…military service has to offer. The comic makes light of the tedium and nonsense that come with the job.
But Uriarte also has a serious side. His graphic novel, The White Donkey, was based on his combat deployment in Fallujah. His upcoming graphic novel, Battle Born: Lapis Lazuli, promises to be a visceral examination of the effects of war on an Afghanistan province.
Who better to design art for the Call of Duty Endowment than a combat-experienced Marine with an artist’s eye and a creator’s hand?
Call of Duty®: Black Ops 4: C.O.D.E. Jump Pack
You can also support veterans by grabbing the new Call of Duty®: Black Ops 4 – C.O.D.E. Jump Pack, which includes a special wingsuit, parachute, and trail. 100% of the proceeds will go directly toward helping veterans get jobs after their military service.
Check out both the Jump Pack and the “Night Raid” Dynamic Theme on your PlayStation!
Square Enix, the Japanese publisher responsible for games like “Final Fantasy” and “Tomb Raider” just announced delays for its two of its biggest upcoming games, “Marvel’s Avengers” and “Final Fantasy VII Remake.”
“Final Fantasy VII Remake” will be postponed from March 3 to April 10, while “Marvel’s Avengers” has been pushed from a May 15 to September 4. The development teams for both games say the delays will result in a better product down the line — Square Enix has a long history of delaying its blockbuster titles.
“Kingdom Hearts 3” was released in 2019, more than 13 years after Square Enix announced the sequel. Square Enix announced “Final Fantasy XIII Versus” in 2006 but the game spent so long in development that it was eventually rebranded as “Final Fantasy XV” and released in 2016. The two games were generally well received, but fans were left waiting for more than a decade in both cases.
Square Enix’s “Kingdom Hearts 3” spent more than a decade in development.
However, “Final Fantasy VII Remake” covers just the first portion of the original game’s 50-hour story. It’s unclear how Square Enix plans to finish the story, but the development team has promised that “Final Fantasy VII Remake” will be a complete adventure at its price point. “Final Fantasy VII Remake” will release on PlayStation 4 first, with an Xbox release coming in 2021.
Square Enix’s “Avengers” game is set in a new universe.
(“Marvel’s Avengers”/Square Enix)
“Marvel’s Avengers” is Square Enix’s foray into the popular comic book universe. The game takes place in an alternate universe — the Avengers have been outlawed but a young girl with superpowers, Ms. Marvel, inspires Earth’s Mightiest Heroes to reunite to save the world. Fans have had mixed reactions to the game’s earliest trailers, and Square Enix’s Avengers have been criticized for looking like knock-offs from the movies.
“Marvel’s Avengers” will launch just a few months before the PlayStation 5 and Xbox Series X, the next generation of video game consoles. So far the game has only been confirmed for Xbox One, PlayStation 4, and PC, though the new PlayStation and Xbox consoles are rumored to feature backwards compatibility for older games.
This article originally appeared on Business Insider. Follow @BusinessInsider on Twitter.
Video games way oversold the military. Shooter after shooter and strategy game after strategy game promised a career filled with Firebats and thermonuclear grenades, but the actual military turned out to be a lot of hard work using basic tools. Where are the cybernetics and robots and zombie plants?
Turns out, “they’re” working on it. Here are 6 features of video games coming to real combat. Given, you know, the programs are successful
Can’t wait until my future robot partner takes a human hostage and then gives me a creepy wink during the standoff.
What it is: In futuristic games like Titanfall, infantrymen go in with squads of robot soldiers that can carry their own weapons, drawing fire away from their human counterparts and slaying enemy forces like steel grim reapers.
Who’s making it real: DARPA (yeah, they’re going to come up a lot in this article) has the “Agile Teams” program which is tasked with creating mathematical models for assessing human-machine teams and looking for the best balance. Since programs to allow humans and machines work together on the battlefield already exist, DARPA is basically trying to build the measuring stick to assess those teams and improve them before they’re deployed.
In important note: Agile Teams isn’t only, or even mostly, about performance in ground combat. They’re also looking at how to pair robots and humans in analyzing intelligence, fighting a cyber battle, or conducting electronic warfare.
A soldier practices firing with an AimLock system.
(U.S. Army Angie Depuydt)
What it is: Most shooters, even ones that don’t advertise it, have some kind of “aim assist” built into gameplay. Through these systems, the computer makes the shooter just a little more accurate either by moving the targeting reticle slightly towards the enemy when the trigger is pulled or by curving bullets slightly towards targets, counting near-misses as hits.
Who’s making it real: Two groups are actually working on this. The Armament Research, Development and Engineering Center is working on AimLock, which basically takes the two major parts of the weapon (the upper and lower receivers), and separates the upper receiver from the rifleman’s direct control. The shooter pulls the trigger when they’re aimed at their target, the software and motors point the upper receiver at the target, and the round is fired.
Another program in development with the Army Research Lab re-purposes technology originally designed for stroke victims to reduce tremors. In the Mobile Arm Exoskeleton for Firearm Aim Stabilization program, new shooters are attached to a machine that stabilizes their arm while firing, dampening all the little tremors that make a big difference at hundreds of yards. Best of all, the program is shows results — even after the equipment is removed. Firers are becoming 15 percent more accurate after using and then removing MAXFAS.
What it is: In games like Warframe and Borderlands 2, players can work side by side with a murderous drone that kills enemy combatants, seeking out its own targets and watching the life slowly seep out of their human eyes.
Who’s making it real: To be fair, autonomous drones are already real, but they’re mostly good for vain athletes who want their drone to automatically take selfies. This NATO article summarizes a number of programs, mostly U.S. ones, for everything from autonomous wingmen for human pilots to drone swarms for the Air Force, Navy, and Army (yeah, it’s like KitKats — everyone wants a piece).
One fact that the military is generally quick to point out, though, is that all autonomous systems both in development and currently operational, have a “human-in-the-loop” system, meaning that the AI can only recommend targets, it cannot approve lethal action on its own. A human has to give the kill order.
Autonomous supply and medevac drops
What it is: In video games, you rarely have to wait more than a few minutes for a requested resupply to come in. Turn on a lunar beacon in Borderlands 2? Your gear will slam into the ground within seconds. Just Cause 3 lets you select a customized supply loadout, from guns to helicopters, and have it delivered within seconds.
Graphic summarizing the Active Plant Technologies program.
What it is: From Final Fantasy‘s cactaurs to Plants vs. Zombies entire arsenal, video games have lots of examples of awesome plants. Plant 42 from Resident Evil can even eat humans and, potentially, turn them into zombies.
Who’s making it real: While DARPA is shamefully refusing to investigate the strengths of the T-virus in plant life, they are working with industry to propel the Advanced Plant Technologies program, where plants are modified to act as sensors, changing physical traits when in the presence of certain chemicals, pathogens, radiations, or electromagnetic signals. So, if you want to know whether the Wizard of Oz is still making nukes, just check the poppy fields.
Tactical Augmented Reality System screenshot
What it is: Nearly every first person shooter has a heads up display, a bit of information on the screen with everything from a minimap to an ammo count. See: Call of Duty, Counter-Strike, etc.
Who’s making it real: Lots of groups are working on different aspects of it, but the Army’s Communications-Electronics Research, Development, and Engineering Center and the Army Research Lab have debuted a pretty impressive prototype called Tactical Augmented Reality that can display the locations of allies and known adversaries as well as comms info and navigation.
A four-man team of soldiers sits in a nondescript building on Fort Belvoir, Va., each at his own desk, surrounded by three monitors that provide them individual, 3D views of an abandoned city.
On screen, they gather at the corner of a crumbling building to meet another team — represented by avatars — who are actually on the ground in a live-training area, a mock-up of the abandoned city. They’re all training together, in real time, to prepare for battles in dense urban terrain.
That’s the central goal of the Synthetic Training Environment (STE) — immersive, integrated virtual training — presented during a Warriors Corner session at the 2018 Association of the United States Army (AUSA) Annual Meeting and Exposition in Washington. The Army has been working toward this kind of fully immersive training experience for decades, and leadership hopes to have it operational as early as 2025.
In May 1993, Army RDA Bulletin dedicated several articles to the concept and execution of distributed interactive simulation (DIS), “a time and space coherent representation of a virtual battlefield environment” that allowed warfighters across the globe to interact with one other as well as computer-generated forces, according to John S. Yuhas, author of the article “Distributed Interactive Simulation.”
Better, faster, stronger
While the name of the program seems to emphasize individual simulation units, its overarching purpose was to bring together thousands of individuals and teams virtually in real time. Central to DIS was the idea of interoperable standards and protocol, allowing each community — “trainer, tester, developer, and acquisitioner” — to use the others’ concepts and products, Maj. David W. Vaden wrote in “Vision for the Next Decade.”
The article explained that “distributed” referred to geographically separated simulations networked together to create a synthetic environment; “interactive” to different simulations linked electronically to act together and upon each other; and “simulation” to three categories — live, virtual and constructive. Live simulations involved real people and equipment; virtual referred to manned simulators; and constructive referred to war games and models, with or without human interaction.
DIS has much in common with STE. Both provide training and mission rehearsal capability to the operational and institutional sides of the Army (i.e., soldiers and civilians). They even share the same training philosophy: to reduce support requirements, increase realism and help deliver capabilities to the warfighter faster.
Users of STE will train with live participants and computer simulations, with some units training remotely. However, STE takes virtual reality training to a new level altogether by incorporating advances in artificial intelligence, big data analysis and three-dimensional terrain representation.
Current training simulations are based on technologies from the 1980s and ’90s that can’t replicate the complex operational environment soldiers will fight in. They operate on closed, restrictive networks, are facilities-based and have high overhead costs for personnel, Maj. Gen.
Maria R. Gervais, commanding general for the U.S. Army Combined Arms Training Center and director of the STE Cross-Functional Team, said in an August 2018 article, “The Synthetic Training Environment Revolutionizes Sustainment Training.”
Those older technologies also can’t support electronic warfare, cyberspace, and megacities, the article explained. For example, soldiers in the 1990s could conduct training using computers and physical simulators — like the ones showcased in Charles Burdick, Jorge Cadiz and Gordon Sayre’s 1993 “Industry Applications of Distributed Interactive Simulation” article in the Army RDA Bulletin-but the training was limited to a single facility and only a few networked groups; the technology wasn’t yet able to support worldwide training with multiple groups of users in real time, like the Army proposes to do with the STE.
Gervais presented a promotional video during “Warriors Corner #13: Synthetic Training Environment Cross-Functional Team Update,” which said the STE will provide intuitive and immersive capabilities to keep pace with the changing operational environment. The STE is a soldier lethality modernization priority of the U.S. Army Futures Command.
“With the STE, commanders will conduct tough, realistic training at home stations, the combat training centers and at deployed locations. The STE will increase readiness through repetition, multi-echelon, multidomain, combined arms maneuver and mission command training. And most importantly, the STE will train soldiers for where they will fight,” said Gen. Robert B. Abrams, then-commanding general of U.S. Army Forces Command, in the same video. Abrams is now commander of United Nations Command, Combined Forces Command, U.S. Forces Korea.
Today, simulations in the integrated training environment do not provide the realism, interoperability, affordability and availability necessary for the breadth of training that the Army envisions for the future. The STE will be able to do all that — it will be flexible, affordable and available at the point of need.
“This video helps us get to shared understanding, and also awareness of what we’re trying to achieve with the synthetic training environment,” Gervais said during the AUSA presentation. “But it also allows us to understand the challenges that we’re going to face as we try to deliver this.”
“We don’t have the right training capability to set the exercises up,” said Mike Enloe, chief engineer for the STE Cross-Functional Team, during the presentation. “What I mean by that is that it takes more time to set up the systems that are disparate to talk to each other, to get the terrains together, than it does to actually have the exercise go.”
The Synthetic Training Environment will assess Soldiers in enhancing decision-making skills through an immersive environment.
(US Army photo)
The Army’s One World Terrain, a 3D database launched in 2013 that collects, processes, stores and executes global terrain simulations, has been the “Achilles’ heel” of STE from the start, Enloe said. The Army lacks well-formed 3D terrain data and therefore the ability to run different echelons of training to respond to the threat. The database is still being developed as part of the STE, and what the Army needs most “right now from industry is content … we need a lot of 3D content and rapid ways to get them built,” Enloe said. That means the capability to process terrain on 3D engines so that it can move across platforms, he said, and steering clear of proprietary technologies. The STE is based on modules that can be changed to keep up with emerging technologies.
The Army also needs the ability to write the code to develop the artificial intelligence that will meet STE’s needs — that can, to some extent, learn and challenge the weaknesses of participants, he said.
Retired Gen. Peter W. Chiarelli, 32nd vice chief of staff of the Army, emphasized during the presentation that the Army needs to move away from the materiel development of the STE and focus on training as a service. “I believe that a training environment should have two critical aspects to it,” he said: It should be a maneuver trainer, and it should be a gunnery trainer.
Changing the culture
Brig. Gen. Michael E. Sloane, program executive officer for Simulation, Training, and Instrumentation (PEO STRI), said the leadership philosophy of STE’s development is about fostering culture change and getting soldiers capabilities faster. “We have to be proactive; the [cross-functional teams] have to work together with the PEOs, and we’re doing that,” he said. “Collectively, we’re going to deliver real value to the soldier, I think, in doing this under the cross-functional teams and the leadership of the Army Futures Command.”
Many organizations are involved with STE’s development. The U.S. Army Combined Arms Center-Training and the U.S. Army Training and Doctrine Command capability managers are working requirements and represent users. PEO STRI is the materiel developer. The U.S. Army Maneuver Center of Excellence is responsible for the infantry, armor and combined arms requirement. And finally, the assistant secretary of the Army for acquisition, logistics and technology (ASA(ALT)) serves as the approval authority for long-range investing and requirements.
With the Futures Command and ASA(ALT) collaborating throughout the development of STE, Sloane believes the Army will be able to reduce and streamline acquisition documentation, leverage rapid prototyping, deliver capabilities and get it all right the first time.
Soldiers prepare to operate training technologies during the STE User Assessment in Orlando, Fla., in March 2018.
(Photo by Bob Potter)
Gervais reminded the AUSA audience in October that she had spoken about STE at the annual meeting two years ago, explaining that the Army intends to use the commercial gaming industry to accelerate the development of STE. “I did not believe that it couldn’t be delivered until 2030. I absolutely refused to believe that,” she said. In 2017, the chief of staff designated STE as one of the eight cross-functional teams for Army modernization, aligning it with soldier lethality.
Since then, STE has made quite a bit of progress, Gervais said. The initial capability document for the Army collective training environment, which lays the foundation for STE, was approved in 2018. The Army increased its industry engagement to accelerate the development of STE, according to Chief of Staff of the Army Gen. Mark A. Milley’s direction, which led to the awarding of seven other transaction authority agreements for One World Terrain, followed by a user assessment in March 2018. In June, Secretary of the Army Dr. Mark T. Esper and Milley codified STE in their vision statement. “We’re postured to execute quickly,” Gervais said.
In the meantime, she said, there has been a focused effort to increase lethality with a squad marksmanship trainer in the field to allow close combat soldiers to train immediately. The Army also developed a squad immersive virtual trainer. “We believe we can deliver that [squad immersive trainer] much quicker than the 2025 timeframe,” she said.
STE is focused on establishing common data, standards and terrain to maximize interoperability, ease of integration and cost savings, Gervais said. With the right team effort and coordination, she believes STE can be delivered quickly. Perhaps in a few short years, STE can achieve the lofty goal that DIS had for itself, according to Yuhas: Revolutionize the training and acquisition process for new weapon systems.
On April 15th, 2018, one of the finest Marines to ever grace Hollywood, R. Lee Ermey, passed away. He left behind a legacy that will stand the test of time, portraying troops and veterans in a positive light while connecting civilians to the military by being a cinematic icon.
Nearly every time pop culture alludes to the military, they’re inadvertently referencing his works — typically because of his incredibly popular role in Full Metal Jacket. Blizzard Entertainment’s legendary World of Warcraft is no exception to that rule.
In fact, the newest expansion, World of Warcraft: Battle for Azeroth, features an entire series of quests dedicated to the Gunny himself.
You know, actual Marine Corps stuff.
Over the years, the game has included a total of three nods to his works. First, there’s a character exclusive to Halloween-time events named Sergeant Hartman that aids you in your fight against a fiendish Headless Horseman. There’s a dwarf named Gunny at Honor Hold that makes snarky comments about the player, according to your character’s in-game rank. And there’s a Lieutenant Emry, a misspelling of Ermey’s name, that offers the player a quest to take a beach from the Horde like any good Marine would.
But all of those characters were simply flavor NPCs — none of them really added anything to the story and they were more or less based off of Gunny Hartman, not Ermey himself. The fourth and most recent tribute character pulls nods from his life, sprinkling in just a bit of Full MetalJacket. Since the latest expansion is very heavy on Naval themes, much of your time is spent landing on beaches.
And this nice little riff that would have made Ermey proud. You may be gone, but you’ll never be forgotten.
To begin the quest, you must first play on the Alliance, reach level 110, and begin the War Campaign. You’ll be given three sites to invade the Horde-controlled Zandalar. From these options, you’ll need to pick desert location, Vol’Dun. This is where you meet Sergeant Ermey of the 7th Legion — a human character bearing a striking resemblance to our beloved Gunnery Sergeant Ermey sporting an alliance-themed campaign hat.
Your very first mission is called “Ooh Rah!” and requires you to storm the beaches with Sergeant Ermey to secure a beachhead for the Alliance. Once you’ve killed your requisite number of baddies, Sergeant Ermey has another quest called “Honor Bound,” during which you need to go behind enemy lines to rescue a missing Marine, Private James.
As you work to locate and rescue the private, Ermey delivers plenty of heartfelt lines, waxing on about how he’ll never leave a comrade behind. A few slain creatures, inspected items, and explored areas later, you eventually save him. Once freed and ready to return, Private James will thank you and Sergeant Ermey. For all of his sentiment, when the moment finally comes, Ermey responds with a simple, “You better square yourself away, Private.”
To watch the scenario play out, check out this clip.
Tensions over a potential war between North Korea and the United States are mounting every day.
The “hermit kingdom” is boasting through its state propaganda that it could destroy America. Any claim by North Korean Foreign Minister Ri Yong-ho to “create a balance of power with the U.S.” is considered laughable.
But in an astounding claim, Pyongyang’s version of Pravda (fun fact: pravda means “truth” in Russian) says it can destroy the US in many different ways, but most notably with an electromagnetic pulse weapon.
Whether or not this claim is true, here’s a breakdown of what their military actually looks like. They have around a million active duty personnel using cheaper versions of an AK-47 (Type 88), 67 year old fighter aircraft, and dwindling allies.
An impressive claim, by 2017 military standards, is its two satellites in orbit. It’s debatable if they actually have an EMP device on them, but it is known that nuclear weapons also give off an an EMP blast on detonation.
The concerns of their nuclear capabilities, non-state allies, artillery and rocket launchers are real. Even if their nuclear warheads could theoretically reach the US, the devastation it would cause to our allies is the only reason they haven’t been obliterated and South Korea hasn’t become a island yet.
Former Rep. Roscoe Bartlett (R-MD) said during hearings before the 2008 Congressional EMP Commision that he believes that a electromagnetic pulse weapon detonated in Nebraska could kill 9 out of 10 people in the aftermath and ensuing chaos.
This lead former CIA director R. James Woolsey to say in an op-ed piece for The Hill that one of two North Korean satellites could deliver such a blast.
Problem with this is that Bartlett was directly quoting an early release of William R. Forstchen’s “One Second After” — a science fiction novel about the collapse of society. But as we all know, emotions beat facts in fear mongering.
Can a video game help the U.S. Navy find future operators for its remotely operated, unmanned vehicles (UxV), popularly called drones?
To find out, the Naval Aerospace Medical Institute and Adaptive Immersion Technologies, a software company, are developing a computer game to identify individuals with the right skills to be UxV operators. The project, sponsored by the Office of Naval Research (ONR), is called StealthAdapt.
“The Navy currently doesn’t have a test like this to predict who might excel as UxV operators,” said Lt. Cmdr. Peter Walker, a program officer in ONR’s Warfighter Performance Department. “This fast-paced, realistic computer simulation of UxV missions could be an effective recruitment tool.”
Since the wars in Afghanistan and Iraq began, UxV have played ever-larger roles in intelligence, surveillance and reconnaissance, and other missions. Consequently, there’s an increasing need for well-trained UxV operators.
In recent years, the Air Force established its own formal screening process for remotely piloted aircraft operators, and the Marine Corps designated an unmanned aviation systems (UAS) career path for its ranks.
The Navy, however, doesn’t have an official selection and training pipeline specifically for its UxV operators, who face challenges unique to the service. For UAS duty, the Navy has taken aviators who already earned their wings; provided on-the-job, UAS-specific training; and placed them in temporary positions.
However, this presents challenges. It’s costly and time-consuming to add more training hours, and it takes aviators away from their manned aircraft duties. Finally, the cognitive skills needed for successful manned aviation can vary from those needed for unmanned operators.
(U.S. Air Force photo by Staff Sgt. Brian Ferguson)
StealthAdapt is designed to address this issue. It consists of a cognitive test, personality assessment, and biographical history assessment. The cognitive exam actually is the game-based component of the system and takes the form of a search-and-rescue mission. Each player’s assignment is to rescue as many stranded friendly forces as possible, within a pre-set time limit, while avoiding fire from hostile forces.
If that’s not stressful enough, players must simultaneously monitor chat-based communications, make sure they have enough fuel and battery power to complete missions, memorize and enter authentication codes required for safe rescue of friendlies, decode encrypted information, and maintain situational awareness.
“We’re trying to see how well players respond under pressure, which is critical for success as an unmanned operator,” said Dr. Phillip Mangos, president and chief scientist at Adaptive Immersion Technologies. “We’re looking for attention to detail, the ability to multitask and prioritize, and a talent for strategic planning — thinking 10 moves ahead of your adversary.”
To maintain this pressure, players complete multiple 5- to 10-minute missions in an hour. Each scenario changes, with different weather, terrain, number of friendlies and hostiles, and potential communication breakdowns.
After finishing the game portion, participants answer questions focusing on personality and biographical history. Mangos’ team then crunches this data with game-performance metrics to create a comprehensive operator evaluation.
In 2017, over 400 civilian and military volunteers participated as StealthAdapt research subjects at various Navy and Air Force training centers. Mangos and his research team currently are reviewing the results and designing an updated system for validation by prospective Navy and Air Force unmanned operators. It will be ready for fleet implementation in 2018
Mangos envisions StealthAdapt serving as a stand-alone testing and recruitment tool, or as part of a larger screening process such as the Selection for UAS Personnel, also known as SUPer. SUPer is an ONR-sponsored series of specialized tests that assesses cognitive abilities and personality traits of aspiring UxV operators.
In the game series Fallout, one of the weapons most coveted by players is a portable mini-nuke launcher that, as you might imagine, is capable of destroying basically anything it touches. It fits perfectly within the game’s theme of roaming across the apocalyptic wasteland, dispensing wanton destruction.
Bethesda, the developers behind Fallout, weren’t just pulling something out of thin air when they designed the digital weapon. In the late 1950s, when the threat of nuclear war with the Soviets was lurking around the corner, the U.S. actually created a functioning mini-nuke launcher of their very own.
It was called the M-29 Davy Crockett Weapon System. And the reason it never really made it out of initial testing was because it was probably the most poorly designed weapon system the U.S. military ever thought would work.
The Davy Crockett was a recoilless, smooth-bore gun, operated by a three-man crew, that fired a nuclear projectile. In theory, this weapon gave a small squad the ability to decimate enemy battalions with an equivalent yield of 20 tons of TNT — or roughly the same firepower as forty Tomahawk cruise missiles.
The maximum effective range of the Davy Crockett was about a mile and a half. Anything within a quarter-mile radius of the explosion would receive a fatal dosage of radiation. Anything within 500 feet of the epicenter of the blast would be completely incinerated.
It was so portable that it could either be attached to the back of a Jeep or given to paratroopers for airborne insertion. The weapon technically worked, but not without a bevy of significant problems.
The first major flaw was the aiming. The launcher was flimsy when compared to the immense weight of munitions, so it was prone to toppling over at any moment. It had an unreliable height-of-burst dial, so accurate detonations were nearly impossible. It also didn’t have an abort function, which meant that as soon as it was fired, it’d have to detonate.
To make matters worse, the previously stated half-mile kill radius was only accounted to instant death by radiation. As we’ve learned, being downwind of a nuclear blast almost certainly meant death — maybe not right away, but eventually. So, the three-man crew firing the Davy Crockett, who had at most one mile of safety, could only fire and pray that the winds didn’t turn against them.
For more information on why mini-nukes were an awful idea, check out the video below:
When the Playstation 2 was first released to the public, it was said the computer inside was so powerful it could be used to launch nuclear weapons. It was a stunning comparison. In response, Iraqi dictator Saddam Hussein opted to try and buy up thousands of the gaming consoles – so much so the U.S. government had to impose export restrictions.
But it seems Saddam gave the Air Force an idea: building a supercomputer from many Playstations.
Just 10 years after Saddam Hussein tried to take over the world using thousands of gaming consoles, the United States Air Force took over the role of mad computer scientist and created the worlds 33rd fastest computer inside its own Air Force Research Laboratory. Only instead of Playstation 2, the Air Force used 1,760 Sony PlayStation 3 consoles. They called it the “Condor Cluster,” and it was the Department of Defense’s fastest computer.
The USAF put the computer in Rome, New York near Syracuse and intended to use the computer for radar enhancement, pattern recognition, satellite imagery processing, and artificial intelligence research for current and future Air Force projects and operations.
Processing imagery is the computer’s primary function, and it performs that function miraculously well. It can analyze ultra-high-resolution images very quickly, at a rate of billions of pixels per minute. But why use Playstation consoles instead of an actual computer or other proprietary technology? Because a Playstation cost 0 at the time and the latest and greatest tech in imagery processing would have run the USAF nearly ,000 per unit. Together, the Playstations formed the core of the computer for a cost of roughly million.
The result was a 500 TeraFLOPS Heterogeneous Cluster powered by PS3s but connected to subcluster heads of dual-quad Xeons with multiple GPGPUs. The video game consoles consumed 90 percent less energy than any alternative and building a special machine with more traditional components to create a processing center, the Air Force could have paid upwards of ten million dollars, and the system would not have been as energy-efficient.
It was the Playstation’s ability to install other operating systems that allowed for this cluster – and is what endangered the program.
If only Saddam had lived to see this…
In 2010, Sony pushed a Playstation firmware update that revoked the device’s ability to install alternate operating systems, like the Linux OS the Air Force used in its supercomputer cluster. The Air Force unboxed hundreds of Playstations and then imaging each unit to run Linux only to have Sony run updates on them a few weeks later. The Air Force, of course, didn’t need the firmware update, nor could Sony force it on those devices. But if one of the USAF’s Playstations goes down, it would be the end of the cluster. Any device refurbished or newly purchased would lack the ability to run Linux.
The firmware update was the death knell for the supercomputer and others like it that had been produced by academic institutions. There was never any word on whether Saddam ever created his supercomputer.
Over 6,500 soldiers are already hoping to be part of a new Army esports team that will compete in video game tournaments nationwide in an effort to attract potential recruits.
“It’s essentially connecting America to its Army through the passion of the gaming community,” said Sgt. 1st Class Christopher Jones, NCO-in-charge of the budding team.
About 30 soldiers are expected to be picked for the team and some of the first positions could be filled summer 2019. Only active-duty and Reserve soldiers are currently allowed to apply.
Those chosen will be assigned to the Marketing and Engagement Brigade for three years at Fort Knox, Kentucky, where the Army Recruiting Command is headquartered.
More than 6,500 Soldiers have already applied to join the Army esports team, which was created to boost recruiting efforts in the gaming community.
(Photo by Staff Sgt. Ryan Meaux)
While they will not become recruiters, team members will receive a crash course on Army enlistment programs to answer questions from those interested in learning about the service.
Once built up, the team will fall under an outreach company that will also include an Army rock band and a functional fitness team.
Not everyone on the team will compete. Those who will may train up to six hours per day on video games, Jones said, adding that gameplay sessions would be live streamed or recorded for spectators to watch.
Esports has ballooned in popularity in recent years with millions of followers.
In August 2018, the Washington Post reported that esports could generate about 5 million in revenue this year in North America. In 2017, a major esports tournament in China also drew a peak of more than 106 million viewers — roughly the same number of those who watched 2018’s Super Bowl.
“It’s something really new and it’s been gaining a lot of steam,” Jones said.
While on the team, soldiers will still conduct physical training, weapons qualifications and other responsibilities that come with being a soldier. They will also have to maintain certifications in their military occupational specialty.
“Outside of that, there will be esports training,” Jones said. “So whatever game they’re playing in, they’ll not only be playing it, but be coached in it to get better.”
The team, he said, shares a similar concept to that of other Army competitive teams that continually train, such as the Golden Knights parachute team, World Class Athlete Program and Army Marksmanship Unit.
“Esports is like traditional sports,” he said. “Nobody can just walk in and expect to play at a competitive level.”
The Army, he said, already has talented gamers out there who can compete in events.
in January 2019, a few soldiers competed at PAX South in San Antonio as a way to introduce Army esports to the greater gamer community.
A few Soldiers competed at PAX South in San Antonio as a way to introduce Army esports to the greater gamer community Jan. 18-20, 2019.
(Photo by Staff Sgt. Ryan Meaux)
In one of the events, a Street Fighter V tournament, two soldiers placed first and second.
“This is the perfect opportunity to showcase not only to the Army, but to the civilian populace and the esports industry that we also have what it takes,” Jones said of the events.
Recruiters from the San Antonio Recruiting Battalion also joined them and were able to generate some leads with potential recruits, he added.
There are plans to do the same at the PAX East exposition in Boston in late March 2019.
As a gamer and a recruiter himself, Jones said the team can help bridge the civilian-military gap by breaking down misconceptions some young people may have about the Army.
Being able to play their favorite video games with others who share the same passion is also a bonus.
“For a lot of soldiers, to include myself, it’s like a dream come true,” Jones said. “This is just one of those ways we can start the conversation.”
So Santa is gonna hook you up with a new console? In that case, you need a new gaming headset. Think of it as a gift for yourself. A gift you deserve. And one you can’t pass up, because you truly can’t beat these Black Friday prices on everything from Xbox headsets to PS4 headphones.
One of the most beloved gaming headsets you can buy if you love your PS4, and it’s down from 9.99.
SteelSeries Arctis Pro + GameDAC Wired Gaming Headset
When you’re ready to up your gaming game, get this stellar headset. You get audiophile-grade sound quality, and a bidirectional microphone that gives you studio quality voice clarity, plus background noise cancelation. It works with PS4 and PC.
This wireless gaming headset has killer 7.1-channel surround sound and is normally 9.99.
The fully immersive sound aside, we dig this gaming headset because it’s also mad-comfortable and made with memory foam. It’s not wireless, but its eight foot long cable makes it very user-friendly. It can connect to PS4 Pro, PC and any other devices that support USB sound. You can get a jack to plug it into your phone or the Xbox.
This wireless gaming headset normally runs you 9.99.
This gaming headset instantly syncs with Xbox wireless technology and connects directly to your Xbox One console and configures on its own. It’s also compatible with Sony PS4, PlayStation 4, PC, Mac, Windows, iOS Android, PlayStation 4, Nintendo Switch, iPad, 3DS, and PS Vita. Yeah. It has a dual microphone with advance noise cancellation to reduce noise.
Normally 9.99, this gaming headset has best-in-class speaker drivers with high-density neodymium magnets.
SteelSeries Arctis Pro High Fidelity Gaming Headset
If you’re hungry for the best in sound quality and comfort, take a look at this gaming headset. It has a self-adjusting ski goggle headband that contours to your head. It works with PC, PS4, Xbox One, Nintendo Switch, Mac, VR, and mobile.
This article originally appeared on Fatherly. Follow @FatherlyHQ on Twitter.