In past posts we have addressed proximity in business: identifying a customer and delivering the product closer to the point of demand. However, we see that proximity extends to other divisions as well.
To expound, the invisible force that has guided the evolution of conflict has been proximity. In warfare, we see that advances in military technology and approaches have primarily focused on three things:
- Point of demand: accurately identifying the target
- Production: producing the force
- Provision: delivering the force
Point of demand
The phrase “man’s best friend” is taken to a new level with the introduction of robot dogs. The semi-autonomous, multipurpose dogs are being implemented first in an Air Force base in Florida.
Similar to playing a video game, the dogs are controlled through a virtual reality headset, which allows the person controlling it to not only see through the dog’s eyes but also communicate through a radio to other troops. With the robot dogs surveying and crossing terrain undesirable to humans or vehicles, the dogs can collect plentiful data that enhances military knowledge.
These advancements ultimately allow the Air Force to identify the target — whether an enemy, weapons, foreign ground, or new territory — in a quicker and safer way.
Working through a crossword puzzle or riddle can be frustrating and taxing. The military also encounters similar difficulties when analyzing and interpreting data, something that can be more valuable than weaponry.
The military has refocused their priorities in the Pentagon: rather than continuing to invest in physical weapon systems, they use data as new ammunition weapon systems. This new direction will produce incomparable value and advantage for the military by allowing knowledge to extend on and off the battlefield.
Virtual reality has taken over the experience of video games. With the Microsoft-designed Individual Integrated Visual Augmentation System (IVAS), virtual reality is introduced into the Army and features technology that you would only expect in Call of Duty video games.
For example, the goggles project tactical maps to cut travel distance, locations of the soldiers using end-user-devices (EUD), hand-placed waypoints that are visible to all members, and their weapon’s scope. The use of the IVAS is revolutionary in warfare because it allows for a quicker, more advanced, productive provision of force and attack on enemies.
Imagine working in a division where robot dogs, advanced data collection, and visual augmented goggles come together as a crucial new set of eyes and ears that serve as a major advantage in battle. Seeking out enemies, finding trench openings through smoke, discovering intel on foreign bases, and prioritizing safety are just the start of the possibilities with this combined technology.
Without the consideration of 1) point of demand, 2) production, and 3) provision in the development of these technologies, warfare would consist of antiquated, undeveloped machinery.