Session 10 - Cyber warfare compared to fourth and fifth generation warfare as applied to the internet

Presenters

Samuel Liles

Location

University of Nevada Las Vegas, Stan Fulton Building

Start Date

2-6-2007 10:30 AM

End Date

2-6-2007 10:40 AM

Description

The aspects of societal wide warfare occurring utilizing the technologies of the Internet for dissemination and recruitment by entities has been well studied. What has not been studied is the use of adversaries systems of communication, education, and entertainment to assess and gather intelligence. The utilization of the adversaries systems allows for real time knowledge of the adversaries intent and relativistic knowledge gathering from detailed information leakage of organizations. The use of colloquially known Web 2.0 and Web 3.0 technology tools such as massive multiplayer online role playing games, web forum and online communities, simulated first person environments all lead to real world issues in national conflict. The myriad uses of these tools create a gap in intelligence analysis and understanding of tertiary effects on society.

Keywords

Cyberterrorism; Cyber warfare; Intelligence gathering; Intelligence service; Internet in espionage; Social networking; Social networks; Web 2.0; Web 3.0

Disciplines

Defense and Security Studies | Digital Communications and Networking

Language

English

Permissions

Use Find in Your Library, contact the author, or use interlibrary loan to garner a copy of the article. Publisher copyright policy allows author to archive post-print (author’s final manuscript). When post-print is available or publisher policy changes, the article will be deposited


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Jun 2nd, 10:30 AM Jun 2nd, 10:40 AM

Session 10 - Cyber warfare compared to fourth and fifth generation warfare as applied to the internet

University of Nevada Las Vegas, Stan Fulton Building

The aspects of societal wide warfare occurring utilizing the technologies of the Internet for dissemination and recruitment by entities has been well studied. What has not been studied is the use of adversaries systems of communication, education, and entertainment to assess and gather intelligence. The utilization of the adversaries systems allows for real time knowledge of the adversaries intent and relativistic knowledge gathering from detailed information leakage of organizations. The use of colloquially known Web 2.0 and Web 3.0 technology tools such as massive multiplayer online role playing games, web forum and online communities, simulated first person environments all lead to real world issues in national conflict. The myriad uses of these tools create a gap in intelligence analysis and understanding of tertiary effects on society.