# INFO-FOM

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This INFO-FOM draft is shared for discussion purposes. It is not a standard and may change.
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### Why an INFO-FOM?

Traditional FOMs such as **RPR-FOM** or the **NETN suite** provide strong foundations for interoperability in distributed simulation. However, they are limited when it comes to representing the **information environment** - the interplay of narratives, audiences, memory, and influence.

Conducttr has developed an **INFO-FOM draft** to fill this gap. It enables simulations to model:

* **Narratives and symbols** (the building blocks of influence)
* **Audience states** (attitudes, beliefs, dispositions, morale)
* **Memory and salience** (what information persists, what fades)
* **Information events** (disinformation, media amplification, symbolic acts)

This makes INFO-FOM a bridge between **cognitive modelling** and **HLA Evolved interoperability**, allowing information effects to be represented alongside kinetic and cyber effects.

### Relationship to Existing Standards

INFO-FOM is designed to be **complementary**:

* Extends **NETN-BASE** with focus on audience and narrative.

### Scope

The INFO-FOM draft introduces extensions in three main areas:

* **Audience and Actor State Representation**
* **Narratives, Events, and Collective Action**
* **Injects and Scenario Control**

#### 1. **Audience and Actor State Representation**

The module defines both **static descriptors** (identity, affiliation, role) and **dynamic state attributes** (morale, disposition, emotional state, memory, beliefs, attitudes) for **Audiences** (population groups) and **Actors** (individuals).

* **AudienceState** includes morale, disposition level, emotional state, participation rate, belief and attitude structures, and symbolic memory traces.
* **ActorState** mirrors this at the individual level, enabling fine-grained modelling of key personas or leaders.
* Both use JSON-encoded fields to flexibly capture belief systems, attitudes, and memory states, while maintaining interoperability through HLA standard datatypes.

This allows federates to track **how populations perceive, remember, and respond** to narrative events in real time.

#### 2. **Narratives, Events, and Collective Action**

The module defines  a dedicated class of **narrative-driven interactions**:

* **NarrativeEvent**: Represents messages, media broadcasts, symbolic acts, or zone triggers that may shift audience or actor states. Each event carries metadata such as origin, channel, emotional energy, and target audience.
* **Event**: Provides an **objective, factual record** of occurrences, separate from narrative framing, ensuring traceability between injects and state updates.
* **CollectiveAction**: Captures group behaviours (e.g., demonstrations, online campaigns, symbolic protests) and links them back to participating audiences.

This makes it possible to simulate not only **information injects**, but also their **observable consequences** in terms of population behaviour.

#### 3. **Injects and Scenario Control**

To support experimentation and training, the FOM defines **inject interactions** that can alter state directly:

* **AudienceStateInject** and **ActorStateInject** allow other platforms to directly modify morale, beliefs, attitudes, or memory.
* **ScenarioInject** provides inject for **pre-planned event lists** (MEL/MIL) allows start, pause, resume, stop, reset.
* **InjectResult** is an optional feedback mechanism to confirm inject has been received (suitable for debugging).&#x20;

This allows more direct control over audience & activity activity.

### Download

{% file src="/files/dYIuzVrZSgthSen2OrIM" %}

### Next Steps

We are sharing this draft to:

* Invite feedback from the defence simulation and IO/StratCom community.
* Encourage partners and clients to consider how **cognitive and narrative effects** can be simulated in HLA federations.

If you’d like to discuss the INFO-FOM draft, please contact us at <support@conducttr.com>


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