• Title/Summary/Keyword: 가상 지휘

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The Conducting Motion Recognizing System Using Acceleration Sensors for the Virtual Orchestra (가속도 센서를 이용한 지휘 동작 인식 시스템)

  • Son, Dong-Kwan;Lee, Hui-Sung;Noh, Young-Hae;Wohn, Kwang-Yun;Goo, Bon-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.124-129
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    • 2006
  • 음악은 소리를 즐긴다는 뜻을 담고 있다. 감상자에게 단순한 청각적 자극을 넘어 즐거움을 주기 위해선 음악적인 경험이 뒷받침되어야 한다. 가상 현실을 이용한 사용자와 시스템 간의 상호작용을 음악 경험 제공에 접목하려는 시도는, 새로운 경험을 통해 일반인들이 보다 쉽게 음악을 접하고 체험함으로써 음악을 통해 즐거움을 얻을 수 있도록 도움을 주는 데에 그 목적이 있다. 가상 오케스트라를 구현하고 지휘 동작을 재현하는 것은 이러한 가능성을 극대화하는 연구이다. 본 논문에서는 가상 오케스트라를 구현하기 위해 필수적인 중간 단계로, 사용자의 지휘 동작을 감지하여 연주의 박자(속도)를 제어하는 지휘 시뮬레이션 시스템을 제시한다. 실제의 지휘 동작을 분석하고, 동작의 변화를 인식하기 위하여 가속도 센서를 이용, 공간상에서 지휘봉의 움직임을 가속도 정보로 수집하여 이에 상응하는 박자의 제어를 구현한다. 사용자의 박자 명시에 따라 변화하는 상하 방향의 가속도를 센서를 통해 전압 신호로 입력 받고, DSP 의 A/D conversion 모듈에서 디지털 신호로 변환, 일정 수준 이상의 신호를 박자 정보로 직렬통신을 통해 컴퓨터에 전달한다. 컴퓨터에서는 Max/MSP를 이용하여 각 박자 사이의 시간 간격을 측정하고 상응하는 MIDI 음악을 재생하는 방식으로 시스템이 구현된다. 기존 연구에서 사용된 CCD 카메라에 의한 Motion Tracking 을 보완하여 동작의 크기에 따라 음량을 조절한다. 본 논문에서 제시되는 시스템은 지휘 동작에서 가장 특징적으로 나타나는 상하 방향의 급격한 가속도 변화를 직접 입력 받기 때문에 기존 시스템에 비해 지휘 동작의 인식 성공률을 높일 수 있으며, 화상 처리 및 계산에 의한 지연을 최소화할 수 있다. 또한, 장치의 규모를 소형화하여 보다 지휘봉의 형태에 가까운 인터페이스를 제공하며, 적합한 응용 콘텐츠를 접목할 경우 게임 컨트롤러로의 발전 가능성이 있다.

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A Study on Fully Automated OPFOR for 'Next Generation ROKA Wargame Simulation Model' Based on Gamer Behavior (게이머 행동 기반 '차세대 육군 워게임 모의모델'의 완전자동화 대항군 구현에 관한 연구)

  • Lee, Byeong-Ho;Kim, Tae-Ho;Ryu, Jae-Hark;Shin, Young-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.610-613
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    • 2021
  • 육군은 90년대부터 워게임 모의모델을 활용하여 군단 전투지휘훈련, 전구 연합지휘소연습, 사·군단 작전계획 검증을 하였으며, 현재는 차세대 워게임 모의모델을 개발하기 위한 기술적 검토단계에 있다. 워게임 모의모델의 객체인 가상군을 자동화하기 위한 연구는 오래전부터 진행되었으나, 규칙기반 시스템을 적용한 반자동화군에 대한 연구가 일부 진행된 수준이다. 이에 본 논문에서는 게이머 행동패턴을 기반으로 학습한 인공지능으로 차세대 육군 워게임모델의 대항군 기동부대를 완전자동화하는 방안을 제안하였다.

A Study on the Battle Management Language Application for the C4I and M&S Interoperation in ROK Forces (한국군에서의 C4I체계와 M&S 상호운용을 위한 BML 적용에 관한 연구)

  • Jung, Whan-Sik;Lee, Jae-Yeong
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.91-101
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    • 2010
  • Battle Management Language (BML) is defined as an unambiguous language intended to provide for command and control of simulated and live forces in U.S. It has been developed to connect between command and control system and Modeling & Simulation in the U.S., including NATO M&S Working Group. Its goal is to provide situational awareness and offer a path forward for interoperation of C2 systems and simulations. This study deals with BML development in U.S. that begins from army and is being expanded in multinational environment. It also proposes the BML application for C4I and M&S interoperation in the Korean forces. Recent developments of BML in U.S. have shown the potential for interoperation between C2 systems and simulations in a coalition environment. Finally, this study proposes a general BML application method and shows the example of its application to the Korea Joint Command Control System (KJCCS). It provides an architecture and a milestone for BML application in the Korean forces.

A Study on Construction Method of AI based Situation Analysis Dataset for Battlefield Awareness

  • Yukyung Shin;Soyeon Jin;Jongchul Ahn
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.37-53
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    • 2023
  • The AI based intelligent command and control system can automatically analyzes the properties of intricate battlefield information and tactical data. In addition, commanders can receive situation analysis results and battlefield awareness through the system to support decision-making. It is necessary to build a battlefield situation analysis dataset similar to the actual battlefield situation for learning AI in order to provide decision-making support to commanders. In this paper, we explain the next step of the dataset construction method of the existing previous research, 'A Virtual Battlefield Situation Dataset Generation for Battlefield Analysis based on Artificial Intelligence'. We proposed a method to build the dataset required for the final battlefield situation analysis results to support the commander's decision-making and recognize the future battlefield. We developed 'Dataset Generator SW', a software tool to build a learning dataset for battlefield situation analysis, and used the SW tool to perform data labeling. The constructed dataset was input into the Siamese Network model. Then, the output results were inferred to verify the dataset construction method using a post-processing ranking algorithm.

A Study on the Army Tactical C4I System Information Security Plan for Future Information Warfare (미래 정보전에 대비한 육군전술지휘정보체계(C4I) 정보보호대책 연구)

  • Woo, Hee-Choul
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.1-13
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    • 2012
  • This study aims to analyze actual conditions of the present national defense information network operation, the structure and management of the system, communication lines, security equipments for the lines, the management of network and software, stored data and transferred data and even general vulnerable factors of our army tactical C4I system. Out of them, by carrying out an extensive analysis of the army tactical C4I system, likely to be the core of future information warfare, this study suggested plans adaptive to better information security, based on the vulnerable factors provided. Firstly, by suggesting various information security factor technologies, such as VPN (virtual private network), IPDS (intrusion prevention & detection system) and firewall system against virus and malicious software as well as security operation systems and validation programs, this study provided plans to improve the network, hardware (computer security), communication lines (communication security). Secondly, to prepare against hacking warfare which has been a social issue recently, this study suggested plans to establish countermeasures to increase the efficiency of the army tactical C4I system by investigating possible threats through an analysis of hacking techniques. Thirdly, to establish a more rational and efficient national defense information security system, this study provided a foundation by suggesting several priority factors, such as information security-related institutions and regulations and organization alignment and supplementation. On the basis of the results above, this study came to the following conclusion. To establish a successful information security system, it is essential to compose and operate an efficient 'Integrated Security System' that can detect and promptly cope with intrusion behaviors in real time through various different-type security systems and sustain the component information properly by analyzing intrusion-related information.

Developing an XR based Hyper-realistic Counter-Terrorism, Education, Training, and Evaluation System (확장현실(XR) 기반 초실감 대테러 교육훈련체계 구축 방안 연구)

  • Shin, Kyuyong;Lee, Sehwan
    • Convergence Security Journal
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    • v.20 no.5
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    • pp.65-74
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    • 2020
  • Recently, with the rapid development of eXtended Reality(XR) technology, the development and use of education and training systems using XR technology is increasing significantly. In particular, in areas that involve great risks and high costs such as military training and counter-terrorism training, the use of XR based simulators is preferred because they can improve training performance, reduce training costs, and minimize the risk of safety issues that may occur in actual training, by creating a training environment similar to actual training. In this paper, we propose a plan to build and evaluate an XR based hyper-realistic counter-terrorism education, training, and evaluation system to improve the ROK police's ability to respond to terrorist situations using the 5G and AR based Integrated Command and Control Platform previously developed by the Korea Military Academy. The proposed system is designed to improve counter-terrorism capabilities with virtual training for individual and team units based on hyper-realistic content and training scenarios. Futhermore, it can also be used as a on-site command and control post in connection with a simulation training site and an actual operation site.

Gesture Recognition based on Mixture-of-Experts for Wearable User Interface of Immersive Virtual Reality (몰입형 가상현실의 착용식 사용자 인터페이스를 위한 Mixture-of-Experts 기반 제스처 인식)

  • Yoon, Jong-Won;Min, Jun-Ki;Cho, Sung-Bae
    • Journal of the HCI Society of Korea
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    • v.6 no.1
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    • pp.1-8
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    • 2011
  • As virtual realty has become an issue of providing immersive services, in the area of virtual realty, it has been actively investigated to develop user interfaces for immersive interaction. In this paper, we propose a gesture recognition based immersive user interface by using an IR LED embedded helmet and data gloves in order to reflect the user's movements to the virtual reality environments effectively. The system recognizes the user's head movements by using the IR LED embedded helmet and IR signal transmitter, and the hand gestures with the data gathered from data gloves. In case of hand gestures recognition, it is difficult to recognize accurately with the general recognition model because there are various hand gestures since human hands consist of many articulations and users have different hand sizes and hand movements. In this paper, we applied the Mixture-of-Experts based gesture recognition for various hand gestures of multiple users accurately. The movement of the user's head is used to change the perspection in the virtual environment matching to the movement in the real world, and the gesture of the user's hand can be used as inputs in the virtual environment. A head mounted display (HMD) can be used with the proposed system to make the user absorbed in the virtual environment. In order to evaluate the usefulness of the proposed interface, we developed an interface for the virtual orchestra environment. The experiment verified that the user can use the system easily and intuituvely with being entertained.

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Uncertainty Analysis on Wind Speed Profile Measurements of LIDAR by Applying SODAR Measurements as a Virtual True Value (가상적 참값으로써 소다 측정자료를 적용한 라이다에 의한 풍속연직분포 측정의 불확도 분석)

  • Kim, Hyun-Goo;Choi, Ji-Hwi
    • Journal of the Korean Solar Energy Society
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    • v.30 no.4
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    • pp.79-85
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    • 2010
  • The uncertainty in WindCube LIDAR measurements, which are specific to wind profiling at less than 200m above ground levelin wind resource assessments, was analyzed focusing on the error caused by its volume sampling principle. A two-month SODAR measurement campaign conducted in an urban environment was adopted as the reference wind profile assuming that various atmospheric boundary layer shapes had been captured. The measurement error of LIDAR at a height z was defined as the difference in the wind speeds between the SODAR reference data, which was assumed to be a virtually true value, and the numerically averaged wind speed for a sampling volume height interval of $z{\pm}12.5m$. The pattern of uncertainty in the measurement was found to have a maximum in the lower part of the atmospheric boundary layer and decreased with increasing height. It was also found that the relative standard deviations of the wind speed error ratios were 6.98, 2.70 and 1.12% at the heights of 50, 100 and 150m above ground level, respectively.

Rule-Based Engine to support Warships' Text Communication (군 함정 문자 교신 지원을 위한 규칙 기반 엔진 설계)

  • Kim, Gyu-Hwan;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.207-216
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    • 2015
  • The development of IT technology has brought many changes in military operations. For example, the way of transmitting and receiving information from one another has changed. Partiicularly, in the case of the ROK Navy, they utilize encrypted real-time chattig over wire wireless network in operations and tranings. However, text communication is being utilized more in exanging of simple informations, and not for the partical informations required in the operations and exercises, doctrines and guidebooks are still being used in these cases. Therefore, I have designed a rule-based engine which can provide real-time informations by linking ECA rules to text communication, and it has been verified by running virtual scenarios. As a rusult, this engine showed an accuracy of 83%.

A Study of Artificial Intelligence Learning Model to Support Military Decision Making: Focused on the Wargame Model (전술제대 결심수립 지원 인공지능 학습방법론 연구: 워게임 모델을 중심으로)

  • Kim, Jun-Sung;Kim, Young-Soo;Park, Sang-Chul
    • Journal of the Korea Society for Simulation
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    • v.30 no.3
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    • pp.1-9
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    • 2021
  • Commander and staffs on the battlefield are aware of the situation and, based on the results, they perform military activities through their military decisions. Recently, with the development of information technology, the demand for artificial intelligence to support military decisions has increased. It is essential to identify, collect, and pre-process the data set for reinforcement learning to utilize artificial intelligence. However, data on enemies lacking in terms of accuracy, timeliness, and abundance is not suitable for use as AI learning data, so a training model is needed to collect AI learning data. In this paper, a methodology for learning artificial intelligence was presented using the constructive wargame model exercise data. First, the role and scope of artificial intelligence to support the commander and staff in the military decision-making process were specified, and to train artificial intelligence according to the role, learning data was identified in the Chang-Jo 21 model exercise data and the learning results were simulated. The simulation data set was created as imaginary sample data, and the doctrine of ROK Army, which is restricted to disclosure, was utilized with US Army's doctrine that can be collected on the Internet.