• Title/Summary/Keyword: 모의훈련

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Virtual Tactical Map : Military Briefing Tools for Virtual Training based on Augmented Reality (가상 전술 지도 : 증강현실에 기반한 군사 훈련 브리핑 도구)

  • Jung Kyung-Boo;Lee Sang-Won;Choi Byung-Uk;Jeong Seung-Do
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.4C
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    • pp.341-350
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    • 2006
  • The sand table training is one of the most effective training method in military operations which can accomplish missions such as simulation and rehearsal without limitations related to time, space, money and so on. Previous sand table training has many problems like that the sand table cannot represent real field condition because of its physical properties. So, it is hard to be preserved and impossible to include much of information into them. In this paper, we make an approach based on Augmented Reality(AR) to solve these problems and propose an efficient military training briefing tool with virtual sand table environment described as actual battle field Virtual Tactical Map(VTM) can realize a virtual military training with simple action like moving marker or tangible interface by hand. Real-time state information of VTM gives us more organic intelligence for entire situation. Tangible AR interface provides users with a contents authoring tool that is natural, intuitive and easy to deal with as interaction between user in real world and system that augmented real world with virtual object. VTM is a newly designed military training briefing tools. A military training content can be reproduced and it is possible that user uses this content later. Thus, it shows us potential possibilities of AR applications on military leaning field.

The Design and implementation of LVC Integrated Architecture Technology building division-level L-V-C Interoperability Training System (사단급 L-V-C연동훈련체계 구축을 위한 LVC통합아키텍쳐기술 설계 및 구현)

  • Won, Kyoungchan;Koo, JaHwan;Lee, Hojun;Kim, Yong-Pil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.334-342
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    • 2021
  • In Korea, the training is performed through independent environments without interoperability among L-V-C systems. In the L system, training for large units is limited due to civil complaints at the training grounds and road restrictions. The V system is insufficient in training related to tactical training, and the C system lacks practicality due to a lack of combat friction elements. To achieve synchronicity and integration training between upper and lower units, it is necessary to establish a system to ensure integrated training for each unit by interoperating the currently operating L, V, and C systems. The interoperability between the C-C system supports Korea-US Combined Exercise. On the other hand, the actual development of the training system through the interoperability of L, V, and C has not been made. Although efforts are being made to establish the L, V, and C system centering on the Army, the joint composite battlefield and LVC integrated architecture technology are not yet secured. Therefore, this paper proposes a new plan for the future training system by designing and implementing the LVC integrated architecture technology, which is the core technology that can build the L-V-C interoperability training system. In conclusion, a division-level L-V-C interoperability training system can be established in the future by securing the LVC integrated architecture technology.

인트라넷(intranet)을 이용한 경영모의게임(Business Simulation Game)의 활용 및 효과

  • 김광용;이재호;이승렬
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1997.10a
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    • pp.68-70
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    • 1997
  • 본 연구의 목적은 정보산업의 발달로 급변하고 있는 교육환경하에서 인트라넷(intranet)을 활용한 경영모의게임(Business Simulation Game)의 활용방안을 제시하고, 이러한 수업이 갖는 장점 및 수업효과에 미치는 영향을 조사하였다. 즉, 학생들이 팀을 이루어 게임을 하는데 있어 남녀별, 직장경험별, MBTI의 특성 별, 팀 구성원의 수의 차이에 따른 게임 성과 및 수업효과와의 상호관계를 실증적으로 비교, 연구하여, 궁극적으로는 한국교육실정에 맞는 인트라넷을 이용한 경영 모의 게임의 개발을 그 목적으로 하고 있다. 근래에 정보 및 통신기술의 발전과 인터넷 사용의 보편화로 여러 가지 학문 분야에서 정보화 및 국제화가 많이 이루어져왔다. 특히 인터넷과 관련된 여러 가지 기술(technology)들을 적극적으로 통합, 활용하고자 하는 인트라넷(intranet)의 발전은 정보기술의 여러 학문 분야에서의 활용가능성을 더욱 높이고 있는 실정이다. 그러나 이러한 인터넷, 정보 및 통신기술의 교육현장에서의 활용 방안에 대한 많은 연구들은 실질적으로 그 이론적 배경 및 효과에 대한 깊은 연구없이 종래의 교육방법에 대한 대안 또는 보조 역할로서의 가능성만 제시하고 있는 형편이다. 따라서 본 연구는 첫째, 경영모의게임과 정보통신기술의 활용을 위한 학술진흥방안의 하나로서 인트라넷을 이용한 경영모의게임 과목의 구축및 수행에 관한 구체적인 절차를 제시한다. 즉 경영모의게임 구성은 어떤 모듈들이 어떻게 인터넷상에서 사용되었으며, 도한 게임의 운영은 어떻게 하는것이 바람직한가 등에 관한 연구이다. 둘째, 성별, 직장경험별, MBTI 특성별, 팀의 크기별로 게임성과 및 수업효과에 관한 실증적 연구를 함으로써, 게임 이론의 경영마인드 형성 및 정보화에서 예견 될수 있는 여러 가지 문제점 및 가능성을 지적하여, 한국문화 및 현실에 맞는 정보화를 이용한 경영모의게임 교육방안을 제시한다. 셋째, 본 연구는 의사결정지원 시스템(DSS), 전문가 시스템(ES), 전자우편(E-mail)등과 같은 정보기술의 교육현장에서의 활용방안 및 그 교육적 효과도 점검하였으며, 마지막으로 본 연구는 당면현실로 다가온 정보화 및 세계화의 기업환경에서 예견되는 몰입(committment)의 약화에 대한 치유방안으로서, 정보화된 경영모의게임의 기업 교육훈련 시스템(Business Training System)으로의 발전 가능성을 제시한다 하겠다.

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Development of an ACMI Simulator Based on LVC Integrating Architecture (LVC 통합 아키텍처 기반 실기동급 ACMI 모의기 개발)

  • Jang, Youngchan;Oh, Jihyun;Myung, Hyunsam;Kim, Cheonyoung;Hong, Youngseok
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.6
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    • pp.540-547
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    • 2015
  • This paper describes development contents and flight tests of an ACMI simulator based on LVC integrating architecture. ACMI is the system that provides air combat training and ground bombing training for improving fighting efficiency, that is the live simulation involving real people to operate real systems. ACMI simulator was developed for technic acquisition of LVC interoperability by using data link communication. ACMI simulator simulated maneuvering of a fighter by operating an UAV, a fighter can be distinguished from an UAV by maneuvering characteristics. This study proposes maneuvering simulation method by using flight data of the UAV, and performed its flight test for verifying similarity of fighter maneuvering.

An Available Orthogonal Training Signal in Wireless Communication System (무선통신 시스템에 적용 가능한 직교 훈련신호)

  • Lee, Hyeong-woo;Cho, Hyung-rae;Kim, Ki-man;Son, Yun-joon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.14 no.5
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    • pp.30-37
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    • 2015
  • The study for enhancing the data transmission rate of the next generation wireless communication system using MIMO system operating in the frequency selective fading environment is currently actively conducted. Mixed signal from each transmitted antennas are received at antennas. The training signal with orthogonal property is needed to separate the mixed signal and enable to estimate channel and time synchronization. In this paper we introduce several training sequences used in MIMO communication system and proposed the modified WeCAN sequence with good auto-correlation property in interested area. We compared auto-correlation property of each sequence via simulation and compared the performance of sequences in doppler shift and multipath fading channel.

A Study on the Interoperability of ROK Air Force Virtual and Constructive Simulation (공군 전투기 시뮬레이터와 워게임 모델의 V-C 연동에 대한 연구)

  • Kim, Yong Hwan;Song, Yong Seung;Kim, Chang Ouk
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.169-177
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    • 2019
  • LVC(Live-Virtual-Constructive) training system is drawing attention due to changes in battlefield situation and the development of advanced information and communication technologies. The ROKAF(Republic of Korea Air Force) plans to construct LVC training system capable of scientific training. This paper analyzes the results of V-C interoperability test with three fighter simulators as virtual systems and a theater-level wargame model as a constructive system. The F-15K, KF-16, and FA-50 fighter simulators, which have different interoperable methods, were converted into a standard for simulation interoperability. Using the integrated field environment simulator, the fighter simulators established a mutually interoperable environment. In addition, the Changgong model, which is the representative training model of the Air Force, was converted to the standard for simulation interoperability, and the integrated model was implemented with optimized interoperability performance. Throughput experiments, It was confirmed that the fighter simulators and the war game model of the ROKAF could be interoperable with each other. The results of this study are expected to be a good reference for the future study of the ROKAF LVC training system.

Predicting water temperature and water quality in a reservoir using a hybrid of mechanistic model and deep learning model (역학적 모델과 딥러닝 모델을 결합한 저수지 수온 및 수질 예측)

  • Sung Jin Kim;Se Woong Chung
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.150-150
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    • 2023
  • 기작기반의 역학적 모델과 자료기반의 딥러닝 모델은 수질예측에 다양하게 적용되고 있으나, 각각의 모델은 고유한 구조와 가정으로 인해 장·단점을 가지고 있다. 특히, 딥러닝 모델은 우수한 예측 성능에도 불구하고 훈련자료가 부족한 경우 오차와 과적합에 따른 분산(variance) 문제를 야기하며, 기작기반 모델과 달리 물리법칙이 결여된 예측 결과를 생산할 수 있다. 본 연구의 목적은 주요 상수원인 댐 저수지를 대상으로 수심별 수온과 탁도를 예측하기 위해 기작기반과 자료기반 모델의 장점을 융합한 PGDL(Process-Guided Deep Learninig) 모델을 개발하고, 물리적 법칙 만족도와 예측 성능을 평가하는데 있다. PGDL 모델 개발에 사용된 기작기반 및 자료기반 모델은 각각 CE-QUAL-W2와 순환 신경망 딥러닝 모델인 LSTM(Long Short-Term Memory) 모델이다. 각 모델은 2020년 1월부터 12월까지 소양강댐 댐 앞의 K-water 자동측정망 지점에서 실측한 수온과 탁도 자료를 이용하여 각각 보정하고 훈련하였다. 수온 및 탁도 예측을 위한 PGDL 모델의 주요 알고리즘은 LSTM 모델의 목적함수(또는 손실함수)에 실측값과 예측값의 오차항 이외에 역학적 모델의 에너지 및 질량 수지 항을 제약 조건에 추가하여 예측결과가 물리적 보존법칙을 만족하지 않는 경우 penalty를 부가하여 매개변수를 최적화시켰다. 또한, 자료 부족에 따른 LSTM 모델의 예측성능 저하 문제를 극복하기 위해 보정되지 않은 역학적 모델의 모의 결과를 모델의 훈련자료로 사용하는 pre-training 기법을 활용하여 실측자료 비율에 따른 모델의 예측성능을 평가하였다. 연구결과, PGDL 모델은 저수지 수온과 탁도 예측에 있어서 경계조건을 통한 에너지와 질량 변화와 저수지 내 수온 및 탁도 증감에 따른 공간적 에너지와 질량 변화의 일치도에 있어서 LSTM보다 우수하였다. 또한 역학적 모델 결과를 LSTM 모델의 훈련자료의 일부로 사용한 PGDL 모델은 적은 양의 실측자료를 사용하여도 CE-QUAL-W2와 LSTM 보다 우수한 예측 성능을 보였다. 연구결과는 다차원의 역학적 수리수질 모델과 자료기반 딥러닝 모델의 장점을 결합한 새로운 모델링 기술의 적용 가능성을 보여주며, 자료기반 모델의 훈련자료 부족에 따른 예측 성능 저하 문제를 극복하기 위해 역학적 모델이 유용하게 활용될 수 있음을 시사한다.

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Evolutionary Learning Algorithm fo r Projection Neural NEtworks (투영신경회로망의 훈련을 위한 진화학습기법)

  • 황민웅;최진영
    • Journal of the Korean Institute of Intelligent Systems
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    • v.7 no.4
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    • pp.74-81
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    • 1997
  • This paper proposes an evolutionary learning algorithm to discipline the projection neural nctworks (PNNs) with special type of hidden nodes which can activate radial basis functions as well as sigmoid functions. The proposed algorithm not only trains the parameters and the connection weights hut also c~ptimizes the network structure. Through the structure optimization, the number of hidden node:; necessary to represent a given target function is determined and the role of each hidden node is decided whether it activates a radial basis function or a sigmoid function. To apply the algorithm, PNN is realized by a self-organizing genotype representation with a linked list data structure. Simulations show that the algorithm can build the PNN with less hidden nodes than thc existing learning algorithm using error hack propagation(EE3P) and network growing strategy.

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Development of an Interactive Computer Graphic Software for the Education & Training of Power System Fault Analysis (전력계통 고장해석 교육 및 훈련을 위한 대화식 컴퓨터 그래픽 소프트웨어 개발)

  • 신중린;이욱화
    • The Transactions of the Korean Institute of Power Electronics
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    • v.4 no.1
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    • pp.35-42
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    • 1999
  • This paper describes the development of an interactive computer graphic software for the education and training of the power system fault analysis. The developed software is designed to increase the understanding of the fault analysis with ease and it is composed of the windows, graphic icons, and graphic representations for user-friendly environments. Specially an interactive scheme is given for user to simulate the fault analysis under the variety conditions. With this function, user can acquire the basic concepts of the power system fault study as well as the understanding of the impacts on the system by some faults. The proposed software is tested on a 16-bus sample system. The software will be useful for the education and training and training of the power system fault analysis.

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Pilot Gaze Tracking and ILS Landing Result Analysis using VR HMD based Flight Simulators (VR HMD 시뮬레이터를 활용한 조종사 시선 추적 및 착륙 절차 결과 분석)

  • Jeong, Gu Moon;Lee, Youngjae;Kwag, TaeHo;Lee, Jae-Woo
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.30 no.1
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    • pp.44-49
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    • 2022
  • This study performed precision instrument landing procedures for pilots with a commercial pilot license using VR HMD flight simulators, and assuming that the center of the pilot's gaze is in the front, 3-D.O.F. head tracking data and 2-D eye tracking of VR HMD worn by pilots gaze tracking was performed through. After that, AOI (Area of Interesting) was set for the instrument panel and external field of view of the cockpit to analyze how the pilot's gaze was distributed before and after the decision altitude. At the same time, the landing results were analyzed using the Localizer and G/S data as the pilot's precision instrument landing flight data. As a result, the pilot was quantitatively evaluated by reflecting the gaze tracking and the resulting landing result using a VR HMD simulator.