• Title/Summary/Keyword: 전투실험

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A Study on the Influence of Maximum Velocity on Track Tension Change to Military Ammunition Vehicle (탄약운반장갑차 궤도장력 변화에 따른 최대속도 영향성 연구)

  • Noh, Sang Wan;Kim, Sung Hoon;Park, Young Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.383-388
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    • 2020
  • This study aimed to identify the influence of the power components of the ammunition vehicle on the maximum speed. The maximum speeds of the engine and transmission changes were 3% and 1.7%, respectively. In the case of strong tension based on the track tension, the decrease was 4.6%. A 1.5% increase was obtained when the tension was weak. An examination of the maximum speed by dividing the track tension into six sections revealed the maximum speed to be highest when it was maintained below the middle. Experiments were performed by varying the orbital tension on both sides of the equipment. The maximum speed of the machine was affected by a large part of the tension. The maximum speed test was conducted by adjusting the tension at the driving test site. The results showed that when the tension was strong, the speed was 16.7% higher than the standard requirement. The speed was 28.3% at low tension. The influence of the maximum speed on the track tension was confirmed; the effect was greater than replacing the large parts.

Effect of Prednisolone Treatment on the Experimental Inducement of Primary Amoebic Meningoencephalitis (Prednisolone 투여가 원발성 아메바성 뇌수막염의 실험적 발생에 미치는 영향)

  • 김옥용;임경일
    • Parasites, Hosts and Diseases
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    • v.23 no.1
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    • pp.165-172
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    • 1985
  • Present study aimed to elucidate the immunosuppressive effect of prednisolone on Naegleria fowlsri infection in mice. N. fowleri was cultured in CGVS medium (Willert and Le Ray, 1973) . White female mice, weighing about 18g, used for experiments were divided into five groups; untreated control group, prednisolone treated groups (before, during and after infection), and only prednisolone treated group. In the prednisolone treated group, the hormone was injected intramuscularly 5 doses of 10 mg/kg every other day. According to designated time of treatment, each mouse was challenged with $1{\times}10^5$ N. fowleri intranasally. Changes of body weights, clinical manifestations and number of dead mouse were observed. Brain and lung tissues of dead mice were cultured in the non-nutrient agar (Kasprzak and Mazur, 1972), or stained with hematoxylin.rosin for the examination of histopathological changes. Results of the experiment are summarized as follows: Mortality among the prednisolone treated groups was higher than that in untreated control group, and among the treated groups, the pretreated group showed shorter survival time. Body weights among untreated control mice showed no significant increase, however, treated groups of mice showed the decrease during the administration and recovery of the weights were observed at 2 to 3 days after the completion of treatment. In the treated control groups, the infected mice began to show the pathologic findings 5 days after infection while, the untreated mice began to show the findings 8 days after infection. Tissue damages in brain and lung occurred due to virulence of amoeba were more severe among treated mice than that in untreated control group. The above mentioned results suggest that the treatment with prednisolone weaken the resistance of mice against N. fowleri infection, and probably induce more severe primary amoebic meningoencephalitis. Especially severe pathological findings were shown in pre-treated group, compared with untreated group.

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Throughput Improvement and Power-Interruption Consideration of Fly-By-Wire Flight Control Computer (비행제어 컴퓨터의 Throughput 향상 및 Power-Interuption 대처 설계)

  • Lee, Cheol;Seo, Joon-Ho;Ham, Heung-Bin;Cho, In-Je;Woon, Hyung-Sik
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.35 no.10
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    • pp.940-947
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    • 2007
  • For the performance upgrade of a supersonic jet fighter, the processor and FLCC(Flight Control Computer) Architecture were upgraded from a baseline FLCC. Prior to the hardware implementation phase, the exact CPU throughput estimation is necessary. For this purpose, an experimental method for new FLCC throughput estimation was introduced in this study. While baseline FLCC operating, the CPU address bus was collected with logic analyzer, and then decoded to get the exact access times to each memory-memory and the number of program Instruction branches. Based on these data, a throughput test in CPU demo-board of the new FLCC configuration was performed. From test results, the CPU-Memory architecture was design-changed before FLCC hardware implementation phase. To check the flight stability degradation due to power-interrupt problem due to CPU-Memory architecture change, the piloted HILS (Hardware-In-the Loop Simulator) test was conducted.

A Study of Experimental Design for Unmanned Ground Vehicle Effectiveness Based on a Small Unit Combat Scenario (소부대 전투시나리오 기반의 UGV 효과분석 실험방안 연구)

  • Lee, Jaeyeong;Kim, Chongman;Park, Keonyoung;Kim, Junsoo;Sin, Sunwoo;Pyun, Jaijeong;Bae, Sungmin
    • Journal of Korean Society for Quality Management
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    • v.42 no.4
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    • pp.591-606
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    • 2014
  • Purpose: The purpose of this study is to design an experimental simulation model for evaluating the UGV(Unmanned Ground Vehicle) effectiveness in a small unit combat scenario. Methods: We design and build a simulation model to evaluate the combat effectiveness of UGV in a small unit combat scenario. In order to build a simulation model, we used AnyLogic software tool which has functional advantages to describe agent-based simulation model. As for the combat scenario, we applied the typical engagement of mechanized unit equal or lower than battalion level. Analysis process follows the three phases. 1) Design an agent based conceptual medel in a small unit combat scenario. 2) Build a simulation medel using AnyLogic tool. 3) Analyze the simulation results and evaluate the UGV effectiveness. Results: The UGV effectiveness was measured and presented as a numeric values. Those numeric values were represented as a MOE(Measure of Effectiveness) which was the blue survival ratio. Conclusion: We developed an agent based simulation model which can provide a pattern of change how UGV effectiveness varied depending upon the number of UGV in a small unit combat scenario. We also found that the UGV effectiveness grows in the given scenario as the number of UGV increases.

A Goal Oriented Action Planning and Replanning method of Computer Generated Forces in Wargame (워게임에서 가상군의 목표지향행위계획 및 재 계획 방법)

  • Jung, Sung Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.23 no.2
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    • pp.120-125
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    • 2013
  • This paper proposes a goal oriented action planning method that plans the behaviors of computer generated forces and a replanning method that replans new actions when the situations are changed in war game. This new method provides good expression because it is flexible and can do more realized description unlike the conventional finite state machines. As a result, proposed method has an advantage that it can describe the behaviors of computer generated forces as those of real soldier. However, since it is not deterministic it has some difficulties in analysing the decision processing of behaviors and making the computer generated forces do some specific actions. We employed combat plane models of air forces in order to verify the feasibility of our method. Finally, we could find that our method produced very similar behaviors to those of a real soldier. This paper describes our planning method, experimental results, and future works.

A Simulation Framework of Multi-Agent Based Small Engagement Using Cougaar Architecture (Cougaar Architecture 활용 다중 에이전트 기반 소규모 교전 시뮬레이션 Framework)

  • Hwam, Won-K.;Chung, Yong-Ho;Park, Sang-C.
    • Journal of the Korea Society for Simulation
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    • v.20 no.3
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    • pp.101-109
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    • 2011
  • M&S in the field of national defense is a battle system has been highly spotlighted for obtaining weapon systems, analyzing and experimentation of battle effects to reduce costs, time, and risks. It is classified as Campaign, Mission, Engagement, and Engineering levels by detail of description. In engagements, many situations on the battle field which are really unpredictable are required to be considered on the view of diverse tactics. Thus, engagement simulation is in demand to use for forecasting real-world battle situations by inserting various components which consists of real engaging situations into virtual local battle field. While developing the engagement simulation, adopting the concept of agent-based simulation gives it benefits which are improved autonomy, composability, and reusability of entities. It means reducing the time, cost and effort to develop the simulations. This paper concentrates on the framework of multi-agent based engagement simulation using Cougaar Architecture.

Development Environment and Extended DEVS Formalism for User-Level Customizable Modeling and Simulation (사용자 수준 맞춤형 모델링 및 시뮬레이션을 위한 개발환경 및 확장된 DEVS 형식론)

  • Lee, Jun Hee;Kang, Bong Gu;Kim, Tag Gon
    • Journal of the Korea Society for Simulation
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    • v.27 no.3
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    • pp.37-44
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    • 2018
  • In applying modeling and simulation (M&S) techniques to analyze complex discrete event dynamic systems, conventionally users had to use different simulation environments depending on the user-level. To solve the inconvenience, this paper proposes an integrated development environment for M&S depending on user-level and a formalized interface to manage the model in the development environment efficiently. The interface consists of an extended DEVS formalism and model making rules. The development environment is divided into a modeling environment and a simulation environment. In the modeling environment, three modeling methods are provided for each level of the users. Users inputs several parameters to the model generated as a result of the modeling process, and experiments in various cases by using the simulation environment. The case study shows the implementation of the proposed M&S environment, and using the implemented environment, it shows the M&S process of the complex defense combat system.

A Study on Clustering Representative Color of Natural Environment of Korean Peninsula for Optimal Camouflage Pattern Design (최적 위장무늬 디자인을 위한 한반도 자연환경 대표 색상 군집화 연구)

  • Chun, Sungkuk;Kim, Hoemin;Yoon, Seon Kyu;Yun, Jeongrok;Kim, Un Yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.315-316
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    • 2019
  • 전투복, 군용 천막 등에 사용되는 위장무늬는 군 작전 수행 시 주변 환경의 색상, 패턴을 모사하여 개인병사 및 무기체계의 위장 기능을 극대화하고, 이를 통해 아군의 생명과 시설피해를 최소화하기 위한 목적으로 사용된다. 특히 최근 들어 군의 작전환경과 임무가 복잡하고 다양해짐에 따라, 작전환경에 대한 데이터의 취득 및 정량적 분석을 통해 전장 환경에 최적화된 위장무늬 패턴 및 색상 추출에 대한 연구의 필요성이 증대되고 있다. 본 논문에서는 한반도 자연환경 영상에 대한 자기 조직화 지도(SOM, Self-organizing Map) 기반의 한반도 자연환경 대표 색상 군집화 연구 방법에 대해 서술한다. 이를 위해 한반도 내 위도를 고려한 장소에서 시간별, 계절별 자연환경 영상 수집을 진행하며, 수집된 영상 내 다수의 화소의 군집화를 위해 2차원 SOM을 활용한다. 영상 내 각 화소의 색상 값에 대한 SOM의 학습 시, RGB공간상의 색차/색상 인지 왜곡을 피하기 위하여 CIEDE2000 색차 식을 통해 군집화를 진행한다. 실험결과에서는 온라인상으로 수집한 여름 및 가을철 대표 색상 군집화 결과와, 현재까지 수집된 계절별 자연환경 사진 내 6억 7648개 화소에 대한 대표 색상 군집화 결과를 보여준다.

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Simulation Study on Search Strategies for the Reconnaissance Drone (정찰 드론의 탐색 경로에 대한 시뮬레이션 연구)

  • Choi, Min Woo;Cho, Namsuk
    • Journal of the Korea Society for Simulation
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    • v.28 no.1
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    • pp.23-39
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    • 2019
  • The use of drone-bots is demanded in times regarding the reduction of military force, the spread of the life-oriented thought, and the use of innovative technology in the defense through the fourth industrial revolution. Especially, the drone's surveillance and reconnaissance are expected to play a big role in the future battlefield. However, there are not many cases in which the concept of operation is studied scientifically. In this study, We propose search algorithms for reconnaissance drone through simulation analysis. In the simulation, the drone and target move linearly in continuous space, and the target is moving adopting the Random-walk concept to reflect the uncertainty of the battlefield. The research investigates the effectiveness of existing search methods such as Parallel and Spiral Search. We analyze the probabilistic analysis for detector radius and the speed on the detection probability. In particular, the new detection algorithms those can be used when an enemy moves toward a specific goal, PS (Probability Search) and HS (Hamiltonian Search), are introduced. The results of this study will have applicability on planning the path for the reconnaissance operations using drone-bots.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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