• Title/Summary/Keyword: 전투실험

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A Study on Super Resolution Image Reconstruction for Acquired Images from Naval Combat System using Generative Adversarial Networks (생성적 적대 신경망을 이용한 함정전투체계 획득 영상의 초고해상도 영상 복원 연구)

  • Kim, Dongyoung
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1197-1205
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    • 2018
  • In this paper, we perform Single Image Super Resolution(SISR) for acquired images of EOTS or IRST from naval combat system. In order to conduct super resolution, we use Generative Adversarial Networks(GANs), which consists of a generative model to create a super-resolution image from the given low-resolution image and a discriminative model to determine whether the generated super-resolution image is qualified as a high-resolution image by adjusting various learning parameters. The learning parameters consist of a crop size of input image, the depth of sub-pixel layer, and the types of training images. Regarding evaluation method, we apply not only general image quality metrics, but feature descriptor methods. As a result, a larger crop size, a deeper sub-pixel layer, and high-resolution training images yield good performance.

The Effects of Leading Edge Flap Deflection on Supersonic Cruise Performance of a Fighter Class Aircraft (전투기급 항공기 초음속 순항 성능에 미치는 앞전플랩 변위 효과)

  • Chung, In-Jae;Kim, Sang-Jin;Kim, Myung-Seong
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.35 no.10
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    • pp.899-904
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    • 2007
  • During the conceptual design phase of fighter class aircraft, the high speed wind tunnel test with 1/20 scale wing-body-tail model has been conducted to investigate the effects of leading edge flap deflection on the supersonic cruise performance of the aircraft. To select the proper leading edge flap deflection for the wind tunnel test, the aerodynamic characteristics due to various leading edge flap deflections have been analyzed by using corrected supersonic panel method. Based on the results obtained from the experimental and numerical approaches, the effects of leading edge flap deflection have shown to be useful to enhance the supersonic cruise performance of fighter class aircraft.

A Study on Applying Amphibious Warfare Using EINSTein Model Based on Complexity Theory (복잡계이론 기반하 EINSTein 모형을 이용한 상륙전 적용에 관한 연구)

  • Lee, Sang-Heon
    • Journal of the military operations research society of Korea
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    • v.32 no.2
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    • pp.114-130
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    • 2006
  • This paper deals with complexity theory to describe amphibious warfare situation using EINSTein (Enhanced ISAAC Neural Simulation Tool) simulation model. EINSTein model is an agent-based artificial "laboratory" for exploring self-organized emergent behavior in land combat. Many studies have shown that existing Lanchester equations used in most war simulation models does not describe changes of combat. Future warfare will be information warfare with various weapon system and complex combat units. We have compared and tested combat results with Lanchester models and EINSTein model. Furthermore, the EINSTein model has been applied and analyzed to amphibious warfare model such as amphibious assault and amphibious sudden attack. The results show that the EINSTein model has a possibility to apply and analyze amphibious warfare more properly than Lanchester models.

Modeling and Analysis for Efficient Joint Combat Fire Operation of Army Artillery and Army Aviation (효율적인 육군항공과 포병자산의 통합화력 운용방안 판단을 위한 모델링 방법론 및 분석)

  • Lim, Jong-Won;Kwon, Hyog-Lae;Lee, Tae-Eog
    • Journal of the Korea Society for Simulation
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    • v.23 no.2
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    • pp.47-55
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    • 2014
  • Most combat simulation models, including Korean Army's combat models for simulation analysis, have too much limitations to be used for analysis of complex combats like joint combat fires. We analyze requirements for modeling and simulation of Fire-Eagle, which is a joint combat fire model of ground combat fires and army aviation. We then propose a simulation model for Fire Eagle and derive operational strategies for improving the joint combat fire. To do these, we analyze effectiveness of specific operational plans and scenarios by using the simulation model. We demonstrate ways of developing efficient and effective operational plans from the simulation experimental results.

A direction of warfighting experiments for a scientific combat Development (과학적 전투발전을 위한 전투실험 발전 방향)

  • Chung, Choon-Il;Lee, Myeong-Woo
    • Journal of National Security and Military Science
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    • s.5
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    • pp.351-392
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    • 2007
  • Combat Development is process of studying and developing concept, doctrine, weapon systems, organization and training for the improvement of combat capability to be ready present and future warfare. The combat development domain consists of 6 fields Doctrine, Organization, Material, Training, Personnel, and Facilities. The cornerstones of combat development are "How to prepare" and "How to fight" in the future warfare. ROK- TRADOC(Republic of Korea Army Training and Doctrine Command) has implemented combat development that applies CBRS (Concept-Based Requirements System) and "Vision - Capstone concept - operating and functional concept - FOC(Future Operational Capabilities) Requirements". To prepare for the possibility or new types or wars in the future, the creation of new concept and system is essential. Though verification with various instruments, combat power can be secured and exhibited. Combat development by empirical mind estimation means that is no longer relevant.To prepare combat development based on scientific analysis, there is a need for powerful engineering analysis and verification, in order to prepare for uncertain and diverse future battlefield environments. In this thesis, warfighting experiment is essential ways and means to pursue the scientific combat development ; investigated tendency of combat development environment, and analyzed diversification aspects of possible future warfare. In conclusion, concept of campaign experiment and role is the conerstone of scientific combat development; and lays out the roadmap of all affecting components to its development.

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Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

The Study on Consistency of Simulation Logic about Close Combat Damage Assessment among Constructive Models : Based on Combined Arms Integrated Interoperability System (워게임모델간 근접전투 피해평가 모의논리 일치에 관한 연구 : 제병협동통합연동체계를 중심으로)

  • Moon, Ho-Seok;Kim, Hyung-Se;Hwang, Myung-Sang;Bae, Hyun-Wung;Lee, Dong-Keun
    • Journal of the military operations research society of Korea
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    • v.37 no.1
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    • pp.87-97
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    • 2011
  • In this paper, we propose a new close combat expert system to overcome the difference of combat damage assessments between combat units belong to their own model in Combined Arms Integrated Interoperability System(CAIIS) which will be deployed in the early future. When it happens to engage in a battle among combat units belong to their own model in CAIIS, the result of damage assessment is different severely. This is related to CAIIS's confidence and need to be overcome. We propose the expert system for close combat damage assessment with a decision tree. Simulation results show that the proposed expert system is valid well. Because the proposed expert system is made not as an independent system but as an inner module type of CAIIS, CAIIS will be simpler system than we expect. And we will hope to reduce the cost of CAIIS.

A Study on Hybrid Discovery Mechanism for Large-Scale Realtime Distributed Systems (대형실시간분산시스템을 위한 하이브리드 경로탐색기법에 관한 연구)

  • Jung, Yong-Hwan
    • Journal of the Korea Institute of Military Science and Technology
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    • v.11 no.4
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    • pp.46-58
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    • 2008
  • Naval combat management system is a kind of complex weapon systems performing naval ship's warfare mission by integrating various types of system including sensor systems, weapon systems and many kinds of communication system. Recently, there are many studies to apply commercial high-level communication middleware to naval combat system development to integrate and interoperate various kinds of heterogeneous on-board systems efficiently. An initial discovery mechanism is required for application modules to start communication with their relevant modules to apply middlware technology in developing naval combat system, which is characterized by large-scale, complex and real-time system. This paper suggests a fast hybrid discovery mechanism which combines static and dynamic discovery mechanism and confirms its adaptability by an experiment on testing environment.

Control of RPG Game Characters using Genetic Algorithm and Neural Network (유전 알고리즘과 신경망을 이용한 RPG 게임 캐릭터의 제어)

  • Kwun, O-Kyang;Park, Jong-Koo
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.13-22
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    • 2006
  • As the development of games continues, the intelligence of NPC is becoming more and more important. Nowadays, the NPCs of MMORPGS are not only capable of simple actions like moving and attacking players, but also utilizing variety of skills and tactics as human-players do. This study suggests a method that grants characters used in RPG(Role-Playing Game) an ability of training and adaptation using Neural network and Genetic Algorithm. In this study, a simple game-play model is constructed to test how suggested intellect characters could train and adapt themselves to game rules and tactics. In the game-play model, three types of characters(Tanker, Dealer, Healer) are used. Intellect character group constructed by NN and GA, and trained by combats against enemy character group constructed by FSM. As the result of test, the proposed intellect characters group acquire an appropriate combat tactics by themselves according to their abilities and those of enemies, and adapt change of game rule.

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An Establishment of Canard-Leading Edge Flap Scheduling Law Based on Experimental and Numerical Studies For the Aerodynamic Design of Canard Type Fighter Class Aircraft (카나드 형상 전투기급 항공기 공력설계를 위한 실험 및 수치해석적 카나드-앞전플랩 스케줄링 법칙 수립)

  • Chung, In-Jae;Kim, Sang-Jin
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.35 no.7
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    • pp.655-660
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    • 2007
  • A canard-leading edge flap deflection scheduling laws have been established to enhance the maneuverability of the canard type fighter class aircraft. These scheduling laws are the relation of canard-leading edge flap deflections and flight conditions to maximize the lift-drag ratio. For these purposes, the corrected supersonic panel method has been used to predict the lift-drag characteristics due to canard-leading edge flap deflections. In addition, the high speed wind tunnel test has been conducted with 1/20 scale model to validate the predicted scheduling laws. Good agreements have been obtained compared with the results of high speed wind tunnel test. Based on the results obtained from the experimental and numerical studies, the corrected supersonic panel method has shown to be useful to establish the canard-leading edge flap deflection scheduling law for the aerodynamic design of canard type fighter class aircraft.