• Title/Summary/Keyword: 전투효과도

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A Study on the Methodology for Combat Experimental Testing of Future Infantry Units using Simulation (시뮬레이션을 활용한 미래 보병부대 전투실험)

  • Lim, Jong-Won;Choi, Bong-Wan;Yim, Dong-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.429-438
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    • 2021
  • Owing to the development of science technology, particularly the smart concept and defense policy factors of the 4th industry, military weapon systems are advanced, and the scientific and operational force is reduced dramatically. The aspect of the future war is characterized by the operation of troops with reduced forces from advanced and scientific weapon systems in an operational area that has expanded more than four times compared to the present. Reflecting on these situational factors, it is necessary to improve combat methods based on the changes in the battlefield environment and advanced weapon systems. In this study, to find a more efficient future combat method in a changing war pattern, this study applied the battle experiment methodology using Vision21 war game model, which is an analytical model used by the army. Finally, this study aimed to verify the future combat method and unit structure. Therefore, the scenario composition and experiment method that reflect the change in the ground operational environment and weapon system was first composed. Subsequently, an analysis method based on the combat effectiveness was applied to verify the effective combat performance method and unit structure of future infantry units.

Monte Carlo Simulation based Optimal Aiming Point Computation Against Multiple Soft Targets on Ground (몬테칼로 시뮬레이션 기반의 다수 지상 연성표적에 대한 최적 조준점 산출)

  • Kim, Jong-Hwan;Ahn, Nam-Su
    • Journal of the Korea Society for Simulation
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    • v.29 no.1
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    • pp.47-55
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    • 2020
  • This paper presents a real-time autonomous computation of shot numbers and aiming points against multiple soft targets on grounds by applying an unsupervised learning, k-mean clustering and Monte carlo simulation. For this computation, a 100 × 200 square meters size of virtual battlefield is created where an augmented enemy infantry platoon unit attacks, defences, and is scatted, and a virtual weapon with a lethal range of 15m is modeled. In order to determine damage types of the enemy unit: no damage, light wound, heavy wound and death, Monte carlo simulation is performed to apply the Carlton damage function for the damage effect of the soft targets. In addition, in order to achieve the damage effectiveness of the enemy units in line with the commander's intention, the optimal shot numbers and aiming point locations are calculated in less than 0.4 seconds by applying the k-mean clustering and repetitive Monte carlo simulation. It is hoped that this study will help to develop a system that reduces the decision time for 'detection-decision-shoot' process in battalion-scaled combat units operating Dronebot combat system.

전차의 전투가치 향상-M1, Leopard2 및 M48을 중심으로

  • Min, Ga-Jin
    • Defense and Technology
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    • no.4 s.146
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    • pp.10-18
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    • 1991
  • 현재 우리나라가 보유하고 있는 전차는 주로 한국이 독자개발한 최신예 88전차와 M48전차로 구성되어 있다. 북괴에 대한 기갑전력의 열세를 만회하기 위해서는 북괴 대전차 무기체계를 분석하여 이에 효과적으로 대응할수 있는 방안을 찾아야 할 것이며, 이는 88전차와 M48계열 전차의 적절한 전투가치 향상사업으로 집약될 것이다. 특히 M48 계열 전차의 장갑 보강을 위해 덧붙임장갑(Add-on Armour)의 장착이 필수적이며, 화학에너지탄뿐 아니라 운동에너지탄으로부터의 방호를 위해 Hybrid 덧붙임장갑을 장착해야 될 것이다

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Development of Message Define & Management System based on Distributed Processing Environment for Naval Combat Systems (함정 전투체계를 위한 분산처리 환경 기반 메시지 정의 및 관리 시스템의 개발)

  • Lee, Juwon
    • KIISE Transactions on Computing Practices
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    • v.23 no.12
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    • pp.670-676
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    • 2017
  • Naval combat systems use real-time processing and compositing of collected information to provide the optimal combat capabilities that maximize survival and ensure mission effectiveness. The software for a combat system has dozens to thousands of components depending on the size of the system, and the communication between the components is achieved via DDS. Although the message interface of the combat system is managed through MDMS, an increase in the system size can result in problems such as the deterioration of the development efficiency. In this paper, we implement XMDMS to operate a distributed processing environment and then solve the problem of the reduction in the development efficiency caused by a load at the server. The experimental results shows that XMDMS improves the processing delay and network performance compared to MDMS.

Design of No-human-in-the-Loop Battleship Warfare M&S System applied to the Korea Yellow Sea Warfare Case using Agent-based Modeling (에이전트 기반의 인간 미개입형 함정전투 M&S 시스템 설계 및 서해교전 사례연구)

  • Chi, Sung-Do;You, Yong-Jun;Jung, Chan-Ho;Lee, Jang-Se;Kim, Jae-Ick
    • Journal of the Korea Society for Simulation
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    • v.17 no.2
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    • pp.49-61
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    • 2008
  • Most battleship warfare M&S systems run relatively slow and the simulation results are often unfair since the system should interact with human operators(controller and/or gamer). To deal with these problems, we have proposed the agent-based battleship warfare M&S system which interact with multiple agent systems instead of human operators. Agent-based M&S system may be able to efficiently support the analysis of effectiveness and/or the operational tactics development of given warfare by providing autonomous reasoning capabilities without the intervention of human controller. To do this, the paper propose the design concept and methodology using the advanced modeling and simulation framework as well as autonomous agent design principle. Several simulation tests performed on the battleship warfare case study on Korea Yellow sea will illustrate our techniques.

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A Study on the Analysis of NCW(Network Centric Warfare) Combat Effectiveness Using Cellular Automata Simulation (세포 자동차(Cellular Automata) 시뮬레이션을 이용한 네트워크 중심전 전투효과도 평가 연구)

  • Jeong, Seong-Jin;Jo, Seong-Jin;Hong, Seong-Pil
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.3-9
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    • 2005
  • The recent notion of Network Centric Warfare (NCW) emphasizes the ability to distribute right information at the right time to maximize the combat effectiveness. Accordingly, in the modern combat system the importance of non-physical element, such as communication system is increasing. However, an NCW-support communication network system is expensive. Therefore, it is essential to develop a proper combat system evaluation method to establish an efficient NCW-support combat system. Traditionally, combat system effectiveness is measured in terms of physical elements such as men and fire power. Obviously, such method is hardly applicable to a modern combat system To overcome this difficulty, we propose an evaluation model based on CA (Cellular Automata) simulation. A set of preliminary combat simulations show that CA simulation may be promising in evaluating non-physical element of a modem combat system.

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A Study on the Analysis of NCW (Network Centric Warfare) Combat Effectiveness Using Cellular Automata Simulation (세포 자동차 시뮬레이션을 이용한 네트워크 중심전 전투효과도 평가 연구)

  • Chung Sung-jin;Cho Sung-jin;Hong Sung-Pil
    • Korean Management Science Review
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    • v.22 no.2
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    • pp.135-145
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    • 2005
  • The recent notion of Network Centric Warfare (NCW) emphasizes the ability to distribute the right information at the right time to maximize the combat effectiveness. Accordingly, in the modern combat system, the importance of non-physical elements, such as a communication system, is increasing. However, an NCW-support communication network system is expensive. Therefore, it is essential to develop a proper combat system evaluation method to establish an efficient NCW-support combat system. Traditionally, combat system effectiveness is measured in terms of physical elements such as men and fire power, Obviously, such method is hardly applicable to a modern combat system. To overcome this difficulty, we propose an evaluation model based on CA (Cellular Automata) simulation. A set of preliminary combat simulations show that CA simulation may be promising in evaluating non-physical element of a modern combat system.

Fire Power Analysis for Concept Exploration of Combat Vehicle (전투차량체계의 개념탐색을 위한 화력성능분석)

  • Lim, O-Kaung;Choi, Eun-Ho;Ryoo, Jae-Bong
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.22 no.3
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    • pp.251-258
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    • 2009
  • At the stage conceptual design, combat vehicle is classified into three general categories of fire power, mobility and physical properties of system. The present research is restricted to fire power and its optimization. At the stage of conceptual designing of system, it is appropriate to consider major variables affecting fire power - including the weight of bullet, which exerts a direct influence on destroying effect, maximum range which takes long range firing in consideration. To estimate the maximum firing range, a simple interior ballistic and an exterior ballistic model were built by using the lumped parameter method, Le Duc method and point mass trajectory model. Design of experiment and regression analysis was used to derive simulations of fire power. Finally, response surface models were built and design variables were analyzed.

MSAP NAT Relay Cell for Combat Networks (전투 네트워크를 위한 MSAP NAT Relay Cell)

  • Choi, Ki-Woon;Choi, Young-June
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.2C
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    • pp.196-205
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    • 2012
  • In this paper, we investigate MSAP-TMFT in TICN systems that will be future NCW-based tactical networks. Although MSAP-TMFT implements the WiBro technology, we propose to design a NRC(NAT Relay Cell) that functions as a relay station and at the same time as a base station in combat environments. NRCs support extension of communication distance, increased data rate, efficient radio resource management, and survavibility of combat networks. From simulation results, we show that NRCs improve the efficacy of radio resource management and system throughput compared to the legacy systems.

Command and control modeling for computer assisted exercise (훈련시뮬레이션에서의 지휘통제 모델링)

  • Yun, Woo-Seop;Han, Bong-Gyu;Lee, Tae-Eog
    • Journal of the Korea Society for Simulation
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    • v.25 no.4
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    • pp.117-126
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    • 2016
  • We suggest the C2 modeling method to develop a simulation model for training command groups which consist of commanders and staffs. By using C2 models in constructive simulation models, combat entities or units directly receive and execute orders from a command group without mediating human role players. We also compare combat results from suggested modeling method with the results of existing models by building and implementing a simulation model with C2 models. Our analysis by comparison demonstrates advantages of suggested method to model C2 for computer assisted exercises.