• Title/Summary/Keyword: 전투 시스템

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워게임 모형의 C41 기능통합 및 연동화 시뮬레이션 기법

  • 문형곤;박찬우
    • Proceedings of the Korea Society for Simulation Conference
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    • 2000.04a
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    • pp.153-153
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    • 2000
  • 최근 선진국들은 신규 워게임모형 개발시 장차전 개념을 반영하기 위하여 미래전자의 주요기능인 C4ISR 및 객체지향 기법을 적용하려고 노력하고 있다. 이러한 워게임 모형들은 현실과 같은 가상환경에서 합동작전을 모의할 수 있으며 전략, 작전 및 전술 수준을 모두 고려할 수 있고 지상전, 공중전, 해상전, 미사일전, 정보전 등 현대 전투개념을 모두 반영할 수 있도록 초대형 시뮬레이션 시스템으로 발전되고 있다. 본 고에서는 C4I 기능통합 및 연동화 모의 논리중에서 전략기동, 전술기동, 교전평가, 전략수송, 표적탐색, 미사일 판정을 위한 모의 기법과 초대형 시뮬레이션 시스템의 자료/명령 전달 구조 및 하드웨어/소프트웨어 사양, 구성 모듈등을 분석한다. 특히 현재 미 합참에서 개발중인 JWARS모형의 주요 객체들인 전투공간개체(BSE: Battle Space Entity), 아크-노드 네트워크, 화력 집중점(FCPs: Fire Concentration Points) 등을 살펴보고 현대전의 가장 큰 특징인 C4ISR/(Command, Control, Communication, Computer, Intelligence, Surveillance, Reconnaissance) 분야에서 표적탐지, 통신, 정보 모의 기법을 분석함으로써, 향후 한국적 여건에 적합한 분석모형 개발 방향을 제시하고자 한다.

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철갑소이탄에 의한 전투시스템 내 적재포탄의 순간화재에 관한 전산해석

  • Lee, Seung-Cheol;Jeon, U-Cheol;Lee, Hae-Pyeong;Lee, Heon-Ju
    • Proceedings of the Korea Institute of Fire Science and Engineering Conference
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    • 2013.11a
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    • pp.208-209
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    • 2013
  • 본 연구에서는 철갑소이탄이 장갑을 관통한 후 전투시스템 내의 적재포탄(고폭탄 또는 추진제)에 피탄되었을 때 순간화재 발생확률에 대해 전산해석을 수행하였다. 장갑은 RHA 재질로 설정하였고, 장갑 두께를 5~30 mm까지 5 mm씩 증가시키며 전산해석을 실시하였다. 고폭탄은 COMPB, TNT, PBX가 사용되었으며 추진제는 ANB가 사용되었다. 본 해석은 Autodyn 프로그램을 사용하였으며, 순간화재 발생 여부를 해석하기 위해 Lee-Tarver ignition and growth model을 사용하였다. 해석 결과, 철갑소이탄이 고폭탄 TNT와 PBX에 피탄되었을 때, 순간화재 발생확률이 모두 100%를 나타내었으며, 고폭탄 COMPB의 경우, 0.8~0.08%로 나타났다. 추진제 ANB의 순간화재 발생확률은 3.8~3.6%로 나타났다.

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An Implementation of terrain manufacturing system using LOR alogorithm. (LOD를 적용한 지형 자동 생성 시스템 구현)

  • 신정은;조창석
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.511-515
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    • 2002
  • 본 연구에서는 전투 시뮬레이션 게임 구현을 목적으로 하여 LOD를 적용한 실시간 지형 렌더링 시스템을 제작하였다. 이를 위하여 지형의 렌더링을 위한 폴리곤 수를 절감시키는 방식으로 메모리를 관리 할 수 있도록 하였고, 현재 위치와 시점의 거리에 따라 가까운 거리는 상세하게 표현하고 먼 거리는 지형의 외형을 최대한 유지하면서 폴리곤 수를 줄여 렌더링 하도록 하였다.

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Collaborative Visualization of Warfare Simulation using a Commercial Game Engine (상업용 게임 엔진을 활용한 전투 시뮬레이션 결과의 협업 가시화)

  • Kim, Hyungki;Kim, Junghoon;Kang, Yuna;Shin, Suchul;Kim, Imkyu;Han, Soonhung
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.57-66
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    • 2013
  • The needs for reusable 3D visualization tool has been being raised in various industries. Especially in the defense modeling and simulation (M&S) domain, there are abundant researches about reusable and interoperable visualization system, since it has a critical role to the efficient decision making by offering diverse validation and analyzing processes. To facilitate the effectiveness, states-of-the-arts M&S systems are applying VR (Virtual Reality) or AR (Augmented Reality) technologies. To reduce the work burden authors design a collaborative visualization environment based on a commercial game engine Unity3D. We define the requirements of the warfare simulation by analyzing pros and cons of existing tools and engines such as SIMDIS or Vega, and apply functionalities of the commercial game engine to satisfy the requirements. A prototype has been implemented as the collaborative visualization environment of iCAVE at KAIST, which is a facility for immersive virtual environment. The facility is intraoperative with smart devices.

A Design of Message Oriented Management and Analysis Tool for Naval Combat Systems (함정 전투 시스템을 위한 메시지 지향 모델링 도구 설계)

  • Song, Kyoung-Sub;Kim, Dong-Seong;Choi, Yoon-Suk
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.2
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    • pp.197-204
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    • 2014
  • This paper investigates a design of optimization database structure layout of Message Oriented Analysis and Management Tool (MOMAT) for naval combat systems (NCS). The NCS is composed of heterogeneous and large-scale component such as communication service and data distribution servcies (DDS). Each components are massively made the data as components. To manage the messages, MOMAT is developed. Typical modeling tool have problems that low performance due to duplicate database tables. An efficient design that one of the database optimization is proposed to solve the problems in this paper. It reduces the number of tables and improves application response and processing time. Experiment results shows that an availability of proposed method in MOMAT and decrease of both amount of data from client node to server and sever load.

Research on System Architecture and Simulation Environment for Cyber Warrior Training (사이버전사의 훈련을 위한 시스템 구축 방안 연구)

  • Ahn, Myung Kil;Kim, Yong Hyun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.2
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    • pp.533-540
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    • 2016
  • It is important to establish the environment for cyber warrior training, testing support and effectiveness analysis in order to cope with sharply increasing cyber threat. However, those practices cannot be easily performed in real world and are followed with many constraints. In this paper, we propose a live/virtual M&S-based system for training/testing and constructive M&S-based system for effectiveness analysis to provide an environment similar to real world. These can be utilized to strengthen the capability to carry out cyber war and analyze the impact of cyber threat under the large-scale networks.

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.

A Study on Battle Damage Assessment of Electronic Warfare associated with Cyber Warfare (사이버전 연계 전자전 전투피해평가 지표 산출을 위한 연구)

  • Choi, Seungcheol;Cho, Joonhyung;Kwon, Oh-Jin
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.201-210
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    • 2020
  • This paper proposes a framework for the battle damage assessment (BDA) of electronic warfare linked to cyber warfare. Thanks to the rapid development of information and communication technology, the importance of cyber warfare and electronic warfare in cyberspace is increasing. Therefore, the BDA for cyber warfare and its associated electronic warfare in cyberspace is an important factor that affects the success or failure of military operations. In this paper, we propose a method to calculate measure of performance and measure of effectiveness by classifying the electronic warfare system into large / medium / small classes according to the type of electronic warfare. By setting up a hypothetical scenario, we show the effectiveness of the proposed framework.

A study on the requirement of drone acquisition for the efficient dronebot combat system (효율적 드론봇 전투체계를 위한 드론 편제소요 도출에 관한 연구)

  • Cha, Dowan
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.31-37
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    • 2019
  • In this paper, we propose an approach to get the requirement of drone acquisition for the efficient dronebot combat system using brute force algorithm. We define parameters, such as width, depth, and important surveillance area for the surveillance mission in the Army battalion and company units based on real military operation environment and brute force algorithm with 4 steps including first, next, valid, output is applied to get the requirement of drone acquisition and each drone's path planning using computer simulation. As a result, we could get the requirement of drone acquisition and each drone's path planning, the Army could utilize our proposed approach in the Army dronebot combat system. In the future research, we will study on the reliability of our proposed approach to get the requirement of drone acquisition for the efficient dronebot combat system.

A Study on the Improvement of Naval Combat Management System for the Defense of Drone

  • Ki-Chang Kwon;Ki-Pyo Kim;Ki-Tae Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.4
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    • pp.93-104
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    • 2023
  • Recently, the technology of drones is developing remarkably. The role of military drones is so great that they can cause serious damage to the enemy's important strategic assets without any damage to our allies in all battlefield environments (land, sea, air). However, the battleship combat management system currently operated by the Korean Navy is vulnerable to defense because there is no customized defense system against drones. As drones continue to develop, they are bound to pose a major threat to navy in the future. This paper proposes a way for the warfare software of naval combat management system sets a combat mode suitable for anti-drone battle, evaluates the threat priority in order to preemptively respond to drone threats and eliminate drone threats through automatic allocation of self-ship-mounted weapons and sensors, and through a test of the improved warfare software in a simulated environment, it was proved that the time to respond to the drone was improved by 62%.