• Title/Summary/Keyword: Battlefield environment

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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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ROI Image Compression Method Using Eye Tracker for a Soldier (병사의 시선감지를 이용한 ROI 영상압축 방법)

  • Chang, HyeMin;Baek, JooHyun;Yang, DongWon;Choi, JoonSung
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.3
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    • pp.257-266
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    • 2020
  • It is very important to share tactical information such as video, images, and text messages among soldiers for situational awareness. Under the wireless environment of the battlefield, the available bandwidth varies dynamically and is insufficient to transmit high quality images, so it is necessary to minimize the distortion of the area of interests such as targets. A natural operating method for soldiers is also required considering the difficulty in handling while moving. In this paper, we propose a natural ROI(region of interest) setting and image compression method for effective image sharing among soldiers. We verify the proposed method through prototype system design and implementation of eye gaze detection and ROI-based image compression.

Study on Delivery of Military Drones and Transport UGVs with Time Constraints Using Hybrid Genetic Algorithms (하이브리드 유전 알고리즘을 이용한 시간제약이 있는 군수 드론 및 수송 UGV 혼합배송 문제 연구)

  • Lee, Jeonghun;Kim, Suhwan
    • Journal of the Korea Institute of Military Science and Technology
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    • v.25 no.4
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    • pp.425-433
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    • 2022
  • This paper studies the method of delivering munitions using both drones and UGVs that are developing along with the 4th Industrial Revolution. While drones are more mobile than UGVs, their loading capacity is small, and UGVs have relatively less mobility than drones, but their loading capacity is better. Therefore, by simultaneously operating these two delivery means, each other's shortcomings may be compensated. In addition, on actual battlefields, time constraints are an important factor in delivering munitions. Therefore, assuming an actual battlefield environment with a time limit, we establish delivery routes that minimize delivery time by operating both drones and UGVs with different capacities and speeds. If the delivery is not completed within the time limit, penalties are imposed. We devised the hybrid genetic algorithm to find solutions to the proposed model, and as results of the experiment, we showed the algorithm we presented solved the actual size problems in a short time.

Minimum-Cost Path Finding Algorithm in Real-Time For Computer Generated Force (실시간성을 고려한 가상군 최소비용 길 찾기 알고리즘)

  • Han, Chang-Hee;Min, Young-Hye;Park, Sang-Hyuk;Kim, Jai-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.17-25
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    • 2011
  • At the computer games, we can experience a variety of environments using a virtual object. It is similar to that be trained in War-game simulator of the defense. Actual soldiers and a computer-generated virtual group(Computer Generated Force: CGF) in 3-D virtual battlefield environment are training. However, path finding algorithm, one of the techniques of simulation models, to the current level only considers the shortest time path. So, this current level at the special situation of the army in the battlefield for selecting the optimal path is limited. The focus of this paper is to select the least-cost path using the deadline with several different mission conditions(METT+TC). For the only shortest time path algorithm and the least-cost path algorithm using dealine,($d_t$, one of METT+TC elements), Its usefulness is verifying the change of the move spent time(t) for all possible paths and the fighting power of the combat troops(Troops ability, a) through a comparison of the total cost of moves(c(t)). According to the results, when considering the deadline, the proposed algorithm saves about 62.5% of the maximum cost.

The Improvement on Proposal Evaluation System of National Defense Core Technology R&D Projects (국방핵심기술 연구개발과제의 선정평가 개선 연구)

  • Kim, Chan-Soo;Cho, Kyu-Kab
    • Journal of Technology Innovation
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    • v.15 no.2
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    • pp.123-152
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    • 2007
  • The striking characteristic of the contemporary global security environment is that the nature of threats has become diverse and complex. For example, transnational and non-military threats including terrorism and proliferation of weapon of mass destruction has increased. In this security environment, Advanced countries funnel their investments for defense budgets into the assurance of key force capability and R&D of cutting-edge core technologies, in consideration of future battlefield environments so as to get an edge on not only defense science and technology but also intelligence capabilities. As shown by past practices of the korea's defense acquisition, the ministry of national defense has tried to enhance its force capabilities in the short-term by purchasing foreign weapon systems rather than by investing in domestic R&D. Accordingly, the technological gaps between the korea and advanced countries were widened due to both insufficient investment in development of domestic technologies and avoidance of technological transfer by advanced countries. Thus, for the effective execution of the R&D budget and the successful performance of the projects, the importance of selection, management and evaluation of the R&D projects is emphasized. So, The objective of this study is that the analysis of the proposal-selection evaluation system for the realization of the successful defense core technology R&D projects. This study focused on the improvement of the proposal-selection evaluation model which can be applicable to the national defense core R&D projects. Using the improved proposal-selection evaluation system, we propose a model to enhance the reliability of the national defense core technology R&D project evaluation system.

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Analysis of an Effective Network of Information Delivery for Supporting Kill Chain in the Joint Battlefield Environment (합동전장 환경에서 효과적인 Kill Chain 지원을 위한 표적정보전달 네트워크 분석)

  • Lee, Chul-Hwa;Lee, Jong-Kwan;Goo, Ja-Youl;Lim, Jea-Sung
    • Journal of Information Technology and Architecture
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    • v.11 no.1
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    • pp.11-23
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    • 2014
  • Kill Chain is getting attention due to North Korea's recent nuclear test and missile launches and has emerged the need for an early build up. In order to build a materialized kill chain, you should review the unique kill chain to support operations effectively using various sensors and striking weapon system. Especially, you need a suitable network to reduce a reaction time against the enemy attack under joint operations environment etc. Currently there are many communication ways(e.g. data link, voice, video and text message) used in operations through satellite, wired and wireless and so on. Now, this paper contains analysis on various means for target information exchange which are used in the kill chain. And appropriate network of the kill chain for target information transmission is addressed to confirm feasibility of its alternatives, which is developed using AHP(Analytic Hierarchy Process). Finally, this paper is suggesting network and means of its building up for target information transmission of kill chain which can be implemented under the situation of joint battle field.

An Effective Location-based Packet Scheduling Scheme for Adaptive Tactical Wireless Mesh Network (무선 메쉬 네트워크의 군 환경 적용을 위한 효율적인 위치기반 패킷 스케줄링 방식)

  • Kim, Young-An;Hong, Choong-Seon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.12B
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    • pp.719-727
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    • 2007
  • The Wireless Mesh Network technology is able to provide an infrastructure for isolated islands, in which it is difficult to install cables or wide area such as battlefield of armed forces. Therefore, Wireless Mesh Network is frequently used to satisfy needs for internet connection and active studies and research on them are in progress However, as a result of increase in number of hops under hop-by-hop communication environment has caused a significant decrease in throughput and an increase in delay. Considering the heavy traffic of real-time data, such as voice or moving pictures to adaptive WMN, in a military environment, it is restricted for remote units to have their Mesh Node to get real-time services. Such phenomenon might cause an issue in fairness. In order to resolve this issue, the Location-based Packet Scheduling Scheme, which can provide an fair QoS to each mesh node that is connected to each echelon's AP and operates based on WRR method that gives a priority to emergency message and control packet. The performance of this scheme is validated.

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.

UAV Path Planning for ISR Mission and Survivability (무인항공기의 생존성을 고려한 감시정찰 임무 경로 계획)

  • Bae, Min-Ji
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.7
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    • pp.211-217
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    • 2019
  • In an complicated battlefield environment, information from enemy's camp is an important factor in carrying out military operations. For obtaining this information, the number of UAVs that can be deployed to the mission without our forces' loss and at low cost is increasing. Because the mission environment has anti-aircraft weapons, mission space is needed for UAV to guarantee survivability without being killed. The concept of Configuration Space is used to define the mission space considering with range of weapons and detect range of UAV. UAV must visit whole given area to obtain the information and perform Coverage Path Planning for this. Based on threats to UAV and importance of information that will be obtained, area that UAV should visit first is defined. Grid Map is generated and mapping threat information to each grid for UAV path planning. On this study, coverage conditions and path planning procedures are presented based on the threat information on Grid Map, and mission space is expanded to improve detection efficiency. Finally, simulations are performed, and results are presented using the suggested UAV path planning method in this study.

Network Traffic Control for War-game Simulation in Distributed Computing Environment (분산 컴퓨팅 환경에서의 워게임 시뮬레이션을 위한 네트워크 트래픽 제어)

  • Jang, Sung-Ho;Kim, Tae-Young;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.1-8
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    • 2009
  • The distributed war-game simulation system has been used to represent the virtual battlefield environment. In order to produce a simulation result, simulators connected from a network transfer messages with location information of simulated objects to a central simulation server. This network traffic is an immediate cause of system performance degradation. Therefore, the paper proposes a system to manage and control network traffic generated from distributed war-game simulation. The proposed system determines the moving distance of simulated objects and filters location messages by a distance threshold which is controlled according to system conditions like network traffic and location error. And, the system predicts the next location of simulated objects to minimize location error caused by message filtering. Experimental results demonstrate that the proposed system is effective to control the network traffic of distributed war-game simulation systems and reduce the location error of simulated objects.