• Title/Summary/Keyword: Engagement simulation

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Design of an Autonomous Air Combat Guidance Law using a Virtual Pursuit Point for UCAV (무인전투기를 위한 가상 추적점 기반 자율 공중 교전 유도 법칙 설계)

  • You, Dong-Il;Shim, Hyunchul
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.42 no.3
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    • pp.199-212
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    • 2014
  • This paper describes an autonomous air combat guidance law using a Virtual Pursuit Point (VPP) in one-on-one close engagement for Unmanned Combat Aerial Vehicle (UCAV). The VPPs that consist of virtual lag and lead points are introduced to carry out tactical combat maneuvers. The VPPs are generated based on fighter's aerodynamic performance and Basic Fighter Maneuver (BFM)'s turn circle, total energy and weapon characteristics. The UCAV determines a single VPP and executes pursuit maneuvers based on a smoothing function which evaluates probabilities of the pursuit types for switching maneuvers with given combat states. The proposed law is demonstrated by high-fidelity real-time combat simulation using commercial fighter model and X-Plane simulator.

Learning Process Monitoring of e-Learning for Corporate Education (기업교육을 위한 인터넷 원격훈련 학습과정 모니터링 연구)

  • Kim, Do-Hun;Jung, Hyojung
    • The Journal of Industrial Distribution & Business
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    • v.9 no.8
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    • pp.35-40
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    • 2018
  • Purpose - The purpose of this study is to conduct a monitoring study on the learning process of e-learning contents. This study has two research objectives. First, by conducting monitoring research on the learning process, we aim to explore the implications for content development that reflects future student needs. Second, we want to collect empirical basic data on the estimation of appropriate amount of learning. Research design, data, and methodology - This study is a case study of learner's learning process in e-learning. After completion of the study, an in-depth interview was made after conducting a test to measure the total amount of cognitive load and the level of engagement that occurred during the learning process. The tool used to measure cognitive load is NASA-TLX, a subjective cognitive load measurement method. In the monitoring process, we observe external phenomena such as page movement and mouse movement path, and identify cognitive activities such as Think-Aloud technique. Results - In the total of three research subjects, the two courses showed excess learning time compared to the learning time, and one course showed less learning time than the learning time. This gives the following implications for content development. First, it is necessary to consider the importance of selecting the target and contents level according to the level of the subject. Second, it is necessary to design the learner participation activity that meets the learning goal level and to calculate the appropriate time accordingly. Third, it is necessary to design appropriate learning support strategy according to the learning task. This should be considered in designing lessons. Fourth, it is necessary to revitalize contents design centered on learning activities such as simulation. Conclusions - The implications of the examination system are as follows. First, it can be confirmed that there is difficulty in calculating the amount of learning centered on learning time and securing objective objectivity. Second, it can be seen that there are various variables affecting the actual learning time in addition to the content amount. Third, there is a need for reviewing the system of examination of learning amount centered on 'learning time'.

A Study on Thermal Analytical Model for a Dry Dual Clutch (건식 듀얼 클러치의 열해석 모델에 대한 연구)

  • Liu, Hao;Lee, J.C.;Noh, Y.J.;Cho, J.H.;Lee, H.R.;Koh, J.E.;Kang, J.W.
    • Journal of Drive and Control
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    • v.12 no.1
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    • pp.1-8
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    • 2015
  • The stability of friction characteristics and thermal management for a dry type dual clutch transmission (DCT) are inferior to those of a wet clutch. Too high temperature resulting from frequent engagement of DCT speeds up degradation or serious wear of the pressure plate or burning of the clutch disk lining. Even though it is significantly important to estimate the temperature of a dry double clutch (DDC) in real-time, few meaningful study of the thermal model of DDC has been known yet. This study presented a thermal analytical model of lumped parameters for a DDC by analyzing its each component firstly. Then a series of experimental test was carried out on the test bench with a patented temperature telemetry system to validate the proposed thermal model. The thermal model, whose optimal parameter values were found by optimization algorithm, was also simulated on the experimental test conditions. The simulation results of DDC temperature show consistency with the experiment, which validates the proposed thermal model of DDC.

A Study on Securing Ship Survivability focused on a Cost and Effectiveness Analysis for Air Defense Performance (대공방어성능에 대한 비용효과분석을 중심으로 한 함정생존성 확보방안 연구)

  • Choi, Sung-Lin;Park, Dong-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.2579-2586
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    • 2014
  • It is crucial to set up early the required performance of surface ship for preventing the risk factors such as an excess of performance, cost and period in development stage. In this study, MOP and MOE are proposed to establish the method for deriving alternatives, MOP represents the defensive effect for anti ship missiles and MOE is the ratio of cost and performance. The 16 engagement scenarios which selectively install RF decoy, RF jammer, CIWS and anti air missile are suggested. The simulation results by using NORAM tool operated by ROK Navy show that the ship survivability is 0.605~0.975 and MOP is 0.301~0.887. The analyzed results represent the operating scenario with RF decoy, RF jammer and short range anti air missile is the best cost and effectiveness measure.

Experimental Research on Radar and ESM Measurement Fusion Technique Using Probabilistic Data Association for Cooperative Target Tracking (협동 표적 추적을 위한 확률적 데이터 연관 기반 레이더 및 ESM 센서 측정치 융합 기법의 실험적 연구)

  • Lee, Sae-Woom;Kim, Eun-Chan;Jung, Hyo-Young;Kim, Gi-Sung;Kim, Ki-Seon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.5C
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    • pp.355-364
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    • 2012
  • Target processing mechanisms are necessary to collect target information, real-time data fusion, and tactical environment recognition for cooperative engagement ability. Among these mechanisms, the target tracking starts from predicting state of speed, acceleration, and location by using sensors' measurements. However, it can be a problem to give the reliability because the measurements have a certain uncertainty. Thus, a technique which uses multiple sensors is needed to detect the target and increase the reliability. Also, data fusion technique is necessary to process the data which is provided from heterogeneous sensors for target tracking. In this paper, a target tracking algorithm is proposed based on probabilistic data association(PDA) by fusing radar and ESM sensor measurements. The radar sensor's azimuth and range measurements and the ESM sensor's bearing-only measurement are associated by the measurement fusion method. After gating associated measurements, state estimation of the target is performed by PDA filter. The simulation results show that the proposed algorithm provides improved estimation under linear and circular target motions.

Analysis of Survivability for Combatants during Offensive Operations at the Tactical Level (전술제대 공격작전간 전투원 생존성에 관한 연구)

  • Kim, Jaeoh;Cho, HyungJun;Kim, GakGyu
    • The Korean Journal of Applied Statistics
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    • v.28 no.5
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    • pp.921-932
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    • 2015
  • This study analyzed military personnel survivability in regards to offensive operations according to the scientific military training data of a reinforced infantry battalion. Scientific battle training was conducted at the Korea Combat Training Center (KCTC) training facility and utilized scientific military training equipment that included MILES and the main exercise control system. The training audience freely engaged an OPFOR who is an expert at tactics and weapon systems. It provides a statistical analysis of data in regards to state-of-the-art military training because the scientific battle training system saves and utilizes all training zone data for analysis and after action review as well as offers training control during the training period. The methodologies used the Cox PH modeling (which does not require parametric distribution assumptions) and decision tree modeling for survival data such as CART, GUIDE, and CTREE for richer and easier interpretation. The variables that violate the PH assumption were stratified and analyzed. Since the Cox PH model result was not easy to interpret the period of service, additional interpretation was attempted through univariate local regression. CART, GUIDE, and CTREE formed different tree models which allow for various interpretations.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.