• 제목/요약/키워드: Military service

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U-Army의 VoIPv6 망 성능 시뮬레이션을 이용한 망 설계 방안 (Network Simulation and Design Guideline for VoIPv6 Network of U-Army)

  • 이현덕;민상원
    • 한국통신학회논문지
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    • 제33권10B호
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    • pp.904-910
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    • 2008
  • 본 논문에서는 군의 요구사항을 고려하여 군 통신망의 서비스와 관련 파라미터들을 연구하고, u-Army 실험망을 시뮬레이션을 통해 성능 측정을 하였다. 이를 바탕으로 전 군에 VoIP를 적용할 수 있는 VoIP 설계 가이드라인을 제시하였다. 측정은 패킷과 콜 시그널링 관점에서 지연과 손실에 관하여 몇 가지 시나리오에 대해 측정하였다. 첫 번째는 독립적인 네트워크 서비스에 따라 만족하는 요구사항을 측정하였다. 두 번째는 통합 서비스에서 지연과 손실에 관하여 백그라운드 트래픽을 증가시키면서 그 결과를 측정하였다. 마지막으로 시뮬레이션에 근거하여 IP PBX 장비의 설치 위치에 따라 네트워크의 구성을 분류하여 설계 가이드라인을 제시하였으며, 현재 군의 고정된 링크의 상황에 맞추어 VoIP 단말기의 수를 정할 수 있도록 계산 방법을 제시하였다.

국방 표준 식단 작성을 위한 전산화 프로그램 개발에 관한 연구 (Development in Computer Program for Standardized Quantitative Recipes in Military Services)

  • 문수재;손경희;양일선;손춘영;김대엽
    • 한국식품조리과학회지
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    • 제7권3호
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    • pp.61-68
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    • 1991
  • The purpose of this study was to develop a computerized menu planning for military who need balanced diet for 365 days so that more effective and efficient food service can be provided. For this purpose, the evaluation of current military menu planning and production management system was carried out and the result was being applied to the computerized memo planning program which was being developed on this study. The contents of the computerized programs developed for this study were summerized as follows: 1) Programs for calculating nutrient value of foods and standarized meals. 2) Programs for outputing of meal table by a day or month. 3) Programs for outputing standardized recipes. 4) Programs for calculating nutrient value per day. 5) Programs for outputing one-sowing, one hundred-serving size and price. 6) Programs for calculating average of nutrient value by monthly and yearly. 7) Programs for calculating average of the amount used for a year. The personal computer type IBM PC-AT was used for the development of the software for this programs. Also, a work performance file was made by using the DBase III plus package.

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Trends and Prospects for the Development of Virtual Reality and Digital Property

  • Kirillova, Elena Anatolyevna;Blinkov, Oleg Evgenyevich;Blinkova, Elena Victorovna;Vrazhnov, Aleksey Sergeevich;Magomedov, Firdousi Bilyamudinovich
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.284-290
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    • 2022
  • The study considers trends and prospects for developing virtual (augmented) reality and civil transactions in relation to digital property. In jurisprudence, there is a need to determine the legal status of virtual and augmented reality to regulate legal relations in the digital environment. Legal relations using new digital technologies require the creation of new legislative approaches and rules of their legal regulation. The article dwells on the legal status of virtual (augmented) reality and determines the methods of regulating legal relations in the sphere of digital property. The study utilized methods for collecting single and multiple facts in order to identify the main trends in the civil circulation of digital assets, as well as private law methods. The methods of generalization, concreteness, induction and deduction reveal the legal nature and main features of virtual (augmented) reality and digital property. The paper highlights the specifics of virtual reality and civil transactions in relation to digital assets. The research has concluded that the sale, exchange and other actions with digital objects in virtual reality have distinctive features, while digital property has also unique characteristics since it is involved in civil circulation and legal relations.

디지털 트윈 아키텍처를 활용한 무기체계 성능시험 지원체계 설계 (Design for Weapon Live Test Decision Support System Using Digital Twin Architecture)

  • 김응수;류기열
    • 한국군사과학기술학회지
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    • 제25권5호
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    • pp.501-512
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    • 2022
  • The purpose of the weapon live test during the phase of development is to provide essential information to decision makers that verify and validate the performance capabilities of weapons. Due to varying allocation and high variance of test resources with an increase in the weapon system's capability, the test environment can get highly complex, which can lead to a decrease in the reliability of test results. This issue can be addressed by applying a decision support system that provides various timely information collected by resources during the test process. The decision support system can be designed by applying the concept of digital twins, that are defined as digital replicas of components, systems and processes. This paper describes a design methodology of the decision support system that consists of digital models and service functions using digital twin architecture. A case study illustrates the feasibility of the proposed methodology in supporting the weapon live test process.

클라우드 기반 지리공간정보를 활용한 작전상황 혼합현실 가시화 시스템 설계 (Design of Mixed Reality Visualization System for Operational Situation Using Cloud-based Geospatial Information)

  • 장영찬;박재일;조은지;곽송연;신상헌
    • 한국군사과학기술학회지
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    • 제27권1호
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    • pp.60-69
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    • 2024
  • The importance of geospatial information is increasingly highlighted in the defense domain. Accurate and up-to-date geospatial data is essential for situational awareness, target analysis, and mission planning in millitary operations. The use of high-resolution geospatial data in military operations requires large storage and fast image processing capabilities. Efficient image processing is required for tasks such as extracting useful information from satellite images and creating 3D terrain for mission planning, In this paper, we designed a cloud-based operational situation mixed reality visualization system that utilizes large-scale geospatial information distributed processed on a cloud server based on the container orchestration platform Kubernetes. We implemented a prototype and confirmed the suitability of the design.

예비전력 정예화 방안 (A scheme on strengthening of R.O.K reserved force)

  • 김재삼
    • 안보군사학연구
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    • 통권5호
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    • pp.1-45
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    • 2007
  • Reserved forces of ROKA are in charge of replacement of TOE in the wartime and mission of rear area operation. But there is institutional inertia in the law and organization oriented to fill human resources rather than take mission. We need to prepare for the investment and arrangement of reserved forces as military power that would be replaced standing forces. In this portion, to reinforce reserve forces elite, First, efficient mobilization regulations and systems are suggested. I covered a maintenance of relevant mobilization ordinances which need to legislated and approved by national assembly for wartime and development of mobilization system which might lose the appropriate time for mobilization due to complicated declaration procedures and measures to overcome the panic at the initial stage of the war and organization and employment of nationwide transportation system and mobilization center. To ensure efficient resource management and mobilization of reserve forces with a number of approximately 3 million, there's a necessity of organization for integration and conciliation. To make it real, I suggested establishing and employing the mobilization center, on first phase, employ the mobilization center focusing on homeland divisions, on second phase, it is advisable to convert to national level mobilization system and develop to central mobilization center focusing on national emergency planning committee. During peacetime, in conjunction with Mobilization Cell, mobilization center can conduct resource survey and integrate and manage mobilization resources and take charge of mobilization training of subordinate units, and during wartime, in conjunction with mobilization coordination team and Cell, can ensure the execution of mobilization. Second, Future oriented reserve forces management system such as service system of reserve forces and support system of homeland defense operations. Current service and trainings of reserve forces by the year have very low connection, as it is very complex to manage the resources and trainings, and service and training lack the equity, re-establishment of service system is required. Also in an aspect of CSS and cultivation support for reserve forces, as the scope and limitation of responsibility between the armed forces and autonomous organization is obscure, conditions to conduct actual-fighting exercises are limited. Concentrated budgetting is extremely difficult because reserve forces training fields are scattered nationwide, and facilities and equipments are rapidly getting older. To improve all these, I suggest the organization of homeland defense battalion with a unit of "City-Gun-District" and supporting the local reserve forces. Conduct unit replacement or personal replacement for those who have finished their 1 or 2 years and homeland defense operation duty for those with 3-5 years for consistency and simplification. Third, I suggest Future oriented Reserved Training(FRT) and Training Center oriented training management to establish a reliable reserve training. Reserves carry out expansion of unit, conventional combat mission, homeland defense and logistics support during wartime, and actual-fighting exercise, and disaster relief, peace keeping activities. Despite diverse activities and roles, their training condition still stays definitely poor. For these reasons, Modernization of weapons and facilities through gradual replacement and procurement is essential to enhance mobilization support system.

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한국 온라인게임 산업의 서비스 혁신패턴 분석 (Analysis of Innovation Patterns of Korean Online Game Industry)

  • 남영호
    • Journal of Information Technology Applications and Management
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    • 제15권1호
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    • pp.117-137
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    • 2008
  • Using the service innovation system model, the development of Korean online game industry is analyzed. The model proposed by Gallouj (2002) is modified in order to reflect IT service characteristics such as network externalities. Success factors and innovations patterns of Korean online game industry are examined. First, at the early stage of her growth, Korean online game industry was not supported or coordinated by any Government policies unlike DRAM, CDMA or TFT-LCD. Many parts of technical and service innovations were unintentionally initiated by online game developing ventures without predeterminde strategies. Second, the online game industry is basically a service industry so that users' needs and technical and service characteristics are intertwined to produce innovation. The innovation system of the online game industry is quite different from conventional product technological innovation systems in a sense that there are no blueprints for innovation as well as major players in the system. Third, Government's policies for promotion of IT industry such as the broadband infrastructure installation policy, the hi-tech venture promotion policy and the military exemption policy contributed greatly to development of the online game industry. However, these policy tools were not intended for online game industry but in the end gave a great impact on the service innovation system of the online game industry.

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지상 기동 무기 체계에 장착된 미사일 경고 레이더의 간섭에 대한 연구 (A Study for Interference of the Missile Warning Radar in the GVWS)

  • 박규철;홍성용
    • 한국군사과학기술학회지
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    • 제11권2호
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    • pp.5-15
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    • 2008
  • Cooperation between the GVWS within a few hundred meters has forced MWRs equipped to have service ranges in such a short ranges as well as the limited numbers of channels are available. This kind of situation often produces the frequency interferences between MWRs due to the easy uses of the common and adjacent frequencies between them. Current work provides the details of the frequency interferences and the possible degrees of detections. It is also described that the effective distances for the operation between the GVWS are investigated when they use the common and the adjacent frequencies each other with the factors as the frequency intervals and the antenna arrangement angles.

Mutual Friendly Force Identification Protocol based on Hash-Chain for Personal Combat Systems

  • Lee, Jongkwan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권9호
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    • pp.3858-3869
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    • 2020
  • In this paper, we propose a hash-chain based friendly force identification protocol for personal combatants equipped with a personal combat system in a tactical wireless network. It is imperative in military operations to effectively and quickly identify friendly forces. If the identification of friendly forces is not correct, this can cause friendly fire. In current ground operations, the identification of friendly forces by personal combatants is neither secure nor safe. To address this issue, the proposed protocol uses a hash-chain to determine if a detected person is friendly. Only friendly forces with the same materials that are assigned before they deploy can construct an initial hash-chain. Moreover, the hash-chain is changed at specific times. The performance of the proposed protocol is evaluated on the assumption that the secret key is leaked, which is the worst scenario in the security research field. We verify that the proposed protocol is secure for the various attack scenarios, such as message replay attack, fabrication attack, and Denial of Service attack.

함정전투시스템 미들웨어 IPCS의 성능 개선 (Performance Improvement of IPCS : A Middleware for Warship Combat Systems)

  • 류원재;신수용;허성길;최윤석
    • 한국군사과학기술학회지
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    • 제16권5호
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    • pp.659-665
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    • 2013
  • IPCS(Inter Process Communication Service) is a real-time communication middleware designed for warship combat battle systems based on publisher-subscriber communication model. Because IPCS was originally designed to operated under 100 Mbps network environment, increasing network speed into Gigabit environment does not linearly increase the throughput of IPCS. To solve this problem, we anaylized IPCS structure and optimized IPCS into Gigabit-Ethernet environment. We found parameters to improve IPCS based on UDP and Token-ring structure. By improving, IPCS has reliability and higher throughput than TCP although IPCS is based on UDP.