• Title/Summary/Keyword: Shooter

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A Study on Developing Low Altitude Multi-layer Air Defense System to Protect Megacities in the Korean Peninsula (한국형 메가시티 저고도 다중방공체계 구축 방안)

  • Sin, Ui-Cheol;Cho, Sang Keun;Park, Sung Jun;Sim, Jun Hak;Koo, Ja Hong;Park, Sang-Hyuk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.393-398
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    • 2022
  • Megacities of the Repulic of Korea(ROK) will have increased by urbanization and the fourth industrial revolution. Mgacities are absolutely the opportunity factor to make human life enriched. Simultaneously, those are the challenge foctor considering the crucial conventional threat such as massive artillery and multiple rocket launcher from the North Korea. Israel that has faced the geopolitical situation of ROK developed the Multi-layer air defense system to offset the low altitude threat from the neighboring nations. As a result, Israel substantially removed plenty of Hamas' rockes and suicidal drones in 2021. Applying Israel's concept, North Korea's low altitude threat toward the ROK's megacities can effectively be eliminated. Furthermore, this Multi-layer air defense system can be a game-changer that gets rid of the low and high altitude threat from North Korea and neighboring nations with both hyperconnected sensor-C2-shooter and artificial intelligence. Through this approach, the ROK will be able to achieve the prosperity and prowth of nation at the center of Megacities concentrated on PMESII(Politics, Military, Economy, Society, Information, and Infrastructure) factors.

High Thermoluminescence Properties of Dy+Ce, and Dy+Na Co-Doped MgB4O7 for a Light Tracer Application (비화공식 예광탄 응용을 위한 Dy+Ce 및 Dy+Na 이중 도핑된 MgB4O7의 높은 열발광 특성)

  • Jinu Park;Nakyung Kim;Jiwoon Choi;Youngseung Choi;Sanghyuk Ryu;Sung-Jin Yang;Duck Hyeong Jung;Byungha Shin
    • Korean Journal of Materials Research
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    • v.33 no.1
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    • pp.15-20
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    • 2023
  • 'Tracers' are bullets that emit light at the backside so that the shooter can see the trajectory of their flight. These light-emitting bullets allow snipers to hit targets faster and more accurately. Conventional tracers are all combustion type which use the heat generated upon ignition. However, the conventional tracer has a fire risk at the impact site due to the residual flame and has a by-product that can contaminate the inside of the gun and lead to firearm failure. To resolve these problems, it is necessary to develop non-combustion-type tracers that can convert heat to luminance, so-called 'thermoluminescence (TL)'. Here, we highly improve the thermoluminescence properties of MgB4O7 through co-doping of Dy3++Ce3+ and Dy3++Na+. The presence of doping materials (Dy3+, Ce3+, Na+) was confirmed by XPS (X-ray photoelectron spectroscopy). The as-synthesized co-doped MgB4O7 was irradiated with a specific radiation dose and heated to 500 ℃under dark conditions. Different thermoluminescence characteristics were exhibited depending on the type or amounts of doping elements, and the highest luminance of 370 cd/m2 was obtained when Dy 10 % and Na 5 % were co-doped.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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A Combat Effectiveness Evaluation Algorithm Considering Technical and Human Factors in C4I System (NCW 환경에서 C4I 체계 전투력 상승효과 평가 알고리즘 : 기술 및 인적 요소 고려)

  • Jung, Whan-Sik;Park, Gun-Woo;Lee, Jae-Yeong;Lee, Sang-Hoon
    • Journal of Intelligence and Information Systems
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    • v.16 no.2
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    • pp.55-72
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    • 2010
  • Recently, the battlefield environment has changed from platform-centric warfare(PCW) which focuses on maneuvering forces into network-centric warfare(NCW) which is based on the connectivity of each asset through the warfare information system as information technology increases. In particular, C4I(Command, Control, Communication, Computer and Intelligence) system can be an important factor in achieving NCW. It is generally used to provide direction across distributed forces and status feedback from thoseforces. It can provide the important information, more quickly and in the correct format to the friendly units. And it can achieve the information superiority through SA(Situational Awareness). Most of the advanced countries have been developed and already applied these systems in military operations. Therefore, ROK forces also have been developing C4I systems such as KJCCS(Korea Joint Command Control System). And, ours are increasing the budgets in the establishment of warfare information systems. However, it is difficult to evaluate the C4I effectiveness properly by deficiency of methods. We need to develop a new combat effectiveness evaluation method that is suitable for NCW. Existing evaluation methods lay disproportionate emphasis on technical factors with leaving something to be desired in human factors. Therefore, it is necessary to consider technical and human factors to evaluate combat effectiveness. In this study, we proposed a new Combat Effectiveness evaluation algorithm called E-TechMan(A Combat Effectiveness Evaluation Algorithm Considering Technical and Human Factors in C4I System). This algorithm uses the rule of Newton's second law($F=(m{\Delta}{\upsilon})/{\Delta}t{\Rightarrow}\frac{V{\upsilon}I}{T}{\times}C$). Five factors considered in combat effectiveness evaluation are network power(M), movement velocity(v), information accuracy(I), command and control time(T) and collaboration level(C). Previous researches did not consider the value of the node and arc in evaluating the network power after the C4I system has been established. In addition, collaboration level which could be a major factor in combat effectiveness was not considered. E-TechMan algorithm is applied to JFOS-K(Joint Fire Operating System-Korea) system that can connect KJCCS of Korea armed forces with JADOCS(Joint Automated Deep Operations Coordination System) of U.S. armed forces and achieve sensor to shooter system in real time in JCS(Joint Chiefs of Staff) level. We compared the result of evaluation of Combat Effectiveness by E-TechMan with those by other algorithms(e.g., C2 Theory, Newton's second Law). We can evaluate combat effectiveness more effectively and substantially by E-TechMan algorithm. This study is meaningful because we improved the description level of reality in calculation of combat effectiveness in C4I system. Part 2 will describe the changes of war paradigm and the previous combat effectiveness evaluation methods such as C2 theory while Part 3 will explain E-TechMan algorithm specifically. Part 4 will present the application to JFOS-K and analyze the result with other algorithms. Part 5 is the conclusions provided in the final part.