• 제목/요약/키워드: Virtual Combat

검색결과 56건 처리시간 0.021초

Overcoming Cybercrime in Ukraine (Cyberterrorism)

  • Pravdiuk, Andrey;Gerasymenko, Larysa;Tykhonova, Olena
    • International Journal of Computer Science & Network Security
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    • 제21권6호
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    • pp.181-186
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    • 2021
  • Ensuring national security in cyberspace is becoming an increasingly important issue, given the growing number of cybercrimes due to adaptation to new security and protection technologies. The purpose of this article is to study the features of counteracting, preventing, and detecting crimes in the virtual space of Ukraine on the example of cases and analysis of the State Center for Cyber Defense and Countering Cyber Threats CERT-UA and the Cyber Police Department of the National Police of Ukraine. The research methodology is based on the method of analysis and study of cases of crime detection in the virtual environment of the State Center for Cyber Defense and Countering Cyber Threats CERT-UA and the Cyber Police Department of the National Police of Ukraine. The results show that the consistent development of the legal framework in 2016-2020 and the development of a cyber-defense strategy for 2021-2025 had a positive impact on the institution-building and detection of cybercrime in Ukraine. Establishing cooperation with developed countries (USA) has helped to combat cybercrime by facilitating investigations by US law enforcement agencies. This means that international experience is effective for developing countries as a way to quickly understand the threats and risks of cybercrime. In Ukraine, the main number of incidents concerns the distribution of malicious software in the public sector. In the private sector, cyber police are largely confronted with the misappropriation of citizens' income through Internet technology. The practical value of this study is to systematize the experience of overcoming cybercrime on the example of cases of crime detection in a virtual environment.

통신부대 임무수행을 위한 전장온톨로지 (Battlefield Ontology for Communication Unit Mission)

  • 이유진;이경호
    • 한국멀티미디어학회논문지
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    • 제23권5호
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    • pp.667-672
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    • 2020
  • Defense M&S (Modeling&Simulation) is a tool that creates a virtual battle situation similar to the real world, measuring and evaluating the effects of war or combat elements. However, it is very challenging to consider all the possible outcomes on the battlefield. To solve this problem, we propose a battlefield ontology, which conceptualizes the data of battlefield situation with tactical considerations. The proposed battlefield ontology is evaluated based on various communication posts in war game scenarios. The battlefield ontology is expected to assist the process of quick and accurate command decisions in convoluted battlefield situations.

Analysis of Break in Presence During Game Play Using a Linear Mixed Model

  • Chung, Jae-Yong;Yoon, Hwan-Jin;Gardne, Henry J.
    • ETRI Journal
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    • 제32권5호
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    • pp.687-694
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    • 2010
  • Breaks in presence (BIP) are those moments during virtual environment (VE) exposure in which participants become aware of their real world setting and their sense of presence in the VE becomes disrupted. In this study, we investigate participants' experience when they encounter technical anomalies during game play. We induced four technical anomalies and compared the BIP responses of a navigation mode game to that of a combat mode game. In our analysis, we applied a linear mixed model (LMM) and compared the results with those of a conventional regression model. Results indicate that participants felt varied levels of impact and recovery when experiencing the various technical anomalies. The impact of BIPs was clearly affected by the game mode, whereas recovery appears to be independent of game mode. The results obtained using the LMM did not differ significantly from those obtained using the general regression model; however, it was shown that treatment effects could be improved by consideration of random effects in the regression model.

Using The Internet As A Tool For The Illicit Sale Of Drugs And Potent Substances

  • Manzhai, Oleksandr;Cherevko, Kyrylo;Chycha, Ruslan;Burlaka, Iryna;Piadyshev, Volodymyr
    • International Journal of Computer Science & Network Security
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    • 제22권6호
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    • pp.246-250
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    • 2022
  • The article analyzes the regulations of current criminal law and current issues, combating drug crime on the Internet, as well as measures to combat drug crime in the field of modern information technology. In connection with the growth of crimes in the field of drug trafficking committed with the use of information and telecommunications technologies, the urgent task of the state is to find effective ways to reduce drug crime. The article considers criminologically significant aspects of the mechanism of illicit drug trafficking, which is carried out with the use of information and telecommunication technologies and means of remote communication.

Antimicrobial resistance in Klebsiella pneumoniae: identification of bacterial DNA adenine methyltransferase as a novel drug target from hypothetical proteins using subtractive genomics

  • Umairah Natasya Mohd Omeershffudin;Suresh Kumar
    • Genomics & Informatics
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    • 제20권4호
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    • pp.47.1-47.13
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    • 2022
  • Klebsiella pneumoniae is a gram-negative bacterium that is known for causing infection in nosocomial settings. As reported by the World Health Organization, carbapenem-resistant Enterobacteriaceae, a category that includes K. pneumoniae, are classified as an urgent threat, and the greatest concern is that these bacterial pathogens may acquire genetic traits that make them resistant towards antibiotics. The last class of antibiotics, carbapenems, are not able to combat these bacterial pathogens, allowing them to clonally expand antibiotic-resistant strains. Most antibiotics target essential pathways of bacterial cells; however, these targets are no longer susceptible to antibiotics. Hence, in our study, we focused on a hypothetical protein in K. pneumoniae that contains a DNA methylation protein domain, suggesting a new potential site as a drug target. DNA methylation regulates the attenuation of bacterial virulence. We integrated computational-aided drug design by using a bioinformatics approach to perform subtractive genomics, virtual screening, and fingerprint similarity search. We identified a new potential drug, koenimbine, which could be a novel antibiotic.

수중 자율이동체의 장시간 수중항법 성능 개선을 위한 표준 수력학 모델 기반 속도 추정필터 설계 (Gertler-Hagen Hydrodynamic Model Based Velocity Estimation Filter for Long-term Underwater Navigation Without External Position Fix)

  • 이윤하;나원상;김광훈;안명환;이범직
    • 전기학회논문지
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    • 제65권11호
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    • pp.1868-1878
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    • 2016
  • This paper proposes a novel velocity estimator for long-term underwater navigation of autonomous underwater vehicles(AUVs). Provided that an external position fix is not given, a viable goal in designing a underwater navigation algorithm is to reduce the divergence rate of position error only using the sporadic velocity information obtained from Doppler velocity log(DVL). For such case, the performance of underwater navigation eventually depends on accuracy and reliability of external velocity information. This motivates us to devise a velocity estimator which can drastically enhance the navigation performance even when the DVL measurement is unavailable. Incorporating the Gertler-Hagen hydrodynamics model of an AUV with the measurement models of velocity and depth sensors, the velocity estimator design problem is resolved using the extended Kalman filter. Different from the existing methods in which an AUV simulator is regarded as a virtual sensor, our approach is less sensitive to the model uncertainty often encountered in practice. This is because our velocity filter estimates the simulator errors with sensor aids and furthermore compensates these errors based on the indirect feedforward manner. Through the simulations for typical AUV navigation scenarios, the effectiveness of the proposed scheme is demonstrated.

3차원 위성영상과 센서영상의 정합에 의한 가상표적 Overlay 기법 (Virtual Target Overlay Technique by Matching 3D Satellite Image and Sensor Image)

  • 차정희;장효종;박용운;김계영;최형일
    • 정보처리학회논문지D
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    • 제11D권6호
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    • pp.1259-1268
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    • 2004
  • 제한된 훈련장안에서 실전에 대비한 훈련이 되려면, 다양한 전투상황이 부여된 현실감 있는 모의훈련이 필수적이다. 본 논문에서는 현실감 있는 모의훈련을 위해 가상영상이 아닌 지상기반 CCD 카메라영상에 지정된 시나리오대로 가상표적을 전시하는 방법을 제안한다. 이를 위해 고해상도 GeoTIFF(Geographic Tag Image File Format) 위성 영상과 DTED(Digital Terrain Elevation Data)를 이용하여 현실감 있는 3차원 모델을 생성(운용자용)하고, 입력된 CCD 영상(운용자, 훈련자용)으로부터 도로를 추출하였다. 위성영상과 지상기반 센서영상은 관측위치, 분해능, 스케일 등에 많은 차이가 있어 특징기반 정합이 어렵다. 따라서 본 논문에서는 영상 워핑함수인 TPS(Thin-Plate Spline) 보간 함수를 일치하는 두개의 제어점 집합에 적용하여 3차원 모델에 표시된 이동경로를 따라 CCD 영상에서도 표적이 전시되는 이동 동기화 방법을 제안하였다. 실험환경은 Pentium4 1.8MHz(RAM 512M)의 PC 2대를 사용하였으며, 실험 영상은 대전지역의 위성영상과 CCD 영상을 이용, 제안한 알고리즘의 유효성을 입증하였다.

모바일 게임의 크로노토프 연구 (A Study on the Chronotope of Mobile Game)

  • 이진
    • 한국컴퓨터게임학회논문지
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    • 제31권4호
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    • pp.29-36
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    • 2018
  • 본 논문은 모바일 게임과 게임하기의 변화를 통합적으로 살피기 위해 모바일 게임의 시공간적 특성을 미하일 바흐친(Mikhail Bakhtin)의 크로노토프(chronotope) 개념을 통해 고찰하는 것을 목적으로 한다. 소설에서 재현되는 시간과 공간 사이의 내적 연관을 지칭하는 개념인 크로노토프를 바탕으로 모바일 게임 플랫폼에서의 시공간 경험과 모바일 게임 텍스트의 재구성 간의 내적 연관을 살펴보았다. 모바일 게임은 플레이어라는 존재 기반의 혼종적 플랫폼을 통해 게임하기의 행위를 일상의 시공간과 중첩시키면서 플레이어의 의지를 바탕으로 지금-여기의 세계를 구축한다. 플레이어를 플랫폼으로 하는 모바일 게임의 크로노토프는 가상세계에 접속하는 것이 아닌, 지금-여기라는 현재의 공간에서 생성되는 것이다. 본고에서는 이와 같은 모바일 게임의 크로노토프 재현 양상을 역할수행 게임과 위치기반 게임을 중심으로 살펴보았다. 모바일 역할수행 게임에서는 자동 전투 시스템을 중심으로 플레이어가 느슨한 거리감을 유지면서 서사적이고 관계적인 경험이 약화된 탈역사적 크로노토프가 나타난다. 위치기반 게임에서는 가상세계와 실제세계의 중첩을 통해 유희적 의미를 발생시키는 플레이어가 주도하는 생성의 크로노토프가 나타난다.

COVID-19가 국제중재에 미치는 영향에 관한 연구 (A Study on the Influence of COVID-19 on International Arbitration)

  • 김용일;황지현
    • 융합정보논문지
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    • 제11권12호
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    • pp.80-89
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    • 2021
  • 2020년 1월 30일, 세계보건기구(World Health Organization)는 COVID-19의 확산이 "국제보건규정(International Health Regulations)" 제1조에 규정된 "국제적 공중보건 비상사태(Public Health Emergency of International Concern)"의 기준을 충족한다고 선언하고, 팬데믹 퇴치를 위한 다양한 예비 권고를 제안하였다. 이후 3월부터 팬데믹이 본격화되면서 (일부 국가에서는 마스크 착용이 법으로 금지되었음에도 불구하고) 갑자기 공공장소에서 마스크를 쓰라는 지시가 내려졌다. 경제·사회 환경이 예상치 못한 방향으로 바뀌면서 법조계에서도 화상심리 도입 등 조금씩 변화의 바람이 불기 시작했다. 아마도 COVID-19 이후에는 이전의 일상과는 매우 다른 모습으로 변화될 가능성이 크다. COVID-19가 국제중재 진행방식에도 영향을 미치고 있는바 관건은 이러한 영향이 몇 년 동안만 지속되는 일시적인 문제로 그칠 것인지, 아니면 COVID-19의 확산이 국제중재 진행방식의 전환점이 될 것인지가 의문이다. 이러한 이해를 바탕으로 본 연구는 COVID-19가 국제중재에 미치는 영향 및 효과를 고찰하고, 향후 전망을 제시한다.

가상현실 및 증강현실 기술을 기반 한 교육·훈련 체계 개발 방향 설정에 관한 연구 (A Study on the Development Direction of Education and Training System based on AR/VR Technology)

  • 박명환;이상수;전기석;설현주
    • 한국군사과학기술학회지
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    • 제22권4호
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    • pp.545-554
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    • 2019
  • The purpose of this study is to develop a method of applying AR(Augmented Reality)/VR(Virtual Reality) to educational and training systems from a comprehensive perspective, rather than applying AR/VR technology to specific education and training systems. We suggested whether to apply AR or VR technology to education and training system, the level of application of technology when constructing using AR/VR technology, and the criteria of priority among many education and training systems. To do this, we presented the framework of application of AR/VR technology, the evaluation criteria for selecting priority of education and training system applying AR/VR, and the systematic procedure for utilization of developed method. This study is significant in that it has developed a method to determine the direction of systematic AR/VR technology application for all education and training systems operated by the military or organization. This is expected to contribute to the overall efficiency of the organization in terms of economical utilization of the limited budget as well as the various benefits of utilizing basic AR/VR technology.