• Title/Summary/Keyword: War

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A Synthetic Enviornment Based Engagement Simulation Model (합성환경 기반 교전모의)

  • Park, Sang-Chul;Seong, Kil-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.4
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    • pp.271-278
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    • 2010
  • Weapon systems for future war require operating various war scenarios that are getting complex. Similarly, modeling and simulation technique is getting attention to acquire more effective weapon systems. Several S/W tools exist for simulating small scale engagements which depict a kind of war. However, it is very hard to model combat objects more systematic, and reuse them. To overcome these difficulties, this paper presents a modeling methodology for simulating small scale engagement using the DEVS-formalism. In this paper, we systematically classified and defined combat objects, likewise, explain a framework for a small scale combat simulation.

Victory and Defeat Factor Analysis of Historic Battle using Simulation : Myeong-Ryang Sea-Battle during Japanese Invasion of Korea in 1592 (시뮬레이션을 이용한 역사적 전투사례의 승패요인 분석 : 임진왜란시 명량해전 사례 연구)

  • Cho, Sung-Jin
    • Korean Management Science Review
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    • v.27 no.1
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    • pp.61-73
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    • 2010
  • Purpose of the War history's study is getting instruction by analyzing victory and defeat factor. This study is studied by qualitative form in war study mainly. In case recording literature is full, victory and defeat factor analysis is easy, but occasionally definite analysis that recording literature is feeble is difficult. Also, when it is battle result that escape common sense, about victory and defeat factor, various estimations are brought. As such example, there is Myeong-Ryang sea-battle at Japanese Invasion of Korea in 1592 and Korea(Cho-Sun) naval forces did big victory in 13 vs. 133 numerical inferiorities. This study presented method of study that using agent based simulation model for quantitative analysis of these victory and defeat factor.

Characteristics of German Contemporary Furniture ($1946{\sim}2005$) (독일 현대가구의 특성 분석 ($1946{\sim}2005$))

  • Cho, Sook-Kyung
    • Journal of the Korea Furniture Society
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    • v.17 no.2
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    • pp.69-79
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    • 2006
  • German furniture design had been downward in trend after Bauhaus closed and through the War. Meanwhile Italy emerged as a center in furniture industry after the Second World War. After the Unification in 1989, however, German furniture still play predominant role in the world since they have their own unique quality and territory. This study explores the significance of German furniture design by three different eras-Post-war recession (1946-1965), Arising times (1966-1989), Contemporary (1990-2005)-and categorized the major characteristics are summarized as in the below. First, function oriented design Second, pursuing perfection of technology Third, simplicity and purity of design.

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Corps-Level War-Game Model (군단급 워${\cdot}$게임모델)

  • Oh, Hyung-Jae
    • Journal of the military operations research society of Korea
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    • v.3 no.1
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    • pp.51-82
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    • 1977
  • Decision making is a function of many variables, but among these, human burden (soft-ware) and machine burden (hard-ware) are critical. Decision Maker is rather concerned with the soft-ware and just wants to have machine calculate the quantitative arithmetic involved in the decision-making study, because he is responsible for that decision whether or not he knows details about the techniques used by his staffs. From the point of these considerations, computer-assisted war game model has its significance in military decision making. The major outcome of this model is time-phased FEBA movement. FEBA is moved mainly by the ratio of the Index of Combat Effectiveness (ICE). To calculate ICE, Ground Forces are concerning the Index of Firepower (IFP) of individual weapons and in the case of Air Force, sorties are allocated into each sector, and added to the Ground Force IFP. With the ratio of total ICE, FEBA is moved according to the War Game Tables and process is repeated after consideration of casualties. This model is used by IBM-370/135 in MND computer room and also tested by IBM-3741/3717 established at ROKA HQ.

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An Analytical Study on the Trends and Contexts of American Furniture Design in the post World War II period (2차 대전 후 미국 가구 디자인의 경향과 맥락에 관한 분석 연구)

  • 이영화
    • Journal of the Korea Furniture Society
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    • v.12 no.1
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    • pp.91-101
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    • 2001
  • This study explored the trend of postwar period American furniture design and analyzes the contexts of the trend. To be more specific, this study categorized the types of the styles or "looks" of furniture which were dominant in postwar period America: the machine look ; the handicraft look ; the biomorphic look. The background and the context for each look were traced back and analyzed both diachronically and synchronically. Based on the analysis, this study provided two conclusions. First, postwar period American furniture design is in many ways indebted to the World War II, because the war itself and postwar economic revival produced high demands for furniture, which consequently produced a variety of looks of furniture. Second, the furniture design in this period is attributed to commercialism and consumer-oriented design policy formulated in the mid 1920′s when American design established its own identity separating from European avant-gardism.

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ANN-based Evaluation Model of Combat Situation to predict the Progress of Simulated Combat Training

  • Yoon, Soungwoong;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.7
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    • pp.31-37
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    • 2017
  • There are lots of combined battlefield elements which complete the war. It looks problematic when collecting and analyzing these elements and then predicting the situation of war. Commander's experience and military power assessment have widely been used to come up with these problems, then simulated combat training program recently supplements the war-game models through recording real-time simulated combat data. Nevertheless, there are challenges to assess winning factors of combat. In this paper, we characterize the combat element (ce) by clustering simulated combat data, and then suggest multi-layered artificial neural network (ANN) model, which can comprehend non-linear, cross-connected effects among ces to assess mission completion degree (MCD). Through our ANN model, we have the chance of analyzing and predicting winning factors. Experimental results show that our ANN model can explain MCDs through networking ces which overperform multiple linear regression model. Moreover, sensitivity analysis of ces will be the basis of predicting combat situation.

Relationship Analysis among Media, Public Opinion and the Presidential Statements during George Bush's War on Drugs

  • Lee, Hyo-Seong;Ryu, Seung-Kwan
    • International Journal of Contents
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    • v.5 no.3
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    • pp.33-39
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    • 2009
  • This study tested a path model of agenda building examining the relationship among the media, the public and the presidential statements on the issue of drug abuse during the Bush administration's War on Drugs. The results showed that a dynamic and interactive relationship among aforementioned actors. First, the real-world conditions strongly increased both media coverage and presidential statements. Second, the news media and president influenced each other. Third, public concern, however, did not function as a significant factor in agenda-building process in this study. The result of this study indicates that Bush was not utterly a reactive or proactive president in terms of his relationship with the media. That is, news media and the president interacted regarding the drug issues; the relationship between President Bush and the media for drug issues was reciprocal.

ROK Army War-Game Simulation System Development (한국 육군 제대별 워게임 모의체계 개발사례)

  • 이해관;김장현
    • Proceedings of the Korea Society for Simulation Conference
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    • 2003.06a
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    • pp.31-35
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    • 2003
  • In the late 1990s, ROK Army started developing a simulation model(ChangJo21) for division/corps level battle command training and finished it successfully. The CJ2l model provides realistic representation of Korean characteristics in doctrine, weapon systems, terrain, and climate etc. The successful development of CJ2l implanted us with confidence on high-technology model development and this has been our motive for development of JeonToo21 for battalion/regiment level battle command training and other war-game models like Hwarang21 (Rear Area Ops. Model) and Vision21 (Division Combat Analysis Model). Eventually, ROK Army was able to establish M&S system by echelons, from battalion to corps. Moreover interoperability between ROK-US simulation systems are on the progress. In this paper, we introduce recently developed 3 war-game simulation models and mention on the future directions of ROK Army Modeling & Simulation.

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A Design of Electronic Evidence-seizure Mechanism for the Response of Information-warfare (정보전 대응을 위한 전자적 증거포착 메커니즘 설계1))

  • Park, Myeong-Chan;Lee, Jong-Seop;Choe, Yong-Rak
    • Journal of National Security and Military Science
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    • s.2
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    • pp.285-314
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    • 2004
  • The forms of current war are diversified over the pan-national industry. Among these, one kind of threats which has permeated the cyber space based on the advanced information technology causes a new type of war. C4ISR, the military IT revolution, as a integrated technology innovation of Command, Control, Communications, Computer, Intelligence, Surveillance and Reconnaissance suggests that the aspect of the future war hereafter is changing much. In this paper, we design the virtual decoy system and intrusion trace marking mechanism which can capture various attempts and evidence of intrusion by hackers in cyber space, trace the penetration path and protect a system. By the suggested technique, we can identify and traceback the traces of intrusion in cyber space, or take a legal action with the seized evidence.

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Wharton Esherick: as a Pioneer of Studio Furniture Movement In the United States (미국 스튜디오퍼니쳐 운동에서 와튼 에쉬릭(1887-1970)의 선구자적 역할에 관한 연구)

  • 김명태;김정호;김성아
    • Journal of the Korea Furniture Society
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    • v.14 no.2
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    • pp.53-61
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    • 2003
  • Wharton Esherick (1887-1970) is the pioneer of the Studio Furniture movement which was emerging after the Second World War in the United States. As Esherick began to work on his studio at Paoli, Pennsylvania from 1926, he became enormously influential in the Stuido Furniture movement until his death in 1972. He was connecting the English Arts and Crafts ideal to the post-war craft revival. As the work of William Morris did, in the period of consumerism Esherick's furniture gave a chance to purchase unique furniture to people who wanted a different taste. Not only his furniture is unique and hand-crafted also has sculptural quality which made his followers to see furniture as a different possibilities. His work was influential to the people who followed him after the war such as Arthur Carpenter, Wendell Castle, and Sam Maloof. In the roots of the craft revival, it is hard to underestimate the contribution of Esherick's notion of sculptural furniture.

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