• Title/Summary/Keyword: Battle Concept

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Prospective Scheme of Network Based Battle Management System in AMD (공중.미사일방어의 네트워크중심 전장관리체계 발전방안)

  • Kwon, Yong-Soo;Ham, Byung-Woon;Kim, Ha-Chul
    • Journal of the Korea Institute of Military Science and Technology
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    • v.9 no.4
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    • pp.50-60
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    • 2006
  • This work describes a basic concept of network based battle management system in AMD(Air & Missile Defense). The AMD operation inherently is joint concept that each single service do not satisfy the requirements of AMD theater operation. It is integrated system of joint forces that is operated simultaneously. The analysis of the future battlespace and air & missile threat is shown. From this analysis the prospective scheme of network based battle management system in building Korean future AMD is presented.

A Concept Study on Improving Command Post Vehicles for Operating Battle Management System (전장관리체계 운용을 위한 전투지휘용 차량의 성능개량 개념)

  • Park, Seung
    • Journal of the Korea Institute of Military Science and Technology
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    • v.11 no.2
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    • pp.16-22
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    • 2008
  • So far, Korean command post vehicles(CPs) have used voice-only radio communication among the mechanized troop units such MBTs and IFVs, etc. But digital data communication technology should be introduced to improve mission success capabilities and accommodate integrated combat capabilities through increasing SA(situation Awareness), or spatiotemporal synchronization of military operation in battle field environment. Therefore, conventional CPs, which have been operated without digital network, urgently needs to mount a battle management system which furnish with tactical information network, considering that korean new MBTs or new IFVs will be fielded soon. This study suggests some performance enhancement method which might be applicable to CPs which have a role of connecting Battalion unit to Brigade C4I system.

A Concept Study on Efficiently Improving Performance for Korean MBT (한국형 전차의 효율적인 성능개량 개념)

  • Kim, Seok;Son, Seung-Hyun
    • Journal of the Korea Institute of Military Science and Technology
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    • v.11 no.6
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    • pp.14-20
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    • 2008
  • A battle management system should be introduced to improve mission success capabilities and accommodate integrated combat capabilities through increasing SA(Situation Awareness), or spatiotemporal synchronization of military operation in battle field environment. Conventional Korean Main Battle Tanks(Korean MBTs), which have been operated without digital network, were developed for 1980s. Korean new MBTs, which are mounted the battle management system, will be fielded soon. Therefore, old Korean MBT is needed to improve performances for co-operation with new one. This paper is reviewed each improved MBTs of world countries and domestic maintenance facilities. And this study suggests some processing methods which might be applicable to improve information network performance of old Korean MBTs.

A Study on the Concept of Convergence and Combined Combat Based on South Korean-style AICBM for the Victory of Future War (미래전 승리를 위한 한국형 AICBM 기반 융·복합 전투개념 연구)

  • Jung, Min-Sub;Lee, Woong;Park, Sang-Hyuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.321-325
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    • 2020
  • The purpose of this study is to re-concept the future battle of the Army, which combines the effects of advanced technology on the concept of combat and the AICBM technology. The "war concept" changes with the times, and can be seen through the following two examples. First, it is a concept that achieves relative superiority by analyzing enemies. A case in point is the U.S. military's development of a "public joint battle" into a "multi-domain operation." Second, it is 'science and technology' that leads to a change in the concept of combat. A case in point is that the firepower warfare on land and sea in World War I developed from World War II to "air warfare" due to the emergence of aircraft. In this regard, the U.S. military is focusing on the concept of fighting in line with the future operational environment based on high-tech science and technology and the construction of the future military through the creation of the "Future Command." Therefore, our military needs to utilize the major technologies of the fourth industrial revolution as an opportunity to develop the concept of future combat, and the future war will greatly affect the development of the concept of advanced science and technology carrying out war, as AIC technology based on the fourth industrial revolution will promote innovation in defense operations in the form of super-connected, super-intelligence and super-integration. Therefore, this study will present the impact of advanced technology on the concept of combat and the concept of battle of the future Army incorporating the technology of AICBM.

Development of C2 Virtual Linked Simulator For Engineering and Engagement Level Battle Experimentation (공학-교전급 전투실험을 위한 C2 가상모의 연동 시뮬레이터 개발)

  • Lee, Sangtae;Lee, Seungyoung;Hwang, Kun-Chul;Kim, Saehwan;Lee, Kyuhyun
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.11-19
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    • 2013
  • The Korean naval weapon systems, combat experiments establish the concept of Battle operations, and create the future of the new weapons system. Doctrine development and training as well as ranging from experiments for evaluate the performance of mission operations for combat experiments are used. The battle lab is effectively support tool for the Korean Naval battle experiments. The battle lab is through a dedicated testing facility and to build efficient and effective simulation-based acquisition supporting environment. In this paper, the ship / submarines C2 operations virtual simulator was developed to support the concept of Battle operations of naval combat experiments in training and tactical development. The ship C2 operations virtual simulator makes the anti-ship and anti-aircraft the engagement scenario for performed experiments using the SADM. The submarines C2 operations virtual simulator makes the anti-submarine engagement scenario for performed experiments using EAS. EAS System was created before reuse. EAS system by modifying the additional interfaces HLA-RTI has been reused. Reflected in the tactics and training after analysis of the results through the battle experiment. Also increase training fidelity through operator involvement. The anti-ship and anti-aircraft system architecture (SADM) and anti-submarine system architecture (EAS) requires unique design of system framework since two separate architectures should be integrated into a system. An C2 virtual linked architecture was used to integrate different system architecture. A C2 virtual linked software framework, designed that have integrated protocol for battle experimental linkage and battlefield visualization environment.

On an Analytical Quick Game to Investigate the Battle Effectiveness of Forward Defence Concepts

  • Huber, Reiner K.;Steiger, Karl;Wobith, Bernt
    • Journal of the Korean Operations Research and Management Science Society
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    • v.6 no.1
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    • pp.33-55
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    • 1981
  • The so-called “Quick Game”-models resemble a central element within the Compound Gaming approach of military systems analysis proposed by Huber [1, 2]. This paper introduces such an analytical model designed to investigate the battle-effectiveness of alternative army structures. The nature of its results is discussed from numerical experiments covering the (German) Army Structure 4, Loser's Area Coverage Defence Concept, and Afheldt's Area Defence Concept. It turns out that Loser's concept promises to have a comparatively high potential to stabilize the early conventional forward defence, hence being an interesting alternative for further analysis in depth.

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A Study on the Necessity of Mission Command in Navy Through the Study of Naval Battle Comparison - Focus on Battle of St. Vincent and Battle of Jutland - (해전 비교연구를 통한 해군의 임무형 지휘 필요성에 관한 연구 - 세인트 빈센트 곶 해전과 유틀란트 해전을 중심으로 -)

  • Cho, Seon-Gjin;Jeon, Yoon-Jae
    • Strategy21
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    • s.46
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    • pp.205-238
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    • 2020
  • The origin of mission command can be traced to the era of the Prussian military reforms led by General Gerhard von Scharnhorst after defeats in battle of Jena and Auerstadt in 1806 against Napoleon I. Mission Command is the conduct of military operations through decentralized execution based upon mission-type orders. Commanders issue mission-type orders focused on the purpose of the operation rather than details of how to perform assigned tasks. The mission command has become the command philosophy of the German military and recently many countries in the west accept it as a command philosophy. This study compare and analyze the Battle of St. Vincent and the Battle of Jutland to make sure if the army-initiated mission commands were also useful for the navy. From the late 18th century, represented by the era of Nelson, Royal navy changed from the inherited rigid command culture to guaranteeing the disciplined initiative of its subordinate commanders. In the Battle of St. Vincent in 1797, Nelson acted contrary to the commander's orders at the crucial moment, which gave Britain a decisive victory. On the contrary more than 100 years later, the command culture of the Royal navy changed into a centralized command culture. In the Battle of Jutland in 1916, Royal Navy couldn't win because the rigid command culture did not guarantee initiative of subordinate commanders and subordinate commander's passive attitude of waiting for the commander's instructions even at critical moments. Therefore, a mission command that guarantees the initiative of subordinate commanders is a useful concept even in the navy because it makes subordinate commanders to take full advantage of a sudden change in battle. Today's advanced information and communication technologies have raised questions about mission command. But even advanced technology can't completely eliminate the fundamental nature of the war-the fog of war. War is chaotic and unpredictable. In the flood of lots of informations, senior commander's judgement is not always right because he(she) is also human, he(she) can make mistakes. In the age of informatization, mission command is still effective because it involves increasing interaction and synergy between senior and subordinate commanders by ensuring their independence. Therefore ROK navy also needs to activate mission command. ROK navy must dismantle the zero-defect mentality and apply from educations as Prussian did to establish a mission command culture.

A Study on the Methods to Embody Spectacle Realism in the Aerial Battle Scenes of Movie (영화의 공중전 장면에서 스펙타클 리얼리즘의 형상화 방식 연구)

  • Lee, JongHoon
    • Journal of Korea Multimedia Society
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    • v.22 no.6
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    • pp.716-728
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    • 2019
  • This study explores the concept of spectacular realism. and finds out how spectacular realism is made in movies. The Movies's spectacle is a realistic spectacle that does not miss the reality. so audiences can immerse themselves in it. Nowadays the spectrum of visual realism is becoming very diverse. "Perceptual realism" means to feel more like real than to reproduce reality as it is. "Synthetic realism" is a realism that CGI makes. And "Spectacular realism" makes the spectators concentrate to images than narrative or character. It means the dominance of the visual. The films and showed "Spectacular realism" especially in the aerial battle scenes. The films use 'Presentation of a new spatial sensation using unusual angles', 'Editing that constitutes transcendental time' and 'Intense contrast' as methods to embody spectacular realism. And the harmonious arrangement of transcendental images and very realistic screens effectively embodies Spectacular Realism. This discussion, which began in the air battle scene, could contribute to a broader and more diverse exploration of the implementation of spectacular realism images in the future.

A Study on the Semiotic Application about the Image Vestmental (의상 이미지의 응용 기호론적 연구(I)-엘자 스키아파렐리의 3가지 의상 이미지에 관하여-)

  • 최인순
    • Journal of the Korean Society of Costume
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    • v.38
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    • pp.101-122
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    • 1998
  • The purpose of this study is to define the fundamentals of one symbolic concept, so calles vestment-sign, based on the logical relationship of sign system about the trichotomy by charles S. Peice's sign concept for the communication system of meaning in the non-linguistic image domain. To prove the argument of vestment-sign, I selected 3 type of vestment language by styliste, Elsa Schiaparel-li. The third image vestmental chosen here, titled“Larme-Illusion(1938)”,printed by Salvad-or Dali will produce one symbolic proposition as a logical result which is generated and developed through the interpretation of other images. First of all the text, which is manifested by Elsa Schiaparelli's first image vestmental, tit-led“Notation Musical(1937)”and is symbolized as one category in the representation of the form, is regarded symbolic and metaphorical from a standpoint that the title and the meaning is connected to the form. The second image vestment, titled“Ruches Noirs(1938)”represents externally splendid feminity man-ifested by the symbolic and metaphorical expression. And the purity of sensitivity aiming to humanity in the detail of the poetic feeling of naturalism makes us imagine the battle fild of furious sensitivity. Like as the result of the battle, the third image stimulated our eyesight with the“absence”of dressing function. The proposition of the text,《Death》which the third image delivers, constructs sign system to bring up a meaning with the disappearance of physical“signifier”. This establishment of the symbolic concept presents the etymological authority of symbol generation called“Design”.

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Software Battle for Algorithm Education - Focused on Sorting Algorithm (알고리즘 교육을 위한 소프트웨어 배틀 - 정렬 알고리즘을 중심으로)

  • Jeong, InKee
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.223-230
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    • 2018
  • Software education will be implemented in elementary, middle and high schools from the 2018 school year. One of the core contents of software education is algorithm education. As with other subjects, algorithmic education can also be seen as the success of students' initiative. And students' initiative learning can lead to increasing students' interest and commitment. In this paper, I propose the concept of software battle by applying sports games to algorithm education. The software battle defined that the programmed objects play to solve a given problem without human intervention in the virtual world. This can be applied to various topics. In this paper, I tried to apply it to sorting numbers which is a representative subject of algorithm education. The results of applying the algorithm education to the software battles showed a positive response, although the students felt the unfamiliar side. This indicates that the software battle can be used as one of the various education methods.