• Title/Summary/Keyword: Combat Systems

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

  • Cha, Jeong-Hee;Jang, Hyo-Jong;Park, Yong-Woon;Kim, Gye-Young;Choi, Hyung-Il
    • The KIPS Transactions:PartD
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    • v.11D no.6
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    • pp.1259-1268
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    • 2004
  • To organize training in limited training area for an actuai combat, realistic training simulation plugged in by various battle conditions is essential. In this paper, we propose a virtual target overlay technique which does not use a virtual image, but Projects a virtual target on ground-based CCD image by appointed scenario for a realistic training simulation. In the proposed method, we create a realistic 3D model (for an instructor) by using high resolution Geographic Tag Image File Format(GeoTIFF) satellite image and Digital Terrain Elevation Data (DTED), and extract the road area from a given CCD image (for both an instructor and a trainee). Satellite images and ground-based sensor images have many differences in observation position, resolution, and scale, thus yielding many difficulties in feature-based matching. Hence, we propose a moving synchronization technique that projects the target on the sensor image according to the marked moving path on 3D satellite image by applying Thin-Plate Spline(TPS) interpolation function, which is an image warping function, on the two given sets of corresponding control point pair. To show the experimental result of the proposed method, we employed two Pentium4 1.8MHz personal computer systems equipped with 512MBs of RAM, and the satellite and sensor images of Daejoen area are also been utilized. The experimental result revealed the effective-ness of proposed algorithm.

Design and Implementation of Interface System for Swarm USVs Simulation Based on Hybrid Mission Planning (하이브리드형 임무계획을 고려한 군집 무인수상정 시뮬레이션 시스템의 연동 인터페이스 설계 및 구현)

  • Park, Hee-Mun;Joo, Hak-Jong;Seo, Kyung-Min;Choi, Young Kyu
    • Journal of the Korea Society for Simulation
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    • v.31 no.3
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    • pp.1-10
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    • 2022
  • Defense fields widely operate unmanned systems to lower vulnerability and enhance combat effectiveness. In the navy, swarm unmanned surface vehicles(USVs) form a cluster within communication range, share situational awareness information among the USVs, and cooperate with them to conduct military missions. This paper proposes an interface system, i.e., Interface Adapter System(IAS), to achieve inter-USV and intra-USV interoperability. We focus on the mission planning subsystem(MPS) for interoperability, which is the core subsystem of the USV to decide courses of action such as automatic path generation and weapon assignments. The central role of the proposed system is to exchange interface data between MPSs and other subsystems in real-time. To this end, we analyzed the operational requirements of the MPS and identified interface messages. Then we developed the IAS using the distributed real-time middleware. As experiments, we conducted several integration tests at swarm USVs simulation environment and measured delay time and loss ratio of interface messages. We expect that the proposed IAS successfully provides bridge roles between the mission planning system and other subsystems.

A Data-driven Classifier for Motion Detection of Soldiers on the Battlefield using Recurrent Architectures and Hyperparameter Optimization (순환 아키텍쳐 및 하이퍼파라미터 최적화를 이용한 데이터 기반 군사 동작 판별 알고리즘)

  • Joonho Kim;Geonju Chae;Jaemin Park;Kyeong-Won Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.107-119
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    • 2023
  • The technology that recognizes a soldier's motion and movement status has recently attracted large attention as a combination of wearable technology and artificial intelligence, which is expected to upend the paradigm of troop management. The accuracy of state determination should be maintained at a high-end level to make sure of the expected vital functions both in a training situation; an evaluation and solution provision for each individual's motion, and in a combat situation; overall enhancement in managing troops. However, when input data is given as a timer series or sequence, existing feedforward networks would show overt limitations in maximizing classification performance. Since human behavior data (3-axis accelerations and 3-axis angular velocities) handled for military motion recognition requires the process of analyzing its time-dependent characteristics, this study proposes a high-performance data-driven classifier which utilizes the long-short term memory to identify the order dependence of acquired data, learning to classify eight representative military operations (Sitting, Standing, Walking, Running, Ascending, Descending, Low Crawl, and High Crawl). Since the accuracy is highly dependent on a network's learning conditions and variables, manual adjustment may neither be cost-effective nor guarantee optimal results during learning. Therefore, in this study, we optimized hyperparameters using Bayesian optimization for maximized generalization performance. As a result, the final architecture could reduce the error rate by 62.56% compared to the existing network with a similar number of learnable parameters, with the final accuracy of 98.39% for various military operations.

A Redesign of the Military Education Structure of General Universities based on Defense Innovation 4.0 -Focused on Capabilities of Tech-Intensive Junior Officers based on Advanced S&T- (국방혁신4.0 기반의 일반대학의 군사학 교육체계 재설계 방안 -첨단과학기술 기반의 기술집약형 초급 간부 역량 중심으로-)

  • Jung-Ho Eom;Keun-Seog Park;Sang-Pil Chun
    • Convergence Security Journal
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    • v.22 no.4
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    • pp.35-44
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    • 2022
  • Among the five promotion strategies of Defense Innovation 4.0(DI 4.0), the military structure/operation optimization strategy aims to innovate the military structure based on advanced science&technology(S&T), and to integrate advanced S&T in the field of defense operation such as education&training and human resource development. As the future battlefield expands to AI-based unmanned/robot combat systems, space, cyberspace, and electromagnetic fields, it is necessary to train officers with the capabilities required in these battlefields. It is necessary to develop capabilities from junior officers who will lead the future battlefield to operating core advanced power based on the 4th industrial revolution S&T. We review the education system of the military in universities and propose a method of redesigning the education system that is compatible with DI 4.0 and can develop technology-intensive capabilities based on advanced S&T. We propose a operation plan of major and extra-programs that can develop the capabilities of junior officers required for the future battlefield, and also suggest ways to support the army's practical training.

Study on Organizational Management and Policy Development in Response to Increasing Multicultural Soldiers in Korean Military (다문화 장병 증가에 따른 조직관리 및 정책적 발전방안 연구)

  • Ji-Yeon Kim;Kyoung-Haing Lee;Sang-Hyuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.419-423
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    • 2024
  • With the rapid increase of multicultural families in South Korea due to international marriages and the influx of foreign workers, the number of children from these families enlisting in the military is also rising. It is projected that by 2030, over 10,000 recruits from multicultural backgrounds will join the military annually. This influx can help mitigate the issue of decreasing military resources due to low birth rates and enhance the cultural diversity within the military. However, the lack of multicultural awareness and the presence of discrimination in the military can hinder the well-being of these multicultural soldiers. This study aims to analyze the multicultural phenomenon in the Korean military and explore development strategies to ensure the stable service and healthy military culture for multicultural soldiers. The theoretical background of multiculturalism and diversity in the military is examined, along with the analysis of multicultural military operations in other countries. Management strategies for multicultural soldiers, including leadership and organizational culture innovation, multicultural education and awareness programs, and the establishment of tailored support systems, are proposed. Furthermore, policy recommendations for enhancing the effectiveness of multicultural policies in the Korean military are presented. Supporting the successful military service of multicultural soldiers will contribute to the enhancement of military combat power and the acceptance of multiculturalism in Korean society.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.