• 제목/요약/키워드: Concept Battle

검색결과 58건 처리시간 0.027초

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

  • 권용수;함병운;김하철
    • 한국군사과학기술학회지
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    • 제9권4호
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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.

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

  • 박승
    • 한국군사과학기술학회지
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    • 제11권2호
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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.

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

  • 김석;손승현
    • 한국군사과학기술학회지
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    • 제11권6호
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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.

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

  • 정민섭;이웅;박상혁
    • 문화기술의 융합
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    • 제6권2호
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    • pp.321-325
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    • 2020
  • 본 연구는 첨단과학 기술이 전투개념에 미치는 영향과 AICBM 기술을 접목한 미래 육군의 전투를 새롭게 개념화 하는데 목적이 있다. '전투개념'은 시대 상황에 따라 변화하고, 다음 두 가지 사례를 통해 볼 수 있다. 첫째, 적을 분석 하여 상대적 우위를 달성하는 개념이다. 이러한 대표적인 사례가 미군이 '공지합동전투'를 '다영역작전(Multi-Domain Operations)'으로 발전시킨 경우를 들 수 있다. 둘째, 전투개념의 변화를 이끄는 '과학기술'이다. 세계 1차 대전시 육상과 해상에서의 화력전이 항공기의 출현으로 인해 세계 2차 대전에서 '공중전'으로 발전된 것이 대표적 사례이다. 이와 관련하여 미군은 '미래사령부' 창설 등을 통해 첨단과학기술을 기반으로 미래 작전환경에 부합한 싸우는 개념과 미래 군 건설에 집중하고 있다. 따라서 우리 군도 4차 산업혁명의 주요기술을 기회로 활용하여 미래 전투개념을 발전시킬 필요가 있으며, 미래의 전쟁은 첨단과학기술이 전쟁을 수행하는 개념 발전에 영향을 크게 미칠 것이며, 이는 4차 산업혁명을 근간으로 한 AICBM 기술이 초연결·초지능·초융합의 형태로 국방운영에서의 혁신을 촉진할 것이기 때문이다. 따라서 본 연구는 첨단과학 기술이 전투개념에 미치는 영향과 AICBM 기술을 접목한 미래 육군의 전투개념을 제시할 것이다.

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

  • 이상태;이승영;황근철;김세환;이규현
    • 한국시뮬레이션학회논문지
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    • 제22권4호
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    • pp.11-19
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    • 2013
  • 해군 무기체계 전투실험은 미래 새로운 무기체계의 소요를 창출하고 운용개념을 정립하며, 작전운용성능을 실험하고 검증할 뿐 아니라 나아가 교리발전 및 훈련에 이르기까지 폭넓게 실험을 수행하고 있다. 한국 해군은 전투실험을 효과적으로 지원할 수 있는 도구는 물론 전용의 실험 시설을 통해서 효율적, 효과적인 모의기반획득 지원환경을 구축하기 위해 노력하고 있다. 본 논문에서는 해군 전투실험의 훈련 및 전술발전 지원을 위한 C2 가상모의 연동 시뮬레이터를 개발하고 연동을 위한 아키텍처를 설계하였다. 대함전/대공전 시뮬레이션은 교전급 모델인 SADM을 이용하고 대잠전 시뮬레이션은 공학급 모델인 교전분석 시뮬레이터를 재사용하여 운용자 참여가 가능한 전투실험을 수행하였다. 전투실험을 통해 나온 결과를 분석, 훈련 전술에 반영하고 운용자 참여를 통해서 훈련 현실감을 높였다. C2 가상모의 연동 아키텍처는 전투실험 교전에 대한 연동 및 C2 훈련이 가능한 구성의 아키텍처로 설계되었다. 또한 서로 다른 운용개념의 시스템을 통합하고 연동하기 위한 아키텍처이다.

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

  • Huber, Reiner K.;Steiger, Karl;Wobith, Bernt
    • 한국경영과학회지
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    • 제6권1호
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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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해전 비교연구를 통한 해군의 임무형 지휘 필요성에 관한 연구 - 세인트 빈센트 곶 해전과 유틀란트 해전을 중심으로 - (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 -)

  • 조성진;전윤재
    • Strategy21
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    • 통권46호
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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.

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

  • 이종훈
    • 한국멀티미디어학회논문지
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    • 제22권6호
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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.

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

  • 최인순
    • 복식
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    • 제38권
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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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알고리즘 교육을 위한 소프트웨어 배틀 - 정렬 알고리즘을 중심으로 (Software Battle for Algorithm Education - Focused on Sorting Algorithm)

  • 정인기
    • 정보교육학회논문지
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    • 제22권2호
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    • pp.223-230
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    • 2018
  • 2018학년도부터 초 중 고등학교에서 소프트웨어 교육이 시행될 예정이다. 소프트웨어 교육의 핵심 내용 중의 하나는 알고리즘 교육이라고 할 수 있다. 다른 분야와 마찬가지로 알고리즘 교육도 학생들의 주도적 활동이 성공을 좌우한다고 볼 수 있으며 학생들의 주도적 학습은 학생들의 흥미와 몰입도를 높일 때 이끌어낼 수 있다. 이에 본 논문에서는 알고리즘 교육에 스포츠 경기를 접목하여 소프트웨어 배틀이라는 개념을 제안하였다. 소프트웨어 배틀은 가상의 세계에서 프로그래밍된 개체들이 중간에 사람의 개입 없이 주어진 문제를 해결하는 경기를 하는 것으로 정의하였다. 이는 다양한 주제에 적용될 수 있는데 본 논문에서는 알고리즘 교육의 대표적 주제인 정렬 분야에 적용을 시도하였다. 알고리즘 교육을 소프트웨어 배틀에 적용한 결과는 학생들이 생소한 면을 느끼기는 하였지만 대체적으로 긍정적인 반응을 보였다. 이는 소프트웨어 배틀이 여러 교육 방법 중에 하나로 활용될 수 있음을 나타낸다고 할 수 있다.