• Title/Summary/Keyword: battle map

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The Battle Maps in the Journal of Armed Forces of Japanese Army Suppressing the Honam's Patriotic Soldiers (일본군 호남 의병토벌대의 진중일지(陣中日誌)에 이용된 전투약도 연구)

  • Nam, Young-Woo
    • Journal of the Korean Geographical Society
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    • v.47 no.3
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    • pp.407-425
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    • 2012
  • This study investigates the battle map in 'the journal of armed forces (陣中日誌)' that is written by Japanese 14th infantry battalion to defeat Korean resistance. The analysis of the battle archives shows that the use of topographic maps led to an overwhelming victory to the Japanese military. In addition, the map used by Japanese military was proven to be a hand copy of 1:50,000 scale field surveyed topographic map, called as the secret military map. The Japanese military generally used 1: 50,000 scale maps. However, the Japanese military sometimes used magnified 1:20,000 scale maps for more accurate military operations.

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A Study on Data Structure and Processing for Battlefield Information Management (전장정보관리를 위한 데이터 구조 및 처리에 관한 연구)

  • Baek, Joo-Hyun
    • Journal of the Korea Institute of Military Science and Technology
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    • v.10 no.2
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    • pp.5-11
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    • 2007
  • In digital warfare, communications between combat vehicles should be managed and synchronized in order to ensure the survivability of vehicles. Embedded battle management systems is designed to share battle information with combat vehicles in real-time. In this study, the details of embedded battle management systems which are successfully implemented in combat vehicles are presented.

A Study on the Conceptual Design of Integrated Battle Experimentation System for Future Force Development (미래 전력발전을 위한 종합전투실험체계 개념설계 연구)

  • Oh, Seung-Hwan;Hong, Yoon-Gee
    • Journal of the military operations research society of Korea
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    • v.36 no.3
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    • pp.57-68
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    • 2010
  • This Study proposes that a SoS(System of Systems) Conceptual Design Model which is developed for the SoS establishment, requirement and decision, utilizing SoS engineering and architecture methodology, and the Model performed with the Process Transition Map using subject matter expert survey. Establishing an Integrated Battle Experimentation System(IBES) for the future force development, the process product of IBES was conceptually designed using a SoS Conceptual Design Model.

A Study on a MMORPG Battle Simulator with Input of Rules (룰 입력을 통한 MMORPG전투 시뮬레이터에 관한 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.97-103
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    • 2007
  • Battles between players and monsters are considered to be the core issues of RPG games, and they are something that effects the players the most when it comes to thinking whether that particular game is fun or not. Even though MMORPGs have enabled RPGs to get out of the repetitiveness into unlimited possibility of expandability and capability of modification of game plays, essential game play process remains still important - the basic battle between the player and the monsters. In this research, we made a simulator to simulate the process of the battles to estimate results of battles by pre-testing the battles with setting up the experience values of players and monsters using formulae needed for the battle systems at the beginning of game development. It can be utilized at a tester to find out a better configuration of monsters in the maps for better optimization of time and efficiency of the battles to satisfy the game planning.

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Data Abstraction in Battlefield Smart Maps Based on QR Tags (QR 태그 기반 전장 스마트 지도에서의 자료 추상화)

  • Kwak, Noh Sup;Yun, Young-Sun;Jung, Jinman;So, Sun Sup;Eun, Seongbae
    • Journal of Korea Multimedia Society
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    • v.23 no.3
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    • pp.440-446
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    • 2020
  • The application field of smart terminals is increasing and its application is also spreading in the defense field. The use of smart terminal based map application is very important in battle fields. The problem is that the communication infrastructure is easy to collapse and the use of GPS is usually disturbed. In this paper, we studied the maps stored in the QR tag at the battle field. The problem is to abstract the map information so that it can be stored in the small QR tag. We have abstracted path information on a vector basis and require only a small amount of data compared to imaged path information. We analyzed the amount of data generated by the abstraction and mathematically analyzed the boundary where the amount does not exceed the capacity limit of the QR tag. Our research can be applied not only to battlefields, but also to disaster / disaster scenes, or in environments with difficult Internet communications, such as mountainous areas.

Experimental Study of the Refrigerant Induced Noise for Air Conditioner Using Flow Pattern Map (유동 양식 선도를 이용한 에어컨 실내기의 냉매 소음 저감 분석)

  • Han, Hyung-Suk;Mo, Jin-Yong;Jeong, Weui-Bong
    • Proceedings of the SAREK Conference
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    • 2008.06a
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    • pp.957-963
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    • 2008
  • The refrigerant-induced noise of the air conditioner is one of the irregular noises which occurs at the indoor unit. Because the air-conditioner makers are always trying to reduce the sound pressure level radiated from indoor unit, reducing the refrigerant-induced noise at low cooling mode is very important problem. But it is very difficult to estimate whether the refrigerant-induced noise occurs or not before it becomes problem. In this paper, a method to predict the refrigerant-induced noise is suggested using flow pattern map. It is estimated that the irregular noise from the refrigerant comes from the slug flow in a pipe.

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Research of Communication Coverage and Terrain Masking for Path Planning (경로생성 및 지형차폐를 고려한 통신영역 생성 방법)

  • Woo, Sang Hyo;Kim, Jae Min;Beak, InHye;Kim, Ki Bum
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.4
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    • pp.407-416
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    • 2020
  • Recent complex battle field demands Network Centric Warfare(NCW) ability to control various parts into a cohesive unit. In path planning filed, the NCW ability increases complexity of path planning algorithm, and it has to consider a communication coverage map as well as traditional parameters such as minimum radar exposure and survivability. In this paper, pros and cons of various propagation models are summarized, and we suggest a coverage map generation method using a Longley-Rice propagation model. Previous coverage map based on line of sight has significant discontinuities that limits selection of path planning algorithms such as Dijkstra and fast marching only. If there is method to remove discontinuities in the coverage map, optimization based path planning algorithms such as trajectory optimization and Particle Swarm Optimization(PSO) can also be used. In this paper, the Longley-Rice propagation model is used to calculate continuous RF strengths, and convert the strength data using smoothed leaky BER for the coverage map. In addition, we also suggest other types of rough coverage map generation using a lookup table method with simple inputs such as terrain type and antenna heights only. The implemented communication coverage map can be used various path planning algorithms, especially in the optimization based algorithms.

An Implementation of Target Information Management and its Sharing Process among Ground Fighting Vehicles (지상전투차량에서 표적정보 처리 및 공유 방안 구현)

  • Choi, Il-Ho;No, Hae-Whan;Son, Won-Kee
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.1
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    • pp.66-75
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    • 2020
  • Enemy information has significant value when it comes to the process of military actions in battle field. Our Army now uses Battlefield Management Systems(BMSs) equipped in Ground Fighting Vehicles(GFVs) and we need to make research on what kind of role enemy information can play in such systems. Also, enemy information can be shared among GFVs and target information shall be extracted from it in view of KVMF scheme. Because KVMF becomes requisite standard in modern BMSs, we need to implement target information handling process in KVMF standard. In this article, we will focus on how target information and its sharing process can be managed efficiently without information conflicts. Also, situation map produced by it will be noted.

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.11-18
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    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

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A Study on the Path Search for the Rapid Suppression of Naval Ships Casualties (함정 재해의 신속 진압을 위한 경로 탐색에 관한 연구)

  • Park, Ju-hun;Ruy, Won-Sun;Chung, Jung-Hoon;Kim, Sook-Kyoung
    • Journal of the Society of Naval Architects of Korea
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    • v.57 no.4
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    • pp.221-229
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    • 2020
  • Naval ships could be seriously damaged by enemy attacks in battle. Moreover, this damage could be spread and deteriorated into a secondary accident. Secondary accidents that have adverse effects on naval ship's survivability, such as fire, flood, smoke extension, and patient occurrence, are defined as casualties. These casualties sharply degrade the survivability of naval ships. Furthermore, naval ships could be burned-out and sunk by casualties in isolated sea. Therefore, damage control and rapid suppression of the casualties in the naval ships is essential. This study was conducted in the establishment of suppression paths according to the characteristics of each casualty so that the developed system can support the rapid suppression in an emergency and even the training situation on a regular state. To establish the suppression paths, the two-dimensional numerical map is designed by converting the three-dimensional features of the naval ships, and the well known algorithms are compared to present the appropriate one for path finding problem on the naval ships. Finally, we devised a specific routing algorithm that fits the characteristics of each casualty in accordance with the Korean Navy's doctrines and handbooks of casualty suppression.