SCIENCE, RESEARCH, DEVELOPMENT.Technics and technology.#4 (ÍÀÓÊÀ, ÈÑÑËÅÄÎÂÀÍÈß, ÐÀÇÂÈÒÈÅ.Òåõíèêà è òåõíîëîãèÿ. #4) 29.04.2018- 30.04.2018 Barcelona (Èñïàíèÿ)

 

ÂÇÀªÌÎÄ²ß Ç ÐÅËßÖ²ÉÍÎÞ ÁÀÇÎÞ ÄÀÍÈÕ ×ÅÐÅÇ ÏÐÎÃÐÀÌÍÈÉ ÊÎÄ

²ÂÀÍΠª.²....................................................................................................................... 6

ÂÈÁ²Ð ² ÎÁ¥ÐÓÍÒÓÂÀÍÍß ÌÅÕÀͲÇ̲ ÒÀ ²ÍÑÒÐÓÌÅÍҲ ÎÖ²ÍÊÈ ÐÈÇÈʲ ÇÀ ÂÈÌÎÃÀÌÈ ÑÒÀÍÄÀÐҲ ISO 31000

ղ̲×ÅÂÀ Ã. ²., ÃÎÐÅÖÜÊÀ Í. Á. .................................................................................. 13

ÐÎÇÐÎÁÊÀ Á²ÎËÎò×ÍÎÃÎ ÊËÀÏÀÍÓ ÑÅÐÖß ÍÎÂÎÃΠÏÎÊÎ˲ÍÍß

ÃËÜÎÇÀ Ì.Þ.................................................................................................................. 18

DEVELOPMENT OF ALGORITHM FOR ADAPTIVE MOVEMENT OF ARTIFICIAL INTELLIGENCE IN VR GAMES

DRIGULICH E................................................................................................................. 22

CONTROL THE DEPTH OF INTRODUCTION OF INTELLIGENT SENSORS INTO A POLYMER MATERIAL

IVITSKIY I.I..................................................................................................................... 25

CREATING AN ALGORITHM OF RANDOM EVENTS
FOR THE MAXIMAL ACCURATE MODEL OF ALPINISM

LYSTOPADOV M............................................................................................................ 28

CREATE A RANDOM LOOT GENERATION ALGORITHM BASED ON REAL FISHING CONDITIONS

ORLOV O....................................................................................................................... 31

ÐÀÇÐÀÁÎÒÊÀ ÌÅÒÎÄÀ ÐÀÑ×ÅÒÀ ÐÅÉÒÈÍÃÀ  ÌÍÎÃÎÏÎËÜÇÎÂÀÒÅËÜÑÊÈÕ ÑÈÑÒÅÌÀÕ

ÁÐÓÍÅÐ Ã.Â................................................................................................................... 33

SHOOTING RANGE IN VIRTUAL REALITY AS MILLITARY CADETS SHOOTING TRAINING METHOD

AZARENKO K................................................................................................................. 37

USER GESTURE RECOGNITION IN VIRTUAL REALITY

DANILENKO N.O............................................................................................................ 40

ÒÅÕÍÎËÎÃ²ß Ì’ßÑÍÎÃÎ ÔÓÍÊÖ²ÎÍÀËÜÍÎÃÎ ÏÐÎÄÓÊÒÓ ²Ç ÂÈÊÎÐÈÑÒÀÍÍßÌ ÑÈÐÎÂÈÍÈ ÐÎÑËÈÍÍÎÃÎ ÏÎÕÎÄÆÅÍÍß

ÃÐÈÍÜÎÂÀ Ä.Â.............................................................................................................. 43

ÂÄÎÑÊÎÍÀËÅÍÍß ÐÅÖÅÏÒÓÐÍÎÃÎ ÑÊËÀÄÓ ØÎÊÎËÀÄÍÎÃÎ ÁÐÀÓͲ

ÍªÌ²Ð²× Î.Â., ÌÈÕÀÉËÅÍÊÎ Â.Ì., ÄÌÈÒÐÅÍÊÎ Ì.Ñ................................................. 45

THE APPROACH OF CREATING A CONFIGURATION FILE USING WEBPACK WITH MINIMAL OPTIMIZATION

PETRENKO I.Y............................................................................................................... 50

ÌÀÒÅÌÀÒÈ×ÅÑÊÀß ÌÎÄÅËÜ ÒÅÐÌÎÍÀÏÐßƨÍÍÎÃÎ ÑÎÑÒÎßÍÈß ÎÃÍÅÓÏÎÐΠÑÒÅÍ ÊÎÍÂÅÐÒÅÐÀ Ñ ÓרÒÎÌ ÈÕ ÎØËÀÊÎÂÀÍÈß ÏÐÈ ÂÇÀÈÌÎÄÅÉÑÒÂÈÈ ÔÓÒÅÐÎÂÊÈ Ñ ÐÀÑÏËÀÂÎÌ Â ÕÎÄÅ ÏÐÎÄÓÂÊÈ

ÏÀÍÒÅÉÊÎÂ Ñ.Ï., ÏÀÍÒÅÉÊÎÂÀ Å. Ñ.......................................................................... 52

ÎÑÍÎÂͲ ÀÑÏÅÊÒÈ ÕÌÀÐÍÈÕ ÒÅÕÍÎËÎòÉ

ÕÀÐ×ÅÍÊÎ Ê.Â., ÙÅÏÀÊ ². À......................................................................................... 56

MODELING THE PROBLEM OF PLANNING SPORTS ACHIEVEMENTS FOR THE SUPPORT SYSTEM FOR THE COMPOSITION OF THE SPORTSMAN GRAPHICS

TYKHOMYROVA K.S...................................................................................................... 61

RESEARCH OF EMERGENCIES DEVELOPMENT BASED ON AGENT APPROACH

BROTSYLO D................................................................................................................. 64

TANK SIMULATOR IN VIRTUAL REALITY AS A METHOD OF TRAINING THE MANAGEMENT OF GROUND MILITARY EQUIPMENT CADETS MILITARY FORCES

ARTYUKHOV.O.D........................................................................................................... 67

GAME DESIGN FEATURE OF DEVELOPING HORROR GAMES

BUZEVICH A................................................................................................................... 69

GAME THEORY IN GAME DESIGN

DAVYDOV O.P............................................................................................................... 71

THE USAGE OF A FINITE-STATE MACHINE IN GAME ALGORITHMS

KURINNOI O.V................................................................................................................ 74

METHODS OF GAMEFICATION OF TEACHING CHILDREN OF PRE-AGE ON THE BASIS OF VIRTUAL REALITY

KOSTENIUK S.P............................................................................................................. 77

ÂÈÊÎÐÈÑÒÀÍÍß ÐÅÀÊÒÈÂÍÎÃÎ ÏÐÎÃÐÀÌÓÂÀÍÍß Ó ÐÎÇÐÎÁÖ² ÌÎÁ²ËÜÍÈÕ ÇÀÑÒÎÑÓÍʲÂ

ÊÎÐÅÖÜÊÈÉ Î. À., ÀÔÀÍÀÑܪÂÀ ². Â......................................................................... 79

GOODS QUALITY CONTROL

TERESHCHENKO G.U.................................................................................................... 84

ÎÏÐÅÄÅËÅÍÈÅ ÑÅÍÑÎÌÎÒÎÐÍÎÉ ÐÅÀÊÖÈÈ ×ÅËÎÂÅÊÀ

ÊÀ×ÀÅ Þ.À.................................................................................................................. 88

ÏÐÈÌÅÍÅÍÈÅ ÌÀÒÐÈÖ Â ÝÊÎÍÎÌÈ×ÅÑÊÈÕ ÇÀÄÀ×ÀÕ

ÁÎÐÈÑÎÂÀ À.À............................................................................................................. 91

ÏÐÈÌÅÍÅÍÈÅ ÌÀÒÅÌÀÒÈ×ÅÑÊÈÕ ÔÓÍÊÖÈÉ Â ÝÊÎÍÎÌÈ×ÅÑÊÈÕ ÇÀÄÀ×ÀÕ

ÔÈËÀÒÅÍÊÎÂ Ê.Ñ.,....................................................................................................... 93

ÈÑÏÎËÜÇÎÂÀÍÈÅ ÎÏÐÅÄÅËÅÍÍÎÃÎ ÈÍÒÅÃÐÀËÀ  ÝÊÎÍÎÌÈÊÅ

ÈÑÌÀÃÈËÎÂÀ Ã.À.......................................................................................................... 97

ÏÐÈÌÅÍÅÍÈÅ ÏÐÅÄÅËΠ ÝÊÎÍÎÌÈ×ÅÑÊÈÕ ÐÀÑ×ÅÒÀÕ

ÊÐÅÌͨÂÀ Å.Þ........................................................................................................... 100