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 ÍÎÂÎÃÎ ÏÎÊÎ˲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 ÒÅÐÌÎÍÀÏÐ߯¨ÍÍÎÃÎ 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 Â ÝÊÎÍÎÌÈÊÅ
ÈÑÌÀÃÈËÎÂÀ Ã.À.......................................................................................................... 97
ÏÐÈÌÅÍÅÍÈÅ ÏÐÅÄÅËΠ ÝÊÎÍÎÌÈ×ÅÑÊÈÕ ÐÀÑ×ÅÒÀÕ
ÊÐÅÌͨÂÀ Å.Þ........................................................................................................... 100