• Title/Summary/Keyword: 보조기억 장치

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Implementation of Smart USB Memory based on Bluetooth (블루투스 기반 스마트 USB 메모리 구현)

  • Kang, Byeong-gwan;Woo, Seung-heon;Yu, Hyun-ju;Ju, Haein;Lee, Ju-won;Kang, Seong-in
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.522-524
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    • 2015
  • A USB memory stick became common for secondary storage Unit.. But USB memory stick has critical problems as well. Such as personal information data leakage due to easy loss of the portable device. Therefore, User increased Repurchases of USB memory stick, and damage case of personal and company information data leakage increased. In this study, to prevent such loss and stolen, we propose Smart USB memory stick based on Bluetooth. Smart USB memory stick support the security and prevent the loss.

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Digital Evidence Collection Procedure for Hardware Unique Information Collection (하드웨어 고유 정보 수집에 대한 디지털 증거 수집 절차)

  • Pak, Chan-ung;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.4
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    • pp.839-845
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    • 2018
  • Sensitive data is encrypted and stored as privacy policy is strengthened through frequent leakage of personal information. For this reason, the cryptographically owned encrypted data is a very important analysis from the viewpoint of digital forensics. Until now, the digital evidence collection procedure only considers imaging, so hardware specific information is not collected. If the encryption key is generated by information that is not left in the disk image, the encrypted data can not be decrypted. Recently, an application for performing encryption using hardware specific information has appeared. Therefore, in this paper, hardware specific information which does not remain in file form in auxiliary storage device is studied, and hardware specific information collection method is introduced.

User Context Recognition Based on Indoor and Outdoor Location and Development of User Interface for Visualization (실내 및 실외 위치 기반 사용자 상황인식과 시각화를 위한 사용자 인터페이스 개발)

  • Noh, Hyun-Yong;Oh, Sae-Won;Lee, Jin-Hyung;Park, Chang-Hyun;Hwang, Keum-Sung;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.84-89
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    • 2009
  • Personal mobile devices such as mobile phone, PMP and MP3 player have advanced incredibly. Such advance in mobile technology ignites the research related to the life-log to understand the daily life of an user. Since life-log collected by mobile sensors can aid memory of the user, many researches have been conducted. This paper suggests a methodology for user-context recognition and visualization based on the outdoor location by GPS as well as indoor location by wireless-lan. When the GPS sensor does not work well in an indoor location, wireless-lan plays a major role in recognizing the location of an user so that the recognition of user-context become more accurate. In this paper, we have also developed the method for visualization of the life-log based on map and blog interfaces. In the experiments, subjects have collected real data with mobile devices and we have evaluated the performance of the proposed visualization and context recognition method based on the data.

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Energy-efficient Correlated Data Placement Techniques for Multi-disk-based Mobile Systems (다중 디스크 기반 모바일 시스템 대상의 에너지 효율적인 연관 데이타 배치 기법)

  • Kim, Young-Jin;Kwon, Kwon-Taek;Kim, Ji-Hong
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.3
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    • pp.101-112
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    • 2007
  • Hard disks have been the most prevalent secondary storage devices and these days their usage is becoming more important in mobile computing systems due to I/O intensive applications such as multimedia applications and games. However, significant power consumption in the disk drives still limits battery lifetimes of mobile systems critically. In this paper, we show that using several smaller disks (instead of one large disk) can be an energy-efficient secondary storage solution on typical mobile platforms without a significant performance delay. Also, we propose a novel energy-efficient technique, which clusters related data into groups and migrates the correlated groups to the same disk. We compare this method with the existing data concentration scheme, and also combine them. The experiments show that our technique saves the energy consumption up to 34% when a pair of 1.8' disks is used instead of a single 2.5' disk with a negligible increase in the average response time. The results also show that our method also saves up to 14.8% of disk energy consumption and improve the average I/O response time by up to 10 times over the existing scheme.

A Study of Approximation Method of Spatial Objects (공간 객체의 근사화 방법 연구)

  • Kim, Yong-Hyeon;Lee, Hyeong-Su;Lee, Seong-Su;Kim, Eung-Mo
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.7
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    • pp.1753-1762
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    • 1996
  • Since the number of spatial objects go easily into millions, they are stored on a secondary storage. In order to speed up accessing the geometric objects, we investigate spatial database system. The spatial objects are organized and accessed by spatial access methods(SAMs). But, SAMs are not able to organize polygons directly The most popular approach for handing polygon in SAMs is to use MBR apporximaotion as a geometric key. MBR provides a fast but inaccurate answers to approximation-based query processing. The performance of approximation-based spatial query processing depends on which type of approximation is chosen for the spatial objects. A suitable approximation is crucial for reducing the size of the candidate set. The better the approxmation quality, the fewer accesses to the exact object are necessary. In this paper, I proposed a new multicontainer approximation named Slice decomposition. The performance of proposed method is compared with other method.

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File-System-Level SSD Caching for Improving Application Launch Time (응용프로그램의 기동시간 단축을 위한 파일 시스템 수준의 SSD 캐싱 기법)

  • Han, Changhee;Ryu, Junhee;Lee, Dongeun;Kang, Kyungtae;Shin, Heonshik
    • Journal of KIISE
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    • v.42 no.6
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    • pp.691-698
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    • 2015
  • Application launch time is an important performance metric to user experience in desktop and laptop environment, which mostly depends on the performance of secondary storage. Application launch times can be reduced by utilizing solid-state drive (SSD) instead of hard disk drive (HDD). However, considering a cost-performance trade-off, utilizing SSDs as caches for slow HDDs is a practicable alternative in reducing the application launch times. We propose a new SSD caching scheme which migrates data blocks from HDDs to SSDs. Our scheme operates entirely in the file system level and does not require an extra layer for mapping SSD-cached data that is essential in most other schemes. In particular, our scheme does not incur mapping overheads that cause significant burdens on the main memory, CPU, and SSD space for mapping table. Experimental results conducted with 8 popular applications demonstrate our scheme yields 56% of performance gain in application launch, when data blocks along with metadata are migrated.

Massive Terrain Rendering Method Using RGBA Channel Indexing of Wavelet Coefficients (웨이블릿 압축 계수의 RGBA채널 인덱싱을 이용한 대용량 지형 렌더링 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.55-62
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    • 2013
  • Since large terrain data can not be loaded on the GPU or CPU memory at once, out-of-core methods which read necessary part from the secondary storage such as a hard disk are commonly used. However, long delay may occur due to limited bandwidth while loading the data from the hard disk to memory. We propose efficient rendering method of large terrain data, which compresses the data with wavelet technique and save its coefficients in RGBA channel of an image us, then decompresses that in rendering stage. Entire process is performed in GPU using Direct Compute. By reducing the amount of data transfer, performing wavelet computations in parallel and doing decompression quickly on the GPU, our method can reduce rendering time effectively.

A Cell Loading Algorithm for Realtime Navigation in the Web-Based Virtual Space (웹기반 가상공간에서 실시간 네비게이션을 위한 셀 로딩 알고리즘)

  • Lee, Ki-Dong;Ha, Ju-Han
    • The KIPS Transactions:PartB
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    • v.11B no.3
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    • pp.337-344
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    • 2004
  • Most of the virtual space constructed sufficiently realistic need a lot of memory space to navigate smoothly. And this kind of virtual space also requires real-time responsibility for the navigation as well as realism. In the off-line virtual system, real-time responsibility can be resolved by using large scale if secondary memory. In the web-based online virtual system, on the other hand, real-time responsibility is highly related to the latency time of network data communication. This induces the necessity of the algorithm for fast data loading. In this paper, we propose and verify the validity of the two methodology for cell leading algorithm. According to the results of computer simulation, the algorithm using hexagonal type cell promotes the real-time responsibility over 30% than that of the rectangular type.

An Efficient Real-time Rendering Method for Compressed Terrain Dataset with Wavelet Transform (웨이블릿 변환으로 압축된 지형 데이터의 효율적인 실시간 렌더링 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.45-52
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    • 2014
  • We cannot load the entire data for high-resolution terrain model to the GPU memory since its size is too big. Out-of-core approaches are commonly used to solve the problem. However, due to limited bandwidth of the secondary storage, it is difficult to render the terrain in real-time. A method that compresses the DEM data with wavelet transform on GPU, and renders the decoded data is suggested. However, it is inefficient since it has to sample the values from textures, convert them to vertices, and generate a mesh periodically. We propose a method to store the approximation coefficients of wavelet compression as vertex attributes and render the terrain by decoding the data on geometric shader. It can reduce the amount of transferring terrain texture since approximation coefficients are given as an attribute of the vertex. Also, it generate meshes without additional upload of terrain texture.

Improving Performance of I/O Virtualization Framework based on Multi-queue SSD (다중 큐 SSD 기반 I/O 가상화 프레임워크의 성능 향상 기법)

  • Kim, Tae Yong;Kang, Dong Hyun;Eom, Young Ik
    • Journal of KIISE
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    • v.43 no.1
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    • pp.27-33
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    • 2016
  • Virtualization has become one of the most helpful techniques in computing systems, and today it is prevalent in several computing environments including desktops, data-centers, and enterprises. However, since I/O layers are implemented to be oblivious to the I/O behaviors on virtual machines (VM), there still exists an I/O scalability issue in virtualized systems. In particular, when a multi-queue solid state drive (SSD) is used as a secondary storage, each system reveals a semantic gap that degrades the overall performance of the VM. This is due to two key problems, accelerated lock contentions and the I/O parallelism issue. In this paper, we propose a novel approach, including the design of virtual CPU (vCPU)-dedicated queues and I/O threads, which efficiently distributes the lock contentions and addresses the parallelism issue of Virtio-blk-data-plane in virtualized environments. Our approach is based on the above principle, which allocates a dedicated queue and an I/O thread for each vCPU to reduce the semantic gap. Our experimental results with various I/O traces clearly show that our design improves the I/O operations per second (IOPS) in virtualized environments by up to 155% over existing QEMU-based systems.