• Title/Summary/Keyword: Z 맵

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Analysis of Certificate Compression Algorithms for Efficient PQC TLS Communication (효율적인 PQC TLS 통신을 위한 인증서 압축 알고리즘 분석)

  • Jung Hun Kang;Jane Kim;Seung-Hyun Seo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1193-1195
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    • 2023
  • 전 세계적으로 PQC migration 을 위한 암호 표준화, 로드맵 발표 등 많은 관심이 집중되고 있다. 그 중, 인터넷 환경에 필수적으로 사용되는 TLS 는 PQC 전환이 필수적이다. 하지만 NIST 표준으로 선정된 PQC 서명 알고리즘들은 기존 서명 알고리즘에 비해 공개키와 서명의 크기가 크다. 따라서 TLS 통신에 필요한 인증서를 PQC 서명알고리즘을 통해 생성하게 되면 통신 오버헤드가 급증하는 문제가 있다. 이에, 본 논문에서는 TLS 에 사용되는 인증서에 RFP8879 에 정의된 3 가지 압축알고리즘(Zlib, Z-standard, Brotli)과, CBOR 인코딩 기법을 사용하여 인증서 압축성능을 비교해본다.

A Study on the Gaze Flow of Internet Portal Sites Utilizing Eye Tracking (아이트래킹을 활용한 인터넷 포털사이트의 시선 흐름에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.177-183
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    • 2022
  • This study investigated through eye tracking what gaze path the audience searches through portal sites (Naver, Daum, Zoom, and Nate). As a result of the layout analysis according to the gaze path of the search engine, the four main pages, which can be called to be the gateway to information search, appeared in the form of a Z-shaped layout. The news and search pages of each site use an F-shape, which means that when people's eyes move from top to right in an F-shape, they read while moving their eyes from left to right(LTR), which sequentially moves to the bottom. As a result of analyzing through the heat map, gaze plot, and cluster, which are the visual analysis indicators of eye tracking, the concentration of eyes on the photo and head copy was found the most in the heat map, and it can be said to be of high interest in the information. The flow of gaze flows downward from the top left to the right, and it can be seen that the cluster is most concentrated at the top of the portal site. The website designer should focus on improving the accessibility and readability of the information desired by the user in the layout design, and periodic interface changes are required by investigating and analyzing the tendencies and behavioral patterns of the main users.

Effects of Inlet Water Temperature and Heat Load on Fan Power of Counter-Flow Wet Cooling Tower (입구 물온도와 열부하가 냉각탑의 팬동력에 미치는 영향 분석)

  • Nguyen, Minh Phu;Lee, Geun Sik
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.37 no.3
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    • pp.267-273
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    • 2013
  • In order to provide effective operating conditions for the fan in a wet cooling tower with film fill, a new program to search for the minimum fan power was developed using a model of the optimal total annual cost of the tower based on Merkel's model. In addition, a type of design map for a cooling tower was also developed. The inlet water temperature and heat load were considered as key parameters. The present program was first validated using several typical examples. The results showed that for a given heat load, a three-dimensional graph of the fan power (z-axis), mass flux of air (x-axis, minimum fan power), and inlet water temperature (y-axis, maximum of minimum fan power) showed a saddle configuration. The minimum fan power increased as the heat load increased. The conventionally known fact that the most effective cooling tower operation coincides with a high inlet water temperature and low air flow rate can be replaced by the statement that there exists an optimum mass flux of air corresponding to a minimum fan power for a given inlet water temperature, regardless of the heat load.

A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.