• 제목/요약/키워드: non-user

검색결과 1,486건 처리시간 0.033초

공인인증서를 이용한 익명인증 방법 (A Method of Anonymity Authentication using the Public Certificate)

  • 이영교;안정희
    • 디지털산업정보학회논문지
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    • 제6권1호
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    • pp.115-129
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    • 2010
  • As the fixed mobile communication tools using the internet are developed, the off-line services are serviced through on-line on the internet. our society is divided into the real world and the cyber world. In the cyber world, the authentication to the user is absolutely required. The authentication is divided into the real-name authentication and the anonymous authentication by the kind of the internet service provider. There are some ISPs needed the real-name authentication and there are others ISPs needed the anonymity authentication. The research about the anonymity authentication is steadily established to these days. In this paper, we analyze the problem about blind signature, group signature, ring signature, and traceable signature. And we propose a method of anonymity authentication using the public certificate. In the proposal, the anonymity certificate have the new structure and management. Certificate Authority issues several anonymity certificates to a user through the real-name authentication. Several anonymity certificates give non-linked and non-traceability to the attacker.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • 제9권5호
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    • pp.619-623
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    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

Transmit Antenna Selection for Multi-user MIMO Precoding Systems with Limited Feedback

  • Mohaisen, Manar
    • Journal of information and communication convergence engineering
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    • 제9권2호
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    • pp.193-196
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    • 2011
  • Transmit antenna selection techniques are prominent since they exploit the spatial selectivity at the transmitter side. In the literature, antenna selection techniques assume full knowledge of the channel state information (CSI). In this paper, we consider that the CSI is not perfectly known at the transmitter; however, a quantized version of the channel coefficients is fed back by the users. We employ the non-uniform Lloyd-Max quantization algorithm which takes into consideration the distribution of the channel coefficients. Simulation results show that the degradation in the BER of the system with imperfect CSI at the transmitter is tolerable, especially when the transmit diversity order is high.

RC 연속보의 최적설계를 위한 GUI 프로그램 개발 (The Development of Graphic User Interface Program for Optimum Design of RC Continuous Beam)

  • 한상훈;조홍동;박중열
    • 한국콘크리트학회:학술대회논문집
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    • 한국콘크리트학회 1999년도 봄 학술발표회 논문집(I)
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    • pp.245-250
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    • 1999
  • In this study, the development of graphic user interface(GUI) program for optimum design of RC continuous beam is dealt. Optimum design problem that satisfies strength, serviceability, durability and geometrical conditions is formulated as a non-linear programming problem(NLP) in which the objective function as well as the constraints are highly non-linear on design variables such as cross sectional dimensions and steel ratio. Optimum design problem is solved by NLP techniques namely, sequential linear programming(SLP), sequential convex programming(SCP). Numerical examples of R.C. continuous beam using GUI system are given to show usefulness of GUI system for practical design work and efficiency of algorithm for the NLP techniques.

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Enhancing Accuracy Performance of Fuzzy Vault Non-Random Chaff Point Generator for Mobile Payment Authentication

  • Arrahmah, Annisa Istiqomah;Gondokaryono, Yudi Satria;Rhee, Kyung-Hyune
    • Journal of Multimedia Information System
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    • 제3권2호
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    • pp.13-20
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    • 2016
  • Biometric authentication for account-based mobile payment continues to gain attention because of improvements on sensors that can collect biometric information. We propose an enhanced method for mobile payment security based on biometric authentication. In this mobile payment system, the communication between the user and the relying party is based on public key infrastructure. This method secures both the key and the biometric template in the user side using fuzzy vault biometric cryptosystems, which is based on non-random chaff point generator. In this paper, we consider an important process for the common fuzzy vault system, that is, the feature extraction method. We evaluate various feature extraction methods to enhance the accurate performance of the system.

PC & TV 겸용 모니터에서 사용자의 색채 및 밝기 인식 특성 (Perception of Color and brightness in a combined PC and TV monitor)

  • 박재희;정광태;정병국;김상두
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 1997년도 한국감성과학회 연차학술대회논문집
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    • pp.140-145
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    • 1997
  • A stuey to investigate the perception characteristics of color and brightness was conducted in a combined PC and TV monitor, The objective of this study is to suggest user's favorite color temperature in PC mode and user's favorite contrast in TV mode. Investigated factors were monitor coating(coatiog vs. non-coation)and screen brightness (30fL vs. 35fL)in first experiment and monitor coating and pucture movement(static vs. dynamic) in second experiment. The first experiment was conducted in TV mode. Twenty-three subjects (male 12, female 11) perticipated in this experiment. In first experiment, average color temperatures were about 8000K in all experimental conditions. In addition, there was significant difference between coating and non-coating screen at 0.1 level. In second experiment, average contrasts were obtained in all esperimental conditions. There was significant difference between coating and ndn-coating screen at 0.05 level, In addition, there was significant difference between static picture and dynamic picture at 0.1 level

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비접촉식 촉감 디스플레이 기술 동향 (Trends on Non-contact Haptic Display Technology)

  • 황인욱;김진용;윤성률
    • 전자통신동향분석
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    • 제33권5호
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    • pp.95-102
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    • 2018
  • With the widespread use of multifunctional devices, haptic sensation is a promising type of sensory channel because it can be applied as an additional channel for transferring information for traditional audiovisual user interfaces. Many researchers have shed new light on non-contact haptic displays for their potential use on ambient and natural user interfaces. This paper introduces several of the latest schemes for creating a mid-air haptic sensation based on their transfer medium: ultrasonic phased arrays, air nozzles, thermal and plasmonic lasers, and electromagnets. We describe the principles used in delivering haptic sensation in each technology, as well as state-of-the-art technologies from leading research groups, and brief forecasts for further research directions.

LEO NTN 을 위한 UE 와 셀 중심간 거리 및 고도각을 사용한 핸드오버 예측 시스템 (Intra Low Earth Orbit Non-Terrestrial-Network User Equipment Handover prediction system based on cell center distance and elevation angle)

  • 김은수;조인휘
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2023년도 춘계학술발표대회
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    • pp.64-66
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    • 2023
  • Low Earth Orbit(LEO) Non-Terrestrial-Network(NTN) 은 위성을 사용하여 통신 서비스를 제공하지 못하는 도시 이외의 산간, 바다, 항공기 또는 외진 지역에 통신 서비스를 제공하는 모델이다. Terrestrial Network(TN) 핸드오버에서 사용되는 Measurement-Based Triggering(MHT)의 경우 User Equipment(UE)에서 측정된 값을 기반으로 Measurement Report를 전달한다. 그러나 NTN 환경에서의 HO triggering은 TN 과는 달리 장거리 통신을 요구하고 위성이 빠른 속도로 이동함에 따라 MHT에 사용되는 지표들을 대체할 방법이 필요하다. 이 논문에서는 측정 유효성을 대체할 수 있는 지표로 UE와 셀 중심 간의 거리 및 고도 각을 활용하여 HO triggering을 예측하는 시스템을 제안한다. 제안한 예측 시스템은 핸드오버 triggering 예측에 대해 우수한 성능을 보였으며 좋은 측정 결과를 얻을 수 있었다.

디지털 자산을 위한 사용자 친화적인 NFT 플랫폼 (A user friendly NFT platform for Digital Assets)

  • 바가트 니틴;배종욱;이수현
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2023년도 제68차 하계학술대회논문집 31권2호
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    • pp.447-450
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    • 2023
  • Blockchain technology has paved the way for the rise of non-fungible tokens(NFTs) in recent years. NFTs enable the unique ownership of digital assets and harness the power of blockchain's transparency and decentralization. However, existing NFT platforms often pose barriers to entry for the public due to their technical complexity and high issuance costs. To address the problem, this paper proposes a user-friendly NFT platform with a simplified issuance process. A home page is created to allow easy NFT issuance for anyone. These advancements are expected to foster the growth of the NFT market and facilitate the development of new business models.

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스마트시티 비대면 서비스에 대한 이용자 선호도 연구: 세종시와 부산시 사례를 중심으로 (A Study on User Preference for Smart City Non-face-to-face Services: Focusing on the Cases of Sejong City and Busan City)

  • 김예찬;양희태
    • 경영정보학연구
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    • 제23권4호
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    • pp.87-102
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    • 2021
  • 스마트시티는 에너지 소비 급증과 환경오염 심화, 범죄율 증가와 같은 도시화의 부작용을 해결하기 위한 수단과 신기술 기반의 새로운 경제성장 동력으로 주목받고 있다. 특히, 코로나19로 인해 비대면 서비스에 대한 수요가 증가하면서 각종 온/오프라인 비대면 서비스를 제공할 수 있는 스마트시티의 역할은 더욱 중요해지고 있다. 이에 본 연구는 스마트시티의 개념과 기반 기술에 대한 문헌 연구를 바탕으로 스마트시티 비대면 서비스를 정의하고, 컨조인트 분석을 이용해 각 서비스 별 소비자 효용을 분석하였다. 특히, 현재 우리나라의 국가 스마트시티 시범도시로 지정된 세종시와 부산시의 이용자 선호도 차이를 비교·분석하였고, 도출된 결과를 바탕으로 스마트시티 서비스의 경쟁력 제고 방안을 제시하였다.