Currency Converter
Basic Conversion
Enter amount โ select base currency โ select target currency โ result displayed instantly
โ button swaps From / To currencies in one click
Inverse rate shown automatically (e.g. 1 KRW = 0.00075 USD)
Exchange Rate Data
Connects to live rate API automatically; falls back to reference rates if unavailable
50 major currencies supported
Auto-refreshes every 5 minutes
Popular Currency Quick Cards
12 currencies displayed as cards โ USD, EUR, GBP, JPY, KRW, CNY, and more
Click any card to instantly switch the target currency
Daily change shown with color indicators (green โ / red โ)
QR Code & Barcode Generator
QR Code & Barcode Generator
A browser-based tool that instantly creates QR codes and barcodes โ no app, no sign-up, no upload required.
QR Code
What it's for: Share a link, contact, WiFi password, or message as a scannable code. Anyone with a smartphone camera can scan it instantly.
Barcode
What it's for: Generate standard barcodes used on products, packages, and inventory labels.
OTP / 2FA Code Generator
OTP / 2FA Code Generator
A browser-based tool that generates 6-digit one-time passwords for two-factor authentication (2FA) โ the same codes you'd normally get from Google Authenticator or Authy.
What it does
When you enable 2FA on a website (GitHub, Google, AWS, etc.), you receive a secret key. Paste that key into this tool and it will generate a fresh 6-digit code every 30 seconds โ exactly what the website asks for when you log in.
Privacy
Everything runs entirely in your browser โ your secret keys are never sent anywhere. No account, no internet connection, no server involved.
๐ฆ Dinosaur Era Visualizer
๐ Tab 1 โ Prehistoric World
A living, animated prehistoric scene that changes completely with each geological period. Selecting Triassic, Jurassic, Cretaceous, or K-Pg Event transforms the sky colour, vegetation, volcano activity, and dinosaur species on screen. Theropods (bipedal), sauropods (long-necked), and pterosaurs move and bob across the landscape with walking animation. A time-of-day slider cycles through dawn, daylight, dusk, and night โ stars appear at night and the sun arcs across the sky by day. Weather modes (Clear, Cloudy, Rain, Storm) add rain streaks and cloud cover. Volcanic ash particles drift from the background volcano in the Triassic and Jurassic scenes. Global temperature, oxygen level, and COโ concentration for each era are shown live in the side panel. Hit โ๏ธ Impact! to jump straight to the extinction event.
๐ Tab 2 โ Timeline
An interactive geological timeline spanning the full Mesozoic โ 252 Ma to 66 Ma. Drag the time cursor to travel through the Triassic, Jurassic, and Cretaceous, and watch the side panel update with the period name, estimated global temperature, and known species count. Seventeen major events are plotted as vertical markers: mass extinctions sit at full height, species events stagger between short and medium tiers so labels never overlap. Each label sits on a dark pill background for legibility. A temperature curve overlays the timeline axis. Period bands (Triassic / Jurassic / Cretaceous) are colour-coded across the full canvas.
๐ฆ Tab 3 โ Species Explorer
Nine key species are displayed in a 3ร3 animated grid โ T. rex, Brachiosaurus, Triceratops, Stegosaurus, Velociraptor, Spinosaurus, Ankylosaurus, Iguanodon, and Archaeopteryx. Each cell shows the dinosaur's walking or swaying animation, its period badge, body length, and weight. Clicking any cell loads its full profile in the side panel: scientific name, geological age, diet, bite force or other distinguishing stats, and a paragraph on its biology and recent fossil discoveries. A clade filter (Theropods, Sauropods, Ceratopsians, Ankylosaurs, Ornithopods) narrows the grid to the selected group.
๐ฅ Tab 4 โ K-Pg Extinction
A six-phase simulation of the Chicxulub asteroid impact, 66 million years ago. Before โ a peaceful Cretaceous scene with living dinosaurs. Entry โ the fireball streaks across the sky at the set velocity. Impact โ expanding shockwave rings, ejecta debris fountaining outward, blinding flash. Firestorm โ global fires blanketing the surface, smoke columns rising. Winter โ ash snowfall, temperature plunge, bare dead trees, total darkness. Recovery โ vegetation slowly returns, early mammals appear, recovery percentage climbs with the years-after-impact slider. Asteroid diameter (5โ20 km) and velocity (10โ40 km/s) are adjustable โ energy output, global temperature, species extinction percentage, and recovery time all recalculate in real time.
๐งฌ Tab 5 โ Evolution Tree
A radial phylogenetic tree of 19 dinosaur clades, from the root Dinosauria node through the Saurischia / Ornithischia split, down to families like Tyrannosauridae, Dromaeosauridae, Titanosauria, and Avialae (birds). Each node glows in its clade colour and pulses gently. Hover any node to see its name and first-appearance date in millions of years. Bรฉzier curves connect parent and child clades. A red dashed line marks the K-Pg boundary at 66 Ma โ only the Avialae branch crosses it, illustrating that birds are the sole surviving dinosaur lineage. A geological time scale runs along the bottom with Triassic, Jurassic, and Cretaceous colour bands.
๐ข Submarine Principles
Submarine Principles Visualizer 5
โ Tab 1 โ Buoyancy
Archimedes' principle visualised as a live physics simulation. Buoyant force (F = ฯgV) and gravitational weight are shown as opposing arrows, and the submarine actually rises or sinks in real time depending on how much ballast water is loaded. Adjustable parameters: submarine mass, seawater density, hull volume, and ballast fill percentage. A depth ruler on the right tracks the current position.
๐ Tab 2 โ Ballast Tanks
A cutaway cross-section view of the submarine's interior. The two main ballast tanks (MBT โ forward and aft) and two trim tanks are rendered with live water fill levels and animated surface ripples inside each tank. High-pressure air bottle charge is visualised as a pressure bar. Four quick-set presets: Surface, Neutral, Dive, and Emergency Blow. Pitch angle is calculated in real time from the trim tank imbalance.
๐ง Tab 3 โ Dive & Ascent
Set a target depth with the slider and the submarine dives or ascends to it using real physics โ driven by hydroplane angle and ballast fill. Bow and stern dive plane angles are drawn directly on the canvas. Live readouts show hull stress level, a 400 m test-depth warning line, and the current dive/ascent rate in metres per minute.
๐งญ Tab 4 โ Navigation
The submarine is steered in real time on a top-down chart view. Adjusting the rudder slider changes heading and leaves a visible wake trail; ocean current continuously deflects the track. A compass rose in the top-right corner shows the live heading. The INS panel displays heading, speed, distance travelled, and current depth.
๐ก Tab 5 โ Sonar & Systems
Three sonar modes โ Active, Passive, and Towed Array โ are visualised on a radar-style scope. A rotating sweep line detects contacts within range and marks them with icons: surface ships, submarines, whales, and fish schools. A passive sonar waterfall spectrogram runs down the right side. Background noise, own-ship noise, and effective detection range are all calculated live. Life support system status โ oxygen, fresh water, reactor output, and battery charge โ is displayed in the side panel.
๐ฎ Future City Simulator
๐ Tab 1 โ Cityscape
Drag the year slider from 2025 to 2100 and watch the city evolve in real time. Vertical gardens, solar panels, hyperloop tubes, drone corridors, and autonomous vehicles all coexist in a day/night cycle simulation. Four city styles: ๐ฟ Arcology (nature-integrated), โก High-Tech (advanced tech), โ๏ธ Solarpunk (solar-powered), ๐ Underwater (seabed city). Adjustable tech level, green coverage, population, and time of day.
โก Tab 2 โ Energy Grid
Manage a smart grid in real time by balancing four energy sources: solar, wind, fusion, and battery storage. Energy packets flow from generators to district consumers, visualised as a live node network. Four event modes: Normal / Peak Demand / Solar Storm / Grid Failure. Total generation, surplus or deficit, renewable share, and carbon intensity are all calculated live.
๐ Tab 3 โ Mobility
Autonomous pods, drone taxis, and a hyperloop capsule operate simultaneously across a grid-based future city. Raising the AI optimisation level improves traffic flow and renders route prediction lines. A congestion slider lets you simulate gridlock scenarios. Live readouts show average trip time, active pod and drone counts, and transport carbon emissions (electric = 0 g/km).
๐ฟ Tab 4 โ Eco Systems
Adjust four ecological infrastructure types โ vertical forests, algae bioreactors, urban farms, and wildlife corridors โ and watch carbon capture, food self-sufficiency, biodiversity index, and air quality update live. Includes pollen, spore, and raindrop particle effects, bird flocking animation, and a rainfall-responsive rain overlay.
๐ค Tab 5 โ AI & Data Brain
The city's central AI neural network is visualised as a radial diagram. Eight domain AI agents โ mobility, energy, security, health, ecology, climate, economy, and education โ exchange live data packets with the central City Brain node. Four event modes: Normal Ops / Crisis Mode / Self-Upgrade / Cyber Attack. Adjustable AI capability level, sensor density, data throughput, quantum computing share, and privacy level.
๐งฌ Evolution Simulator
๐ฆ Tab 1 โ Natural Selection
Organisms carry genes for speed, size, and camouflage as they move, forage for food, and evade predators. Each generation, survivors reproduce and mutations accumulate, shifting the population's average traits in real time. Four habitats to choose from โ savanna, forest, arctic, and ocean โ with adjustable predator count, mutation rate, selection pressure, and food abundance. Right-click any organism to remove it, simulating targeted predation. Hit โ Mass Extinction to trigger a population collapse event. A live average-fitness chart updates with every generation.
๐งฌ Tab 2 โ DNA & Mutation
Visualises DNA double-helix replication at the base-pair level (A, T, G, C). A replication fork advances along the strand, and you can choose which type of mutation to observe: point mutation (single base substitution), insertion, deletion, or crossover. Mutated positions are highlighted in pink. GC content and sequence divergence from the original strand are calculated live.
๐ฟ Tab 3 โ Ecosystem
A full three-trophic-level food chain โ plants โ herbivores โ carnivores โ simulated as a living ecosystem. All three species evolve simultaneously, and LotkaโVolterra population oscillation cycles emerge naturally without any scripting. A real-time population graph at the bottom of the side panel tracks the cycles (green = plants, yellow = herbivores, red = carnivores). Plant regrowth rate, starting herbivore and carnivore counts, and mutation rate are all adjustable.
๐ฌ Tab 4 โ Speciation
A single population is split into two groups โ A and B โ by a geographic barrier (mountain range, ocean channel, or desert). Each group evolves independently under different selection pressures, and their traits (visualised as colour) diverge over generations. Increasing barrier permeability allows gene flow between the two groups, slowing divergence. The genetic divergence bar at the top fills toward 100% as speciation nears completion.
๐ Tab 5 โ Phylogeny
A radial phylogenetic tree grows automatically every time a speciation event occurs from the common ancestor. Node colour represents genetic distance from the root โ green for ancestral lineages, shifting through blue and purple to red for highly diverged species. Extinct lineages are marked with a grey cross. Branching rate, extinction rate, and mutation per branch are all adjustable. Hit โก Adaptive Radiation to instantly trigger a burst of rapid speciation.
Earthquake Hazard Simulator
๐ Tab 1 โ Fault & Seismic Waves
A real-time fault cross-section simulation. Click anywhere on the canvas to set a new epicentre โ P-waves (yellow), S-waves (orange), and surface waves (red) immediately radiate outward as concentric rings at their respective speeds. The canvas shows the hypocenter, epicentre, fault line, and a geological cross-section (sediment, granite, lower crust). Ground shaking and soil debris particles spawn as intensity increases. Controls include fault type (strike-slip, reverse, normal), focal depth, and rock hardness. Hit โก Trigger M8.0 to fire a large earthquake instantly.
๐ Tab 2 โ Building Damage
Twelve different building types respond to shaking in real time โ unreinforced masonry, pre- and post-modern reinforced concrete, timber frame, and modern seismically designed structures progress from vibration to cracking to collapse to rubble. Adjustable parameters: magnitude, soil type (bedrock / sand / soft clay / liquefiable), building code era (1950s to modern), distance from the fault, and shake intensity. A live seismograph waveform runs along the bottom. Collapse rate, heavy damage rate, estimated casualties, and undamaged percentage are all calculated live.
๐พ Tab 3 โ Seismic Map
A global seismic hazard map with 26 high-risk zones rendered as pulsing hotspots. Tectonic plate boundaries and 14 historical M7+ earthquake records are overlaid โ including Tลhoku, Chile, Sumatra, Nepal, and Haiti. A four-tier hazard legend (Extreme / High / Moderate / Low) is shown at the bottom left.
๐ Tab 4 โ Tsunami
A cross-section simulation of the full tsunami lifecycle: submarine earthquake โ wave generation โ shoaling โ coastal inundation. The wave travels at ~800 km/h in deep water, then slows and dramatically steepens as it approaches shore โ the shoaling effect. Coastal buildings flood and collapse, and the inundation zone advances inland. Adjustable parameters: magnitude, seafloor displacement, ocean depth, coastal slope, and wave speed. Real-time readouts show deep-water speed, runup height, estimated arrival time, and inundation distance.
๐ Tab 5 โ Risk Analysis
Earthquake risk is calculated as Hazard ร Exposure ร Vulnerability and displayed on a semicircular gauge dial for four cities: Tokyo, San Francisco, Istanbul, and Kathmandu. Factor bars show each component scored out of 10. A Custom mode lets you define any city profile and simulate its overall risk score and rating (Low / Moderate / High / Critical).
Glacier Crisis - Climate Visualizer
๐ง Tab 1 โ Ice Loss
Adjust the year slider (1850โ2100) and warming scenario (+1โ4ยฐC) to watch glaciers melt in real time. As the year advances, the glacier shrinks, crevasses open up, icebergs calve from the front, and meltwater streams run down the surface โ all physically simulated. A timeline bar at the bottom shows the current year position. Live readouts display remaining ice percentage, annual loss rate (Gt/yr), and sea level contribution.
๐ Tab 2 โ Sea Level Rise
Adjust sea level rise (0โ3 m) and storm surge sliders to flood the skylines of five cities โ New York, Tokyo, Miami, Jakarta, and Dhaka. Building windows submerge as the water rises and a flood line marks the current level. Population at risk (millions), inundated land area (kmยฒ), and economic loss ($T) are all calculated live.
๐ก Tab 3 โ Temperature
Historical temperature anomaly data from 1850 to 2024 is displayed as a colour-coded bar chart โ blue for cool years, red for warm ones. Four future pathways (1.5 / 2.0 / 3.0 / 4.5ยฐC) are overlaid as projection lines extending to 2100. Background shading marks the 1.5ยฐC Paris target, the dangerous zone, and the catastrophic zone.
๐ Tab 4 โ Global Impact
The cascading consequences of glacier melt are visualised as an interactive network graph. Nine nodes โ glaciers, sea level, freshwater, ice-albedo feedback, permafrost, ecosystems, migration, food security, and economy โ are connected by animated flowing edges. Clicking a category button (๐ง Freshwater / ๐พ Food / ๐ป Ecosystems / ๐ฅ Human) highlights the relevant impact chain.
โณ Tab 5 โ Future Scenarios
Remaining glacier ice from 2024 to 2100 is plotted simultaneously across four warming scenarios (1.5 / 2.0 / 3.0 / 4.5ยฐC). Dragging the year slider moves a vertical probe line and marks each scenario's remaining ice percentage at that point in time. Projected losses by 2100: 49% / 68% / 83% / 94% respectively.
RAG (Retrieval-Augmented Generation) Pipeline ++
RAG (Retrieval-Augmented Generation) is a technique that improves AI answers by first searching relevant documents, then feeding that context to a language model to generate accurate, up-to-date responses.
Think of it like an open-book exam โ instead of relying solely on memorized knowledge, the AI can look up relevant information before answering.
3D Dice Roller โ WebGL
Real WebGL polyhedra rendered with Three.js: a true tetrahedron (d4), cube (d6), octahedron (d8), dodecahedron (d12), and icosahedron (d20). The d10 is modeled as a pentagonal bipyramid โ a close, honest stand-in for the kite-faced trapezohedron real d10 dice use, without claiming geometric perfection I can't verify in this build.
๋๋ผ๋ณ ์ธ๊ตฌ ยท GDP ํํธ๋งต
World Map Explorer ์์ฝ
๋ชฉ์ : ๋๋ผ๋ณ ์ธ๊ตฌ์ GDP๋ฅผ ์ธ๊ณ์ง๋ ํํธ๋งต์ผ๋ก ์๊ฐํํ๋ ํ๊ธ ์น ๋๊ตฌ
๊ธฐ๋ฅ
์งํ ํ ๊ธ: ์ธ๊ตฌ / GDP ๋ฒํผ์ผ๋ก ์ง๋ ์์, ๋ฒ๋ก, ๋ญํน์ด ์ฆ์ ์ ํ
์ธ๊ณ์ง๋: d3-geo๋ก ๊ทธ๋ฆฐ ์ง๋์ 60๊ฐ๊ตญ์ ๋ก๊ทธ ์ค์ผ์ผ ์์์ผ๋ก ํ์ (์ ์งํ ์๋ก ๊ฐ์ด ํผ), ํด๋ฆญยทํธ๋ฒ๋ก ์์ธ ํ์ธ
๊ตญ๊ฐ ๊ฒ์: ๋๋กญ๋ค์ด์ผ๋ก ๊ตญ๊ฐ๋ฅผ ๋ฐ๋ก ์ ํํด ์ง๋์์ ํ์ด๋ผ์ดํธ
๊ตญ๊ฐ ์์ธ์ ๋ณด: ์ธ๊ตฌ, GDP, 1์ธ๋น GDP(์๋ ๊ณ์ฐ)
์์ 20๊ฐ๊ตญ ๋ญํน: ์ ํํ ์งํ ๊ธฐ์ค ๋ง๋๊ทธ๋ํ (์คํฌ๋กค ๊ฐ๋ฅ)
๋ฐ์ดํฐ: ์ค์๊ฐ API๊ฐ ์๋, ์ง์ ์
๋ ฅํ 60๊ฐ๊ตญ์ ๋๋ต์ ์ธ ์ถ์ ์น (์ ํํ ํต๊ณ๋ World Bank ๋ฑ ๊ณต์ ์๋ฃ ์ฐธ๊ณ ํ์)
The RAG Pipeline, Visualized
RAG (Retrieval-Augmented Generation)
RAG lets a language model answer questions using your own documents instead of relying only on what it memorized during training. It works in two phases:
Indexing (offline, done once per document)
Documents โ Chunking โ Embedding โ Vector Store
Query (online, done per question)
User Query โ Query Embedding โ Retrieval โ Augmentation โ Generation
When a question comes in, it's converted into a vector and compared against the stored document vectors to find the most similar chunks. Those chunks are inserted into a prompt alongside the question, and the model generates an answer grounded in that retrieved context โ rather than guessing from memory alone.
๋์ถ ์๋ฆฌ๊ธ ์ํ ๊ณ์ฐ๊ธฐ
1. ๋์ถ ์กฐ๊ฑด ์
๋ ฅ
๋์ถ์๊ธ (์ฝค๋ง ์๋ ํฌ๋งท ์
๋ ฅ)
์ฐ์ด์์จ (%)
๋์ถ๊ธฐ๊ฐ (๋
+ ๊ฐ์)
์ํ๋ฐฉ์ 3๊ฐ์ง ์ค ์ ํ: ์๋ฆฌ๊ธ๊ท ๋ฑ์ํ / ์๊ธ๊ท ๋ฑ์ํ / ์๊ธ๋ง๊ธฐ์ผ์์ํ
2. ์ํ ์์ฝ
์ด ์ํ์ก, ์ด ์ด์, ์ฒซ ํ์ฐจ ์ํ์ก, ๋ง์ง๋ง ํ์ฐจ ์ํ์ก์ ์นด๋๋ก ํ์
3. ๋ฐฉ์ ๋น๊ต (์ธ ๋ฐฉ์์ ํ ํ๋ฉด์์ ๋น๊ต)
๊ฐ์กฐ ๋ฐ์ค: ์๊ธ์ ์ธ ๋ฐฉ์ ๋ชจ๋ ๋์ผํ์ง๋ง ์ด ์ด์๋ ๋ค๋ฅด๋ค๋ ๊ฒ์ ์ซ์(์ต๋ ์ฐจ์ก)๋ก ์๋ด
์ด ์ด์ ๋น๊ต ๋ง๋๊ทธ๋ํ
๋์ถ์์ก ๋น์จ ์ถ์ด ์ ๊ทธ๋ํ (์์ก์ด ์ผ๋ง๋ ๋นจ๋ฆฌ ์ค์ด๋๋์ง)
๋์ ์๊ธ ์ํ ๋น์จ ์ถ์ด ์ ๊ทธ๋ํ (๊ฒฝ๋ก๋ ๋ฌ๋ผ๋ ๊ฒฐ๊ตญ 100%์ ๋๋ฌํจ์ ํ์ธ)
4. ์๋ณ ์ํ ๊ตฌ์ฑ
์ ํํ ๋ฐฉ์์์ ๋งค๋ฌ ์๊ธยท์ด์ ๋น์จ์ด ์ด๋ป๊ฒ ๋ณํ๋์ง ์์ญ ์ฐจํธ๋ก ์๊ฐํ
5. ์๋ณ ์ํ ์ค์ผ์ค ํ
์ ์ฒด ํ์ฐจ(์: 20๋
์ด๋ฉด 240ํ)์ ํ์ฐจยท์ํ์๊ธยท์ํ์ด์ยท์์ํ์กยท๋์ถ์์ก์ ์คํฌ๋กค ๊ฐ๋ฅํ ํ๋ก ์ ๊ณต
๊ตฌ๋
ยท ๊ด๊ณ ยท ํ์ ์์ต ๋ชจ๋ธ ๊ณ์ฐ๊ธฐ
์ธ ๊ฐ์ง ์์ต ๋ชจ๋ธ(๊ตฌ๋
ยท๊ด๊ณ ยทํ์)์ ์ฌ๋ผ์ด๋๋ก ํ๋ผ๋ฏธํฐ๋ฅผ ์กฐ์ ํ๋ฉด ์์ต์ด ์ค์๊ฐ์ผ๋ก ๊ณ์ฐ๋์ด KPI ์นด๋ยท์ฐจํธยทํ
์ด๋ธ์ ์ฆ์ ๋ฐ์๋ฉ๋๋ค.
์๋จ KPI ์นด๋ (4๊ฐ)
์นด๋ ๊ณ์ฐ ๋ฐฉ์
์ ์ด ์์ต ์ธ ๋ชจ๋ธ ์์ต ํฉ์ฐ + ์ฐ๊ฐ ํ์ฐ ํ์
๊ตฌ๋
์์ต ๊ตฌ๋
์ ์ ร ์ ๊ตฌ๋
๋ฃ
๊ด๊ณ ์์ต (ํ์ด์ง๋ทฐ ร ์ฌ๋กฏ ร Fill Rate / 1000) ร CPM
ํ์ ์์ต ํ๋ก์ ร ์ ํ์จ ร ํ๊ท ํ์์ก ร (1 - ์์๋ฃ)
๋ชจ๋ธ ์นด๋ (3๊ฐ)
๊ฐ ์นด๋ ์ฐ์๋จ์ ํ ๊ธ๋ก ๋ชจ๋ธ์ ์ผ๊ธฐ/๋๊ธฐํด ์๋๋ฆฌ์ค๋ฅผ ๋น๊ตํ ์ ์์ต๋๋ค.
๐ ๊ตฌ๋
๋ชจ๋ธ
๊ตฌ๋
์ ์, ์ ๊ตฌ๋
๋ฃ, ์ดํ๋ฅ (Churn), ์ ๊ท ์ ์
๋ฅ ์กฐ์
ํ๋จ์ ์ ๊ตฌ๋
์ ์ฆ๊ฐ, LTV(์์ ๊ฐ์น = ๊ตฌ๋
๋ฃ รท ์ดํ๋ฅ ), ์ฐ๊ฐ ์์ ์์ต ํ์
๐บ ๊ด๊ณ ๋ชจ๋ธ
์ ํ์ด์ง๋ทฐ/์กฐํ์, CPM, Fill Rate, ๊ด๊ณ ์ฌ๋กฏ ์ ์กฐ์
์ ํจ ๋
ธ์ถ์, ์คํจ eCPM, ์ฐ๊ฐ ์์ ์์ต ํ์
๐ ํ์ ๋ชจ๋ธ
์ด ํ๋ก์, ํ์ ์ ํ์จ, ํ๊ท ์ ํ์์ก, ํ๋ซํผ ์์๋ฃ ์กฐ์
ํ์์ ์, ์์๋ฃ ์ฐจ๊ฐ์ก, ์ฐ๊ฐ ์์ ์์ต ํ์
AI๊ฐ ํ์ฉ๋๋ ์ฌ์ด๋ฒ ๊ณต๊ฒฉ ํ๋ฆ
์์ฑํ AI๊ฐ ์ฌ์ด๋ฒ ๊ณต๊ฒฉ์ ๊ฐ ๋จ๊ณ์์ ์ด๋ป๊ฒ ํ์ฉ๋๋์ง, Lockheed Martin์ Cyber Kill Chain ํ๋ ์์ํฌ๋ฅผ ๊ธฐ๋ฐ์ผ๋ก 4๊ฐ์ง ๋ฐฉ์์ผ๋ก ์๊ฐํํ ํ๊ธ HTML์
๋๋ค. ์ค์ ๊ณต๊ฒฉ ์คํ ๋ฐฉ๋ฒ์ด๋ ์
์ฑ์ฝ๋๋ ํฌํจํ์ง ์์ ๋ณด์ ์ธ์ ๊ต์ก์ฉ ๊ฐ๋
์๋ฃ์
๋๋ค.
01 ยท ๊ณต๊ฒฉ ์ฒด์ธ: ์ ์ฐฐ โ ๋ฌด๊ธฐํ โ ์ ๋ฌ โ ์ต์คํ๋ก์ โ ์ค์น โ ์งํํต์ โ ๋ชฉํ ์คํ 7๋จ๊ณ๋ฅผ ๊ฐ๋ก ํ๋ก์ฐ๋ก ํ์. ๋จ๊ณ ํด๋ฆญ ์ "AI ํ์ฉ ๋ฐฉ์"(๋นจ๊ฐ)๊ณผ "๋ฐฉ์ด ๋์"(ํ๋)์ด ๋๋ํ ํ์๋ฉ๋๋ค.
02 ยท ๊ณต๊ฒฉ ํ๋ฆ ์๋ฎฌ๋ ์ด์
: โถ ๋ฒํผ์ ๋๋ฅด๋ฉด ๊ฐ ๋จ๊ณ๊ฐ ์์๋๋ก ์งํ๋๋ฉฐ ํฐ๋ฏธ๋ ๋ก๊ทธ ์คํ์ผ๋ก ์ํฉ์ด ์์ ๋ฉ๋๋ค.
03 ยท ๊ณต๊ฒฉ-๋ฐฉ์ด ๋งคํธ๋ฆญ์ค: 7๋จ๊ณ ์ ์ฒด๋ฅผ ์นด๋ ๊ทธ๋ฆฌ๋๋ก ํผ์ณ ๊ณต๊ฒฉ ์ธก/๋ฐฉ์ด ์ธก ์ค๋ช
์ ํ๋์ ๋น๊ตํฉ๋๋ค.
04 ยท ๋จ๊ณ๋ณ ํน์ฑ ๋ ์ด๋: ๋จ๊ณ๋ฅผ ์ ํํ๋ฉด ํ์ง ๋์ด๋ยท์๋ํ ์์คยท์ ์ฌ์ ํผํดยทํ์ฐ ์๋ยท์๊ตฌ ๊ธฐ์ ์์ค 5๊ฐ ์ถ์ ๋ฐฉ์ฌํ ์ฐจํธ๋ก ๋ณด์ฌ์ค๋๋ค(๊ต์ก์ฉ ์์ ์์น).
Why Water is Weird โ The Science of HโO
๐ฌ Tab 1 โ Hydrogen Bond
Shows the dipole structure (ฮดโ/ฮด+) created by oxygen's high electronegativity, and hydrogen bond formation, through a real-time molecular simulation. Molecules undergo thermal motion and continuously form and break H-bonds (shown as dashed lines), with the active bond count calculated live. Raising the temperature increases thermal agitation and visibly reduces the number of bonds.
๐ง Tab 2 โ Ice Floats
Explains why ice floats on water at the molecular level. The left panel shows ice's open hexagonal crystal lattice; the right panel shows liquid water molecules packed more closely in a disordered arrangement. A temperature slider adjusts the ice layer thickness, accurately reproducing the state where roughly 10% of the ice block sits above the waterline.
๐ Tab 3 โ Phase Diagram
Renders water's full phase diagram pixel by pixel, with solid, liquid, gas, and supercritical regions colour-coded. The triple point, critical point, normal melting point, and normal boiling point are all marked. The key feature is the negatively sloped melting curve โ increasing pressure lowers the melting point, the opposite of almost every other substance, and a direct result of ice being less dense than liquid water. A draggable probe point shows the current phase at any temperature and pressure combination instantly.
๐ง Tab 4 โ Surface Tension
Four modes: Droplet โ visualises the net inward force on surface molecules that pulls water into a sphere to minimise surface area; Capillary โ demonstrates capillary rise in tubes of three different radii (narrower tube = higher rise); Water Strider โ shows how surface tension at 72 mN/m supports an insect's weight without the surface breaking; Ripples โ click anywhere on the canvas to generate ripples, with surface tension as the restoring force.
๐ก Tab 5 โ Anomalies
Four anomaly charts: Density max at 4ยฐC โ plots water's density curve against a typical substance, highlighting the 4ยฐC maximum that keeps lake bottoms liquid through winter; Heat Capacity โ compares water's specific heat against ethanol, olive oil, and mercury (water stores 2โ30ร more heat); Viscosity โ shows how viscosity falls sixfold from 0ยฐC to 100ยฐC as hydrogen bonds progressively break; Molecule Compare โ bar chart of boiling points for HโO, HโS, HโSe, and HโTe, making it immediately clear how far water deviates from the trend of its chemical family.
IP ์กฐํ
IP ์ฃผ์๋ฅผ ์
๋ ฅํ๋ฉด ์ค์ ๋ฌด๋ฃ ์ง์ค๋ก์ผ์ด์
API(ipwho.is)๋ก ์กฐํํด์ ์ง๋์ ์์ธ ์ ๋ณด๋ฅผ ๋ณด์ฌ์ฃผ๋ ๋๊ตฌ์์.
์ฃผ์ ๊ธฐ๋ฅ
- IP ์
๋ ฅ ํ ์กฐํ, ๋๋ ๋น ๊ฐ์ผ๋ก ์กฐํ ์ ์ ์ ์ค์ธ ๋ด IP ์๋ ํ์
- Leaflet + OpenStreetMap ์ง๋์ ํ ๋ง์ปค๋ก ์์น ํ์
- ๊ตญ๊ฐ/์ง์ญ/๋์/์ฐํธ๋ฒํธ/์๋/๊ฒฝ๋, ISP/์กฐ์ง/๋๋ฉ์ธ, ์ฌ์ฉ ์ ํ(ํธ์คํ
ยท๋ชจ๋ฐ์ผยท์ผ๋ฐ ํ์ ), ๋๋ฅ/์๋, ์๊ฐ๋, ์ค์๊ฐ์ผ๋ก ํ๋ฅด๋ ํ์ง ์๊ฐ, AS ๋ฒํธ, ํ๋ก์ยทVPNยทTor ๊ฐ์ง ๋ฐฐ์ง ํ์
Ocean Waves Visualizer 5
๐ Tab 1 โ Open Ocean
Simulates deep-water waves using the Gerstner wave model. Real-time controls for wave count, amplitude, wavelength, speed, choppiness, and wind direction. Four render styles: Classic, Wireframe, Thermal, and Night. Includes foam particles, sun glare, and night-mode starfield with moonlight. Significant wave height (Hs) and period are calculated live.
๐ Tab 2 โ Breaking Surf
Physically simulates waves breaking as they enter shallow water. The Iribarren number determines the break type automatically โ Spilling, Plunging, or Surging. Adjustable beach slope, wave height, period, wind strength, and foam density. Includes a foam particle system and spray particle physics. Breaking depth is displayed in real time.
๐ Tab 3 โ Wave Physics
Four physics modes:
Superposition โ visualises the principle of linear superposition across three panels (Wave 1, Wave 2, and their sum)
Interference โ shows constructive and destructive interference as the phase offset changes
Standing Wave โ incident + reflected wave combination, with nodes highlighted in yellow
Fourier โ decomposes a square wave into odd harmonics in real time, with a frequency spectrum bar chart that auto-builds harmonic by harmonic
๐ Tab 4 โ Deep Sea
A vertical cross-section from the surface to the seabed. Depth zones are clearly delineated: sunlight zone (0โ200 m), twilight zone (200โ1000 m), midnight zone (1000โ4000 m), and abyssal zone. Visualises light ray penetration, suspended particles, bioluminescent organisms, and a hydrothermal vent on the seabed. Water temperature and light level update live with depth.
โ Tab 5 โ Storm
A fully developed storm sea based on the JONSWAP spectrum. Wind speed input automatically determines the Beaufort scale rating (0โ12). Features multi-layer storm waves, dynamic storm clouds, rain physics, foam streaks, and a branching lightning algorithm. Every visual element scales in intensity with wind speed.
๐ณ L-System Tree
๐จ Explorer โ Select from 16 presets and the tree renders instantly. Six sliders give real-time control over iteration count (n), angle, segment length, length ratio, line width, and taper. Pan by dragging the canvas, zoom with the mouse wheel. Live stats show segment count, branch count, and total string length.
โ๏ธ Custom Editor โ Type your own axiom (starting string) and production rules to build a custom L-System from scratch. Rules can be added or removed dynamically, and the generated string is previewed live beneath the editor.
๐ผ Gallery โ All 16 presets rendered as thumbnails in a grid. Click any card to jump to the Explorer and start exploring that system.
๐ How It Works โ A full written tutorial covering the theory behind L-Systems: the three components (alphabet, axiom, rules), a symbol reference table, step-by-step string expansion examples, and code blocks for famous L-Systems.
16 Presets
Binary Tree, Plant A, Plant B, Barnsley Fern, Shrub, Pine Tree, Palm Tree, Weeping Willow, Coral, Seaweed, Spiral Plant, Koch Snowflake, Dragon Curve, Sierpiลski Triangle, Hilbert Curve, Gosper Curve
8 Color Styles
Forest, Autumn, Neon, Snow, Cherry Blossom, Ocean, Fire, Pastel
โถ Grow โ Automatically increments the iteration count from 1, animating the tree as it grows branch by branch. ๐ท Save โ Export the current canvas as a PNG. ๐ / โ๏ธ โ Toggle between dark and light themes.