The purpose of this study is to analyze the structure, status and economic ripple effects of the fisheries processing industry in Korea using interindustry analysis. Five input-output tables published over the past twenty years have been reclassified with a focus on the fisheries processing sector. Through these multi-period tables, we analyzed changes in the inducing effects in production, value added and employment as well as the backward-forward linkage effects. As a result of the analysis, it was found that the industrial scale of the fisheries processing industry is very small compared to other food manufacturing industries. The backward linkage effect of the fisheries processing industry was greater than that of other industries, but the forward linkage effect was rather low. This means that the fisheries processing industry can be greatly affected by industrial depression of the downstream industries such as fishery and aquaculture. Production and employment-inducing effects of the fisheries processing industry have shown a decreasing trend in recent years. This reflects the reality that intermediate inputs are gradually being replaced by imports from domestic production due to the expansion of market opening and the depletion of fishery resource. In the future, it is necessary to prepare a strategy to increase the value-added productivity of the fisheries processing sector and foster it as an export industry.
For increase the game speed, game systems apply a multi-threading. The popularization of multi-core system accelerates multi-threading also. Multi-threading brings high performance, but this is not ease to apply the game logic. Because many multi-core system share the memory, if two or more threads access the same memory region, they can be conflicted. Multi-threading uses Lock method to prevent the conflict, but Lock method reduces the performance. For increase the performance, programmer can use Lock-Free method. In this case, we found strange phenomenon that Lock-Free queue operates incorrectly, and this phenomenon has been accelerated by number of threads. In this study, we analyzed the input output of the Lock-Free Queue in multi-core system.
In this paper, we propose an efficient real-time multi-user input processing algorithm and protocol for supporting a number of different types of user input from various input devices. The main objective of this multi-user input processing algorithm and protocol is to support multiple users to interact simultaneously with the interactive digital content using a variety of user input devices. This protocol is composed of two parts: the input terminal and the server. The input terminals are connected to input devices and the 1:1 value obtained by the selection, calibration, integration, analysis and then transmission to the server to be used for the user input to the contents. The server processes multi-user input information and applies the input processing algorithm to identify the user and then pass input information to the desired application. This paper presents the design and implementation of the multi-user input processing algorithm and protocol. It also describes how to build and execute a multi-user interactive Unity3D application based on this algorithm.
Lamb waves are extensively used in plate-like structure inspection because of their guided nature. However, their dispersive properties often limit their use in flaw detection and other applications. Dispersion weakens and defocuses interrogating Lamb waves and makes it difficult to accurately interpret signals reflected from defects or boundaries. Time reversal (TR) processing can be applied to compensate for the effect of dispersive Lamb waves. Thus, the TR operation will enable the amplification of dispersive Lamb wave signals by signal compression in time. In this study, experiments are performed in order to examine the refocusing and recovering the initial input waveform in the long range propagation of dispersive Lamb waves in a plate. Two different time reversal processes (regular TR and reciprocal TR or inverse filtering) are tested and the experimental results are compared
본고는 의미 중심 형태 교수법(Focus on Form) 중에서, 입력 처리활동(Input Processing Activities:IPA)을 활용한 문법 수업이 한국어 학습자의 시제 학습에 효과가 있는지를 알아보고자 한다. 한국어 학습자들은 초급-중급-고급 과정을 거쳐 다양한 형태의 문장들을 접함에 따라 문법에 대해 많은 관심과 궁금증을 갖고 있다. 이에 비해 이러한 학습자들의 관심을 해결해 줄 수 있는 교사들의 교수 방법 안내와 대책이 부족한 것이 현실이다. 그래서 본고는 의사소통능력을 향상시키기 위해서는 문법적 능력의 성장이 뒷받침되어야 한다는 생각 하에 한국어 초급 학습자들에게 교사로부터 주어지는 입력을 이해하고 처리하는 구조화된 입력 활동(Structured Input Activities)을 수행하게 함으로써 목표 문법에 주목하도록 하는 IPA를 적용하여 그 효과를 검증하고, 효과적인 문법 지도 방안을 알아보는 데에 목적이 있다.