• Title/Summary/Keyword: Local Context

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United Kingdom pediatric dentistry specialist views on the administration of articaine in children

  • Ezzeldin, Maryam;Hanks, Gemma;Collard, Mechelle
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.20 no.5
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    • pp.303-312
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    • 2020
  • Background: Lidocaine is the gold standard local anesthetic (LA) for UK pediatric dental treatment. Recent reports suggest frequent Articaine use in Europe and Canada, with evidence indicating more profound anesthesia. The aim of this study was to examine pediatric dentistry specialist experiences and practices relating to Articaine administration in the UK. Methods: A literature review was followed by a survey using an anonymous 15-item electronic questionnaire, which was sent to 200 registered British Society of Pediatric Dentistry (BSPD) specialists. Descriptive analyses, Z score, chi-squared test, Fisher's exact test, and Spearman's correlation test were performed. Results: Sixty-one (30.5%) participants responded, and 12 (19.7%) indicated Articaine as their first line anesthetic. Articaine was used daily or weekly by 38 (62.3%) respondents, depending on the clinical context. Articaine was commonly used to avoid inferior alveolar nerve blocks and gain more profound anesthesia in abscessed or hypomineralized teeth. Participants reported significantly more adverse effects with lidocaine (Fisher's exact test, P < 0.0001) than with Articaine. Articaine was most often administered in children aged > 4 years via infiltration techniques. Only 15 (24.6%) respondents reported awareness of guidelines for Articaine use in pediatric patients. Conclusions: Articaine use in pediatric dentistry is common; however, evidence supporting its practice is limited. Several specialists follow conventions based on anecdotal evidence. Formulating guidance to aid decision-making when treating pediatric patients under LA would be beneficial.

Two Paths of Korea's Clustering: Centralized De-concentration and Regionalized Concentration

  • Lee, Shi-Chul
    • World Technopolis Review
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    • v.1 no.2
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    • pp.129-140
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    • 2012
  • This paper presents, from a broad perspective, the manner in which various types of clusters and options for regional development have evolved in Korea over the past decade, with particular emphasis on who have taken initiative in establishing the clusters. Characterized by not only progress but also setbacks, two distinctive patterns have emerged: centralized de-concentration and regionalized concentration. Both the Korean government and numerous localities have continuously extended efforts to create different clusters, technology parks, special districts, etc. In many cases, local or regional governments have competed intensely for clusters to be located in their jurisdictions; in particular, concerted efforts to convince national governments to set up special districts have been witnessed. On the other hand, major localities have made their own efforts to generate large- and small-scale clustering projects. It remains to be seen how different outcomes or effectiveness these two approaches will make in the future. Following the review of relevant literature and practices, I examine the well-known national campaign and projects in the previous administration in Korea in the context of 'de-concentration' of economic values and resources. Thereafter, other cases initiated mostly by local governments are discussed; some of these clustering efforts and regional projects have fared well thus far, but some haven't. In the case of Daegu, the progress of some critical projects, such as the Daegu Technopolis and a Free Economic Zone, is elaborated.

Conflating Blackness and Rurality: Urban Politics and Social Control of Africans in Guangzhou, China

  • Huang, Guangzhi
    • Journal of Contemporary Eastern Asia
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    • v.19 no.2
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    • pp.148-168
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    • 2020
  • In April, 2020, amid widespread fear of a second wave of infections of the novel coronavirus in China, local authorities in Guangzhou cracked down on the city's black population, resulting in mass evictions of Africans. The incident raises several questions about racism in China. How should we interpret this heavy-handed treatment of black people? Was this an isolated incident? What motivated such operations? In this article, I explain social control of Guangzhou's African communities as a problem of municipal politics. What underlies the government's heavy handed approach, I argue, are those communities' ties to rurality, which constitute a roadblock in the city's urban upgrade. Using Dengfeng Village, one of the best known African communities in China, as a case study, I show that efforts to upgrade the area by the local state and the real estate industry were frustrated by the community's status as an urban village. Africans, whom Chinese have historically associated with rurality, are seen as contributing to a space that has long been stigmatized as a spatial manifestation of rural people's lack of self-discipline. To better reveal the interconnection between social control and urban politics, I place official action in context of the history of the community's formation and the lived experience. This analysis of Dengfeng applies to various extents to other major African communities in Guangzhou.

Urban Innovation through Mega Sport Events: Evidence from the City of Seoul

  • Ahn, Yongjin;Kim, Minkyung
    • Asian Journal of Innovation and Policy
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    • v.10 no.1
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    • pp.132-154
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    • 2021
  • A mega sport event as the globalization phenomenon is not only the symbol of the process of modernization but also the vehicle to upgrade global power and hold a dominant position in the world competition under the post-industrial era. This study notifies the role of mega sport events as a strategy for urban innovation in the context of global and local. Comparing the different roles of mega sport events between developing countries and developed countries, we intend to answer two questions: 1) what explains the nature and role of mega sport event, and 2) what are the major evidences of the transition in the globalization era. The conceptual framework, based on the temporal and spatial perspective, provides the mechanism through which the strategy for urban innovation has been changed from 'motivation for modernization' to 'rethinking of localization.' Focusing on the case of Seoul, we also compare major issues between two phases: role of agent, urban form, and urban development. Finally, this study sheds light on the concept of 'glocalization' which means the convergence of globalization and localization; and suggests the roles of (local) agent for hosting mega sport events.

The Factors of Product Purchase Decisions for Distribution of Community Enterprises in Nakhon Si Thammarat, Thailand

  • NAKUDOM, Sor sirichai;NAKUDOM, Siwaporn;NOOBUTR, Pinrudee;KHIAWNOI, Pannapa;WANNAPIROON, Panita
    • Journal of Distribution Science
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    • v.21 no.1
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    • pp.45-52
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    • 2023
  • Purpose: This study aims to analyze the confirmation the purchase decision of community enterprise products, such information is an important issue for community enterprise entrepreneurs to develop a marketing strategy through the purchasing decision of community enterprise products Research design, data and methodology: The research was designed by using mixed methods research (exploratory design), starting with in-depth interviews of consumers of community enterprise products to determine the reasons for their purchase decisions. The researcher then used the data from the in-depth interviews to create a questionnaire for consumers of community enterprise products. These data were used to analyze the confirmation components of such elements. Results: The analysis found the following. 1. Decision-making is based on a product 2. Decision-making is based on social context considerations Conclusions: Develop an image to make a difference between community enterprise entrepreneurs and general entrepreneurs for distribution. The local wisdom, it is a local intellectual resource. It should be used in adjusting or blending old knowledge with new knowledge together appropriately. Creating community participation, love, unity, and the sympathy of the people in the community can help in participation in the operation of community enterprises.

Analyzing Key Variables in Network Attack Classification on NSL-KDD Dataset using SHAP (SHAP 기반 NSL-KDD 네트워크 공격 분류의 주요 변수 분석)

  • Sang-duk Lee;Dae-gyu Kim;Chang Soo Kim
    • Journal of the Society of Disaster Information
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    • v.19 no.4
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    • pp.924-935
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    • 2023
  • Purpose: The central aim of this study is to leverage machine learning techniques for the classification of Intrusion Detection System (IDS) data, with a specific focus on identifying the variables responsible for enhancing overall performance. Method: First, we classified 'R2L(Remote to Local)' and 'U2R (User to Root)' attacks in the NSL-KDD dataset, which are difficult to detect due to class imbalance, using seven machine learning models, including Logistic Regression (LR) and K-Nearest Neighbor (KNN). Next, we use the SHapley Additive exPlanation (SHAP) for two classification models that showed high performance, Random Forest (RF) and Light Gradient-Boosting Machine (LGBM), to check the importance of variables that affect classification for each model. Result: In the case of RF, the 'service' variable and in the case of LGBM, the 'dst_host_srv_count' variable were confirmed to be the most important variables. These pivotal variables serve as key factors capable of enhancing performance in the context of classification for each respective model. Conclusion: In conclusion, this paper successfully identifies the optimal models, RF and LGBM, for classifying 'R2L' and 'U2R' attacks, while elucidating the crucial variables associated with each selected model.

A Study on Developing Archival Contents for Urban Sustainability (도시의 지속가능성을 위한 기록 콘텐츠 개발 연구)

  • Kyungnam Lee
    • Journal of Korean Society of Archives and Records Management
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    • v.24 no.3
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    • pp.105-129
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    • 2024
  • The research explores methodologies for the development of archival contents to support urban sustainability in the context of intensifying urbanization leading to local extinction. Through an analysis of placemaking theories, the study demonstrates that the sense of place reproduced in archival content can contribute to the formation of a unique local identity. The research proposes a comprehensive approach to constructing and organizing archival content by examining narrative and storytelling methodologies. In addition, it conceptualizes a service model that enhances the interaction between archival content and users by leveraging digital technologies. This study theoretically confirms that archival content can play a role in reconstructing and supporting placeness. It is hoped that this research will contribute to the development of archival strategies that support urban sustainability.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Detection of Video Scene Boundaries based on the Local and Global Context Information (지역 컨텍스트 및 전역 컨텍스트 정보를 이용한 비디오 장면 경계 검출)

  • 강행봉
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.6
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    • pp.778-786
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    • 2002
  • Scene boundary detection is important in the understanding of semantic structure from video data. However, it is more difficult than shot change detection because scene boundary detection needs to understand semantics in video data well. In this paper, we propose a new approach to scene segmentation using contextual information in video data. The contextual information is divided into two categories: local and global contextual information. The local contextual information refers to the foreground regions' information, background and shot activity. The global contextual information refers to the video shot's environment or its relationship with other video shots. Coherence, interaction and the tempo of video shots are computed as global contextual information. Using the proposed contextual information, we detect scene boundaries. Our proposed approach consists of three consecutive steps: linking, verification, and adjusting. We experimented the proposed approach using TV dramas and movies. The detection accuracy of correct scene boundaries is over than 80%.

International Cases and Their Implications on School Safety in Korea (학교안전의 국제적 프로그램 사례와 국내적 함의)

  • Kim, Eun-Joo
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.261-271
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    • 2021
  • Recent accidents in school environment involving violence, and bullying indicate that school safety is exposed to a serious threat to community well-being. Such incidents come as big problem because various policies and programs have widely long been implemented in order to protect the school environment. Thus, it is critical for the local community and goverment to develop measures for prevention. However, some of the incidents are misrepresented because school environment still remains as one of the safest settings. The current study discusses successful case studies of education, policies and projects regarding school violence and safety that are enforced in many other nations. One of the most practical and concrete means of pursuing an improved level of school safety is for the local community to be actively involved in the process. And one of the key factors for the success of international programs was that it was very much an integrative approach involving a joint effort with the local communities, accompanying a strong tie between the school and its surrounding context.