Background: The accidental swallowing of foreign body is a common problem in the children. Ingested foreign bodies may be managed by endoscopy, observation, or surgery. So we analyzed the methods of removal, type, location and complications of foreign bodies. Materials and Methods: This report reviewed 37 cases of ingested foreign body in the gastrointestinal tract at the Department of Pediatrics, Yeungnam University Hospital between January 1997 and April 2001. Results: The age ranged from 8 months to 8 years. The most prevalent age group was between 1 year and 2 years of age(19%). The male to female ratio was 2.1:1 with 25 male and 12 female patients. The type of foreign bodies were coins in 20 cases(54%), nail in 4 cases(11%), key in 4 cases(11%), pin in 2 cases(5.5%), necklace in 2 cases(5.5%) and others. The locations of foreign bodies were upper esophagus in 12 cases(32.5%), lower esophagus in 4 cases(10.8%), stomach in 16 cases(43.2%), small bowel in 5 cases(13.5%). 4. Presenting symptoms were variable with asymptomatic(59.4%), vomiting(19.0%), epigastric pain(8.1%), dysphagia(5.4%) and others. The methods for removal of foreign bodies included 20 cases of endoscopic removal(54.0%). 3 cases of spontaneous removal(8.1%) and there was no surgical removal. 14 cases(37.9%) did not confirmed removal of foreign body because of no revisit of our hospital. Endoscopic finding of patients were normal(15 cases), ulceration(2 cases), erosion(1 case), inflammation(1 case), mucosal scratch(1 case). Conclusion: It appears that the endoscopic approach is the preferable method for the removal of upper gastrointestinal foreign bodies in the children.
Sentinel-2 Multi Spectral Instrument(MSI) launched by the European Space Agency (ESA) offered high spatial resolution optical products, enhanced temporal revisit of five days, and 13 spectral bands in the visible, near infrared and shortwave infrared wavelengths similar to Landsat mission. Landsat satellite imagery has been applied to various previous studies, but Sentinel-2 optical satellite imagery has not been widely used. Currently, for global coverage, Sentinel-2 products are systematically processed and distributed to Level-1C (L1C) products which contain the Top-of-Atmosphere (TOA) reflectance. Furthermore, ESA plans a systematic global production of Level-2A(L2A) product including the atmospheric corrected Bottom-of-Atmosphere (BOA) reflectance considered the aerosol optical thickness and the water vapor content. Therefore, the Sentinel-2 L2A products are expected to enhance the reliability of image quality for overall coverage in the Sentinel-2 mission with enhanced spatial,spectral, and temporal resolution. The purpose of this work is a quantitative comparison Sentinel-2 L2A products and fully simulated image to evaluate the applicability of the Sentinel-2 dataset in cultivated land growing various kinds of crops in Korea. Reference image of Sentinel-2 L2A data was simulated by airborne hyperspectral data acquired from AISA Fenix sensor. The simulation imagery was compared with the reflectance of L1C TOA and that of L2A BOA data. The result of quantitative comparison shows that, for the atmospherically corrected L2A reflectance, the decrease in RMSE and the increase in correlation coefficient were found at the visible band and vegetation indices to be significant.
An unusual success engendering loyalty among cult fans in the United States, Mamoru Oshii's 1995 cyberpunk anime, Ghost in the Shell (GITS) revolves around a female cyborg assassin named Motoko Kusanagi, a.k.a. "the Major." When the news came out last year that Scarlett Johansson was offered 10 million dollars for the role of the Major in the live action remake of GITS, the frustrated fans accused DreamWorks of "whitewashing" the classic Japanimation and turning it into a PG-13 film. While it would be premature to judge a film yet to be released, it appears timely to revisit the core achievement of Oshii's film untranslatable into the Hollywood formula. That is, unlike ultimately heteronormative and humanist sci-fi films produced in Hollywood, such as the Matrix trilogy or Cloud Atlas, GITS defies a Hollywoodization by evoking much bafflement in relation to its queer, posthuman characters and settings. This essay homes in on Major Kusanagi's body in order to update prior criticism from the perspectives of posthumanism and queer theory. If the Major's voluptuous cyborg body has been read as a liberating or as a commodified feminine body, latest critical work of posthumanism and queer theory causes us to move beyond the moralistic binaries of human/non-human and male/female. This deconstruction of binaries leads to a radical rethinking of "reality" and "identity" in an image-saturated, hypermediated age. Viewed from this perspective, Major Kusanagi's body can be better understood less as a reflection of "real" women than as an embodiment of our anxieties on the loss of self and interiority in the SNS-dominated society. As is warned by many posthumanist and queer critics, queer and posthuman components are too often used to reinforce the human. I argue that the Major's hybrid body is neither a mere amalgam of human and machine nor a superficial postmodern blurring of boundaries. Rather, the compelling combination of individuality, animality, and technology embodied in the Major redefines the human as always, already posthuman. This ethical act of revision-its shifting focus from oppressive humanism to a queer coexistence-evinces the lasting power of GITS.
Journal of the Korean Association of Geographic Information Studies
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v.24
no.4
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pp.41-54
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2021
It is very essential to estimate the water body area using remote exploration for water resource management, analysis and prediction of water disaster damage. Hydrophysical detection using satellites has been mainly performed on large satellites equipped with optical and SAR sensors. However, due to the long repeat cycle, there is a limitation that timely utilization is impossible in the event of a disaster/disaster. With the recent active development of Micro satellites, it has served as an opportunity to overcome the limitations of time resolution centered on existing large satellites. The Micro satellites currently in active operation are ICEYE in Finland and Capella satellites in the United States, and are operated in the form of clusters for earth observation purposes. Due to clustering operation, it has a short revisit cycle and high resolution and has the advantage of being able to observe regardless of weather or day and night with the SAR sensor mounted. In this study, the operation status and characteristics of micro satellites were described, and the water area estimation technology optimized for micro SAR satellite images was applied to the Daecheong Dam basin on the Korean Peninsula. In addition, accuracy verification was performed based on the reference value of the water generated from the optical satellite Sentinel-2 satellite as a reference. In the case of the Capella satellite, the smallest difference in area was shown, and it was confirmed that all three images showed high correlation. Through the results of this study, it was confirmed that despite the low NESZ of Micro satellites, it is possible to estimate the water area, and it is believed that the limitations of water resource/water disaster monitoring using existing large SAR satellites can be overcome.
Agricultural reservoirs are an important water resource nationwide and vulnerable to abnormal climate effects such as drought caused by climate change. Therefore, it is required enhanced management for appropriate operation. Although water-level tracking is necessary through continuous monitoring, it is challenging to measure and observe on-site due to practical problems. This study presents an objective comparison between multiple AI models for water-body extraction using radar images that have the advantages of wide coverage, and frequent revisit time. The proposed methods in this study used Sentinel-1 Synthetic Aperture Radar (SAR) images, and unlike common methods of water extraction based on optical images, they are suitable for long-term monitoring because they are less affected by the weather conditions. We built four AI models such as Support Vector Machine (SVM), Random Forest (RF), Artificial Neural Network (ANN), and Automated Machine Learning (AutoML) using drone images, sentinel-1 SAR and DSM data. There are total of 22 reservoirs of less than 1 million tons for the study, including small and medium-sized reservoirs with an effective storage capacity of less than 300,000 tons. 45 images from 22 reservoirs were used for model training and verification, and the results show that the AutoML model was 0.01 to 0.03 better in the water Intersection over Union (IoU) than the other three models, with Accuracy=0.92 and mIoU=0.81 in a test. As the result, AutoML performed as well as the classical machine learning methods and it is expected that the applicability of the water-body extraction technique by AutoML to monitor reservoirs automatically.
Journal of Korea Entertainment Industry Association
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v.14
no.3
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pp.237-249
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2020
This study analyzed the characteristic factors of musical actor that affect the audience's loyalty to the performance by inducing the audience's sensory presence which is the unique characteristic of the performing arts and analyzed the mediating effects of audience's sensory presence between the characteristics of musical actor and audience's loyalty to the performance. Actor's characteristics which are an independent variable were composed with the appearance of actor, acting skills, sing ability and actor's known degree. Audience's sensory presence which is mediating variable was divided into immersion and identification. Audience's loyalty to the performance which is a dependent variable was set as intention of recommendation and intention of revisit the performance. The result of analysis shows that identification have significant mediating effects in all independent variables except between actor's known degree and the audience loyalty to the performance. It shows immersion have also significant mediating effects among all independent variables and the audience loyalty to the performance. The multiple mediating effects of Immersion and Identification between Actor's characteristics and Loyalty to the performance have significant effects all parts. Especially, The result of this study shows that indirect effects that arrive to the loyalty through immersion or identification are larger than the direct effect that actor's characteristics affect to the loyalty to the performance. Actor's characteristics which affect Audience's loyalty to the performance by mediating Audience's sensory presence are shown in order of appearance of actor, acting skills, sing ability and actor's known degree. These results suggest key factors of musical actor's characteristics which lead loyalty to the performance by mediating Audience's sensory presence to musical producers and directors and actors.
Nowadays, it is common that most consumers are purchasing goods in e-stores. The e-stores eager to attract, revisit, retain, and finally convert them into loyal customers. The e-store marketers have planned and executed numerous marketing efforts. As one of the marketing activities, e-store managers attempt to build web sites that meet customers' functional and psychological needs. A wide array of studies has been done to identify factors that could affect customers' response of web sites. Majority of studies were conducted to verify technology-related and functional variables of the website which facilitate transactions and enhance customer responses such as purchase intention and website loyalty. However, there has been little research on the external cues of website and psychological variables of consumer that could have positive influences on customer response. The purpose of this study is to investigate the influence of e-store personality on e-store loyalty through mediating variables such as e-store identification, e-store trust, and e-store engagement. The authors of this study develop the model and set up the six main hypotheses and a set of sub-hypotheses based on a literature review, shown in
. This model is composed of four paths such as dimensions of e-store personality${\rightarrow}$e-store identification, e-store identification${\rightarrow}$e-store loyalty, e-store identification ${\rightarrow}$e-store trust${\rightarrow}$e-store loyalty, and e-store identification${\rightarrow}$e-store engagement${\rightarrow}$e-store loyalty. II. Research Method Ladies under 30s were the respondents of this survey. Data were collected from January 20th to February 26th in 2010. A total of 200 questionnaires were distributed and 169 respondents were analysed finally to test hypotheses because 31 questionnaires had incorrect or missing responses. SPSS 12.0 and LISREL 7.0 program were used to test frequency, reliability, factor, and structural equation modeling analysis. III. Result and Conclusion According to results from factor analysis, eigen value was over 1.0 and items which were below 0.6 were deleted. Consequently, 9 factors(% of total variance is 72.011%) were searched. All Cronbach's ${\alpha}$ values are over the recommended level(${\alpha}$ > 0.7). The overall fit indices are acceptable such as ${\chi}^2$=2028.36(p=0.00), GFI=0.87, AGFI=0.82, CFI=0.81, IFI=0.92, RMR=0.075. All factor loadings were over the recommended level. As the result of discriminant validity check with chi-square difference test between paired constructs, each construct has good discriminant validity. The overall fit indices of final model are acceptable such as ${\chi}^2$=340.73(df=36, p=0.00), GFI=0.92, AGFI=0.81, CFI=0.91, IFI=0.91, RMR=0.085. As test results, 5 out of 6 hypotheses are supported because there are statistically significant casual relationships in structural equation model, shown in
. First of all, hypothesis 1 is partially supported because sub-hypothesis 1-1 and 1-2 are supported, whereas sub-hypothesis 1-3, 1-4, and 1-5 are rejected. Specifically, it reveals that warmth and sophistication dimensions in e-store personality have positive influence on e-store identification, however, activity, progressiveness, and strictness does not have any significant relationship on e-store identification. Secondly, hypothesis 2 was supported. Therefore, it can be said that e-store identification has a positive impact on e-store trust. Thirdly, hypothesis 3 is also supported. Hence, there is a positive relationship between e-store identification and e-store engagement. Fourthly, hypothesis 4 is supported too. e-store identification has a positive influence on e-store loyalty. Fifthly, hypothesis 5 is also accepted. This indicates that e-store trust is a precedent variable which positively affects e-store loyalty. Lastly, it reveals that e-store engagement has a positive impact on e-store loyalty. Therefore, hypothesis 6 is supported. The findings of the study imply that some dimensions of e-store personality have a positive influence on e-store identification, and that e-store identification has direct and indirect influence on e-store loyalty through e-store trust and e-store engagement positively. These results also suggest that the e-store identification in e-store personality is a precedent variable which positively affects e-store loyalty directly and indirectly through e-store trust and engagement as a mediating variable. Therefore, e-store marketers need to implement website strategy based on e-store personality, e-store identification, e-store trust, and e-store engagement to meet customers' psychological needs and enhance e-store loyalty. Finally, the limitations and future study directions based on this study are discussed.
The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.
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