Journal articles on the topic 'Theater Production and direction Korea (South)'

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1

Oh, MiJin, and SungWook Kim. "Legislative Direction on the Ownership and Management of Houses in North Korea after Unification." Korean Institute for Aggregate Buildings Law 42 (May 25, 2022): 105–30. http://dx.doi.org/10.55029/kabl.2022.42.105.

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The title of this thesis is “Legislative Direction on the Ownership and Management of Houses in North Korea after Unification”. The difference between capitalism and socialism is whether individual ownership of the means of production is allowed or not. In this thesis, I reviewed the current direction of integration of housing laws and housing systems in South and North Korea. And I reviewed the legislative direction regarding housing ownership and management in North Korea after the reunification of South and North Korea. The main contents of this paper are summarized as follows. First, North Korean housing needs to be reviewed in the direction of respecting the living environment of North Koreans. Second, the principle of one house ownership per household should be applied to North Korean housing. Third, in the case of apartment houses in North Korea, the possibility of separate disposal of land and buildings should not be allowed. Fourth, an independent organization is needed in the process of reorganizing North Korean housing.
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2

Kang, Jungpyo, Kwanjung Yee, and Gyujin Shim. "Operational Feasibility Study of High Altitude Balloon Platform based on the Wind Environment in South Korea." Defence Science Journal 70, no. 2 (March 9, 2020): 153–58. http://dx.doi.org/10.14429/dsj.70.14705.

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Naval helicopters flying at extremely low altitudes often face communication problems when the helicopter is located in the distance from the mother ship. Accordingly, new attention is being cast on the high altitude balloon (HAB) to solve this problem due to its cost-effectiveness and ability of rapid deployment to the battlefield. The balloon is one of a lighter-than-air vehicle that the blowing wind determines its speed, direction, and travel distance. Therefore, it is likely that seasonal changes in wind conditions will restrict the operation of the balloon. In this paper, the feasibility study of the balloon, which is regarded as a future communication relay platform, on the theater of operation of the Republic of Korea Navy the First Fleet was performed. The trends of the balloon trajectory for five years (2014 ~ 2018) with respect to seasonal wind variations were investigated employing the numerical trajectory prediction program. Simulated balloon trajectories of summer and winter showed considerable differences due to seasonal wind. Summer season was found that it has the most favorite flight environment for the balloon campaign. Upon reflecting on the simulation results, the HAB operating procedure, which capitalised on the Ulleungdo, was also suggested.
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Bach, Thi Ngoc Trang. "Similarities of Vietnam and South Korea – Linking to the Strategy Cooperation Partnership and Its Future Direction." International Journal of Social Sciences and Management 1, no. 3 (July 21, 2014): 88–92. http://dx.doi.org/10.3126/ijssm.v1i3.10573.

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The relationship of Vietnam and Korea was making by warmth, close friendship and understanding. On 22 December 1992, the two countries established the formal diplomatic relation, thus opening a new era in their bilateral ties. Since then, the friendship and cooperation between the two countries have been developing very dynamically in all areas. In 2001, during President of Vietnam Tran Duc Luong’s State visit to the Republic of Korea, both sides agreed to establish the “Comprehensive Cooperation Partnership in the 21st Century”. In October 2009, during President Lee Myung Bak’s State visit to Vietnam, relationship was upgraded to Strategic Cooperation Partnership, setting a new important landmark in Vietnam-Korea relations. The two countries are closely cooperating and developing in the fields of trade, investment, education and training, science and technology, culture and tourism, and through a wide spectrum of people-to-people contact. Vietnam and Korea shared many commonalities and similarities in the geographical and natural conditions as well as historical and cultural traditions. For example, Vietnam and South Korea have experienced thousands years in history and were much influenced by Confucianism. Both Vietnam and Korea from the ancient time were the poor agricultural countries with water rice production, which heavily depended on the natural conditions. Hence the peoples of the two countries have the same or very similar psychology, mentality and the way of life. With their basic characteristics, the two countries have plentiful literature treasures. The most important factor which has promoted the bilateral ties between the two countries is sharing the common interest of building a prosperous and happy country for its people in a peaceful, stable, friendly and cooperative environment in the region and the world over. The similarities between two countries shared interests in building a peaceful and stable world.DOI: http://dx.doi.org/10.3126/ijssm.v1i3.10573 Int. J. Soc. Sci. Manage. Vol.1(3) 2014: 88-92
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4

Wang, Na, and Yongrok Choi. "Comparative Analysis of the Energy and CO2 Emissions Performance and Technology Gaps in the Agglomerated Cities of China and South Korea." Sustainability 11, no. 2 (January 17, 2019): 475. http://dx.doi.org/10.3390/su11020475.

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This paper presents a comparative analysis of the technology gap, energy efficiency, and CO2 emission performance of the agglomerated cities in Eastern and Central China and South Korea under economic heterogeneity. The potential reductions of energy and CO2 emission are estimated from agglomerated city perspectives. The global meta-frontier non-radial direction distance function is used to conduct an empirical analysis of agglomerated cities among Eastern, Central China and South Korea. The results show the potential reduction of 7.58 billion tons of CO2 emissions in Korea and another potential reduction of 1930.62 toe energy for the research period in China, if Korea and China proactively collaborate with each other. The empirical results conclude several unique findings and their implications. First, there are significant differences between the Chinese and Korean cities, in energy efficiency, CO2 emission performance, and meta-technology gaps. Korean cities play a leading role at benchmarking efficiency level with meta-frontier technology. Second, there is no significant difference between total-factor and single-factor performance indexes in the Korean cities, because South Korea requires large capital stocks to replace energy in the production process. However, the opposite is true for Eastern and Central China cities. Finally, there is huge potential for the Chinese cities to reduce energy and CO2 emissions by “catching up” internally as well as by the collaborative efforts with Korean cities.
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Pudovkina, O., and S. Sharokhina. "Digital Platform of Industrial Cooperation – Innovative Direction of Regional Industry Development." SHS Web of Conferences 71 (2019): 04016. http://dx.doi.org/10.1051/shsconf/20197104016.

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The authors consider the role of the digital economy in Russia and some related processes. The aim of the study was to develop recommendations for the formation of a digital platform for the industrial cooperation. It is obvious that Russia is not a leader by the index of business digitalization (the leading countries are Finland, South Korea, and Netherlands). The authors make a conclusion about the feasibility of using a digital platform for industrial cooperation, which allows linking resources and consumers of products and services in a single information space. They also consider the creation of a regional subcontracting centre as the organizational model focused on the cooperative relations formation for production chains of large, small, and medium business, as well as on the stimulation of innovations through technology transfer, promotion opportunities for products of industrial enterprises on regional markets.
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6

Vedeneev, A. V., Yu L. Bobarikin, and V. P. Zalewski. "Analysis of the development of consumption and production of steel cord." Litiyo i Metallurgiya (FOUNDRY PRODUCTION AND METALLURGY), no. 2 (August 9, 2019): 48–59. http://dx.doi.org/10.21122/1683-6065-2019-2-48-59.

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Dynamics of development of sales of cars in the world is considered. The steady growth of car sales in the period 2013–2018 was determined. It is determined that in just nine months of 2018, 71 153 025 cars were registered in the world, which is 1.7% more than in the nine months of 2017, and according to the data of the ASEAN (European Association of car manufacturers), 11 951 957 cars were registered in the automotive market of the European Union countries in the nine months of 2018 in the EU, which is 2.5% more than in the same period of 2017. It is determined that despite some decline in production in Japan, South Korea, the rest of the traditional car manufacturers in Europe and North America show a steady pace of development, built and planned construction of new modern production of automotive equipment mainly in the Asian and South American regions. Analysis of the development of metal cord production showed that it is expected to increase investment in the production of metal cord with a planned increase in production by 22% until 2022. At the same time, the greatest growth should fall on passenger and lightcargo tires. Due to the increasing competition in the metal cord market, the development of the latter is in the direction of highstrength structures. The transition to a high-strength metal cord attracts the possibility of reducing the weight of tires, increasing their mobility and reducing the cost per unit weight of the metal cord with an equally strong replacement of structures in tires.
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7

Sychevskiy, Mykola, Olga Kovalenko, Liudmyla Deineko, and Lyudmyla Yashchenko. "Assessing dynamic stability of economic development of global food markets in the context of globalization." Problems and Perspectives in Management 20, no. 2 (June 7, 2022): 372–88. http://dx.doi.org/10.21511/ppm.20(2).2022.31.

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The global food market is in constant transformation. Cyclical fluctuations and force majeure (financial crises, epidemics, military actions) affect the volumes of production, consumption, exports and imports of food products. Therefore, the study of the dynamic stability of the growth of world food markets is especially relevant. The purpose of the study is to assess the dynamic stability of economic growth in the world food markets: cheese, butter and sugar. The study used general scientific and special methods: dialectical and logical to summarize the scientific foundations for ensuring the sustainable development of world food markets; regression analysis – to determine the direction of market development; variational analysis – to determine the sustainability of market development. The advantage of the approach proposed in the paper is the assessment of the direction of development by the regression coefficients and the amplitude of fluctuations by the average percentage of deviations from the trend, which allows more correct interpretation of the results than when using only the coefficient of variation, which takes into account changes around the average value. It is established that the world markets for cheese, butter and sugar from 2011 to 2020 are characterized by dynamically stable growth in production, consumption, exports and imports. However, the markets of individual countries have developed unevenly: cheese production is most attractive and less risky in the EU, Brazil and South Korea; butter production in the EU and India; sugar production – in the USA, India, Algeria. Forecast calculations confirm the likelihood of growth in these markets.
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8

Zhang, Chi, Jun He, and Guanghui Yuan. "An Empirical Analysis on DPRK: Will Grain Yield Influence Foreign Policy Tendency?" Sustainability 12, no. 7 (March 30, 2020): 2711. http://dx.doi.org/10.3390/su12072711.

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Democratic People’s Republic of Korea is the hub of Northeast Asia and its geopolitics is of great significance, whose foreign policy trend is not only related to the peace and stability of the region, but also one of the major variables affecting cooperation in Northeast Asia. According to the data on North Korea’s grain yield collected by the Korea National Statistical Office, supplemented by the data on international food aid to North Korea collected by the World Food Programme, and combined with the judgment of 10 experts from China, South Korea and the United States on the Hawk and Dove Index of North Korea’s foreign policy from 1990 to 2018, we use empirical mode decomposition wavelet transform data analysis and feature extraction methods to study the impact relationship, and OLS regression analysis to study the actual cycle of transformation. We found that: (1) North Korea’s grain output is an important indicator that affects its foreign policy tendency (hawks or doves). The hawk refers to those who take a tough attitude in policy and prefer rigid means such as containment, intimidation and conflicts; the dove refers to those who take mild attitude in policy, and prefer to adopt flexible means such as negotiation, cooperation, and coordination. When it comes to grain yield increase, North Korea’s foreign policy tends to be hawkish; when it comes to grain reduction, its dovish tendency will be on the rise. This is because food increase can alleviate grain shortage in North Korea and enhance its ability to adopt tough policies in its foreign policy. However, decreases in grain production will lead to adopt a more moderate policy and seek international cooperation and assistance to ease the internal pressure caused by grain shortage. (2) North Korea’s grain yield influencing its foreign policy (hawks or doves) has a lag phase of about 3 years. Such being the case, the accumulated grain during the production increase period has enhanced North Korea’s ability to cope with grain reduction in the short term. Secondly, the North Korean government blames the reduction on foreign sanctions, which will instead make the North Korean people more determined to resist external pressure. Therefore, we can use the changes in North Korea’s grain output to predict the direction of its foreign policy so as to more accurately judge the development of the Korean Peninsula and more effectively promote the process of peace and cooperation in Northeast Asia. We concluded that grain production will affect its policy sustainability in North Korea.
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9

Lee, Gwang-Jin, Domingo Muñoz-Esparza, Chaeyeon Yi, and Hi Jun Choe. "Application of the Cell Perturbation Method to Large-Eddy Simulations of a Real Urban Area." Journal of Applied Meteorology and Climatology 58, no. 5 (May 2019): 1125–39. http://dx.doi.org/10.1175/jamc-d-18-0185.1.

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AbstractWith the continuous increase in computing capabilities, large-eddy simulation (LES) has recently gained popularity in applications related to flow, turbulence, and dispersion in the urban atmospheric boundary layer (ABL). Herein, we perform high-resolution building-scale LES over the Seoul, South Korea, city area to investigate the impact of inflow turbulence on the resulting turbulent flow field in the urban ABL. To that end, LES using the cell perturbation method for inflow turbulence generation is compared to a case where no turbulence fluctuations in the incoming ABL are present (unperturbed case). Validation of the model results using wind speed and wind direction observations at 3 m above ground level reveals minimal differences irrespective of the presence of incoming ABL turbulence. This is due to the high density of building structures present at the surface level that create shear instabilities in the flow field and therefore induce local turbulence production. In the unperturbed case, turbulent fluctuations are found to slowly propagate in the vertical direction with increasing fetch from the inflow boundaries, creating an internal boundary layer that separates the turbulent region near the building structures and the nonturbulent flow aloft that occupies the rest of the ABL. Analysis of turbulence quantities including energy spectra, velocity correlations, and passive scalar fluxes reveals significant underpredictions that rapidly grow with increasing height within the ABL. These results demonstrate the need for realistic inflow turbulence in building-resolving LES modeling to ensure proper interactions within the ABL.
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10

Wade, Robert. "East Asia's Economic Success: Conflicting Perspectives, Partial Insights, Shaky Evidence." World Politics 44, no. 2 (January 1992): 270–320. http://dx.doi.org/10.2307/2010449.

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Neoliberal economists say that growth is easy, provided the state does not obstruct the natural growth-inducing processes of a capitalist economy. They point to the success of South Korea and Taiwan as evidence that this proposition also holds for quite poor economies. Using chapters of Helen Hughes's edited volume by way of illustration, this article shows that the neoliberals ignore so much contrary evidence as to suggest that the neoliberal paradigm has entered a degenerative stage, like classical economics in the years before Keynes's breakthrough and like much Marxist writing of the 1970s.Two recent books about East Asia offer ways forward. The one by Alice Amsden argues that Korea has done better than other developing countries because it has created a more powerful synergy between a state that aggressively steers market competition and large, diversified business groups whose firms focus strategically on production processes at the shop floor. In conditions of “late development” this synergy is the key to success. Stephan Haggard's book accepts the core economic mechanism of the neoliberals but argues that the choice between sensible export-oriented policies, as in East Asia, or unsensible secondary import-substitution policies, as in Latin America, is determined by a complex conjunction of international pressures, domestic coalitions, political institutions, and ideas.Both books make important contributions to the debate. But they are weakened by not situating the experience of their case studies within an account of trends in the world system and by not addressing the question of what prevented massive “government failure” in market interventions in the East Asian cases. The last part of this paper takes a short step in this direction.
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11

VYSHNEVSKYI, Valentyn. "DIGITAL TECHNOLOGIES AND PROBLEMS OF INDUSTRIAL DEVELOPMENT." Economy of Ukraine 2022, no. 1 (January 26, 2022): 47–66. http://dx.doi.org/10.15407/economyukr.2022.01.047.

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The accelerated development of cyberphysical production systems and robotization of production are important long-term trends in the global smart industry. The performed analysis shows that Ukraine lags significantly behind in the implementation of these technologies. It is one of the leading countries in the world in the development of digital financial instruments and one of the last in the development of cyberphysical production. This means that in the long run the country will continue to lose its competitive position in the world. One of the main reasons for this situation is that the economic rules of the game in the country are tied to short-term political cycles, which hinders the long-term investment and innovation. It is necessary to break the chain of negative causal links “outdated technologies-low incomes-further decline” and the negative selection of “the most adapted” to the conditions of short-term political cycles. One of the effective methods of solving this problem, well known from world practice, is to pursue a proactive nationally oriented industrial policy. It has helped South Korea, China and some other countries make the transition to accelerated industrial development through innovation and the introduction of cyberphysical systems. But this is a very difficult and inconstant method, the use of which is fraught with political failures due to lack of information in the government, selfish behavior of officials, their inability to resist industry lobbyists, stakeholders of other states and more. However, in the initial phase of the industrial revolution, which opens a “window of opportunity” for stakeholders, despite all these risks, many governments spare no effort and money to promote the latest industrial smart technologies, as on them depend the future of national security and competitiveness. Ukraine needs to move approximately in this direction, distinguishing between long-term economic interests of the state and short-term interests of the political situation.
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12

Ali, Sajid, and Choon-Man Jang. "Effects of Tip Speed Ratios on the Blade Forces of a Small H-Darrieus Wind Turbine." Energies 14, no. 13 (July 4, 2021): 4025. http://dx.doi.org/10.3390/en14134025.

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Lift force is an important parameter for the performance evaluation of an H-Darrieus wind turbine. The rotational direction of the streamlined force is effective on the performance of the wind turbine. In order to analyze the flow characteristics around the turbine blades in real-time, a numerical analysis using three-dimensional unsteady Reynold-averaged Navier–Stokes equations has been introduced. Experimental data were obtained from a field test facility constructed on an island in South Korea and was introduced to compare the numerical simulation results with measured data. The optimum tip speed ratio (TSR) was investigated via a multi-variable optimization approach and was determined to be 3.5 for the NACA 0015 blade profile. The turbine displays better performance with the maximum power coefficient at the optimum TSR. It is due to the delay in the flow separation from the blade surface and the relatively lower strength of the tip vortices. Furthermore, the ratio between lift and drag forces is also the highest at the optimum TSR, as most of the aerodynamic force is directly converted into lift force. For one rotation of the turbine blade at the optimum TSR, the first quarter of motion produces the highest lift as the static pressure difference is maximum at the leading edge, which helps to generate maximum lift. At a TSR less than the optimum TSR, small-lift generation is dominant, whereas at a higher TSR, large drag production is observed. Both of these lead to lower performance of the turbine. Apart from the TSR, the optimum wind angle of attack is also investigated, and the results are prepared against each TSR.
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13

Shvetsova, Olga A. "Technology Learning in Automobile Industry: Comparative Study between Thai and Korean Companies." Open Transportation Journal 13, no. 1 (December 31, 2019): 236–49. http://dx.doi.org/10.2174/1874447801913010236.

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Background: Currently, the issue of the company’s innovative development is relevant in all areas of activity. Automobile industry, which has one of the development vectors such as an innovative component, poses for itself the task of achieving high competitiveness through active innovative learnings and technology transfer. This direction is influenced by technological factors, which should be taken into account while developing and implementing the company's innovative technology transfer strategy. Automobile industry in Thailand appears to be a successful story as it plays an important role in the national economy and becomes a car-manufacturing hub of Southeast Asia as called “Detroit of Southeast Asia”. Thailand is a world-class vehicle production base such as Ford, Toyota and Nissan. However, the growth of industry depends on the performance of MNCs, which remains unclear whether Thai automobile industry could sustain the same position with its own technology capability alone. Aim: This paper aims to develop the suggesting on the technology learning transfer of automobile industry in Thailand based on Korea’s experience. I analyze the evolution of the automobile industry of Thailand and South Korea to identify the key drivers of auto industry’s development through learning from macro level to the firm level of the two countries. Objective: The study aims at investigating technological factors which influence innovative learning development of transport company and evaluating their interdependence using correlation-regression analysis. Methods: The correlation-regression analysis and comparative approach were used to develop the model. Results: Two automobile corporations from Asian region were investigated. Technological factors influencing learning development of these corporations were found; significant in explaining the factors’ interdependence was discussed. Conclusion: Different groups of technological factors influence on innovative learning development of automobile companies in Asia. These findings can be used as information for managers to develop strategic programs to improve knowledge transferring process in Asian automobile companies.
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Mohanta, Tapan Kumar, Yugal Kishore Mohanta, Dhananjay Yadav, Abeer Hashem, Elsayed Fathi Abd_Allah, and Ahmed Al-Harrasi. "Global Trends in Phytohormone Research: Google Trends Analysis Revealed African Countries Have Higher Demand for Phytohormone Information." Plants 9, no. 9 (September 22, 2020): 1248. http://dx.doi.org/10.3390/plants9091248.

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The lines of research conducted within a country often reflect its focus on current and future economic needs. Analyzing “search” trends on the internet can provide important insight into predicting the direction of a country in regards to agriculture, health, economy, and other areas. ‘Google Trends’ collects data on search terms from different countries, and this information can be used to better understand sentiments in different countries and regions. Agricultural output is responsible for feeding the world and there is a continuous quest to find ways to make agriculture more productive, safe, and reliable. The application of phytohormones has been used in agriculture world-wide for many years to improve crop production and continues to be an active area of research for the application in plants. Therefore, in the current study, we searched ‘Google Trends’ using the phytohormone search terms, abscisic acid, auxins, brassinosteroids, cytokinin, ethylene, gibberellins, jasmonic acid, salicylic acid, and strigolactones. The results indicated that the African country Zambia had the greatest number of queries on auxin research, and Kenya had the most queries in cytokinin and gibberellin research world-wide. For other phytohormones, India had the greatest number of queries for abscisic acid and South Korea had the greatest number of ethylene and jasmonic acid search world-wide. Queries on salicylic acid have been continuously increasing while the least number of queries were related to strigolactones. Only India and United States of America had significant numbers of queries on all nine phytohormones while queries on one or more phytohormones were absent in other countries. India is one of the top five crop-producing countries in the world for apples, millet, orange, potato, pulses, rice, sugarcane, tea, and wheat. Similarly, the United States of America is one of the top five crop-producing countries of the world for apples, grapes, maze, orange, potato, sorghum, sugarcane, and wheat. These might be the most possible factors for the search queries found for all the nine phytohormones in India and the United States of America.
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Zhushchikhovskaya, Irina S., and Lyudmila N. Mylnikova. "The Oldest Ceramics of East Asia: Current Research Questions (Materials for the Educational Course “Ceramics as an Archaeological Source”)." Archaeology and Ethnography 19, no. 7 (2020): 10–33. http://dx.doi.org/10.25205/1818-7919-2020-19-7-10-33.

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Purpose. The article presents a historiographical review of the problems of research of ancient ceramics from archaeological sites of East Asia in the chronological interval from 20,000–18,000 to 9,000 years ago. Results. The subject of discussion is the periodization of monuments with early ceramics, the problems of socio-economic conditions of the emergence of pottery technology, its functional role in ancient societies, reconstruction of technological skills and technical levels of pottery, morphology and decor. There are a lot of controversial issues and “blind spots” in this direction. However, the opening of sites with ancient ceramics in East Asia showed that here, on the Pacific (eastern) outskirts of the Eurasian continent, pottery making technology first appeared about 10,000 years earlier than in the Middle East. The invention of ceramics in this region of the world at the turn of the Pleistocene and Holocene should be considered as a result of a combination of natural and social factors. The example of East Asia shows that the relationship between the appearance of ceramic vessels and the development of agriculture, as a technology for food production, is universally, not a mandatory factor. Conclusion. The article discusses certain regional differences in the formation of skills in making the most ancient ceramic vessels of East Asia. It is assumed that the development of ceramic technology in the Japanese archipelago and in the mainland areas of East Asia took place independently. For the Amur region, there are two local cultural traditions – Osipovskaya and Gromatukhinskaya. According to materials from Northern China, there is a version of the existence of a common line in the development of ancient ceramics in the Valley of the Nonny River. There are similarities between the early ceramics of Northeast China, and the Gromatukhinskaya and Osipovskaya cultures of Amur. For the ceramics of South Korea also note similarities with the materials of the Russian Far East, Japanese and Chinese dishes.
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Bindon, B. M., and N. M. Jones. "Cattle supply, production systems and markets for Australian beef." Australian Journal of Experimental Agriculture 41, no. 7 (2001): 861. http://dx.doi.org/10.1071/ea01052.

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Markets for Australian beef throughout the 20th century have been moulded by world wars, economic depressions, droughts, transport technology, cattle breeding, trade barriers, global competition, livestock disease eradication, human health risks, food safety, Australian Government policy, consumerism and beef quality. Major ‘shocks’ to beef marketing include the development of successful shipments of chilled carcases to Britain in the 1930s, the widespread trade disruption caused by World War II, expansion (early 1950s) and then a reduction in beef exports to Britain (1956), the introduction and then proliferation of Bos indicus derived cattle in northern Australia (1960s), licensing and upgrading of Australian abattoirs to export to USA and the consequential brucellosis and tuberculosis eradication campaign leading to record export tonnages of Australian processing beef to USA (1960–70). In 1980, increased beef trade to Japan began, leading in the late 1980s to expansion of high-quality grain finished products into that market. By 1993, beef exports to Japan (280.5 kt) exceeded those to USA (274.4 kt), signalling the significant shift in beef exports to Asia. Commencing in about 1986, the USA recognised the value of beef exports to Asian markets pioneered by Australia. Australia’s share of the Japanese and South Korean markets has been under intense competition since that time. Another major influence on Australia’s beef market in the early 1990s was growth in live cattle exports to Asian markets in Indonesia, Malaysia and the Philippines. Live exports accounted for 152000 heads in 1992 and 858000 heads in 1996. Improved management systems (e.g. fences) and consequent regulation of cattle supply even in the wet season, a by-product of the brucellosis and tuberculosis eradication campaign, were indirect drivers of the growth in live exports. Throughout the period 1940–2000, domestic consumption of beef and veal declined from 68 to 33.3 kg/head.year, reflecting competition from other foods, perceptions of health risks, price of beef, periodic food safety scares, vegetarianism, changes in lifestyle and eating habits and lack of consistency of eating quality of beef. Despite this decline, the domestic Australian beef market still consumes a significant component (37%) of total Australian beef production. In 1984–85, the reform of the Australian Meat and Livestock Corporation set in train a major directional change (‘New Direction’) of the beef sector in response to beef market trends. Under Dick Austen’s leadership, the Australian Meat and Livestock Corporation changed the industry’s culture from being ‘production-driven’ to being ‘consumer-driven’. Market research began in Australia, Japan and Korea to establish consumer preferences and attitudes to price, beef appearance and eating quality. Definite consumer requirements were identified under headings of consistency and reliability. The AusMeat carcass descriptors were introduced and a decade later traits like tenderness, meat colour, fat colour, meat texture, taste, smell, and muscle size were addressed. These historical ‘shocks’ that shaped the Australian beef markets have all been accompanied by modification to production systems, breeding programs, herd structure, processing procedures, advertising and promotion, meat retailing and end-use. The increasing importance of the food service sector and the ‘Asian merge’ influence on beef cuts usage in restaurant meals and take-away products are the most recognisable changes in the Australian food landscape. The Cooperative Research Centre¿s research portfolio was built around the changing forces influencing beef markets in the early 1990s. Australia needed to better understand the genetic and non-genetic factors affecting beef quality. One example was the poor success rate of cattle being grain-fed for the Japanese premium markets. Another was the relative contribution of pre- and post-slaughter factors to ultimate eating quality of beef. The Meat Standards Australia scheme was launched in 1997 to address this problem in more detail. The Cooperative Research Centre contributed significantly to this initiative. In the year 2001, Australia, with only 2.5% of world cattle numbers retains the position of world number one beef trader. We trade to 110 countries worldwide. The Australian beef sector is worth A$6 billion annually. The diversity of Australian environments, cattle genotypes and production systems provides us with the ability to meet diverse specifications for beef products. A new set of market forces is now emerging. Strict accreditation rules apply to Australian producers seeking access to the lucrative European Union market. Transmissible spongiform encephalopathies like bovine spongiform encephalopathy and scrapie are a continuing food safety concern in Europe. This and the foot and mouth disease outbreak in Britain early in 2001 have potentially significant indirect effects on markets for Australian beef. And the sleeping giant, foot and mouth disease-free status of Latin American countries Brazil, Uruguay and Argentina continues to emerge as a major threat to Australian beef markets in Canada and Taiwan. As in the past, science and technology will play a significant role in Australia¿s response to these market forces.
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Kouadio, K. T., T. A. Agneroh, C. De Clerck, P. Lepoivre, and M. H. Jijakli. "First Report of Banana mild mosaic virus Infecting Plantain in Ivory Coast." Plant Disease 97, no. 5 (May 2013): 693. http://dx.doi.org/10.1094/pdis-11-12-1108-pdn.

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Plantain (Musa sp., genomic group AAB) is an important crop for millions of the world's poorest people. In Ivory Coast, it is the second most consumed food and an important source of income for farmers. Between 2010 and 2011, a survey for viruses infecting plantain (AAB) was conducted in 10 major plantain-growing regions located in eastern (Abengourou), middle-western (Bouaflé, Daloa, Issia, Oumé, Sinfra, Zuenoula), central (Yamoussoukro), and southern (Aboisso, Gagnoa) Ivory Coast. Leaf samples showing yellow streaks or mild chlorotic streaks were collected and dried on CaCl2 for storage. A representative sample from each location was selected and tested for the presence of Cucumber mosaic virus (CMV, genus Cucumovirus), Banana streak virus (BSV, genus Badnavirus), Banana mild mosaic virus (BanMMV, family Flexiviridae), and Banana bract mosaic virus (BBrMV, genus Potyvirus). Immunocapture (IC)-PCR was used for the detection of BSV while reverse transcription (RT)-PCR was used for the detection of CMV, BanMMV, and BBrMV. The following primers sets were used: BSV cl1 and BSV cl2 (1), CMV 3′ and CMV 5′ (3), BanMMV BanCP1 and BanCP2 (4), BBrMV Bract N2 and Bract NR (2). BanMMV was detected as mixed infections with BSV in the 10 tested samples, one of which also contained CMV. To confirm the identity of the amplification products from the BanMMV primers, one cDNA fragment was directly sequenced in the forward direction (Macrogen Inc., Seoul, South Korea). BLAST search in GenBank revealed that the partial coat protein (CP) sequence of the Ivorian isolate shared 80 to 88% nucleotides and 81 to 92% deduced amino acid similarities with BanMMV isolates. In contrast, partial CP sequence of the Ivorian isolate had less than 40% deduced amino acid sequence identity with other Flexiviridae CP sequence. The partial CP sequence of the Ivorian BanMMV isolate was deposited in GenBank under Accession No. JX014304. To further confirm the identification, all the samples were tested by plate trapped antigen (PTA)-ELISA with rabbit polyclonal antiserum specific to BanMMV (obtained from B. E. Lockhart, University of Minnesota, U.S.A.) and anti-rabbit IgG (Sigma-Aldrich, Belgium/A3687). The 10 samples reacted positive for BanMMV by ELISA. CMV and BSV have been reported in Ivory Coast, but to our knowledge, this is the first report of BanMMV in the country. The detection of BanMMV in association with BSV or CMV in mixed infection in 10 locations which are important plantain growing areas is a first step in the evaluation of the impact of virus diseases on plantain production in this country. References: (1) S. Dallot et al. Arch. Virol. 146:2182, 2001. (2) M.-L. Iskra-Caruana et al. J. Virol. Methods 153:224, 2008. (3) M. Sharman et al. J. Virol. Methods 89:77, 2000. (4) P.-Y. Teycheney et al. J. Gen. Virol. 86:3181, 2005.
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Austen, Dick. "Foreword to 'Producing and Processing Quality Beef from Australian Cattle Herds'." Australian Journal of Experimental Agriculture 41, no. 7 (2001): I. http://dx.doi.org/10.1071/eav41n7_fo.

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Markets for Australian beef throughout the 20th century have been moulded by world wars, economic depressions, droughts, transport technology, cattle breeding, trade barriers, global competition, livestock disease eradication, human health risks, food safety, Australian Government policy, consumerism and beef quality. Major ‘shocks’ to beef marketing include the development of successful shipments of chilled carcases to Britain in the 1930s, the widespread trade disruption caused by World War II, expansion (early 1950s) and then a reduction in beef exports to Britain (1956), the introduction and then proliferation of Bos indicus derived cattle in northern Australia (1960s), licensing and upgrading of Australian abattoirs to export to USA and the consequential brucellosis and tuberculosis eradication campaign leading to record export tonnages of Australian processing beef to USA (1960–70). In 1980, increased beef trade to Japan began, leading in the late 1980s to expansion of high-quality grain finished products into that market. By 1993, beef exports to Japan (280.5 kt) exceeded those to USA (274.4 kt), signalling the significant shift in beef exports to Asia. Commencing in about 1986, the USA recognised the value of beef exports to Asian markets pioneered by Australia. Australia’s share of the Japanese and South Korean markets has been under intense competition since that time. Another major influence on Australia’s beef market in the early 1990s was growth in live cattle exports to Asian markets in Indonesia, Malaysia and the Philippines. Live exports accounted for 152000 heads in 1992 and 858000 heads in 1996. Improved management systems (e.g. fences) and consequent regulation of cattle supply even in the wet season, a by-product of the brucellosis and tuberculosis eradication campaign, were indirect drivers of the growth in live exports. Throughout the period 1940–2000, domestic consumption of beef and veal declined from 68 to 33.3 kg/head.year, reflecting competition from other foods, perceptions of health risks, price of beef, periodic food safety scares, vegetarianism, changes in lifestyle and eating habits and lack of consistency of eating quality of beef. Despite this decline, the domestic Australian beef market still consumes a significant component (37%) of total Australian beef production. In 1984–85, the reform of the Australian Meat and Livestock Corporation set in train a major directional change (‘New Direction’) of the beef sector in response to beef market trends. Under Dick Austen’s leadership, the Australian Meat and Livestock Corporation changed the industry’s culture from being ‘production-driven’ to being ‘consumer-driven’. Market research began in Australia, Japan and Korea to establish consumer preferences and attitudes to price, beef appearance and eating quality. Definite consumer requirements were identified under headings of consistency and reliability. The AusMeat carcass descriptors were introduced and a decade later traits like tenderness, meat colour, fat colour, meat texture, taste, smell, and muscle size were addressed. These historical ‘shocks’ that shaped the Australian beef markets have all been accompanied by modification to production systems, breeding programs, herd structure, processing procedures, advertising and promotion, meat retailing and end-use. The increasing importance of the food service sector and the ‘Asian merge’ influence on beef cuts usage in restaurant meals and take-away products are the most recognisable changes in the Australian food landscape. The Cooperative Research Centre¿s research portfolio was built around the changing forces influencing beef markets in the early 1990s. Australia needed to better understand the genetic and non-genetic factors affecting beef quality. One example was the poor success rate of cattle being grain-fed for the Japanese premium markets. Another was the relative contribution of pre- and post-slaughter factors to ultimate eating quality of beef. The Meat Standards Australia scheme was launched in 1997 to address this problem in more detail. The Cooperative Research Centre contributed significantly to this initiative. In the year 2001, Australia, with only 2.5% of world cattle numbers retains the position of world number one beef trader. We trade to 110 countries worldwide. The Australian beef sector is worth A$6 billion annually. The diversity of Australian environments, cattle genotypes and production systems provides us with the ability to meet diverse specifications for beef products. A new set of market forces is now emerging. Strict accreditation rules apply to Australian producers seeking access to the lucrative European Union market. Transmissible spongiform encephalopathies like bovine spongiform encephalopathy and scrapie are a continuing food safety concern in Europe. This and the foot and mouth disease outbreak in Britain early in 2001 have potentially significant indirect effects on markets for Australian beef. And the sleeping giant, foot and mouth disease-free status of Latin American countries Brazil, Uruguay and Argentina continues to emerge as a major threat to Australian beef markets in Canada and Taiwan. As in the past, science and technology will play a significant role in Australia¿s response to these market forces.
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Holiuk, Viktoriia, Kateryna Kuznietsova, and Yevhen Dergachov. "TAX INCENTIVES FOR ECONOMIC GROWTH: THE EXPERIENCE OF SOUTH KOREA." Herald UNU. International Economic Relations And World Economy, 2022. http://dx.doi.org/10.32782/2413-9971/2022-42-5.

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The article is devoted to the study of South Korea’s tax policy, its impact on the economic development of this country and ways to use the experience of its tax reforms for the postwar reconstruction of Ukraine. The study has found that a set of measures aimed at stimulating South Korea’s economic development included tax breaks aimed at supporting its export sector, with a focus on knowledge-intensive and high-tech products. The correlation analysis has been used in this study demonstrated the well-known export component of South Korea’s economic growth and has confirmed the positive impact of lower overall tax rates on the country’s GDP growth rate. However, the analysis showed that the correlation of GDP growth with tax revenues in total GDP is almost absent, which means no relationship between the share of taxes in GDP and its growth rate. It has been found that tax policy in combination with other economic measures had a positive impact on the economic development of South Korea. In particular, the country has used special depreciation, investment tax credit and tax free reserves, tax holidays and other tax benefits that had a positive impact on the development of science-intensive export-oriented production. However, it is difficult to measure the net effect of tax breaks on the Korean economy, as they have been accompanied by other measures, such as export industries, which also received widespread credit support in the 1960s. The analysis revealed that the main shortcomings of South Korea’s tax system, which have held back its economic growth for a long time, include the non-transparency of preferential taxation and the complexity of the tax system as a whole. However, in general, the analysis shows that the share of taxes in South Korea’s GDP compared to other countries is at an average level. The article identifies promising ways to use the Korean tax experience in our country. Given the experience of South Korea, the reform of Ukraine’s tax system in the direction of promoting a knowledge intensive export sector on the basis of transparency and prevention of corruption is considered as promising.
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Kwak, Myeonghwan, and Eui-Joon Kil. "First report of citrus leaf blotch virus 2 in mandarin (Citrus reticulata) in Jeju Island, Korea." Plant Disease, October 12, 2022. http://dx.doi.org/10.1094/pdis-01-22-0153-pdn.

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Citrus reticulata (mandarin) is an economically important fruit in Korea, with Jeju Island accounting for over 90% of the local production (Park et al. 2019). In July 2021, one leaf each from 12 individual mandarin (Citrus reticulata) tree presenting viral disease-like symptoms (chlorotic blotching, yellowing and mosaic) were collected from Namwon-eup, Seogwipo-si, Jeju Island to determine the presence and severity of infection. Based on different symptoms on collected 12 leaves, three samples (samples #1, #6 and #7) were selected for high throughput sequencing (HTS) analysis. Total RNA was extracted from each sample using the NucleoSpin RNA Plant Kit (Macherey-Nagel, Düren, Germany) according to the standard protocol. The Illumina TruSeq Stranded mRNA Library Preparation protocol was followed to generate cDNA libraries. HTS was performed using the Illumina Novaseq 6000 platform by Macrogen Inc. (Seoul, South Korea). A total of 106,072,022 (sample #1), 109,761,956 (sample #6) and 132,284,268 (sample #7) raw reads (average length 101 bp) were generated by HTS. The HTS data was analyzed using the “trim reads” and “map reads to reference” tools built in CLC Genomics Workbench software (Qiagen Bioinformatics, Hilden, Germany). All the virus related sequence reads were mapped to the citrus tristeza virus (CTV), citrus leaf blotch virus (CLBV) and citrus leaf blotch virus 2 (CLBV 2). CTV and CLBV was detected in all the three samples. However, CLBV 2 was detected only in sample #6, which showed symptoms of chlorotic blotching in leaves. A total of 1,677,131 reads were identified for CLBV 2. CLBV 2 was first reported in Haruka (C. junos × C. grandis) in China (Cao et al. 2018). A viral genome sequence was assembled by mapping the Illumina reads to the Reference Viral DataBase (RVDB) (June 2021) (Goodacre at al., 2018). The resultant CLBV 2 (GenBank accession number OL871235) was 8,692 nt long and shared more than 99% nucleotide and amino acid identity to CLBV 2 CN-2 isolate (MH558590). RT-PCR was used for further validation with 12 collected samples. Viral RNA was extracted using the Viral Gene-spin™ Viral DNA/RNA Extraction Kit (iNtRON Biotechnology, Seongnam, Korea). Two primer pairs, namely CLBV2-1-F (5′-TCATCCAGAAGGGTATCTCGGA-3′)/CLBV2-1-R (5′-CCCTCCTCACCTTCCCCATA-3′) and CLBV2-2-F (5′-GGGTCAAGAAGCACGTCAGA-3′)/CLBV2-2-R(5′-CGTTCCACATCCATTGAAGGAC-3′), were designed based on the previously assembled sequence (OL871235), and a 588 bp fragment encoding a partial replicase protein and a 780 bp fragment encoding a partial coat protein were successfully amplified from sample #6. The amplification products were cloned into the pGEM-T Easy vector (Promega, Madison, WI, USA), plasmid DNA was isolated and sequenced in both direction by Macrogen Inc. The obtained sequences shared 99.87-100% identity with HTS assembled sequence and 99.15–99.49% identity with CLBV 2 CN-2 (MH558590). However, CLBV 2 was not identified in the remaining 11 samples. To the best of our knowledge, this is the first report of CLBV 2 in Korea in mandarin in mixed infection with CTV and CLBV.
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Foith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no. 6 (November 6, 2013). http://dx.doi.org/10.5204/mcj.729.

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Introduction Ever-enduring advancements in science and technology promise to offer solutions to problems or simply to make life a bit easier. However, not every advancement has only positive effects, but can also have undesired, negative ramifications. This article will take a closer look at Deus Ex: Human Revolution (DXHR), a dystopian video game which promises to put players in the position of deciding whether the science of human enhancement is a way to try to play God, or whether it enables us “to become the Gods we’ve always been striving to be” (Eidos Montreal, “Deus Ex: Human Revolution”). In this article I will argue that DXHR creates a space in which players can virtually witness future technologies for human performance enhancement without the need to alter their own bodies. DXHR is special particularly in two respects: first, the developers have achieved a high credibility and scientific realism of the enhancement technologies depicted in the game which can be described as being “diegetic prototypes” (Kirby, “The Future Is Now ” 43); second, the game directly invites players to reflect upon the impact and morality of human enhancement. It does so through a story in line with the cyberpunk genre, which envisions not only the potential benefits of an emergent technology, but has an even stronger focus on the negative contingencies. The game and its developers foresee a near-future society that is split into two fractions due to human enhancement technologies which come in the form of neuro-implants and mechanical prosthetics; and they foresee a near-future setting in which people are socially and economically forced to undergo enhancement surgery in order to keep up with the augmented competition. DXHR is set in the year 2027 and the player takes control of Adam Jensen, an ex-SWAT police officer who is now the chief of security of Sarif Industries, one of the world's leading biotechnology companies that produce enhancement technologies. Augmented terrorists attack Sarif Industries, abduct the head scientists, and nearly kill Jensen. Jensen merely survives because his boss puts him through enhancement surgery, which replaces many parts of his body with mechanical augmentations. In the course of the game it becomes clear that Jensen has been augmented beyond any life-saving necessity that grants him superhuman abilities and allows him to find and defeat the terrorists, but the augmentations also challenge his humanity. Is Jensen a human, a cyborg, or has he become more machine than man? DXHR grants players the illusion of immersion into a virtual world in which augmentations exist as a matter of fact and in which a certain level of control can be practiced. Players take up the role of a character distinctly more powerful and capable than the person in control, exceeding the limits of human abilities. The superior abilities are a result of scientific and technological advancements implying that every man or woman is able to attain the same abilities by simply acquiring augmentations. Thus, with the help of the playable character, Adam Jensen, the game lets players experience augmentations without any irreparable damages done to their bodies, but the experience will leave a lasting impression on players regarding the science of human enhancement. The experience with augmentations happens through and benefits from the effect of “virtual witnessing”: The technology of virtual witnessing involves the production in a reader’s mind of such an image of an experimental scene as obviates the necessity for either direct witness or replication. Through virtual witnessing the multiplication of witnesses could be, in principle, unlimited. (Shapin and Schaffer 60) In other words, simply by reading about and/or seeing scientific advancements, audiences can witness them without having to be present at the site of creation. The video game, hereby, is itself the medium of virtual witnessing whereby audiences can experience scientific advancements. Nevertheless, the video game is not just about reading or seeing potential future enhancement technologies, but permits players to virtually test-drive augmentations—to actually try out three-dimensionally rendered prototypes on a virtual body. In order to justify this thesis, a couple of things need to be clarified that explain in which ways the virtual witnessing of fictional enhancements in DXHR is a valid claim. Getting into the Game First I want to briefly describe how I investigated the stated issue. I have undertaken an auto-ethnography (Ellis, Adams, and Bochner) of DXHR, which concretely means that I have analytically played DXHR in an explorative fashion (Aarseth) trying to discover as many elements on human enhancement that the game has to offer. This method requires not only close observation of the virtual environment and documentation through field notes and screenshots, but also self-reflection of the actions that I chose to take and that were offered to me in the course of the game. An essential part of analytically playing a game is to be aware that the material requires “the activity of an actual player in order to be accessible for scrutiny” (Iversen), and that the player’s input fundamentally shapes the gaming experience (Juul 42). The meaning of the game is contingent upon the contribution of the player, especially in times in which digital games grant players more and more freedom in terms of narrative construction. In contrast to traditional narrative, the game poses an active challenge to the player which entails the need to become better in relation to the game’s mechanics and hence “studying games … implies interacting with the game rules and exploring the possibilities created by these rules, in addition to studying the graphical codes or the narration that unfolds” (Malliet). It is important to highlight that, although the visual representation of human enhancement technologies has an enormous potential impact on the player’s experience, it is not the only crucial element. Next to the representational shell, the core of the game, i.e. “how game rules and interactions with game objects and other players are structured” (Mäyrä 165), shapes the virtual witnessing of the augmentations in just an important way. Finally, the empirical material that was collected was analyzed and interpreted with the help of close-reading (Bizzocchi and Tanenbaum 395). In addition to the game itself, I have enriched my empirical material with interviews of developers of the game that are partly freely available on the Internet, and with the promotional material such as the trailers and a website (Eidos Montreal, “Sarif Industries”) that was released prior to the game. Sociotechnical Imaginaries In this case study of DXHR I have not only investigated how augmented bodies and enhancement technologies are represented in this specific video game, but also attempted to uncover which “sociotechnical imaginaries” (Jasanoff and Kim) underlie the game and support the virtual witnessing experience. Sociotechnical imaginaries are defined as “collectively imagined forms of social life and social order reflected in the design and fulfillment of nation-specific scientific and/or technological projects” (Jasanoff and Kim 120). The concept appeared to be suitable for this study as it covers and includes “promises, visions and expectations of future possibilities” (Jasanoff and Kim 122) of a technology as well as “implicit understandings of what is good or desirable in the social world writ large” (Jasanoff and Kim 122–23). The game draws upon several imaginaries of human enhancement. For example, the most basic imaginary in the game is that advanced engineered prosthetics and implants will be able to not only remedy dysfunctional parts of the human body, but will be able to upgrade these. Apart from this idea, the two prevailing sociotechnical imaginaries that forward the narrative can be subsumed as the transhumanist and the purist imaginary. The latter views human enhancement, with the help of science and technology, as unnatural and as a threat to humanity particularly through the power that it grants to individuals, while the former transports the opposing view. Transhumanism is: the intellectual and cultural movement that affirms the possibility and desirability of fundamentally improving the human condition through applied reason, especially by developing and making widely available technologies to eliminate aging and to greatly enhance human intellectual, physical, and psychological capacities. (Chrislenko et al.) The transhumanist imaginary in the game views technological development of the body as another step in the human evolution, not as something abhorrent to nature, but a fundamental human quality. Similar ideas can be found in the writings of Sigmund Freud and Arnold Gehlen, who both view the human being’s need to improve as part of its culture. Gehlen described the human as a “Mängelwesen”—a ‘deficient’ creature—who is, in contrast to other species, not specialized to a specific environment, but has the ability to adapt to nearly every situation because of this deficiency (Menne, Trutwin, and Türk). Freud even denoted the human as a “Prothesengott”—a god of prostheses: By means of all his tools, man makes his own organs more perfect—both the motor and the sensory—or else removes the obstacles in the way of their activity. Machinery places gigantic power at his disposal which, like his muscles, he can employ in any direction; ships and aircraft have the effect that neither air nor water can prevent his traversing them. With spectacles he corrects the defects of the lens in his own eyes; with telescopes he looks at far distances; with the microscope he overcomes the limitations in visibility due to the structure of his retina. (Freud 15) Returning to DXHR, how do the sociotechnical imaginaries matter for the player? Primarily, the imaginaries cannot be avoided as they pervade nearly every element in the game, from the main story that hinges upon human enhancement over the many optional side missions, to contextual elements such as a conference on “the next steps in human evolution” (Eidos Montreal, “Deus Ex: Human Revolution”). Most importantly, it impacts the player’s view in a crucial way. Human enhancement technologies are presented as controversial, neither exclusively good nor bad, which require reflection and perhaps even legal regulation. In this way, DXHR can be seen as offering the player a restricted building set of sociotechnical imaginaries of human enhancement, whereby the protagonist, Adam Jensen, becomes the player’s vessel to construct one’s own individual imaginary. In the end the player is forced to choose one of four outcomes to complete the game, and this choice can be quite difficult to make. Anticipation of the Future It is not unusual for video games to feature futuristic technologies that do not exist in the real world, but what makes DXHR distinct from others is that the developers have included an extent of information that goes beyond any game playing necessity (see Figures 1 & 2). Moreover, the information is not fictional but the developers have taken strategic steps to make it credible. Mary DeMarle, the narrative designer, explained at the San Diego Comic-Con in 2011, that a timeline of augmentation was created during the production phase in which the present state of technology was extrapolated into the future. In small incremental steps the developers have anticipated which enhancement technologies might be potentially feasible by the year 2027. Their efforts were supported by the science consultant, Will Rosellini, who voluntarily approached the development team to help. Being a neuroscientist, he could not have been a more fitting candidate for the job as he is actively working and researching in the biotechnology sector. He has co-founded two companies, MicroTransponder Inc., which produces tiny implantable wireless devices to interface with the nervous system to remedy diseases (see Rosellini’s presentation at the 2011 Comic-Con) and Rosellini Scientific, which funds, researches and develops advanced technological healthcare solutions (Rosellini; Rosellini Scientific). Due to the timeline which has been embedded explicitly and implicitly, no augmentation appears as a disembodied technology without history in the game. For example, although the protagonist wears top-notch military arm prostheses that appear very human-like, this prosthesis is depicted as one of the latest iterations and many non-playable characters possess arm prostheses that appear a lot older, cruder and more industrial than those of Jensen. Furthermore, an extensive description employing scientific jargon for each of the augmentations can be read on the augmentation overview screen, which includes details about the material composition and bodily locations of the augmentations. Figure 1: More Info Section of the Cybernetic Arm Prosthesis as it appears in-game (all screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal) More details are provided through eBooks, which are presented in the form of scientific articles or conference proceedings, for which the explorative gamer is also rewarded with valuable experience points upon finding which are used to activate and upgrade augmentations. The eBooks also reflect the timeline as each eBook is equipped with a year of publication between 2001 and 2022. Despite the fact that these articles have been supposedly written by a fictional character, the information is authentic and taken from actual scientific research papers, whereby some of these articles even include a proper scientific citation. Figure 2: Example of a Darrow eBook The fact that a scientist was involved in the production of the game allows classifying the augmentations as “diegetic prototypes” which are “cinematic depictions of future technologies … that demonstrate to large public audiences a technology’s need, benevolence and viability” (“The Future Is Now” 43). Diegetic prototypes are fictional, on-screen depictions of technologies that do not exist in that form in real life and have been created with the help of a science consultant. They have been placed in movies to allay anxieties and doubts and perhaps to even provoke a longing in audiences to see depicted technologies become reality (Kirby, “The Future Is Now” 43). Of course the aesthetic appearance of the prototypes has an impact on audiences’s desire, and particularly the artificial arms of Jensen that have been designed in an alluring fashion as can be seen in the following figure: Figure 3: Adam Jensen and arm prosthesis An important fact about diegetic prototypes—and about prototypes (see Suchman, Trigg, and Blomberg) in general—is that they are put to specific use and are embedded and presented in an identifiable social context. Technological objects in cinema are at once both completely artificial—all aspects of their depiction are controlled—and normalized as practical objects. Characters treat these technologies as a ‘natural’ part of their landscape and interact with these prototypes as if they are everyday parts of their world. … fictional characters are ‘socializing’ technological artifacts by creating meanings for the audience, ‘which is tantamount to making the artifacts socially relevant’. (Kirby, “Lab Coats” 196) The power of DXHR is that the diegetic prototypes—the augmentations—are not only based on real world scientific developments and contextualized in a virtual social space, but that the player has the opportunity to handle the augmentations. Virtual Testing Virtual witnessing of the not-yet-existent augmentations is supported by scientific descriptions, articles, and the appearance of the technologies in DXHR, but the moral and ethical engagement is established by the player’s ability to actively use the augmentations and by the provision of choice how to use them. As mentioned, most of the augmentations are inactive and must first be activated by accumulating and spending experience points on them. This requires the player to make reflections on the potential usage and how a particular augmentation will lead to the successful completion of a mission. This means that the player has to constantly decide how s/he wants to play the game. Do I want to be able to hack terminals and computers or do I rather prefer getting mission-critical information by confronting people in conversation? Do I want to search for routes where I can avoid enemy detection or do I rather prefer taking the direct route through the enemy lines with heavy guns in hands? This recurring reflection of which augmentation to choose and their continuous usage throughout the game causes the selected augmentations to become valuable and precious to the player because they transform from augmentations into frequently used tools that facilitate challenge and reduce difficulty of certain situations. In addition, the developers have ensured that no matter which approach is taken, it will always lead to success. This way the role-playing elements of the game are accentuated and each player will construct their own version of Jensen. However, it may be argued that DXHR goes beyond mere character building. There is a breadth of information and opinions on human enhancement offered, but also choices that are made invite players to reflect upon the topic of human enhancement. Among the most conspicuous instances in the game, that involve the player’s choice, are the conversations with other non-playable characters. These are events in the game which require the player to choose one out of three responses for Jensen, and hence, these determine to some extent Jensen’s attitude towards human enhancement. Thus, in the course of the game players might discover their own conviction and might compose their own imaginary of human enhancement. Conclusion This article has explored that DXHR enables players to experience augmentations without being modified themselves. The game is filled with various sociotechnical imaginaries of prosthetic and neurological human enhancement technologies. The relevance of these imaginaries is increased by a high degree of credibility as a science consultant has ensured that the fictional augmentations are founded upon real world scientific advancements. The main story, and much of the virtual world, hinge upon the existence and controversy of these sorts of technologies. Finally, the medium ‘videogame’ allows taking control of an individual, who is heavily augmented with diegetic prototypes of future enhancement technologies, and it also allows using and testing the increased abilities in various situations and challenges. All these elements combined enable players to virtually witness not-yet-existent, future augmentations safely in the present without the need to undertake any alterations of their own bodies. This, in addition to the fact that the technologies are depicted in an appealing fashion, may create a desire in players to see these augmentations become reality. Nevertheless, DXHR sparks an important incentive to critically think about the future of human enhancement technologies.References Aarseth, Espen. “Playing Research: Methodological Approaches to Game Analysis.” DAC Conference, Melbourne, 2003. 14 Apr. 2013 ‹http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf›. Bizzocchi, J., and J. Tanenbaum. “Mass Effect 2: A Case Study in the Design of Game Narrative.” Bulletin of Science, Technology & Society 32.5 (2012): 393-404. Chrislenko, Alexander, et al. “Transhumanist FAQ.” humanity+. 2001. 18 July 2013 ‹http://humanityplus.org/philosophy/transhumanist-faq/#top›. Eidos Montreal. “Deus Ex: Human Revolution.” Square Enix. 2011. PC. ———. “Welcome to Sarif Industries: Envisioning a New Future.” 2011. 14 Apr. 2013 ‹http://www.sarifindustries.com›. Ellis, Carolyn, Tony E. Adams, and Arthur P. Bochner. “Autoethnography: An Overview.” Forum Qualitative Sozialforschung 12.1 (2010): n. pag. 9 July 2013 ‹http://www.qualitative-research.net/index.php/fqs/article/view/1589/3095›. Freud, Sigmund. Civilization and Its Discontents. Aylesbury, England: Chrysoma Associates Limited, 1929. Iversen, Sara Mosberg. “In the Double Grip of the Game: Challenge and Fallout 3.” Game Studies 12.2 (2012): n. pag. 5 Feb. 2013 ‹http://gamestudies.org/1202/articles/in_the_double_grip_of_the_game›. Jasanoff, Sheila, and Sang-Hyun Kim. “Containing the Atom: Sociotechnical Imaginaries and Nuclear Power in the United States and South Korea.” Minerva 47.2 (2009): 119–146. Juul, Jesper. “A Clash between Game and Narrative.” MA thesis. U of Copenhagen, 1999. 29 May 2013 ‹http://www.jesperjuul.net/thesis/›. Kirby, David A. Lab Coats in Hollywood. Cambridge, Massachusetts: MIT Press, 2011. ———. “The Future Is Now : Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development.” Social Studies of Science 40.1 (2010): 41-70. Malliet, Steven. “Adapting the Principles of Ludology to the Method of Video Game Content Analysis Content.” Game Studies 7.1 (2007): n. pag. 28 May 2013 ‹http://gamestudies.org/0701/articles/malliet›. Mäyrä, F. An Introduction to Game Studies. London: Sage, 2008. Menne, Erwin, Werner Trutwin, and Hans J. Türk. Philosophisches Kolleg Band 4 Anthropologie. Düsseldorf: Patmos, 1986. Rosellini, Will, and Mary DeMarle. “Deus Ex: Human Revolution.” Comic Con. San Diego, 2011. Panel. Rosellini Scientific. “Prevent. Restore. Enhance.” 2013. 25 May 2013 ‹http://www.roselliniscientific.com›. Shapin, Steven, and Simon Schaffer. Leviathan and the Air Pump: Hobbes, Boyle and the Experimental Life. Princeton: Princeton University Press, 1985. Suchman, Lucy, Randall Trigg, and Jeanette Blomberg. “Working Artefacts: Ethnomethods of the Prototype.” The British Journal of Sociology 53.2 (2002): 163-79. Image Credits All screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal.
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