bluuebunny/crossref_metadata_2025 huggingface dataset:
Quantum memory and manipulation based on erbium doped crystals
Authors: Zhou Pai , Li Xia-Xia , Xing Xue-Yan , Chen Yu-Hui , Zhang Xiang-Dong ,   Key Laboratory of Advanced Optoelectronic Quantum Architecture and Measurements of Ministry of Education, Beijing Key Laboratory of Nanophotonics and Ultrafine Optoelectronic Systems, School of Physics, Beijing Institute of Technology, Beijing 100081, China
Published: March 2022

Quantum information is a rapidly emerging field aiming at combining two of the greatest advances in science and technology of the twentieth century, that is, quantum mechanics and information science. To reliably generate, store, process, and transmit quantum information, diverse systems have been studied. While for specific tasks some of these systems are more suitable than others, no single system can meet all envisioned demands. Erbium doped crystal has optical transition at 1.5 μm and possesses long optical coherence time and spin coherence time, and thus is one of the best candidates in building several essential blocks for quantum information applications. In this review, we summarize the applications of erbium doped crystals in quantum memories, quantum transducers, quantum sources, and quantum manipulations based on erbium-erbium interactions. Finally, the outlooks for near term prospects of the mentioned topics are also given.
Kilometer-level laser reflective tomography experiment and debris barycenter estimation
Authors: Zhang Xin-Yuan , Hu Yi-Hua , Shen Shi-Yang , Fang Jia-Jie , Wang Yi-Cheng , Liu Yi-Fan , Han Fei ,   State Key Laboratory of Pulsed Power Laser Technology, National University of Defense Technology, Hefei 230037, China,   Anhui Province Key Laboratory of Electronic Restriction, National University of Defense Technology, Hefei 230037, China
Published: March 2022

Removal of the numerous centimeter-level space debris in low Earth orbit by using high-power lasers is always a hot topic of international academic research. Specifically, the precise positioning of space debris and high-precision measurement of barycenter range of debris are the key points and worldwide problems that need to be promptly solved. As a new remote high-resolution imaging method, laser reflective tomography is an effective approach to detecting the dark targets in remote space with its imaging resolution independent of the detection range. Hence, a centimeter-level space debris barycenter model is established according to the principle of laser reflective tomography in order to analyze the relative movement of debris and detector. On this basis, an approach to estimating the barycenter range of centimeter-level space debris is proposed to carry out the experimental verification of 1km detection range laser reflective tomography. The experimental results show that this method can improve the accuracy of barycenter detection from 1.50 cm to 0.34 cm, which is an effective measure for realizing high-precision measurement of barycenter ranges of centimeter-level space debris. Furthermore, this study achieves a breakthrough in kilometer-level laser reflective tomography experiments and theory of validation, and the kilometer-level laser reflective tomography has a great application prospect and technical potential.
First-order visual interneurons distribute distinct contrast and luminance information across ON and OFF pathways to achieve stable behavior
Authors: Ketkar Madhura D , Gür Burak , Molina-Obando Sebastian , Ioannidou Maria , Martelli Carlotta , Silies Marion
Published: March 2022

The accurate processing of contrast is the basis for all visually guided behaviors. Visual scenes with rapidly changing illumination challenge contrast computation because photoreceptor adaptation is not fast enough to compensate for such changes. Yet, human perception of contrast is stable even when the visual environment is quickly changing, suggesting rapid post receptor luminance gain control. Similarly, in the fruit fly Drosophila, such gain control leads to luminance invariant behavior for moving OFF stimuli. Here, we show that behavioral responses to moving ON stimuli also utilize a luminance gain, and that ON-motion guided behavior depends on inputs from three first-order interneurons L1, L2, and L3. Each of these neurons encodes contrast and luminance differently and distributes information asymmetrically across both ON and OFF contrast-selective pathways. Behavioral responses to both ON and OFF stimuli rely on a luminance-based correction provided by L1 and L3, wherein L1 supports contrast computation linearly, and L3 non-linearly amplifies dim stimuli. Therefore, L1, L2, and L3 are not specific inputs to ON and OFF pathways but the lamina serves as a separate processing layer that distributes distinct luminance and contrast information across ON and OFF pathways to support behavior in varying conditions.
SLC38A2 provides proline to fulfill unique synthetic demands arising during osteoblast differentiation and bone formation
Authors: Shen Leyao , Yu Yilin , Zhou Yunji , Pruett-Miller Shondra M , Zhang Guo-Fang , Karner Courtney M
Published: March 2022

Cellular differentiation is associated with the acquisition of a unique protein signature that is essential to attain the ultimate cellular function and activity of the differentiated cell. This is predicted to result in unique biosynthetic demands that arise during differentiation. Using a bioinformatic approach, we discovered that osteoblast differentiation is associated with increased demand for the amino acid proline. When compared to other differentiated cells, osteoblast-associated proteins, including RUNX2, OSX, OCN, and COL1A1, are significantly enriched in proline. Using a genetic and metabolomic approach, we demonstrate that the neutral amino acid transporter SLC38A2 acts cell-autonomously to provide proline to facilitate the efficient synthesis of proline-rich osteoblast proteins. Genetic ablation of SLC38A2 in osteoblasts limits both osteoblast differentiation and bone formation in mice. Mechanistically, proline is primarily incorporated into nascent protein with little metabolism observed. Collectively, these data highlight a requirement for proline in fulfilling the unique biosynthetic requirements that arise during osteoblast differentiation and bone formation.
Digital Gaming: A Comparative International Study of Youth Culture in a Peaceful and War Zone Country
Authors: Henderson Lyn , Eshet-Alkalai Yoram , Klemes Joel
Published: March 2022

This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes and preferences of 716 teenagers aged 13-14 years who are part of the international digital games culture. The rationale was threefold: (a) this age group is not singled out in other surveys; (b) examination of gaming across five platforms would contribute new insights; and (c) the premise that a comparison between eGamers in a war zone and a peaceful country would produce striking contrasts. Virtually all participants played digital games for an average of 10-12 hours per week, the majority using all gaming platforms daily. Notable country differences were identified, particularly game genre preferences but there was also commonality as digital gamers. Digital games remain “boys’ games”, with males devoting more time to playing across five game platforms than did the females who, however, demonstrated a narrowing gap. Isolation and unfitness due to digital gaming proved contrary to popular media reports even though playing digital games was one of two top-rated leisure activities across country and gender.
Signifying the West: Colonialist Design in Age of Empires III: The WarChiefs
Authors: Dillon Beth A.
Published: March 2022

"Forward," the highlighted Tomahawk and Rider units respond as they move across the mapped territory of a hill to a treasure guarded by two bears they must now kill. The WarChiefs, an expansion of the Age of Empires III Real Time Strategy (RTS) game for the PC, uses both Western and Native representations in game mechanics, sound, image, text, and narrative. This paper compares Indigenous and Western perspectives of interactivity, narrative, and space and time in a close reading of single-player campaign Fire and Shadow. In doing so, this paper asks: How does The WarChiefs, and thus the RTS genre, signify colonialist design aesthetic?
“You Are Dead. Continue?”: Conflicts and Complements in Game Rules and Fiction
Authors: Tocci Jason
Published: March 2022

Videogames may be the only narrative medium in which the death of the protagonist is entirely routine. This is not an inherent bias of the form, but a potentially problematic convention left over from a time when it only made sense to look at games from a rules-based perspective. Now, as game designers become more ambitious with the sorts of stories they can tell, the “die-and-retry” approach presents an impediment to fictional coherence and enjoyment of story. This article proposes that players are more interested in enjoying games for their narrative elements than some developers and theorists recognize, and considers how a number of contemporary games have been designed to reduce conflicting elements and increase complementary elements between game rules and game fiction.
“We don’t want it changed, do we?” - Gender and Sexuality in Role Playing Games
Authors: Schröder Arne
Published: March 2022

Video games in virtual worlds serve as reference points in negotiations of socially efficacious meanings. Therefore they entail the potential either to reproduce and affirm or to challenge traditional concepts of identity. This article presents findings of an in-depth content analysis of three role playing games with a male avatar belonging to the Gothic-series that was published between 2001 and 2006. Focal points of the examination were issues of gender and sexuality, how they are incorporated in narrative, interactions and rules of the game series, and how they are being discussed on fan sites and player forums.
Removing the Checks and Balances That Hamper Democracy: Play and the Counter-hegemonic Contradictions of Grand Theft Auto IV
Authors: Ouellette Marc
Published: March 2022

Grand Theft Auto IV provides an unparalleled opportunity to consider the outcomes when textual play and game play not only intersect, but operate in concert. Indeed, the two are inextricably linked to each other and to the social commentary which contributes to the game's story, humor, and thematic unity. This article considers the modes of textual play in Grand Theft Auto IV, as well as the locations and situations when players encounter them while playing the game. It also explores the subversive of potential of textual play as it relies on and departs from game play, and attempts to reconcile whether or not the success of such motives hinges on the very act of playing a game, or if the specific game (and its franchise) overdetermine the result.
Postcolonial Playgrounds: Games and postcolonial culture
Authors: Lammes Sybille
Published: March 2022

Many games touch upon issues that are related to the postcolonial culture we live in. Be it in the shape of referring to how it has generated ethnic differences, subscribing to (post) capitalist values of winning and gaining, or by employing militarist strategies that have been partly shaped our colonial histories, cultural notions that are related to our colonial past are often resonant in games. However, one particular strand of strategy games takes the notions of colonialism as its most central focus. Games like Age Of Empires (AOE), Civilization and Rise of Nations, may differ greatly in certain ludological aspects, but all share a strong fascination with colonial history. Through employing colonial techniques of domination like exploring, trading, map-making and military manoeuvring, players create their personal colonial pasts and futures. Even though it is evident that such games share an explicit fascination with colonial history, it remains less clear in what way they may be called postcolonial. In this article I will shed light on why and how such games can be called postcolonial and should even be conceived as one of the most significant arenas to express the tensions and frictions that are part of the postcolonial culture we live in. As postcolonial playgrounds they offer the perfect means to play with and make sense of how colonial spatial practices have shaped contemporary culture. I will argue that the very character of digital games as well as the specific game mechanisms of historical strategy games makes them postcolonial playgrounds par excellence.
Exploring the Creative Potential of Values Conscious Game Design: Students’ Experiences with the VAP Curriculum
Authors: Belman Jonathan , Flanagan Mary
Published: March 2022

Values at Play is a research project investigating how social, moral, and political values can inform the design of digital games. For example, how can designers create games that affirm, explore, and/or interrogate values like peace, justice, patriotism, and tolerance. One project activity has been the development of a curriculum introducing university students to values conscious design. We use this term to describe an approach wherein designers consider the social, political, and moral resonances of design features in a systematic way. The curriculum has been used and evaluated in leading American game design programs. Here, we discuss the results of a focus group study and analysis of student design documents.   Students experienced significant challenges applying values conscious design methods. However, they often overcame these challenges using either strategies provided by the curriculum or strategies of their own devising. These strategies can serve as models for designers interested in values conscious design. Overall, students’ work was impressively innovative and reactions to the curriculum were enthusiastic.
The Museology of Computergames—An interview with the curator of the Computerspiele Museum, Andreas Lange, and art historian and archivist Dr. Winfried Bergmeyer, Berlin.
Authors: Pederson Claudia Costa
Published: March 2022

Germany may be the second largest market for videogames in Europe after Britain, but its recognition of the cultural impact of computer games is rather unique.  The first videogame museum in the world, the Computerspiele museum in Berlin is thriving on the German state’s support of non-profit initiatives dedicated to develop digital media literacy. Since the museum’s founding in 1997, its activities have been steadily branching out from the initial goal of providing an educational venue focused on computer game culture.  At its cramped office space in the Marchlewskistr. 27, the museum hosts Europe's largest collection of entertainment software and hardware. The archives also contain a collection of publications.  Its exhibitions range in scope with of late a focus on exhibiting the work of artists using videogames as an artistic medium. The museum is also involved in research related to digital media archiving and preservation.  My visit took place on the eve of the upcoming move to larger quarters that presume a permanent exhibition, a public library, and facilities for academic research.
No B.S.: The Contemporary Practice of Game Education, Design, and Development
Authors: McAllister Ken S. , Ruggill Judd Ethan
Published: March 2022

This interview is excerpted from a series we conducted in 2010 with Quentin Rezin, a scripter/level designer at inXile Entertainment (http://www.inxile-entertainment.com/). Prior to joining inXile, Rezin studied computer science at the University of Arkansas and interned at Disney Interactive Studios/Buena Vista Games. He is currently working on Hunted: The Demon’s Forge.
Digital Seriality: On the Serial Aesthetics and Practice of Digital Games
Authors: Denson Shane , Jahn-Sudmann Andreas
Published: March 2022

In this paper we are concerned to outline a set of perspectives, methods, and theories with which to approach the seriality of digital games and game cultures – i.e. the aesthetic forms and cultural practices of game-related serialization, which we see unfolding against (and, in fact, as a privileged mediator of) the broader background of medial and socio-cultural transformations taking place in the wake of popular media culture’s digitalization. Seriality, we contend, is a central and multifaceted but largely neglected dimension of popular computer and video games. Seriality is a factor not only in explicitly marked game series (with their sequels, prequels, remakes, and other types of continuation), but also within games themselves (e.g. in their formal-structural constitution as an iterative series of “levels” or “worlds”) as well as on the level of transmedial relations between games and other media (e.g. expansive serializations of narrative worlds across the media of comics, film, television, and games, etc.). Particularly with respect to processes of temporal “collapse” or “synchronization” that, in the current age of digitization and media convergence, are challenging the temporal dimensions and developmental logics of pre-digital seriality (e.g. because once successively appearing series installments are increasingly available now for immediate, repeated, and non-linear consumption), computer games are eminently suited for an exemplary investigation of a specifically digital type of seriality. In the following, we look at serialization processes in digital games and game series and seek to understand how they relate to digital-era transformations of temporally-serially structured experiences and identifications on the part of historically situated actors. These transformations range from the microtemporal scale of individual players’ encounters with algorithmic computation processes (the speed of which escapes direct human perception and is measurable only by technological means) all the way up to the macrotemporal (more properly “historical”) level of collective brokerings of political, cultural, and social identities in the digital age. To account for this multi-layered complexity, we argue for a decidedly interdisciplinary approach, combining media-aesthetic and media-philosophical perspectives with the resources of discourse analysis and cultural history. We approach the seriality of digital games both in terms of textual and aesthetic forms as well as in the broader context of serialized game cultures and popular culture at large.
On the Validity of Metacritic in Assessing Game Value
Authors: Greenwood-Ericksen Adams , Poorman Scott R. , Papp Roy
Published: March 2022

The website Metacritic, which aggregates published reviews of various entertainment media into single “metascores,” has in recent years become highly influential in the area of video games, both with respect to consumers and industry members. This has resulted in an increase both in the attention paid to Metacritic and the level of criticism leveled at the institution. The present work examines the scientific validity of Metacritic as a measure of game quality and value, from both a qualitative and a quantitative perspective. Evidence for a strong correlational link between game sales and Metacritic metascores is presented, along with a detailed analysis of a number of threats to validity identified in the metascore production process. The present work concludes that while Metacritic suffers from a number of serious threats to validity, it remains an important tool for the industry if used correctly.
Seriality's Ludic Promise: Film Serials and the Pre-History of Digital Gaming
Authors: Higgins Scott
Published: March 2022

This essay explores the American Sound Serial film as part of a continuum to which digital gaming may also belong. By drawing on concepts derived from the study of video games, this study broadens our understanding of youth-oriented films produced in Hollywood from the 1930s to the mid 1950s. In turn, this  provides a new vantage on continuities between old and new serial forms, and sheds light on digital gaming’s pre-history.
Challenging the User-Avatar Dichotomy in Avatar Customization Research
Authors: McArthur Victoria
Published: March 2022

The work presented here represents an Actor-Network Theory (ANT) approach to the study of self-representation in games. Though the development of a novel analytical framework we aim to challenge the anthropocentric approach that is all too common to identity work in favour of an ANT approach. We argue that self-representation studies must break free of the user-avatar dichotomy in order to reveal how other factors, such as design practices, socioeconomic factors, digital and offline cultures, as well as researchers' own lived experiences and assumptions affect self-representational practices.
Design Foundations for Emotional Game Characters
Authors: Smith Geneva , Carette Jacques
Published: March 2022

Recent Computer Role Playing Games such as Bethesda’s The Elder Scrolls V: Skyrim and Nintendo’s The Legend of Zelda: Breath of the Wild, have entranced us with their expansive, complex worlds. However, the Non-Player Characters (NPCs) in these games remain stale and lackluster outside of scripted events. This is, in part, because game engines generally do not simulate emotions in their NPCs while they wander in the world. Wouldn't these games be much more interesting, potentially even more re-playable, if NPCs reacted more appropriately to the situations they find themselves in?To be able to do this, designers need an engine that models emotion, based on inputs available in the game world and from other designer-defined character elements such as personality, goals, and mood. A full-fledged cognitive architecture could fulfill this task, but it would likely be much too inefficient for use in a real-time environment like a game.There are many psychological models of emotion but only a few have been explored for video game applications. A game requires an emotion engine which generates believable results to enhance NPC agency and player engagement. Unlike AI agents and simulations of cognitive psychology theories, an emotion engine for games does not need to be correct or even justifiable. This enables the exploration of a variety of emotion theories that have not been actively considered for games. One such theory is Plutchik's psychoevolutionary synthesis. He proposes a method of organizing emotions into a cone, where the intensity of an emotion increases as one moves up the sides. It also postulates that primary emotions in the model can be arranged in opposing pairs and that other emotions can be composed from the primary emotions and their intensities. This allows for greater flexibility in the number and type of emotions to include, whereas most models that have been used before define a closed set of emotion types—a serious constraint on designer's freedom. A second theory, Lazarus's cognitive appraisal, better describes emotion elicitation and behaviour selection, and appears to integrate well with Plutchik's work.An emotion engine based on simplified versions of psychoevolutionary synthesis and cognitive appraisal is an understudied approach towards emotional NPCs. Together with readily identifiable elements of emotion processing, such as attention and action selection, an engine can be designed and customized to meet the needs of game designers with minimal impact on computational resources.We will present an overview of some existing cognitive architectures and emotion engines followed by a description of key elements in psychoevolutionary synthesis and cognitive appraisal. Next we list some requirements for an emotion engine for NPCs and how our selected emotion theories meet them. Finally, we propose a design and a collection of game-oriented test scenarios to illustrate how our design handles various facets of NPC emotional responses.
Games, AI and Systems
Authors: Straeubig Michael
Published: March 2022

In recent years, we have observed impressive advancements at the intersection of games and artificial intelligence. Often these developments are described in terms of technological progress, while public discourses on their cultural, social and political impact are largely decoupled. I present an alternative rhetoric by speculating about the emergence of AI within social systems. In a radical departure from the dominant discourse, I describe seven roles - Mechanic, Alter/Ego, Observer, Protector, Player, Creator and God - that an AI may assume in the environment of videogames. I reflect on the ramifications of these roles for the idea of an artificial general intelligence (AGI), mainly hoping to irritate the prevailing discussion.
A Conceptual Critique of the Use of Moral Disengagement Theory in Research on Violent Video Games
Authors: Kjeldgaard-Christiansen Jens
Published: March 2022

Moral disengagement refers to cognitive processes of misrepresenting immoral acts in order to justify them. Research on moral disengagement factors in violent video games assumes that the digital representation of violence in video games is meaningfully similar to the cognitive misrepresentation of immoral acts that defines moral disengagement. Thus, the story worlds of violent video games are thought to misrepresent violence as being justified in order that players may morally disengage from their violent actions. This article challenges the moral disengagement perspective on violent video games by demonstrating its empirical reliance on a conceptual misunderstanding: The story worlds of most video games are not representational; they do not deviously misrepresent an underlying reality against which players ought rightfully to judge their own in-game conduct. Rather, video games simply present a story world that is as real or unreal as the violence that occurs within it. Therefore, moral disengagement theory is not readily applicable to the story worlds of video games. The article proceeds to show how this misconception leads researchers to draw empirically false and topically fraught conclusions about how players perceive and respond to violence in video games. Thus, the article challenges the moral disengagement literature’s claim to meaningfully inform the pervasive debates surrounding violent video games.
The rise of obfuscated Android malware and impacts on detection methods
Authors: Elsersy Wael F. , Feizollah Ali , Anuar Nor Badrul
Published: March 2022

The various application markets are facing an exponential growth of Android malware. Every day, thousands of new Android malware applications emerge. Android malware hackers adopt reverse engineering and repackage benign applications with their malicious code. Therefore, Android applications developers tend to use state-of-the-art obfuscation techniques to mitigate the risk of application plagiarism. The malware authors adopt the obfuscation and transformation techniques to defeat the anti-malware detections, which this paper refers to as evasions. Malware authors use obfuscation techniques to generate new malware variants from the same malicious code. The concern of encountering difficulties in malware reverse engineering motivates researchers to secure the source code of benign Android applications using evasion techniques. This study reviews the state-of-the-art evasion tools and techniques. The study criticizes the existing research gap of detection in the latest Android malware detection frameworks and challenges the classification performance against various evasion techniques. The study concludes the research gaps in evaluating the current Android malware detection framework robustness against state-of-the-art evasion techniques. The study concludes the recent Android malware detection-related issues and lessons learned which require researchers’ attention in the future.
The association between non-suicidal self-injury and negative life events in children and adolescents in underdeveloped regions of south-western China
Authors: Yang Fan , Jiang Linling , Miao Jing , Xu Xiufeng , Ran Hailiang , Che Yusan , Fang Die , Wang TianLan , Xiao Yuanyuan , Lu Jin
Published: March 2022

Background

The association between negative life events and Non-suicidal self-injury (NSSI) in children and adolescents has been extensively discussed. Nevertheless, little is known about the relationship between negative life events and repetition and severity of NSSI. This survey aims to understand the association between NSSI prevalence, severity, repetition and the negative life events in children and adolescents in underdeveloped regions in south-western China.

Methods

In this population-based cross-sectional study, 3,146 children and adolescents were included from underdeveloped regions of south-western China, and each of them requested to complete a self-assessment questionnaire. The Modified Version of Adolescents Self-Harm Scale (MASHS) and the Adolescent Self-rating negative Life Events Check-list were used to evaluate NSSI behaviors and negative life events, respectively. The statistical implementation of this study was carried out in the R statistical software, and the logistic regression analysis method was used to analyze the relationship between negative life events and adolescents’ non-suicidal self-injury behaviors.

Results

The average age of all included participants was 13.31 years old. The lifetime prevalence of NSSI was 47.0% (95% CI [36.3–58.0%]). Gender, grade level and ASLEC was positively associated with NSSI. Further analysis revealed that, for all five dimensions of ASLEC, only interpersonal relationship factor (IRF) (OR 1.77 (95% CI [1.06–2.97])), health adaptation factor (HAF) (OR 2.08 (95% CI [1.31–3.31])) showed prominent association with NSSI. Multivariate Logistic regression models revealed that, repetitive NSSI (OR 4.54 (95% CI [3.66–5.63])) and NSSI severity (OR 9.01 (95% CI [6.11–13.29])) were positively associated with ASLEC.

Conclusion

NSSI is very common among children and adolescents in underdeveloped regions of south-western China. Negative life event are positively associated with NSSI, repeated NSSI, and severe NSSI. Negative life events centered intervention measures might be effective in reducing NSSI among school children and adolescents in underdeveloped regions of south-western China.
Expression of connexin-43 in surgical resections of primary tumor and lymph node metastases of squamous cell carcinoma and adenocarcinoma of the lung: a retrospective study
Authors: Savic Ivana , Milovanovic Petar , Opric Svetlana , Ivanovic Nebojsa , Oprić Dejan
Published: March 2022

Background

Connexins are transmembrane proteins forming gap junctions between the cells, which allow intercellular communication. Significance of gap junctions and connexins in lung carcinoma is not yet understood. The objective of the study was to investigate immunohistochemical expression and the localization of connexin-43 (Cx43) in primary lung carcinoma and its lymphatic metastases.

Methods

Surgical specimens of excised tumors from 88 patients (45 men and 43 women, 61.9 ± 7.4 years) with lung carcinoma (52 adenocarcinoma (AC), 36 squamous cell carcinoma (SqCC)) who were operated on at the University Hospital “Bezanijska Kosa” in a five-year period (2012–2016) were used. We conducted immunohistochemical staining for Cx43 and measured the degree of expression (percentage of positive cells and staining intensity) as well as localization of Cx43 in primary tumor and in lymphatic metastases.

Results

Immunohistochemical analysis of the primary tumors revealed that SqCC showed significantly higher percentage of tumor cells expressing Cx43 as well as higher staining intensity than AC (p < 0.001). Almost 70% of samples with SqCC showed high Cx43 expression, whereas AC showed no expression in more than 50% of cases. Localization of Cx43 expression was most often cytoplasmic (AC and SqCC) and combined membranous and cytoplasmic (SqCC) with very rare instances of nuclear localization (AC). Almost the same pattern in distribution, intensity, and localization of Cx43 expression was observed in the lymph node metastases; however, almost a third of AC cases changed the pattern of Cx43 expression in the metastasis compared to primary tumor.

Conclusion

The results of this study showed that lung carcinomas express Cx43 in more than 65% of cases and that it was aberrantly localized (not membranous localization). We highlighted that SqCC expressed Cx43 more than did AC, both in primary tumor and lymphatic metastases. Further research is needed to establish whether Cx43 could be used as a prognostic biomarker in lung carcinoma.
Fire Risk Assessment of Domestic Nuclear Power Plant Considering Fire Protection Equipment and the Damage State
Authors: Kang Dea Il , Jung Yong Hun , Kim Joo Sung
Published: March 2022

This study assessed fire risk by considering the fire protection equipment and fire damage state over time. The fire scenario of the domestic reference nuclear power plant (NPP) analyzed was the fire of the transient ignition sources in the cable spreading room. The height and time of the cable tray damaged according to the change in the heat release rates were evaluated using the closed-form algebraic equation for the plume height. The non-suppression probability was estimated using the event trees, considering the reliability of the fire protection equipment and the probability of manual non- suppression over time. The results of this study confirmed that if the non-suppression probability is evaluated as a simple product of the failure probability of automatic suppression equipment and the probability of manual non-suppression, the fire risk evaluation result may be optimistic unless the detector and the suppression equipment are independent of each other. The results of this study are expected to contribute to the systematic assessment of the fire risk of domestic NPPs.
Analyzing Piston Effect via Superposition Principle and Controlling Pressure Difference
Authors: Joung Suckhwan , Oh Wonsin
Published: March 2022

The pressure difference due to the piston effect and smoke control system was analyzed via the superposition principle. Experiments were conducted in a high-rise building (64.6 m). A general quadrature model was used to analyze the superposition. The results indicated that the average value of quadrature constant was -1.6 and standard deviation was 0.93. The pressure difference between the elevator lobby and corridors varied based on the position, operating direction, and time of the elevator. Therefore, it is necessary to control the pressure difference by using a feedback smoke control system with multiple input signals. The results confirmed that the pressure difference between the elevator lobby and corridors was controlled within a pressure range of 38–61 Pa by applying the proposed feedback smoke control system with multiple input signals.
Computational Analysis of Ammonia on a Demonstration Training Testbed for Chemical Terrorism On-site Crew
Authors: Lee Juhee , Kim Si-Kuk , Hong Sungchul
Published: March 2022

Korea's international position is increasingly becoming prominent. Furthemore, there is an increased potential of chemical terrorism due to increase in international exchanges. Furthermore, significant increases in the quantity and type of chemical substances, given the development of various chemical industries, has led to an increase in the distribution and usage of harmful gases. Recent report of casualties due to chemical gas leaks in korea is a good example. Chemical terrorism using chemicals stolen from blind spots of management or due to chemicals manufactured illegally is no longer considered an accident in another country. In this study, we focused on terrorist incidents in multiuse facilities using harmful gases and performed computer simulations to ensure the safety of field crew members and make rational decisions. A study was conducted to reflect the same in a training scenario. From scenario derivation to writing and reflection of results via computerized simulation, results derived from computerized simulations were summarized and reported because they contain various variables and significant work content.
Knowledge and Attitude towards Vitiligo and Psoriasis in the Undergraduate Medical Students: A Cross-sectional Observational Study
Authors: Nayyar Chandrika , Srinivas Rajashekar Talari , Keloji Hanumanthayya , Kuppuswamy Suresh Kumar , Waikhom Savana
Published: March 2022

Introduction: Understanding the perspective on vitiligo and psoriasis of undergraduate medical students enables us to focus on lacunae areas in their knowledge, and train them to disseminate accurate information to the public. A positive attitude towards vitiligo and psoriasis in society will reduce the psychosocial burden on the patients and deliver better clinical outcomes. Aim: To assess medical student’s knowledge and attitudes towards vitiligo and psoriasis. Materials and Methods: This cross-sectional, questionnairebased, observational study was conducted on 351 undergraduate medical students (third semester onwards) at Sri Devaraj Urs Medical College, Kolar, Karnataka, India, from January 2021 to March 2021. Questionnaire consisted of 28 questions about knowledge and 18 about attitude towards vitiligo and psoriasis, presented through Google docs to the medical students. A score of 75% was considered as having ‘good knowledge’ and ‘positive attitude.’ Fischer’s-exact test was used as a test of significance for qualitative data. Analysis of Variance (ANOVA) was used as a test of significance to identify the mean difference between more than two quantitative variables. The p-value <0.05 was considered as statistically significant. Results: The study included 351 participants, of which 171 (48.7%) were females and 180 (51.3%) were males. There were 89 (25.4%), 133 (37.9%), and 129 (36.8%) respondents from the second, third, and fourth years, respectively. Good knowledge was observed in 80.9% and 71.5%, and 87.7% and 72.4% had positive attitudes towards vitiligo and psoriasis, respectively. A statistically significant difference (p-value=0.002) was found in attitude between vitiligo and the year of MBBS. A statistically significant difference (p-value=0.004) was found in knowledge between psoriasis and the year of MBBS. Overall, 55.84% thought that psoriasis only concerns the skin. Good knowledge was directly proportional to a positive attitude. Conclusion: The majority of the undergraduate medical students had ‘good knowledge’ and ‘positive attitude’ towards vitiligo and psoriasis. Good knowledge was highly proportional to a positive attitude. Unfortunately, a considerably high number of participants reported that they would not marry a person with vitiligo or psoriasis.
Interaction of Antimalarial Drug, Pyrimethamine and Sulphadoxine with Sickle Haemoglobin at pH 5.0 and pH 7.2: A Fourier Transform Infrared (FTIR) Study
Authors: Amalunweze A. E. , Ezugwu A. L. , Eze S. O. O. , Chilaka F. C.
Published: March 2022

Aggregation of sickle haemoglobin (HbS), upon deoxygenation, is responsible for an inherited genetic disorder in the human red blood cells (RBCs) known as Sickle cell disease (SCD). On the suggestion that this phenomenon could arise from some form of conformational changes in the structure of HbS arising from a pH-induced rearrangement of secondary structural elements of the haemoglobin, Fourier Transform Infrared (FTIR) spectroscopy (in the mid-infrared region) was used to measure the amino acid side chain absorbance and also, the secondary structural transitions in the protein. A comparative study between the interaction of HbS with Pyrimethamine and sulphadoxine at pH 5.0, (the acidic pH of malarial parasites’ digestive vacuole during the intra-erythrocytic development and proliferation), and the body’s physiological pH of 7.2 was carried out. The amide I region (1700 – 1600 cm-1) comprising the amino acids side-chains absorbance and the proteins secondary structural components (α-helix, β-sheets, random and turn structures) showed that at pH 5.0 for Pyrimethamine-sulphadoxine combination therapy, there were significant changes in absorbance for HbS while at pH 7.2, little or no significant absorbance changes were observed. The results suggest that HbS is easily destabilized at pH 5.0 than pH 7.2 on interaction with Pyrimethamine and sulphadoxine. These interactions may hinder the development of the Plasmodium falciparum at the intra-erythrocytic stage and may account for the novel strategies of monitoring HbS aggregation during malarial infection as well as improvements in administering effective antimalarial treatment.
Characterization and Typology of Banana Producing Farms in the District of Houeyogbe in Southern Benin
Authors: Ahouangninou Claude , Zandjanakou-Tachin Martine , Abiola Adikath , Avocevou-Ayisso Carole , Vodounou Marc , Affokpon Antoine , Fanou André
Published: March 2022

Background: Banana constitutes an important crop in the tropics and participates in food security in many countries of Africa. It is a widely consumed fruit in Benin. Unfortunately, the trend in yields of this crop showed a year to year decrease since 2008 to 2019, leading production to continue falling short of demand. However, there is a paucity of information on farming systems in Benin, an important step to tackle this issue. This study aims at characterizing the types of bananas farming production systems.

Methods: We conducted structured interviews with sixty-two (62) farmers in four villages of Houéyogbé District in southern Benin between November 2015 and February 2016. Farmers were selected randomly in each village from lists based on the recommendation of local authorities and extension services officers.

Results: The results reveal three classes of banana farms which operate differently and thus have different features. Group 1 is made up of small-scale farms with low-income farmers. These farmers did not hire labour, did not follow agronomic production practices, and did not maintain their farms well. Such farms can be classed as “backyard crop garden”. Group 2 includes farms with average size and income in whose farmers maintain their fields, conduct inter-cropping, did not use bought planting material but sold it. Exclusively headed by men, Group 3 includes large-size banana farms whose owners had high income, who use fertilizer, and maintain their farms well. Areas planted, seed purchase, leaf-stripping and system of production significantly influence income at the 1%, 5% and 10% thresholds respectively.

Conclusion: Several constraints to banana production have been identified through this study. They include pests and diseases, lack of clean-certified planting material, type of land, amount of fertilizer and maintenance inputs, and market. In addition, production is limited by a lack of knowledge on agronomic practices. Training on macro-propagation, agronomic practices, pests and diseases recognition with control strategy could help overcome these constraints and improve banana production in this district.
Efficacy Evaluation of Poultry Feed Emulsifier on Performance and Nutrient Metabolism in Broiler Chicken
Authors: Tikare Vinay , Matham Vijay Kumar , Patil Vivek , Chandra Sunil , Kumar David , Kotagiri Ravikanth , Ganguly Bhaskar
Published: March 2022

The study was conducted in broiler chicken to evaluate the efficacy of a feed emulsifier AV/PFE/15 (M/s Ayurvet Limited, India) at improving their performance and nutrient metabolism. 240 one day-old, unsexed Vencobb broiler chicks were purchased from a local hatchery and were randomly allocated to one of four treatment groups, T1-T4, each having three replicates of twenty birds. The chicks were fed ad libitum with standard starter mash and thereafter with finisher mash. Treatment groups were fed on a diet with 2.5 percent lesser metabolic energy for evaluation of feed emulsifier efficacy. Parameters viz. body weight, feed intake, feed conversion ratio, and mortality were recorded. At 3 weeks of age, nutrient digestibility trial was conducted for 3 days in all groups. The birds in the group T3 had better body weight, production index, and lowest feed conversion ratio as compared to other groups. Feed intake and mortality were not affected by the diets and mean nutrient digestibilities of dry matter, organic matter, nitrogen-free extracts, neutral detergent fiber, cellulose and hemicelluloses were found to be statistically significant. The results show that the addition of AV/PFE/15 (M/s Ayurvet Limited, India) @ 250 g/tonne of feed improved the broiler performance as well as nutrient intake and digestibility.
Agronomic Characterization of Bambara Groundnuts Accessions (Vigna subterranea (L.)) on Sudano-Guinean zone, Adamawa-Cameroon
Authors: Amedep David , Hamana Ahmed , Wang-Bara Bertrand , Philémon Kaouvon , Housseini Jacques Djida , Aladji Abatchoua Mmi
Published: March 2022

Aims: This study aims to identify agronomic traits responsible for the variation between 20 accessions of Bambara groundnuts in order to retain adapted genotype on pedoclimatic conditions of the Sudano-Sahelean area of Cameroon.

Place and Duration of Study: This study was carried out on July 2015 in Dang on Sudano-Guinean zone of Cameroon in order to identify agronomic traits responsible for variation among 20 accessions of Bambara groundnuts.

Methodology: The experimental design in field is a block completely randomized with 3 repetitions. Eleven quantitative characters selected among the describer of Bambara groundnut were evaluated by the multivariate analysis.

Results: The analysis of variance shows a significant difference for ten characters among eleven characters studied which show an important variability between these characters. Seven characters are correlated on two prime of principles components which explaining 44.32 % of total variability. Dendrogram rising of hierarchical classification permit to differentiate 5 groups of morphological diversity. The fifth group gathers the earliest varieties with a time of 121 days maturity. Highly positive correlation is (r=0.72). Characters analyzed may constitute some base of criterion to differentiate the varieties from others regions and must be used on the program of improvement varieties of Bambara groundnut in Cameroon.

Conclusion: In all of the 11 characters evaluated in this study, only one of them could not differentiate the accessions. Important variability between characters was observed. The rising of hierarchical classification showed one of important agronomic diversity and regroup the accessions in 5 groups.
Inflammation, Infiltration, Necrosis, Abscess and Nicolau Syndrome after Injection of Nonsteroidal Anti-inflammatory Drugs: What is the Reason?
Authors: Urakov Aleksandr , Urakova Natalya
Published: March 2022

It has been established that some nonsteroidal anti-inflammatory drugs (NSAIDs) when administered through injectable preparations have a local irritating effect, even though the preparations are considered high-quality. It seems that this local irritant action is not related to any specific pharmacological action but with the physicochemical properties of the preparation that grossly violate the homeostasis of the tissues. It seems that the local complications at injection sites can be caused by the nonspecific properties of the injectable preparations: denaturing (cauterizing), hypertonic and acidic activity. Each such property, or their combination, has a locally irritating effect, which can cause abscess, necrosis, and acute aseptic inflammation of reversible or irreversible nature, that follows immediately after subcutaneous or intramuscular administration, a condition named “Nicolau Syndrome”. Conversely, injectable preparations of NSAIDs having isotonic or hypotonic osmolarity associated with a neutral or weakly alkaline pH (about pH 7.4), produce a minimal short-term reversible local inflammatory effect and do not cause Nicolau Syndrome after administration.