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91.
The ‘actually existing’ smart city is not a monolith. It is not directed by a universal logic, nor does it develop in a standardised way. As recent research has argued, the spatial, material, and political contexts of cities have major influence over what smart urbanism looks like in practice. This paper adds analytical depth to, and broadens the geographical scope of, research on the variegated modes of making smart cities. Based on empirical research in multiple Australian cities we use three case studies to explore three different modes of smart urbanism, each one centred on the interests of a different key actor: corporate-centric, citizen-centric, and planner-centric. These different modes can, and do, co-exist in the same city. At times, they are competing logics that fight to pull the city in different directions. Yet, they can also work together to shape smart city initiatives. In describing these different modes, we pay particular attention to the ways that these projects and strategies must contend with the already existing spatial, cultural, and political contexts of each place. 相似文献
92.
Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists, and media scholars, examining both overall negative attitudes about video games and perceived linkages with youth assaults specifically. Results reflected continued lack of scholarly consensus on the issue of video game influences with only 15.3% of scholars endorsing the view that violent video games contribute to youth assaults. As hypothesized, older scholars endorsed more negative views of video games generally, although this appeared to be related to experience with games rather than age per se. Scholars with more negative attitudes toward youth themselves were also more negative about games. Criminologists and media scholars were more skeptical of violent video games contributing to youth assaults than were psychologists. These results are discussed in relation to Moral Panic Theory. 相似文献
93.
For the most compelling applications of threshold cryptosystems, security against chosen cipher text attack is a requirement.
However, prior to the results presented here, there appeared to be no practical threshold cryptosystems in the literature
that were provably chosen ciphertext secure, even in the idealized random oracle model. The contribution of this paper is
to present two very practical threshold cryptosystems, and to prove that they are secure against chosen ciphertext attack
in the random oracle model. Not only are these protocols computationally very efficient, but they are also non-interactive,
which means they can be easily run over an asynchronous communication network.
Received November 2000 and revised September 2001 Online publication 11 March 2002 相似文献
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随着智能移动设备的广泛普及,家庭用户逐渐渴望能够在智能终端上收看数字电视节目。由于传统家庭内部的机顶盒只能提供有线数字电视信号,因此本文研究了一种基于UDP协议的室内无线接收DVB-C信号的方法,并分析了MPEG-2 TS的相关原理及室内无线传输损耗,在此基础上讨论了方案的可行性。 相似文献
97.
简要介绍了PTN核心技术与应用现状,较详细地论述了本地传输网采用PTN技术的必要性;结合某地区本地传输网PTN规划实际,提出了PTN技术的3种组网模式,以及PTN独立组网和PTN+OTN联合组网2种方案,并对其进行了详细分析。 相似文献
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