• Title/Summary/Keyword: 가상의

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Effect of Anteromedial Cortex Oblique Angle on Change of Tibial Posterior Slope Angle in High Tibial Osteotomy Using Computer Assisted Surgery (CAS) (Computer Assisted Surgery(CAS)를 이용한 개방형 근위경골절골술 시 전내측피질골경사각이 경골후방경사각에 미치는 영향)

  • Lee, Ho-Sang;Kim, Jay-Jung;Wang, Joon-Ho;Kim, Cheol-Woong
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.36 no.3
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    • pp.351-361
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    • 2012
  • The leading surgical method for correcting the misalignment of the varus and valgus in the knee joint is the high tibial osteotomy (HTO). In the opening wedge HTO (OWHTO), there is no concern about damaging the peroneal nerve on the lateral tibia of the proximal fibula. OWHTO has been the preferred choice, as the opening of the correction angle can be modulated during the operation. The correction of the varus and valgus on the coronal plane are performed adroitly. Nevertheless, there have been numerous reports of unintended changes in the medial tibial plateau and posterior slope angle (PSA). The authors have developed an HTO method using computer-assisted surgery with the aim of addressing the abovementioned problems from an engineer's perspective. CT images of the high tibia were reconstructed three-dimensionally, and a virtual osteotomy was performed on a computer. In addition, this study recommends a surgical method that does not cause changes in the PSA after OWHTO. The results of the study are expected to suggest a clear relationship between the anteromedial cortex oblique angle of each patient and the PSA, and an optimal PSA selection method for individuals.

Assessment of Non-permeability of Gd-DTPA for Dynamic Susceptibility Contrast in Human Brain: A Preliminary Study Using Non-linear Curve Fitting (뇌영역의 동적 자화율 대조도 영상에서 Gd-DTPA 조영제의 비투과성 조사: 새로운 비선형 곡선조화 알고리즘 개발의 예비연구)

  • Yoon, Seong-Ik;Jahng, Geon-Ho;Khang, Hyun-Soo;Kim, Young-Joo;Choel, Bo-Young
    • Investigative Magnetic Resonance Imaging
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    • v.11 no.2
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    • pp.103-109
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    • 2007
  • To develop an advanced non-linear curve fitting (NLCF) algorithm for performing dynamic susceptibility contrast study of the brain. The first pass effects give rise to spuriously high estimates of $K^{trans}$ for the voxels that represent the large vascular components. An explicit threshold value was used to reject voxels. The blood perfusion and volume estimation were accurately evaluated in the $T2^*$-weighted dynamic contrast enhanced (DCE)-MR images. From each of the recalculated parameters, a perfusion weighted image was outlined by using the modified non-linear curve fitting algorithm. The present study demonstrated an improvement of an estimation of the kinetic parameters from the DCE $T2^*$-weighted magnetic resonance imaging data with using contrast agents.

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A Study on the Information Society of Baudrillards Theory and Designer's Thinking (보드리야르의 정보사회 이론과 디자이너의 사고에 대한 고찰)

  • 김태균
    • Archives of design research
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    • v.13 no.4
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    • pp.11-21
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    • 2000
  • Due to the explosive growth of the internet, terminology like "information society" and "virtual space" is frequently used, but often in a confusing manner. Some Social theorists and many people are fascinated by "information" and "media" as key characteristics of the contemporary world and rely on the unproven opinion that "Knowledge is a source of value and information moves the world". In this regard, Boudllian defines contemporary culture as a culture of signs and insists that we are surrounded by signs and forms of meaning. There isn't anything behind the signs but signs only exsist, so we cannot escaped from its inauthenticity and consider it improper to insist on it. If people can understand that signs are just simulation of reality, that would be alright. But in fact anything cannot be alright.In this matter Boudllian's conclusion is that we produce images in bulk which are not worthy seeing. Today we reach the conclusion that most images are the letter(character) image itself which shows nothing special.Consequently, this kind of world is a postmodern-world that seems meaningless but has signs to experience and enjoy, many examples of which are shown in the media, such as the internet. We can get to the conclusion that the audience neither sees nor hears anything, but they just can experience many interesting things which characterize the present age. The purpose of this research is to help you to understand current design philosophy and the direction of media while considering both a positive social phenomenon about the new design paradigm of information and media, as well as critical thinking about it.

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A proposal for the relevant use of computer graphics in film (영화에서 적절한 컴퓨터 그래픽 기법의 활용을 위한 제안)

  • 김인철
    • Archives of design research
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    • v.11 no.2
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    • pp.5-14
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    • 1998
  • The hopes for making vivid images of mankind made 'film' that reflects easy communications. Film have made satisfactions to imagination of man by varied experimental expressions from the beginning. Many of directors and producers were eager to make film to be with relevant views. At last film has making to do with the digital tool, so called 'Computer Graphics' . Making images through computers have changed more better with the developing skills of softwares. NASA has developed Aero-Simulations first, it have called computer graphics for the first time in history. The computer graphics can make images with very varieties that had not exprerienced before and we won't expect the upcomming skills of it. Special Effects(SFX) through the films began the genre of Science Fiction in the era of ideology and space competetions and producer George Lucas made the firm named ILMOndustrial Light & Magic) to making picture of SFX. At last 'Abyss', 'Terminator II', 'Toy Story' and 'Forrest Gump' have made to us with many splendid arangements by the computers. Especially, we can concluded that the relevant expressions as in 'Forrest Gump' is the unexpected charming and human images with wonder. In Korean films are less varied, relevant and reasonable than that of American films, in this study I hope to develope more natural Korean computer graphic in near future.

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Realtime Video Visualization based on 3D GIS (3차원 GIS 기반 실시간 비디오 시각화 기술)

  • Yoon, Chang-Rak;Kim, Hak-Cheol;Kim, Kyung-Ok;Hwang, Chi-Jung
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.63-70
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    • 2009
  • 3D GIS(Geographic Information System) processes, analyzes and presents various real-world 3D phenomena by building 3D spatial information of real-world terrain, facilities, etc., and working with visualization technique such as VR(Virtual Reality). It can be applied to such areas as urban management system, traffic information system, environment management system, disaster management system, ocean management system, etc,. In this paper, we propose video visualization technology based on 3D geographic information to provide effectively real-time information in 3D geographic information system and also present methods for establishing 3D building information data. The proposed video visualization system can provide real-time video information based on 3D geographic information by projecting real-time video stream from network video camera onto 3D geographic objects and applying texture-mapping of video frames onto terrain, facilities, etc.. In this paper, we developed sem i-automatic DBM(Digital Building Model) building technique using both aerial im age and LiDAR data for 3D Projective Texture Mapping. 3D geographic information system currently provide static visualization information and the proposed method can replace previous static visualization information with real video information. The proposed method can be used in location-based decision-making system by providing real-time visualization information, and moreover, it can be used to provide intelligent context-aware service based on geographic information.

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Information Sharing and Group Learing Using Electronic Communication Media (전자매체를 통한 정보공유와 공동학습)

  • Lee Jee-Yeon;So Mae-Sil;Paik Woojin
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.3
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    • pp.105-119
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    • 2005
  • With the introduction of Internet-based education such as online learning and virtual campuses. there are increased interests and demands for electronically delivering educational contents in comparison to the traditional educational methods. Our preilminary study showed that approximately $50\%$ of virtual groups formed online for the scope of collaborative learning encountered harriers that prevented them from forming an effective learning team and making satisfactory progress toward reaching the learning objectives. In this study, we asked the undergraduate students. who were the members of the online learning team, to work on the given discussion topics through the use of emails and threaded discussion boards. Then. we investigated the roles played by two electronic communication medium during the virtual discussion with respect to the learning outcome. We also studied how information was shared amongst the virtual learning team members. The results of our study showed that the email based online learning had the advantage of individualized and friendly information transfer. However. it also caused certain difficulty in exchanging ideas due to the one-sided nature of the email-based communication. On the other hand, the threaded discussion board provided easier information sharing and broadcasting. which enabled active participation by the virtual team members. However. It also had the disadvantage of difficulty in accurate information conveyance and duplication of the posted information. In summary, our study results showed that there was a high correlation between the characteristics of the electronic communication medium and the decision that the online learners made regarding which medium to use. There was a high correlation between the type of the electronic communication medium and the online learners' experiences in using these media.

An Analysis of Preservice Teachers' Lesson Plays: How Do Preservice Teachers Give Feedbacks to Students in an Imaginary Classroom Discourse? (예비교사들은 학생의 대답에 어떻게 피드백 하는가? - Lesson Play의 분석 -)

  • Lee, Jihyu
    • School Mathematics
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    • v.19 no.1
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    • pp.19-41
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    • 2017
  • The purpose of this article was to a) identify how preservice teachers conceive feedbacks and subsequent classroom discourses, and b) compare them with those in reform-oriented mathematics classroom video for mathematics teachers' professional development about classroom discourse. This article analyzes feedback patterns and subsequent classroom discourses in preservice teachers' imaginary classroom scripts (lesson plays) and compares them with those in the reform-oriented classroom video dealing with the same teaching situation. Most of the preservice teachers' feedbacks focused the evaluation of students' responses and transmission of meaning (univocal function), whereas the teacher's feedback in the reform-oriented classroom allowed the whole class to validate or challenge the answers, thereby facilitating students' generation of meaning (dialogic function). The comparison analysis between the univocal discourse in a preservice teacher's lesson play and the dialogical discourse in the reform-oriented classroom video shows that teacher feedback serves as an important indicator for the main function of classroom discourse and the levels of students' cognitive participation, and also as a variable that determines and changes them. This case study suggests that to improve the quality of classroom discourse, preservice and in-service teachers need experience of perceiving the variety of feedback patterns available in specific teaching contexts and exploring ways to balance the univocal and dialogical functioning in their feedback move during the teacher training courses.

Research on the Teaching Building-blocks in Elementary Geometry Class using 3D Visualization SW (3D Visualization SW를 활용한 초등학교 쌓기나무 도형교육에 관한 연구)

  • Bae, Hun Joong;Kim, Jong-seong
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.71-80
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    • 2017
  • The standards for achievement levels for building blocks in elementary geometry class is to enhance spatial cognitive ability through practices describing shape patterns of building blocks observed from different directions. However, most of building block in the textbook is described from only one perspective. Even worse, some examples in the textbook are almost impossible to observe in the real world. Contrary to this, simulated views by Wings3D has shown that each box may look quite differently from different angles let alone the size of each box. Using Wings3D, it is also very easy to build different types of building blocks with various levels of difficulty in the virtual space. Based on these results, in this study, 3D visualization SW is suggested as a potential pedagogical tool for the elementary geometry class to help kids perceive objects in space more precisely. We have shown that 3D visualization SW such as Wings3D could be a powerful, compact 3D SW for most of subjects which are covered in elementary geometry education. Wings3D has another advantage of economic open source SW fully compatible with school PCs.

Outcomes after Arthroscopic Repair of Anterior Shoulder Instability after Metal Anchor to Biodegradable Anchor Fixation (견관절 전방 불안정성에 대한 관절경 치료 결과: 금속 나사못 및 흡수성 나사못 고정의 결과 비교)

  • Choi, Chang-Hyuk;Kim, Shin-Kun;Han, Bo-Ram
    • Clinics in Shoulder and Elbow
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    • v.11 no.2
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    • pp.158-164
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    • 2008
  • Purpose: We compared the results of arthroscopic Bankart repair using metal and biodegradable anchor fixation. Materials & Methods: We reviewed 26 patients with anterior shoulder instability treated by arthroscopic Bankart repair from October, 2006, to March, 2007, 15 patients with metal anchors and 11 patients with biodegradable anchors. The average age was 27.4 years old (range: 17~55) and mean follow-up was 14 months (range: 12~17 months). Functional outcome was evaluated using the Korean Shoulder Score for Instability (KSSI), Rowe's Bankart Grading scale (RBGS), ASES score, and UCLA scores. Results: In the metal-anchor group, the improvements of mean KSSI, ASES, UCLA score, and RBGS were 20.6, 24.0, 4.0, and 45.5, respectively. In the biodegradable anchor group, improvements of mean KSSI, ASES, UCLA score, and RBGS were 21.0, 23.6, 4.6, and 48.9. The improvements in final outcomes were not significantly different (p>.05). One metal problem and one traumatic redislocation occurred in the metal group. Conclusion: Both techniques produced satisfactory outcomes in the treatment of traumatic anterior instability. The biodegradable anchor group could also avoid problems with metal anchors.

Development of the Web-based Sports Biomechanics Class (웹기반 운동역학 수업 모형 개발)

  • Lee, Ki-Kwang
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.307-318
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    • 2002
  • To provide a guideline for the development of a web-based sport biomechanics class in undergraduate program, thirty web sites, searched via search engines in May 2002, were analyzed intensively. In terms of requirement of log-in, only one site of 30 sites required user name and password. Seventeen(57%) sites provided the lecture note, which had various file formats such as 59% if PDF, 29% of HTML, and 12% of PPT. Fourteen(47%) sites provided the assignment and grade information on web. Eleven(37%) sites provided various resource and links which were related in sports biomechanics. Only four(13%) sites provided discussion or online digitizing or kinematic analysis program. Based on above results, a guideline for the development of a virtual classroom for college level sport biomechanics. A web-based sport biomechanics class should be developed with consideration of several functions as follows; homepage design, lecture note, measurement of class attendance, collaborative research system, and web-based data collection and analysis software for biomechanics laboratory.