• Title/Summary/Keyword: 측정 프로그램

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Implementation on the Portable Blood Gas Analyzer and Performance Estimation (휴대형 혈액가스분석 시스템의 구현 및 성능평가)

  • Jeong, Do-Un;Jeon, Gye-Rok;Bae, Jin-Woo;Kim, Gil-Jung;Sim, Yoon-Bo
    • Journal of Sensor Science and Technology
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    • v.12 no.1
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    • pp.34-43
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    • 2003
  • In this study, we implemented the measurement of pH, $pO_2$, $pCO_2$ of the arterial blood on a portable blood gas analysis system. This system is consist of two parts of hardware and software. The hardware part is divided into a fluidic mechanism and an electronic circuit unit. The system program is composed of operating, washing, correcting, and measuring routines. Both of 1-point and 2-point calibration schemes were used to enhance the accuracy of the measurement. In order to evaluate the performance of the developed system, we measured and performed statistical analysis on the characteristics of the sensing electrode response. As a result, coefficient variation was within 1.12, and maximum error was within 1.298%. We confirmed development possibility of portable blood gas analyzer.

Survey on Software-based Power-Metering Framework for Android Platform (안드로이드 플랫폼을 위한 소프트웨어 기반의 전력 소비 측정 프레임워크 비교)

  • Yi, Jun-min;Noh, Dong-kun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.765-768
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    • 2012
  • Recently, the supply ratio of smart devices application has become increasable, utilization of device increases constantly. At the same time, used application is more gentrified. However, using time of devices is decreased. To solve these problems, many research is studying about the hardware/software. One of them is profiling power consumption by process units. The process can be managed, based on measured energy consumption data. These means that it can efficiently use the residual energy. Application at the stage of program design can analyze and used-energy using the trace by considering the low-power can design. In this paper, we studied software-based power-metering framework for android platform. We survey each process-level power consumption measurement techniques, compare advantages and disadvantages of the technique and propose improved measures.

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Reliability and Validity of the Balancia using Wii Balance Board for Assessment of Balance with Stroke Patients (뇌졸중 환자들의 균형평가를 위한 Balancia 프로그램의 신뢰도와 타당도)

  • Park, Dae-Sung;Lee, Dong-Yeop;Choi, Sung-Jin;Shin, Won-Seob
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2767-2772
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    • 2013
  • Balance is the foundation for all active daily livings. Evaluation of balance has been conducted to measure postural sway of center of pressure(COP). The purpose of this study is to introduce the Balancia and to examine the validity and inter-, intra-reliability for measure of balance with stroke patients. COP was measured by Wii balance board. The subjects Participated in this study were 39 stroke patients. Intra- and inter-reliability was examined using intraclass correlation coefficient(ICC) with 95% confidence interval. In the result of intra- and inter-reliability, all COP parameters of postural sway showed high to very high reliability with ICC=.793-.939 and ICC=.791-.955. Validity was determined by correlation with Accusway force plate. There were high validity with ICC=.851-.955 between tools. According to these results, the Balancia showed high validity and reliability. It is a useful clinical tool for evaluating balance in stroke patients.

Effects of Virtual Reality Based Video game and Rehabilitation Exercise on the Balance and Activities of Daily Living of Chronic Stroke Patients (가상현실기반 비디오게임과 재활운동이 만성기 뇌졸중 환자의 균형 및 일상생활동작에 미치는 영향)

  • Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.8 no.2
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    • pp.201-207
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    • 2013
  • 연구목적: 닌텐도 위를 이용한 가상현실기반 비디오게임 프로그램을 만성기 뇌졸중 환자에게 적용하여 균형능력 및 일상생활동작에 어떠한 영향을 미치는지 알아보고, 뇌졸중 환자의 재활프로그램으로서 적용 가능성이 있는지 알아보고자 한다. 연구방법: 만성기 뇌졸중 환자를 무작위로 가상현실기반 비디오게임 프로그램을 적용한 실험군(n=7)과 적용하지 않은 대조군(n=10)으로 구분하여 연구를 진행하였다. 연구에 참여한 모든 대상자에게 30분의 Bobath therapy와 15분간의 FES 치료를 기본적으로 실시하였다. 이에 더하여 실험군은 가상현실기반 비디오게임 프로그램을 1일 30분이내, 주 5회, 3주간 실시하였다. 대조군은 자전거 운동과 보행훈련으로 30분간 시행하였다. 실험 전 후 눈뜨고 외발서기(OLST; open leg standing test), Timed Up and Go(TUG) 검사, 10m 걷기 검사, Functional Independence Measure(FIM)를 측정하였다. 실험 전과 실험 후 측정값의 차이를 비교하기 위해 Wilcoxon Signed Ranks Test를 실시하였다. 그리고 각 측정값의 변화량에 대한 실험군과 대조군 사이의 차이를 알아보기 위해 Mann-Whitney U Test를 실시하였다. 연구결과: 실험결과는 다음과 같다. 1) 실험군에서는 FIM의 유의한 증가와 TUG, 10m 걷기 검사의 유의한 감소를(p<.05) 보였다. 대조군에서는 OLST의 증가와 TUG, 10m walking test의 감소가 나타났지만 통계적으로 유의하지 않았다. 오직 FIM에서만 유의한 증가가 나타났다(p<.05). 2) 실험 전 후의 실험군과 대조군의 각 측정값들의 평균차를 비교한 결과 실험군은 대조군보다 실험 전 후 OLST, TUG, 10m walking test 차이의 평균은 컸지만 통계적으로 유의하지 않았다. 결론: 이상의 결과로부터 가상현실기반 비디오게임이 만성기 뇌졸중 환자의 동적균형능력 및 일상생활동작 향상에 효과가 있음을 알 수 있었다.

A Study on Corporate Training Program applying Culture and Arts in Korea (문화, 예술을 활용한 한국 기업의 교육 프로그램에 관한 연구)

  • Choi, Gwang Ung;Yum, Kyoung Sik;Youn, Ho Chang
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.724-726
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    • 2007
  • Many enterprises make use of 'mecenat action' for positive image ensuring to company and harmony within organization members. Also, at the same time the research has continued estimating of efficiency about that area. but that estimations get accomplished inclusive and abstractive, and then estimation of significant effect isn't sufficient. In this study we consider that many enterprises practice culture and art education program, and related that analyze the estimation of effect in 'mecenat action'. Stand on this analysis we attempts to extract factor, having representation character with making standard for estimation of education effect. That is a implication that relation education programs are prepared many enterprises, In future study, we will need to make standard and select methods about effect estimation, add measurable index that reliability can increase.

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Measuring Library Outcomes Using a Logic Model (논리모델을 이용한 도서관 성과측정에 관한 연구)

  • Park, Sung-Jae;Lee, Yonggu
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.2
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    • pp.269-287
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    • 2015
  • The purpose of this study is discussing the applicability of a logic model as a mean measuring library outcomes. For a case study, this paper suggested a full framework for Reading Academy, a reading program for children and adolescents. Among the outcomes composing of the framework, medium-term outcomes were analyzed by manipulating the data the library have in its database. The findings say what the output evaluation could not show. In terms of book circulation, this program positively influenced to 52 percent of participants. Additionally, some participants joined reading book clubs after the program and some were likely to read books in various topics. This program, however, didn't make a positive impact on its re-attendance and other cultural programs' attendance. These findings indicate that the logic model contributes in the field of library outcomes and values.

Research of accelerating method of video quality measurement program using GPGPU (GPGPU를 이용한 영상 품질 측정 프로그램의 가속화 연구)

  • Lee, Seonguk;Byeon, Gibeom;Kim, Kisu;Hong, Jiman
    • Smart Media Journal
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    • v.5 no.4
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    • pp.69-74
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    • 2016
  • Recently, parallel computing using GPGPU(General-Purpose computing on Graphics Processing Units) according to the development of the graphics processing unit is expanding. This can be achieved through the processing speeds faster than traditional computing environments across many fields, including science, medicine, engineering, and analysis. However, in using the GPU technology to implement the a parallel program there are many constraints. In this paper, we port a CPU-based program(Video Quality Measurement Program) to use technology. The program ported to GPU-based show about 1.83 times the execution speed than CPU-based program. We study on the acceleration of the GPU-based program. Also we discuss the technical constraints and problems that occur when you modify the CPU to the GPU-based programs.

Development of Image Guided 3D Localization Program for Stereotactic Brain Biopsy (뇌 정위 생검술을 위한 영상지원 3차원 국재 프로그램 개발)

  • Lee Do Heui;Lee Dong Joon
    • Progress in Medical Physics
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    • v.15 no.4
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    • pp.197-201
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    • 2004
  • Stereotactic brain biopsy using stereotactic head frame such as CRW (Radionics, USA) has demonstrated a precise lesion localizing accuracy. In this study, we developed the target point calculation program for brain lesion biopsy using CRW stereotactic head frame and designed a phantom for verify the new developed program. The phantom was designed to have capability to simulate clinical stereotactic brain biopsy. The phantom has 10 vertical rods whose diameters are 6mm and tip of each rods are 2mm. Each rod has different length, 150 mm x 4 ea, 130 mm x 4 ea, 110 mm x 2 ea. CT images were acquired with Simens CT scanner as continuous transverse slice, 1 mm thickness in a 25 cm field of view and stored in a dicom file as a 256 x 256 matrix. As a result, the developed new target localization program will be useful for planning and training in complicated 3 dimensional stereotactic brain biopsy.

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Effects on Micro-learning Contents on University Students' Learning Flow and Learning Motivation based on Extracurricular Program (마이크로러닝 콘텐츠 기반 비교과 프로그램이 대학생의 학습몰입, 학습의욕에 미치는 영향)

  • Gwak Chan Mi;Dong Yub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.973-980
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    • 2023
  • This study analyzed the effects of a Micro-learning content-based extracurricular program among university students based on their general characteristics. A survey was conducted on 600 students affiliated with G University, a major national university. Learning immersion and learning motivation were used as the key indicators for measuring the learning effects. Cronbach's α coefficient analysis was performed to validate the reliability of the learning effect measurement tool. Independent sample t-tests were utilized to analyze differences in learning immersion and learning motivation based on gender and major disciplines. One-way analysis of variance (ANOVA) was employed to measure differences in learning immersion and learning motivation according to academic year. According to the research findings, gender and academic year did not significantly influence participation in the Micro-learning content-based program. However, differences in learning immersion and learning motivation were observed depending on the major discipline. Based on this, it is suggested that future programs should provide suitable environments and stimuli based on the students' major disciplines.

The Study of Metrics development for Entrepreneurial Program Effectiveness (청소년 창업교육프로그램 효과성 측정지표 개발 연구)

  • Byun, Youngjo;Kim, Myung Seuk;Yang, Young Seok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.4
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    • pp.77-85
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    • 2014
  • A goal of Bizcool entrepreneurship education targeting on the youth falls on letting understand the process of starts-up, enhance entrepreneurship will and their business creativities rather than training trivial starts-up skills such as writing business plan for successful starts-up. The effects of education enable Bizcoo students to recognize rightly the concept of starts-up training and lead to spread out demand for entrepreneurship education. The feedback check-up for how entrepreneurship education affects students getting through of it is necessary and possible to bring its' improvement alternatives. Despite of such highlight, not many measuring tools and indexes of evaluating an effectiveness of entrepreneurship education are developed and studied up until. This research suggests for the optimal indexes for them. In specific, this research 49 the first question sets of evaluating an effectiveness of entrepreneurship education classified 3 large categories and 11 following sub categories each of them such as entrepreneurship orientation, creativity, entrepreneurship preparing activities etc,. representing embedding education effects though entrepreneurship education. This research carry out the empirical survey research utilizing driven question sets against 5 different Bizcools sampling 287 students. The survey research delivers the final 3 large categories and 8 following sub categories(Innovativeness, risk-taking, problem-solving potent, cooperative decision-making potent, efficient behavior capacity, data collecting potent, career search, starts-up search and preparation), and 38 measuring indexes by search and confirming factor analysis. This research never drop the confidence test over each indexes and obtain the proper figures. Last but not least, this research confirm the gap between starts-up club members and non members as to an effectiveness of entrepreneurship education and 9 different indexes.

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