• Title/Summary/Keyword: Digital archives

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Robotic Microsurgery Optimization

  • Brahmbhatt, Jamin V.;Gudeloglu, Ahmet;Liverneaux, Philippe;Parekattil, Sijo J.
    • Archives of Plastic Surgery
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    • v.41 no.3
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    • pp.225-230
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    • 2014
  • The increased application of the da Vinci robotic platform (Intuitive Surgical Inc.) for microsurgery has led to the development of new adjunctive surgical instrumentation. In microsurgery, the robotic platform can provide high definition $12{\times}-15{\times}$ digital magnification, broader range of motion, fine instrument handling with decreased tremor, reduced surgeon fatigue, and improved surgical productivity. This paper presents novel adjunctive tools that provide enhanced optical magnification, micro-Doppler sensing of vessels down to a 1-mm size, vein mapping capabilities, hydro-dissection, micro-ablation technology (with minimal thermal spread-$CO_2$ laser technology), and confocal microscopy to provide imaging at a cellular level. Microsurgical outcomes from the use of these tools in the management of patients with infertility and chronic groin and testicular pain are reviewed. All these instruments have been adapted for the robotic console and enhance the robot-assisted microsurgery experience. As the popularity of robot-assisted microsurgery grows, so will its breadth of instrumentation.

Bilateral Type III Postaxial Polydactyly: A Case Report (양측성 축뒤손가락과다증의 치험례)

  • Jo, Yong Woo;Lim, So Young;Mun, Goo Hyun;Hyon, Won Sok;Bang, Sa Ik;Oh, Kap Sung
    • Archives of Plastic Surgery
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    • v.32 no.6
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    • pp.773-776
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    • 2005
  • An unusual case is presented as bilateral, complete digital duplication of the hand in a 32-year-old man. Radiographic evaluation showed complete duplication of intact phalanges and metacarpal bones in both hands. Although polydactyly of the hand is reported to occur among approximately 1 in 1000 live births, most of these malformations are rudimentary skin tags. Complete postaxial polydactyly is uncommon; it occurs in approximately 0.014% of all live births. The main goal of the surgical treatment is to establish adequate function and appearance. This case reports the preoperative evaluation and management of bilateral postaxial type III duplication of the fingers.

Current trends in orthognathic surgery

  • Seo, Hyung Joon;Choi, Youn-Kyung
    • Archives of Craniofacial Surgery
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    • v.22 no.6
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    • pp.287-295
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    • 2021
  • Orthognathic surgery has steadily evolved, gradually expanding its scope of application beyond its original purpose of simply correcting malocclusion and the facial profile. For instance, it is now used to treat obstructive sleep apnea and to achieve purely cosmetic outcomes. Recent developments in three-dimensional digital technology are being utilized throughout the entire process of orthognathic surgery, from establishing a surgical plan to printing the surgical splint. These processes have made it possible to perform more sophisticated surgery. The goal of this review article is to introduce current trends in the field of orthognathic surgery and controversies that are under active discussion. The role of a plastic surgeon is not limited to performing orthognathic surgery itself, but also encompasses deep involvement throughout the entire process, including the set-up of surgical occlusion and overall surgical planning. The authors summarize various aspects in the field of orthognathic surgery with the hope of providing helpful information both for plastic surgeons and orthodontists who are interested in orthognathic surgery.

Digital Archives Database Structure and its Application Based on 20th Century People's Life Research Center (디지털아카이브즈 시스템에 적합한 데이터베이스 구조와 그 활용 - 20세기민중생활사 디지털아카이브즈를 중심으로 -)

  • Lee, Jung Song;Chon, Sun Il;Na, Jeong Hun;Kim, Yong Hwan;Choi, Lim Cheon;Park, Soon Cheol
    • Annual Conference of KIPS
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    • 2009.04a
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    • pp.329-332
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    • 2009
  • 본 논문은 아카이브즈 시스템에서 점점 방대해지는 자료들을 위해 적합한 데이터베이스 구조와 자료들을 활용할 수 있는 방안에 대하여 20세기민중생활사 연구단의 디지털아카이브즈 시스템을 통한 해결방안을 제시하였다. 자료들을 관리하기위해서 기본적으로 더블린 코어를 사용하였으며, 웹2.0 플랫폼을 활용하여 자료를 손쉽게 편집, 검색할 수 있도록 하였다.

Implementation of Digital Archives System using Smart Phone (스마트폰을 이용한 디지털 아카이브즈 구현)

  • Park, Jae-Hak;So, Jae-Hwan;Choi, Lim-Cheon;Park, Soon-Cheol
    • Annual Conference of KIPS
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    • 2011.11a
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    • pp.1484-1487
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    • 2011
  • 하드웨어의 발전으로 인하여 스마트폰이 등장함으로서 휴대폰도 PC의 기능적 부분을 수행할 수 있게 되었다. PC가 우리 생활 속에 많은 영향을 끼치는 만큼 스마트폰의 사용자 또한 급격하게 증가하는 추세이며 그에 따른 어플리케이션의 개발도 상당한 속도로 발전하고 있다. 본 논문에서는 기존에 웹 2.0 기반으로 설계된 무형문화 디지털 아카이브즈를 스마트폰 어플리케이션으로 구현함으로서 사람들의 접근성을 높이고 루씬 검색 시스템을 적용하여 기존 검색 시스템보다 효율적인 검색을 통해 사용자에게 정확한 정보를 전달할 수 있도록 하였다.

Construction of Digital Archives System based on HTML5 using Open API from On-line (온라인에서 제공되는 Open API를 활용한 HTML5 기반의 디지털 아카이브즈 시스템 구축)

  • Jo, Hoon;Lee, Jung-Song;Park, Soon-Cheol
    • Annual Conference of KIPS
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    • 2011.11a
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    • pp.560-563
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    • 2011
  • 본 논문은 온라인상에서 제공되는 다양한 정보와 기술을 사용하여 20세기민중생활사 연구단의 디지털아카이브즈 시스템을 보다 효율적으로 사용하기 위한 방안을 제시하였다. 자료 관리를 위하여 기본적으로 더블린 코어 표준에 기초한 20세기민중생활사 디지털 아카이브즈 시스템 데이터베이스를 사용하였으며, Daum과 Naver에서 제공하는 Open API를 통하여 디지털 아카이브즈 데이터를 보다 현장감 있게 사용할 수 있도록 하였다.

Implementation of Digital Archives Application based on IPhone (아이폰 기반의 디지털 아카이브즈 애플리케이션 구현)

  • Kim, Ki-Bum;Lee, Jung-Song;Jo, Hoon;Park, Soon-Chul
    • Annual Conference of KIPS
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    • 2011.11a
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    • pp.1441-1444
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    • 2011
  • 본 논문은 최근 스마트폰의 이용률의 급증에 따라 각종 애플리케이션이 개발되고 있는 가운데, 20세기 민중생활사 연구단의 무형문화유산 디지털 아카이브즈 시스템의 자료 입력과 자료 검색을 보다 편리하게 접근하고 효율적으로 사용하기 위한 방안을 제시한다. 이를 위해 아이폰의 기본 기능(GPS, 사진 및 동영상 촬영 등)을 활용하여 시간과 장소에 구애받지 않으면서 아카이브즈 자료를 손쉽게 업로드하고 검색 할 수 있는 무형문화유산 디지털 아카이브즈 애플리케이션을 구현하였다.

A Study on the Model of Appraisal and Acquisition for Digital Documentary Heritage : Focused on 'Whole-of-Society Approach' in Canada (디지털기록유산 평가·수집 모형에 대한 연구 캐나다 'Whole-of-Society 접근법'을 중심으로)

  • Pak, Ji-Ae;Yim, Jin Hee
    • The Korean Journal of Archival Studies
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    • no.44
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    • pp.51-99
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    • 2015
  • The purpose of the archival appraisal has gradually changed from the selection of records to the documentation of the society. In particular, the qualitative and quantitative developments of the current digital technology and web have become the driving force that enables semantic acquisition, rather than physical one. Under these circumstances, the concept of 'documentary heritage' has been re-established internationally, led by UNESCO. Library and Archives Canada (LAC) reflects this trend. LAC has been trying to develop a new appraisal model and an acquisition model at the same time to revive the spirit of total archives, which is the 'Whole-of-society approach'. Features of this approach can be summarized in three main points. First, it is for documentary heritage and the acquisition refers to semantic acquisition, not the physical one. And because the object of management is documentary heritage, the cooperation between documentary heritage institutions has to be a prerequisite condition. Lastly, it cannot only documenting what already happened, it can documenting what is happening in the current society. 'Whole-of-society approach', as an appraisal method, is a way to identify social components based on social theories. The approach, as an acquisition method, is targeting digital recording, which includes 'digitized' heritage and 'born-digital' heritage. And it makes possible to the semantic acquisition of documentary heritage based on the data linking by mapping identified social components as metadata component and establishing them into linked open data. This study pointed out that it is hard to realize documentation of the society based on domestic appraisal system since the purpose is limited to selection. To overcome this limitation, we suggest a guideline applied with 'Whole-of-society approach'.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

A Study on Product Design Process in Digital Environment A Comparative Analysis of Image Evaluation and Design Factors in Internet Environment and Reality Environment (디지털 환경 하에 제품디자인 프로세스 연구 -인터넷 환경과 현실 환경에서의 제품디자인 이미지 평가 및 디자인 요소 비교분석-)

  • 윤형건
    • Archives of design research
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    • v.13 no.3
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    • pp.123-134
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    • 2000
  • Electronic commerce in digital environment is greatly different from the commerce in physical environment in the past (reality environment) in terms of marketing, distribution structure and, above an, comsumers'purchase pattern. The Old purchase pattern is that a consumer buys a product after s/he touches, tests, and feels it physically, while the purchase pattern in electronic commerce enables the comsumer to make a decision about whether to buy it or not through the information gleaned from the computer monitor screen. A number of products which appears in the market now are designed to use the reality environment setup without consideration of the digital environment, of which the intention is to appeal to consumers with a series of design process. However, taking under consideration the present situation in which lots of electronic commerce are made in the cyber space or digital environment, we are required to forward the product design which can gains the positive attraction for consumers in this environment. Factor analysis is made in order to understand how the subjects perceive the image of the design of the product both in reality situation and in digital environment. The result shows the first factor has different images in those environments. In the background of this conclusion rests the fact that the difference of the transfer of formative factors to consumers is made in the images which show themselves in those different environments.

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