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Treatment of Postburn Facial Hyperpigmentation with Vitamin C Iontophoresis (비타민 C 이온 영동법을 이용한 안면부 화상 후 과색소 침착의 치료)

  • Choi, Jae-Il;Lee, Ji-Won;Suhk, Jeong-Hoon;Yang, Wan-Suk
    • Archives of Plastic Surgery
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    • v.38 no.6
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    • pp.765-774
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    • 2011
  • Purpose: Many facial burn patients suffer from hyperpigmentation and its treatment has been challenging. Vitamin C (ascorbic acid) has important physiologic effects on skin, including inhibition of melanogenesis, promotion of collagen biosynthesis, prevention of free radical formation, and acceleration on wound healing. The purpose of this study is to evaluate the effectiveness of Vitamin C iontophoresis for the treatment of postburn hyperpigmentation. Methods: The authors performed a retrospective analysis of 93 patients who were admitted for the treatment of facial burn from February 2008 through February 2010. Among them, 51 patients were treated with Vitamin C iontophoresis to control postburn hyperpigmentation and 42 patients were not. Experimental group was chosen 20 of 51 patients who had been treated with Vitamin C iontophoresis and had normal facial skin on the comparable contralateral aesthetic unit. Control group was chosen 20 of 42 patients who were not treated with Vitamin C iontophoresis and had also contralateral normal aesthetic unit. The resulting color of 20 patients who were treated with Vitamin C iontophoresis was compared with the color of the contralateral normal facial skin using a digital scale color analysis. Results were analyzed with Wilcoxon signed rank test. Results: The analysis revealed significant improvement of hyperpigmentation in the experimental group compared to control group. The difference of intial value and the value in 6 months showed significant change. Mean (${\Delta}^{initial}$-${\Delta}^{6month}$) of experimental group was 11.61 and control group was 7.23. Thus, the difference between the experimental group and the control group was 4.38. Therefore, Vitamin C iontophoresis revealed significant improvement of hyperpigmentation in the experimental group compared with control group. Conclusion: Vitamin C iontophoresis is an effective treatment modality for postburn hyperpigmentation.

Toe Tissue Transfer for Reconstruction of Damaged Digits due to Electrical Burns

  • Kim, Hyung-Do;Hwang, So-Min;Lim, Kwang-Ryeol;Jung, Yong-Hui;Ahn, Sung-Min;Song, Jennifer K.
    • Archives of Plastic Surgery
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    • v.39 no.2
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    • pp.138-142
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    • 2012
  • Background : Electrical burns are one of the most devastating types of injuries, and can be characterized by the conduction of electric current through the deeper soft tissue such as vessels, nerves, muscles, and bones. For that reason, the extent of an electric burn is very frequently underestimated on initial impression. Methods : From July 1999 to June 2006, we performed 15 cases of toe tissue transfer for the reconstruction of finger defects caused by electrical burns. We performed preoperative range of motion exercise, early excision, and coverage of the digital defect with toe tissue transfer. Results : We obtained satisfactory results in both functional and aesthetic aspects in all 15 cases without specific complications. Static two-point discrimination results in the transferred toe cases ranged from 8 to 11 mm, with an average of 9.5 mm. The mean range of motion of the transferred toe was $20^{\circ}$ to $36^{\circ}$ in the distal interphalangeal joint, $16^{\circ}$ to $45^{\circ}$ in the proximal interphalangeal joint, and $15^{\circ}$ to $35^{\circ}$ in the metacarpophalangeal joint. All of the patients were relatively satisfied with the function and appearance of their new digits. Conclusions : The strategic management of electrical injury to the hands can be both challenging and complex. Because the optimal surgical method is free tissue transfer, maintenance of vascular integrity among various physiological changes works as a determining factor for the postoperative outcome following the reconstruction.

A Research into Deconstructive Features in Visual Communication Design

  • Hong Dong-Sik
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.207-218
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    • 2006
  • 21st century is called digital and information era. The visual communication becomes more important than any other centuries. Visual communication design has been represented in varied images from ancient society up until the present time. Especially graphic design, which has experienced artistic upheaval from modernism and postmodernism, has been enabled to deliver messages in a more developed and sensuous appearances. Deconstructionist design wasn't well received by modernism, an advocate of practicality and effectiveness; however, as the beginning of subsequent postmodernism, it started to earn a warm welcome from a number of designers. Postmodernism made it possible for deconstruction to be a new paradigm appreciating neutral respect for varied expressions and designers' idiosyncrasy. Corresponding to this new trend, Edward Fella published his artwork 'Letters on America', which introduced a variety of vernacular design works in America. It was the result of years of research, and included materials which were not something completely new to field of communication design but rather symbolic, deconstructive images available everywhere around us. Deconstruction broke away from the previous modernism's unity and standards, and sought to achieve a new tensional deliverance. As a consequence, images were created in destructive and incomplete forms. Graphic design also complied with this new code and its advent fascinated the artists in the fields of advertising, editorial and poster designs. This paper contends that contemporary graphic design still maintains a deconstructive representation, examines its locality in design works from an aesthetic viewpoint, and researches theoretical approaches to deconstructionist and case studies conducted domestically. There has been incessant critical contradiction in terms of the heritage of deconstruction. I would like to present you with a moment in which you can struggle to decide whether it is a result of an effort to get away from modernism or an offspring of postmodernism.

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A Study on the Types of Time for Expression as Film Language in Animation (애니메이션의 다양한 시간의 종류와 영상 언어적인 표현에 대한 연구)

  • 김지홍
    • Archives of design research
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    • v.15 no.4
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    • pp.253-262
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    • 2002
  • Without the involvement of time in animation, it cannot be possible to create movement. Therefore, tine is the important element to create animation. In animation, the expression of the emotion of character is more complicate than the appearance. Time is one of element to use for express of the emotion. It can be divided two types of time as the real time and the animation time broadly. The real time has linear, irreversible and analogue form which is in our daily life. And the animation time has multi-direction, reversible, and digital form which can be detected in the movie. For the animation time, there are many types of time that are the running time, the production time, the subjective time, the objective time, the ambiguous time and the universal time etc. This study is to extend and enrich the express as film language through various types of times in animation. Time is one of important element that can be useful method for expressing many unique scenes in film art as film language.

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The Knowledge-Based Design Paradigm through Web Data Mining and Knowledge Management Framework (웹 데이터 마이닝과 지식경영 프레임웍을 통한 지식-기반 디자인 패러다임 구축)

  • 양종열
    • Archives of design research
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    • v.15 no.4
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    • pp.159-168
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    • 2002
  • The world has rushed into knowledge information society. Information technology is one of the causes to show up knowledge management and one of the motives to accelerate knowledge management. And, these days information technology and internet have made staffing progress. Therefore, the objective of this study is to take out latent knowledge of customers through web data mining in a vast amount of data on the internet in rapidly developing digital environments, to develop the knowledge-based design paradigm applied to knowledge management framework, and finally to develop design which satisfies customers' needs. To reach the objective, knowledge management process and varied previous studies related to web data mining are reviewed on a theoretical basis, and then a new knowledge-based design paradigm (in this study, eCRM in a true sense which combines web data mining with knowledge management process is called knowledge-based design paradigm) combining knowledge management process with web data mining is suggested.

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The study on Quantitative Analysis of Emotional Reaction Related with Step and Sound (스텝과 사운드의 정량적 감성반응 분석에 관한 연구)

  • Jeong, Jae-Wook
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.211-218
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    • 2005
  • As digital Information equipment is new arrival, new paradigm such as 'function exist but form don't' is needed in the field of design. Therefore, the activity of design is focused on the relationship of human and machine against visual form. For that reason, it is involved emotional factor in the relationship and studied on new field, the emotional interlace. The goal of this paper is to suggest the way of emotional interface on searching multimedia data. The main target of paper is effect sound and human's step and the main way of research is visualization after measuring and analyzing numerically similarity level among emotion-words. This paper suggests the theoretical bad(ground such as personal opinion, the character of auditory information and human's step and case studies on the emotion research. The experimental content about sound is fueled from my previous research and the main experimental content about human's step is made with regression-expression to substitute Quantification method 1 for value about stimulation. The realistic prototype to apply the research result will is suggested on the next research after studying the search environment.

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A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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A Study on Seeing Mechanism of Decoding Pictograms and International Standardization (픽토그램 읽기와 국제표준화)

  • Park, Jin-Sook
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.345-354
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    • 2005
  • From the 20th century, as international trade increases with the development of transportation and industries, a standard pictorial language to facilitate exchanges with others in different countries became necessary. However, it is not easy to have a full agreement on a standard pictorial language among different cultures. Therefore, the evaluation of standard pictograms has been the main discussion issue of the 150 since the organization's establishment in 1947. Although the 150 has a test method, 1509186, the participating countries do not follow the test because it does not reflect individual seeing mechanism for decoding pictogram which varies with his/her own experience. This study focuses on the theory of graphic symbol and seeing mechanism, and suggests what should be taken into account in the standardization process. In Chapter 2, the study investigates whether there be any cultural shock as we live in the net culture, and defines what reality is from a digital aesthetics view. What should be studied further is also presented, and a new method for revised international standard by means of analyzing seeing mechanism of decoding pictogram is suggested.

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A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.271-280
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    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

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A Study on Promotion plans of the Cultural Contents Industry from a Perspective of Simulacre - Focused on Characters - (시뮬라크르 관점에서 문화컨텐츠산업의 활성화 방안에 관한 연구 -캐릭터를 중심으로-)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.269-280
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    • 2006
  • In the 21st century, a nation's industrial success will depend on her cultural industry. Thus, Korea has been investing much in the cultural contents industry, expecting high. A nation's potential in the industrial contents industry will be determined by 1) IT infrastructure, 2) digital convergence, 3) rich cultural heritage and 4) government's effective policies. Nevertheless, our cultural contents industry is not as much homogeneous as that of the United States or Japan, but only some parts of it have grown much. So, our cultural contents industry is not very stable, which means that it would grow in a short term but not in a long term. One of the ways to promote the cultural contents industry effectively may be derived from Jean Baudrilliard's theory of simulacra. The aim of this study is to review the ultimate simulacra required of our cultural contents industry, focusing on Disneyland which Jean Baudrilliard emphasizes as the most perfect simulacra.

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