• Title/Summary/Keyword: Esthetic line

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AN EVALUATION ON THE INDICATIONS OF BIONATOR IN CLASS II DIVISION 1 MALOCCLUSION (II급 1류 부정교합 환자에서 Bionator의 적응증에 관한 연구)

  • Ahn, Sug-joon;Kim, Jong-Tae;Suhr, Cheong-hoon
    • The korean journal of orthodontics
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    • v.27 no.1
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    • pp.45-54
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    • 1997
  • The purpose of this study was to evaluate the indications of bionator in Class II division 1 malocclusion, The 48 subjects were classified into good result group(group1) and poor result group(group2) in reference to posttreatment molar relation, posttreatment overbite and overjet, posttreatment profile, and relapse. Pretreatment lateral cephalograms were calculated and evaluated by t-test stepwise discriminant analysis. The results were as follows ; 1. In jaw bone relationship, ANB, facial convexity angle, AB to facial plane angle were significantly different between two treatment groups. In denture pattern, L1 to facial plane, L1 to A-Pog, FMIA, and U1 to facial plane were significantly different and m soft tissue profile, protuberance of lower lip and upper lip were significantly different between tw o treatment groups. 2. The results in according to discriminant analysis stated that L1 to facial plane, ANB, FMIA and protuberance of lower lip help prediction of treatment result of bionator. 3. 3 major influential variables were obtained by stepwise discriminant analysis - L1 to facial plane, articular angle and ANB difference. And Fisher discriminant function was made by these three major variables.

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Marginal fit of In-Ceram crown according to shoulder width (In-Ceram 전부도재관의 shoulder 폭경에 따른 변연적합도)

  • Chun, Seung-Geun;Lee, Cheong-Hee;Cho, Kwang-Hyun
    • Journal of Dental Rehabilitation and Applied Science
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    • v.16 no.2
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    • pp.105-112
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    • 2000
  • In-Ceram system is one of contemporary esthetic all ceramic restorations and has relatively high flexural strength. The purpose of this study was to evaluate the marginal fit of In-Ceram crown according to shoulder width and measuring position. In this study, twenty seven In-Ceram crowns devided into three groups, each prepared with shoulder width of 0.6mm, 0.9mm and 1.2mm. All specimens were cemented with glass ionomer cement. After cementation, specimens were measured marginal gap between the margin of the In-Ceram crown and the finishing line of resin master die by using a refrective microscope. Marginal gaps were recorded at the labial, lingual, mesial and distal measuring points on the resin master die. The results of this study were as follows: 1. Mean marginal fits of each group were $81.28{\mu}m$ in 0.6mm shoulder width, $70.78{\mu}m$ in 0.9mm shoulder width and $67.75{\mu}m$ in 1.2mm shoulder width. 2. There was significant difference between group 0.6mm and 0.9mm, 1.2mm.(p<0.05). 3. In comparison of marginal fit according to the measuring points, there was no significant difference.

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Complete mouth rehabilitation case with reconstructed master cast using pattern resin transfer copings after partial dental arch impression taking: A case report (부분 악궁 인상채득 후 패턴레진 트랜스퍼코핑을 이용하여 주모형을 재구성한 완전 구강 회복술 증례)

  • Myung-Seo Lee;Seung-Ryong Ha;Jong-Hyuk Lee;Yu-Sung Choi
    • The Journal of Korean Academy of Prosthodontics
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    • v.62 no.3
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    • pp.224-233
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    • 2024
  • The patient was a 69-year-old male who had decreased VDO and overbite of the anterior teeth due to severe teeth wear. Complete mouth rehabilitation was planned to restore esthetics and function. Due to the presence of a subgingival finish line, poor fit of the margin of the temporary crown, and insufficient oral hygiene management, gingival overgrowth and bleeding occurred in many teeth, and inaccurate impressions were taken. After dividing each arch and taking partial impressions, a transfer coping was made using pattern resin on each working model die, and after being placed on the abutment teeth, a master cast was made through pick-up impression taking to produce prosthesis. In this case, the final prosthesis produced on the second master cast were fitted in terms of proximal contact, marginal fit, vertical occlusal dimension, facial appearance, esthetics, and occlusion. After complete mouth rehabilitation, the patient was satisfied with function and esthetic appearance.

A Study on the distinctive quality of the Younsijo(연시조) - The works of the 16th century - (연시조 성격의 대비적 고찰 - 16세기 작품을 대상으로 -)

  • Kim Sang-Jean
    • Sijohaknonchong
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    • v.22
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    • pp.195-223
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    • 2005
  • The Younsijo is a stream of Korean poem. not simply an aggregate of stanzas, but an organic structure. Younsijo was an appeared in the 16th century. The 16th century was focused on the literature of Sadaebu (noble family, 사대부). And the make an appearance is Danhyungsijo (simply-sijo, 단형시조), Yonsijo and Kasa(가사). In that case, a social stratum is why does singing each other form. The 16th century set metaphysics(성리학) as the national ideology. Metaphysics became most prevalent at the end of the 16th century. Yonsijo also appreared during the 16th century and was closeiy related to the idea of metaphysics. Both Younsijo and metaphysics were formulated by noble family, The Yonsijo was Formed in 16th century. And the 17th century was succession. The Yonsijo in 16th century is devide to Kanghosijo (강호시조) and Hunminsijo (훈민시조). Also, Kanghosijo is devide to Youkgaline Younsijo (육가계 연시조) and Sasigaline Yonsijo (사시가계 연시조). Hunminsijo used an expressive on the order of Oryoun(오륜). Therefore, this study is forced on , , and . These things, all of the end of the utility. This paper deals with Danhyungsijo and Kasa with main emphasis on works of Songgang(송강) Jungcheol(정철). The reason for dealing one writer's works is the discussion needs consistent standard. In analyzing Songgang's Danhyungsijo, Younsijoand and Kasa, one would discern the differences among three. As a result, one could conclude that both Danhyungsijo and Kasa mainly projects individual's emotional esthetic feeling, particularly, Danhyungsijo for emotional implication, and for in-depth emotional revealing. Younsijo were chosen as it supplements the shortcoming of Sijo(as it consists of three-line only) to effectively contain the ideas of metaphysics.

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A STUDY OF INTRAORAL ANATOMIC LANDMARKS OF KOREAN ADULT-UPPER JAW (성인 유치악자 상악골의 악궁과 치열궁의 형태에 관한 조사)

  • Oh, Yu-Ree;Lee, Sung-Bok;Park, Nam-Soo;Choi, Dae-Gyun
    • The Journal of Korean Academy of Prosthodontics
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    • v.33 no.4
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    • pp.753-768
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    • 1995
  • For accurate impression taking of dental patient and esthetic denture treatment of ednetulous patient, measuring between intraoral anatomic landmarks is useful.In this study the subjects selected at a random were two-jundred forty persons with a mean age 22.5(range 21-24) and were taken impression of by irreversible hydrocolloid impression material(Alginate). On the study model made by dental stone, each individual tray was made and final impresion was taken by border moilding. On final model measurings were performed with 3-dimensional measuring device and the values were analyzed by t-test The results is following : ABOUT THE MEASURED VALUES. 1. The width between maxillary right and left canine cusp tip was average 36.44mm(s.d. 2.48), man 36.67mm, woman 35.83mm(p<0.05). 2. The width between labial height of contour of maxillary right and left canine was average 40.08mm(s.d. 2.42), man 40.29mm, woman 39.52mm(p<0.05). 3. The width between mesio-lingual cusps of maxillary first molar was average 43.14mm(s.d. 3.33), man 43.56mm, woman 42.05mm(p<0.05). 4. The width between buccal alveolar ridge on axis of mesiolingual cusp of right and left maxillary first molar was average 64.89mm(s.d. 3.88), man 65.58mm, woman 62.92mm(p<0.05). 5. The width between buccal alveolar ridge on axis of mesiolingual cusp of right and left maxillary second molar was average 68.58mm(s.d. 3.91), man 69.29mm, woman 66.30mm (p<0.05). 6. The width between right and left hamular notch was average 49.80mm(s.d. 3.96), man 50.70mm, woman 48.20mm(p<0.05). 7. The length from labial heigth of contour of maxillary central incisor to center of incisive papilla was average 9.52mm(s.d. 1.18), man 9.46mm, woman 9.63mm(p>0.05). 8. The length from labial heigth of contour of maxillary central incisor to palatine fovea was average 53.27mm(s.d. 2.93), man 53.93mm, woman 52.08mm(p<0.05). 9. The center of incisive papilla ws located posterior to intercanine line at 0.40mm(s.d. 1.16), man 0.51mm, woman 0.11mm(p<0.05). 10. The height from incisal edge of maxillary central incisor to the labial vestibule was average 21.84mm(s.d. 1.38), man 22.01mm, woman 21.00mm(p<0.05). 11. The height from mesiolingual cusp of maxillary first molar to buccalvestible was average 17.45mm(s.d. 1.42), man 17.56mm, woman 17.08mm(p>0.05). 12. The height from hamular notch to standard occlusal plane was average 6.84mm(s.d. 1.06), man 6.91mm, woman 6.70mm(p>0.05). 13. The height from the deepest point of palatal vault to standard occlsalplane was average 19.95 mm(s.d. 2.03), man 20.19mm, woman 19.12mm(p<0.05). ABOUT THE ARCH FORM 1. The arch form was able to classify into four typr by the rate of the measured values. Each arch form distribution was that the 1 group had 32.46% the 2 group 2.19%, the 3 group 52.83%, the 4 group 12.72%. The sexual composition was that in 1 group man had 73.5%, woman 26.5%, in 2 group man had 40.0%, woman 60.0%, in 3 group man had 83.3%, woman 16.7%, and in 4 group man had 55.17%, woman 44.83%. 2. When canine cusp tip was marked as point O, the intersection point between labial height of contour of maxillary central incisor and intermaxillary suture as point A, height of contour of maxillary second molar buccal alveolar ridge as B point, ${\angle}$AOB was measured $133.8^{\circ}$for the 1 group, $133.0^{\circ}$for the 2 group, $132.3^{\circ}$for the 3 group, $128.9^{\circ}$for the 4 group.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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