Non-invasive evaluation of liver function in animal models remains a challenge. Hepatoscintigraphy provides information about changes in liver size and shape, and enables to understand general liver function. Futhermore it is readily used to diagnosis complications of liver transplantation like hepatitis, rejections and biliary complications. In this study, we investigated the usefulness of evaluating the liver function in miniature pigs with $^{99m}Tc-Tin$ colloid and $^{99m}Tc-DISIDA$ which are the most commonly used radiopharmaceuticals in human medicine. In result, $^{99m}Tc-Tin$ colloid was uptaked in lung, liver, gastric wall and kidney in miniature pigs. And $^{99m}Tc-DISIDA$ showed continuous uptake images of heart, lung, liver, gallbladder and duodenum, and it was similar to human's. Therefore we could conclude $^{99m}Tc-Tin$ colloid would not be suitable for evaluating hepatic function because of it's nonspecific affinity, however $^{99m}Tc-DISIDA$ scintigraphy would be an effective method for detecting hepatobiliary function in miniature pigs.
The purpose of this study is to evaluate the contribution of $^{18}$ F-FDG brain PET in the differentiating Idiopathic parkinson's diesease (IPD), progressive supranuclear palsy (PSP), and multiple system atrophy (MSA). We studied 24 patients with parkinsonism : 8 patients (mean age 67.9$\pm$10.7 y: M/F : 3/5) with IPD, 9 patients (57.9$\pm$9.2 y : M/F : 4/5) with MSA and 7 patients (67.6$\pm$4.8 y : M/F 3/4) with PSP. All patients with parkinsonism and 22 age-matched normal controls underwent $^{18}$ F FDG PET in 3D mode after the injection of 370 MBq $^{118}$ F FDG. The patients with IPD, MSh and PSP were compared with a normal control group by a two-sided t-test of SPM99 (uncorrected P<0.001, extent threshold>100 voxel). All three parkinsonism groups, showed significant hypometabolism in the cerebral neocortex compared to the normal control group. However, the three groups displayed different metabolism in the subcortical structure, brain stem, and cerebellum. In IPD, there was no significant hypometabolism in the putamen, brain stem and cerebellum. However, MSA patients showed significant hypometabolism in the striatum, pons, and cerebellum compared to the normal controls and IPD patients. In addition, PSP showed significant hypometabolism in the caudate nuclei, the thalamus, midbrain, and the cingulate gyrus compared to the normal controls, the IPD, and MSA groups (IPD vs Normal sensitivity/specificity : 75%/l00%, MSA vs Normal sensitivity/specificity :100%/87%, PSP vs Normal sensitivity/specificity : 86%/94%). Our results show that the regional metabolism of IPD, MSA, and PSP is different mainly in the striatum, thalamus, brain stem and cerebellum. An assessment of the $^{18}$ F-FDG PET scan images using SPM may be a useful adjunct to a clinical examination in making a differential diagnosis of Parkinsonism.
Ongoing and extensive urbanisation, which is frequently accompanied with careless construction works, may threaten important archaeological structures that are still buried in the urban areas. Ground Penetrating Radar (GPR) and Electrical Resistivity Tomography (ERT) methods are most promising alternatives for resolving buried archaeological structures in urban territories. In this work, three case studies are presented, each of which involves an integrated geophysical survey employing the surface three-dimensional (3D) ERT and GPR techniques, in order to archaeologically characterise the investigated areas. The test field sites are located at the historical centres of two of the most populated cities of the island of Crete, in Greece. The ERT and GPR data were collected along a dense network of parallel profiles. The subsurface resistivity structure was reconstructed by processing the apparent resistivity data with a 3D inversion algorithm. The GPR sections were processed with a systematic way, applying specific filters to the data in order to enhance their information content. Finally, horizontal depth slices representing the 3D variation of the physical properties were created. The GPR and ERT images significantly contributed in reconstructing the complex subsurface properties in these urban areas. Strong GPR reflections and highresistivity anomalies were correlated with possible archaeological structures. Subsequent excavations in specific places at both sites verified the geophysical results. The specific case studies demonstrated the applicability of ERT and GPR techniques during the design and construction stages of urban infrastructure works, indicating areas of archaeological significance and guiding archaeological excavations before construction work.
Jeong, Do Hwan;Lee, Jun Ho;Jeong, Ho;Ok, Chang Min;Park, Hyun-Woo
Korean Journal of Optics and Photonics
/
v.29
no.3
/
pp.110-118
/
2018
We have designed a mid-infrared optical system for an airborne electro-optical targeting system. The mid-IR optical system is a dual-field-of-view (FOV) optics for an airborne electro-optical targeting system. The optics consists of a beam-reducer, a zoom lens group, a relay lens group, a cold stop conjugation optics, and an IR detector. The IR detector is an f/5.3 cooled detector with a resolution of $1280{\times}1024$ square pixels, with a pixel size of $15{\times}15{\mu}m$. The optics provides two stepwise FOVs ($1.50^{\circ}{\times}1.20^{\circ}$ and $5.40^{\circ}{\times}4.23^{\circ}$) by the insertion of two lenses into the zoom lens group. The IR optical system was designed in such a way that the working f-number (f/5.3) of the cold stop internally provided by the IR detector is maintained over the entire FOV when changing the zoom. We performed two analyses to investigate thermal effects on the image quality: athermalization analysis and Narcissus analysis. Athermalization analysis investigated the image focus shift and residual high-order wavefront aberrations as the working temperature changes from $-55^{\circ}C$ to $50^{\circ}C$. We first identified the best compensator for the thermal focus drift, using the Zernike polynomial decomposition method. With the selected compensator, the optics was shown to maintain the on-axis MTF at the Nyquist frequency of the detector over 10%, throughout the temperature range. Narcissus analysis investigated the existence of the thermal ghost images of the cold detector formed by the optics itself, which is quantified by the Narcissus Induced Temperature Difference (NITD). The reported design was shown to have an NITD of less than $1.5^{\circ}C$.
Purpose: To identify the inter-fractional shift pattern and to assess an adequate treatment margin in the radiotherapy of a liver tumor using mega-voltage computed tomography (MVCT) of a tomotherapy unit. Materials and Methods: Twenty-six patients were treated for liver tumors by tomotherapy from April 2006 to August 2007. The MVCT images of each patient were analyzed from the $1^{st}$ to the $10^{th}$ fraction for the assessment of the daily liver shift by four groups based on Couinard's proposal. Daily setup errors were corrected by bony landmarks as a prerequisite. Subsequently, the anterior-, posterior-, right-, and left shifts of the liver edges were measured by maximum linear discrepancies between the kilo-voltage computed tomography (KVCT) image and MVCT image. All data were set in the 2-dimensional right angle coordinate system of the transverse section of each patient's body. Results: The liver boundary shift had different patterns for each group. In group II (segment 2, 3, and 4), the anterior mean shift was $2.80{\pm}1.73\;mm$ outwards, while the left mean shift was $2.23{\pm}1.37\;mm$ inwards. In group IV (segment 7 and 8), the anterior-, posterior-, right-, and left mean shifts were $0.15{\pm}3.93\;mm$ inwards, $3.15{\pm}6.58\;mm$ inwards, $0.60{\pm}3.58\;mm$ inwards, and $4.50{\pm}5.35\;mm$ inwards, respectively. The reduced volume in group II after MVCT reassessment might be a consequence of stomach toxicity. Conclusion: Inter-fractional liver shifts of each group based on Couinard's proposal were somewhat systematic despite certain variations observed in each patient. The geometrical deformation of the liver by respiratory movement can cause shrinkage in the left margins of liver. We recommend a more sophisticated approach in free-breathing mode when irradiating the left lobe of liver in order to avoid stomach toxicity.
Lee Kichang;Jung Joohyun;Oh Sunkyoung;Jeong Yucheol;Lim Changyun;Yoon Junghee;Choi Mincheol
Journal of Veterinary Clinics
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v.22
no.3
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pp.186-189
/
2005
For the assessment of the clinical application of histogram on internal parenchymal organs, ultrasonography with a multi-frequency transducer was taken. We scanned in the region of right cranial abdomen for both liver and right kidney, and left cranial abdomen for liver, spleen and left kidney in 9 normal Beagle dogs. The data from histogram examined in a region of interest centered on each picture element of B-mode images at the same depth were compared among liver, renal cortex, spleen, cortex and medulla of each kidney. The right renal cortex showed significantly lower echogenicity than parenchyma of liver by $15{\%}$. Spleen was more echogenic than the cortex of the left kidney by $23{\%}$, and liver was more echogenic than the left renal cortex by $30{\%}$. Renal cortex was more echogenic than medulla by $47{\%}$ and $65{\%}$ on the right and left side, respectively (p<0.05). The mean (${\pm}SD$) values calculated echogenicity were $46.2{\pm}12.3\;(95\%$ confidential interval (CI), 41.0 to 55.0) and $53.4{\pm}12.1\;(95\%$ CI, 47.0 to 55.1) in in the right renal cortex and liver parenchyma, $65.0{\pm}11.8\;(95\%$ CI, 57.9 to 71.0) and $51.0{\pm}16.9\;(95\%$ CI, 42.8 to 54.1) in splenic parenchyma and renal cortex. And the mean values calculated echogenicity were $65.0{\pm}10.15\;(95\%$ CI, 60.1 to 71.5) and $52.0{\pm}9.4\;(95\$ CI, 43.8 to 60.3) in liver parenchyma and the left renal cortex, $54.5{\pm}18.3\;(95\%$ CI, 40.1 to 62.8) and $35.0{\pm}16.2\;(95\%$ CI, 24.2 to 43.6) in the left renal cortex and medulla. And the mean values calculated echogenicity were $55.0{\pm}14.4\;(95\%$ CI, 47.3 to 61.7) and $40.0{\pm}13.2\;(95\%$ CI, 34.3 to 46.7) in the right renal cortex and medulla, respectively. In addition, the echogenicity ratios were $0.86{\pm}0.11$ between the right renal cortex and liver parenchyma, $1.37{\pm}0.47$ between spleenic parenchyma and the left renal cortex, $1.30{\pm}0.19$ between liver parenchyma and the left renal cortex. All the values measured showed significant different (p<0.05). Ultrasound histogram is simple, useful and feasible to evaluate the sonographic architecture of the internal organs such as liver, spleen and kidney, quantitatively.
The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.
This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.
Overwhelming images of vividly colored aircraft flying across the blue sky and steam gushing from massive machines are reminiscent of Japanese animation films, especially of works by master director Hayao Miyazaki. By presenting together steam engines, which are mechanical devices of the Industrial Age in the past, and aircraft of the future age, the director constructs ambiguous space and time. These special time and space constitute nostalgia for past time, with devices called steam engines as a medium, and a longing for science and the future as represented by aircraft. In addition, the anticipation and disappointment, ideals and regrets of humans who see these two from the perspective of the present are projected on the works. This shares the characteristic of the steam punk genre, which seeks to return to the past rather than to face current problems. A subgenre of science fiction (henceforth "sci-fi"), steam punk reflects fundamental skepticism of science and technology and mechanized civilization, which have developed beyond human control. In addition, as works that clearly display such characteristics, director Miyazaki's and < $Nausica{\ddot{a}}$ of the Valley of Wind> can be examined. With spectacles of steam engines and aircraft, these two works enticingly visualize narratives about nature and humans and about the environment and destruction. Such attractiveness on the part of the master director's works has led to support from fans worldwide. However, often in the backgrounds of director Miyazaki's works, which have depicted ideal worlds of nature, environment, and community as highly concentrated fantasies, lie presuppositions of war and the end of the world. As works that are especially prominent in such characteristics, there are and . These two works betray the expectations of the audience by establishing the actual wartime as the temporal background and proceeding toward narratives of reality. Trapped in the ontological identity of the director himself, the war depicted by him projects a subjective and romantic attitude. Such a problem stems also from the ambiguity of the hybrid space and time, which is basic to the steam punk genre. This is because the basic characteristic of steam punk is to transplant past time, which humans were able to control, in the future from a perspective of optimism and longing via steam engines rather than to face current problems. In this respect, steam punk animation films in themselves can be seen as having significance and limitations at the same time.
With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.
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