• 제목/요약/키워드: Setup Model

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방사선치료계획시스템의 Collapsed Cone Convolution 선량계산 알고리듬을 이용한 빔 모델링의 정확성 평가 (Evaluation of Beam Modeling Using Collapsed Cone Convolution Algorithm for Dose Calculation in Radiation Treatment Planning System)

  • 정주영;조웅;김민주;이정우;서태석
    • 한국의학물리학회지:의학물리
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    • 제23권3호
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    • pp.188-198
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    • 2012
  • 본 연구의 목적은 국내 개발된 치료계획장치(Treatment Planning System, TPS)인 CorePLAN$^{TM}$에서의 빔 모델링을 기반으로 하는 Collapsed Cone Convolution (CCC) 선량 계산 알고리듬의 정확성을 평가하는 것이다. 여러 셋업 조건에 따라 빔 모델을 TPS에 생성하였고, 6 MV와 15 MV 광자 에너지에 대하여 $50{\times}50{\times}50cm^3$의 물 팬톰 내에서 CCC 알고리듬을 사용하여 선량 계산을 하였다. 대상 조사면은 $4{\times}4cm^2$, $6{\times}6cm^2$, $10{\times}10cm^2$, $20{\times}20cm^2$, $30{\times}30cm^2$$40{\times}40cm^2$을 대상으로 하였고, 각각에 대하여 열린 조사면과 쐐기 조사면으로 구분하였다. 생성된 빔 모델들은 측정된 데이터와 계산된 데이터의 심부선량백분율(Percent depth dose, PDD)과 선량프로파일(lateral profile)을 비교하여 모든 깊이에서도 잘 맞는지 평가하였다. 측정된 방사선량과 CorePLAN$^{TM}$에서 CCC 알고리듬을 이용하여 계산된 방사선량은 PDD에 있어 build-up 영역을 제외하고 열린 조사면은 최대 2%, 쐐기 조사면는 최대 3% 이내로 일치하였다. 선량프로파일은 조사면 내 영역에서는 1%, 반음영 영역에서는 4% 이내로 일치함을 확인하였다. 모든 조사면에서 반음영을 제외한 $10{\times}10cm^2$에서 최대 $40{\times}40cm^2$까지의 선량프로파일에 대하여 측정된 방사선량과 계산된 방사선량이 3% 이내로 일치하였다. 반면에, 열린 조사면에 비하여 쐐기 조사면에서 선량 차이가 뿔(horn) 영역의 가장자리에서 4%까지 높게 나타났다. 본 연구 결과에서 보여주는 선량 차이는 일부 영역을 제외하고 국제 기준에 적합한 결과값을 보였다. 선량 차이가 크게 발생하는 영역은 임상적으로 중요성이 크지 않은 표면 영역임을 감안할 때, 임상에서의 활용이 가능하리라 기대된다.

한국 대학생의 자기관과 감정표현불능증의 관계: 상호독립적 자기관 결핍에 따른 정서표현양가성 및 정서억제의 매개 효과 (The Relationship between Korean college students' Self-Construal and Alexithymia: Mediation Effects of Ambivalence over Emotional Expressiveness and Emotion Suppression according to the Deficiency of Independent Self-Construal)

  • 권소영;곽자랑;김비아;이동훈
    • 한국심리학회지 : 문화 및 사회문제
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    • 제25권2호
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    • pp.101-118
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    • 2019
  • 감정표현불능증은 자신의 감정을 인식하고 그것을 언어로 표현하는데 어려움을 느끼는 증상을 의미한다. 동양인들의 감정표현불능증 수준은 서양인들에 비해 일반적으로 높은 것으로 보고되어 왔다. 최근 미국에서 진행된 한 조사연구는 동양인의 높은 감정표현불능증 수준이 집단주의 문화에서 발달하는 상호협조적 자기관의 영향이라고 제안하였다. 이에 본 연구에서는 한국 대학생들의 상호독립적 및 상호협조적 자기관과 감정표현불능증 수준 및 정서표현양가성과 정서억제의 관계를 살펴보았다. 상관관계 분석 결과, 한국 대학생들의 감정표현불능증 수준은 상호협조적 자기관과 상관이 없었으며, 오히려 상호독립적 자기관과 뚜렷한 부적 상관을 보였다. 게다가 상호독립적 자기관은 정서표현양가성 및 정서억제와도 상관관계를 보였다. 따라서 상호독립적 자기관과 감정표현불능 수준의 부적 관계에 대한 정서표현양가성 및 정서억제의 이중 매개모형을 설정하고, Hayes와 Preacher (2014)의 Process 분석을 통해 매개효과를 추정하였다. 그 결과 상호독립적 자기관의 결핍은 감정표현불능증 수준을 높이는 직접효과도 유의하고, 정서표현양가성과 정서억제를 매개로 한 간접효과도 유의하였다. 추가적으로 간접효과를 분석하였을 때, 정서표현양가성의 단일 매개효과와 정서표현양가성을 경유한 정서억제의 이중매개효과가 유의하고, 정서억제에 의한 단일 매개효과는 유의하지 않았다. 이는 상호독립적 자기관 수준이 낮을수록, 정서표현양가성이 높아져서, 혹은 높아진 정서표현양가성이 정서억제 수준을 높여 감정표현불능수준에 영향을 줄 수 있음을 나타낸다. 본 연구의 결과는 현재 한국대학생들이 겪는 감정표현의 어려움이 전통적인 집단주의 문화의 상호협조적 자기관에서 기인한다기 보다, 상호독립적 자기관의 결핍에서 유발되며, 높은 정서표현갈등과 과도한 정서억제로 이어져 감정표현불능 수준을 높일 수 있음을 시사한다.

UV 공정을 이용한 N-Nitrosodimethylamine (NDMA) 광분해 및 부산물 생성에 관한 연구: 박스-벤켄법 실험계획법을 이용한 통계학적 분해특성평가 및 반응모델 수립 (A study on the Degradation and By-products Formation of NDMA by the Photolysis with UV: Setup of Reaction Models and Assessment of Decomposition Characteristics by the Statistical Design of Experiment (DOE) based on the Box-Behnken Technique)

  • 장순웅;이시진;조일형
    • 대한환경공학회지
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    • 제32권1호
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    • pp.33-46
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    • 2010
  • 본 연구는 광분해 산화공정으로 난분해성 물질인 N-Nitrosodimethylamine (NDMA)인 제거 및 부산물 생성 특성을 파악하기 위한 3개의 독립변수 (자외선 강도($X_1:\;1.5{\sim}4.5\;mW/cm^2$, 초기 NDMA 농도($X_2:\;100{\sim}300\;uM$), pH(X3:3~9))와 4개의 종속변수(NDMA 제거율($Y_1$), dimethylamine (DMA) 생성농도($Y_2$), dimethylformamide (DMF) 생성농도($Y_3$) 및 $NO_2$-N 생성농도($Y_4$))로 구성된 박스-벤켄 설계를 이용한 실험계획을 적용시켜 예측 모델과 광분해 산화 최적조건을 수립하였다. 실험결과 2시간 광분해 후 NDMA는 거의 완전히 제거되었으며 DMA, DMF와 $NO_2$-N은 NDMA 광분해와 동시에 부산물로 생성되었다. 광분해 최적의 조건을 얻기 위해 정준분석을 수행하여 최적 점 (반응값, 독립변수 조건)과 예측반응모델을 수립한 결과, 다음과 같은 결과를 얻었다 ($Y_1=117+21X_1-0.3X_2-17.2X_3+{2.43X_1}^2+{0.001X_2}^2+{3.2X_3}^2-0.08X_1X_2-1.6X_1X_3-0.05X_2X_3$ ($R^2$ = 96%, Adjusted $R^2$ = 88%)와 99.3% ($X_1:\;4.5\;mW/cm^2$, $X_2:\;190\;uM$, $X_3:\;3.2$), $Y_2=-101+18.5X_1+0.4X_2+21X_3-{3.3X_1}^2-{0.01X_2}^2-{1.5X_3}^2-0.01X_1X_2-0.07X_1X_3-0.01X_2X_3$ ($R^2$= 99.4%, 수정 $R^2$ = 95.7%)와 35.2 uM ($X_1:\;3\;mW/cm^2$, $X_2:\;220\;uM$, $X_3:\;6.3$), $Y_3=-6.2+0.2X_1+0.02X_2+2X_3-{0.26X_1}^2-{0.01X_2}^2-{0.2X_3}^2-0.004X_1X_2+0.1X_1X_3-0.02X_2X_3$ ($R^2$= 98%, 수정 $R^2$ = 94.4%)와 3.7 uM ($X_1:\;4.5\;mW/cm^2$, $X_2:\;290\;uM$, $X_3:\;6.2$), $Y_4=-25+12.2X_1+0.15X_2+7.8X_3+{1.1X_1}^2+{0.001X_2}^2-{0.34X_3}^2+0.01X_1X_2+0.08X_1X_3-3.4X_2X_3$ ($R^2$= 98.5%, 수정 $R^2$ = 95.7%)와 74.5 uM ($X_1:\;4.5\;mW/cm^2$, $X_2:\;220\;uM$, $X_3:\;3.1$). 반응표면분석법 중 하나인 박스-벤켄법은 UV 광분해에 의한 NDMA 분해 및 부산물 생성에 대한 통계학적 및 수학적인 결과 및 최적의 운전조건을 제시하였다. 예측모델의 검정을 통하여 박스-벤켄법은 매우 높은 신뢰성을 보였다.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.