Kim, Hak Jun;Hur, Chang Ryong;Kim, Jae Kyun;Jang, Kyu Seon
The Journal of Korean Orthopaedic Ultrasound Society
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v.5
no.2
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pp.61-65
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2012
Purpose: The aim of this study was to evaluate the effectiveness of ultrasound-guide steroid injection according to Morton's neuroma size. Materials and Methods: From October 2008 to September 2011, 17 patients (23 cases) diagnosed with Morton's neuroma were investigated. All cases were female and mean age was 52.6 years old. Neuroma were measured by the horizontal and longitudinal length of the mass and underwent ultrasound-guided steroid (5 mg dexamethasone) injection. The efficacy of the injection was determined by Visual Analogue Scale pain score and patient satisfaction(subdivided 4 group-much improved, improved, not improved, aggrevation) Results: 7 of 23(30.4%) cases showed much improved and improved satisfaction and mean longitudinal and horizontal length were $0.71{\pm}0.39cm$ and $0.47{\pm}0.24cm$, respectively. 16 of 23(69.6%) cases showed not improved and aggrevation satisfaction and mean longitudinal and horizontal length were $0.83{\pm}0.42cm$ and $0.54{\pm}0.14cm$, repectively. There was a significant difference in VAS and patient satisfaction in case longitudinal and horizontal length were smaller than 0.5 cm and 0.4 cm. (p<0.05) Conclusion: The ultrasonography is a important modality in diagnosis and treatment of morton's neuroma. Ultrasound-guide steroid injection is effective in case longitudinal and horizontal length were smaller than 0.5 cm and 0.4 cm, respectively.
As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.
Objectives: This clinical study evaluated the effect of light activation on the whitening efficacy and safety of in-office bleaching system containing 15% hydrogen peroxide gel. Materials and Methods: Thirty-three volunteers were randomly treated with (n = 17, experimental group) or without light activation (n = 16, control group), using Zoom2 white gel (15% $H_2O_2$, Discus Dental) for a total treatment time of 45 min. Visual and instrumental color measurements were obtained using Vitapan Classical shade guide and Shadepilot (DeguDent) at screening test, after bleaching, and 1 month and 3 month after bleaching. Data were analyzed using t-test, repeated measure ANOVA, and chi-squared test. Results: Zoom2 white gel produced significant shade changes in both experimental and control group when pre-treatment shade was compared with that after bleaching. However, shade difference between two groups was not statistically significant (p > 0.05). Tooth shade relapse was not detected at 3 months after bleaching. The incidence of transient tooth sensitivity was 39.4%, with being no differences between two groups. Conclusions: The application of light activation with Zoom2 white gel system neither achieved additional whitening effects nor showed more detrimental influences.
VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.
The need for customized products has also been increasing as more active consumers consume according to their values in recent years. Accordingly, fashion customizing web is becoming popular, but because custom freedom is low, we want to increase custom freedom by applying knitwear. To this end, a theoretical review was conducted through prior research and literature research on customization, knit design, and GUI, and based on this, a case analysis was conducted focusing on knit-making programs and fashion customizing web. Knit designs have more considerations than other fashion design process, resulting in more UIs, so users should use visual elements that are easily recognizable. Therefore, a draft assessment item was derived based on the preceding survey and three Delphi surveys were conducted on experts based on the draft. Each item was modified and deleted during the Delphi research process to produce the Custom Knitware Web GUI Design Guide. Through this study, we were able to identify the need for intuitive understanding and application of knit custom functions in GUI design of custom knitwear web. Through this research, it is expected that this data will be used to improve the usability of custom knitwear websites and to refer to knit design fields that utilize knit machines.
Kim, Min-Son;Shin, Hyeon-Ok;Kim, Min-Seok;Han, Jin-Seok
Journal of the Korean Society of Fisheries and Ocean Technology
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v.45
no.1
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pp.46-55
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2009
To compare and evaluate the suitability and comfort levels of the environment on board a stern trawl training ship, KAYA(GT: 1737 tons, Pukyong National University), with the international standardization guide ISO 6954:2000(E), measurements of the hull vibration on accommodation areas and working areas of the training ship from July 8 to July 10, 2008 were completed upon KAYA's linear sea route. The vibrations along the z-axis were measured with the use of a 3-axis vibration level meter, which included a marine vibration card. Results show accelerations of the vibrations on the passenger's accommodation area to be 42.0-115.8(average: 78.0, standard deviation(SD): 21.0) mm/$s^2$, which is largely below the permissible upper limit, but 75 % of the observation points exceeded the permissible lower limit of 71.5 mm/$s^2$, indicating a comfortable environment. The accelerations of the vibration in a frequency of 10-24Hz lowering the visual performance were measured at 2.5-12.0(average: 7.6, SD: 3.1) mm/$s^2$. The crew s accommodation area experienced vibration accelerations of 42.9-82.3(average: 93.1, SD: 53.1) mm/$s^2$, which is generally below the permissible upper limit of 214.0 mm/$s^2$, and 62.5% of the observation points did not exceed the permissible lower limit of 107.0 mm/$s^2$, denoting a level of comfort. The acceleration of the vibration in a frequency of 10-24Hz were 4.7-28.3(average: 12.4, SD: 8.8) mm/$s^2$. On the crew s working area the accelerations were measured at 86.9-153.9(average 119.3, SD 18.0) mm/$s^2$. These values were generally below the permissible upper limit of 286.0 mm/$s^2$ and only 12.5% of the observation points did not exceed the permissible lower limit of 143.0 mm/$s^2$, the level at which a high level of comfort is maintained. The accelerations in frequency of 10-24Hz and 30Hz were 9.1-29.8 (average 13.8, SD= 4.5) mm/$s^2$ and 8.9-13.7 (average 11.8, SD 2.1) mm/$s^2$, respectively. In conclusion the boarding environment of the training ship was good in general although an improvement of the vibration condition partially needed on the crew s accommodation area near the engine room.
Objective : Radiofrequency (RF) medial branch neurotomy is an effective management of lumbar facet syndrome. However, pain may recur after period of time. When pain recurs, it can be repeated, but the successful outcome and duration of relief from repeated procedures are not clearly known. The objective of this study was to determine the success rate and duration of pain relief from repeated radiofrequency medial branch neurotomy for lumbar facet syndrome. Methods : A retrospective review of medical records was done on 60 consecutive patients, from March of 2006 to February of 2009, who had an initial successful RF neurotomy but subsequently underwent repeated procedures due to recurrence of pain. All procedures were done in carefully selected patients after at least two responsive medial branch nerve blocks. C-arm fluoroscopic guide, impedance, sensory and motor threshold monitoring tools were used for the precise placement of electrodes. Responses of repeated procedures were compared with initial radiofrequency neurotomy for success rates and duration of pain relief. Results : There were 48 females and 12 males. Mean age was 52.4 years (range, 26-83). RF medial branch neurotomy was done on one side in 38 and both sides in 22 patients, each covering at least three segments. Average visual analog scale at last procedure was 6.8. Twelve patients had previous lumbar operations, including 4 patients with instrumentations. Fifty-five patients had two procedures and five patients had three procedures. Mean duration of successful pain relief (> 50% of previous pain for at least 3 months period) after initial radiofrequency neurotomy was 10.9 months (range, 3-28) in 51 (85%) patients. From repeated procedures, successful pain relief was seen in 50 (91%) patients with average duration of 10.2 months (range, 3-24). Five patients had third procedure, which was successful in 4 (80%) patients with mean duration of 9.8 months (range, 5-16). This was not statistically different from initial results. There were no permanent neurological complications from the procedures. Conclusion : Results of this study indicate that the frequency of success and durations of relief from repeated RF medial branch neurotomy for lumbar facet syndrome are similar to initial results that provided relatively prolonged period of pain relief without major side effects Each procedure seems to provide successful pain relief for about 10 months in more than 85% of carefully selected patients when properly done.
While we interact with other people or objects, the brain continuously updates our own body schema to recognize the agent of observed actions. The Extrastriate Body Area (EBA) provides an initial interface for the sense of agency by integrating visual inputs of body parts with internal signals related to self-generated body movements. Less is known, however, about how the functional use of tools contributes to such processes. Here, we investigated whether tool-specific affordance would differentially affect the neural responses in the EBA depending on the agency of imaginary actions. In each trial we presented a picture of an object in a rectangular frame. Objects were either the tools typically brought towards the body (body tools; e.g., telescope, earphones) or away from the body (world tools; e.g., pen, dice; Rueschemeyer, Pfeiffer, & Bekkering, 2010). Depending on the color of the frame, participants imagined either themselves or the other person using the tool (self vs. other conditions). These four types of trials were randomly intermixed with blank trials. As results, independently localized right EBA regions of interest showed greater activation when participants imagined themselves using body tools than using world tools whereas no such differential activations were found when they imagined the other person using the tools. The postscan test revealed no significant difference in vividness of imagery between the self and other conditions. Our results suggest that the EBA incorporates functional affordance of tools into the body schema in order to enhance the sense of agency and to guide our own actions.
An amphibious inspection robot system (hereafter AIROS) is being developed to visually inspect the in-containment refueling storage water tank (hereafter IRWST) strainer in APR1400 instead of a human diver. Four IRWST strainers are located in the IRWST, which is filled with boric acid water. Each strainer has 108 sub-assembly strainer fin modules that should be inspected with the VT-3 method according to Reg. guide 1.82 and the operation manual. AIROS has 6 thrusters for submarine voyage and 4 legs for walking on the top of the strainer. An inverse kinematic algorithm was implemented in the robot controller for exact walking on the top of the IRWST strainer. The IRWST strainer has several top cross braces that are extruded on the top of the strainer, which can be obstacles of walking on the strainer, to maintain the frame of the strainer. Therefore, a robot leg should arrive at the position beside the top cross brace. For this reason, we used an image processing technique to find the top cross brace in the sole camera image. The sole camera image is processed to find the existence of the top cross brace using the cross edge detection algorithm in real time. A 5-DOF robot arm that has multiple camera modules for simultaneous inspection of both sides can penetrate narrow gaps. For intuitive presentation of inspection results and for management of inspection data, inspection images are stored in the control PC with camera angles and positions to synthesize and merge the images. The synthesized images are then mapped in a 3D CAD model of the IRWST strainer with the location information. An IRWST strainer mock-up was fabricated to teach the robot arm scanning and gaiting. It is important to arrive at the designated position for inserting the robot arm into all of the gaps. Exact position control without anchor under the water is not easy. Therefore, we designed the multi leg robot for the role of anchoring and positioning. Quadruped robot design of installing sole cameras was a new approach for the exact and stable position control on the IRWST strainer, unlike a traditional robot for underwater facility inspection. The developed robot will be practically used to enhance the efficiency and reliability of the inspection of nuclear power plant components.
KSCE Journal of Civil and Environmental Engineering Research
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v.32
no.5D
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pp.445-451
/
2012
Visual changes and speed changes in curved sections of highways are more dangerous than straight sections According to the enquetes conducted by Coalition for Transportation Culture in 1999, about 78% of drivers are dissatisfied with traffic guide and safety signs, with lack of visibility being the largest reason with about 27.9% of respondents indicating it as reason for dissatisfaction. In particular, the lack of visibility during nighttime or bad weather not only threatens driver safety due to poor delivery of information, but also affects the service level of highways. Because of this a new delineation must be installed and managed to enhance driver visibility. In this research, an optimal delineation system to enhance traffic safety is presented. In this research drivers effectively obtained information on highway alignment on the curved sections using a retro-reflection type delineation system and a newly-developed internal lighting delineation system to improve safety on the highways. A statistical comparison was conducted and analysis was done for the delineation systems that enhanced visibility through primary and secondary enquaetes. As a result, inside-lighting delineator will be selected in terms of safety at the curve sections. The inside-lighting delineator was more effective than the retro-reflection delineator on visibility, the necessity of reduction of speed and will reduce the hazard at curve sections. It is anticipated that when a delineation system based on this research is installed, a reduction in the number the number and severity of traffic accidents on curved sections will be reduced. In addition this system will more effectively provide drivers with information about highway alignment.
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