• Title/Summary/Keyword: control charts

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Sedation for Dental Treatment of Patients with Disabilities (장애인 환자의 치과치료를 위한 진정법)

  • Bing, Jung-Ho;Jeon, Jae-Yoon;Jung, Se-Hwa;Hwang, Kyung-Gyun;Park, Chang-Joo;Seo, Kwang-Suk;Kim, Hyun-Jeong;Yum, Kwang-Won;Shim, Kwang-Sup
    • Journal of The Korean Dental Society of Anesthesiology
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    • v.7 no.2
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    • pp.114-119
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    • 2007
  • Background: Dental disabilities mean the poor cooperation for dental treatment because of patient's inherent disability, severe fear and anxiety, and communication problem. Sedation and general anesthesia are usually used for behavioral control in dentally disabled patients. In particular, sedation (conscious and deep) can help them to tolerate the proper dental treatment effectively and safely. Methods: From March 2002 to September 2007, total 35 sedation were carried out in 33 patients (male : female = 20 : 13) with dental disabilities at Seoul National University Dental Hospital and Hanyang University Medical Center. Patients' dental charts and sedation records were retrospectively reviewed. Results: Tooth extraction (19 cases) was the most common dental treatment performed under intravenous sedation (30 cases). Occasionally, inhalation sedation using Sevoflurane 1-2% was adapted (5 cases). Deep sedation (28 cases) was carried out using midazolam 2-3 mg bolus injection and propofol infusion via TCI (4.2 ${\pm}$ 0.9 mg/kg/h), and conscious sedation (7 cases) was carried out using midazolam bolus onlywithout severe complications. The duration of dental treatment was 25.5 ${\pm}$ 12.3 min and that of sedation was 43.2 ${\pm}$ 9.7 min. Conclusion: Sedation for dentally disabledpatients should be selected for effective behavioral control in conjunction with general anesthesia, considering the duration and pain-evoking potentials of dental treatment, the type and severity of patients' disabilities, and the experience of dental anesthesiologists altogether.

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A Clinical Assessment of Epidural Block for Acute Postoperative Pain Control in 2,381 Cases (급성 술후 통증 조절을 위한 경막외차단 2,381예의 임상적 평가)

  • Chang, Moon-Suck;Chae, Byung-Kook;Lee, Hye-Won;Lim, Hae-Ja;Chang, Seong-Ho
    • The Korean Journal of Pain
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    • v.8 no.2
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    • pp.235-243
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    • 1995
  • A retrospective study was performed to evaluate the effects, and side effects, of epidural analgesia for postoperative pain relief of 2,381 surgical patients who received general-epidural, or epidural anesthesia only. Anesthesia records, patients charts, and pain control records were reviewed and classified according to: age, sex, body weight, department, operation site, epidural puncture site, degree of pain relief by injection mode & epidural injectate, and side effects(including nausea, vomiting, pruritus, urinary retention and respiratory depression). The results were as follows: 1) From the total of 2,381 patients, there were 1,563(66%) female patients; 1.032(43%) patients were from Obstetrics and Gynecology. 2) Lower abdomen, thorax, lower extremity and upper abdomen in the operation site; and lumbar, upper, lower thoracic in puncture site were order of decreasing frequency. Length of epidural injection for pain relief averaged $1.72{\pm}1.02$ days. 3) Ninety three percent of the patients experienced mild or no pain in the postoperative course. Analgesic quality was not affected by the kind of epidural injectate. 4) Nausea occurred in 3.2% of all patients, vomiting in 1.1%, pruritus 0.9%, urinary retention 0.6%, respiratory depression 0.08%. 5) Frequency of nausea was higher with female patients compared to male patients(p<0.05). 6) Pruritus frequency was higher with male patients than female patients(p<0.05); and more frequent with patients who received epidural injection with morphine than patients who received epidural injection without morphine(p<0.01). 7) Urinary retention was higher in female patients, and more frequent with patients who had received epidural injection with morphine than epidural injection without morphine(p<0.05). 8) There were two cases of respiratory depression. The course of treatment consisted of: cessation of epidural infusion, then administration of oxygen and intravenous naloxone. We conclude that postoperative epidural analgesia with a combination of local anesthetics and opiate is and effective method for postoperative pain relief with low incidence of side effects. However, patients should be carefully evaluated as rare but severe complications of respiratory depression may ensue.

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GIS Mapping of Coastal Pollution Induced by Hebei Spirit Oil Spill (허베이 스피리트호 유류유출 사고에 따른 해안오염 GIS 지도 제작 연구)

  • Park, Jae-Moon;Choi, Hyun-Woo;Yoon, Hong-Joo
    • Journal of the Korean Association of Geographic Information Studies
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    • v.12 no.3
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    • pp.164-178
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    • 2009
  • This study was aimed to make GIS oiling thematic maps and analyze temporal oiling variation patterns for two months after 'Hebei Spirit' oil spill accident in December 7, 2007 using GIS and oiling status surveyed data. As a basic work for making of oiling thematic maps, geometric corrections were performed with IKONOS images using ground control points data. These corrected images were used to make detailed coastline from digital charts, and then spatial unit of coastline were defined using classified coastline types. And to know the representative parameters which reflect oiling situation, relationship between oiling status parameters extracted from four times oiling assessment reports and total petroleum hydrocarbons (TPHs) data (December 2007 and January 2008) monitored by Korea Ocean Research and Development Institute (KORDI). Using these representative oiling status parameters pollution value were calculated, and they were keyed into spatial unit of coastline as attributive value. GIS oiling status thematic maps made with coastline containing pollution value showed the initial two month's situations somewhat well. Also, to analyze temporal variation pattern of coastline types, about 13.4km length coastline around Malripo beach was defined as detailed study area where is the common spatial zone surveyed oiling status by each organizations. Based on this study results, it could be possible to provide oiling status maps quickly and to support decision making for oiling control action and scientific pollution monitoring.

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Study(I) on Development of Charts and Formulae Predicting Allowable Axial Bearing Capacity for Prebored PHC Pile Socketed into Weathered Rock through Sandy Soil Layer - An Analysis of Sharing Ratio of Skin Friction to Total Bearing Capacity (SRF) by Analyzing Pile Load Test Data - (사질토층을 지나 풍화암에 소켓된 매입 PHC말뚝에서 지반의 허용압축지지력 산정도표 및 산정공식 개발에 관한 연구(I) - 재하시험 자료 분석을 통한 전체지지력에 대한 주면마찰력의 분담율(SRF) 분석 -)

  • Choi, Yongkyu;Lee, Wonje;Lee, Chang Uk;Kwon, Oh-Kyun
    • Journal of the Korean Geotechnical Society
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    • v.35 no.8
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    • pp.17-30
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    • 2019
  • Based on pile load test results for various pile types that were constructed in-situ and pile design data of prebored PHC piles, the ratio of skin friction to total capacity (SRF) was analyzed. A SRF distribution range from the pile load test results for pilot test prebored PHC piles was 42~99% regardless of relative penetration lengths, soil types, and pile load test types. However, a SRF distribution range from the pile design data for prebored PHC piles was 20~53% regardless of relative penetration lengths and pile diameters. Also, a SRF distribution range from the restrike dynamic pile load test results for pretest working prebored PHC piles was a scattered range of 4~83% regardless of pile diameters, relative penetration lengths and soil types. The scattered SRF of pretest working piles was caused to the quality control issue on the filling of cement milk around piles and this quality control issue should be improved. The average SRF calculated by the current design method was estimated to be 2.2 times lower than the average SRF of the pilot test piles. It is because skin friction resistance is calculated at a very low level. Therefore, a new design method for skin friction will be proposed based on this study.

A Study on the Improvement Measures for the Safe Maneuvering of Passenger Ships in Port Area through Analysis of Marine Accidents (여객선 해양사고 분석을 통한 안전한 항내조선 개선방안에 관한연구)

  • Chong, Dae-Yul
    • Journal of Navigation and Port Research
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    • v.46 no.1
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    • pp.18-25
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    • 2022
  • MOF strengthen the law and institutions for safety management after the capsize accident of passenger ship "Sewol" on April 16, 2014. Nevertheless, about 13 cases of marine accidents such as collisions, contact, and stranding have occurred in coastal passenger ships over the past 5 years. Particularly, according to the judgment of KMST, most of the main causes of passenger ship accidents occurred within harbor areas because of the master's improper ship-handling or inattention. And so, this study analyzed four cases of marine accidents on passenger ships that occurred in the port areas and examined the environmental, institutional, material, and human factors that contributed to the master's improper ship-handling and behavior, and the results are as follows. First, as an environmental factor, the size of the turning basin was not enough. Second, as an institutional factor, the VTS control was not properly supported, the master lacked sufficient training for safe ship-handling in the port area and up-to-date charts were not provided. Third, as a material factor, the digital type speed log capable of the ship's speed in real-time was not installed on the ship's wing bridge. Lastly, as a human factor, the master could not take proper bridge resources and the passage plan was not proper. Therefore, it is suggested in this paper that the size of the turning basin should be adjusted to meet the prescribed standards, the master of passenger ships should receive the ship-handling simulation training among other safety training to ensure safe ship-handling of the master in the port area as improvement measures.

Prevalence and trends in obesity among Korean children and adolescents in 1997 and 2005 (한국 소아청소년의 비만 유병률 추이: 1997년과 2005년 비교)

  • Oh, Kyungwon;Jang, Myoung Jin;Lee, Na Yeoun;Moon, Jin Soo;Lee, Chong Guk;Yoo, Myung Hwan;Kim, Young Taek
    • Clinical and Experimental Pediatrics
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    • v.51 no.9
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    • pp.950-955
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    • 2008
  • Purpose : The objective of this study was to provide current estimates of the prevalence and examine trends of overweight and obesity in children and adolescents. Methods : Height and weight measurements from 183,159 (112,974 in 1997, 70,185 in 2005) children and adolescents aged 2 to 18 years were obtained via the 1997 and 2005 National Growth Survey. Obesity among children and adolescents was defined as being at or above the 95th percentile of the gender-specific body mass index (BMI) for age in the 2007 Korean National Growth Charts or a BMI of 25 or higher; overweight was defined as being at or above the 85th percentile to less than the 95th percentile BMI. Results : In 2005, 9.7% (11.3% for boys, 8.0% for girls) of South Korean children and adolescents were obese; 19.0% (19.7% for boys, 18.2% for girls) were overweight or obese. The overall prevalence of obesity increased from 5.8% in 1997 to 9.7% in 2005 (from 6.1% in 1997 to 11.3% in 2005 for boys and from 5.5% in 1997 to 8.0% in 2005 for girls); the increasing trend was most evident in boys, especially those aged 13-18 years. Conclusion : The prevalence of obesity among children and adolescents increased significantly during the eight-year period from 1997 to 2005. This study suggests that we need to make a priority of developing strategies to control obesity in children and adolescents; the potential health effects of increases in obesity are of considerable public health importance.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Characteristics of Temperature, Humidity and PPF Distribution by Covering Method and Environmental Control in Double Covering Greenhouse (이중피복 온실의 피복방법과 환경조절에 따른 온습도 및 광합성유효광량자속 분포 특성)

  • Lee, Hyun-Woo;Sim, Sang-Youn;Kim, Young-Shik
    • Journal of Bio-Environment Control
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    • v.21 no.1
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    • pp.1-11
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    • 2012
  • The objective of the present study is to provide data needed to find double covering method to be able to improve environment of temperature, humidity and PPF in tomato greenhouse. The distribution charts of temperature, humidity and PPF which were measured in environment control conditions such as thermal insulation, air heating, roof ventilation and air fog cooling in conventional and air inflated double layers greenhouses were drawn and analysed. The thermal insulation effect of the air inflated greenhouse was the same as that of conventional greenhouse because the temperature between insulation curtain and roof covering material was equal in heating season. The ventilation effect of the air inflated greenhouse was superior to the conventional greenhouse. The temperature distribution in the fog cooled greenhouse was uniform and the cooling effect was about $3.5^{\circ}C$. The condensation on the roof covering surface could be controlled by removing the moisture between insulation curtain and roof covering by using humidifier. The PPF of conventional greenhouse was more decreased than the air inflated greenhouse as time went by because the transmittance of conventional greenhouse declined by dust collected on the inside plastic film owing to rolling up and down operation for ventilation.

A Study about Long-Term Effects of Attention-Deficit Hyperactivity Disorder Medication on Height and Weight in the Korean School-Aged Boys with Attention-Deficit Hyperactivity Disorder Based on Observation of Natural Course (자연경과 관찰에 의한 주의력결핍 과잉행동장애 아동에서 장기간의 약물치료가 성장에 미치는 영향)

  • Yeom, Chan-Woo;Eun, Tae-Kyung;Park, Hoon-Sub;Lee, Kyu-Young;Kim, Eui-Joong;Joo, Eun-Jeong;Koo, Young-Jin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.25 no.2
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    • pp.89-94
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    • 2014
  • Objectives : This study was conducted naturalistically in order to observe the long-term effects of attention-deficit hyperactivity disorder (ADHD) medications on growth rates among Korean school-aged boys with ADHD. Methods : Participants in the study were boys with ADHD aged 6 to 11 years who have taken ADHD medication, methylphenidate (extended release) or atomoxetine. They attended scheduled visits monthly or bimonthly for clinical assessment with measurement of height and weight. In this study, 35 boys with ADHD (mean age at baseline=$7.90{\pm}1.77$ years ; mean age at endpoint= $12.54{\pm}1.91$ years) were included, with a mean follow-up period of 4.64 years (${\pm}1.62$ years), ranging from 2 to 9.7 years. Height, weight, and body mass index (BMI) measurements were converted to "age-corrected Z-scores" using data from Growth Charts provided by the Korean Center for Disease Control and Prevention from 2007. Results : Age-corrected endpoint growth parameters (height, weight, BMI Z-scores) did not differ significantly from the baseline values (height t=0.027 ; weight t=-0.61 ; BMI t=-1.86, in paired t-test). Especially high correlation was observed between the baseline and endpoint height Z-scores (r=0.876, p<.001), for which the coefficient of determination $r^2$ was 0.767, meaning that the amount of variability in endpoint height Z-scores explained by the baseline height Z-scores was 76.7%. Conclusion : Our results suggested that the long-term effects of ADHD medications on growth parameters to be tolerable in Korean school-aged boys with ADHD.

The Effects of Shoes with Curved Out-Sole on the Variations of Static Posture and EMG of Calf (유선형 신발이 정적 자세변화 및 하퇴근전도에 미치는 효과)

  • Shin, Hak-Soo;Eun, Seon-Deok;Yu, Yeon-Joo
    • Korean Journal of Applied Biomechanics
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    • v.18 no.1
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    • pp.245-253
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    • 2008
  • The purpose of this study was to analyze the effects of shoes with curved out-sole on the posture variation and its control strategy. At first, Target shoes(s) was made by evaluating the static postures of 7-female university students via 'New York State Posture Test' on shoes which made the relative angle between foot surface and ground surface of shoe change. At second, we evaluated muscle activity for 30-female university students(10 persons-3 groups) on shoes which were s(target), m shoes with curved out-sole and n shoes with flat out-sole. 1. The posture scores on New York State Posture Test were statistically different according to the relative angle changes, and the best angle for score was -7 degree but, the scores charts were like two humped camel at -2, -7degree. we made the shoe with -7 degree and curved out-sole. 2. s, m shoes with curved out-sole had graded muscle activities but, static posture on bare foot, there were the graded activity on gastrocnemius for s shoes and tibialis anterior for m shoes, but on shoes, only Gastrocnemius for s shoes.