• 제목/요약/키워드: off-level test

검색결과 238건 처리시간 0.036초

모자건강관리를 위한 위험요인별 감별평점분류기준 개발에 관한 연구 (A Study on the Risk Factors for Maternal and Child Health Care Program with Emphasis on Developing the Risk Score System)

  • 이광옥
    • 대한간호학회지
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    • 제13권1호
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    • pp.7-21
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    • 1983
  • For the flexible and rational distribution of limited existing health resources based on measurements of individual risk, the socalled Risk Approach is being proposed by the World Health Organization as a managerial tool in maternal and child health care program. This approach, in principle, puts us under the necessity of developing a technique by which we will be able to measure the degree of risk or to discriminate the future outcomes of pregnancy on the basis of prior information obtainable at prenatal care delivery settings. Numerous recent studies have focussed on the identification of relevant risk factors as the Prior infer mation and on defining the adverse outcomes of pregnancy to be dicriminated, and also have tried on how to develope scoring system of risk factors for the quantitative assessment of the factors as the determinant of pregnancy outcomes. Once the scoring system is established the technique of classifying the patients into with normal and with adverse outcomes will be easily de veloped. The scoring system should be developed to meet the following four basic requirements. 1) Easy to construct 2) Easy to use 3) To be theoretically sound 4) To be valid In searching for a feasible methodology which will meet these requirements, the author has attempted to apply the“Likelihood Method”, one of the well known principles in statistical analysis, to develop such scoring system according to the process as follows. Step 1. Classify the patients into four groups: Group $A_1$: With adverse outcomes on fetal (neonatal) side only. Group $A_2$: With adverse outcomes on maternal side only. Group $A_3$: With adverse outcome on both maternal and fetal (neonatal) sides. Group B: With normal outcomes. Step 2. Construct the marginal tabulation on the distribution of risk factors for each group. Step 3. For the calculation of risk score, take logarithmic transformation of relative proport-ions of the distribution and round them off to integers. Step 4. Test the validity of the score chart. h total of 2, 282 maternity records registered during the period of January 1, 1982-December 31, 1982 at Ewha Womans University Hospital were used for this study and the“Questionnaire for Maternity Record for Prenatal and Intrapartum High Risk Screening”developed by the Korean Institute for Population and Health was used to rearrange the information on the records into an easy analytic form. The findings of the study are summarized as follows. 1) The risk score chart constructed on the basis of“Likelihood Method”ispresented in Table 4 in the main text. 2) From the analysis of the risk score chart it was observed that a total of 24 risk factors could be identified as having significant predicting power for the discrimination of pregnancy outcomes into four groups as defined above. They are: (1) age (2) marital status (3) age at first pregnancy (4) medical insurance (5) number of pregnancies (6) history of Cesarean sections (7). number of living child (8) history of premature infants (9) history of over weighted new born (10) history of congenital anomalies (11) history of multiple pregnancies (12) history of abnormal presentation (13) history of obstetric abnormalities (14) past illness (15) hemoglobin level (16) blood pressure (17) heart status (18) general appearance (19) edema status (20) result of abdominal examination (21) cervix status (22) pelvis status (23) chief complaints (24) Reasons for examination 3) The validity of the score chart turned out to be as follows: a) Sensitivity: Group $A_1$: 0.75 Group $A_2$: 0.78 Group $A_3$: 0.92 All combined : 0.85 b) Specificity : 0.68 4) The diagnosabilities of the“score chart”for a set of hypothetical prevalence of adverse outcomes were calculated as follows (the sensitivity“for all combined”was used). Hypothetidal Prevalence : 5% 10% 20% 30% 40% 50% 60% Diagnosability : 12% 23% 40% 53% 64% 75% 80%.

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앞으로 달리기와 뒤로 달리기 시 하지 커플링각 분석 (Analysis of the Lower Extremity's Coupling Angles During Forward and Backward Running)

  • 류지선
    • 한국운동역학회지
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    • 제16권3호
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    • pp.149-163
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    • 2006
  • The purpose of this study was to compare the lower extremity's joint and segment coupling patterns between forward and backward running in subjects who were twelve healthy males. Three-dimensional kinematic data were collected with Qualisys system while subjects ran to forward and backward. The thigh internal/external rotation and tibia internal/external rotation, thigh flexion/extension and tibia flexion/extension, tibia internal/external rotation and foot inversion/eversion, knee internal/external rotation and ankle inversion/eversion, knee flexion/extension and ankle inversion/eversion, knee flexion/extension and ankle flexion/extension, and knee flexion/extension and tibia internal/external rotation coupling patterns were determined using a vector coding technique. The comparison for each coupling between forward and backward running were conducted using a dependent, two-tailed t-test at a significant level of .05 for the mean of each of five stride regions, midstance(1l-30%), toe-off(31-50%), swing acceleration(51-70%), swing deceleration(71-90), and heel-strike(91-10%), respectively. 1. The knee flexion/extension and ankle flexion/extension coupling pattern of both foreward and backward running over the stride was converged on a complete coordination. However, the ankle flexion/extension to knee flexion/extension was relatively greater at heel-strike in backward running compared with forward running. At the swing deceleration, backward running was dominantly led by the ankle flexion/extension, but forward running done by the knee flexion/extension. 2. The knee flexion/extension and ankle inversion/eversion coupling pattern for both running was also converged on a complete coordination. At the mid-stance. the ankle movement in the frontal plane was large during forward running, but the knee movement in the sagital plane was large during backward running and vice versa at the swing deceleration. 3. The knee flexion/extension and tibia internal/external rotation coupling while forward and backward run was also centered on the angle of 45 degrees, which indicate a complete coordination. However, tibia internal/external rotation dominated the knee flexion/extension at heel strike phase in forward running and vice versa in backward running. It was diametrically opposed to the swing deceleration for each running. 4. Both running was governed by the ankle movement in the frontal plane across the stride cycle within the knee internal/external rotation and tibia internal/external rotation. The knee internal/external rotation of backward running was greater than that of forward running at the swing deceleration. 5. The tibia internal/external rotation in coupling between the tibia internal/external rotation and foot inversion/eversion was relatively great compared with the foot inversion/eversion over a stride for both running. At heel strike, the tibia internal/external rotation of backward running was shown greater than that of forward(p<.05). 6. The thigh internal/external rotation took the lead for both running in the thigh internal/external rotation and tibia internal/external rotation coupling. In comparison of phase, the thigh internal/external rotation movement at the swing acceleration phase in backward running worked greater in comparison with forward running(p<.05). However, it was greater at the swing deceleration in forward running(p<.05). 7. With the exception of the swing deceleration phase in forward running, the tibia flexion/extension surpassed the thigh flexion/extension across the stride cycle in both running. Analysis of the specific stride phases revealed the forward running had greater tibia flexion/extension movement at the heel strike than backward running(p<.05). In addition, the thigh flexion/extension and tibia flexion/extension coupling displayed almost coordination at the heel strike phase in backward running. On the other hand the thigh flexion/extension of forward running at the swing deceleration phase was greater than the tibia flexion/extension, but it was opposite from backward running. In summary, coupling which were the knee flexion/extension and ankle flexion/extension, the knee flexion/extension and ankle inversion/eversion, the knee internal/external rotation and ankle inversion/eversion, the tibia internal/external rotation and foot inversion/eversion, the thigh internal/external rotation and tibia internal/external rotation, and the thigh flexion/extension and tibia flexion/extension patterns were most similar across the strike cycle in both running, but it showed that coupling patterns in the specific stride phases were different from average point of view between two running types.

저칼슘혈증 예측지표로서 부갑상선 호르몬 검사반응시간에 따른 유용성 (The Usefulness According to the Incubation Time of PTH as Prediction Index of Hypocalcemia)

  • 어두희;김지영;석재동
    • 핵의학기술
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    • 제14권1호
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    • pp.138-142
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    • 2010
  • PTH 측정은 체내 칼슘 및 이온화 칼슘의 수치와 함께 갑상선 절제술 후 저칼슘혈증을 예측하는 유용한 지표로서 임상에서는 신속한 결과 보고를 요구하고 있으나 검사반응시간이 길어 이에 상응하지 못하고 있다. 따라서 본 연구는 PTH 검사반응시간에 변화를 주어 신속한 결과 보고를 함으로서, 저칼슘혈증 예측 지표의 유용성을 평가하고자 한다. 2009년 7~8월까지 PTH를 검사한 환자들(n=131)을 대상으로 하였으며, 검사방법은 면역방사계수법으로 반응시간은 18${\pm}$2시간(Overnight), 0.5, 3, 6시간으로 구분하여 상관관계, 정밀도(10회 반복), 회수율을 측정하였다. 또한 조기 저칼슘 혈증 예측지표의 유용성을 평가하기 위해 민감도, 특이도, 양성예측도, 정확도를 비교 분석 하였다. 상관관계에서는 overnight을 기준으로 0.5시간은 $R^2$=0.987, 3시간은 $R^2$=0.993, 6시간은 $R^2$=0.996로 나타났다. 정밀도(%CV${\pm}$SD)에서 0.5시간은 $15.92{\pm}15.54$, 3시간은 $6.91{\pm}7.38$, 6시간은 $4.30{\pm}4.69$, Overnight은 $4.59{\pm}2.59$로 측정되었다. 회수율(%Mean${\pm}$SD)에서 0.5시간은 $96.8{\pm}5.44$, 3시간은 $102.6{\pm}4.35$, 6시간은 $100.7{\pm}2.56$, Overnight은 $102.2{\pm}5.98$로 측정되었다. 양성 예측치(cut-off point=15 pg/mL)를 기준으로 저칼슘혈증을 예측할 때, 0.5시간일 때 민감도 97.5% 특이도 96.0% 양성예측도 86.6% 정확도 84.7%였고, 3시간일 때 민감도 97.5% 특이도 100% 양성예측도 100% 정확도 97.5%였고, 6시간일때 민감도 97.5% 특이도 92.3% 양성예측도 92.8% 정확도 90.6%였다. Overnight법과 비교할 때 검사반응시간 3시간에서 98.3%로 가장 높은 일치율을 보였고, Kappa와 상관관계 또한 우수하였다. 이에 검사반응시간을 3시간으로 단축시켜 신속한 결과를 보고함으로써 환자의 저칼슘혈증을 조기에 예측하여 칼슘제 투여 등 적절한 조치를 취하여 환자의 증상발현을 막을 수 있는 유용한 지표로 활용될 것이다.

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모의 비방사성폐기물의 유리화시 발생 분진의 재순환처리장치 및 배관 내 침적분진에 의한 막힘 방지용 제진장치의 개발 (Development of Dust Recycling System and Dust Cleaner in Pipe during Vitrification of Simulated Non-Radioactive Waste)

  • 최종서;유영환;박승철;최석모;황태원;신상운
    • 한국방사성폐기물학회:학술대회논문집
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    • 한국방사성폐기물학회 2005년도 춘계 학술대회
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    • pp.110-120
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    • 2005
  • ${\cdot}$저준위 고체폐기물의 유리고화처리 적용연구를 위하여, 현대모비스는 원자력환경기술원 및 프랑스 SGN사와 공동으로 99년 10월에 유리화 실증설비를 건설한 바 있다. 실증설비를 활용하여 모의핵종(Co, Cs)을 포함한 비방사성 이온교환수지, 잡고체 등에 대한 70여 회 이상의 실증시험 수행을 통하여, 대상폐기물을 안전하고 효과적으로 처리할 수 있음을 확인하였다. 그러나 처리공정 중 고온세라믹필터계통(High Temperature Filter : HTF)에서 발생하는 분진의 처리가 문제점으로 도출되었다. 또한 저온용융로(Cold Crucible Melter : CCM)와 HTF를 연결하는 냉각파이프는 장기간 운전시 CCM으로부터 발생한 분진이 침적되어 배관막힘의 우려가 있다. 이와 관련, 기 개발한 유리화공정에 추가하여 HTF에서 발생한 분진을 재순환하는 장치와 냉각파이프 내 침적분진을 제거하는 장치를 개발하였다. 유리화공정 중 HTF에서 발생하는 분진의 처리는 유리화설비의 감용비, 처분비용 및 유리용탕의 조절 측면에서 특히 중요하다. 분진재순환장치(Dust Recycling System : DRS)의 개념은, HTF 하단부에서 발생분진을 수거, 물과 섞어 슬러리 형태로 제조, 이송하여 CCM 내로 다시 투입함으로써 분진을 처리할 수 있도록 하였다. DRS의 주 기능은 분진 내의 모의핵종 및 주요 유리성분을 다시 CCM으로 재순환 처리하는 것이며, 이에 따라 유리용탕의 성분을 일정하게 유지하고 또한 유리배출을 용이하게 하는 데 기여한다. 또한 시멘트 고화설비 등과 같은 별도의 분진처리설비를 고려할 필요가 없다. 제진장치는 주기적으로 운전 중 가동할 경우, 냉각파이프 내의 분진침적에 의한 막힘 방지와 함께 배관 내 침적된 분진을 CCM 내로 다시 처리하는 효과를 기대할 수 있다. 유리화실증시험을 통하여 DRS와 제진장치에 대한 전체적인 성능평가를 성공적으로 수행하였으며, 운전결과 및 경험은 향후 상용설비를 위한 기본자료로 활용할 것이다.

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영아분변 유래 Lacticaseibacillus rhamnosus L22-FR28(KACC 92513P) 균주와 미나리 발효물의 항염증 효능 평가 (Evaluation of anti-inflammatory efficacy of Lacticaseibacillus rhamnosus L22-FR28 (KACC 92513P) isolated from infant feces and its Oenanthe javanica ferments)

  • 곽서연;권희민;여수환;김소영
    • 한국식품저장유통학회지
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    • 제31권3호
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    • pp.474-485
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    • 2024
  • 본 연구는 6개월 미만의 4명의 영아 분변에서 생육이 용이한 우점균을 분리하였고, 이들 중 Lactobacillus속의 유용한 균주를 발굴, 이를 이용하여 발효시켜 제조한 미나리 배양물에 대한 기능적 특성을 살펴보았다. 8주의 분리균주들 중 항생제 내성, 용혈성 등의 안전성을 확인한 후, L. rhamnosus L28과 L. reuteri 11-2 등 2주를 항염증 효능 평가를 위해 선발하였다. 선발한 시험균주 단독과 이들로 미나리를 발효시켜 제조한 미나리발효물 등의 시료들을 각각 처리하여 병원성 세균 4종에 대한 생육 억제능을 살펴본 결과, L. rhamnosus L28 균주 단독처리만으로도 양성대조구인 L. rhamnosus LGG균에 비해 B. cereus와 Sta. aureus 등에 대한 높은 항균활성을 나타내었고, 이 균주를 이용하여 발효시킨 미나리배양물(Oj+L28) 역시도 동일한 병원균들에 대해 25.03±0.00-36.14±0.00 mm의 범위로 억제환을 나타내어 높은 유해균 생육 억제능을 보였다. 또한, LPS로 자극시켜 대식세포 RAW cell에서 분비된 NF-kB/AP-1 전사인자, 활성산소(NO) 및 염증성 매개물질(TNF-α와 IL-6)의 활성 또는 생성량 억제 정도를 살펴본 결과, 양성대조구(LGG) 대비 시험균주 L. rhamnosus L28 단독 처리와 이 균으로 제조한 미나리 발효물(Oj+L28) 처리구는 항염증 효능을 나타내는 모든 지표에서 통계적 유의수준(p<0.05)으로 높은 억제 활성을 나타내었다. 특히, 사이토카인 IL-6 항목에서 L. rhamnosus L28 단독 처리의 억제율이 처리량별로 83, 96 및 99%로 L. reuteri 11-2균주보다 높은 억제 효과를 보였으며, Oj+L28 발효물 역시도 59-72%로 Oj 원액 및 Oj+LGG 배양물보다 낮은 생성량을 보였다. 또한 염증성 매개물질인 TNF-α와 IL-6의 생성량 역시도 L. rhamnosus L28 단독 처리 시 통계적 유의수준(p<0.05)으로 가장 낮은 값을 보여, LPS와 같은 항원 제시에 의해 자극된 면역세포의 기능조절에 도움을 줄 것으로 사료된다. 따라서, 본 연구에서 처음으로 발굴한 L. rhamnosus L28 균주와 이 균주로 발효시켜 제조한 미나리발효물의 높은 항염증 효과를 확인하여, 향후 동물시험 수준의 효능검증 및 기전 구명 등 심화연구를 통해 건강기능성 소재로서의 활용성을 높이고자 한다.

쇼핑 가치 추구 성향에 따른 쇼핑 목표와 공유 의도 차이에 관한 연구 - 전자제품 구매고객을 중심으로 (Shopping Value, Shopping Goal and WOM - Focused on Electronic-goods Buyers)

  • 박경원;박주영
    • 마케팅과학연구
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    • 제19권2호
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    • pp.68-79
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    • 2009
  • The interplay between hedonic and utilitarian attributes has assumed special significance in recent years; it has been proposed that consumption offerings should be viewed as experiences that stimulate both cognitions and feelings rather than as mere products or services. This research builds on previous work on hedonic versus utilitarian benefits, regulatory focus theory, customer satisfaction to address two question: (1) Is the shopping goal at the point of purchase different from the shopping value? and (2) Is the customer loyalty after the use different from the shopping value and shopping goal? We surveyed 345 peoples those who have bought the electronic-goods within 6 months. This research dealt with the shopping value which is consisted of 2 types, hedonic and utilitarian. Those who pursue the hedonic shopping value may prefer the pleasure of purchasing experience to the product itself. They tend to prefer atmosphere, arousal of the shopping experience. Consistent with previous research, we use the term "hedonic" to refer to their aesthetic, experiential and enjoyment-related value. On the contrary, Those who pursue the utilitarian shopping value may prefer the reasonable buying. It may be more functional. Consistent with previous research, we use the term "utilitarian" to refer to the functional, instrumental, and practical value of consumption offerings. Holbrook(1999) notes that consumer value is an experience that results from the consumption of such benefits. In the context of cell phones for example, the phone's battery life and sound volume are utilitarian benefits, whereas aesthetic appeal from its shape and color are hedonic benefits. Likewise, in the case of a car, fuel economics and safety are utilitarian benefits whereas the sunroof and the luxurious interior are hedonic benefits. The shopping goals are consisted of the promotion focus goal and the prevention focus goal, based on the self-regulatory focus theory. The promotion focus is characterized into focusing ideal self because they are oriented to wishes and vision. The promotion focused individuals are tend to be more risk taking. They are more sensitive to hope and achievement. On the contrary, the prevention focused individuals are characterized into focusing the responsibilities because they are oriented to safety. The prevention focused individuals are tend to be more risk avoiding. We wanted to test the relation among the shopping value, shopping goal and customer loyalty. Customers show the positive or negative feelings comparing with the expectation level which customers have at the point of the purchase. If the result were bigger than the expectation, customers may feel positive feeling such as delight or satisfaction and they would want to share their feelings with other people. And they want to buy those products again in the future time. There is converging evidence that the types of goals consumers expect to be fulfilled by the utilitarian dimension of a product are different from those they seek from the hedonic dimension (Chernev 2004). Specifically, whereas consumers expect the fulfillment of product prevention goals on the utilitarian dimension, they expect the fulfillment of promotion goals on the hedonic dimension (Chernev 2004; Chitturi, Raghunathan, and Majahan 2007; Higgins 1997, 2001) According to the regulatory focus theory, prevention goals are those that ought to be met. Fulfillment of prevention goals in the context of product consumption eliminates or significantly reduces the probability of a painful experience, thus making consumers experience emotions that result from fulfillment of prevention goals such as confidence and securities. On the contrary, fulfillment of promotion goals are those that a person aspires to meet, such as "looking cool" or "being sophisticated." Fulfillment of promotion goals in the context of product consumption significantly increases the probability of a pleasurable experience, thus enabling consumers to experience emotions that result from the fulfillment of promotion goals. The proposed conceptual framework captures that the relationships among hedonic versus utilitarian shopping values and promotion versus prevention shopping goals respectively. An analysis of the consequence of the fulfillment and frustration of utilitarian and hedonic value is theoretically worthwhile. It is also substantively relevant because it helps predict post-consumption behavior such as the promotion versus prevention shopping goals orientation. Because our primary goal is to understand how the post consumption feelings influence the variable customer loyalty: word of mouth (Jacoby and Chestnut 1978). This research result is that the utilitarian shopping value gives the positive influence to both of the promotion and prevention goal. However the influence to the prevention goal is stronger. On the contrary, hedonic shopping value gives influence to the promotion focus goal only. Additionally, both of the promotion and prevention goal show the positive relation with customer loyalty. However, the positive relation with promotion goal and customer loyalty is much stronger. The promotion focus goal gives the influence to the customer loyalty. On the contrary, the prevention focus goal relates at the low level of relation with customer loyalty than that of the promotion goal. It could be explained that it is apt to get framed the compliment of people into 'gain-non gain' situation. As the result, for those who have the promotion focus are motivated to deliver their own feeling to other people eagerly. Conversely the prevention focused individual are more sensitive to the 'loss-non loss' situation. The research result is consistent with pre-existent researches. There is a conceptual parallel between necessities-needs-utilitarian benefits and luxuries-wants-hedonic benefits (Chernev 2004; Chitturi, Raghunathan and Majaha 2007; Higginns 1997; Kivetz and Simonson 2002b). In addition, Maslow's hierarchy of needs and the precedence principle contends luxuries-wants-hedonic benefits higher than necessities-needs-utilitarian benefits. Chitturi, Raghunathan and Majaha (2007) show that consumers are focused more on the utilitarian benefits than on the hedonic benefits of a product until their minimum expectation of fulfilling prevention goals are met. Furthermore, a utilitarian benefit is a promise of a certain level of functionality by the manufacturer or the retailer. When the promise is not fulfilled, customers blame the retailer and/or the manufacturer. When negative feelings are attributable to an entity, customers feel angry. However in the case of hedonic benefit, the customer, not the manufacturer, determines at the time of purchase whether the product is stylish and attractive. Under such circumstances, customers are more likely to blame themselves than the manufacturer if their friends do not find the product stylish and attractive. Therefore, not meeting minimum utilitarian expectations of functionality generates a much more intense negative feelings, such as anger than a less intense feeling such as disappointment or dissatisfactions. The additional multi group analysis of this research shows the same result. Those who are unsatisfactory customers who have the prevention focused goal shows higher relation with WOM, comparing with satisfactory customers. The research findings in this article could have significant implication for the personal selling fields to increase the effectiveness and the efficiency of the sales such that they can develop the sales presentation strategy for the customers. For those who are the hedonic customers may be apt to show more interest to the promotion goal. Therefore it may work to strengthen the design, style or new technology of the products to the hedonic customers. On the contrary for the utilitarian customers, it may work to strengthen the price competitiveness. On the basis of the result from our studies, we demonstrated a correspondence among hedonic versus utilitarian and promotion versus prevention goal, WOM. Similarly, we also found evidence of the moderator effects of satisfaction after use, between the prevention goal and WOM. Even though the prevention goal has the low level of relation to WOM, those who are not satisfied show higher relation to WOM. The relation between the prevention goal and WOM is significantly different according to the satisfaction versus unsatisfaction. In addition, improving the promotion emotions of cheerfulness and excitement and the prevention emotion of confidence and security will further improve customer loyalty. A related potential further research could be to examine whether hedonic versus utilitarian, promotion versus prevention goals improve customer loyalty for services as well. Under the budget and time constraints, designers and managers are often compelling to choose among various attributes. If there is no budget or time constraints, perhaps the best solution is to maximize both hedonic and utilitarian dimension of benefits. However, they have to make trad-off process between various attributes. For the designers and managers have to keep in mind that without hedonic benefit satisfaction of the product it may hard to lead the customers to the customer loyalty.

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전산화 단층촬영실의 산란선 측정에 대한 연구 (A Study on measurement of scattery ray of Computed Tomography)

  • 조평곤;이준협;김윤식;이창엽
    • 대한방사선기술학회지:방사선기술과학
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    • 제26권2호
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    • pp.37-42
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    • 2003
  • 목 적 : 전산화 단층촬영장치는 방사선을 이용한 질병의 진단에 중추적인 역할을 하는 장비이다. 시대의 흐름과 과학기술의 발달로 전산화 단층촬영장치도 그 발전을 거듭해왔고 앞으로도 전산화 단층촬영장치를 이용한 검사는 더욱더 증가하리라 생각된다. 검사의 증가와 함께 산란선에 노출될 기회가 많아질 것이라는 생각 또한 사실이다. 이에 전산화 단층촬영실의 제어실내 환자 보기창 앞과 환자 및 보호자들이 출입하는 출입문 외측 그리고 환자 검사 시 촬영실내에서의 산란선 발생률을 측정하였고 산란선의 피폭을 가장 최소화 할 수 있는 방법을 알아보고자 하였다. 대상 및 방법 : 2001년 11월부터 서울소재 13개 종합병원 및 대학병원에 설치 운용중인 전산화 단층촬영장치 25를 대상으로 하였다. 촬영조건은 피폭선량 측정시 제조업소에서 권고 하고있는 촬영조건을 사용하였고, 이때 피사체는 피폭선량 측정용 DALI CT 피폭선량 측정용 두부용 팬톰(${\phi}16\;cm$ Plexglas)과 복부용 팬톰(${\phi}32\;cm$ Plexglas)을 사용하였다. 산란선의 측정은 환경방사선 측정용 Survey Meter인 Radical Corporation, model $20{\times}5-1800$, Electrometer/Ion chamber, S/N 21740에 Reader(Radiation Monitor Controller model 2026)과 G-M Survey를 이용하였다. 산란선의 측정위치는 전산화 단층촬영실에서 방사선 작업종사자가 주로 활동하는 제어실내 환자 보기창 앞과 환자 및 보호자들이 출입하는 출입문 외측 그리고 피사체 스캔시 등선량중심점(isocenter)으로부터 100 cm되는 지점에서 측정하였다. 결 과 : 각 병원에서 설치 운용중인 전산화 단층촬영실내 작업환경은 해당병원의 상황에 따라 많은 차이를 보이고 있었고 산란선의 발생유무는 다음과 같았다. 1) 전산화 단층촬영장치의 등선량중심점(isocenter)에서부터 제어실내 환자 보기창 사이의 거리는 평균 377 cm이였고 이때 산란선은 거의 검출되지 않은 곳에서부터 약 100 mR/week까지 다양한 분포를 보였으나 주당 허용선량인 $2.58{\times}10^{-5}\;C/kg$(100 mR/week)이내의 조건을 만족하고 있었다. 2) 전산화 단층촬영장치의 등선량중심점(isocenter)에서부터 환자 및 보호자가 출입하는 출입문 외측까지의 거리는 평균 439cm이었고, 이때 산란선은 거의 검출되지 않은 곳부터 다양한 분포를 보였으나 대부분의 병원에서 주당허용선량인 $2.58{\times}10^{-6}\;C/kg$(10 mR/week)이내의 조건을 만족하고 있었다. 3) 피사체를 스캔할 때 등선량중심점(isocenter)에서부터 100 cm되는 곳에서의 산란선량은 장비에 따라 많은 차이가 있었다. 결 론 : 진단용 방사선발생장치에서 전산화 단층촬영장치의 이용은 나날이 증가하고 있고 다른 일반 X-선 촬영과 비교했을 때 진단영역이 매우 높지만 방사선으로 인한 피폭과 산란선에 노출될 가능성이 매우 높다. 전산화 단층촬영실에서 산란선으로부터 조금이라도 자유로워지기 위해서는 설계단계에서부터 충분한 공간 확보가 우선되어야하고 모든 검사에서 방사선사는 최소의 선량으로 최상의 영상을 제공할 수 있는 다양한 기술개발에 더욱 노력을 아끼지 말아야 할 것으로 생각된다.

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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.