http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
Sungyoung Han,Haengbok Cheon,Hangmyo Cho,Juhyung Kim,Ji-Houn Kang,Mhan-Pyo Yang,Youngwon Lee,이희천,Dongwoo Chang 대한수의학회 2008 Journal of Veterinary Science Vol.9 No.4
Computed tomographic arthrography (CTA) of four cadaveric canine stifles was performed before and after partial cranial cruciate ligament rupture in order to verify the usefulness of CTA examination for the diagnosis of partial cranial cruciate ligament rupture. To obtain the sequential true transverse image of a cranial cruciate ligament, the computed tomography gantry was angled such that the scanning plane was parallel to the fibula. True transverse images of cranial cruciate ligaments were identified on every sequential image, beginning just proximal to the origin of the cranial cruciate ligament distal to the tibial attachment, after the administration of iodinated contrast medium. A significant decrease in the area of the cranial cruciate ligament was identified on CTA imaging after partial surgical rupture of the cranial cruciate ligament. This finding implies that CTA can be used for assessing partial cranial cruciate ligament ruptures in dogs.
Gamification on Phrase Building Training Application
Sungyoung Lee,Sora Lim 보안공학연구지원센터 2015 International Journal of Software Engineering and Vol.9 No.3
Computer Aided Instruction (CAI) has been considered as a powerful device for teaching and learning second languages. However, contrary to expectations, many have assessed CAI to be less than satisfactory in terms of their efficacy and effectiveness. It is because of boring and monotonous characters of educational applications. To complete all tasks in educational applications requires great efforts and patience due to lacking fun and amusement. Therefore, how to add amusement elements on applications is a big deal for the developers of e-learning applications for language learning. In this paper, in order to seek a solution for this, we will show a way to add these elements by gamification of an application for practicing building phrase which is mostly difficult to attract learners’ interests in spite of its importance in language learning.