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정상인에서 진동 및 소리 자극에 의한 경부 전정유발근전위
나보라,한수희,하은정,이여진,박문수,김재명,신정은,박홍주 대한이비인후과학회 2011 대한이비인후과학회지 두경부외과학 Vol.54 No.3
Background and Objective ZThe aim of this study was to investigate and compare the incidence and the characteristics of parameters of cervical vestibular-evoked myogenic potentials (cVEMPs) using air-conducted (AC) and bone-conducted (BC) stimulations in normal subjects. Subjects and Method Twenty-four normal subjects (48 ears) with normal hearing and no previous history of dizziness were included. cVEMP responses were recorded by surface el-ectrodes on sternocleidomastiod muscles in response to AC and BC stimuli sequentially. Variances of parameters, including thresholds, amplitudes and interaural amplitude difference ra-tios (IADR), were analyzed and compared. Results cVEMP responses were clearly observed in all 48 ears in both AC and BC cVE-MP tests. There was no significant difference in latencies (p1 and n1). However, the thresholds in BC cVEMP testing were significantly lower than those in AC cVEMP testing, when compared to the maximum stimulation level. Interaural amplitude difference ratios showed no sig-nificant difference in between the two tests, although amplitudes at maximum stimulation in-tensity in BC cVEMP testing were significantly larger than those in AC cVEMP testing. Conclusion This study shows that BC cVEMP testing shows lower thresholds compared to AC cVEMP testing in normal subjects, suggesting that the threshold value can be used as a parameter in detecting vestibular dysfunction in the clinic. Further studies in patients with vari ous vestibular disorders are needed.
가상공간의 산만성과 촉각성에 대한 고찰 : MMORPG<월드오브워크래프트>를중심으로
나보라 한국디지털스토리텔링학회 2011 디지털스토리텔링연구 Vol.6 No.-
이 연구는 뉴미디어의 등장이 담지하고 있는 ‘예술의 정치화’의 기반이 되는 속성인 산만성과 촉각성이 나타나는 양상을, 디지털 뉴미디어의 도래와 함께 등장한 여러 가상공간 가운데 특히 MMORPG의 사례를 통해 보다 구체적으로 살펴보고 그것이 함의하는 바를 벤야민의 논의에 기대어 고찰해보고자 한다.