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한방병원에 내원한 특발성 폐섬유화증 환자 82명에 대한 임상적 특징 분석; 후향적 차트 리뷰
홍성은,강성우,박지원,장권준,박수현,김관일,부영민,정희재,이범준,Hong, Sung-eun,Kang, Sung-woo,Park, Ji-won,Jang, Kwon-jun,Park, Su-hyeon,Kim, Kwan-il,Bu, Yung-min,Jung, Hee-jae,Lee, Beom-joon 대한한방내과학회 2021 大韓韓方內科學會誌 Vol.42 No.3
Objective: This study was designed to analyze the clinical features of idiopathic pulmonary fibrosis patients who attended a Korean medicine hospital and the treatment effects through retrospective chart reviews. Methods: The medical records of 82 outpatients who had been diagnosed with idiopathic pulmonary fibrosis and visited the Allergy, Immune, and Respiratory System Department of Kyung Hee Korean Medicine Hospital from 8 January 2015 to 8 January 2021 were retrospectively reviewed. To assess the treatment outcomes, we used the FVC (Forced Vital Capacity), DLCO (Diffusing capacity of the Lung for CO), 6-minute walk test, and HRCT (High Resolution Computed Tomography). Results: The study group consisted of 28 females and 54 males. The median age of the patients was 67.98±11.44 years. The chief complaints were cough (n=51) and dyspnea (n=49). Other frequent symptoms were general weakness (n=8), weight loss (n=4), and a fever (n=2). A total of 77 (93.90%) patients were prescribed Korean herbal medicine, and 52 (63.41%) patients were treated with acupuncture, moxibustion, cupping therapy, ICT, or pharmacopuncture. After treatments, FVC, DLCO, the 6-minute walk test, and HRCT were maintained or worsened slightly. Conclusions: This study presented the characteristics of idiopathic pulmonary fibrosis patients treated by Korean medical therapies, and further studies of Korean medical treatments for idiopathic pulmonary fibrosis patients would be valuable.
홍성은 ( Seong Eun Hong ),추진우 ( Jin Woo Choo ),임수경 ( Soo Kyung Lim ),이성진 ( Seong Jin Lee ),박지원 ( Ji Won Park ),김성은 ( Sung Eun Kim ),김종혁 ( Jong Hyeok Kim ),박충기 ( Choong Kee Park ) 대한소화기학회 2018 대한소화기학회지 Vol.71 No.6
Concurrent presentation of acute hepatitis A virus (HAV) infection and Graves’ disease has not been reported in literature worldwide. Although there is no well-established mechanism that explains the induction of Graves’ disease by HAV to date, our case suggests that HAV infection may be responsible for inducing Graves’ disease. A healthy 27-year-old female presented fever, palpitation, and diarrhea, and she was subsequently diagnosed as acute HAV infection. Concurrently, she showed hyperthyroidism, and the diagnosis was made as Graves’ disease. She had never had symptoms that suggested hyperthyroidism, and previous thyroid function test was normal. Acute HAV infection was recovered by conservative management, however, thyroid dysfunction was maintained even after normalization of liver enzymes. Methimazole was used to treat Graves’ disease. We report a case of concurrent acute HAV infection and Graves’ disease in a patient without preexisting thyroid disease. This suggests that HAV infection may be a trigger for an autoimmune thyroid disease in susceptible individuals. (Korean J Gastroenterol 2018;71:354-358)
홍성은 ( Hong Sung-eun ),이현화 ( Lee Hyunhwa ) 대구대학교 한국특수교육문제연구소 2021 특수교육저널 : 이론과 실천 Vol.22 No.2
[Purpose] The purpose of this paper is to describe the procedure of making 500 Korean Sign Language (KSL) example sentences for the Korean Sign Language Online Dictionary, which were compiled by the National Institute of Korean Language. This dictionary is mainly used for sign language learning, but its use was limited because the semantic information of sign language was not sufficiently described. To improve this, 500 KSL example sentences for 125 entries were added to the dictionary. [Method] We first provide background information, such as the purpose of example sentences in dictionaries, and about the different types of example sentences. Thereafter, we explore how other sign language dictionary compilers abroad have created example sentences. [Results] We then explain how we produced authentic example sentences taken from the KSL Corpus, how we edited examples, and how we constructed example sentences. Finally, we introduce our principles and guidelines, which we developed to produce example sentences with the same consistent quality. [Conclusion] It is the first time that a KSL sign language dictionary provides so many example sentences. It is expected these example sentences will have an impact on sign language lexicography.
크로스 플랫폼 게임에 대한 고찰과 발전 방향에 대한 연구
홍성은(Sung Eun Hong),김효용(Hyo Yong Kim) 한국애니메이션학회 2014 애니메이션연구 Vol.10 No.3
디바이스의 변화를 기준으로 게임 플랫폼은 아케이드에서 콘솔, PC, 모바일로 발전해 왔다. 이후 네트워크기술의 발달과 스마트 단말의 보급으로 모바일 게임과 소셜 네트워크 게임이 나타나면서 모바일 OS와 소셜 네트워크 서비스도 게임의 플랫폼으로 인식이 되기 시작했다. 문제는 멀티 플랫폼 게임을 정의하는 것에서 나타난다. ‘복수의 플랫폼’에서 구동되는 게임이라는 정의에 게임 플랫폼의 분류 기준을 제시하지 않는다면 멀티 플랫폼 게임이라는 단어의 의미와 범위를 혼동하기 쉽다. 특히 소셜 네트워크 게임의 경우 디바이스, 모바일 OS, 소셜 네트워크 서비스, 대응 기종 등의 플랫폼 분류 기준을 나누지 않는다면 멀티 플랫폼 게임이 아님에도 멀티 플랫폼 게임으로 분류될 수 있다. 예를 들면 데브시스터즈(주)의 <쿠키런>은 모바일 플랫폼(디바이스), 안드로이드(Android)/ iOS 플랫폼(모바일 OS), 카카오톡 플랫폼(소셜 네트워크 서비스) 등의 복수 플랫폼에서 구동되는 멀티 플랫폼 게임이 되어버린다는 것이다. 본 논문에서는 이런 혼동을 막기 위해 ‘디바이스’, ‘모바일 OS", "소셜 네트워크 서비스’, "대응 기종‘으로 게임 플랫폼의 분류 기준을 바탕으로 멀티 플랫폼 게임을 살펴보고, 스마트 빅뱅 전후의 멀티 플랫폼 게임의 변화와 소셜네트워크 게임으로 리메이크된 고전 게임들을 살펴보는 것을 통해 크로스 플랫폼 게임의 발전 방향에 대해 연구하고자 한다. On the base of the change in the device, game platform has been developed in order of arcade, console, PC, mobile, Social Network Game emerged by the development of cellphone & wirelss network technology and the cost reduction. Through the comparative study of SNG and multi platform game, the similarity between SNG and early multi platform game was discovered come to the conclusion that similarity between SNG and early multi platform game. For example, as a result of compare between series of Puzzle Bubble, ZooKeeper, and Tetris, the change of one contents purchase model to the way in app purchase and the change of appered the limit in numver of times by the use of two games were could be known. Now released SNG is almost all casual game the capacity is small and not complex to control, and by the cause of these character it contributes to inflow of the user has no experience of the play game, and to increase the hierarchy of the game user. On the other hand, the hierarchy of pre-existing user of mania relatively are not able to deep immersed in the game, and contents are wasted quickly. And, measures to turn into the system of "friends invitation" using SNS clique are needed. Cross-platform games, without cooperation between each makers and distrivuters, should be come to and end the passive cross-platform games despite of diversity trial. Besides, the differences of each equipment"s operation method could cause unequal result in multi player games have confrontation structure such as sports, fights, competition, etc. To solve this problem, in each equipment such as exclusive controller, rhythm games launched as a multi-platform games of pre-existing arcade-console, for the use of controller of the same structure could be suggested.