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백준호,박일형,서성화 대한골대사학회 2016 대한골대사학회지 Vol.23 No.3
Background: In 1951, Ardran reported that metastatic bone lesions could be detectable on plain radiography with 30% to 50% of decalcification. Authors performed experimental study for minimum level of decalcification to detect the osteolytic bone metastasis of long bone with recent technique of radiographs. Methods: One pair of fibula and humerus from two cadavers was cut into specimen 1 inch in length. Distal half of specimen was dipped into hydrochloride (HCl) with 15 min interval. All 16 specimens were checked by film-type radiography (FR), computed radiography (CR), digital radiography (DR). To exclude inter-observer’s variance, 3 radiologists evaluated images. Calcium amount before and after decalcification was measured and expressed in percentage of decalcification. Results: Osteolytic changes were detectable with 11% to 16% of decalcification for fibula and 3% to 8% for humerus on plain radiography with FR, CR, and DR. Conclusions: Our study showed that minimum of 3% and maximum of 16% of decalcification is necessary when osteolytic metastatic bone lesions of long bone could be detected on plain radiography.
백준호,장진태,정지용,김상균 한국게임학회 2018 한국게임학회 논문지 Vol.18 No.3
최근 경험경제의 가속화 시대에서, 사용자 경험이 무엇보다 중시되는 대표적인 키워드가 게이미피케이션 연구 분야이다. 게이미피케이션은 제공자와 사용자의 다양한 상호작용으로 무형의 요소가 생산, 소비되는 특성이 있으며, 경제적인 가치로 일반화하고, 객관화하기 어려운 구조로 되어 있다. 본 연구는 사용자에게 경험을 제공하고 가치를 창출하는, 기업의 어떠한 지식, 디자인, 콘텐츠, 서비스 등 무형의 기술에 대한 경제적 가치를 평가하는 견해에서, 게이미피케이션 기술에 대한 경제적 가치를 포괄하는 평가 셈식과 전체 구조를 정형화하는 데 연구의 목적이 있다. As the concept of experience economy has been accelerated recently, user experience is more emphasized today, most of all. And related representative keywords are gamification. Gamification characterized by that intangible elements are produced and consumed through various interactions between providers and users and by having a structure that is difficult to generalize and objectify to economic value. Therefore, the purpose of the present study is to develop a quantitative valuation indicator of concept and standardize the valuation formula covering economic value for gamification technology and overall framework from the perspective of evaluating economic values of intangible technologies such as of knowledge, design, contents, and service of a company.