Background: This study attempted a comparative analysis of three splint fabrication methods currently used in clinical fields. Traditional Orthotic Fabrication Method Utilizing Thermoplastic Resin, the Methodology for creating assistive devices using 3D scanner, commercial CAD software, and 3D printing technology, and the Fabrication Method of Arm Splint Based on XR (eXtended Reality) Algorithm. Objectives: The study recruited 12 undergraduate students majoring in physical therapy and occupational therapy who had sufficient knowledge of splints, with an equal gender distribution. The study randomized the participants and conducted the experiment and overall process using a stratified approach. Design: Clinical applied technology experiment Methods: The study used QUEST 2.0 (Quebec User Evaluation of Satisfaction with assistive Technology ver. 2.0) to survey standardization, weight, ease of use, safety, durability, usability, effectiveness, and patient satisfaction, and statistically analyzed all results as quantitative indicators. Results: The score of QUEST 2.0 showed different aspects in some items, and it is difficult to say that certain technologies are superior overall. Conclusion: The study attempted an intuitive interpretation of the results. Overall, it was concluded that the XR method, which allows for easy and fast fabrication, is likely to be more readily accepted in future clinical practice.
A radioactive complex disaster refers to a situation in which large-scale natural and social disasters such as earthquakes, fires, and chemical incidents occur in addition to nuclear power plants accident simultaneously. For the safe evacuation of residents, protective equipment must be prepared appropriately and sufficiently. We presented effectiveness, sufficiency, and versatility as selection criteria for choosing the essential protective equipment. The results of the survey of residents and local public officials suggested that masks, radioactivity meters, protective buses, and air purifiers have high priorities. Finally, through consultation with central government officials, masks, measuring instruments, and adsorption filters in protective buses were presented as prototypes. These items can effectively protect the people even in the event of a radioactive complex disaster.
Recently, some conservative members of the National Assembly pushed a new proposal for regulating online games, because negative aspects of the game are being emphasized. It is needed to try to make good games that exert a good influence on game users. This paper proposes the new game design of a Bible Smart Phone Game for Sunday school. To support this idea, the play system of popular running games is used for fun, and players are quizzed about sunday school lesson for education. Also, we made a game prototype of this Bible Game in android platform.
In this paper, patent trend on the rapid prototyping technologies is analyzed. The results show that USA has the most patents, the largest citations, and the highest CPP(Citations Per Patent) at the rapid prototyping field, and that 3D SYSTEM in USA has the most patent filings among the whole world company. and STRATASYS in USA is ranked with the highest CPP representing a technology impact in that field. It is shown that molding or bonding technology of plastic is occupied 31% by International Patent Classification Index(IPC).
The speed at which products are developed and released to market is tightly linked to profitability and market share. Hence, many companies are still in a desperate need of real Rapid Tooling (RT) technologies which can really help to expedite their proto
This paper deals with selecting an optimal rapid prototyping(RP) machine that suits the end use of a part. Evaluation factors include only major attributes such as accuracy, roughness, strength, part cost and build time that greatly affect the performance of RP machines. Accuracy, surface roughness and strength are presented as crisp values. The part cost and build time identified as just approximate ranges due to different human cost and many variable parameters are presented by linguistic values. It can be described with triangular fuzzy numbers. Based on the evaluation values obtained, an appropriate RP process for a specific part application can be selected by using the modified TOPSIS(Technique of Order Preference by Similarity to Ideal Solution) method including crisp data as well as linguistic variables, and each weight on the alternatives is assigned by using a fuzzy weight. The ranking order of all machines provides the decision information for the selection of RP machines.
본 연구에서는 MP3스마트웨어 상용화를 위한 디자인 프로토타입을 개발하였다. 본 연구에서 개발한 MP3 스마트웨어는 MP3 플레이어, 리모컨 모듈, 이어폰이 하나의 키트(One-kit) 형태로 되어 있으며 조립과 분리가 용이하다. 개발된 의류는 재킷타입의 MP3-YSJ(Yonsei Smart Jacket)와 사파리타입의 MP3-YSS(Yonsei Smart Safari)의 2종류의 MP3스마트웨어 였다. 2종류의 스마트웨어를 대상으로 한 두 차례의 사용성 평가가 각각 모듈별 평가와 항목별 평가로 진행되었다. 모듈별 평가는 외관, 소재, 음악컨트롤러, 이어폰/스피커, 커넥터였고 항목별 평가는 사회적 수용성,착용감,유용성,관리용이성,안전성을 평가하였다. MP3-YSJ 1.0과 MP3-YSS 1.0을 대상으로 한 1차 사용성 평가에서는 모듈별 평가는 전체적으로 긍정적인 결과를 보여주었다. 또한 항목별 평가에서는 MP3-YSJ 1.0와 MP3-YSS 1.0모두 다른 항목에 비해 사회적 수용성이 약간 낮게 평가되었고, 커넥터의 관리 용이성과 음악컨트롤러의 사회적 수용성이 낮게 나타났다. 2차 사용성 평가는 1차 사용성 평가 결과를 반영하여 개발된 제품을 대상으로 실시하였다. MP3-YSS 2.0은 음악 컨트롤러의 사회적 수용성과 관리용이성, 커넥터의 관리용이성이 개선이 필요한 항목으로 밝혀졌고, MP3-YSS 2.0의 경우에는 음악컨트롤러로의 사회적 수용성, 커넥터의 사회적 수용성, 소재의 관리용이성이 개선이 필요한 항목으로 나타났다. 특히 사용자는 키패드의 배치 때문에 사회적 수용성 측면에서 불편을 느꼈다. 음악컨트롤러의 사회적 수용성 문제를 보완하기 위해서는 음악컨트롤러의 키패드 인터페이스에 대해 보다 구체적인 연구가 필요하다.