Diagnostic Method and Instrumentation in Rhinology

2021 ◽  
pp. 121-155
Author(s):  
Gagandeep Singh ◽  
Immaculata Xess ◽  
Ankur Goyal ◽  
Ashu Seith Bhalla ◽  
Shamim Ahmed Shamim ◽  
...  
Keyword(s):  
1994 ◽  
Vol 16 (2) ◽  
pp. 43-48
Author(s):  
Do Son

This paper describes the results of measurements and analysis of the parameters, characterizing technical state of offshore platforms in Vietnam Sea. Based on decreasing in time material characteristics because of corrosion and local destruction assessment on residual life time of platforms is given and variants for its repair are recommended. The results allowed to confirm advantage of proposed technical diagnostic method in comparison with others and have been used for oil and gas platform of Joint Venture "Vietsovpetro" in South Vietnam.


2019 ◽  
Vol 31 (3) ◽  
Author(s):  
Jessica Montemezzo ◽  
Filippo Patrucco ◽  
Francesco Gavelli ◽  
Linda Ferrari ◽  
Giulia Faolotto ◽  
...  

2019 ◽  
Vol 22 (3) ◽  
pp. 27-30
Author(s):  
L.M. Kontrimavichus ◽  
◽  
G.N. Velichko ◽  

2020 ◽  
Author(s):  
Stéphane Goria ◽  
Louise Dupet ◽  
Maëva Négroni ◽  
Gabriel Sega ◽  
Philippe Arnoux ◽  
...  

BACKGROUND most serious games and other game-based tools are designed as digital games or escape games. They are designed for learning or sometimes in the field of medicine as an aid to care. However, they can also be seen as an aid to research, in our case, to evaluate the advantages and disadvantages of imaging techniques for cancer detection. OBJECTIVE we present a case study of action research on the design of a serious board game intended to consider the advantages and weaknesses of a diagnostic method in a different ways. The goal was to better understand the principles of designing a tool using game or play. METHODS we explicitly implemented another process than gamification to develop a structure reminiscent of the game to highlight the strengths and weaknesses of different imaging techniques from the point of view of the respondents (in this case specialists not directly involved in the project). Based on this feedback and the scientific literature on this subject, we detail the main categories of games and games developed for serious use in order to understand their differences. Concerning the cancer research part to which game contributes, our method is based on questions asked to experts and practitioners of this specialty. RESULTS an expert point of view translation tool in the form of a game has been realized to apprehend a research in a different way. CONCLUSIONS we show with the help of a diagram, some possible design paths leading to this type of design result including two hidden dimensions to consider (the awareness of the game or play by the "player" and his role as a contributor or recipient).


2019 ◽  
Vol 282 ◽  
pp. 111
Author(s):  
Daniele Andreini ◽  
Edoardo Conte ◽  
Flavia Nicoli ◽  
Alessandra Tanzilli ◽  
Saima Mushtaq

2021 ◽  
Author(s):  
Goknur Selen Kocak ◽  
Melih Tütüncü ◽  
Nurten Uzun Adatepe ◽  
Bengi Dolek Yerlikaya ◽  
Eyup Kara ◽  
...  

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