26 research outputs found

    Experimental in vivo fenestration of guinea pig cochlea using 2.79 Μm laser radiation

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    Erbium-YSGG laser systems are promising tools in ear, nose and throat (ENT) surgery. The high absorption in biological tissues, resulting in precise tissue ablation with minimal thermal tissue damage, and the possibility to guide the radiation through optical fibres make the 2.79 Μm wavelength a favourite for microsurgery. In order to simulate the fenestration of the human stapes foot plate required for prosthesis implantation when treating otosclerosis, five guinea pig cochleae were irradiated in vivo until perforation was achieved. The laser-induced temperature rise and pressure transients evoke activity in the inner hair cells that was investigated by micro-iontophoresis. Perforation of the cochlea bone (hole diameter of 350 Μm) can be performed with a few laser pulses and high precision with a thermal damage zone of<100 Μm. The bone ablation rate is 10 ± 2 Μm pulse-1 at a radiant exposure of 12 J cm-2. The functionality of the afferent inner hair cells in the guinea pig cochlea was verified before and after laser treatment using glutamate receptor agonists AMPA and NMDA. For the above selected laser parameters, the induced 15-min enhanced activity was blockable with the specific reversible AMPA and NMDA antagonists CNQX and AP-7. Micro-iontophoresis confirms the reversibility of cochlea functionality after its perforation with Er-YSGG laser pulses. A limit of radiant exposure around 12 J cm-2 is found for safe fenestration. It is demonstrated that the Er-YSGG laser is a precise and safe instrument whilst still using adequate laser parameters. On the other hand, this study demonstrates the potential of uncontrollable and unintended induced damage, resulting from vapour channel formation in the perilymph, if a high laser radiant exposure is applie

    Prototipe Pembangkit Listrik Tenaga Air Memanfaatkan Teknologi Sistem Pipa Kapiler

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    Skripsi yang berjudul “Prototipe Pembangkit Listrik Tenaga Air Memanfaatkan Teknologi Sistem Pipa Kapiler” membahas tentang analisa dan percobaan tentang proses naiknya fluida dari bawah menuju ke atas dan pembuatan prototipe pembangkit listrik tenaga air. Proses naiknya fluida ini merujuk pada proses transportasi pada tumbuhan yang terjadi pada akar, batang dan daun. Pada percobaan yang telah dilakukan dengan memvariasikan ketinggian (75 cm, 90 cm, 105 cm, 120 cm, 135 cm, 150, 165 cm dan 180 cm) dan diameter pipa (Ф 2 mm, Ф 6 mm, Ф 8 mm) maka didapatkan hasil percobaan berupa debit, kecepatan fluida didalam pipa dan laju aliran massa fluida kemudian dilakukan perhitungan daya listrik pada alternator. Setelah percobaan dan analisa data telah dilakukan maka dilakukan perancangan prototype pembangkit listrik tenaga air

    Evaluasi Penggunaan Augmented Reality sebagai Media Ajar Pengenalan Benda Sekitar pada Kelompok Bermain

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    Penelitian ini telah melakukan analisis penggunaan Augmented Reality (AR) untuk pembelajaran pada kelompok bermain dengan topik pengenalan benda secara 3D. Metode dalam penelitian ini adalah waterfall diawali dengan observasi, rancang bangun aplikasi dan pengujian aplikasi. Observasi dilakukan pada 2 tempat yaitu pada kelompok bermain Ayah Bunda dan Pos PAUD di Kecamatan Colomadu. Aplikasi dikembangkan menggunakan openspace. Pengujian aplikasi dilakukan secara black box, sedangkan analisis pengujian aplikasi terhadap daya tarik pengunjung dilakukan melalui angket kuisioner dengan skala butir pertanyaan menggunakan skala Likert dalam 6 skala nilai. Responden yang mengisi angket kuisioner sejumlah 33 terdiri dari pengasuh dan wali murid. Tanggapan terhadap aplikasi diwujudkan dalam 5 aspek bernilai setuju-sangat setuju yaitu aspek ketertarikan terhadap aplikasi 93%, aspek kemudahan mendapatkan informasi 97%, aspek kemudahan navigasi 100%, aspek interaktifitas aplikasi 94%, dan aspek inovasi aplikasi 97%

    Mid-infrared passively switched pulsed dual wavelength Ho3+ -doped fluoride fiber laser at 3 μm and 2 μm

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    Cascade transitions of rare earth ions involved in infrared host fiber provide the potential to generate dual or multiple wavelength lasing at mid-infrared region. In addition, the fast development of saturable absorber (SA) towards the long wavelengths motivates the realization of passively switched mid-infrared pulsed lasers. In this work, by combing the above two techniques, a new phenomenon of passively Q-switched ~3 μm and gain-switched ~2 μm pulses in a shared cavity was demonstrated with a Ho3+-doped fluoride fiber and a specifically designed semiconductor saturable absorber (SESAM) as the SA. The repetition rate of ~2 μm pulses can be tuned between half and same as that of ~3 μm pulses by changing the pump power. The proposed method here will add new capabilities and more flexibility for generating mid-infrared multiple wavelength pulses simultaneously that has important potential applications for laser surgery, material processing, laser radar, and free-space communications, and other areas

    Perancangan SITANI sebagai Media Informasi Bagi Petani

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    Agriculture is one source of livelihood of people in Surakarta. However, there are some problems that occur in agriculture, such as: the shortage of agricultural goods, the difficulty of obtaining workshop activities information, and difficulty to sell crops at harvest periode for the arragement price from middlemen.SITANI application is develop using waterfall method and built using Java programming language with tool Android Studio. The design includes table of functional requirements, use case diagram, ERD, activity diagrams, and interface design. Application testing is done using quistionnaire.The results of this research is the creation of android-based application with modules SITANI advertsement, workshop activities information, and ordering goods

    Sistem Rekomendasi Pencarian Keahlian Mahasiswa Berdasarkan Curriculum Vittae dengan Metode Simple Additive Weighting (SAW)

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    The current technological developments, leading to the recruitment of skilled and ready-to-work Human Resources (HR) in the company to increase. Diploma III Program Informatics Engineering is one of the study program that produces skilled workers in the field of information technology (IT). There are several companies that request human resources graduate Diploma III Informatics Engineering, but the manager of the study program found it difficult to choose which graduates who have the skills required by the company. In this research has been made an application that can provide recommendations on the expertise inherent in the graduates using simple additive weighting method. The research method applied to design and make this system is by using Waterfall research method that is Software Requirements Gathering and Analysis, Design, Coding, and Testing. Decision Support System Curriculum Vitae is created using PHP-based programming framework YII 2 and MariaDB database. The application features consist of Curriculum Vitae data management function, Curriculum Vitae print, and Student recommendation search with user specified criteria weight. The results of manual and systematic simulation testing resulted in an appropriate ranking sequence in providing recommendations on the skills of the student

    Evaluasi Media Ajar AR Halo Kids pada Anak dengan Teknologi Augmented Reality Berbasis Android

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    This study aims as an easy and inexpensive learning media that can be used to increase education for early childhood such as knowledge about the introduction of various professions. Media learning in the form of physical at this time is considered quite expensive, in addition to learning media in the form of physical need more understanding to be able to understand something learned.This research was developed with SDLC (System Development Life Cycle) method. This research includes the kind of augmented reality technology development that contains insight into the various professions, plants, musical instruments, and my needs. Objects taken about the character of the profession, the form of musical instruments, the shape of the plant, and the form of home appliances. Data collection techniques were conducted by questionnaire. Questionnaire is used to assess the completeness and feasibility of the application. Software engine that we use is unity game engine.The results of the research has been successfully created HALO KIDS applications in the form of 3D visual images of several themes including professions, needs, instruments, and plants. The HALO KIDS app is a file with a .apk extension. The HALO KIDS app runs optimally with a minimal smartphone specifying a 2.3 GHz Quad-core device (2 GB of RAM). The use of applications by children is easy to do with Agree-Strongly Agree value of 59%, 3D objects of the profession can be recognized and remembered by children with the value of agree- strongly agree at 67%
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