RESUMO
OBJECTIVE: To evaluate the effectiveness and clinical utility of a metal artifact reduction (MAR) image reconstruction algorithm for the reduction of high-attenuation object (HAO)-related image artifacts. METHODS: Images were quantitatively evaluated for image noise (noiseSD and noiserange) and qualitatively for artifact severity, gray-white-matter delineation, and diagnostic confidence with conventional reconstruction and after applying a MAR algorithm. RESULTS: Metal artifact reduction reduces noiseSD and noiserange (median [interquartile range]) at the level of HAO in 1-cm distance compared with conventional reconstruction (noiseSD: 60.0 [71.4] vs 12.8 [16.1] and noiserange: 262.0 [236.8] vs 72.0 [28.3]; P < 0.0001). Artifact severity (reader 1 [mean ± SD]: 1.1 ± 0.6 vs 2.4 ± 0.5, reader 2: 0.8 ± 0.6 vs 2.0 ± 0.4) at level of HAO and diagnostic confidence (reader 1: 1.6 ± 0.7 vs 2.6 ± 0.5, reader 2: 1.0 ± 0.6 vs 2.3 ± 0.7) significantly improved with MAR (P < 0.0001). Metal artifact reduction did not affect gray-white-matter delineation. CONCLUSIONS: Metal artifact reduction effectively reduces image artifacts caused by HAO and significantly improves diagnostic confidence without worsening gray-white-matter delineation.
Assuntos
Algoritmos , Artefatos , Processamento de Imagem Assistida por Computador/métodos , Tomografia Computadorizada por Raios X/instrumentação , Tomografia Computadorizada por Raios X/métodos , Adulto , Idoso , Idoso de 80 Anos ou mais , Feminino , Humanos , Masculino , Metais , Pessoa de Meia-Idade , Reprodutibilidade dos TestesRESUMO
This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.