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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

5.3 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-biomedical-engineering Biomedical Engineering 10_Wiki/Topics verified self
BME
biomedical-eng
none A 0.85 applied
biomedical
engineering
healthcare
simulation
game-design
2026-05-10 pending
language framework
simulation medical-game-system

Biomedical Engineering

매 한 줄

"매 engineering principles 의 biology / medicine 의 적용". 매 prosthetics, imaging, drug-delivery, biomechanics, neural interfaces 의 매 cross-discipline. 매 game-design context 에서는 매 simulation realism + 매 character ability tree 의 source of truth.

매 핵심

매 분야

  • Biomechanics: 매 forces on tissue, gait, joint loading.
  • Bioinstrumentation: 매 ECG, EEG, EMG sensors.
  • Biomaterials: 매 implants, scaffolds.
  • Tissue eng: 매 organ regen, 3D bioprinting.
  • Imaging: 매 MRI, CT, ultrasound, PET.
  • Neural eng: 매 BCI, deep-brain stimulation.

매 game-design 의 응용

  • Injury simulation: 매 realistic damage model — 매 organ-level wound.
  • Prosthetic abilities: 매 cybernetic upgrade tree.
  • Diagnostic minigame: 매 imaging puzzle, sensor reading.
  • Medic class: 매 skill rotation 의 biological grounding.

매 핵심 개념

  1. 매 stress / strain (mechanical).
  2. 매 signal-to-noise (instrumentation).
  3. 매 biocompatibility (materials).
  4. 매 perfusion / hypoxia (tissue).

💻 패턴

Hit-zone damage model (biomechanics-grounded)

type HitZone = "head" | "torso" | "limb" | "joint";

const ZONE_PROFILE = {
  head:  { mult: 3.0, bleed: 0.8, fracture: 0.6 },
  torso: { mult: 1.5, bleed: 0.4, fracture: 0.2 },
  limb:  { mult: 0.7, bleed: 0.3, fracture: 0.5 },
  joint: { mult: 1.0, bleed: 0.2, fracture: 0.7 },
};

function applyDamage(actor: Actor, zone: HitZone, base: number) {
  const p = ZONE_PROFILE[zone];
  actor.hp -= base * p.mult;
  if (Math.random() < p.bleed) actor.statuses.add("bleeding");
  if (Math.random() < p.fracture * 0.3) actor.statuses.add("fractured");
}

EEG-style brain-state minigame

function generateEEGSignal(state: "calm" | "focused" | "stressed", t: number) {
  // alpha (8-12Hz), beta (12-30Hz), gamma (30-100Hz)
  const bands = {
    calm:     { alpha: 0.7, beta: 0.2, gamma: 0.1 },
    focused:  { alpha: 0.3, beta: 0.5, gamma: 0.2 },
    stressed: { alpha: 0.1, beta: 0.4, gamma: 0.5 },
  }[state];
  return bands.alpha * Math.sin(2*Math.PI*10*t)
       + bands.beta  * Math.sin(2*Math.PI*20*t)
       + bands.gamma * Math.sin(2*Math.PI*50*t)
       + (Math.random() - 0.5) * 0.1;
}

Prosthetic ability tree

interface Prosthetic {
  slot: "arm" | "leg" | "eye" | "spine";
  tiers: AbilityTier[];
  power_cost: number;
  biocompatibility: number; // 0-1, body-rejection risk
}

function installProsthetic(player: Player, p: Prosthetic) {
  if (player.power_capacity < p.power_cost) throw new Error("insufficient power");
  if (Math.random() > p.biocompatibility) {
    player.statuses.add("rejection");  // requires immunosuppressant
  }
  player.prosthetics[p.slot] = p;
  player.power_capacity -= p.power_cost;
}

Imaging-puzzle (segment tumor)

function segmentLesion(imageGrid: number[][], threshold: number) {
  const visited = new Set<string>();
  const lesions: Cluster[] = [];
  for (let y = 0; y < imageGrid.length; y++) {
    for (let x = 0; x < imageGrid[0].length; x++) {
      if (imageGrid[y][x] > threshold && !visited.has(`${x},${y}`)) {
        lesions.push(floodFill(imageGrid, x, y, threshold, visited));
      }
    }
  }
  return lesions.filter(c => c.size > 5); // ignore noise
}

Drug-delivery cooldown (pharmacokinetics)

function plasmaConcentration(dose: number, t_hours: number, k_elim: number) {
  // first-order elimination
  return dose * Math.exp(-k_elim * t_hours);
}

function effectiveAtT(player: Player, drug: Drug, t: number) {
  const c = plasmaConcentration(drug.dose, t - drug.taken_at, drug.k_elim);
  return c > drug.min_effective_conc;
}

매 결정 기준

상황 Approach
매 realistic medic gameplay hit-zone + bleed + fracture model
매 cyberpunk RPG prosthetic + biocompatibility tree
매 puzzle-medical imaging + diagnosis minigame
매 arcade abstract HP — biomedical 의 X

기본값: 매 zone-based damage + 매 limited cybernetic slot.

🔗 Graph

🤖 LLM 활용

언제: 매 simulation grounding, medic-class design, cyberpunk lore. 언제 X: 매 abstract arcade — 매 over-engineering.

안티패턴

  • Realism over fun: 매 100% sim — 매 onboarding 실패.
  • Magical healing: 매 lore inconsistency — 매 sim claim 시.
  • No body part 의 의미: 매 zone 의 무의미한 implementation.

🧪 검증 / 중복

  • Verified (BME textbooks: Saltzman, Enderle; clinical biomechanics).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — biomedical engineering principles + game-design application.