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Topic_Agent/Topic_Blog/Topics/Topics_Biz/Topics_Meeting/Topics_Rag의 마크다운 지식 문서를 Topic_General/Topic_Programming/Topic_Graphic/Topic_Business 4개 카테고리로 재분류. - 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로 자기 자신을 중복으로 선언한 리다이렉트 stub 1032개 제거, 완전 동일 내용 파일 472개 제거, 동일 파일명·다른 내용 충돌 시 더 큰(완전한) 버전만 유지(162개 제거) — 총 1639개 중복 제거. - 분류: 폴더 단위로 명확한 항목(AI_and_ML/Coding/Architecture 등 → Programming, Comfyui/Visual_Effects → Graphic, Topics_Biz/Topics_Meeting/사업 등 → Business, Poetic_Blog_Writing/창의성/Game_Design 등 → General)은 폴더 우선순위로, 나머지 혼재 폴더(Topic_Agent/Topic_Blog/Topics 루트/Thinking & Reasoning/Other/UI_UX_Assets)는 title/tags 키워드 스코어링으로 파일 단위 분류(불명확한 경우 General로 폴백). 원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지. - 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서. - 에이전트 운영 상태(.astra/.agent/.obsidian/sessions/memory/_company/docs/lessons/_shared/src)는 지식 콘텐츠가 아니므로 재분류 대상에서 제외하고 원위치 유지. - Topics/Topic_email(상위 보호 폴더 Topic_email과 파일명 100% 중복) 삭제 — 보호 폴더 자체는 미변경. - 완전히 비게 된 Topic_Agent/Topic_Blog/Topics_Biz/Topics_Rag 폴더 제거.
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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 |
|
none | A | 0.85 | applied |
|
2026-05-10 | pending |
|
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
- 매 stress / strain (mechanical).
- 매 signal-to-noise (instrumentation).
- 매 biocompatibility (materials).
- 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
- 변형: Biomechanics-of-Injury · Gait-Analysis-Laboratory
- 응용: Damage-Resistance-Platforms · Combat_Balance_Buff
- Adjacent: Elite-Athletic-Development
🤖 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. |