#Siora Surgical
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Living with orthopedic pain, whether from arthritis, sports injuries, or everyday wear and tear, can take a toll on your daily life. Under some circumstances, the cause of pain demands surgical intervention. This sometimes may also involve the application of locking plates and screws. For more info read our blog.
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The Locking Extra-Articular T Plate is designed for stabilizing extra-articular fractures, providing enhanced support and stability. Made from high-quality materials like stainless steel or titanium, its locking mechanism ensures secure fixation. The T-shaped design optimizes support, making it ideal for fractures in high-stress areas, promoting faster healing and reducing the risk of complications during recovery. You can avail of these plates and other trauma implants from Siora Surgicals Pvt. Ltd., a renowned manufacturer and supplier of a huge range of CE-certified orthopedic devices. The company is also a trustworthy OEM service provider globally.
#Locking Extra-articular T Plate#trauma implants#Siora Surgicals#Orthopedic Locking Extra-Articular T Plate
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What Are 2.0 mm Locking Hand Plates, and How Do They Aid in Hand Fracture Treatment?
Hand fractures can be debilitating, affecting daily life and activities that most of us take for granted, such as writing, typing, or even gripping an object. Treating these fractures effectively is crucial to restore the hand’s full function and avoid long-term complications. Among the many advancements in orthopedic surgery, the use of 2.0 mm locking hand plates has emerged as a game-changer for treating hand fractures. These plates are specifically designed to address the unique anatomical and functional needs of the hand. But what exactly are 2.0 mm locking hand plates, and why are they so effective in hand fracture treatment? Let’s dive deeper into this topic.
#locking hand plates#Hand fractures#orthopedic implants#orthopedic implants manufacturer#siora surgicals#locking plate
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PFNA Intramedullary Interlocking Nail – Fixing Proximal Femoral Neck Fractures
The PFNA (Proximal Femoral Nail Antirotation) is a cutting-edge intramedullary interlocking nail designed for the treatment of proximal femoral fractures. Engineered for precision, it offers superior stability and minimally invasive placement, ensuring optimal outcomes for patients. Crafted from high-grade titanium or stainless steel, the PFNA nail features a helical blade mechanism that enhances anchorage in the femoral head while reducing the risk of bone loss. Its design minimizes soft tissue damage, shortens surgical time, and promotes faster recovery. Indicated for intertrochanteric and subtrochanteric fractures, the PFNA Intramedullary Interlocking Nail is available in various lengths and diameters to accommodate diverse anatomical needs. Trusted by orthopedic surgeons worldwide, it represents a breakthrough in fracture fixation technology, delivering excellent functional restoration and improved quality of life for patients. You can avail of an international standard range of PFNA implants and other orthopedic devices from Siora Surgicals Pvt. Ltd., a trusted name in the orthopedic implant manufacturing industry.
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Intending to be a world leader in the global orthopedic implant manufacturing industry, Siora Surgicals Pvt. Ltd. has been working hard for the last 30+ years. The company is also counted among the reliable Trauma Implants Manufacturers in Malaysia for supplying an international standard range of orthopedic implants and instruments.
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FIME International Medical Exhibition 2024
The FIME Exhibition will go live from 19-21 June 2024 at the Miami Beach Convention Center. Siora Surgicals Pvt. Ltd., a renowned orthopedic manufacturer, and a regular FIME exhibitor will also show up at FIME 2024 at booth X21.
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Uses of Hip Implants in Treatment of Hip Fractures
Hip fractures are one of the most common kinds of broken bones, a broken hip is the most common reason why people require surgery for fracture above the age of 65. Unfortunately, this difficult problem usually affects the most vulnerable and frail patients. While some common orthopedic injuries occur in more vigorous, active persons, most broken hips occur in more sedentary, frail people.
Siora Surgicals has various types of hip prosthesis implants like as Bipolar Prosthesis – Standard Stem – Non – Fenestrated – Sterile, Austin Moore Hip Prosthesis – Excel – Standard Stem – Sterile, Thompson Hip Prosthesis – Excel – Narrow Stem – Sterile and hip instruments Rasp for Austin Moore Narrow Stem, Rasp for Thompson Standard Stem, Tapered Reamer – For Bipolar Prosthesis. can be accessed from Top Orthopedic Implant Companies in India.
Due to this, many people who sustain these injuries, or their families, are concerned about the process of recovery. Is a major surgery useful? What is the probability of recovery? What is the best method to help an elderly person who has broken their hip?
https://www.siiora.com/blogs/uses-of-hip-implants-in-treatment-of-hip-fractures/
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Locking Extra-Articular Small T-Plate Oblique Angled - 2.7mm (Head 4 Holes)
The Locking Extra-Articular Small T-Plate Oblique Angled - 2.7mm is a highly specialized orthopedic implant designed for the surgical treatment of extra-articular fractures of distal radius and osteotomies. Crafted from high-grade stainless steel or titanium, it ensures exceptional durability and biocompatibility, reducing the risk of adverse reactions. This plate features a unique oblique-angled design tailored for extra-articular applications, providing superior adaptability to anatomical contours and enhancing fixation stability. The locking mechanism allows for secure screw placement, minimizing micro-movement and ensuring consistent compression across the fracture site, which is crucial for optimal bone healing. With its 2.7mm profile, the plate maintains a low profile to minimize irritation of surrounding soft tissues while maintaining sufficient strength to stabilize fractures in smaller bones. This plate is particularly suited for use in areas requiring precision, such as the hand, wrist, or forearm. Engineered for ease of use, it supports efficient surgical workflows, making it a trusted choice for orthopedic surgeons focused on patient outcomes.
You can avail of these plates from Siora Surgicals Pvt. Ltd., a renowned manufacturer and supplier of an international standard range of trauma implants and instruments.
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Limb Length Discrepancy – A Comprehensive Guide
There are numerous orthopedic conditions that are noticed in people. Some originate right at the time of birth while some occur at later stages of life. There is no defined age for an orthopedic issue to occur.
One of the most common orthopedic conditions reported around the world is fractures, and they could be seen in all ages. But there are certain orthopedic problems that occur right at the time of birth and are noticed as the child grows. One such condition is limb length discrepancy, and this will be our focus in the post.
#Limb Length Discrepancy (LLD)#Orthopedic conditions in children#Causes of limb length discrepancy#LLD diagnosis and treatment#Orthopedic trauma implants#Siora Surgicals Pvt. Ltd. orthopedic devices
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PFNA 2 Nails – Treating Proximal Femur Fractures
PFNA 2 Nails find application for the treatment of different types of proximal femur fractures including intertrochanteric fractures, pathological fractures, ipsilateral fractures, and combination fractures. It is an intramedullary device that is known to provide good rotational stability. These nails are available in different lengths and diameters as required depending on the fracture type and severity. Siora Surgicals Pvt. Ltd. is a trustworthy manufacturer of an international standard range of orthopedic implants and instruments. Operating for over 3 decades, the company has established a huge distributor base in 50+ countries.
#PFNA2#PFNA 2 Nails#PFNA 2 Nails Manufacturer#PFNA Nail#orthopedic implants#orthopedic implants manufacturer#siora surgicals
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Advanced Hand Locking System
The hand locking system is an orthopedic implant system that is designed to stabilize and treat fractures in the hand bones. This system includes locking plates and screws that hold broken bone fragments in their correct anatomy and allow them to heal properly. The locking hand system is designed to accommodate different fracture patterns. Siora Surgicals Pvt. Ltd. is a leading manufacturer of a CE-certified range of orthopedic implants and instruments in India. The company also has an advanced inventory of hand locking systems. All the implants are fabricated and tested in Siora’s in-house production facility. Additionally, the company is also a reliable OEM service provider across the globe.
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Implantes ortopédicos de calidad estándar internacional
Siora Surgicals Pvt. Ltd. es un fabricante experimentado de implantes Orto en India. La compañía posee una unidad de producción bien establecida en el distrito de RAI, Sonipat, Haryana y está dirigida por un equipo de profesionales calificados y experimentados.
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Locking Low Bend Medial Distal Tibia Plate 3.5/4.0 mm is applied to fix intra-articular and extra-articular fractures of the distal tibia. Made having combi-holes in the shaft, these plates can accommodate cortical screws as well as locking screws as required according to the situation. Siora Surgicals Pvt. Ltd. is a trustworthy and experienced manufacturer of Locking Low Bend Medial Distal Tibia Plate 3.5/4.0 mm and hundreds of other CE-certified orthopedic implants in India. These plates are made using medical-grade stainless steel and titanium.
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Femur Shaft Fractures: Types, Cause & Symptoms
Siora Surgicals Pvt. Ltd. is a renowned manufacturer of Orthopedic Implants and Instruments. It offers multiple Bone Plates – conventional as well as Locking Plates, Anatomical Plates for different types and locations of Femur fractures as also an Interlocking Nailing System. Besides this, the implant range is supplemented with special Orthopedic Instruments to assist the Orthopedic Surgeon to properly place the chosen implant at the Femur fracture site and the best implants can be supplied by Trauma Implants Manufacturer.
https://www.siiora.com/blogs/femur-shaft-fractures-types-cause-symptoms/
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I’ve finished this terrible game called Greed_fall. Really...
Spoilers ahead, and really a big amount of “negativity” [aka criticism] about this game.
I can’t believe it’s the same company that did The Technomancer. I mean, sure, no game is perfect. But, to begin with, this one is sold as RPG when you have no fucking way to decide if you want to massacre natives or colonialists, or like, for example, spit and punch the man who never told you that you were a kidnapped child of natives that European colonialists took and raised as their own. That’s a terrible wound in History. It even had contemporaneous versions not long ago [for example, the Condor plan], and this game did not even give you the option to punch the man or simply not forgive him?. Because without being able to choose anything, your char not only is not angry with that fucker, but they THANK him for telling them the truth 25 years later. Ah. But the man “loved your mother”. A fucking asshole kept the identity of a native child for 25 years simply because... he loved her. Ugh.
I'll try to be short, and concise. I truly don't want to waste more time in this fucked up game:
The Natives:
The first ones you meet during the first 10 hours are basically depicted as childish creatures that know nothing, and they need of the colonialists to “learn”. Somehow, that was getting a bit more complex along the game, and you see few tribes that are angry at the ravishing of their lands. But still yet, they are depicted as “too aggressive” most of the time. As if they had not enough causes to want to attack the colonialists.
Suddenly, by the second half of the game, the natives realise they have power and knowledge by their own which is even more valuable that all the bullshit that Europeans bring. So, they have this stupid revelation that they know a lot that colonialists don't. You feel the natives so vague and lack of self sense.
Some other natives seems to me like CEOs, that suddenly, are too worried about market and commerce with the colonialists. Like... seriously?. Capitalist Natives just right there, after 15 years of colonialism fucking their lands?? Meh.
As a personal opinion, I hate the repetition of the concept of natives as “tribes” that live in a “small rudimentary village”, in comparison with the complexity that “European architecture/society” shows. Like... they only keep using the concept of the most nomad natives, they don't fucking show a complex society with science and art development beyond the European, when you have a super close example with the Aztec Imperium. They had advanced and successful surgical interventions of the brain and deep understanding of Astronomy while Europe was dying because they didn't want to bath daily and kept burning their astronomers. But ok, that's my personal annoyance toward every game where natives are shown.
European architecture, is the only one.
This comes long the same mood that Spider showed with the natives: “I don't give a fuck”-mood. You have the Bridge Alliance, who are basically the “Muslims” in the old Europe, the ones with true knowledge and “turbans”. I was expecting to see “Muslim” architecture. You know, mosque-like? [I'm not even asking them to have extreme History accuracy, but hell, give me something that make me believe it's true that there are 2 factions here] But no. You see some fences and some random arithmetical design here and there, 3 big carpets in the palace, but the rest of the houses and the palace itself are all European-like. I mean... if you are doing a game which scenery is so elaborated, you can't be lazy about designing 3 types of architecture, since you are basing your fuckign game on Europeans, Muslims, and Natives. Natives have the most rudimentary design because “natives”. They are all about big houses with just a bonfire in the middle. Sure, I know, native groups in the old Europe and Britain used to have that kind of architecture. Celtic-like. I'm complaining because I would like to see, for once in my life, a native culture which is shown as an imperium. But whatever. The Muslim architecture is such a lazy development here.
Petrus:
This is probably the highest point of fuckery. The man [a religious one] “took care” of the main character's mother, a kidnapped pregnant woman, because “she was the only woman he loved” [this game is ALWAYS about the colonialists and their feelings and their problems. European problems= MAIN quest, native problems= side quests]. Her husband was killed trying to rescue her [aka colonialists killed him], and she was sent to the continent, because she was... “marvellous” [this game has the most sickly arguments I've seen in a long while]. She gave birth to the protagonist of the game in one of the Naut's ships. She remained in captivity, and asked Petrus [ the man who was supposed to love her] to kill her, because she could not resist that life. He didn't do it, because “love”. And now, the whole quest is about how guilty Petrus is about that, and about the slight tiny detail of having kept secret that the protagonist's origin is native.
And as if all this was not sufficient, this “RPG” game doesn't allow you to NOT forgive him, to spit him, to do something out of anger. No. The whole quest continues with the protagonist thanking Petrus for “telling him the truth 25 years later”. This is terrible. The problem here is not Petrus being an asshole, is the game giving you no options to have another reaction but thanking him.
Romance:
Yeah, yeah, we have crappy romances. For a game which claimed to be based on DAO, didn't learn a shit about development of chars and their relationship with the protagonist. You have 5 characters that interact very little with the protagonist or among them [banter? What's that?. DOS2 has no banter, but at least you have a lot of personal conversation with the chars, and they intervene in the quests and give their opinions], and the peak of laziness was when I saw the “romantic” scene of all of them. ALL, ALL romantic scene are a copy-paste of the ones in Technomancer. The worst is Vasco/Siora. They are in the place of Andrew, from Technomancer. They did not even change the angle of the camera. I dislike this so much because that scene was meant to be related to Andrew. The man had a prosthetic arm, so that's why the main char looks at his hand, as a gesture of acceptance. In Vasco/Siora's case is so out of sense. Looking at that hand like “did you wash them? I don't want fish/soil in my thingie”.
And again... beyond the stupid romance, the development of relationships is so weak. I would not complain if they were not claiming they based this game in DAO. Lol. You can't even speak about the main quests with them. They have nothing to say. Nothing.
Pace:
This is probably a result of the whole mess of the many irritating things I've been seeing in the game, but it was incredible boring and slow. The dialogues are wrongly done. Every time you meet a new char, the protagonist explains everything. Again. It's not needed. The player already knows that, since you repeated that 53 times!.
The endings And the endings... hell. I can’t even know where to start. Basically... you can destroy the whole natives and the isle included, just because you want to save your cousin—son of an European colonialist, with a lot of daddy issues—. Again, the whole game is highly focused on European pain and feelings. It seems we should feel pity for his useless ass, and understand him when he decided he wants to be a new god, consume the native god, and decide “what’s better for the rest of the world”. Most colonialist ending you can't have.
Thankfully, our fave “RPG” game gives us a loooot of options to end the game: 2. Kill him or join him.
If you kill him, you have four “branches” of endings. In two, you are trying to find “balance” between colonialist and natives, and one ending about natives tired as fuck of the European shit repel the colonialists from their isle and let them fuck off with the Malinchor, since the only thing they can do is drain and consume everything.
Of course, this ending is “bad” too. You can't let the native decide by themselves. That's “bad”.
In fact, to end the game, you need to meddle in native politics. Like, you have to choose who will be High King of the natives. Look at that!. Your parents must be native, but you were raised as another colonist.... who has the power to intervene in native decision. The imbalance of power and fuckery here is... big. And I'm not counting on all the killing and destruction of native “sacred” places you had to do to reach this [the amount of guardians killed without other option to evade them annoyed me as hell, what kind of balance you speak of if you destroy everything at your wake?].
The “better” world ending, is a world of “balance”, in which colonialist and natives “learn from each other”. Which seems more or less ok... but again, colonialists owning their own shit? Never. And again... why our protagonist should speak about balance when they did disasters to reach the end of the game?.
This is a game where you truly can play and let free your “white saviour complex”, because you can tell me all what you want about the protagonist being a “native”, but they only knows about that by the end of the game... their mind and behaviour and purposes has always been super colonialists, without chances to choose to fuck off Theleme and all the other factions out of rage. This is the most gratuitous plot you get from Spider to “cover” their asses about any critic of “but a colonialist had been deciding over natives all the fucking game”. And you know what, you did. It doesn’t matter if the char has native parents. They are the embodiment of colonialism to the end of the game.
The only “bad” ending in which Colonialists are repeled, you have to feel sorry, because “bad natives allowed the continent to be decimated by the Malinchor”. Sure, because colonialist presence in the Isle was not like a “Malinchor”?.Ugh. Honestly, super infuriating game.
But, by far, the ending of the Cousin becoming, alongside with you, “new gods”, destroying the native root.... was so fucked up....but well, at least it's an option. Probably the only relevant option this “RPG” gave us.
I was so sick about all this game, that I just wanted to have an ending of becoming a Naut [after all, the protagonist is a sea-born] and go fuck the old world and these terrible depicted natives. Of course, this “wonderful RPG” never gives you a relevant option like that.
Less troublesome things: “open world” that only allows paths.
This is something inherited by Technomancer. You waste HOURS running from a point to another because this apparent “open world”, is just a bunch of mazes/tunnels, and you can't jump or descend by places that look like accessible just because they decided their “RPG open world” has to be a lineal game with a clear path to follow. The teleportation points are not enough, since you always need to run minutes and minutes to reach ones of these. This is of big importance since the game is full of stupid Quests of “go speak with A, bring me their answers. Go back again, etc, etc”. This had been a big criticism in Technomancer. They did not learn about it.
Less troublesome things: combat
Another issue inherited by Technomancer. It's quite common to get stuck in some texture in middle of a big boss, or the dodge has a weird lag, or chars are too slow in general. This exact problem was a big issue during the first encounter of Technomancer, turning it into a nightmare. It keeps being the same more or less.
Honestly, this game has several levels of wrongness in terms of plot [I dont even care about the bugs, about the waste of time running, or the stupid quests of being a silly errand boy, or the combat—though, more often than not it enrages you--. But the plot was a big pain. Like... really... guys, you did Technomancer! Bound by Flame, Of Orc and men, Styx, even Grey Matter [I didn’t play it, but I was told it was interesting and with a lot of progressive stuff]... what the fuck happened here?. Sure, none of all those games are spotless, but at least they felt more RPG than this one!. You could be a bit asshole, a diplomat, or an evil char.
I think they put all their resources in scenery in Greedfall. Because, yeah, it’s beautiful. Probably the only good thing in this game [even though it has this shit about paths that make you waste a lot of time].
A lot of people also highlight about the presence of poc chars everywhere. I didn’t notice this “everywhere”. You have white natives and black people among the colonialists, true. Which seems a bit ok, but to me it felts as the free pass for Spider to do all the fuckery in the game XD “hey, we all have colonialist mindsets, but hey... black people fucking native ones! no side is right! yay, we are mind-blowing you! XD”.
Probably I have to mention that one of the few things that are good in the game is Aphra. Because you never see black/brown scholars in games, and she gave me, for few seconds, some relief of all this mess in this game. However, the way she forces others to teach her... is quite questionable. As I said before, “yay, black people on the colonialist side, they can fuck natives like History white people did! We are progressive! this game is so gray-mind-blowing :D yay”.
Truth be told, not a recommendable game. If you want a more decent RPG compared with this one, of the same company, go get Technomancer.
#greedfall spoilers#greedfall negativity#I wanted to be a Naut and dont give a fuck about all this game#I already put clear tags about the content of the post#if you dont want to read *bad* things about the game... dont read.
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