• Title/Summary/Keyword: 상시착용

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구명조끼 착용 활성화를 위한 개발 방향에 관한 연구

  • Kim, Seong-Gi
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2020.11a
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    • pp.99-104
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    • 2020
  • 해상에서 구명조끼 비치·착용 의무화에 대한 국내외 법, 제도현황을 살펴보고, 현재 시중 판매 중인 구명조끼 종류 및 현장 이용자의 구명조끼 착용 기피 이유 등 분석을 통한 구명조끼 착용 활성화를 위해 법, 제도적 관점의 개선방향에 대해 고찰하였다.

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Comparison of Induced Aniseikonia with Influential Factors (영향인자에 따른 유발 부등상시도의 비교)

  • Jung, Su A;Kim, Hyun Jung
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.1
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    • pp.45-51
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    • 2013
  • Purpose: This study was performed to provide indicator of expected aniseikonia by correcting refractive error and to investigate influential factors on aniseikonia. Methods: 20 college students (14 males, 6 females, a mean age of $22.50{\pm}2.72$ years) were selected as subjects whose refractive error with spherical equivalent were within ${\pm}0.50$ D, corrected visual acuity were more than 1.0, and aniseikonia values by AWAYA were less than 1%. After correcting refractive error with spectacles in anisometropia induced by wearing contact lens on their dominant eye or non-dominant eye, practical measured values of aniseikonia were compared with theoretical expected values of it by the formula of spectacle magnification. Results: Practical measured values were higher than theoretical expected values in induced aniseikonia over the whole range of diopter of wearing contact lens. And there was higher measured value of aniseikonia in case of higher diopter of wearing contact lens to induce anisometropia and correcting refractive error with spectacles of (+) diopter after wearing contact lens of (-) diopter to induced anisometropia in dominant eye of women. Conclusions: It is considered that dominant eye plays more important role for visual function in induced aniseikonia and factors such as the induced eye of aniseikonia, the diopter of wearing contact lens, and gender have influenced on aniseikonia.

Comparison of Stereopsis by Influence Factors in Induced Aniseikonia (유발 부등상시에서 영향인자에 따른 입체시의 비교)

  • Jung, Su A;Kim, Hyun Jung
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.4
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    • pp.465-471
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    • 2013
  • Purpose: This study was conducted to research effects of influence factors on stereopsis of induced aniseikonia in emmetropia. Methods: 20 college students (a mean age of $22.50{\pm}2.72$ years, 14 males, 6 females) were selected as subjects and all of them had no ocular disease or systemic disease, the refractive correction of spherical equivalent within ${\pm}0.50$ D, the corrected visual acuity of 1.0 or better and the aniseikonia values less than 1% by AWAYA. Subject's dominant eye was checked by Hole in card method and contact lenses of -7.00 ~ +7.00D were fitted to cause anisometropia in dominant eye or non-dominant eye, respectively. And then aniseikonia was induced with spectacles to correct refractive error by contact lenses. Stereopsis was measured by Random Dot Stereo Acuity Test with LEA symbols$^{(R)}$ (Vision Assessment Corporation$^{TM}$, USA). Results: Stereopsis was remarkably reduced by inducing aniseikonia, with induced aniseikonia in dominant eye, with higher diopter of wearing contact lenses to induce anisometropia, with spectacles lenses correction of minus power after fitting contact lenses with plus power and in case of men. Conclusions: It should be considered to correct anisometropia that aniseikonia could cause reduction of stereopsis.

Type of Mask Recognition in 20s (20대의 마스크 인식유형)

  • Cha, Su-Joung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.337-338
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    • 2022
  • 본 연구에서는 마스크 착용이 필수가 된 시대를 살고 있는 20대를 대상으로 하여 마스크에 대해서 어떤 인식을 가지고 있는지를 조사하여 그 인식을 유형화하고 유형별 특성을 알아보고자 하였다. 이를 통해 마스크를 착용하는 사람들이 어떤 생각을 가지고 마스크를 사용하는가와 어떤 제품을 원하는지를 분석하고자 하였다. 본 연구는 Q방법론을 사용하였으며, 분석에는 쿼넬 pc프로그램을 활용하였다. 마스크에 대한 인식유형은 3개로 분류되었다. 유형 1은 마스크를 늘 착용하며 마스크가 비언어적 커뮤니케이션과 착용자의 이미지에 영향을 미친다고 생각하는 '상시 착용 영향 중시형'이었다. 유형 2는 마스크를 세균을 막기 위해 착용하며 마스크가 부정적 영향이 크다고 생각하는 '기능 중시 부정 인식형'이었다. 유형 3은 얼굴을 가리기 위해 마스크를 착용하고 마스크 착용 시 사람이 젊어 보인다고 생각하는 '은폐 착용 긍정 이미지형'이었다. 본 연구는 20대만을 대상으로 하여 다른 연령대의 마스크에 대한 인식을 알아보지 못하였다. 향후 연구에서는 다양한 연령대의 마스크에 대한 인식을 알아볼 필요가 있으며, 인식유형에 따른 마스크 디자인 개발에 관한 연구가 이루어져야 할 것으로 생각된다.

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Mask Cognition Types of Korean in the COVID19 Era using the Q Methodology

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.157-167
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    • 2022
  • This study attempted to investigate what kind of perception people in their 20s have about masks and to find out the characteristics of each type by categorizing the perception. The Q methodology was used for the study. The cognition types of masks were categorized into three. Type 1 was a 'always wear impact-important type' that always wears masks and thinks masks affect non-verbal communication and the wearer's image. Type 2 was a 'function-important negative recognition type' that wears masks to prevent germs and thinks that masks have a great negative impact. Type 3 was a 'concealment wear positive image type' that wears a mask to cover the face and thinks that a person looks young when wearing a mask. It is thought that the development of masks of various designs and functions reflecting the needs of consumers should be carried out. Also, it is thought that various products should be developed and sold so that consumers can choose according to important considerations such as design, fit, and function.

최신의학상식 - 이어폰 사용과 소음

  • Kim, Gyu-Sang
    • KOREAN ASSOCIATION OF OCCUPATIONAL HEALTH NURSES
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    • v.19 no.4
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    • pp.25-32
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    • 2012
  • 최근에는 산업장 근로자나 노인에게 주로 발생되던 청력손실이 청소년에까지 점차 확대되면서 청소년의 청력뿐 아니라 청소년의 청력에 영향을 미치는 여러 환경 및 요인에 대한 관심이 고조되고 있다. 그 중 외국어 공부나 음악감상용으로 청소년들 사이에 생활필수품처럼 널리 이용되고 있는 휴대용 카세트가 청소년의 소음성 난청원으로 매우 위험하다는 연구결과가 제시되어 학부모, 교사, 전문가에 의해 청소년 청력상태에 대한 조사와 청력손실을 유발하는 위험요인에 대해 많은 연구가 실시되었다. 청소년기에 취미/오락활동, 가정내 기계 기구, 음악, 교통 등의 소음에 상시적으로 노출될 수 있다. 직업적으로 소음에 노출된 적이 없는 청소년에게서 소음성 난청이 발생할 수 있다는 연구결과가 나오고 있는데, 청소년의 소음성 난청은 큰 소리를 내는 장난감과 개인용 음향기기, 콘서트장, 밴드활동 등의 음악과 관련이 있으며 이외에 모터사이클, 모터 스포츠 등의 레저 활동과 관련이 있다. 이러한 소음은 작업장 소음에 의한 초기 청력손실처럼 3~6 kHz 역의 청력손실을 특징적으로 보여준다. 이 글에서는 주요 취미활동과 관련하여 MP3 등 개인용 음향기기와 헤드셋 착용 근로자의 소음 노출 수준과 이에 따른 청력영향을 살펴보고, 소음저감방법에 대해 알아보고자 한다.

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System of Exercise Rehabilitation Underwear for Chronic Obstructive Pulmonary Disease Patient (COPD 환자를 위한 운동재활 언더웨어 시스템)

  • Ahn, Hyeongi;Jang, Jiyoung;Choi, Hyunhee;Park, Byungjoo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.297-298
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    • 2021
  • 본 논문은 만성폐쇄성 폐 질환이 흡연, 대기오염으로 많은 질환자가 발생하여 재활운동을 필요로 하는 추세이다. 현재 측정 도구와 재활운동 도구가 분리되어 질환 진단은 한정된 시설을 이용해야만 하고 재활운동 또한 상시 진행할 수 없어 질환을 확인하기 어려운 실정이다. 이에 평상시 착용하는 이너형태에 재활운동 의류를 개발하여 올바른 호흡을 돕는 근육군이 동원하여 복식호흡을 유도하고 흉식호흡 시 웨어러블기기를 통해 인지하게 돕는다. 이 결과 일상 속 지속 가능한 재활운동을 바탕으로 가슴 벽의 호흡근육 활동을 감소시키고 복부 근육군을 개선하는 것으로 폐 기능을 증진시킬수 있는 언더웨어 개발을 제안하고자 한다.

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Dose Customized Apron Micro Functional Design Using Convergence Shielding Sheet (융합 차폐시트를 이용한 선량 맞춤형 에이프런 마이크로 기능성 디자인)

  • Kim, Seon-Chil
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.119-126
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    • 2021
  • Radiation shielding clothing for medical institutions is used based on lead equivalent of 0.25 mmPb. However, this study intends to study the shielding suit that can guarantee the user's activity while considering the sensitivity of each part of the body. By manufacturing based on eco-friendly shielding material, it was attempted to solve the weight problem and environmental problem of existing lead aprons, and to present the same shielding performance as lead equivalent in thickness. The fabric of the produced shielding sheet was manufactured through a calendar process that adjusts the thickness of the shielding sheet from lead equivalent 0.12 mmPb to 0.32 mmPb. In addition, the usability evaluation of the manufactured shielding clothes was conducted for the subjects who were workers in medical institutions. As a result, the activity became easier and the weight was reduced by 0.26 kg. In the future, it is thought that it is necessary to improve the shielding suit design considering the activity.

A Simultaneous Real-Time Heart Rate Monitoring System for Multiple Users (다수 이용자를 위한 동시적 실시간 심박수 모니터링 시스템)

  • Ha, Sangho
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.8
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    • pp.253-258
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    • 2015
  • From the point of view of u-healthcare, heart rate is so useful for both illness for taking care of patients and wellness for improving the level of health and wellbeing. It is because heart rate is a significant clinical variable for all kinds of diseases as well as an indicator of the intensity of exercise. Recently, a number of various wearable heart rate monitors have been released to check people's status in the body by monitoring their heart rates. In addition, a number of smartphone applications have been released to conveniently monitor the status of exercise by using heart rate monitors. However, all of these applications are limited to a personal usage. In this paper, we will design a system to simultaneously monitor heart rates coming from multiple users in a real-time, and develop an Android application to apply the system. The application mainly features a simultaneous monitoring of heart rates coming from multiple users, allowing to be effectively applied to fitness centers.

A Study on the Development Direction of New Media Art Using Virtual Reality (가상현실을 활용한 뉴미디어아트의 발전 방향에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.97-102
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    • 2020
  • With the advancement of technology, there are almost no constraints on expression in virtual reality (VR) art; however, it still has some limitations. VR artists can be largely classified into two groups in terms of style. The first group is artists who create their works as a live performance. In this case, a major limitation is that the artist cannot see how the audience reacts to the work because he/she wears a VR device while performing, and the audience cannot fully experience the work, since they view it only on-screen without any VR devices. This problem can be solved if all members of the audience wear VR devices; however, that requires astronomical costs and brings about another problem related to device management. If the price of VR devices decreases as technology develops, it may help solve this problem. The second group is exhibition artists who regularly display their works online. In this case, the limitation is that their work using VR remains only in the virtual digital space. In this case, a solution may be creating space in exhibition halls, and providing VR devices to audience members in existing art exhibitions.