• Title/Summary/Keyword: 시각적 불편

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Effects of Transmittance of Diffusive Blur on Visual Acuity and Contrast Sensitivity (확산적 흐림의 투과율이 시력과 대비감도에 미치는 영향)

  • Yang, Seok-Jun;Choi, Eun Jung
    • Journal of Korean Ophthalmic Optics Society
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    • v.20 no.3
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    • pp.355-362
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    • 2015
  • Purpose: To investigate the effects of the transmittance of diffusive blurson visual acuity and contrast sensitivity. Methods: Visual acuity and contrast sensitivity were measured by using Optec$^{(R)}$ 6500 in Healthy 30 subjects aged $22.83{\pm}0.50$ (male 13, female 17) who were recruited from university students. Cataract simulator was used as a tool for diffusive blur. Visual acuity and contrast sensitivity were measured with varying the transmittance of diffusive blur in order to simulate progression of cataract and concentration in fog. Results: Visual acuity was reduced proportionally with decreasing the transmittance of the diffusive blur as follows: $VA(T)=1.84{\times}10^{-2}T-0.645$. Contrast sensitivity was decreased in all spatial frequencies. Contrast sensitivity in a high spatial frequency band was a greater effect and was off the normal range of contrast sensitivity. The peak of contrast sensitivity was moved in the direction to low frequency. From an intersection point of contrast sensitivity function, we could calculated the transmittance of the diffusive blur being off the normal range and the shift to peak spatial frequency. The peak of contrast sensitivity function was observed to move from 6 to 3 cpd at transmittance of about 78.70%, the contrast sensitivities for all frequencies at transmittance of about 69.71% were deviated from the normal range. Conclusions: The transmittance of diffusive blur causes a reduction in visual acuity and contrast sensitivity, a deviation of normal range of contrast sensitivity, and a shift of peak contrast sensitivity. Therefore the more attention is required when suffering from cataracts or driving in fog.

The Study on an Using Effect of Head Mounted Display to the Body in Virtual Environments (가상환경에서의 HMD사용이 인체에 미치는 영향에 관한 연구)

  • 이창민;정진희
    • Journal of Korea Multimedia Society
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    • v.3 no.4
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    • pp.389-398
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    • 2000
  • The focus of this study is to investigate how personal display system - Head Mounted Display(HMD) and VDU-affect to the body in virtual environments. This prediction was tested by a comparing of playing 3D games while wearing a HMD and monitoring a VDU for an hour. As quantitative measuring and analyzing tools, SSQ, RSSQ, pre and post posture stability test and vision test are used. The results showed that SSQ and RSSQ total score (TS) are related with the results of pre and post posture stability test and SSQ and RSSQ TS of HMD is higher than TS of VDU by one point five times. Especially, TS of MRG3C, having large field of view, has a possibility by two times of simulator sickness (SS). And in order to investigate the degree of SS regarding to the simulator control condition, two conditions, subjective-passive and subjective-active environments were compared. However, there was no significant difference between two environments. The repetition of the same environment has no effect to reduce the SS. Disorientation and oculomotor scores of the SSQ and RSSQ are higher than that of another symptoms. In addition, RSSQ score of strain/confusion is higher than that of nausea. Therefore, we assume that personal fear could possibly increase the simulator sickness in virtual environments.

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Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.649-665
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    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.

Subjective Visuoperception to Vertical Yoked Prisms (수직동향프리즘의 자각적 시감각에 관한 연구)

  • Kim, Jae-Do;Kim, Dae-Hyun;Lee, Ik-Han;Kim, Bong-Whan;Kim, Young-Hoon
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.1
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    • pp.95-99
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    • 2008
  • Purpose: Even refractive error is perfectly corrected by glasses power, the glasses wearer can feel imbalance and uncomfortable by prism effects. The purpose of this study was to investigate subjective imbalance to vertical yoked prism in visually normal subjects. Methods: Visually normal 37 subjects (aged 20 to 31 y) were fully corrected by soft contact lens and worn vertical yoked prism, base up and base down 1, 2, 4, 6, 8 prism diopter(pd) at random order. A rating scale questionnaire was administered to assess quantitatively subjective imbalance to the yoked prism. The near phoria tests were done using Howell-Kim phoria card at 40 cm distance. Results: For the subjective response of imbalance, base up yoked prism was higher than base down yoked prism (t-test: t=4.67, p=0.00) in over 2 prism diopters. The frequency of subjects who feel imbalance by base up vertical yoked prism is higher for near esophoric group than for exophoric group. Conclusions: To reduce subjective imbalance caused by glasses such as dizzy, it needs to make the minimum prism effect, and base down yoked prism is more effective than base up yoked prism in prism effects.

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An Integrated Model of Cybersickness: Understanding User's Discomfort in Virtual Reality (사이버멀미 통합 모델: 가상현실 사용자의 불편감 현상 연구)

  • Chang, Eunhee;Seo, Daeil;Kim, Hyun Taek;Yoo, Byounghyun
    • Journal of KIISE
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    • v.45 no.3
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    • pp.251-279
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    • 2018
  • Users can experience cybersickness when interacting with virtual reality (VR). The symptoms of cybersickness are similar to those of motion sickness which include eye fatigue, disorientation, and nausea. Despite the longstanding interest of user's discomfort, inconsistent results have been drawn on the underlying mechanisms and solutions of cybersickness. In this study, we propose an integrated view of cybersickness connecting causes of the symptoms, human perception model, and measurements of cybersickness. Cybersickness-related factors of previous research are reorganized into content, hardware, and human factors as well as analyzed in terms of VR fidelity. Also, pros and cons that measure the degree of cybersickness are discussed.

An Intelligent Display Scheme of Soccer Video for Multimedia Mobile Devices (멀티미디어 이동형 단말을 위한 축구경기 비디오의 지능적 디스플레이 방법)

  • Seo Kee-Won;Kim Chang-Ick
    • Journal of Broadcast Engineering
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    • v.11 no.2 s.31
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    • pp.207-221
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    • 2006
  • A fully automatic and computationally efficient method is proposed for intelligent display of soccer video on small multimedia mobile devices. The rapid progress of the multimedia signal processing has contributed to the extensive use of multimedia devices with a small LCD panel. With these emerging small mobile devices, the video sequences captured for standard- or HDTV broadcasting may give the small-display-viewers uncomfortable experiences in understanding what is happening in a scene. For instance, in a soccer video sequence taken by a long-shot camera technique, the tiny objects (e.g., soccer ball and players) may not be clearly viewed on the small LCD panel. Thus, an intelligent display technique is needed for small-display-viewers. To this end, one of the key technologies is to determine region of interest (ROI), which is a part of the scene that viewers pay more attention to than other regions. In this paper, the focus is on soccer video display for mobile devices. Instead of taking visual saliency into account, we take domain-specific approach to exploit the characteristics of the soccer video. The proposed scheme includes three modules; ground color learning, shot classification, and ROI determination. The experimental results show the propose scheme is capable of intelligent video display on mobile devices.

Development of Universal Graphic User Interface Design for MS Windows for Elderly Users (고령사용자를 위한 MS Windows유니버설 GUI디자인 개발)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.15-26
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    • 2006
  • As the interest and use of computer have been increased among elderly users according to the entry to the aging society, the issue of universal design for computer usability was brought forward. Especially, it is widely recognized that universal UI(User Interlace) design on MS windows is important. The objective of this study is to conceptualize Universal GUI design on MS windows which can be used more easily and intuitively by novice users such as elderly and housewives. Especially, the solution for Universal GUI design on MS windows was developed by reflecting elderly users' needs because elderly users is the group with more difficulties than other user groups in learning and using MS windows. First, elderly user's needs was collected by participant observation as a teaching assistant in computer dass for elderly people for 4 weeks. Secondly, the experimental test and in-depth interview was implemented to find difficulties factors and needs in addition to participant observation. Based on the findings, the new GUI design solution was suggested. The design solution consists of ideas in several categories such as setting default, simplification of function for easy conceptual model making, customization of function and working environment, and intuitive GUI in interaction process. The new MS windows GUI design can be accessed by novice mode when user login in window XP. This study has the significance in finding elderly users detailed needs through in-depth and long term participant observation. However, the usability of the suggested prototype needs to be verified to various user groups besides elderly users in the future.

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Adaptive Image Content-Based Retrieval Techniques for Multiple Queries (다중 질의를 위한 적응적 영상 내용 기반 검색 기법)

  • Hong Jong-Sun;Kang Dae-Seong
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.3 s.303
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    • pp.73-80
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    • 2005
  • Recently there have been many efforts to support searching and browsing based on the visual content of image and multimedia data. Most existing approaches to content-based image retrieval rely on query by example or user based low-level features such as color, shape, texture. But these methods of query are not easy to use and restrict. In this paper we propose a method for automatic color object extraction and labelling to support multiple queries of content-based image retrieval system. These approaches simplify the regions within images using single colorizing algorithm and extract color object using proposed Color and Spatial based Binary tree map(CSB tree map). And by searching over a large of number of processed regions, a index for the database is created by using proposed labelling method. This allows very fast indexing of the image by color contents of the images and spatial attributes. Futhermore, information about the labelled regions, such as the color set, size, and location, enables variable multiple queries that combine both color content and spatial relationships of regions. We proved our proposed system to be high performance through experiment comparable with another algorithm using 'Washington' image database.

A Study on the Fundamental Direction of Design in an Aged Society (고령 사회를 대비한 디자인 기초방향 연구)

  • 윤태호
    • Archives of design research
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    • v.16 no.4
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    • pp.91-100
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    • 2003
  • The population is aging rapidly in Korea. From that point of view, 'aging' becomes our reality, and the progression of aging brings about far-reaching changes throughout the whole country. The developed countries are making vigorous preparations for aging now, but our country has not been doing well. So it is necessary to research the counter plan for aging. As an aged society is coming dose at hand, we need the urgent overall countermeasures to decrease the difficulties and troubles the elderly are suffering in their daily lives. This thesis studied the documents and literatures on the fundamental direction of design in preparation for an aged society. The fundamental direction of design needs the conversion to the view that will enable society to cope with the problems of aging. One of solutions for them is Universal Design. Universal Design should be embodied with synthetic and diversified approaches and strategies. 1 expect the healthy aged society with Universal Design mind to build the society where everyone can live together.

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Raising Visual Experience of Soccer Video for Mobile Viewers (이동형 단말기 사용자를 위한 축구경기 비디오의 시청경험 향상 방법)

  • Ahn, Il-Koo;Ko, Jae-Seung;Kim, Won-Jun;Kim, Chang-Ick
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.3
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    • pp.165-178
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    • 2007
  • The recent progress in multimedia signal processing and transmission technologies has contributed to the extensive use of multimedia devices to watch sports games with small LCD panel. However, the most of video sequences are captured for normal viewing on standard TV or HDTV, for cost reasons, merely resized and delivered without additional editing. This may give the small-display-viewers uncomfortable experiences in understanding what is happening in a scene. For instance, in a soccer video sequence taken by a long-shot camera techniques, the tiny objects (e.g., soccer ball and players) may not be clearly viewed on the small LCD panel. Moreover, it is also difficult to recognize the contents of the scorebox which contains the elapsed time and scores. This renuires intelligent display technique to provide small-display-viewers with better experience. To this end, one of the key technologies is to determine region of interest (ROI) and display the magnified ROI on the screen, where ROI is a part of the scene that viewers pay more attention to than other regions. Examples include a region surrounding a ball in long-shot and a scorebox located in the comer of each frame. In this paper, we propose a scheme for raising viewing experiences of multimedia mobile device users. Instead of taking generic approaches utilizing visually salient features for extraction of ROI in a scene, we take domain-specific approach to exploit unique attributes of the soccer video. The proposed scheme consists of two modules: ROI determination and scorebox extraction. The experimental results show that the proposed scheme offers useful tools for intelligent video display on multimedia mobile devices.