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The Validity Test of Statistical Matching Simulation Using the Data of Korea Venture Firms and Korea Innovation Survey (벤처기업정밀실태조사와 한국기업혁신조사 데이터를 활용한 통계적 매칭의 타당성 검증)

  • An, Kyungmin;Lee, Young-Chan
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.245-271
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    • 2023
  • The change to the data economy requires a new analysis beyond ordinary research in the management field. Data matching refers to a technique or processing method that combines data sets collected from different samples with the same population. In this study, statistical matching was performed using random hotdeck and Mahalanobis distance functions using 2020 Survey of Korea Venture Firms and 2020 Korea Innovation Survey datas. Among the variables used for statistical matching simulation, the industry and the number of workers were set to be completely consistent, and region, business power, listed market, and sales were set as common variables. Simulation verification was confirmed by mean test and kernel density. As a result of the analysis, it was confirmed that statistical matching was appropriate because there was a difference in the average test, but a similar pattern was shown in the kernel density. This result attempted to expand the spectrum of the research method by experimenting with a data matching research methodology that has not been sufficiently attempted in the management field, and suggests implications in terms of data utilization and diversity.

A Comparative Study on Quantity of Phoria between New Phoria Measurement with 3D Display and Existing Methods (개발된 3D Display 장치를 이용한 사위검사법과 기존 사위검사법으로 측정한 사위량 비교에 관한 연구)

  • Kang, Seok Hyon;Hong, Hyungki
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.3
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    • pp.313-320
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    • 2013
  • Purpose: This study compared the quantity of phoria for distance by new method with that by existing methods. Methods: For this study, it was selected to two existing phoria measurements, von Graefe and Maddox rod. And new method named "3D polarizing phoria measurement" was designed to measure the quantity of phoria using polarizing glasses and 3D display. Unlike existing measurement using polarized lens, newly considered method measured the quantity of phoria in condition removed perfect binocular fusion using field stop on apparatus and polarized lens. For using new method for distance, it was developed a phoria test chart. It supports three kinds of phoria measurements. Subjects were 12 (male 6, female 6). They had three phoria tests (1 sets) including new method. It was considered the effect of experimental order, so we tested all cases about experimental order. The number of cases was 6 sets, and the sample size in this experiment was 72 sets. For removing binocular fusion, lighting of the laboratory that was below 10 lx and the background color of phoria test chart was dark, RGB=(20, 20, 20). Results: Subjects were sorted into three groups. Samples with exophoria and orthophoria were 30 sets each, and those with esophoria were 12 sets. The quantity of phoria measured three tests differ from each other like "newmethod < von Graefe < Maddox rod", and there were statistically significant difference each other. Conclusions: This study has great significance in the sense that new method was the measurement with naturally removing binocular fusion without dizziness during the tests.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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