• Title/Summary/Keyword: 안경종류

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Analysis of New Eyewear Product Trends of 2008 (2008년 안경 신상품 트렌드 분석)

  • Jang, Jun-Young;Roh, Kwon-Chan
    • Journal of Korean Ophthalmic Optics Society
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    • v.14 no.3
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    • pp.1-5
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    • 2009
  • Purpose: The aim of this study is to grasp domestic eyewear trends in 2008 with analyzing brands, types, materials, colors and styles of new eyewear products. Methods: Examined all new eyewear products which were on three magazines related with eyewear published in Korea; "안경계", "Eye 11" and "THE AXIS". Results: There are 103 companies, 182 brands in 3 magazines related eyewear published in 2008. There are 77 domestic brands and 105 imported brands, and there are 522 eyeglasses and 126 sunglasses. Material of eyeglasses make up 37.93% of combination frames, 33.14% of metal frames and 28.93% of plastic frames and material of sunglasses make up 50.79% of plastic frames, 30.95% of combination frames and 18.25% of metal frames. From a style point of view, there are lots of retro and casual styles which one can express one's individuality with. In terms of colors, basic colors such as black and gray are mainstream and pastel tones and vivid tones are mainly used as the point color. Conclusions: The results of analyzing new eyewear products show that many light and feeling good products such as thin plate frames, TR frames and thin plate-TR combination frames were released in case of domestic eyewear products. In case of imports, there are lots of simple Ti frames and acetate frames which were variety patterns and colors.

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Purchase Behavior of Eyewear and Eyewear Design (안경 구매행태와 안경디자인)

  • Jang, Jun-Young;Kim, Dae-Nyoun;Choi, Byung-Jin
    • Journal of Korean Ophthalmic Optics Society
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    • v.12 no.4
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    • pp.23-27
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    • 2007
  • This research was conducted to assist with domestic eyewear industry to gain better understanding of manufacturing through study relationship between purchase behaviors and selecting elements such as design, brand, price, material and nation. Domestic consumers think that the most important factor is a design when they purchase eyeglasses regardless of kinds and brands of eyeglasses, and optometrists choose the eyewear design as a primary factor when they buy eyeglasses for display and sale. As a role of eyeglasses for fashion items increases, the interest of the eyewear design will be higher. Many optometrists have plans to import and make house brand. Some of them also would like to study eyewear design.

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Analysis of Replacement Cycle by Eyeglasses Scratches in Daily Life (일상생활 속 안경렌즈 흠집에 의한 교체주기 분석)

  • Jung, Mi-A;Lee, Eun-Hee
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.447-451
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    • 2019
  • This study were to investigate the scratches and replacement cycles of eyeglasses according to personal characteristics in daily life. The subjects were 58 people who voluntarily participated in this study. The replacement cycle of eyeglasses according to the contact of eyelashes with eyeglasses, type and the number of eyeglasses wiped on a day were analyzed. The statistical analysis were performed by X2 test and Fisher's exact test. The average replacement cycle of the eyeglasses were longer females than males. The eyeglasses replacement cycle were significantly shorter when the eyelashes contacted the eyeglasses and when the eyeglasses were wiped using a tissue or clothes other than the eyeglasses towel. The coating film of the eyeglasses may be damaged by the convergence effect such as eyelashes or minor carelessness in daily life, and this study will continue to follow up on this result.

Competitiveness Strategy of Glasses Market in E-Commerce Environment (전자상거래 환경에서 안경시장 경쟁력 확보전략)

  • Xu, Chen-lin;Yin, Li;Jung, Young-ho;Lee, Hyun-chang;Shin, Seong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.134-135
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    • 2015
  • E-commerce as a business model, its rise has affected the daily economic behavior of people, also has brought great opportunities for the glasses industry. Glasses industry how to effectively implement e-commerce is an issue worthy of study. Through analysis of the existing glasses sites in the e-commerce market, this paper proposed some personalized competitive strategies, and established a glasses online web site which is not distinguish between ages to provide personalized service.

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Influence of Gaming Display and Wearing Glasses on Perceived Characteristics, Presence, and Fatigue (게임 디스플레이 종류와 안경착용 여부에 따른 영상의 인지된 특성, 프레즌스 그리고 피로도의 차이)

  • Lee, Hyun-Ji;Lee, Sang-Wook;Heo, Ok;Chung, Donghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.439-442
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    • 2012
  • 3D 영상 산업과 더불어 3D가 적용됨으로써 유망한 산업 분야 중 하나가 바로 게임이다. 2D에서 3D 그래픽으로 그리고 현재는 3D 입체영상으로 진화하면서 이용자로 하여금 깊이감을 제공함으로써 더 큰 즐거움을 주고 있다. 본 연구에서는 게임에서의 입체영상 및 안경 착용여부가 영상의 특성, 프레즌스 그리고 피로도 등에 어떠한 영향을 미치는지 알아보고자 했다. 실험결과 디스플레이와 안경착용의 상호작용효과는 인지된 특성 구성요소 중 입체감과 프레즌스 구성요소 중 시간관여에서 유의미하게 나타났다. 입체감과 시간관여의 경우 모두에서, 3D 영상에서 게임을 플레이했을 경우 안경 미착용자가 착용자 보다 더 잘 인지하는 것으로 나타났다.

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A Study on the Wearing Status of the Near Vision Refractive Error Correction Device for Presbyopia in Each Residential District (Chungcheongnam-do and Gyeonggi-do) (거주지별(충청남도와 경기도) 노안의 근거리 시력교정안경 착용 실태)

  • Kim, Jung-Hee;Lee, Young-Il;Kang, Su-Ah
    • Journal of Korean Ophthalmic Optics Society
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    • v.14 no.1
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    • pp.103-108
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    • 2009
  • Purpose: The objective of this study is to compare and analyze the wearing status of refractive error correction devices of elders who reside in a city or in a small town district. Methods: Each of opticians from a small town or a city was selected for the study of wearing status of presbyopia correction device for each residential district in units of percentage. with the analysis of the age and gender distributions of the elders, numbers of elderly members, and the kinds of presbyopia correction. Results: The wearing rate of progressive lens was reduced in reverse proportion to the increase of the age for the people of presbyopia in a twon. Pepople in 60s living in a town perferred to wearing bifocal lens, but people of 50~60s preferred to single vision lenses. However, none of people living in a city who is diagnosed as presbyopia had refractive error correction device, and no one used bifical lenses. The progressive lens was mostly used in the people of 40~50s and using rate of those lenses reduced with the age; and single vision lens had the highest rate of in the 40~50s but no one wore it in the 70s. Conclusions: Among the refractive error correction devices, the progressive lens was most widely worn by presbyopia group who is living in a town or a city. In particular, the refractive error correction devices were most preferred in 40~50s of early presbyopia. The highest preference for the progressive lens in the people with the early presbyopia indicates that the wearing rate of the progressive will be increased in future. Therefore, the opportunity of systematic education on the progressive lens should be increased.

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Influence of Gaming Display and Wearing Glasses on Perceived Characteristics, Presence, and Fatigue (게임 디스플레이 종류와 안경착용 여부에 따른 영상의 인지된 특성, 프레즌스 그리고 피로도의 차이)

  • Lee, Hyunji;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.17 no.6
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    • pp.1004-1013
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    • 2012
  • 3D images and videos are required viewers to wear 3D glasses. According to the data, about half of Korean people wear glasses or contact lens and this implies 3D video viewers may have a trouble due to putting a pair of 3D glasses atop their glasses. The purpose of this study is to examine gamers' perceived characteristics, presence, and fatigue according to video gaming display (2D vs. 3D) and glasses whether wearing or not. The results show that the interaction effect of the display and wearing glasses was statistically significant in the perceived presence, and the main effect of the display was statistically significant in the perceived characteristics and fatigue.

The Clinical Study on Spectacle Wearers of Highschool Students (고등학생 안경착용자의 착용상태에 관안 임상적 연구)

  • Kim, Sang-Kyun;Sung, A-Young
    • Journal of Korean Ophthalmic Optics Society
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    • v.9 no.1
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    • pp.19-27
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    • 2004
  • The purpose of this study is to survey spectacle wearers's way of thinking through the questionaire and to investigate their wearing conditions through fitting conditions, the pantascopic angle, vertex distance, the coincidence of vertical and horizontal distance between optical center of the lens and pupillary distance of the eye in random selected 150 ametropic corrective wearers in the age of 17 to 19. The results are as follows : 1. The most popular causes of physical complaints in the ex-wearing spectacle are frame pressure(34.0%), slipping forward(30.0%) and most popular visual complaints are blur vision(30.0%) and asthenopia(20.0%). 2. The most common physical or visual complaints in the present wearing spectacle are slipping forward(30.0%), pressure (50.0%), color(10.0%). 3. Myopic glasses wearers accounted for 56.7% of the subjects, the others were compound myopic astigmatism. In 60% of the subjects' binocular diopter did not coincide. 4. In the pantascopic angle of the both eyes coincide in 66.7% of the subjects. The average of pantascopic angle is $10.07^{\circ}$. 5. In the vertex distance of the both eyes coincided in 65.3% of the subjects. the he average of vertex distance is 13.6 mm. 6. Among 150 eyes with monocular, the vertical distance between optical center of the lens and pupillary distance of the eye is within the RAL-RG 915 that is tolerance of ophthalmic dispensing in German Standards in 82 eyes (54.6%). 7. Among 150 eyes with monocular, the horizontal distance between optical center of the lens and pupillary distance of the eye is within the RAL-RG915 that is tolerance of ophthalmic dispensing in German Standards in 86 eyes(57.3 %).

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HMD 기술 현황 및 과제

  • Lee, Se-Jin
    • Broadcasting and Media Magazine
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    • v.12 no.3
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    • pp.93-99
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    • 2007
  • HMD (Head Mounted Display)는 머리에 장착하거나 안경처럼 착용하여 사용하는 모니터의 종류를 총칭하며, 최근에는 FMD (Face Mounted Display)라고도 불려진다. HMD는 초기 헬멧 형태에서 최근 안경 형태로 점차 소형화 되고 있으며, HMD를 착용하여 마치 2m 앞 40 inch 이상의 화면을 시청하는 효과를 내는 기술 구현이 가능한 상태이다. 모바일 디스플레이 기기의 소형화를 실현시키는 HMD 기술은 다양한 미디어 기기와 결합하여 바로 눈앞에서 가상현실 및 영화를 효과적으로 즐길 수 있게 할 것이다. 2009년 세계 시장 규모가 약 2000억원으로 예상되는 HMD 시장은 5세대 영상을 구현하는 핵심 기술이 될 것이다.

Manufacturing the Color Lenses by Dipping Method (잠김 방식에 의한 색상렌즈 제작)

  • 한두희
    • Proceedings of the KAIS Fall Conference
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    • 2002.05a
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    • pp.187-189
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    • 2002
  • 잠김 방식(dipping)을 사용하여 안료에 의한 색상 렌즈를 제작하였다. 본 논문에서는 안료의 종류에 따른 색상 농도의 변화를 중심으로 조사한 바를 발표한다. 색상 렌즈는 안경 산업의 발전과 함께 새로운 수요를 창출하게 뭔 것이다.