• Title/Summary/Keyword: 헤드마운트디바이스

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Improvement effect of Functional Myopia by Using of Vision Training Device(OTUS) (Vision Training Device(OTUS)적용에 따른 기능성 근시의 개선 효과)

  • Park, Sung-Yong;Yoon, Yeong-Dae;Kim, Deok-Hun;Lee, Dong-Hee
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.147-154
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    • 2020
  • This study is about the development of ICT-based wearable devices for vision recovery that can cause functional myopia improvement through accommodation training. Vision Training Device(OTUS) is a head mount type wearable device, which naturally stimulates the contraction and relaxation of the ciliary muscles of eye. Users can conduct customized vision training based on personal vision information stored through the device. In the experiment, the effects of improvement of the symptoms by the accommodation training were compared and analysed for the two groups (16 comparative group and 16 accommodation training group) after causing functional myopia. The result showed the functional myopia improved average 0.44D±0.35 (p<0.05) at the accommodation training group compared to the comparative group. This study proved the effectiveness of vision training device(OTUS) on functional myopia, but further clinical trials are judged necessary to prove the possibility of long-term control of the functional myopia.

The Effects of Device on Virtual Reality based Education: Focused on Immersion, Social Consciousness, and Learning Motivation (가상현실 교육에서 디바이스의 영향: 몰입, 사회적 자의식, 학습 동기를 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.487-492
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    • 2018
  • The purpose of the study is discovering the effects of different VR devices in learning. For this purpose, this study conducted experiments in HMD and Tablet PC learning environments to analyze differences in device characteristics according to technological evolution. In the experimentation, 37 test subject members were involved and Talklish program, English education service, were used as a learning content. The results showed that the learning method using HMD VR has a higher level of immersion, social consciousness, and learning motivation than Tablet PC methods.