• Title/Summary/Keyword: Aesthetic devices

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Safety Principles in the Application of Lasers in Energy-based Aesthetic Procedures from the Nurse's Perspective

  • Kim, Youn Jeong
    • Medical Lasers
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    • v.9 no.1
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    • pp.34-38
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    • 2020
  • Recently, various lasers and energy-based devices (EBDs) have been widely used in aesthetic procedures. Although using lasers and energy-based aesthetic procedures presents a potential risk to doctors, nurses, and patients, aesthetic procedures tend to be performed without the necessary precautions. For injury prevention, it is essential to follow safety rules and be aware of potential accidents. Furthermore, it is important to understand the basic principles of the devices, including the different optical and electrical properties. Acquiring the exact knowledge to control a device is important for two reasons; to maintain a safer operating environment and prolong the lifespan of expensive devices. This review briefly summarizes the knowledge needed for better and safer aesthetic procedures and the proper control of aesthetic devices.

Development of Automated Modeling System for Air-Ventilation Holes (열 배출구 형상 모델링 자동화 시스템 개발)

  • Park, Hyun-Pung
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.5
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    • pp.330-337
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    • 2009
  • Nowadays a lot of high-tech electronic products such as TVs, monitors and camcorders are being developed. The more functions the electronic devices have, the more heat problems occur. Therefore, most of electronic products have air-ventilation holes to eliminate heat that is generated inside the products. The shapes of ventilation holes are usually complicated since aesthetic appearance of the products is important these days. In order to create those complicated shapes, designers should do time-consuming jobs because most of commercial CAD systems do not provide the functions that create patterns of lofted parts along freeform surfaces. In this research, an automated air-ventilation hole modeling system was proposed. The system generates patterns of lofted objects on freeform surfaces. Standard process to create air-ventilation holes manually was established, and vent-hole types and pattern types were classified into several categories. Designers can create many kinds of vent-holes by combining vent-hole types and pattern types. Users can also utilize user-defined pattern which can give users more flexibility. Developed system was applied to several design examples and the results are presented.

Costume Code Analysis Placed Mise-en-abyme in the Movie - Focused on the Lucien Dällenbach's theory and the film - (미장아빔으로 배치된 영화 속 의상코드 분석 -Lucien Dällenbach의 이론과 영화 를 중심으로-)

  • Kim, Hyangja
    • Journal of the Korean Society of Costume
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    • v.67 no.1
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    • pp.130-146
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    • 2017
  • This study focuses on the Mise-en-abyme theories of Lucien $D{\ddot{a}}llenbach$, and presents research methodology to analyze the modern cinema costume in a new view. Inherent aesthetic values of the costume code shown in the film are as follows. First, esthetics value shown is the analogic code through the maximization of factual realism by directing target. Mise-en-abyme placed in this film plays the role of costume codes, and highlights the subject by presenting specifically targeted realistic icons to maximize the realism of the movie. Second, Mise-en-abyme is deployed to the explicit text through costumes code is placed as Displaced code arrangements. In other words, each of the characters is a signifier. Symbolizing a historical era is the device that represents a self-reflective signifier. Third, paradoxically reflected by the overlapped expansion of virtual reality and the self-referential characteristics and are subject to reflect the thinking of the author. Costumes code placed in Mise-en-abyme is expressed in costumes positioned to maximize the realism in the film as described above, and implies narratives and self-reflective mediating tools that symbolism can be seen that the paradoxical metaphor for the reality and the future. In addition, through the metaphor of visual narrative is allegorical representation Mise-en-abyme with ambiguity, and it is a concrete text that can be realized in a variety of creative storytelling methods and image delivery methods of modern fashion. This study confirmed that this costumes to take the point of view of emotional $Mise-en-sc{\grave{e}}ne$ in the process of completing the film's themes and cinematic devices by identifying the roles and aesthetic value of code costumes as the core subjects that make up the narrative of the film.

A Study on Daylighting Systems for Therapeutic Environments of Healthcare Facilities (의료시설의 치유적 환경을 위한 자연광조명시스템에 관한 연구)

  • Jung, Hee-Boon
    • Korean Institute of Interior Design Journal
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    • v.25 no.6
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    • pp.139-148
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    • 2016
  • Chronic patients and staffs in healthcare facilities cannot avoid long-term stays indoors. Therefore, they need to get adequate amounts of sunlight to prevent diseases caused by vitamin D deficiency. This is a case study on the advanced daylighting systems installed to healthcare facilities for therapeutic environments as serving natural light therapy and a pleasant atmosphere. This paper shows daylighting devices that overcome the structural limits of architectural design solutions for inducing natural light. This study presents appropriate daylighting technologies to the purpose and types of healthcare facilities by analyzing therapeutic environmental factors. Natural light delivered through daylighting devices help directly patients recover. In addition, it can improve healthcare providers' performance and productivity, and reduce their errors, thereby creating therapeutic environments for patients, indirectly. Excellent color rendering of solar illumination is also a powerful tool for navigation and wayfinding in the buildings, and for aesthetic treatment in dental office. Furthermore, daylighting systems are streamlined and require the least material and space to attract sunlight up to the deeper inside. But because of expensive cost, they have not yet been widespread. Though daylighting devices are typically more expensive than artificial illuminations to install, the running cost savings can compensate for the initial installation cost. With the development of technology in the future, the market price of them is expected to be formed properly.

Patient Experiences with Artificial Intelligence-Based Smartwatch for Diabetes Medication Monitoring Service (당뇨 환자용 인공지능 복약관리 스마트워치의 사용자 경험)

  • Lee, Mi Sun;Jeong, Suyong;Lee, Hwiwon
    • Journal of muscle and joint health
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    • v.29 no.1
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    • pp.50-59
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    • 2022
  • Purpose: This qualitative study aimed to explore the experiences of patients with diabetes provided with medication monitoring using an artificial intelligence-based smartwatch. Methods: Giorgi's descriptive phenomenological methodology was applied to collect and analyze data from November 9 to December 23, 2021. The study samples were recruited by convenience sampling, and even patients with diabetes participated in in-depth interviews via video conference and telephone calls or face-to-face visits. Results: Ten sub-themes and four themes were finally revealed. The four themes were as follows: journey with unfamiliar devices, a less-than-acceptable smartwatch, insufficient functions and content for patients with diabetes to use, and efforts for regular medication behaviors and daily monitoring of patient's health conditions. Conclusion: To effectively manage diabetic conditions using digital healthcare technologies, nursing interventions were needed to identify personal needs and consider technological, psychological, aesthetic, and socioeconomic aspects of wearable devices.

New Instruments and Techniques for Obtaining Septal Cartilage in Rhinoplasties (코성형술에서 코중격연골 채취에 도움이 되는 기구와 방법)

  • Oh, Sang Ha;Kang, Nak Heon;Lee, Seung Ryul;Jeong, Ji Won;Lee, Yoon Joo
    • Archives of Plastic Surgery
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    • v.32 no.6
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    • pp.791-795
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    • 2005
  • A symmetric approach, using external rhinoplasty, is presented to aid the plastic surgeon in obtaining improved aesthetic and functional results in patients with postoperative nasal deformities. The external approach yields a full visualization of the underlying nasal framework and intraoperative evaluation of the deformities to be corrected subsequently. The nasal septal cartilage is unequivocally one of the best graft sources for reconstruction of the dorsum, columella or tip. It has fairly even surface and pliability in carving and shaping the graft. The graft can be obtained during the surgery with less morbidity and prepared easily for need of the shape. The only real disadvantage is the limited amount of cartilage that can be obtained from the septum. The dorsal and caudal rims, one or more cm in width, of the nasal septum should not be disturbed to maintain the nasal frame during harvesting the septal graft. Authors invented novel instruments, J & D knife and Flat (Spatula) suction tip, and have employed the devices for harvesting the septal cartilage. We were unable to gain enough amount of the cartilage by using a swivel knife or cartilage scissors. The septal cartilage can be resected as much as needed with newly invented instruments which facilitate a separation(method) technique.

The Phenomenon of Interference in Popular and Articistic Literature: Comparing Red Summer by Nguyễn Nhật Ánh and Goodbye Tsugumi by Yoshimoto Banana From the Perspective of Japanese Shoujo Manga

  • Nguyen, Thi Mai Lien;Thanh, Duc Hong Ha
    • SUVANNABHUMI
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    • v.14 no.1
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    • pp.161-189
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    • 2022
  • Nguyễn Nhật Ánh and Yoshimoto Banana are authors from two different literary movements, cultures, and countries. Their works are all best-sellers and have received many prestigious awards. Comparing their works from the perspective of shoujo manga, we can see that there are many similarities between them. Regarding the concept of composition, they all want to create works that are accessible to the majority of the public. Therefore, they choose topics which are close and attractive to mass readers as well as simple style, characters, literary devices, artistic space and time that are famous in shoujo - a popular art form of Japan. However, the ideological content in the works of both is not explicit and simple, but expresses the eternal feelings and values of humanity such as love for people, love for the homeland, country, reflecting the depths of both the conscious and the subconscious as well as profound aesthetic and philosophical values, profound aesthetic and philosophical values. Their works present the trend of interference between popular culture and elite literature. We can draw lessons for young writers, cultural managers and a wide audience from the success of these two writers.

An Empirical Evaluation of Stone-shaped Physiological Sensing Interface (돌 형태의 휴대용 생체신호 측정 인터페이스의 경험적인 평가 및 분석)

  • Choi, Ah-Young;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.1-7
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    • 2008
  • Recently researchers have studied mobile physiological sensing device. However, previous works focused on multiple and real time physiological sensing method, instead of aesthetic shape of sensing devices, sensing comfort during monitoring and sensing reliability against the hand motion artifact. In this work, we propose a stone shaped physiological sensing device to monitor the physiological status in a daily life which maximize the aesthetic feeling and sensing comfort and sensing reliability. We proposed stepwise user centered design process for user centric physiological sensing device and evaluated appropriate sensing positions against the hand motion artifacts and pressure from sensors. From the usability test and experiments, we verified the proposed sensing device provides the aesthetic appeals, sensing comfort and sensing reliability. We expect that this work can be applied in the various health care applications in near future.

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A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.