• Title/Summary/Keyword: Display fatigue

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The Ergonomic Layout of Ship's Bridge Panels using the Mathematical Programming (수리모형을 이용한 선박 항해기기 패널의 인간공학적 배치)

  • Jang, Jun-Hyuk;Kim, Hong-Tae;Sim, Joung-Hoon;Lee, Dong-Choon
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.251-257
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    • 2011
  • When designing a ship, ergonomic considerations are crucial when minimizing a navigator's fatigue due to the burden of work, and to appropriately operate the navigational equipment for each given situation by helping the operator to understand the surroundings as well as the physical functions of the ship. However, insufficient consideration of ergonomic elements in the actual design of ship Bridges is lowering the performance of safe navigation and allows for the possibility of operation or readout errors. Consequently, these errors lead to an increase in maritime accidents. Therefore, this study conducted a usability evaluation on the importance of and the usage frequency of navigational equipment, their influence on actual navigation, and the possibility of error upon operation or readout between training ship officers, to derive an optimized layout that includes the consideration of ergonomic factors for on-Bridge navigational equipment, which are currently arranged differently according to their type or size. The optimized layout of on-Bridge navigational equipment was carried out based on the evaluation results, using the Lingo program. Through the process of optimization, revised layouts of on-Bridge navigational equipments(control and display device) were suggested, considering emergency situations(ship collision, stranding, fire and explosion, sinking, etc.) during navigation.

DOF Correction of Heterogeneous Stereoscopic Cameras (이종 입체영상 카메라의 피사계심도 일치화)

  • Choi, Sung-In;Park, Soon-Yong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.7
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    • pp.169-179
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    • 2014
  • In this paper, we propose a DOF (Depth of Field) correction technique by determining the values of the internal parameters of a 3-D camera which consists of stereoscopic cameras of different optical properties. If there is any difference in the size or the depth range of focused objects in the left and right stereoscopic images, it could cause visual fatigue to human viewers. The object size of in the stereoscopic image is corrected by the LUT of zoom lenses, and the forward and backward DOF are corrected by the object distance. Then the F-numbers are determined to adjust the optical properties of the camera for DOF correction. By applying the proposed technique to a main-sub type 3-D camera using a GUI-based DOF simulator, the DOF of the camera is automatically corrected.

Correlations between Stereoscopic Perception and Colour Attributes in Graphic Images (그래픽 영상에서 입체감과 색채 속성의 연관성 관련 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.19-24
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    • 2019
  • Digital technologies in the digital image field are developing and changing rapidly while creating various forms of media environments. In particular, broadcasting image-processing technologies provide more realistic images through the development of multimedia technology. Consequently, the needs of flat image quality have been nearly met, leading to technological saturation. Currently, flat images possess the advantages of popularity and freedom from visual fatigue over three-dimensional stereoscopic images. A complementary technology for flat images is the stereoscopic perception improvement technology. To examine correlations between stereoscopic perception and colour attributes for graphic images on flat displays, we have conducted experiments related to stereoscopic perception and analysed the results. In these experiments, the colour attributes of hue, value, and chroma were applied at different levels. Next, the factors that provide the highest stereoscopic perception and their interactions were analysed through analysis of variance. Finally, this study defines the significance of colour factors related to stereoscopic perception by analysing the experimental results, and proposes a colour adjustment method for improved stereoscopic perception in graphics image processing.

Comparison of Smartphone Addiction, Anterior Head Posture, Quality of Life, and Headache Impact according to the Presence or Absence of Tension Headaches in College Students (대학생들의 긴장성 두통 유무에 따른 스마트폰 중독, 전방 머리 자세, 삶의 질, 두통 영향 및 두통 장애 지수 비교)

  • Kim, Chihwan;Lee, Donggeon
    • Journal of The Korean Society of Integrative Medicine
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    • v.8 no.4
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    • pp.117-123
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    • 2020
  • Purpose : VDT (visual display terminal syndrome) can affect individuals who monitor or who work or play using video screens, including those of smartphones. In general, headache symptoms from overuse of these screens can appear due to eye fatigue, muscle pain in the joints of wrists or fingers, and muscle pain in the neck or shoulders. Many studies in the literature have supported standards that seek to prevent these symptoms. The incidence of musculoskeletal diseases caused by the use of smartphones is expected to increase rapidly, particularly among children and young adults, and these diseases are expected to develop into a societal problem. Therefore, in this study we investigate whether tension headaches that develop from smartphone usage can affect forward neck posture, neck pain, and quality of life. Methods : A total of 93 students from University participated in this study. We divided participants into two groups, those with tension headaches (n = 25) and those without (n = 68) and took forward neck measurements. Headaches were classified according to criteria from the International Headache Society and involved bilateral headache position, quality of pressing or tightening pain, mild or moderate pain intensity, and none due to daily physical activity. We surveyed participants using the smartphone addiction diagnosis questionnaire, the Neck Disability Index (NDI), the Headache Impact Test (HIT-6), and the Quality of Life Questionnaire. Results : Although we found no significant differences in tension headaches due to smartphone addiction diagnosis (p = 0.25), SF-36 life quality assessment (p = 0.06), and cranio-vertebral angle (p = 0.07), we found significant differences from the HIT-6 and the NDI (p <.05). Conclusion : Tension headaches are not correlated with smartphone addiction, quality of life, and forward neck angle but do have a correlation with the degree of cervical dysfunction and the effects of the headaches.

Desing of VR Contents for Visual Function Enhancement (VR 기반 시기능 강화 콘텐츠 설계 및 제작)

  • Yong-Ju Kim;Sang-Joong Jung
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.2
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    • pp.70-75
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    • 2022
  • With the spread of various digital devices, devices have become commonplace in modern society. Moreover, due to the increase in device usage and online learning while staying indoors during the COVID-19 pandemic, symptoms such as an increase in myopia in children due to eye fatigue, an increase in young presbyopia, and dry eye syndrome are increasing, and now people are paying attention to eye health. This is different from before. There are various prescriptions for eye health, but in this paper, we would like to propose a training method for enhancing visual function using VR contents. The analog methods of the existing teaching aids for visual function reinforcement training were planned and produced as digital contents, and VR-based training contents were selected from among the various methods carried out with teaching aids at the visual function training center, which can be made into contents. was developed with In the training process for each content, it was proposed to apply eye tracking to the VR device in order to give the user feedback on their participation in the training so that the management and concentration of the training process could be analyzed.

Assessment of Display and Events of Agro-Healing Experience Center for Visitors Satisfaction and Revisit Intention: A Case Study of 2018 Changwon Agricultural Technology Exhibition

  • Jang, Hye Sook;Gim, Gyung Mee;Jeong, Sun-Jin;Kim, Jae Soon
    • Journal of People, Plants, and Environment
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    • v.22 no.1
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    • pp.15-29
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    • 2019
  • The purpose of this study is to investigate the effects of the exhibition displays and events of the Agro-healing Experience Hall in the Agricultural Technology Exhibition 2018 on satisfaction and revisit intention of visitors. A survey was conducted on visitors of the Agro-healing Experience Hall and the responses of 274 visitors excluding 26 cases with inappropriate responses were analyzed. For psychological measurement, the Perceived Restorativeness Scale (PRS), Profile of Mood States (POMS), level of plant gardening experience, satisfaction and loyalty were measured. There was a significant difference among age groups in all four factors of the PRS (repose, fascination, coherence, and legibility). In the case of education level, there was a significant difference in the three factors (repose, fascination, and legibility). In addition, average monthly income showed a significant difference among groups in the two factors (fascination and coherence). As a result of analyzing the mood states of visitors for the exhibition events of the Agro-healing Experience Hall, there was a significant difference among age groups only in the case of vigor (p < .05). As a result of analyzing the correlation between the level of plant gardening activities (3 factors) and PRS (4 factors) in the exhibition events of the Agro-healing Experience Hall, plant preference tendency and plant-related event showed a high positive correlation of 0.5 or more with repose of the PRS factors. A multiple regression analysis was conducted to investigate the effects of the level of plant gardening activities, PRS and POMS on the satisfaction and loyalty of visitors. As a result, it was found that in terms of relative explanatory power over independent variables affecting satisfaction and revisit intention, fascination had the greatest effect, followed by vigor, fatigue, and occupation (company employee). The results of this study suggest that exhibition events of the Agro-healing Experience Hall affect repose, fascination or vigor of visitors, and thus can be used positively to increase satisfaction and revisit intention of visitors.

The Investigation of the Changes of Visual Problems in VDT Workers (VDT 작업 전·후 시기능 변화)

  • Gang, Myoung Jin;Choe, Oh Mok
    • Journal of Korean Ophthalmic Optics Society
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    • v.7 no.2
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    • pp.33-39
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    • 2002
  • The purpose of this study is to evaluate the effects of continuing work on VDT(video display terminal). Therefore, we examined visual fatigue by a questionnaire and measured frequency of blinking, tear film break-up time(BUT), height of palpebral fissure, visual acuity, refraction with retinoscopy and accommodation before and after two hour long VDT work. For the ocular symptoms, the greatest number was tired eyes accounting for 34%. In the visual symptoms, blurred vision was the highest rate of 83% and in case of systemic symptoms, shoulder pain was 38% marked top ranking but other symptoms were also distributed similar rate. The frequency of blinking during VDT work decreased significantly comparing with the one at rest. The average frequency of blinking is 8/min during VDT work and 22/min at rest. The BUT measured immediately after VDT work decreased much more than in the resting state. The average BUT was 7sec immediately after VDT work and 12sec at rest. The height of palpebral fissure during VDT work increased significantly comparing with the value at rest. The average height of palpebral fissure was 7.69mm at rest and 9.04mm during VDT work. The average visual acuity decreased almost 9.5% from 0.63 to 0.57, but refraction with retinoscopy increased about 0.28D to the direction of myopic shift. The amplitude of accommodation decreased approximately 1.49D from 7.98D to 6.49D and this resulted from the prolongation of near point of accommodation. Near point of convergence also was prolongated from 9.45cm to 10.30cm after VDT work.

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Ergonomic Evaluation of a Forearm Supporter for a Mouse (마우스 사용시 전완지지대의 인간공학적 평가)

  • Bae Dong Cheol;Chang Seong Rok;Jung Jae Hoon;Jin Sang Eun
    • Journal of the Korean Society of Safety
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    • v.20 no.2 s.70
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    • pp.169-174
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    • 2005
  • Traditionally, keyboards have been one of the most frequently used input devices for information processing using computers. As most computers adopt the Microsoft Windows for their operating system however, the usage of mouse has recently increased to a great extent. Moreover, the mouse has been used as the leading input device in such areas as industrial design and computer aided design. Excessive uses of mouse may cause a severe pain and fatigue on neck and upper limb due to the intensive and repetitive use of corresponding muscles, which renders a decline in efficiency and leads to musculoskeletal disorders. The main purpose of this study is to find the best working conditions to prevent musculoskeletal disorders when using mouse in a neutral posture. Utilizing electromyogram amplitude and Borg's scale, the role change and strength imposed on the muscles were measured and analyzed with and without the forearm support concerned. Also investigated were the effects of changes in elbow forearm supporter.

3D Displays: Development and Validation of Prediction Function of Object Size Perception as a Function of Depth (3D 디스플레이: 깊이에 따른 대상의 크기지각 예측함수 개발 및 타당화)

  • Shin, Yoon-Ho;Li, Hyung-Chul O.;Kim, Shin-Woo
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.400-410
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    • 2012
  • In recent years, 3D displays are used in many media including 3D movies, TV, mobile phones, and PC games. Although 3D displays provide realistic viewing experience as compared with 2D displays, they also carry issues such as visual fatigue or size distortion. Focusing on the latter, we developed prediction function of object size perception as a function of object depth in 3D display. In Experiment 1, subjects observed 3D square of a fixed size of varying depth, and manipulated 2D square to make it as large as the 3D square. Conversely, in Experiment 2, subjects observed 2D square of a fixed size, and manipulated 3D square of varying depth to make it as large as the 2D square. In both Experiments 1 and 2, we found that size perception of 3D square linearly changed depending on depth of the square, and the linear relationship between depth and size was identical in both experiments. The predictive regression function, which predicts object size perception based on object depth, obtained in this research will be very useful in the creation of 3D media contents.

Screen Disparity and Size Perception Function of Various 3D Stimuli (양안시차에 따른 다양한 3D 자극의 크기지각 예측함수 개발)

  • Park, JongJin;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.1
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    • pp.66-76
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    • 2013
  • Although there has been much advance in the development of 3D displays of various purpose, 3D contents are not yet so used as expected in those displays. One well-known obstacle in the enjoyment of 3D contents is visual fatigue, but another major issue is image distortion of 3D contents. In the previous research, Shin, Li, & Kim (2012) reported systematic linear relationship between screen disparity and size perception of a simple object whose retinal size was constant across different disparities. In this research, we intended to generalize the previous finding by using various 3D stimuli in the test of the relationship between screen disparity and size perception of those stimuli. Consistent with previous findings, our data indicated that size perception linearly changes as a function of screen disparity and the linearity was observed in all stimuli types we used in this research. We described the empirical relationship between screen disparity and size perception in the form of prediction function for size perception in which visual angle is the predictor. This function will be very useful in the creation of 3D contents as one can make reasonable predictions on the to-be-perceived size of an object being filmed using screen disparity of their camera setting.