• 제목/요약/키워드: Visual Characteristics of the Elderly

검색결과 48건 처리시간 0.029초

고령운전자를 위한 자율주행차량 기능 연구 (인터랙션 디자인을 중심으로) (Study on the Autonomous Vehicle Feature for the Elderly Driver (Focusing on Interaction Design))

  • 최규한
    • 한국콘텐츠학회논문지
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    • 제19권11호
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    • pp.474-481
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    • 2019
  • 우리나라는 2018년 고령자 인구가 전체인구의 14.4%를 차지하여 고령사회(aged society)로 진입하였고 2026년에 초고령사회로 진입할 예정이다. 특히, 2050년에는 고령자 인구가 전체 인구의 38%로서 고령자 수가 세계에서 가장 많은 나라 중에 하나가 될 것으로 예측되고 있다[1]. 고령자 인구의 증가는 자연스럽게 고령 운전자의 교통사고 증가로 이어지고 있는데, 2017년 우리나라 교통사고 가운데 65세 이상 고령 운전자 교통 사고는 2만 6,713건으로 848명이 사망하고 부상자 3만 8,627명이 발생했다. 2011년과 비교하면 사고 건수와 부상자 수는 약 2배, 사망자 수는 1.4배 증가했다[3]. 본 연구는 교통사고 증가의 주된 요인이 시각/청각 능력의 저하, 인지 및 정보처리 능력의 저하, 근력의 저하 등 고령운전자의 특성에 의한 것이라고 판단하였다. 이에 운전의 부담을 최소화할 수 있는 고령운전자를 위한 자율주행차량(레벨2)의 필요성을 제기하였으며, 새로운 기술에 익숙하지 않은 고령운전자를 위한 자율주행차량 기능을 연구하는데 목적이 있다. 이를 바탕으로 도로환경에 따른 명료한 정보 제공/운전자의 물리적 신체 특성 고려/단순한 인터페이스/차량내 안전장치의 보강이라는 고령운전자를 위한 자율주행차량의 4가지 기능을 도출하였다.

운전자의 특성에 따른 자동차 운전 수행도 분석 (Analysis of Driving Performances on the Characteristics of Drivers)

  • 오영진
    • 산업경영시스템학회지
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    • 제21권48호
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    • pp.145-152
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    • 1998
  • Driving performance is characterized by many things such as driver's experience period, age, ability of information processing and reaction time of control devices and so forth. However, each factor of driving performance is needed to help and screen a poor driver for safe driving. In this paper, driving performance was estimated by reaction of manipulating brake, accelerator, steering wheel and speed. Subjects were grouped by experience of accident and age. Combinations of every group were analysed. For all the dependent variables, only steering wheel and speed were shown to have significant difference, which could be regarded as visual information of speed and direction were the important factors to drive safely. Especially for tile elderly, it is needed to enhance their ability of visual information processing that is to be decreased with aging. Therefore driving simulator to train and screen the poor driver should be studied.

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Development of Virtual Reality-based Visual Perception and Cognitive Rehabilitation Service

  • Song, YoHan;Kim, JinCheol;Lee, JeongA;Han, Shin;Lim, YoonGyung;Lee, HyunMin
    • The Journal of Korean Physical Therapy
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    • 제31권2호
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    • pp.67-75
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    • 2019
  • Purpose: Patients with brain damage suffer from limitations in performing the activities of daily living (ADL) because of their motor function and visual perception impairment. The aim of this study was to help improve the motor function and visual perception ability of patients with brain damage by providing them with virtual reality-based contents. The usability results of the patients and specialists group were also evaluated. Methods: The ADL contents consisted of living room, kitchen, veranda, and convenience store, similar to a real home environment, and these were organized by a rehabilitation specialist (e.g., neurologist, physiotherapist, and occupational therapist). The contents consisted of tasks, such as turning on the living room lights, organizing the drawers, organizing the kitchen, watering the plants on the veranda, and buying products at convenience stores. To evaluate the usability of the virtual reality-based visual cognitive rehabilitation service, general elderly subjects (n=11), stroke patients (n=7), stroke patients with visual impairment (n=4), and rehabilitation specialists (n=11) were selected. The questionnaires were distributed to the subjects who were using the service, and the subjective satisfaction of individual users was obtained as data. The data were analyzed using SPSS 21.0 software. The general characteristics of the users and the evaluation scores of the experts were analyzed using descriptive statistics. Results: The usability test result of this study showed that the mean value of the questionnaire related to content understanding and difficulty was high, between 4-5 points. Conclusion: The virtual reality rehabilitation service of this study is an efficient service that can improve the function, interest, and motivation of stroke patients.

노인 구강건조증 환자들의 설태 양상에 관한 고찰 (Study on Tongue Coating Patterns of the Xerostomia in the Elderly Patients)

  • 한가진;박재우;고석재;김주연;손지영;장승원;김슬기;김민지;김진성
    • 대한한의진단학회지
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    • 제17권3호
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    • pp.189-202
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    • 2013
  • Objectives The aim of this study is to analyze the characteristics of the tongue coating pattern in the elderly patients with xerostomia. Methods Ninety-six elderly patients with xerostomia were recruited by advertisement and they visited the oral diseases clinics at Kyung Hee University Korean Medicine Hospital and Kyung Hee University Hospital at Gangdong from November, 2011 to August, 2013. After signifying the assent, the subjects who passed screening were enrolled this study. The subjects were evaluated on their clinical characteristics of xerostomia using visual analogue scale for xerostomia, dry mouth questionnaire, unstimulated salivary flow rate. In addition, Yin-deficiency questionnaire was used to evaluate the Yin-deficiency state and Winkel tongue coating index and Digital Tongue imagin system were used to measure the tongue coating of patients. Results The proportion of women was higher than that of men, and there were few smokers in this study population. This population had chronic and relatively severe xerostomia symptoms. Also, thin coating pattern was showed in this elderly patients with xerostomia and this result was regarded to the influence of Yin-deficiency. The thin coating patten was observed in the group with higher Yin-deficiency score. There was no difference in tongue coating between the hyposalivation and normosalivation group. Conclusion In the elderly patients with xerostomia, Yin-deficiency is might be considered as one of the main cause of xerostomia. Hence, it is thought that this patients showed the thin coating pattern. This results could be used in diagnosis and treatment for the elderly patients with xerostomia in traditional Korean medicine.

낙상체력과 통증반응을 위한 복합운동의 효과에 관한 연구 (Study on Effects of Combined Exercise for Fall-related Physical Fitness and Pain Response)

  • 강현주
    • 디지털융복합연구
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    • 제11권1호
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    • pp.389-394
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    • 2013
  • 본 연구의 목적은 복합운동프로그램이 고령층에 있어 낙상관련체력 요소와 주관적 통증반응에 미치는 영향을 살펴보고자 하였다. 22명의 고령층을 대상으로 낙상관련 체력요소와 통증반응을 측정하였다. 복합운동프로그램은 10주 동안 주당 4일 1시간동안 유산소운동과 근력운동을 실시한 후 다음과 같은 결과를 얻었다. 유연성, 민첩성과 균형성에서 유의한 향상을 보였고 만성통증 증상, 걷기 시 통증과 앉을 때 통증, 일상생활에서의 통증에서 유의한 향상을 나타내었다. 결론적으로 고령층에서 10주간 복합운동프로그램이 낙상관련체력과 통증지수에 개선을 가져오는 것을 확인할 수 있었다.

User Experience를 고려한 자동차 전조등 설계 방안 (The Design Procedure of Automobile Headlamp Considering User Experience)

  • 김정룡;윤상영;민승남;이호상
    • 대한인간공학회지
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    • 제29권4호
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    • pp.575-584
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    • 2010
  • The aim of study is to suggest the design procedure of automobile headlamp by considering driver's experience in regard of the visibility and glare during nighttime driving. The characteristics of driver were investigated in terms of the drivers' cognitive ability and reaction time, headlamp specification and visibility, light source and glare. And, the degree of visual discomfort was categorized and recognized as a tool to represent the subjective user experience. The UX point of view was stated when the existing results were seemingly lacking of it. The visual comfort and safety of elderly drivers were also discussed by reviewing the studies of ageing regarding the visibility and driving responses. Finally, this study suggested how to reduce the negative effect of nighttime driving due to the height of headlamp, angle of lighting, color spectrum, discomfort glare, source of light by using the UX perspective and methodology.

노년층의 글쓰기 특성 -이야기문법과 구문구조 (Characteristics of Narrative Writing in Normal Aging: Story Grammar and Syntactic Structure)

  • 김현아;원새롬;이보은;윤지혜
    • 재활복지
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    • 제21권1호
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    • pp.193-212
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    • 2017
  • 노년층은 이야기를 산출하면서 주제로부터 벗어나는 이야기를 하거나 문장구조를 단순화하기도 하며 문법 형태소의 오류를 보일 수 있다. 이야기를 말하는 능력과 글로 쓰는 능력은 서로 다를 수 있는데, 글을 쓰는 능력은 복잡한 인지과정을 필요로 하므로 노화에 더 취약할 수 있다. 이에 본 연구는 정상 노년층 32명과 청년층 32명을 대상으로 이야기 쓰기 능력을 살펴보았다. 과제는 전래동화('흥부놀부')에 대한 그림들을 보고 자유롭게 이야기를 구성하여 써보도록 하였다. 자료 분석 시에는 이야기 구성적 측면과 이야기 구문구조적 측면으로 나누어 그 특성을 확인하였다. 연구결과, 노년층은 청년층에 비하여 이야기 구성적으로는 이야기문법과 완전한 에피소드의 수가 유의하게 적었으며 주제에서 벗어난 문장을 더 많이 산출하였다. 구문구조적으로는 복문의 사용빈도는 청년층과 차이가 없었으나 관형절과 부사절 내포문의 사용이 저하되고 부적절한 결속표지를 많이 산출하였다. 이러한 결과는 노년층이 이야기 글쓰기를 할 때 주제의 유지가 저하되고 수식적으로 꾸며주는 표현의 사용이 부족하게 되면서 전체적인 글의 응집성이 저하되지만 쓰기 활동의 시각적 피드백에 도움을 받을 수 있게 되므로 긴 복문의 사용이 가능할 수 있었음을 시사한다.

사례분석을 통한 주거공간 커뮤니티 시설의 감성적 표현특성 (A Study on the Emotional Characteristics of Community Space in Apartment)

  • 김성연;황연숙;장아리
    • 한국디지털건축인테리어학회논문집
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    • 제11권1호
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    • pp.73-81
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    • 2011
  • The purpose of this research is to analyze the emotional characteristics of community space with recently constructed apartment complexes. The designated subjects of this research are located in Dongtan the first New Town, with 500 to 1000 households and constructed as single buildings for community space are 14 apartment. The results are as follows: 1)The space for day care planned for children's emotional comfort and stability measured by symbolizing image of nature. Also, allowing children to recognize their own space by decorating the walls with the works of themselves and their friends was shown to break down extraneous feelings against other spaces, and allow intimacy for spaces. 2)The space for the aged was shown to give a secure and friendly feeling by considering the psychological and physical traits of the elderly. It can replenish the depressed bodies of aged people with vigor and stimulate their emotion. 3)The space for indoor exercise utilized various visual facilities, such as graphics and images, to bring out specific areas and create affiliation in stimulating the emotion of residents.

치매 예방을 위한 3D 게임 개발 (3D Game Development For Dementia Prevention)

  • 하관봉;강선경;최욱호;정성태
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2011년도 제43차 동계학술발표논문집 19권1호
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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지능형 자동차의 안전 경고음에 대한 고령운전자의 반응 특성 (Age-related Deficits in Response Characteristics on Safety Warning of Intelligent Vehicle)

  • 김만호;이용태;손준우;장치환
    • 한국정밀공학회지
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    • 제26권12호
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    • pp.131-137
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    • 2009
  • Recent technological advances made a vehicle more intelligent to increase safety and comfort. An intelligent vehicle provides drivers with safety warning information through audible sounds, visual displays, and tactile devices. However, elderly drivers have been known to decrease the physical and cognitive abilities such as muscular strength, hearing, eyesight, short term memory, and spatial perception. Therefore, possible age-related deficits should be considered to design an effective warning system. This paper aims to evaluate the impact of advancing age on response performance on audible safety warnings which are widely used for alerting driving hazards. In order to understand the effect of age-related hearing loss and movement slowing, three sound characteristics (frequency, intensity, and period) and three age groups (younger, middle, and older) are considered. Data was drawn from 38 drivers who drove a simulated rural road in a driving simulator. Experimental results show that age influences driver's response performance. In conclusion, the appropriate range of a warning sound is suggested.