• Title/Summary/Keyword: 착용 경험

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Effect of Simulator Sickness Caused by Head-mounted Display on the Stability of the Pupillary Rhythm (머리착용 디스플레이에 의해 유발된 멀미 증상이 동공 리듬의 안정성에 미치는 영향)

  • Park, Sangin;Lee, Don Won;Mun, Sungchul;Kim, Hong-Ik;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.21 no.4
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    • pp.43-54
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    • 2018
  • The aim of this study is to determine the effect of motion sickness on pupil rhythm. Sixteen volunteers of both genders (8 male, 8 female, mean age $25.67{\pm}2.43$ years) experienced VR contents in both 2D and HMD versions for 15 minutes, and their pupillary rhythms were compared. The irregular pattern of the pupillary rhythms, as demonstrated by increasing mean pupil diameter (mPD) and standard deviation of the pupil diameter (sPD), revealed motion sickness after experiencing HMD condition. The pupillary response is strongly related to the cognitive load, and the motion sickness can be interpreted as a change in the cognitive load caused by the increasing volume of visual information that must be processed and the conflict or inconsistency between different sensory modalities. The method proposed in this study could be a non-contact measurement method for the monitoring of motion sickness using a web-camera rather than previous sensor-based methods.

Compliance and Influencing Factors to Respiratory Infection Prevention among College Students Who Have Experienced the COVID-19 Pandemic (코로나19 대유행을 경험한 대학생들의 호흡기감염 예방 이행 수준과 영향요인 )

  • Jin Hwan Oh;Og Son Kim
    • Journal of the Korean Applied Science and Technology
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    • v.41 no.2
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    • pp.188-198
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    • 2024
  • This study was conducted to understand the level of compliance and influencing factors to respiratory infection prevention among the college students who experienced the COVID-19 pandemic. An online survey was conducted on 200 college students from December 15, 2023 to January 5, 2024, and the data of 199 people who responded faithfully were analyzed using descriptive statistics, t-test, ANOVA, and multiple regression through SPSS 18.0. According to the result, the compliance level of respiratory infection prevention was 32.95±6.05 points on average out of 48 points. The general characteristics, which showed differences in the compliance level of respiratory infection prevention, and the characteristics related to respiratory infections were identified to be major (t=-2.59, p=.010), education on respiratory infection prevention (t=1.99, p=.048), influenza vaccination of the year (t=-2.10, p=.037), COVID-19 vaccination of the year (t=3.56, p<.001), and mask wearing in crowded places (t=4.96, p<.001). As for the factors influencing the compliance to respiratory infection prevention, major (β=0.31, p<.001), influenza vaccination of the year (β=-0.15, p=.046), and mask wearing in a crowded places (β=-0.31, p<.001) were identified as a significant variable in the multiple regression analysis. In conclusion, since respiratory infections continue to occur even after the termination of COVID-19 epidemic, it is necessary to make efforts to promote compliance to respiratory infection prevention practice, and it is expected that the factors identified in this study can be used as the basic data when developing a respiratory infection prevention program targeting college students.

Visual fatigue in Watching 3 Dimension Television (3D TV 시청에 있어서 시청 피로)

  • Yoon, Jeong Ho;Lee, Ikhan;Kim, Taehyun;Kim, Jae-Do
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.1
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    • pp.47-52
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    • 2012
  • Purpose: This study was to evaluate visual fatigue with passing of watching 3D TV in short term and with experience of watching 3DTV in long term. Methods: 98 adult subjects aged $33.5{\pm}5.5$ years (22 to 51 years; 12 females and 86 males) agreed to participate in this study. Subjects were asked to watch 52 inch LED 2D and 3D television (Shutter glasses method) at 2.7 meters for 65minutes with wearing their habitual glasses or contact lenses. For evaluating visual fatigue, subjects were verbally responded to 11 questions : eye straining, eye paining, dry eye, sore eye, watery eye, photophobia, blur vision, diplopia, eye fatigue, headache, and dizziness with scale 0 to 3 at each measurement while watching 3D and 2D TV. Results: The mean scores of visual fatigue were $2.08{\pm}2.14$, $3.19{\pm}3.02$, $3.40{\pm}3.37$, $3.53{\pm}3.07 $for after 5 minutes, 25 minutes, 45 minutes, and 65 minutes respectively for 3D TV, and $0.40{\pm}1.03$, $0.22{\pm}0.70$, $0.22{\pm}0.58$, and $0.17{\pm}0.52$ after 25, 45, and 65 minutes respectively for 2D TV. Visual fatigue for watching 3D TV was significantly higher than for watching 2D TV at all measurements sessions (paired t-test, p < 0.001). The visual fatigue significantly increased during watching 3D TV for 65 minutes (p < 0.001, RM-ANOVA). The visual fatigue during watching 3D TV was significantly increased until 25 minutes (paired t-test, p < 0.001), stable after that. For correlation between visual fatigue and 3D watching experience, the more 3D watching experiences were significantly the less visual fatigues in photophobia, blur vision, diplopic and dizzy symptoms (ANOVA, all F(1, 96) = 4.500, all p < 0.05), but there was not significantly different in the other symptoms (ANOVA, F (1, 96) = 2.123, p = 0.148). Conclusions: Visual fatigue for watching 3D TV was higher than for watching 2D TV, increase by 25 minutes. It was different by symptoms for correlation between visual fatigue and 3D watching experience.

Factors Affecting Self-efficacy of Cardiopulmonary Resuscitation(CPR) in Adults (일반 성인들의 심폐소생술 자기효능감에 미치는 영향 요인)

  • Jeon, So Youn
    • Journal of agricultural medicine and community health
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    • v.44 no.3
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    • pp.124-137
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    • 2019
  • Objectives: The purpose of this study was factors affecting self-efficacy of cardiopulmonary resuscitation (CPR) in adults. Therefore, the provide basic data for strategy development to improve the performance rate of bystander CPR. Methods: The data were collected from 164,165 adults of the 2016 Korean Community Health Survey. The survey method was 1:1 interview with households, and the survey period was from August 16, 2016 to October 31, 2016. The survey variables were as follows: self-efficacy of CPR, awareness of CPR, training experience of CPR, demographic characteristics, medical characteristics, health promoting behaviors, and safety practices. Results: The rate of self-efficacy of CPR in adults was 60.6%. Factors affecting self-efficacy of CPR were age, sex, residence, education level, occupation, marital status, any CPR training, CPR training within the last 2 years, CPR training with manikin within the last 2 years, emergency room visit within the last 1 year, physical activity status, drive a bicycle, seat belts on rear seat, seat belts when riding a bus were statistically significant. Conclusions: In conclusion, in order to improve the self-efficacy of CPR in adults, the recent experience rate of CPR education, the practice rate of health promotion behavior, and the practice rate of safety behavior should be improved. The government should expand the provision of education programs to improve the self-efficacy of CPR and actively prepare national-level public advertisements strategies.

Communication of Nursing College Students Experienced in Clinical Practice in the COVID 19 Situation (코로나 19 감염병 상황에서 간호대학생이 경험한 임상실습에서의 의사소통)

  • Mi Suk Song;Jung Suk Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.941-949
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    • 2023
  • In this paper, the purpose of this qualitative research was to explore the communication experiences of nursing students during their clinical practice in the context of the COVID-19 pandemic among 4th grade nursing students. Data collection involved collecting reflective journals from 87 4th grade nursing college students who participated in clinical practice from December 19, 2022, to February 10, 2023. Participants were asked to freely write about their experiences following their clinical practice. The reflective journals were analyzed using Thematic Analysis by Braun & Clarke. In the context of the COVID-19 pandemic, the research findings have yielded 142 meaningful statements, 30 provisional themes, 9 sub-themes, and 4 central themes regarding the communication experiences of nursing college students during their clinical practice. The four central themes identified are as follows: "A mask that became a language barrier", "Broken Communication", "Fear that the quality of nursing care will decline", "Body and mind overcoming difficulties." In conclusion, this study has facilitated an understanding of the communication experiences of nursing college students during clinical practice in the context of the COVID-19 pandemic. Additionally, this research can serve as foundational information for improving ineffective communication due to the use of various medical equipment required in infectious disease situations and for developing practical strategies in nursing education under infectious disease conditions.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Development and Wearability Evaluation of All-Fabric Integrated Smart Jacket for a Temperature-regulating System Based on User Experience Design (사용자 경험 중심의 섬유일체형 온도조절 스마트재킷 개발과 착용성 평가)

  • Kim, Sareum;Roh, Jung-Sim;Lee, Eun Young
    • Fashion & Textile Research Journal
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    • v.18 no.3
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    • pp.363-373
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    • 2016
  • This study aims to develop an all-fabric integrated smart jacket in order to create a temperature-regulating system based on a user experience design. For this research, previous research technologies of a textile switch interface and a temperature-regulating system were utilized and a unifying technology for the all-fabric integrated smart jacket was developed which can provide the appropriate temperature environments to the human body. A self-heating textile was applied at the areas of the back and hood in the final tested jacket, and an embroidery circuit was developed in the form of a rectangle in the back and in both ears of the hood, taking into account the pattern of the jacket part where it was be applied and the embroidery production method. The textile switch interface was designed in a three-layer structure: an embroidery circuit line in a conductive yarn, an interval material, and a conductive sensing material, and it was made to work with the input and output sensors through the multiple input method. After the all-fabric integrated smart jacket was produced according to the pattern, all of the textile band lines for transmission were gathered and connected with a miniature module for controlling temperature and then integrated into the inside of the left chest pocket of the jacket. After the users put on this jacket, they were asked to assess the wearing satisfaction. Most of them reported a very low level of irritation and discomfort and said that the jacket was as comfortable as everyday clothing.

The Relation between Safety Awareness and Traffic Accidents: The 6-7th(2014-2017) Korean National Health and Nutrition Examination Surveys (제 6기-7기(2014-2017) 국민건강영양조사를 이용한 안전의식과 운수사고 발생 간의 관련성)

  • Kim, YeRim;Park, JaeSeong
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.293-301
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    • 2020
  • The study was conducted to investigate and identify safety awareness and traffic accident relation. Data collection used raw data from the 6th year(2014) to the 7th year(2017) of the National Health and Nutrition Survey. Subjects of the study were conducted on 421 people with experience in traffic accidents and the analyzed using the SPSS/WIN 23.0 program. Data analysis determined safety awareness and traffic accident using frequency and ratio, Chi-Square, and logistics return analysis. The more Basic Living Allowance, the more do not Seat belts in the front seat of the car, the more Professional are related to traffic accidents. It is expected that this will contribute to making basic data for future studies related to reduction of traffic accident patients.

Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.3
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    • pp.133-138
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    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.

Research on the Image Projection of Platform Screen X (스크린 X 영상 투영 방식의 특징 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.503-508
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    • 2017
  • Screen X is one of the Premium Large-Format platforms. Screen X projects images and video along the side wall of the theatre that go in synch with the front main screen. It's a different way of immersing the audience. This technique demands film-makers taking the two new "screens" into account when making movies. Screen X is the most obvious feature of viewing content with a range of 270 degrees. Viewers can view the experience of viewing experiences beyond the frame of screen screens by allowing viewers to experience the experience beyond the frame of screen screens, which means screen X can immerse the audiences without 3D glasses. Based on the results of this study, studies of content specifications and how they fit in the screen X are studied, and goals for maximizing the visual effects of the visual effects are studied. Looking forward to future research paper researchers and industry professionals who will benefit from future research papers.