• 제목/요약/키워드: Eye Glasses Design

검색결과 12건 처리시간 0.017초

비점수차 (Astigmatism)가 제거된 안경렌즈 설계 (A Design of Eye-glasses on the Correct Aberration of Astigmatism)

  • 임현선;지택상;박상영
    • 한국안광학회지
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    • 제3권1호
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    • pp.121-128
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    • 1998
  • 본 연구에서는 Gullstrand eye model을 이용하여 눈의 광학적인 성능을 조사하였고, 비점수차를 보정한 안경렌즈를 설계하여, 설계한 렌즈와 눈과 합성된 광학계의 성능을 조사하였다. 본 연구는 비 정시안 교정용 안경 렌즈를 제작할 때 참고 자료로 활용 할 수 있다.

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국내·외 안경제품들의 디자인 및 브랜드 인지도와 선호도에 관한 조사 (Survey of the Brand and Design Recognition Between Domestic Goods and Foreign Ones in the Eye Glasses Industry)

  • 조현국;문병연;곽호원;손정식;김기홍;유동식
    • 한국안광학회지
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    • 제11권3호
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    • pp.207-215
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    • 2006
  • 본 연구는 국내 안경산업의 발전을 위해 디자인과 브랜드에 대한 인지도를 전문가 집단과 비전문가 집단으로 나누어 조사하고, 국내 제품들이 외국 제품과의 경쟁에서 우위를 점하기 위해 어떠한 방향으로 나아가야 하는지를 알아보고자 하였다. 비전문가 집단에서는 국내 브랜드와 해외브랜드간의 가장 큰 차이점을 디자인으로 꼽았고, 전문가 집단 역시 제품선택에 있어서 디자인을 최우선으로 고려하는 것으로 나타났다. 그리고 비전문가 집단에서의 국내브랜드 인지도는 매우 낮은 것으로 나타났으며, 전문가 집단에서는 해외브랜드 인지도보다 국내브랜드 인지도가 더 높은 것으로 나타났다. 연구 조사 결과, 국내 안경산업의 재도약은 급히 처방하여 회복될 수 있는 상황이 아니며, 세계적인 브랜드로 도약하기 위해서는 기술과 품질의 향상뿐만 아니라, 다자인과 브랜드의 이미지 정착을 위한 노력과 투자가 선행되어야 할 것으로 나타났다.

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옵아트를 이용안 안경 패턴 디자인의 연구 (A study on design of glasses pattern using Optical Art)

  • 강민수;김인수;강성수
    • 한국안광학회지
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    • 제10권4호
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    • pp.391-403
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    • 2005
  • 신체가 가지는 감각, 즉 오감 중 가장 중요한 것이 시각이다. 그것은 눈이 신체 내에서 가지는 신비성과 더불어 중요한 역할을 담당하는 기관이라는 것을 대신 해주고 있는 표현임에 틀림이 없다. 프랑스의 유명한 안경디자이너 알랑미클리(Alain Mikeli)는 안경을 "안경은 보는 것과 보여지는 것을 위해 존재 한다"라고 정의 하고 있다. 이 말은 안경이 안과 밖에서 보여 지는 가장 기본적인 기능을 철학적으로 잘 정리한 정의 중의 하나이다. 현재 세계에는 많은 안경디자인의 결과물들이 존재하고 안경디자이너들이 소비자에게 최상의 가치와 철학을 전달해 주기 위한 디자인 작업들이 많아 진행 되고 있다. 이것에 대한 최종 목표는 보는 것이라는 가장 기본적인 기능과 보여지는 기능을 디자이너의 감성을 통해 최고의 결과들을 만드는 것이며, 소비자의 만족감과 즐거움을 전달해 주기 위한 여러 가지 방법들을 시도하는 것이다. 여기에서 인터페이스라는 중요한 점을 파악할 필요가 있다. 안경은 사람이 가지는 눈과 보는 사용의 원활한 커뮤니케이션을 해야 하며 타인이 바라보는 자신의 모습에 대한 연결의 매개체, 즉 인터페이스의 역할을 충분히 해야 한다는 것이 현재 안경제품을 바라보는 디자이너들의 생각이다. 이것은 안경이 상호간의 인터페이스 역할을 충분히 해야 하여 이 점올 충족시키기 위해 디자인 초기에서부터 면밀히 검토되고 계획 되어야 한다. 본 연구는 옵티컬 아트라는 미술 주류를 이용해 사용자와 제품 간의 필요 충분 조건이 될 수 있도록 연구 하였다.

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안경과 콘택트렌즈의 시장성 조사 (Research on the marketability of eyeglasses and contact lenses)

  • 김봉환;한선희;박재만;이정수;정지환;윤남경;김형수
    • 한국임상보건과학회지
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    • 제9권2호
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    • pp.1535-1542
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    • 2021
  • Purpose. This study categorizes vision correction subjects by age and gender, and aims to find out which glasses or contact lenses the subjects of each age group show preference based on the answers of the questionnaires answered by the subjects. Methods. A study was conducted in the form of a questionnaire through SNS on the types of correction tools used for the purpose of correcting ametropia for the general public from their teens to their 50s. Results. As for the most preferred method for correcting asymmetry, in the case of teenagers, glasses were the most common at 50%, glasses and contact lenses the most at 43.8% each, and glasses in their 30s at 50%. Those in their 40s had the most glasses at 75%, and those in their 50s wore glasses and sunglasses at 50%. Conclusions. Since the demand for vision correction and eye protection methods varies according to age and gender, it is necessary to identify and design the flow of these demands in the existing market. Therefore, it is necessary to make a judgment that can contribute to the development of eye health targeting the main customer base and the provision of appropriate services to consumers.

Product Analysis and Development of Amblyopia Eye Patch for Children

  • Lim, Hosun;Sung, Juyoung
    • Fashion, Industry and Education
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    • 제14권2호
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    • pp.1-10
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    • 2016
  • In the present study, the materials, sizes, and designs of blind eye patch products of skin-adhesive type and glass-attachment type currently available in the market will be analyzed and ergonomically appropriate blind eye patches will be developed. Although these skin-adhesive type eye patches were easy to use, they had shortcomings such as skin troubles due to the adhesive used on the weak and sensitive skin of children and the fact that eyebrows are pulled out and the skin is irritated when the eye patches are detached after being attached. The non-adhesive type eye patches were blind patches to be worn by putting into glasses. These products were made using diverse materials such as neoprene, non-woven fabrics, and felt and showed differences in tactile impressions and irritation to the skin depending on material characteristics. In addition, most products were efficient in blocking light with three-dimensional oval designs comprising darts. In the present study, blind eye patches were designed to reduce skin troubles by using sweat-absorbing and quick-drying functional materials with soft tactile impressions. In addition, to increase the effect to block light and the degree of tight contact with the skin when the blind eye patches are worn compared to existing eye patch designs, the sides of the wings of the blind eye patches were widened, glass frame fixing plates were added, and the darts were made to be curved thereby making an ergonomic design reflecting the shape of the face. The non-adhesive type blind eye patches developed in the present study are considered to enhance the wearing sensation with the use of the material without skin irritation but with cushioning feelings and the ergonomic design reflecting the contour of the face.

Development of Training Instruments on Visual functions using HMD type Display and Investigation of its Demand

  • Lee, Seong Jae;Oh, Se Hyun
    • International Journal of Advanced Culture Technology
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    • 제6권3호
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    • pp.201-210
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    • 2018
  • We constructed 3-D images by HMD (Head Mount Display) type and polarization technique through which a training instrument of binocular function based on clinical vision therapy was developed and investigated its demand. To design the instrument that performs Test- Diagnosis - (Prescription) - Training - Treatment we provided a customized training method for the trainers using optical IT instruments of binocular test. Through the contents and the instruments of the vision therapy technology developed in this work we can replace the current vision test instruments to those costing 60% lower price in eye clinics and eye glasses shops. By replacing the existing vision test instruments it is possible to create a new market of the vision therapy in vision training instruments.

Relationship between Surface Sag Error and Optical Power of Progressive Addition Lens

  • Liu, Zhiying;Li, Dan
    • Current Optics and Photonics
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    • 제1권5호
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    • pp.538-543
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    • 2017
  • Progressive addition lenses (PAL) have very wide application in the modern glasses market. The unique progressive surface can make a lens have progressive refractive power, which can meet the human eye's different needs for distance-vision and near-vision. According to the national glasses fabrication standard, the difference between actual optical power after fabrication and nominal design value should be less than 0.1D over the lens effective area. The optical power distribution of PAL is determined directly by the surface. Consequently, the surface processing accuracy requirement is proposed. Beginning from the surface expressions of progressive addition lenses, the relationship equations between the surface sag and optical power distribution are derived. They are demonstrated through tolerance analysis and test of an example progressive addition lens with addition of 2.09D (5.46D-7.55D). The example addition surface is fabricated under given accuracy by a single-point diamond ultra-precision machine. The optical power of the PAL example is tested with a focal-meter after fabrication. The optical power addition difference between test result and design nominal value is 0.09D, which is less than 0.1D. The derived relationship between the surface error and optical power is verified from the PAL example simulation and test result. It can provide theoretical tolerance analysis proof for the PAL surface fabricating process.

영상화면 단말기(VDT)작업이 인체에 미치는 영향 (The Effect of Visual Display Terminal Work on the Human Body)

  • 이호찬;박용억;강회향;민경진;김종규
    • 한국환경보건학회지
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    • 제21권4호
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    • pp.75-86
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    • 1995
  • This study was performed to investigate the negative side effects of video display terminal (VDT) work on the human body and to provide data for preventing VDT syndrome. A questionnaire survey was made to 339 VDT workers at 22 offices in Taegu, Kyungpook and Kyungnam areas from July 1 to August 31, 1994, and 280 of them were finally used for statistical analysis. The VDT syndrome in the present study inclhded five factors, namely as eye-related symptom, psychological symptom, general body symptom, musculoskeletal symptom, and skin-related symptom, and the estimates of Crombach coefficients of the five factors were 0.954, 0.952, 0.953, 0.957, and 0.955, respectively, showing very high reliability. In view of socio-economical characteristics, the symptoms of female were higher than those of male in the order of musculoskeletal symptom, eye-related symptom, skin-related symptom and psychological symptom. The age group of 30 years or less was higher than the older groups in the order of musculoskeletal symptom, eye-related symptom, psychological symptom and skinrelated symptom. The group of lower education level showed higher skin-related symptom. The psychological symptom and skin-related symptom increased as the amount of smoking increased. Higher eye-related symptom was observed in the group without glasses. In the job-related variables, the group of working on programming and data input showed higher eye-related symptom and psychological symptom. The group of working on programming and graphic design showed higher musculoskeletal symptom and skin-related symptom. The skin-related symptom increased as the total time of VDT operation per day increased. The group of working 2-4 hours followed by 15 minutes rest was higher in musculoskeletal symptom and psychological symptom. Higher musculoskeletal symptom was observed from the group working on Friday and Sunday. The group of 1 year or less working showed higher in skin-related symptom. In relation with the VDT type, all symptoms except skin-related symptom were higher in the group using monochrome monitor. As showed above, the questionnaire could be a tool for evaluating VDT syndrome and prevention of the syndrome would be possible by a comprehensive consideration of factors including socio-economic characteristics, job-related variables and VDT type.

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설맹 방지를 위한 고소등반용 선글라스 디자인 (A Sunglasses Design to Prevent Snow Blindness at High Altitude)

  • 최병진;장준영
    • 한국안광학회지
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    • 제12권4호
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    • pp.19-22
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    • 2007
  • 산악 인구 증가와 더불어 해외원정 등반 인구도 크게 늘고 있다. 6천 미터 이상의 고소등반 시 발생하는 조난사고의 많은 부분이 설맹 때문이다. 설맹의 직접적 원인은 자외선에 의한 각막 및 망막의 손상이다. 고소에서의 자외선의 강도는 기압강하에 따른 고도효과와 설면에서 반사효과의 상승작용에 의해 크게 높아진다. 해발 4천 미터 설산에서의 자외선 강도는 지상에서보다 약 3배, 8천 미터에서는 약 4배 증가하는 것으로 나타났다. 고소등반에서 설맹을 방지하기 위해서는 고글보다 선글라스 형태가 바람직하다. 또 고소등반용 선글라스는 기계적 강도가 높은 프레임, 자외선을 100% 차단하는 플라스틱 렌즈의 사용이 요구된다. 얼굴과 선글라스 틈 사이로 들어오는 자외선을 차단하기 위해 탈부착식 차단막이 필요하다. 또 선글라스가 쉽게 탈착되지 않기 위하여 템플은 귀를 감을 수 있도록 길고 유연성이 좋아야 한다. 안구 주위의 동상을 방지하기 위해 메탈프레임을 합성수지로 피복하는 것이 바람직하다.

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아이웨어 플래그십 스토어의 만족도 및 브랜드 경험 공간 표현방법 - 아이웨어 브랜드 '젠틀몬스터'를 중심으로 - (Satisfaction with an Eyewear Flagship Store and the Expression Methods of the Brand Experience Space - Based on Eyewear Brand 'Gentle Monster' -)

  • 홍설아;한혜련
    • 한국실내디자인학회논문집
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    • 제26권5호
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    • pp.152-160
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    • 2017
  • The purpose of this study is to propose a space design plan for brand experience that can enhance consumer satisfaction and brand awareness by conducting a survey on the consumer satisfaction with space expression methods in an eyewear flagship store. Through theoretical review, brand experience was defined as the 'process and outcome of experiences caused by stimulations associated with the brand in a series of processes. After reviewing previous studies, 5 elements of brand experience such as the sensory, emotional, behavioral, cognitive and relational experiences were extracted. Upon deriving a checklist through these elements, a survey was conducted. The analysis of the survey showed that the process composed of cognitive experiences that promoted to remember the brand was intensively expressed in spaces. Thus, the results of this study are as follows. First, the process composed of cognitive experience should be applied with a higher priority to increase brand awareness, and such a process accompanied by the behavioral and sensory experiences. Second, beyond a simple visual experience, various senses such as olfactory and auditory senses should be stimulated, and behavioral experience provided as an experience factor. Third, brand image and sales spaces should be composed under a single theme with a connectivity. Fourth, in external spaces, the curiosity of consumers should be stimulated with a theme matching the brand image. Fifth, it was found that the visitor satisfaction was higher when formative elements consisted of not only static but also dynamic features. Sixth, among the elements of brand experience, emotional experience should be improved to complete the 'process and outcome of experiences'. It is considered that further studies are needed, which expand the cases of eyewear flagship stores not only in Korea but also overseas, and propose more specific plans and design strategies through in-depth interview methods in the future.