• Title/Summary/Keyword: Screen Design

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Correlationship among Smartphone Screen Time, Cervical Alignment, and Muscle Function in University Students

  • Hyungyu Cha;Seonyoung Hwang;Jinyoung Eo;Hyein Ji;Jiwon Han;Wonjae Choi
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.446-453
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    • 2022
  • Objective: The popularization of smartphones can lead to abnormal cervical alignment in university students. The aim of this study was to investigate the relationship among smartphone screen time, cervical alignment, and muscle function in university students. Design: Cross-sectional study. Methods: Seventy-five university students participated in the study. They completed the evaluation of cervical alignment and muscle function, such as handgrip strength, proprioception, and muscle quality (tone, stiffness, and relaxation time). All participants recorded their general characteristics and individual smartphone screen time before the evaluation. They were evaluated craniovertebral angle (CVA) using smartphone application (angle meter 360) for measuring cervical alignment. The muscle function was assessed using a digital hand-held dynamometer, dual inclinometer, and MyotonPRO device. Results: Of all participants, twenty-five university students had forward head posture (CVA<49°, 33.33%). Independent t-test revealed that there were significant differences on smartphone screen time, muscle stiffness, and muscle relaxation between the participants with and without forward head posture (p<0.05). There were significant correlations between the smartphone screen time and the CVA, muscle tone, and muscle relaxation (r=-0.493, 0.250, and -0.500, respectively). Conclusions: The results indicate that the university students with forward head posture had high smartphone screen time and muscle stiffness compared to the students without forward head posture, and smartphone screen time might be associated with cervical alignment and muscle quality.

Combined effects of sugar-sweetened beverage consumption, screen-based sedentary behavior, and sleep duration on South Korean adolescent obesity: a cross-sectional study

  • Jin Suk Ra;Do Thi Thu Huyen
    • Child Health Nursing Research
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    • v.30 no.2
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    • pp.77-86
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    • 2024
  • Purpose: This study examined the combined effects of sugar-sweetened beverage (SSB) consumption, screen-based sedentary behaviors, and sleep duration on adolescent obesity. Methods: It followed a cross-sectional study design and conducted secondary analysis on data from 20,497 high school students who participated in the 17th (2021) Korea Youth Risk Behavior Web-based Survey. This study underwent logistic regression analysis in complex sampling analysis. Results: The combinations of low and medium consumption of SSBs, excessive screen-based sedentary behaviors, and short sleep durations were associated with a 1.18 and 1.12 fold increased likelihood of obesity (95% confidence interval [CI]=1.03-1.35) and (95% CI=1.02-1.22), respectively. The combination of high SSB consumption, appropriate screen-based sedentary behaviors, and short sleep duration (adjusted odds ratio [aOR]=1.15, 95% CI=1.01-1.31) and high SSB consumption, excessive screen-based sedentary behaviors, and short sleep duration (aOR=1.40, 95% CI=1.16-1.69) were associated with obesity. Conclusion: Integrated and tailored programs considering combination patterns of SSB consumption, screen-based sedentary behaviors, and short sleep duration need to be developed for preventing adolescent obesity.

A Study on the User Evaluation for Media Form of Virtual Environment (가상환경의 미디어 형식에 대한 사용자 평가 연구)

  • Park, Soo-Been;Yoon, So-Yeon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.166-174
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    • 2008
  • As the use of virtual environment for decision-making interior or architectural design has been increasingly broaden, the choice of media form-physical, objective properties of a display medium-became and important issue to take into consideration. This research deals with the effects and differences between two types of media for a virtual environment; wall projection screen(120") and PC monitor(17"). In addition, efficient adoption of the two media forms was also proposed in this research. A total of 90 subjects participated in pre-designed three experimental groups(A group: experiment with a wall projection screen, B group: experiment with PC monitor, C group: both) and answer the seating preferences, the presence inventory, and the decision confidence using a simulated virtual restaurant environment. The results are as follows: (1) seating preferences for the tables located in frequent traffic area and near other spaces such as restroom and th kitchen are significantly different by the media form. While there is no significant difference found in seating preferences for most tables except high traffic areas near entrances between the two media. This result demonstrates the effects of media type or screen size on user perception for the areas near structural or interior design elements. (2) The presence measure in this research consist of in this research consist of four factors: 'spatial presence,' 'object presence,' 'positive effects,' and 'the factor of negative effects. 'The mean values of the items involving engagement or interaction in the spatial presence factor and the object presence factor are significantly different by the media form. A higher sense of presence of presence was observed in the wall projection screen. (3) PC monitor condition was shown to provide a higher level of decision confidence. Based on the research finding, conclusions and implications are discussed.

Design of Caption-processing ASIC for On Screen Display (On Screen Display용 자막처리 ASIC 설계)

  • Jeong, Geun-Yeong;U, Jong-Sik;Park, Jong-In;Park, Ju-Seong;Park, Jong-Seok
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.37 no.5
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    • pp.66-76
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    • 2000
  • This paper describes design and implementation of caption-processing ASIC(Application Specific Integrated Circuits) for OSD(On Screen Display) of karaoke system. The OSD of conventional karaoke system was implemented by a general purpose DSP, however this paper suggest a design to save hardware resources. The ASIC receives commands and data of graphic and caption from host processor, and then modifies the data to have various graphic effects. The design has been done by schematic and VHDL coding. The design was verified by logic simulation and FPGA emulation on the real system. The chip was fabricated with 0.8${\mu}{\textrm}{m}$ CMOS SOG, and worked properly at the karaoke system.

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Study on Design Research using Semantic Network Analysis

  • Chung, Jaehee;Nah, Ken;Kim, Sungbum
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.6
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    • pp.563-581
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    • 2015
  • Objective: This study was conducted to investigate the potential of sematic network analysis for design research. Background: As HCD (Human-Centered Design) was emphasized, lots of design research methodologies were developed and used in order to find user needs. However, it is still difficult to discover users' latent needs. This study suggests the semantic network analysis as a complementary means for design research, and proved its potential through the practical application, which compares multi-screen purchase and usage behaviors between America and China. Method: We conducted an in-depth interview with 32 consumers from USA and China, and analyzed interview texts through semantic network analysis. Cross cultural differences in purchase and usage behaviors were investigated, based on measuring centrality and community modularity of devices, functions, key buying factors and brands. Results: Americans use more services and functions in the multi-screen environment, compared to Chinese. As a device substitutes other devices, traditional boundaries of the devices are disappearing in the USA. Americans consider function to recall Apple, but Chinese consider function, design and brand to recall Apple, Sony and Samsung as an important brand at the time of their purchase. Conclusion: This study shows the potential of semantic network analysis for design research through the practical application. Semantic network analysis presents how the concepts regarding a theme are structured in the cognitive map of users with visual images and quantitative data. Therefore, it can complement the qualitative analysis of the existing design research. Application: As the design environment becomes more and more complicated like multi-screen environment, semantic network analysis, which is able to provide design insights in the intuitive and holistic perspective, will be acknowledged as an effective tool for further design research.

Visual Interface & Surface Expressions in Commercial Space Design (비주얼 인터페이스와 상업공간의 표피 표현)

  • Kim Sunyoung
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.3-11
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    • 2005
  • This study examines the visual effects of surface design utilized in commercial space. In particular, 1 focus on the following three categories: transparency and lighting, electronic surface and media screen, and ubiquitous environments and interface. Unlike the past era in which surface design in commercial space was viewed merely as a means of decoration, it has become more important in the contemporary era because diverse expression techniques in surface design enormously help architects and interior designers embody their own ideas more effectively Moreover, the diversity of surface design expands the concept of cultural space as it provides various graphic elements that reflect human desire for multicultures.

A novel illumination system design for application in the integrated screen 3D display

  • Lin, Chu-Hsun;Lin, Chun-Chuan;Lo, Hsin-Hsiang;Chung, Shuang-Chao;Chen, Tian-Yuan;Wang, Chy-Lin
    • Journal of Information Display
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    • v.11 no.1
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    • pp.28-32
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    • 2010
  • A mini-projector prototype employing a LED light source, a nontelecentric structure, and an LCOS panel for application in the integrated 3D display was fabricated. A seamless image was obtained by tilting an array of mini-projectors. Seamless quality was created by the excellent uniformity of the projection intensity on the mini-projector's screen, which was simulated as 98.34%. Great uniformity can be realized by optimizing the design of the light source and the optics configuration, which is the key to such realization.

Building a Sustainable UX Ecosystem under N-Screen and Cloud Computing Paradigm (N-Screen과 클라우드 컴퓨팅 패러다임에서의 지속가능한 UX 생태계 구축에 대한 연구)

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.553-561
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    • 2010
  • This paper discusses the next direction for user experience design to keep pace with an ongoing IT paradigm shift, particularly focused on UX standardization activity contributing to reinforcement of brand power and customer loyalty. The paper introduces a model that identifies four levels of UX standardization and a key concept called "sustainable UX ecosystem" as its top level. It argues that in the new IT paradigm the fourth level of UX standardization, the sustainable UX ecosystem, is the next direction user experience must head towards.

Study of Eye Blinking to Improve Face Recognition for Screen Unlock on Mobile Devices

  • Chu, Chung-Hua;Feng, Yu-Kai
    • Journal of Electrical Engineering and Technology
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    • v.13 no.2
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    • pp.953-960
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    • 2018
  • In recently, eye blink recognition, and face recognition are very popular and promising techniques. In some cases, people can use the photos and face masks to hack mobile security systems, so we propose an eye blinking detection, which finds eyes through the proportion of human face. The proposed method detects the movements of eyeball and the number of eye blinking to improve face recognition for screen unlock on the mobile devices. Experimental results show that our method is efficient and robust for the screen unlock on the mobile devices.

Design and Implementation of Seamless Folding Display Device (Seamless 접이식 디스플레이 장치 개발 및 구현)

  • Jin, Kyung-Chan;Chun, Keyoung-Jin;Kim, Si-Hwan
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.911-912
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    • 2006
  • The recent growth in the portable display industry has been dominated by flexible display, moreover, several developing of using LCD technology has been in making the flexible display work effectively, however flexible device is not practical. Recently, the study on the multi-display screen has been published as the needs of larger screen in mobile device has been increased. The multi-display screen which is composed of two LCD panels, has the characteristics of the seamless gap between two panels. To meet the needs of this multi-display, in this paper, the study is performed to design the seamless device which consist of LCD panels, light film, back light and driver, and finally, we evaluated the effectiveness of seamless folding mechanism.

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