• Title/Summary/Keyword: Visual Work

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Relationship between visual display terminal working hours and headache/eyestrain in Korean wage workers during the COVID-19 pandemic: the sixth Korean Working Conditions Survey

  • Gayoung Kim;Seong-yong Cho;Jinseok Kim;Seongyong Yoon;Jisoo Kang;Si young Kim
    • Annals of Occupational and Environmental Medicine
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    • v.35
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    • pp.8.1-8.12
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    • 2023
  • Background: Prolonged use of visual display terminal (VDT) can cause eyestrain, dry eyes, blurred vision, double vision, headache and musculoskeletal symptoms (neck, shoulder, and wrist pain). VDT working hours among workers have greatly increased during the coronavirus disease 2019 (COVID-19) pandemic. Therefore, this study aimed to investigate the relationship between VDT working hours and headache/eyestrain in wage workers using data from the sixth Korean Working Conditions Survey (KWCS) (2020-2021) conducted during the COVID-19 pandemic. Methods: We analyzed the sixth KWCS data of 28,442 wage workers aged 15 years or older. The headache/eyestrain that occurred in the last year was assessed. The VDT work group included workers who use VDT always, almost always, and three-fourth of the working hours, while the non-VDT work group included workers who use VDT half of the working hours, one-fourth of the working hours, almost never, and never. To analyze the relationship between VDT working hours and headache/eyestrain, the odds ratios (ORs) and 95% confidence interval (CI) were calculated using logistic regression analysis. Results: Among the non-VDT work group, 14.4% workers experienced headache/eyestrain, whereas 27.5% workers of the VDT work group experienced these symptoms. For headache/eyestrain, the VDT work group showed adjusted OR of 1.94 (95% CI: 1.80-2.09), compared with the non-VDT work group, and the group that always used VDT showed adjusted OR of 2.54 (95% CI: 2.26-2.86), compared with the group that never used VDT. Conclusions: This study suggests that during the COVID-19 pandemic, as VDT working hours increased, the risk of headache/eyestrain increased for Korean wage workers.

Preferred settings of the VDT workstation dimensions posture (VDT 작업을 위한 최적치수 및 작업자세에 관한 연구)

  • 박수찬;이남식;장명현;김철중
    • Journal of the Ergonomics Society of Korea
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    • v.10 no.2
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    • pp.3-13
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    • 1991
  • As the VDT work constrains work postures because of its work characteristics. VDT worksta- tions should be properly designed so as to be fitted to various types of physical conditions of op- erators. Therefore, in this study, the preferred settings of VDT wrokstation dimensions of operators. Therefore, in this study, the preferred settings of VDT workstation dimensions and work postures were studied in order to determine the appropriate dimensions and the work postures for VDT operators which will alleviate the musculoskeletal troubles or visual fatigue. The scpoe of the study is as follows. 1. Measurement and analysis of the preferred settings of the height of workstation, keyboard, seat, and screen among the experienced VDT operators. 2. Anaysis of the relationship between the preferred settings of workstation height and the seat height control among the experienced VDT operators. 3. Analysis of the work postures of the experienced VDT operators.

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Creating and Utilization of Virtual Human via Facial Capturing based on Photogrammetry (포토그래메트리 기반 페이셜 캡처를 통한 버추얼 휴먼 제작 및 활용)

  • Ji Yun;Haitao Jiang;Zhou Jiani;Sunghoon Cho;Tae Soo Yun
    • Journal of the Institute of Convergence Signal Processing
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    • v.25 no.2
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    • pp.113-118
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    • 2024
  • Recently, advancements in artificial intelligence and computer graphics technology have led to the emergence of various virtual humans across multiple media such as movies, advertisements, broadcasts, games, and social networking services (SNS). In particular, in the advertising marketing sector centered around virtual influencers, virtual humans have already proven to be an important promotional tool for businesses in terms of time and cost efficiency. In Korea, the virtual influencer market is in its nascent stage, and both large corporations and startups are preparing to launch new services related to virtual influencers without clear boundaries. However, due to the lack of public disclosure of the development process, they face the situation of having to incur significant expenses. To address these requirements and challenges faced by businesses, this paper implements a photogrammetry-based facial capture system for creating realistic virtual humans and explores the use of these models and their application cases. The paper also examines an optimal workflow in terms of cost and quality through MetaHuman modeling based on Unreal Engine, which simplifies the complex CG work steps from facial capture to the actual animation process. Additionally, the paper introduces cases where virtual humans have been utilized in SNS marketing, such as on Instagram, and demonstrates the performance of the proposed workflow by comparing it with traditional CG work through an Unreal Engine-based workflow.

Multi-Operation Robot For Fruit Production

  • Kondo, Naoshi;Monta, Mitsuji;Shibano, Yasunori
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 1996.06c
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    • pp.621-631
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    • 1996
  • It is said that robot can be used for multi-purpose use by changing end effector or/and visual sensor with its software. In this study, it was investigated what multi-purpose robot for fruit-production was using a tomato harvesting robot and a robot to work in vineyard. Tomato harvesting robot consisted of manipulator, end-effector, visual sensor and traveling device. Plant training system of larger size tomato is similar with that of cherry-tomato. Two end-effectors were prepared for larger size tomato and cherry-tomato fruit harvesting operations, while the res components were not changed for the different work objects. A color TV camera could be used for the both work objects, however fruit detecting algorithm and extracted features from image should be changed. As for the grape-robot , several end-effector for harvesting , berry thinning , bagging and spraying were developed and experimented after attaching each end-effector to manipulator end. The manipulator was a polar coordinate type and had five degrees of freedom so that it could have enough working space for the operations. It was observed that visual sensor was necessary for harvesting, bagging and berry-thinning operations and that spraying operation requires another sensor for keeping certain distance between trellis and end-effector. From the experimental results, it was considered that multi-operations by the same robot could be appropriately done on the same or similar plant training system changing some robot components . One of the important results on having function of multi-operation was to be able to make working period of the robot longer.

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A Study on the Relationship of Space and Time in Visual Tactility (시각과 시촉각에 의한 운동 측면에서 본 공간과 시간의 관계성 연구 - 연경당 외부공간을 중심으로 -)

  • Yook, Ok-Soo
    • Journal of architectural history
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    • v.20 no.1
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    • pp.77-93
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    • 2011
  • Across the culture of Western Europe, dichotomy based on the visual sense has evolved. They believed eyes and ears requiring a distance related in recognition, are more developed than any other human senses in human body. Dominant position, as a condition to using a perspective, the eye has been just concentrated in the development of optical sight. But developed a variety of modern media, highlighting the importance of the other perception, it makes dichotomy to the expansion of perception over the single function of visuality. Recently, Guille Deleuze and Merleau-Ponty try to recover the sense of tactility segregated in skin from body keeping eyes for distance. By the result, the activity can be happened by being connected to the body rather than to eye in the space between the subject and object. From the phase of recognition where the human body tries to identify the object in the space considering a time, it will be changed for the subject to the phase of structure vice versa. Visual tactility is to eliminate the distance between subject and object. If the visual tactility is to erase the distance different from the visual in dichotomy, it will be occurred to having a tension and makes new relationship to work trying to move the subjective point of view in object. Like this evidence in analysis of architecture, it can be easy to find the Korean architecture rather than western architecture in terms of emphasizing the time and space. The fact, architecture of Lee Dynasty had been preserved and consisted basic form and style over the centuries makes us assume that visual tactility was considered as well as the visual sense. This study will be intensive in terms of visual and tactile inherent in the subject and how it is being connected to the movement in the space and time.

Masseurs' Job Satisfaction of Persons with Visual Impairments in South Korea -Test of Integrative Work Satisfaction Model in Social Cognitive Career Theory- (우리나라 시각장애인 안마사들의 직업만족도에 대한 연구 -사회인지진로발달이론의 통합직업만족모델을 중심으로-)

  • Kim, Ki Hyun
    • 재활복지
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    • v.20 no.4
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    • pp.1-29
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    • 2016
  • The research regarding employees' job satisfaction is one of the most important indicators of their vocational adjustment or outcome. The purpose of this study is to investigate the level of job satisfaction of South Korean masseurs with visual impairments and what variables predict to this. The work satisfaction model of Social Cognitive Career Theory (Lent Brown, 2006a) was grounded. a total of 221 South Korean masseurs with visual impairments participated in this study. Multiple regression analysis indicated that as masseurs in this study experienced having a better fit with their job regarding their monetary aspects, as they felt efficacious with their massage skills, as they felt more positive, and as they considered their job duties fit their education or skills they learned, their level of job satisfaction was higher. However, fit with their organization values or cultures or how much they get social support from their family, friends, or significant others did not predict their job satisfaction. In addition, the analysis supported the existence of a moderating effect of positive affect on the relationship between subjective fit and job satisfaction, in addition to the moderating effect of social support on the relationship between work related self-efficacy and job satisfaction among study participants. Implications for policy makers, researchers, and career counselors were also provided.

A Study on Effect Verification of Verbal and Visual Analogy for Creativity Enhancement - Experimental Study Focused on the Comparison of Experimental Group and Comparative Group - (창의성 증진을 위한 언어적.시각적 유추의 효과검증 - 실험집단과 비교집단의 비교를 중심으로 한 실험연구 -)

  • Choi, Eun-Hee
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.30-38
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    • 2011
  • Personal creativity could be promoted and improved through many experience, training and various prior knowledge. This researcher had proceeded several preceding studies to find effective using methods of analogy for creativity enhancement. This study, following work of preceding studies aims to verify the effects of verbal and visual analogy for creativity improvement. Effect verification had been progressed by comparing the residential design results of two groups which are classified an experimental group consisted of sophomore college students with a comparative group consisted of sophomore university students. Consequently, the experimental group that had undergone many training on verbal and visual analogy in several preceding studies is superior to the comparative group in terms of creative design rate, sketch rate with high quality. Through this result it is verified that the using methods of verbal and visual analogy is very effective on creativity enhancement in interior design process. But the limitation of this study is that there were a few populations. Nevertheless, interdisciplinary this study will be used as a practical one to suggest a model on a teaching method and a theory for creativity improvement in interior design education.

Visual Fatigue Study of Active Senior (액티브 시니어의 시각 피로도 연구)

  • Cho, Hyesuk;Na, Yoonhye;Sim, Youngbo;Lee, Jangwoo;Park, Kunwoo
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.18-26
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    • 2018
  • This study aimed to examine whether there was difference on visual fatigue between active seniors and young people, and to provide a guideline for appropriate computer use time for seniors. Blinking rate, maximal blinking interval, temperature of the ocular surface, visual fatigue questionnare were evaluated. The blinking rate, ocular surface temperature, visual fatigue showed significant change before and after the tasks. There was no difference between the two groups and thus, about 30-minute computer work appeared to be appropriate for seniors.

Visual Inspection System for Irregularly Formed Timing Belt with Low Reflection Ratio (저반사비를 가진 비균질 타이밍 벨트를 위한 자동시각 검사시스템)

  • Lee, Jae-Woo;Yoon, Joong-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.5
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    • pp.1996-2001
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    • 2012
  • Visual inspection systems are widely proposed for the well formed surface materials like electronics parts. But the materials with ill reflection ability have many troubles when visual inspection system is introduced. We have developed a robust visual inspection system that can work well in spite of low reflection ratio and with much noise when truth model is not known in the mixed production line. A workpiece identification technique using k-means has been proposed to identify the type. Based on the identified type, a robust-to-noise segmentation method, called active contour, has been applied to segment the features from the image. Finally, Kalman filter has been applied to adapt the error variation. Experiment shows that performance is about to match the accuracy of manual measurement using projectors.