• Title/Summary/Keyword: working environment color

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Change of Binocular Vision Induced by Longitudinal Chromatic Aberration during Near Work (근거리 작업 시 종색수차에 따른 양안시의 변화)

  • Kim, Se-il;Park, Mijung;Kim, So Ra
    • Journal of Korean Ophthalmic Optics Society
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    • v.20 no.2
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    • pp.219-228
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    • 2015
  • Purpose: The current study was performed to compare the difference in binocular visual function depending on variable background colors at near work. Method: Fifty four adults (18 males, 34 females) who consented to the present study and had no ocular disease, ocular surgery history, strabismus and amblyopia with normal binocular vision were participated into this study. The subjects were asked to read the novels with black letter printed on white, red, green and blue background for 15 min. Then, their heterophoria, AC/A ratio, near point of convergence, accommodation facility, relative accommodation and vergence were measured before and after reading. The difference of measurements were compared. Result: Overall heterophoria was tended to decrease with regardless of background color. AC/A ratio showed a tendency of increase after reading the novels with all backgrounds except white background. Near point of convergence was significantly increased compared to before reading at all background color. Accommodative facility of dominant and non-dominant eyes were also significantly increased after reading however, binocular accommodative facility showed a tendency of decrease. Negative relative accommodation also decreased at all background colors however, the change of positive relative accommodation was not significantly different. In case of vergence, there was significant difference in break point of far BO and recovery point of far BI by the wavelength of background color. Conclusions: From the results, it was known there is convergence change depending on the wavelength of light even though same amount of accommodation and convergence is required when doing near work for certain period. Thus, it can be suggested that the adjustment of the near working environment which perception of various color was required, should be conducted according to the main wavelength.

Smartphone-based Wavelength Control LED Lighting System according to the Sleep-Wake Cycle of Occupants (재실자의 수면-각성 주기에 따른 스마트폰 기반 파장제어 LED 조명시스템)

  • Kim, Yang-Soo;Kwon, Sook-Youn;Hwang, Jun;Lim, Jae-Hyun
    • Journal of Internet Computing and Services
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    • v.17 no.1
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    • pp.35-45
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    • 2016
  • Melatonin hormone involved in human's circadian rhythm adjustment sensitively responds to light's specific short wavelength ratio. A shift worker's circadian rhythm disturbance and sleep disorder are caused by the existing lighting conditions, whose short wavelength ratio is fixed. The life pattern of a shift worker changes irregularly because of irregular working hours and the same lighting environment; thus, his/her concentration is reduced. For such a reason, negative effects ensue to the detriment of healthy everyday life, including a high risk of accidents or having unsound sleep after leaving work. A smartphone-based wavelength control LED lighting system that targets shift workers and that can easily measure and control lighting suitable for wake-sleep cycle, according to working hours and closing hours, is proposed in this paper. First, after the light characteristics of LED lighting that changes depending on light control ratio are measured through the color sensor installed on the smartphone and the externally-linked Mini-Spectrometer, they are stored in the database. Based on the stored optical characteristics data, the measurement module and light control module are implemented. Lighting is offered using a control ratio having the maximum rate of short wavelength in consideration of the target illuminance, classified according to work type by identifying working hours as time when waking is required for shift workers. After a shift work leaves work, the amount of lighting is varied, using a control ratio having a minimum short wavelength rate so that a shift worker can enter the sleep state naturally.

Immersive Visualization of Casting Solidification by Mapping Geometric Model to Reconstructed Model of Numerical Simulation Result (주물 응고 수치해석 복원모델의 설계모델 매핑을 통한 몰입형 가시화)

  • Park, Ji-Young;Suh, Ji-Hyun;Kim, Sung-Hee;Rhee, Seon-Min;Kim, Myoung-Hee
    • The KIPS Transactions:PartA
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    • v.15A no.3
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    • pp.141-149
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    • 2008
  • In this research we present a novel method which combines and visualizes the design model and the FDM-based simulation result of solidification. Moreover we employ VR displays and visualize stereoscopic images to provide an effective analysis environment. First we reconstruct the solidification simulation result to a rectangular mesh model using a conventional simulation software. Then each point color of the reconstructed model represents a temperature value of its position. Next we map the two models by finding the nearest point of the reconstructed model for each point of the design model and then assign the point color of the design model as that of the reconstructed model. Before this mapping we apply mesh subdivision because the design model is composed of minimum number of points and that makes the point distribution of the design model not uniform compared with the reconstructed model. In this process the original shape is preserved in the manner that points are added to the mesh edge which length is longer than a predefined threshold value. The implemented system visualizes the solidification simulation data on the design model, which allows the user to understand the object geometry precisely. The immersive and realistic working environment constructed with use of VR display can support the user to discover the defect occurrence faster and more effectively.

Sitting Posture-Based Lighting System to Enhance the Desired Mood

  • Bae, Hyunjoo;Kim, Haechan;Suk, Hyeon-Jeong
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.2
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    • pp.191-198
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    • 2015
  • Objective: As a cue for desired mood, we attempted to identify types of sitting postures when people are involved in various tasks during their working hours. Background: Physical behaviors in reaction to user contexts were studied, such as automated posture analysis for detecting a subject's emotion. Sitting postures have high feasibility and can be detected robustly with a sensing chair, especially when it comes to an office. Method: First, we attached seven sensors, including six pressure sensors and one distance sensor, to an office chair. In Part 1, we recorded participants' postures while they took part in four different tasks. From the seven sensors, we gathered five sets of data related to the head, the lumbar, the hip, thigh pressure and the distance between the backrest and the body. We classified them into four postures: leaning forward, upright, upright with the lumbar supporting, and leaning backward. In part 2, we requested the subjects to take suitable poses for the each of the four task types. In this way, we compared the matches between postures and tasks in a natural setting to those in a controlled situation. Results: We derived four types of sitting postures that were mapped onto the different tasks. The comparison yielded no statistical significance between Parts 1 and 2. In addition, there was a significant association between the task types and the posture types. Conclusion: The users' sitting postures were related to different types of tasks. This study demonstrates how human emotion can interact with lighting, as mediated through physical behavior. Application: We developed a posture-based lighting system that manipulates the quality of office lighting and is operated by changes in one's posture. Facilitated by this system, color temperatures ranging between 3,000K and 7,000K and illuminations ranging between 300lx and 700lx were modulated.

A study on the development of living products using heat and color conversion treated woods (디자인 스튜디오 교육을 위한 CALM 시스템 개발에 관한 연구 -가구디자인 교육을 위한 시청각 기자재 디자인을 중심으로-)

  • In, Chi-Ho
    • Journal of the Korea Furniture Society
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    • v.20 no.5
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    • pp.467-479
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    • 2009
  • The high-tech computer technology developments have greatly affected the area of design education. Starting from the mid 80s, innovations in visual presentation methods have heightened with 2D computer graphic programs, CAD & 3D modeling, and Rapid Prototype that allows dimensional generation. The specialty and quality in design studio education have advanced due to the development in presentation methods such as Power Point and Keynote. But there are many problems with the current method of presenting the visual outcome in a data format using beam projectors, which is a vertical presenting method compared to the old studio study method of conducting discussions and reviews based on the substantial outcome. The essence of studio study that allows for comparisons and analysis by horizontally opening up the various work outcomes is being offset. Also the requirement for manual idea sketching work that plays an important role in the initial design phase continuing to decrease due to the digital working process dependence and cumbersome procedures in the presentation. In order to resolve this problem, the CALM system (Class Applied LCD Modular System) has been developed that replaces the method of attaching the sketches or renderings on the wall with a digital multi-display system. In a nutshell, individuals will upload the outcomes online and display them on the CALM system studio that is composed of 32 LCD (Columns: 4 $\times$ Rows: 8) monitors that are 19 inches in size so that various personnel can openly study the design outcomes. Also the central 42 inch PDP monitor that offers touch pad capability allows each design outcome to be described and examined by expanding. The concept phase of this development process has elevated to the production of an operating prototype that is being reviewed of its practicality. It is considered that the development of this system will decrease the extreme tendency of depending on digital operation but achieve revitalization of a more realistic and opened studio study environment compared to the individual consulting method of the old study approach.

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Relationship between Reading Speed and Blinking Rate according to Longitudinal Chromatic Aberration during Book Reading (종이책 독서 시 종색수차에 따른 읽기속도와 순목횟수의 상관관계)

  • Kim, Se-il;Park, Mijung;Kim, So Ra
    • Journal of Korean Ophthalmic Optics Society
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    • v.20 no.3
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    • pp.369-375
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    • 2015
  • Purpose: The current study was performed to estimate the changes in reading speed and blinking rate according to different background colors when reading paper book and further investigate their correlation. Methods: Twenty-nine adults (10 males, 19 females) who consented to the present study and had no ocular disease, ocular surgery history showing normal binocular vision were participated into the study. The subjects were asked to read the novels with black letter printed on white, red, green and blue background for 15 min, respectively. Then, the reading speed per page and blinking rate per page were measured during reading and analyzed according to background colors. Results: Reading speed per page according to the background color showed a tendency to accelerate in the white and green background as the reading time increased however, it was almost unchanged in the blue background and rather decelerated in the red background. On the other hand, the blinking rate per page tended to decrease in all background as the reading time was increased however, the smallest reduction was shown in the red background. There was a correlation that the reading speed increased as the blinking rate decreased in all backgrounds and the best correlation was shown in the green background. Conclusions: From the results, a correlation between the increasing reading speed and the reducing blinking rate while reading paper book with same demand on accommodation and convergence was confirmed however, the change in blinking rate and reading speed was varied depending on the main wavelength of light. It might mean that the working speed and visual fatigue can be varied depending on the difference of main wavelength when doing near work. Thus, it can be suggested that the adjustment of working environment and conditions should be made according to the kind of required perception.

Optimization Model for the Mixing Ratio of Coatings Based on the Design of Experiments Using Big Data Analysis (빅데이터 분석을 활용한 실험계획법 기반의 코팅제 배합비율 최적화 모형)

  • Noh, Seong Yeo;Kim, Young-Jin
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.10
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    • pp.383-392
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    • 2014
  • The research for coatings is one of the most popular and active research in the polymer industry. For the coatings, electronics industry, medical and optical fields are growing more important. In particular, the trend is the increasing of the technical requirements for the performance and accuracy of the coatings by the development of automotive and electronic parts. In addition, the industry has a need of more intelligent and automated system in the industry is increasing by introduction of the IoT and big data analysis based on the environmental information and the context information. In this paper, we propose an optimization model for the design of experiments based coating formulation data objects using the Internet technologies and big data analytics. In this paper, the coating formulation was calculated based on the best data analysis is based on the experimental design, modify the operator with respect to the error caused based on the coating formulation used in the actual production site data and the corrected result data. Further optimization model to correct the reference value by leveraging big data analysis and Internet of things technology only existing coating formulation is applied as the reference data using a manufacturing environment and context information retrieval in color and quality, the most important factor in maintaining and was derived. Based on data obtained from an experiment and analysis is improving the accuracy of the combination data and making it possible to give a LOT shorter working hours per data. Also the data shortens the production time due to the reduction in the delivery time per treatment and It can contribute to cost reduction or the like defect rate reduced. Further, it is possible to obtain a standard data in the manufacturing process for the various models.

The Research on the Life-safety Implementation using the Natural Light LED Lamp in the Disaster Prevention and Safety Management (방재안전 자연광 LED 조명을 이용한 생활안전 개선에 관한 연구)

  • Lee, Taeshik;Seok, Gumcheul;So, Yooseb;Choi, Byungshik;Kim, Jaekwon;Cho, Woncheol
    • Journal of Korean Society of Disaster and Security
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    • v.9 no.2
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    • pp.53-62
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    • 2016
  • This paper is shown the new method using LED Light, which the light environment is upgraded the natural LED light in the area of Disaster Prevention and Safety Management (PDSD), which the events of deaths is reduced on the Suicide, the Infectious diseases, the safety accidents, the Traffic Accident, the crime, the fire, the Nature Disaster, and which the health and the environment and the safety is implemented using the value of the color LED Light. Research findings include,during 3 weeks in the November 2016, in the ten residents (average living 28.7 years, age 67.5 years) with depressive symptoms in the northern part of Seoul, according to the request of the user, the PDSD natural light LED lighting was installed in the home bedroom or the living room, expectations for the ability to restore physical and mental stability were high (88%), in the same way, after 1 week and 3 weeks, the physical and mental changes were compared and the results,84% in the first week and 90% in the third week and thereafter, the effect of relieving depression was high. We conclude that patients with depression have a good sleep, an uneasy feeling, a sense of security, a good night's sleep, and a good feeling. The PDSD LED Light is expected to contribute in the various areas, which reduced the suicides, which give increased immunity from infectious diseases, which give a crash to reduce accidents caused by negligence, which improve the safe operation of heavy vehicles in which a traffics accident incidence installed on the highest point, which improve the safety function on the 'safety way home' for the safety of the community, which due to fire gives alleviate the emotional anxiety of firefighters, which improve the environment for long-term control room working during decision making caused by natural disasters.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.