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Jämförelse mellan olika filterglas från Multilens på synsvaga patienter med bländningsbesvärEinarsson, Mikael January 2011 (has links)
Syfte: Syftet med denna studie var att jämföra Multilens Bilux Iris-glas mot deras vanliga polariserade filterglas på syncentralspatienter med uttalade bländningsbesvär. Metod: I studien undersöktes 15 personer mellan 42-89 år. Försökspersonerna som hade bokad tid hos Syncentralen i Kalmar fick valet att ställa upp på en studie där de skulle få testa ytterligare ett filterglas. Patienterna återkallades efter ett par veckor då synskärpetester gjordes i hög och lågkontrast med och utan bländningsbelysning. Undersökningen innefattade även en intervju under vilken patienten fick berätta vad han/hon tyckte om respektive glas. Resultat: Kontrast påverkade visus. Högkontrast visus påverkades inte nämnvärt med olika filterglasen eller bländning. För lågkontrast visus fanns heller ingen signifikant skillnad mellan filterglasen med eller utan bländning. En del patienter upplevde bättre synförhållanden med Bilux i vissa situationer. Slutsats: Högkontrast samt lågkontrast visus påverkades inte nämnvärt med de olika filterglasen eller med bländning. Subjektivt upplevdes förbättrade synförhållanden i vissa situationer med Bilux och vanliga filterglas. / The aim of this study was to compare Multilens Bilux Iris against their regular polarized filter-glasses on low vision subjects with pronounced light sensitivity. A total of 15 people aged 42-89 years participated in the study. All were patients at the low-vision clinic at the hospital in Kalmar, Sweden. Patients were recruited during a prior routine examination whereby they were asked if they would be willing to participate in a study in which they would have the chance to try an extra pair of filter-glasses. The patients were recalled after a few weeks for the examination. Patients’ high- and low contrast visual acuity was measured both with and without glare. An interview with all of the patients was also conducted regarding the different filter lenses. This study showed no significant difference in high contrast or low contrast visual acuity, with or without the different filters examined during this study. A subjective difference was however detected between filters under certain situations.
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Belysningens inverkan på ögon- och nackbesvär vid bildskärmsarbete, : baserat på ergonombedömningar och arbetstagares subjektiva uppfattning / Impact of lighting on eye- and neck problems in VDU-work, : based on ergonomic assessments and employers subjective perceptionsBerggren, Thea January 2017 (has links)
Working in front of visual display units, VDU, has become more and more common and an increasingly number of office workers spend a larger part of their working day in front of a monitor. Thus, work-related eye disorders associated with VDU use increase. Employers has a responsibility to prevent accidents and sickness among their employees, which partly can be done by risk assessments of visual ergonomic conditions at the office workplace. The purpose of this master thesis was to investigate how VDU office workers with, or without, eye- or neck problems perceive the lighting conditions in relation to how an ergonomist who has gone through a nine-day visual ergonomics education, assess the lighting. Data has been collected by 48 ergonomics specialists and work environment engineers who risk assessed 204 VDU stations at different offices in Sweden using a new visual ergonomics risk assessment method. The results showed several strong connections between the assessment made by the trained technician and the individual VDU workers perception of lighting conditions, such as the general lighting and glare. The technician noticed however more risks than the individual worker did. VDU workers with eye-strain reports more problems with their lighting conditions in the office compared to those without eye-strain. The technician’s assessment of glare, and the individual VDU worker´s experience of strong lights hade the most impact on reported eye-strain. VDU workers with neck pain did not report any problems with their lighting conditions in contrast to the technician who reported an increased risk at both general lightning and glare. / Att arbeta framför dator har blivit allt vanligare och allt fler arbetar stor del av sin arbetsdag framför en bildskärm. De arbetsrelaterade besvären i samband med detta ökar. Arbetsgivaren ska förebygga ohälsa och olycksfall vilket bland annat kan göras genom att riskbedöma synergonomiska förhållanden på kontorsarbetsplatsen. Syftet med examensarbetet var att undersöka hur individer med respektive utan ögon- eller nackbesvär vid bildskärmsarbete på kontor uppfattar sina belysningsförhållanden i relation till hur en ergonom som utbildats inom synergonomi och belysning under en 9 dagars utbildning bedömer belysningsförhållandet. Data är insamlat av 48 ergonomer och arbetsmiljöingenjörer som riskbedömt 204 bildskärmsarbetsplatser på olika kontor med hjälp av en ny synergonomisk riskbedömningsmetod. Resultatet visar att det finns flera starka samband mellan ergonomens bedömning och individens uppfattning av belysningsförhållandena, exempelvis gällande allmänbelysningen och bländningen. Ergonomen uppmärksammar dock fler risker än vad individen gör. Individer med ögonbesvär rapporterar i högre grad besvär med sina belysningsförhållanden på kontoret jämfört med individer utan besvär och den belysningsrelaterade faktor som har störst betydelse för om individen anger ögonbesvär är ergonomens bedömning och individens uppfattning av bländning/starka lampor. Individer med nackbesvär rapporterar inga större besvär med belysningsförhållandena i motsatts till ergonomen som rapporterar risker med både bländningen och allmänbelysningen.
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Mörkerkörning: Realtidssimulering och visualisering av fordonsbelysning för mörkerkörning i körsimulator / Nighttime Driving: Real-time Simulation and Visualization of Vehicle Illumination for Nighttime Driving in a SimulatorHäggmark, Erik January 2004 (has links)
<p>To give a realistic impression in a driving simulator for nighttime driving, there are many challenging aspects to consider. One of the most important aspects is the illumination caused by the headlights of the own vehicle. To give a realistic impression there is the need to consider the characteristics of the headlight in use to be able to represent main and dipped beam, but also to represent different models and types of headlights. </p><p>Another important aspect is the dazzling effects caused by the light cast by other vehicles upon the driver. These effects are not only important to give a realistic and visually appealing simulation, but also to simulate blinding effects which may affect the drivers ability to perceive the traffic environment to a large degree. </p><p>This thesis describes methods to simulate these vital aspects of night-drive simulation in real-time using the capabilities of today's graphics cards.</p>
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Mörkerkörning: Realtidssimulering och visualisering av fordonsbelysning för mörkerkörning i körsimulator / Nighttime Driving: Real-time Simulation and Visualization of Vehicle Illumination for Nighttime Driving in a SimulatorHäggmark, Erik January 2004 (has links)
To give a realistic impression in a driving simulator for nighttime driving, there are many challenging aspects to consider. One of the most important aspects is the illumination caused by the headlights of the own vehicle. To give a realistic impression there is the need to consider the characteristics of the headlight in use to be able to represent main and dipped beam, but also to represent different models and types of headlights. Another important aspect is the dazzling effects caused by the light cast by other vehicles upon the driver. These effects are not only important to give a realistic and visually appealing simulation, but also to simulate blinding effects which may affect the drivers ability to perceive the traffic environment to a large degree. This thesis describes methods to simulate these vital aspects of night-drive simulation in real-time using the capabilities of today's graphics cards.
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