Background: According to recent investigation the amount of smart phone users in Korea exceeded 2 million people. The present status of smart phone use reported by Korea Communications Commission shows smart phones are used for visual use much more than existing cell phones. But there is no research which explains remarkable effect of smart phone on visualfatigue. This study is focused on th eff
experiences. It is intended to provide a respite from real life in venues such as theme parks, casinos, and virtual reality games.
In esthetic entertainment, audiences immerse themselves in a cultural experience with a visual component of the moment, such as standing at the rim of the Grand Canyon, visiting an art gallery or museum, or sitting in a Parisian café observing passers-by.
visual patterns,
feelings of unreality, lack of coordination, tremulous speech
1-4 hour
Increased visual effects, wavelike motions,
impaired distance perception, euphoria, slow passage of time
4-7 hour
Waning of above effects
7-12 hour
Returning to normal
Late effects
Headache, fatigue, contemplative state
*Adapted from R.M. Julien, A PrimerofDrugAction(NewYork:W.H.Freemanand