Following the implementation of the Act on the Prevention of Light Pollution Due to Artificial Lighting in 2013, local governments designated lighting environment management zones and conducted assessments of the impacts of light pollution on the environment to ensure compliance with acceptable light emission standards. In addition, according to the Act on the Prevention of Light Pollution Due to Artificial Lighting, local governments conduct and manage light pollution assessments every three years. However, measuring and analyzing during nighttime requires a significant amount of time and labor. Therefore, this research aims to improve the current light pollution environmental impact assessment method by utilizing aerial information from satellite data and establishing a database of light pollution assessment methods, thereby laying the foundation for light pollution management. In this study, a reference light source was installed on the ground, and the luminance measurements of the installed reference light source and the advertising light sources on-site were analyzed to derive brightness values for ground light sources using the optical band (R, G, B) values from aerial information derived from satellite images. The analysis produced predictive equations for light pollution from upward lighting and general advertising lighting. When these equations were applied to residential and commercial areas in the lighting environment management area, the results indicated that the predicted rooftop upward lighting prediction brightness exceeded the acceptable standard of light emission of 800 cd/m2 in residential areas, and the advertisement lighting prediction brightness exceeded the standard of 1,000 cd/m2 in commercial areas.
본 연구는 가정의 심리적 환경과 대인관계기술이 청소년 인터넷 게임중독에 미치는 영향력을 확인하고자 하였다. 연구대상은 중․고등학교 남․여학생 313명이었다. 본 연구의 자료 분석은 상관분석과 중다회귀분석이 사용되었다. 본 연구를 통해 나타난 결과를 요약하면 다음과 같다. 첫째, 가정의 심리적 환경은 인터넷 게임중독에 유의한 영향을 미쳤다. 하위변인에서는 친밀도가 게임중독에 상대적으로 더 많은 영향을 미쳤다. 둘째, 가정의 심리적 환경은 대인관계기술에 유의한 영향을 미쳤다. 하위변인에서는 부모존경과 존중이 대인관계기술에 상대적으로 더 많은 영향을 미치는 것으로 확인되었다. 셋째, 대인관계기술은 인터넷 게임중독에 유의한 영향을 미쳤다. 하위변인에서는 만족감이 게임중독에 상대적으로 더 많은 영향을 미쳤다.