• Title/Summary/Keyword: Application keypad

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Ergonomic Analysis of Cellular Phone Keypad Considering the Dominant Hand

  • Lee, Yong-Bok;Jung, Won-Il;Kim, Dong-Kyu;Kang, Sung-Jin
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.5
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    • pp.621-628
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    • 2011
  • Objective: The aim of this study is to give interest about usability of cellular phone keypad for left-handed person. Background: Although there are being a lot of attempts to design suitable product on user's request in process that design cellular phone keypad, ergonomic access about left-handed person who compose decimal class is unprepared. Especially, in early user's occasion, left-handed persons need more efforts than right-handed person to master Hangul character input process skill level. But, since realization about this left-handed person's discomfort has not spread, the importance has not been well thought in the society. Method: (1) After extracting emblem to use in comparison in questionnaire, applied emblem uniformly to different 3 kind of cellular phone. (2) Measured Hangul input time and mistyping number by dominant hand's position and skill level to reagent. (3) Taking the result through ANOVA. Conclusion: In the result of the experiment about Hangul input time and mistyping number according to dominant hand's position and skill level, left-handed person's group on the low skill level has shown the dullest use capability among 4 experiment groups. Application: In the future, analysis result may be used to the data of realization conversion in process design of various products including cellular phone keypad to consider left-handed person.

Analyzing Input Patterns of Smartphone Applications in Touch Interfaces

  • Bahn, Hyokyung;Kim, Jisun
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.30-37
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    • 2021
  • Touch sensor interface has become the most useful input device in a smartphone. Unlike keypad/keyboard interfaces used in electronic dictionaries and feature phones, smartphone's touch interfaces allow for the recognition of various gestures that represent distinct features of each application's input. In this paper, we analyze application-specific input patterns that appear in smartphone's touch interfaces. Specifically, we capture touch input patterns from various Android applications, and analyze them. Based on this analysis, we observe a certain unique characteristics of application's touch input patterns. This can be utilized in various useful areas like user authentications, prevention of executing application by illegal users, or digital forensic based on logged touch patterns.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

Implementation of the OTP Based Smart Locks Using Personal Information (개인 정보를 이용한 OTP 기반의 스마트 잠금장치구현)

  • Seong, Ki-Taek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.766-768
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    • 2016
  • Conventional locking device has a disadvantage such as a security vulnerability caused by using avoid traces of the keypad that are frequently used due to the complex password application. In this study, we proposed a OTP based locks by using user identical informations that overcomes the disadvantages of the conventional apparatus. We implemented and validated the proposed algorithm through simulations.

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Analysis of Users' Gestures by Application in Smartphone Touch Interfaces (스마트폰 터치 인터페이스에서 애플리케이션별 사용자 제스처의 분석)

  • Kim, Jisun;Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.9-14
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    • 2015
  • Touch interface is widely used in a smartphone instead of a keyboard or a keypad interface that has been adopted in a PC or a featurephone, respectively. Touch interface can recognize a variety of gestures that clearly represent the distinct features of each application's input. This paper analyzes users' gesture of each application captured by the touch interface of a smartphone. Specifically, we extract touch input traces from various application categories such as game, web browser, youtube, image and e-book viewer, video player, camera, and map applications, and then analyzed them. Through this analysis, we observed a certain unique characteristics of each application's touch input, and this can be utilized in various useful areas such as identification of an application user, prevention of running an application by an illegal user, or design of a new interface convenient to a specific user.

Research of Soft-Interface Creation and Provision Methodology According to Applications Based on Mobile Device Environment (모바일 디바이스 환경에서 어플리케이션에 따른 소프트 인터페이스 제작 및 제공 방안 연구)

  • Cho, Changhee;Park, Sanghyun;Lee, Sang-Joon;Kim, Jinsul
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.513-519
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    • 2013
  • In this paper, we provide interfaces according to user application environments and provide tools through web-site that users can create interface to apply a wide range of application environment. HTML5 is used in the creation processing, so users can create various interfaces by dragging mouse and apply it to multimedia, game applications as well as documents by using the ASCII code and key events that are provided in the Android OS. Database of interfaces is stored in HDFS (Hadoop Distributed File System) based on Hadoop for management and users can have their own designed interface or select interfaces through simple login any time. In order to provide interface quickly, HIVE based on Hadoop is used for search and the data is provided in XML file which smart mobile can process quickly.

Usability Evaluation of Touch Keyboard in Smart Watch Environment

  • Oh, Euitaek;Choi, Jinhae;Cho, Minhaeng;Hong, Jiyoung
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.569-580
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    • 2016
  • Objective: This study aims to identify the most effective keyboard layout in the area of performance for securing usability in a smart watch-using environment and to verify the usability of touch keyboard calibrated by hand. Background: It is necessary to understand the environmental characteristics in using the smart watch and to secure the usability of touch keyboard based on this understanding in order to take account of the users who use the touch screen in the extreme input conditions caused by the small screen of a smart watch. Method: 30 participants in this study were required to input characters using the QWERTY keyboard and 3x4 keypad (Naratgul, Chunjiin), which were familiar with them, in order to grasp the keyboard layout suitable in the smart watch- using environment; the performance (error rate, performance time) of this case was measured. In addition, 30 participants in this study were required to input the characters setting the QWERTY keyboard with calibrated touch area and the one with uncalibrated touch area, based on the characteristics of touch behavior, by finger typing the keyboard, with the performance (error rate and performance time) of this case measured. Results: QWERTY keyboard (93.3sec) is found to be 31.2% faster than Naratgul keyboard, a kind of 3x4 keypad, and 43.6% faster than Chunjiin keyboard, in the area of efficiency, in the results of the usability evaluation regarding the keyboard layout. QWERTY keyboard with calibrated touch area (7.5%) is found to be 23.5% improved compared to the QWERTY keyboard with uncalibrated touch area (9.8%) in the area of accuracy (error rate). The results of the usability evaluation regarding the QWERTY keyboard with touch area calibrated by finger typing the keyboard and QWERTY keyboard with calibrated touch area (80.7sec) is found to be 5.7% improved compared to QWERTY keyboard with uncalibrated touch area (85.6sec) in the area of efficiency (performance time). Conclusion: QWERTY keyboard is found to have an effective layout in the area of efficiency in the smart watch-using environment, and its improved usability is verified in the areas of accuracy and efficiency in the QWERTY keyboard with a touch area calibrated by finger typing the keyboard. Application: The results of this study may be used to set up the basic touch keyboard of the smart watch. The input usability is expected to secure the smart watch-using environment, which is an extreme input condition by applying QWERTY keyboard with touch area calibrated by finger typing the keyboard.

Design and Implementation of Cost-effecive Public Bicycle Sharing System based on IoT and Access Code Distribution (사물 인터넷과 액세스 코드 배포 기반의 경제적인 공공 자전거 공유 시스템의 설계 및 구현)

  • Bajracharya, Larsson;Jeong, Jongmun;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.8
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    • pp.1123-1132
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    • 2018
  • In this paper, we design and implement a public bicycle sharing system based on smart phone application capable of distributing access codes via internet connection. When smartphone user uses the application to request a bicycle unlock code, server receives the request and sends an encrypted code, which is used to unlock the bicycle at the station and the same code is used to return the bicycle. The station's hardware prototypes were built on top of Internet devices such as raspberry pi, arduino, keypad, and motor driver, and smartphone application basically includes shared bike rental and return functionality. It also includes an additional feature of reservation for a certain time period. We tested the implemented system, and found that it is efficient because it shows the average of 3-4 seconds delay. The system can be implemented to manage multiple bikes with a single control box, and as the user can use a smartphone application, this makes the system more cost effective.

A Study on the Vulnerability of Security Keypads in Android Mobile Using Accessibility Features (안드로이드 접근성(Accessibility) 기능을 이용한 보안키패드의 취약점 공격 및 대응 방안)

  • Lee, Jung-Woong;Kim, In-Seok
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.1
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    • pp.177-185
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    • 2016
  • As the fintech industry is growing at an incredible rate, mobile phones are positioned as the most important tool for financial transaction. However, with a rising number of malware applications, the types of attack and illegal access to mobile device are becoming more diverse and sophisticated. This paper studies the potential keylogger attack by exploiting the Accessibility Service in Android framework. This type of attack allows the malicious individual to use keylogger on the victim's Android mobile phone to steal passwords during mobile financial transaction regardless of security keypad setting. Lastly the paper proposes solutions to counter these types of attack by verifying the accessibility usage and amending the application guideline for accessibility.

EMG Pattern Classification using Soft Computing Techniques and Its Application to the Control of a Rehabilitation Robotic Arm (소프트 컴퓨팅 기법을 이용한 근전도 신호의 패턴 분류와 재활 로봇 팔 제어에의 응용)

  • Han, Jeong-Su;Kim, Jong-Seong;Song, Won-Gyeong;Bang, Won-Cheol;Lee, Hui-Yeong;Byeon, Jeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.37 no.6
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    • pp.50-63
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    • 2000
  • In this paper, a new EMG pattern classification method based on soft computing techniques is proposed to help the disabled and the elderly handle rehabilitation robotic arm systems. First, it is shown that EMG is more useful than existing input devices such as voice, a laser pointer and a keypad in view of naturality, extensibility, and applicability. Then, a new procedure is proposed to select the minimal feature set. As methods of classifying the pre-defined motions, a fuzzy pattern classification and fuzzy min-max neural networks (FMMNN) are designed using the selected features. As results, the motions are recognized with success rates of 83 percent and 90 Percent using fuzzy pattern classification and FMMNN, respectively.

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