• Title/Summary/Keyword: Cognitive Interface

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Concept of Information Architecture on Digital TV based on User Thought (사고 유형에 기초한 디지털 TV 채널 정보구조의 구상)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.9
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    • pp.77-85
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    • 2010
  • As various convergency products have been actively developed, the study on user interface has been conducted a lot, and for more specific direction, users' experience-oriented user interface from user-oriented studies is recently developed. Such a tendency aiming to focus on product development to express users' emotion, the next step in the user-oriented development had difficulties in an objective approach, so the data based on previous users' experiences were presented as the basic data to establish user interface design process with grounds and design direction, and therefore it is available to show more specific and objective grounds. From this perspective, such psychological variables showing users' experiences like age and job are studied through surveys of users at the development of products, and products according to the variables are released. On the other hand, the products considering psychological difference distinguishing users' experiences as the cultural cap are not progressed yet. Despite the understanding of cultural difference, its decisive grounds are hard to distinguish like age, and job. Therefore, the cognitive concept about how to design menu information structure according to accident types that can be considered regarding user interface design among theoretical backgrounds about cultural difference. As the category according to the range of things among accident types, it is divided into analytical type and relational type to conduct a test on similarity and relations about the representative digital TV's menu information of the convergency product. As the result, analytical type and relational type showed difference and this study aims to use menu information concept considering this difference as explanatory variables of the users' experience-oriented development.

Auditory User Interface Guideline Development for Industrial Sound Design: focused on Function Preference and Sexual Difference (제조업 사운드 디자인을 위한 청각적 사용자 인터페이스 가이드라인 설계: 기능 선호도 및 성별 차이를 중심으로)

  • Yoo, Hoon Sik;Ju, Da Young
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.193-202
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    • 2017
  • With the growth of Chinese manufacturing industry and strengthening of manufacturing industry in advanced countries, the competitiveness of Korean manufacturing industry has become weak. Accordingly, it is time when energy for new growth is required very strongly. This research is the basic research to construct a cognitive and emotional information system to support sound design in manufacturing industry, and aims to develop AUI (Auditory User Interface) guideline. To fulfill research aims, this research conducted interviews to persons belonging to the manufacturing industry, and analyzed contexts and major characteristics related with AUI design. In addition, this research conducted survey on 269 persons on user preference on representative function of products. By analyzing survey data, this research examined the most suitable melody method for each sound, and difference in user preference between men and women. Based on beep sound, it performed analysis focusing on the number of sounds, melody types, and code. It also extracted AUI guidelines usable when users of the product into male and female. This research has significance in the sense that it built the basic guide data which can support AUI design in manufacturing industry.

A study of interface with affordance theory for museum education mobile application improvement (박물관 교육 모바일 애플리케이션 개선을 위한 어포던스 이론 적용 인터페이스 연구)

  • Hwang, YunJa;Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.25-34
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    • 2014
  • The object of this study is to improve obstacles related with physical affordance and cognitive affordance by adopting Norman's theory for affordance of mobile application of museum education. As to conduct the study, I have selected the mobile device application of G museum for the need of observation and interviewing, and have applied think aloud protocol to analyse matters of affordance. By this study, learners will be possible to conduct appropriate behavior instantly under the circumstance of unfamiliar museum mobile environment because of sophisticated design to make learners perceive and understand information provided with designed interface based on realistic improvement that will be made by inspecting possible problems of affordance in position of museum education mobile system users. Additionally learners will be able to control contents of museum and to experience interactive learning which motivate exploratory activity to accomplish meaningful learning.

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Classification of Mental States Based on Spatiospectral Patterns of Brain Electrical Activity

  • Hwang, Han-Jeong;Lim, Jeong-Hwan;Im, Chang-Hwan
    • Journal of Biomedical Engineering Research
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    • v.33 no.1
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    • pp.15-24
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    • 2012
  • Classification of human thought is an emerging research field that may allow us to understand human brain functions and further develop advanced brain-computer interface (BCI) systems. In the present study, we introduce a new approach to classify various mental states from noninvasive electrophysiological recordings of human brain activity. We utilized the full spatial and spectral information contained in the electroencephalography (EEG) signals recorded while a subject is performing a specific mental task. For this, the EEG data were converted into a 2D spatiospectral pattern map, of which each element was filled with 1, 0, and -1 reflecting the degrees of event-related synchronization (ERS) and event-related desynchronization (ERD). We evaluated the similarity between a current (input) 2D pattern map and the template pattern maps (database), by taking the inner-product of pattern matrices. Then, the current 2D pattern map was assigned to a class that demonstrated the highest similarity value. For the verification of our approach, eight participants took part in the present study; their EEG data were recorded while they performed four different cognitive imagery tasks. Consistent ERS/ERD patterns were observed more frequently between trials in the same class than those in different classes, indicating that these spatiospectral pattern maps could be used to classify different mental states. The classification accuracy was evaluated for each participant from both the proposed approach and a conventional mental state classification method based on the inter-hemispheric spectral power asymmetry, using the leave-one-out cross-validation (LOOCV). An average accuracy of 68.13% (${\pm}9.64%$) was attained for the proposed method; whereas an average accuracy of 57% (${\pm}5.68%$) was attained for the conventional method (significance was assessed by the one-tail paired $t$-test, $p$ < 0.01), showing that the proposed simple classification approach might be one of the promising methods in discriminating various mental states.

Usability Test of Website Navigation by Using Spatial Metaphor Concept (공간메타포 개념을 이용한 웹 사이트 네비게이션의 사용성 평가)

  • 이건창;정남호;홍노경
    • Journal of Intelligence and Information Systems
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    • v.10 no.1
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    • pp.93-107
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    • 2004
  • This study is concerned with proposing a new construct named "spatial metaphor" in the field of user interface design for web. Recently, web has been recognized as an important vehicle of delivering messages and information to customers. Since both hyperlink and multimedia technology are crucial part of web, its user interface requires a new approach to enhance user's acceptance of web. In this sense, we introduced a new concept named "spatial metaphor" instead of hierarchical menus. As a theoretical basis, Davis (1986)'s TAM(Technology Acceptance Model) was used to test the statistical validity of the proposed spatial metaphor. For test web site, we developed a prototype designed by using atomic-web system and spatial metaphor. By using the prototype, we built a web-based questionnaire system so that respondents can use it directly before answering the questionnaire. To prove its statistical validity, we collected valid questionnaires and tested with LISREL. In this way, statistical validity of our proposed approach was proven.approach was proven.

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EEG Analysis for Cognitive Mental Tasks Decision (인지적 정신과제 판정을 위한 EEG해석)

  • Kim, Min-Soo;Seo, Hee-Don
    • Journal of Sensor Science and Technology
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    • v.12 no.6
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    • pp.289-297
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    • 2003
  • In this paper, we propose accurate classification method of an EEG signals during a mental tasks. In the experimental task, subjects achieved through the process of responding to visual stimulus, understanding the given problem, controlling hand motions, and select a key. To recognize the subjects' selection time, we analyzed with 4 types feature from the filtered brain waves at frequency bands of $\alpha$, $\beta$, $\theta$, $\gamma$ waves. From the analysed features, we construct specific rules for each subject meta rules including common factors in all subjects. In this system, the architecture of the neural network is a three layered feedforward networks with one hidden layer which implements the error back propagation learning algorithm. Applying the algorithms to 4 subjects show 87% classification success rates. In this paper, the proposed detection method can be a basic technology for brain-computer-interface by combining with discrimination methods.

Design Strategy for Improving the Effect of Educational Contents for Public Institutions (공공기관 교육용 콘텐츠의 학습효과 증진을 위한 디자인 전략)

  • Park, Sung-Euk
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.444-453
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    • 2010
  • The Knowledge and information are rapidly built through networks; and, through this, epochal changes and developments are reoccurring in diverse societal economic cultural ways. Especially, digital-education emerging together with educational environment changes is taking its place as an educational system which will be able to replace traditional education methods by overcoming the limitations of time and space held by present education methods. The role of GUI(Graphic User Interface) design, which adds user cognitive power and convenience as a method of purveying innumerous information, is growing. Consequently in this research, through the analysis of educational contents utilized in public organizations, research is performed regarding an educational content design for a more effective education of learners.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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Memory Reduction of IFFT Using Combined Integer Mapping for OFDM Transmitters (CIM(Combined Integer Mapping)을 이용한 OFDM 송신기의 IFFT 메모리 감소)

  • Lee, Jae-Kyung;Jang, In-Gul;Chung, Jin-Gyun;Lee, Chul-Dong
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.10
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    • pp.36-42
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    • 2010
  • FFT(Fast Fourier Transform) processor is one of the key components in the implementation of OFDM systems for many wireless standards such as IEEE 802.22. To improve the performances of FFT processors, various studies have been carried out to reduce the complexities of multipliers, memory interface, control schemes and so on. While the number of FFT stages increases logarithmically $log_2N$) as the FFT point-size (N) increases, the number of required registers (or, memories) increases linearly. In large point-size FFT designs, the registers occupy more than 70% of the chip area. In this paper, to reduce the memory size of IFFT for OFDM transmitters, we propose a new IFFT design method based on a combined mapping of modulated data, pilot and null signals. The proposed method focuses on reducing the sizes of the registers in the first two stages of the IFFT architectures since the first two stages require 75% of the total registers. By simulations of 2048-point IFFT design for cognitive radio systems, it is shown that the proposed IFFT design method achieves more than 38.5% area reduction compared with previous IFFT designs.