• Title/Summary/Keyword: Cognitive Interface

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

A Review of Graphical Interface Design Methods through Collaborative Teamwork (공동협력 관계를 통한 GUI디자인 방법적 고찰)

  • 황지연;서정운
    • Archives of design research
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    • v.11 no.2
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    • pp.191-200
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    • 1998
  • In the "digitalized" world of new media, visual designer are increasingly enlarging their roles in desighing interaction products. However, the concepts and their methods of the interaction design have not been well established in the design community yet. The reason is attributed to the fact that designing interaction products requires two way communication between the products and final users. whereas traditional graphic design counts only on one way communication. This study emphasizes GUI design should aim at improving the usability of products which helps users quickly learn about the products and easily use them. The usability of GUI design significantly improved by securing logical rationality helps designers communicate and collaborate with program engineers and other product developers. To explain how designers can effectively communicate with program engineers and other product participants in the design process, a model of design collaboration is provided in this study. Based on the model, the study deals with the principles and methods of visual interaction, the formulation of specification system, testing design usability, and design evaluation. The study concludes that GUI designers must ensure logical rationality and the cognitive approach of visual language. Because it improves the usability of products. It also becomes an objective tool for communicating and collaborationg with engineers and the other participants in the design process.

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A Study of Attention-Induced Design Dimension Relating to Optimal Cognitive Performance Interface Development for Mentally Retarded Disorders (정신지체인의 최적 인지수행 인터페이스 구성을 위한 주의집중 관련 디자인 차원 연구)

  • 신수길;민윤기;이강희;한건환
    • Archives of design research
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    • v.14 no.4
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    • pp.189-198
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    • 2001
  • This study was to identify HCl design factors for increasing information processing and attention for mentally retarded children. Several factors such as size, location, moving distance were varied for three experiments operated by the amount of information. The results showed that the larger size of target, the greater moving distance of target, and the less amount of information increased mentally retarded children's sensitivity. Also, when the target was displayed at upper left of computer screen, sensitivity of mentally retarded children was high, compared other locations of screen.

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A Study on Ergonomic Traffic Sign focused on Spatial Compatibility (공간양립성 중심 도로표지 시인성 향상에 관한 연구)

  • Sin, Heung Gweon;Nam, Doohee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.16 no.2
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    • pp.83-91
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    • 2017
  • The Manual on Uniform Traffic Control Devices advises that, "Signs should be placed on the right side of the roadway where they are easily recognized and understood by road users." Guidance is provided on the spacing and prioritization of signs, and in some conditions, additional steps may be needed to ensure that signs are conspicuous. This study proposes a design methodology using ergonomics concepts applied to traffic sign and street name signs. Initially, a literature revision on cognitive ergonomics is performed. Several design methodologies are analyzed and the aspects to be considered in traffic signs are selected.. In this study, problems of traffic signs in Korea were identified through the comparative analysis of domestic and foreign traffic signs and a prototype of ergonomic traffic sign was developed based on the analysis results. And the driver's views on the developed traffic sign were investigated. In addition, based on the results of this study, this study is to provide the necessary foundation for improving traffic signs in order to help the various age groups of drivers to reach their destinations without difficulties when they drive.

The effects of time ratios and shapes in battery indicator of mobile devices on users time perceptions (배터리 표시의 모양 및 시간 비율이 사용자 체감시간에 미치는 효과)

  • Kim, Huhn
    • Journal of the HCI Society of Korea
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    • v.6 no.1
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    • pp.27-33
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    • 2011
  • The battery lifetime is one of the most important factors in product qualities of mobile devices such as mobile phones, MP3 players, PMP. It is used to be displayed by a 'battery bar' icon with uniformly divided three or four blocks. However, several manufacturers of mobile phones have assigned uneven time ratios to each battery block because they believe that it can make users feel more long in battery lifetime. In this study, two experiments were performed. The first is to verify the effects of the uneven time ratios in each battery block on users' cognitive awareness of battery lifetime. The second is to investigate whether the compatibility between battery displays and actual time ratios affects the users' time perceptions. The results show that as low battery bar is maintained for a long time, users tend to be aware of the battery lifetime shorter. On the contrary, maintaining full battery status longer does not affect the users' time perception. These results can be applied as the guidelines for determining proper time ratios in designing the battery bar indicator of mobile devices.

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Identification and Organization of Task Complexity Factors Based on a Model Combining Task Design Aspects and Complexity Dimensions

  • Ham, Dong-Han
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.1
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    • pp.59-68
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    • 2013
  • Objective: The purpose of this paper is to introduce a task complexity model combining task design aspects and complexity dimensions and to explain an approach to identifying and organizing task complexity factors based on the model. Background: Task complexity is a critical concept in describing and predicting human performance in complex systems such as nuclear power plants(NPPs). In order to understand the nature of task complexity, task complexity factors need to be identified and organized in a systematic manner. Although several methods have been suggested for identifying and organizing task complexity factors, it is rare to find an analytical approach based on a theoretically sound model. Method: This study regarded a task as a system to be designed. Three levels of design ion, which are functional, behavioral, and structural level of a task, characterize the design aspects of a task. The behavioral aspect is further classified into five cognitive processing activity types(information collection, information analysis, decision and action selection, action implementation, and action feedback). The complexity dimensions describe a task complexity from different perspectives that are size, variety, and order/organization. Combining the design aspects and complexity dimensions of a task, we developed a model from which meaningful task complexity factors can be identified and organized in an analytic way. Results: A model consisting of two facets, each of which is respectively concerned with design aspects and complexity dimensions, were proposed. Additionally, twenty-one task complexity factors were identified and organized based on the model. Conclusion: The model and approach introduced in this paper can be effectively used for examining human performance and human-system interface design issues in NPPs. Application: The model and approach introduced in this paper could be used for several human factors problems, including task allocation and design of information aiding, in NPPs and extended to other types of complex systems such as air traffic control systems as well.

Development of an Analysis System for Biosignal and Driving Performance Measurements (운전 생체신호 및 운전 수행도 분석 System 개발)

  • Lee, Won-Sup;Park, Jang-Woon;Kim, Su-Jin;Yoon, Sung-Hye;Yang, Xiaopeng;Lee, Yong-Tae;Son, Joon-Woo;Kim, Man-Ho;You, Hee-Cheon
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.1
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    • pp.47-53
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    • 2010
  • An analysis of biosignal and performance data collected during driving has increasingly employed in research to explore a human-vehicle interface design for better safety and comfort. The present study developed a protocol and a system to effectively analyze biosignal and driving performance measurements in various driving conditions. Electrocardiogram (ECG), respiration rate (RR), and skin conductance level (SCL) were selected for biosignal analysis in the study. A data processing and analysis protocol was established based on a comprehensive review of related literature. Then, the established analysis protocol was implemented to a computerized system so that immense data of biosignal and driving performance can be analyzed with ease, efficiency, and effectiveness for an individual and/or a group of individuals of interest. The developed analysis system would be of use to examine the effects of driving conditions to cognitive workload and driving performance.

A Proposal of Emotion Recognition Mobile Application to Improve Depression in Young People (청년층의 우울증 개선을 위한 감정 인식 모바일 애플리케이션 제안)

  • Park, Jaewan;Choi, Bokgiu;Lee, Sangwon;Lee, Hyunju
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.594-606
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    • 2020
  • On the contrary to the steady rise of social problems about depression, only a few take care of mental health themselves due to their negative perception of psychotherapy. In this study, we propose service design and user interface design of mobile applications that introduce an automatic emotional recognition system to prevent leaving depression unattended. First, we have come up with improvements in the usability of existing apps through literature research and case analysis, and draw out Personas from surveys and in-depth interviews of young people. As an essential element of the design of the Depression Improvement Service, we recommend having three components: writing a diary to manage schedule, recognize users' emotional state through avatar management, and tracking down emotional points to improve the cognitive system. Through this proposal, we want to prevent the development of depression and help to resolve the changes in perception of depression and longitude depression on our own. Ultimately, we publicize the necessity of mental health care application design and expect to lower the personal and social costs for psychiatric care.

Visual factor and Style Analysis of Web Design (웹사이트 화면디자인의 시각요소와 스타일 분석)

  • 이현정;이지수
    • Archives of design research
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    • v.15 no.1
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    • pp.135-142
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    • 2002
  • To show the analytic approach to website sue, this paper discusses style's function that is immediately related to users emotional and aesthetic satisfaction. And we make an analysis of several websites based on various visual factors. Style provides emotion, a shared experience, context that makes the message arts function immediately apparent, and interests. It is a principle design feature that parallels cognitive function. Visual factors of website interface could be extracted from various aspects which are organization level, medial level, and formative level. Based on the extracted visual factors, we analyze the style which convey emotional idea. We select several sites which are opposite side in the image map with son-hard and warm-cool axis, and then make an analysis of them in two points which are organization and formative factors and communication means for emotional effect. To understand the systematic approach to website style could be helpful for figuring out the design problems and bringing out many solutions. It could be base for concrete guideline for website page design.

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A Problem Based Teaching and Learning Model for Scratch Programming Education (문제 중심 학습을 적용한 스크래치 프로그래밍 교수 학습 모형)

  • Bae, HakJjn;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.11-22
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    • 2009
  • Scratch, one of the educational programming languages, provides a media-rich programming environment and easy interface to users. It supports Korean language and is utilized usefully in programming classes in elementary and middle schools. However, programming causes cognitive loads to young students. Because the programming process is a complex problem solving procedure that requires logical and abstract thinking abilities. Therefore, we developed a problem based scratch programming teaching and learning model to enhance intrinsic motivation of learners and to maximize the effects of using the scratch, educational programming language. The developed problem based teaching and learning model considered elementary students' characteristics. It was implemented in fifth grade elementary school classes and the educational effects of the model was analysed. The developed model was helpful in enhancing students' problem solving potential and logical thinking abilities.

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