• Title/Summary/Keyword: Design Interaction

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The Usability of The Human-Computer Interface (인간-컴퓨터 인터페이스에서 사용편의성에 관한 고찰)

  • 곽효연;이상도
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.18 no.36
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    • pp.13-22
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    • 1995
  • The phenomenal rate of growth of the design, implementation and use of interactive computer-based systems has been paralleled by an appreciation of the criticality of the human factor with regard to successful systems operation. As the pace of technological innovation quickens, and the design of user interfaces involves more complex interaction techniques, user frustration, confusion, degraded human performance, and an unwillingness on the part of users In perform interaction tasks were potential outcomes. Consequently, the important of user-centered interfaces design and use is increasing. Usability-based systems improve user acceptance and satisfaction with the systems

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Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

Extension of UML to Represent Components Interface Focusing on Interaction (상호작용 중심의 컴포넌트 인터페이스를 표현하기 위한 UML의 확장)

  • Park, Seong-Ho;Choe, Eun-Man
    • The KIPS Transactions:PartD
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    • v.9D no.1
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    • pp.65-74
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    • 2002
  • This paper focuses components interactions which is important factor in designing software components. We classified several types of interaction between components and suggested appropriate graphical notation to extend UML and design process with extended method. Suggested notation and process was verified by practical experiment which is performed in travel agent component application. Representing interaction between components is not same to representing association between classes. UML in current version needs to be extended for representing this kind of components interaction. This research covers UML extension for components interaction and experiment for showing effectiveness.

An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.

Numerical investigation of the unsteady flow of a hybrid CRP pod propulsion system at behind-hull condition

  • Zhang, Yuxin;Cheng, Xuankai;Feng, Liang
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.12 no.1
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    • pp.918-927
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    • 2020
  • Flows induced by hybrid CRP pod propulsion systems (CRP-POD) are fundamentally characterized by unsteadiness. This work presents a numerical study on the unsteady flow of a CRP-POD at behind-hull condition based on CFD (Computational Fluid Dynamics). Unsteady RANS method is adopted, coupled with SST k-u turbulence model and sliding mesh method. The propeller thrusts and torques obtained by CFD is validated by model tests and acceptable agreements are obtained. The time histories of shingle-blade loads and pressures near the hull surface are recorded for the analysis of unsteady flow features. The cases of forward propeller alone and aft propeller alone are also computed to distinguish the hull-propeller interaction and propeller-propeller interaction. The results show the blade loads of both forward and aft propellers strongly fluctuate with phase angles. For the forward propeller, the blade load fluctuation is mainly governed by the hull-propeller interaction, while the aft blade load is remarkably affected by the propeller-propeller interaction in terms of the load average and fluctuation pattern. The fields of pressure, vorticity and velocity are also analyzed to reveal the unsteady flow features.

The Effect of Live Commerce Characteristics on Consumption Behavior Mediated by Presence -Focusing on Interaction and Streamer Attributes- (라이브 커머스 특성이 실재감을 매개로 소비행동에 미치는 영향 -상호작용성과 스트리머 속성을 중심으로-)

  • Kwon, Ki Yong;Kim, Woo Bin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.5
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    • pp.741-759
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    • 2022
  • This study examines the effect of live commerce characteristics on consumption behavior mediated by presence. As contactless shopping has become the new normal, live commerce is emerging as an innovative communication service between consumers and sellers. We examine the role of interaction and streamers' attributes on sharing and purchase intention by mediating social presence and telepresence. A web-based experiment was conducted to test our hypotheses. The data of 267 participants were analyzed using SPSS 23.0 and AMOS 21.0. The results showed that the Streamer-Consumer interaction had a positive effect on social presence and telepresence. By contrast, the Consumer-Consumer interaction had no significant effect on social presence and telepresence. We further found that streamer trustworthiness had a positive effect on both social presence and telepresence, while streamer attractiveness had a positive effect only on telepresence. Thus, social presence and telepresence positively influenced sharing and purchase intention. Overall, these findings illustrate that the Streamer-Consumer interaction and streamer trustworthiness are vital characteristics that lead to higher levels of presence using live commerce. Several academic and managerial implications are suggested based on these results.

A Cyber-Physical Information System for Smart Buildings with Collaborative Information Fusion

  • Liu, Qing;Li, Lanlan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.5
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    • pp.1516-1539
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    • 2022
  • This article shows a set of physical information fusion IoT systems that we designed for smart buildings. Its essence is a computer system that combines physical quantities in buildings with quantitative analysis and control. In the part of the Internet of Things, its mechanism is controlled by a monitoring system based on sensor networks and computer-based algorithms. Based on the design idea of the agent, we have realized human-machine interaction (HMI) and machine-machine interaction (MMI). Among them, HMI is realized through human-machine interaction, while MMI is realized through embedded computing, sensors, controllers, and execution. Device and wireless communication network. This article mainly focuses on the function of wireless sensor networks and MMI in environmental monitoring. This function plays a fundamental role in building security, environmental control, HVAC, and other smart building control systems. The article not only discusses various network applications and their implementation based on agent design but also demonstrates our collaborative information fusion strategy. This strategy can provide a stable incentive method for the system through collaborative information fusion when the sensor system is unstable in the physical measurements, thereby preventing system jitter and unstable response caused by uncertain disturbances and environmental factors. This article also gives the results of the system test. The results show that through the CPS interaction of HMI and MMI, the intelligent building IoT system can achieve comprehensive monitoring, thereby providing support and expansion for advanced automation management.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Design and optimization of steel trusses using genetic algorithms, parallel computing, and human-computer interaction

  • Agarwal, Pranab;Raich, Anne M.
    • Structural Engineering and Mechanics
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    • v.23 no.4
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    • pp.325-337
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    • 2006
  • A hybrid structural design and optimization methodology that combines the strengths of genetic algorithms, local search techniques, and parallel computing is developed to evolve optimal truss systems in this research effort. The primary objective that is met in evolving near-optimal or optimal structural systems using this approach is the capability of satisfying user-defined design criteria while minimizing the computational time required. The application of genetic algorithms to the design and optimization of truss systems supports conceptual design by facilitating the exploration of new design alternatives. In addition, final shape optimization of the evolved designs is supported through the refinement of member sizes using local search techniques for further improvement. The use of the hybrid approach, therefore, enhances the overall process of structural design. Parallel computing is implemented to reduce the total computation time required to obtain near-optimal designs. The support of human-computer interaction during layout optimization and local optimization is also discussed since it assists in evolving optimal truss systems that better satisfy a user's design requirements and design preferences.

Design Requirements-Driven Process for Developing Human-System Interfaces (설계 요건 중심의 인간-시스템 인터페이스 개발 프로세스)

  • Ham, Dong-Han
    • Journal of the Korea Safety Management & Science
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    • v.10 no.1
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    • pp.83-90
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    • 2008
  • Development of human-system interfaces (HSI) supporting the interaction between human and automation-based systems, particularly safety-critical sociotechnial systems, entails a wide range of design and evaluation problems. To help HSI designers deal with these problems, many methodologies from traditional human-computer interaction, software engineering, and systems engineering have been applied; however, they have been proved inadequate to develop cognitively well engineered HSI. This paper takes a viewpoint that HSI development is itself a cognitive process consisting of various decision making and problem solving activities and then proposes a design requirements-driven process for developing HSI. High-level design problems and their corresponding design requirements for visual information display are explained to clarify the concept of design requirements. Lastly, conceptual design of software system to support the requirements-driven process and designers' knowledge management is described.