• Title/Summary/Keyword: Physical user interface

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A Study on the Analysis of the Spatial Composition of Rehabilitation Department in Regional Public Hospital (지방의료원 재활의학부의 공간구성 분석 연구)

  • Lee, Joorang;Chai, Choul Gyun
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.27 no.1
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    • pp.35-44
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    • 2021
  • Purpose: To presenting basic data for the spatial composition required when planning the future department of rehabilitation medicine by analyzing the spatial composition of the location, size, area, and plan type of the rehabilitation department of the Regional Public Hospital. Methods: 3 Methods have been used in this paper. 1) Analyzing drawings to derive the net floor area of each room. 2) A literature survey about rehabilitation healthcare system. 3) Observation survey for user circulation analysis. Results: 1) Rehabilitation is an overall process of treatment that helps to play a role as an individual in society, away from the perspective of treating physical damage. The Department of Rehabilitation Medicine of the local medical center must provide rehabilitation medical services corresponding to the recovery and maintenance period for community rehabilitation. 2) The Department of Rehabilitation Medicine can be classified into diagnostics area, examination area, treatment area, management area, and interface area based on the rehabilitation treatment process. Implication: It can be used as basic data when planning related facilities by analyzing the characteristics of the space plan of the required room according to the relationship between activities, movement lines, and operation plans based on user behavior.

A Study on the UI Design of Stick-type Intergrated Remote Controller for Domestic Use (가정용 스틱형 통합리모콘의 UI 디자인 연구)

  • Kang, Mi-Ryoung;Yoo, Yeon-Sik
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.235-246
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    • 2007
  • The study aims to design an integrated remote controller, which is an increasingly essential device in the home, for more convenient use. For this purpose, an alternative user interface (UI) design was developed by applying the user interface system of a popular existing product to an integrated remote control highly usable and easy to learn for domestic use, and the usability was evaluated. For the existing popular product, a cellular phone was selected, the operation method of which is similar to the stick-type integrated remote control for which the user interface design was to be developed in this research. Common characteristics of the UI of the selected cellular phone were derived and the characteristics were applied as much as possible to the design of a stick-type integrated remote control. The prototype of the alternative design, which was simulated with Flash, went through two pilot tests for further improvement before making the final experimental prototype. Based on the results, prototype buttons that improved the feeling of use in terms of physical operation and feedback were made, and the usability of the new UI design of a stick-type integrated remote control for domestic use were evaluated with 41 university students in their 20s. According to the results of the experiment, the newly designed stick-type integrated remote control based on the UI of an existing product may improve the usability of remote controls and the outcome of this study is expected to provide a good model for R&D of new UI designs of stick-type integrated remote controls for domestic use.

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A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

A system design for developing a 'learning community' (학습 커뮤니티'개발을 위한 시스템 디자인)

  • 천진향
    • Archives of design research
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    • v.12 no.2
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    • pp.19-28
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    • 1999
  • Current technology does not emphasize closer connection through group collaboration, but rather underlines the distances and separations that are visible in today's society. As the interpretation of our territory of life which is still based on the model of the 'physical' of industrial era is no more valid, a different 'sense of belonging' corresponds to this new notion of territory. The main idea is how to make the sense of community to connect actual space with one child from each place. Therefore, the subject of this thesis is to design the system making children from distance to be closer, developing 'learning community' connecting with two classes across the globe. The contents include its studying in respect to the development of a non-geographical 'learning community' based on co-evolution, and to the system design of conceptual models for the community. In conclusion, the physical interface design is suggested to let user develop accurate mental models of the system.

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A Study on the Use Activation of the Cloud Office with Focus on DeLone and McLean IS Success Model (클라우드 오피스 이용 활성화 : DeLone and McLean 정보시스템 성공모형의 적용)

  • Yoon, Seong-Jeong;Kim, Min-Yong
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.289-314
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    • 2015
  • Recently, Most of the companies and government offices are under consideration about the adoption of cloud office service to actualize the smart work policies. Comparing with traditional office software, a cloud office service have the advantage of the method of payment and coming over the physical limitations. Many cloud office service users tend to adopt an official evaluated the service without doubt. However after deciding to adopt cloud office service, many users are faced with a variety of problems and difficulties practically. In this study, researchers carried out interview about those problems and difficulties after adopting a cloud office service. Consequently, there are several problems and difficulties such as compatibility, document security, document lost and maladjusted to the new graphic user interface between traditional office software and a cloud office service. A cloud office service have still several advantages not only a competitive price but also ubiquitous attributes. Thus, researchers need to study about what kinds of reason variables can solve those problems and difficulties. In existing research, DeLone & McLean have suggested information system success model. They use three independent variables which are system quality, information quality, service quality. Parameters are user satisfaction, intention to use and use. Lastly, dependent variables are net benefits. However in this study, we need to change the scope of measurement. In other words, we have to replace parameters with dependent variables. Simply, user satisfaction, intention to use and use is going to be dependent variables. There are several reasons why we need changing variables. First, we aim at giving a some suggestions to a cloud service providers which independent variables do not work to satisfy for the users. Second, we need to find out how to maximize cloud office service user's satisfaction and intention to use. Third, we should firstly know that relationship between independent variables and dependent variables. Finally, those research results give for the cloud office service provider to solve the cloud office service adopting problems and difficulties.

Implementation of The User-level Flash File System Based on Linux (리눅스 기반의 사용자 수준 플래시 파일 시스템의 구현)

  • Kwon, Woo-Il;Park, Hyun-Hui;Yang, Seung-Min
    • The KIPS Transactions:PartA
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    • v.11A no.3
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    • pp.139-148
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    • 2004
  • The number of applications of small embedded systems such as PDAs, electronic note books, etc. based on Kinux, have increased. Due to the monolithic characteristic of Linux kernel, it is not suitable to satisfy the various kinds of embedded application requirement. To assist the shortcoming of monolithic kernel, we implement uJFFS 113th file system as an application program process which runs in user space. This solution consists of a file system and a flash device driver, and makes Linux kernel smaller by separating the file system from the kernel. uJFFS consists of ujffs_fs that plays a part of file system and ujffs_drv that controls a flash device. Which provides the same user interface as Linux does. A Device driver for the physical device is implemented in user pace, which prevents kernel failures from file system errors. So uJFFS can increase stability of the system.

A Study on User Experience Factors of Display-Type Artificial Intelligence Speakers through Semantic Network Analysis : Focusing on Online Review Analysis of the Amazon Echo (의미연결망 분석을 통한 디스플레이형 인공지능 스피커의 사용자 경험 요인 연구 : 아마존 에코의 온라인 리뷰 분석을 중심으로)

  • Lee, Jeongmyeong;Kim, Hyesun;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.9-23
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    • 2019
  • The artificial intelligence speaker market is in a new age of mounting displays. This study aimed to analyze the difference of experience using artificial intelligent speakers in terms of usage context, according to the presence or absence of displays. This was achieved by using semantic network analysis to determine how the online review texts of Amazon Echo Show and Echo Plus consisted of different UX issues with structural differences. Based on the physical context and the social context of the user experience, the ego network was constructed to draw out major issues. Results of the analysis show that users' expectation gap is generated according to the display presence, which can lead to negative experiences. Also, it was confirmed that the Multimodal interface is more utilized in the kitchen than in the bedroom, and can contribute to the activation of communication among family members. Based on these findings, we propose a user experience strategy to be considered in display type speakers to be launched in Korea in the future.

Usability Evaluation of Mobile Banking Applications in Digital Business as Emerging Economy

  • Hamid, Khalid;Iqbal, Muhammad Waseem;Muhammad, Hafiz Abdul Basit;Fuzail, Zubair;Ghafoor, Zahid Tabassum;Ahmad, Sana
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.250-260
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    • 2022
  • Mobile Banking Applications (MBAPs) is one of the recent fads in mobile trading applications (Apps). MBAPs permit users to execute exchanges of money and many more whenever it might suit them; however, the primary issue for mobile banking Apps is usability. Hardly any investigation analyzes usability issues dependent on user's age, gender, exchanging accomplices, or experience. The purpose of this study is to determine the degree of usability issues, and experience of mobile banking users. The survey employs a quantitative method and performs user experiment on 240 participants with six different tasks on the application's interface. The post experiment survey is done with concerning participants. On the other hand, banking experts and Information Technology (IT) expert's group is also involved after the experiment. Expert's opinions about existing mobile banking Apps and suggestions for improving usability of MBAPs are collected through physical means (like questionnaire and interview) and online means like Google form. After that comparison of the opinions of users and experts about MBAPs is performed. The experimentation measures the tasks usability of various mobile banking apps with respect to its effectiveness, efficiency, trustfulness, learnability, memorability and satisfaction. The usability testing was led at different Universities and the outcomes acquired show that there are privacy and trust issues with their mobile banking apps. There is also a gap between users and experts which should be minimized by applying customized usability models, modes concept like other application software and also by adding complete features of banking in MBAPs. It will benefit mobile banking apps users, developers and usability engineers by providing user-friendly which are up to the mark of user's requirements.

Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.