• Title/Summary/Keyword: Scrolling

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A Study On Analysis of Interestingness for Web-pages (웹페이지 관심도 분석에 관한 연구)

  • Kim, Chang-Geun;Jung, Youn-Hong;Kim, Il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.4
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    • pp.687-695
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    • 2007
  • There has been increasing of using Internet shopping mall like an e-business, and it means that the analysis technique of appetence for webpase visitors logging into the case of analyzing the degree of concern and using them in the personalization has been absolutely advanced. For heavy web pages, it is impossible to use click-stream based analysis in analyzing interest for each area by what kind of information the visitors are interested in to. A web browser of a limited size has difficulty in expressing on a screen information about what they want, or what hey are looking for. Pagescrolling is used to overcome such a limitation in expression. In this study, a analyzing system of degree of concern for Webpage is presented, designed and implemented using page scrolling to track the position of the scroll bar and movements of the window cursor regularly within a window browser for real-time transfer to analyze user's interest by using information received from the analysis of the visual perception area of the web page.

A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.51-59
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    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

A Study on Carousel Design UX (캐러셀 디자인의 UX 연구)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.571-576
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    • 2020
  • When a user visits a specific site through various devices, the hero image located in the main area that can be viewed without scrolling includes multiple slides and has various carousel navigation patterns. While there is a negative perception that the carousel design does not receive the user's choice due to the hidden slide, it can be seen that its usefulness can vary depending on the user's context. In addition, the navigation pattern of the carousel design is the factor that has the greatest influence on the user experience. The left and right arrow navigation pattern, the bottom pagination navigation pattern, the accordion type navigation pattern, the thumbnail type navigation pattern, the divided slide type navigation pattern, and the last. It could be divided into six types of left and right slide navigation patterns.

Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

The Effect of Form Factors and Control Types on Unsorted List Search for Full Touch Phone

  • Lee, Jong-Kee;Park, Jae-Kyu;Kim, Jun-Young;Choe, Jae-Ho;Jung, Eui-S.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.309-317
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    • 2012
  • Objective: The aim of this paper is to inquire into the influences form factors and control types affect a search time and comfort at list menu of full touch phone. Background: Various studies have been proceeded that are related to the optimum touch area for enhancing usability of control and legibility in mobile touch device. In the environment of list menu which is widely used to provide various information effectively, however, not only comprehensive consideration for legibility and control is to be seek but also research for control type which is to scroll a list. Method: This study executed form factor experiment to inquire into the influence that font size, height of row and fixed area affect searching time and comfort in the while information processing even if the information on the list is unsorted in alphabetical order. Among the result of form factor experiment, control type experiment was executed by selecting shortest performance time, highest legibility comfort and control comfort. Control type experiment was implemented to figure out the influence which existing flicking type, scrolling bar type, newly established button page type and button raw types affect performance time and subjective comfort depending on location of the information. Results: Font size 12pt, height of row 7mm and fixed area 15mm was shortest performance time and got highest comfort and legibility score in form factor experiment. A Button page which was newly proposed type was shortest performance time and got highest comprehensive comfort in control type experiment. Conclusion: Form factor experiment showed similar results with the study through reading a long passage of character or controlling a grid icon type. However, height of row turned out to affect not only touch area for control but also legibility by ruling space between the lines. Button page type which was newly proposed showed shortest performance time and got highest comprehensive comfort. Because Button page type needs few finger movements than other control types and implements search in the fixed form, unlikely other type which list keeps moving. Application: This study should be applied in deciding form factors and control type for scroll when designing a list menu of full touch phone.

An Exploratory Study on the Proper Length of Article in Mobile Era (모바일 시대의 기사 길이에 관한 탐색적 연구)

  • Cheong, Yeon Goo;Cheong, Ye Hyun;Guo, YaQi;Lee, Pu Reum
    • Korean journal of communication and information
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    • v.79
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    • pp.140-164
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    • 2016
  • What is an appropriate length of an article in the mobile era producing new tastes of contents combining computing and mobile communication? Is it still valid to have a lengthy article as high level journalism even in the mobile era? Is there any possibility to have a short article combination to give us readability and the amount of information? This study aims to find some answers to these questions. The length of articles were controlled with a field experiment; from an article of 346 syllables(including spaces between syllables) which does not need finger scrolling on a mobile phone to articles of 633, 1033, 1368 syllables(including spaces between syllables) which frequently appear in newspapers and broadcasting news program. All the main themes were same for 4 articles which have different length. Three hundred and eighty four students viewed one of the 4 articles through mobile phone or newspaper. Each participant checked their preference and evaluated quality on the article, were asked to recall contents of the article. In newspaper group, articles with 346 or 1033 syllables were highly evaluated. Mobile group seemed to prefer articles of 346 or 633 syllables. In conclusion, we need to consider various strategies shortening the length of an article into 346 or 633 syllables as a basic format to meet the neEds of mobile era.

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Strategies on Text Screen Design Of The Electronic Textbook For Focused Attention Using Automatic Text Scroll (자동 스크롤 가능을 이용한 주의력 집중을 위한 웹기반 전자교과서 텍스트 화면 설계전략)

  • Kwon, Hyunggyu
    • The Journal of Korean Association of Computer Education
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    • v.5 no.4
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    • pp.134-145
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    • 2002
  • The purpose of this study is to present the functional and technical solutions for text learning of web-based textbook in which each letter has its own focal point. The solutions help learners not to lose the main focus when eye moves to the next letter or line. The text screen of the electronic textbook automatically scrolls the text to up and down or left and right directions which are preassigned by learner. It doesn't need the operation of mouse or keyboard. And learner can change scroll speed and types anytime during scrolling. Automatic text scroll function is a solution for controlling data and screen to reflect the personal favor and ability. It contains the content structure of the text(characteristics, categorizations etc.), the appearance of the text(density, size, font etc.), scroll options(scroll, speed etc.), program control type(ram resident program etc.), and the application of the screen design principles(legibility etc.). To resolve these functional problems, technical 8 phases are provided, which are environment setting, scroll option setting, copy, data analysis, scroll coding, centered focus coding, left and right focus coding, implementation. The learner can focus on text without dispersion because the text focal points stay in the fixed area of screen. 1bey read the text following their preferences for fonts, sizes, line spacing and so on.

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Web Document Transcoding Technique for Small Display Devices (소형 화면 단말기를 위한 웹 문서 변환 기법)

  • Shin, Hee-Sook;Mah, Pyeong-Soo;Cho, Soo-Sun;Lee, Dong-Woo
    • The KIPS Transactions:PartD
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    • v.9D no.6
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    • pp.1145-1156
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    • 2002
  • We propose a web document transcoding technique that translates existing web pages designed for desktop computers into an appropriate form for hand-held devices connected to the wireless internet. By defining a content block based on a visual separation and using it as a minimum unit for analyzing and converting processes, we can get web pages converted more exactly. We also apply the reallocation of the content block and the generation of new index in order to provide convenient interface without left-right scrolling in small screen devices. These methods, compared with existing ways such as text level summary or partial extraction method, can provide efficient navigation and a full recognition of web documents. To gain those transcoding benefits, we propose the Layout-Forming Tag Analysis Algorithm that analyzes structural tags, which motivate visual separation and the Component Grouping Algorithm that extracts the content block. We also classify and rearrange the content block and generate the new index to produce an appropriate form of web pages for small display devices. We have designed and implemented our transcoding system in a proxy server and evaluated the methods and the algorithms through an analysis of transcoded results. Our transcoding system showed a good result on most of popular web pages that have complicated structures.

Applying of SOM for Automatic Recognition of Tension and Relaxation (긴장과 이완상태의 자동인식을 위한 SOM의 적용)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Ko, Il-Ju;Jang, Dae-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.65-74
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    • 2010
  • We propose a system that automatically recognizes the tense or relaxed condition of scrolling-shooting game subject that plays. Existing study compares the changed values of source of stimulation to the player by suggesting the source, and thus involves limitation in automatic classification. This study applies SOM of unsupervised learning for automatic classification and recognition of player's condition change. Application of SOM for automatic recognition of tense and relaxed condition is composed of two steps. First, ECG measurement and analysis, is to extract characteristic vector through HRV analysis by measuring ECG after having the player play the game. Secondly, SOM learning and recognition, is to classify and recognize the tense and relaxed conditions of player through SOM learning of the input vectors of heart beat signals that the characteristic extracted. Experiment results are divided into three groups. The first is HRV frequency change and the second the SOM learning results of heart beat signal. The third is the analysis of match rate to identify SOM learning performance. As a result of matching the LF/HF ratio of HRV frequency analysis to the distance of winner neuron of SOM based on 1.5, a match rate of 72% performance in average was shown.

An Efficient Location Based Service based on Mobile Augmented Reality applying Street Data extracted from Digital Map (도로 데이터를 활용한 모바일 증강현실 기반의 효율적인 위치기반 서비스)

  • Lee, Jeong Hwan;Jang, Yong Hee;Kwon, Yong Jin
    • Spatial Information Research
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    • v.21 no.4
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    • pp.63-70
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    • 2013
  • With the increasing use of high-performance mobile devices such as smartphones, users have been able to connect to the Internet anywhere, anytime, so that Location Based Services(LBSes) have been popular among the users in order to obtain personalized information associated with their locations. The services have advanced to provide the information realistically and intuitively by adopting Augmented Reality(AR) technology, where the technology utilizes various sensors embedded in the mobile devices. However, the services have inherent problems due to the small screen size of the mobile devices and the complexity of the real world environment. Overlapping contents on a small screen and user's possible movement should be taken into consideration in displaying the icons on objects that block user's environment such as trees and buildings. The problems mainly happen when the services use only user's location and sensor data to calculate the position of the displayed information. In order to solve the problems, this paper proposes a method that applies street data extracted from a digital map. The method uses the street data as well as the location and direction data to determine contents that are placed on both sides of a virtual street which augments the real street. With scrolling the virtual street, which means a virtual movement, some information far away from the location of the user can be identified without user's actual movement. Also the proposed method is implemented for region "Aenigol", and the efficiency and usefulness of the method is verified.