• Title/Summary/Keyword: Smartphone interaction

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Smartphone racing game controller UX testing (스마트폰 레이싱 게임 조작기 UX 평가)

  • Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.143-154
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    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

Analysis of the Heuristic Theory and the Prospect Theory for Smartphones: Focusing on Framing, Endowment Effect and Regulatory Focus Theory (스마트폰을 대상으로 한 휴리스틱 및 프로스펙트 효과 분석: 프레이밍, 보유효과 및 조절초점 이론을 중심으로)

  • Kim, Soon-Hong
    • Journal of Distribution Science
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    • v.14 no.12
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    • pp.99-105
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    • 2016
  • Purpose - In the present study, it has become the most important necessity in our daily lives that consumers' psychological factors affect the use of smartphones, and it has been analyzed through behavioral economic approaches. In this respect, the present study is intended to apply the heuristic theory and the prospect theory among behavioral economics theories to examine how psychological factors affect consumers' product selection. Research design, data, and methodology - In the present study, using smartphone repurchase as a dependent variable, whether regulatory focus effects have interaction effects on behavioral economic theories and behavioral economic effects such as possession (ownership) effects, framing effects, and brand recollection. As an analysis method, questionnaire surveys conducted with university students in Incheon were examined through Two-Way ANOVAs using the SPSS23 package. Results - The analysis from the results are as follows. Using smartphone repurchase as a dependent variable, the main effects and interaction effects on two variables; satisfaction difference with product functions and positive framing variable were statistically significant. Using repurchase as a dependent variable was statistically significant, there was no interaction effect between the two variables; satisfaction difference with product functions and the difference of brands in possession. Using smartphone repurchase as a dependent variable, interaction effects on two variables; satisfaction difference with product functions and the lengths of product possession periods were not statistically significant. The results from the analyses of interaction effects of brand recollection and brands type were statistically significant in possession using repurchase as a dependent variable. The results from the analyses of the main effect of the brands type were statistically significant in possession using repurchase as a dependent variable. Conclusions - The implication of the present study is that it suggests the factors that became important for customers' smartphone purchase following the change in the meaning of smartphones from practical products in the past to hedonic products. Limitations of the present study are first, the study subjects are limited to students and the number of copies in questionnaires is only approximately 130, which is insufficient, so that the present study is not sufficient as a study for entire smartphone users.

Remediation Property of Conceptual Metaphor in Smartphone UX (스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구)

  • Kim, Hyung-Woo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.135-142
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    • 2013
  • In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.

The Effects of Metaphors in the Interface of Smartphone Applications on Users' Intention to Use (사용자환경의 메타포가 스마트폰 애플리케이션 사용의도에 미치는 영향)

  • Jung, Wonjin;Hong, Suk-Ki
    • Asia pacific journal of information systems
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    • v.24 no.3
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    • pp.255-279
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    • 2014
  • It is not too much to say that smartphones have become an essential part of our lives due to their versatility. Nevertheless, they still have less overall capabilities than their desktop counterparts. Specifically, they have small screens and low resolutions, which make their applications difficult to have a usable interface. To account for these limitations, the interface of smartphone applications should be designed carefully and properly. Good interface design to any application is critical. However, a comprehensive information systems (IS) literature review found that there has been little research on the user interface design of smartphone applications. More specifically, there has been little empirical evidence and understanding about how metaphors, an imaginative way of describing objects and concepts, in the user interface of smartphone applications affect users' intention to use the applications. Thereby, the research goals of this study are to examine 1) the effects of the metaphors in the user interface of smartphone applications on the interaction between users and applications and 2) the effects of mediating variables including the interaction between users and applications, users' beliefs and attitudes, on users' intention to use the applications. A survey was conducted to collect data. University students and practitioners participated in the survey. A 24-item questionnaire was developed on a 5-point Likert-type scale. The measurement items were mostly adapted from the previous studies in the IS literature and modified to fit the context of this study. First, a principal component factor analysis was performed to explore the inter-relationships among a set of variables. The analysis showed that most of the items loaded quite strongly on the six components. The analysis also revealed the six components with eigenvalues exceeding 1, explaining a total of 70.7 per cent of the variance. The reliabilities of the items were also checked. Most Cronbach alpha values were above 0.8, so the scales were considered reliable. In sum, the results of the analysis support the decision to retain the six factors for further investigation. Next, the structural model was analyzed with AMOS structural equation modeling. The values of GFI, AGFI, NFI, TLI, CFI, and RMSEA were checked. The values showed that the research model considerably have a good fit in general. Next, the convergent and discriminant validities of all constructs were examined. The values for the standardized regression weights and critical ration (CR) indicated sufficient convergent validity for all constructs. In addition, the square root of the average variance extracted (AVE) of each construct was compared with its correlations with all other constructs. The results supported discriminant validity for all constructs. In sum, the results of analysis demonstrated adequate convergent and discriminant validities for all constructs. Finally, path coefficients between the variables were examined. Methphor was found to have an impact on interaction (${\beta}$ = .457, p = .000). There were also significant effects of the interaction on perceived usefulness (${\beta}$ = .273, p = .000) and ease of use (${\beta}$ = .405, p = .000). User attitude was significantly influenced by these two beliefs, perceived usefulness (${\beta}$ = .386, p = .000) and ease of use (${\beta}$ = .347, p = .000) respectively. Further, the results of analysis found that users' intention to use smartphone applications was significantly influenced by user attitude (${\beta}$ = .567, p = .000). Based upon the analyses, all hypotheses were supported. This study found that the metaphors used in the interface of smartphone applications affect not only the interaction between users and applications, but also users' intention to use the applications through the mediating variables, perceived usefulness and ease of use. These findings imply that if the metaphors used in the user interface of application are easy enough to understand for smartphone users, then the application can be perceived useful and easy to use, which in turn make users to have an intention to use the application. In conclusion, this study contributed not only to validate and extend Technology Acceptance Model (TAM) partially, but also to develop the construct of metaphor in smartphone settings. However, since a single empirical study cannot be enough to validate the findings, some limitations should be considered.

Interactive lens through smartphones for supporting level-of-detailed views in a public display

  • Kim, Minseok;Lee, Jae Yeol
    • Journal of Computational Design and Engineering
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    • v.2 no.2
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    • pp.73-78
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    • 2015
  • In this paper, we propose a new approach to providing interactive and collaborative lens among multi-users for supporting level-of-detailed views using smartphones in a public display. In order to provide smartphone-based lens capability, the locations of smartphones are effectively detected and tracked using Kinect, which provides RGB data and depth data (RGB-D). In particular, human skeleton information is extracted from the Kinect 3D depth data to calculate the smartphone location more efficiently and correctly with respect to the public display and to support head tracking for easy target selection and adaptive view generation. The suggested interactive and collaborative lens using smartphones not only can explore local spaces of the shared display but also can provide various kinds of activities such as LOD viewing and collaborative interaction. Implementation results are given to show the advantage and effectiveness of the proposed approach.

A Study on the Effects of Motivations and Ability of Using Smartphone on Smartpad Usage Intention (스마트폰 이용동기와 활용능력이 스마트패드 사용의도에 미치는 영향에 관한 연구)

  • Kang, Eung-Goo;Kim, Young-Han;Gim, Gwang-Yong
    • Journal of Information Technology Services
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    • v.11 no.4
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    • pp.1-23
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    • 2012
  • The growing interest in smartphones has increased the number of studies conducted on technology acceptance and user satisfaction. It is now over two years since the launching of smartphones, but there are not many researches on the usage behavior of today's smartphone users. Smart devices have evolved from smartphone to smart pad and smart TV, but there are still not many studies on variables such as knowledge about the parent product and the ability to use it. With this, I decided to study how the motivation and the ability of using smartphones affected the smartphone user's intention to use smartpads. This study presents the usage behavior of smartphone users and proves that the ability to use a parent product (smartphone) affects the user's intention to use an extension product (smartpad). The research results showed that the smartphone usage ability affected both variety of use and rate of use. The convenience and passing time factors affected variety of use; and the social interaction, entertainment and passing time factors affected rate of use. As for the intention to use smartpads, the smartphone usage ability and variety of use positively affected the smartphone user's intention to use smartpads. This study showed that the more the user used a smartphone to pass time and for convenience, the more effectively the user could use various functions. It proves that the variety of use of smartphone is highly related to the acceptance of smartpads. This study also proves that usage ability is an important factor in using innovative products, such as smart devices.

Using Keystroke Dynamics for Implicit Authentication on Smartphone

  • Do, Son;Hoang, Thang;Luong, Chuyen;Choi, Seungchan;Lee, Dokyeong;Bang, Kihyun;Choi, Deokjai
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.968-976
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    • 2014
  • Authentication methods on smartphone are demanded to be implicit to users with minimum users' interaction. Existing authentication methods (e.g. PINs, passwords, visual patterns, etc.) are not effectively considering remembrance and privacy issues. Behavioral biometrics such as keystroke dynamics and gait biometrics can be acquired easily and implicitly by using integrated sensors on smartphone. We propose a biometric model involving keystroke dynamics for implicit authentication on smartphone. We first design a feature extraction method for keystroke dynamics. And then, we build a fusion model of keystroke dynamics and gait to improve the authentication performance of single behavioral biometric on smartphone. We operate the fusion at both feature extraction level and matching score level. Experiment using linear Support Vector Machines (SVM) classifier reveals that the best results are achieved with score fusion: a recognition rate approximately 97.86% under identification mode and an error rate approximately 1.11% under authentication mode.

An alternative method for smartphone input using AR markers

  • Kang, Yuna;Han, Soonhung
    • Journal of Computational Design and Engineering
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    • v.1 no.3
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    • pp.153-160
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    • 2014
  • As smartphones came into wide use recently, it has become increasingly popular not only among young people, but among middle-aged people as well. Most smartphones adopt capacitive full touch screen, so touch commands are made by fingers unlike the PDAs in the past that use touch pens. In this case, a significant portion of the smartphone's screen is blocked by the finger so it is impossible to see the screens around the finger touching the screen; this causes difficulties in making precise inputs. To solve this problem, this research proposes a method of using simple AR markers to improve the interface of smartphones. A marker is placed in front of the smartphone camera. Then, the camera image of the marker is analyzed to determine the position of the marker as the position of the mouse cursor. This method can enable click, double-click, drag-and-drop used in PCs as well as touch, slide, long-touch-input in smartphones. Through this research, smartphone inputs can be made more precise and simple, and show the possibility of the application of a new concept of smartphone interface.

An Empirical Study of Factors Influencing Intention to Use Smartphone Applications (스마트폰 애플리케이션 사용의도 결정 요인에 대한 실증 연구)

  • Sohn, Kyu-Seek
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.628-635
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    • 2012
  • The market of smartphone applications grows rapidly. We studied to evaluate empirically how personality variables related to personal attitudes(innovativeness and affinity) and information quality(interaction, content, and contextual) can affect use intention and customer loyalty in smartphone applications. The results of the study are as follows: Innovativeness, content quality and contextual quality were found to have a positive effect on intentions to use smartphone applications. However affinity and interactivity were found to have a negative effect on use intention. And use intention was found to have negative effect on customer loyalty for smartphone applications.

Effects of Mental Model and Intrinsic Motivation on Behavioral Intention of Smartphone Application Users

  • Jung, Wonjin;Yim, Hyung Rok
    • ETRI Journal
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    • v.38 no.3
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    • pp.589-598
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    • 2016
  • An application that has a simple user interface not only motivates a user to continue using the application, but also enables the user to develop their mental model for the application - the like of which is a product of their interaction with the application. In the information systems literature, little empirical research has been undertaken on the effects of the mental model and motivation on smartphone users' behavioral beliefs. Therefore, the aim of this study is to suggest a research model that can examine the following: 1) the effects that the mental model has not only on smartphone users' behavioral beliefs (that is, perceived usefulness and ease of use of an application) but also on their behavioral intention to use an application and 2) the effects that smartphone users' intrinsic motivation has on their behavioral beliefs through an expansion of the mental model. A survey is conducted, and structural equation modeling is then used to analyze the survey data. The results, through consideration of variables such as intrinsic motivation, perceived usefulness, perceived ease of use, and user satisfaction, indicate that the mental model has an indirect effect on a user's intention to use an application.