• Title/Summary/Keyword: Smartphone interface

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Investigating Cursor Control Types for Text Entry on Smartphones (스마트폰에서의 텍스트 입력을 위한 커서 조작 방식 연구)

  • Ahn, Junyoung;Kim, Kyungdoh
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.5
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    • pp.352-359
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    • 2016
  • The soft keyboard with touch interaction is universally available on mobile phone, a variety of previous studies with respect to the soft keyboard on smart devices had been conducted. However, previous studies of cursor control for text entry on smart devices such as smartphone did not performed. In this study, we compared three types of cursor controls (Default, 3D touch, Slide) in smartphone using Fitts' law and C-D ratio. Then we performed a laboratory experiment with three cursor control types and evaluated using cursor movement time as a quantitative evaluation and 8 subjective metrics for usability as a qualitative evaluation. Then, we discussed what types of cursor control showed better performance and subjective satisfaction through their results. From these results, this study recommended the design guidelines for cursor control on smartphones and developed its study methods as our contributions.

Motion Recognition of Smartphone using Sensor Data (센서 정보를 활용한 스마트폰 모션 인식)

  • Lee, Yong Cheol;Lee, Chil Woo
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1437-1445
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    • 2014
  • A smartphone has very limited input methods regardless of its various functions. In this respect, it is one alternative that sensor motion recognition can make intuitive and various user interface. In this paper, we recognize user's motion using acceleration sensor, magnetic field sensor, and gyro sensor in smartphone. We try to reduce sensing error by gradient descent algorithm because in single sensor it is hard to obtain correct data. And we apply vector quantization by conversion of rotation displacement to spherical coordinate system for elevated recognition rate and recognition of small motion. After vector quantization process, we recognize motion using HMM(Hidden Markov Model).

Classification of Smartphone Game based on Mechanics (게임 메커니즘에 따른 스마트폰 게임 분류 연구)

  • Chun, Yeonbi;Chang, Sung Kyun;Woo, Tack
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.15-24
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    • 2012
  • The recent growth of smartphone users and high speed network has fueled the expansion of the market for mobile application. Among these applications with various purposes, smartphone games are the hottest contents on this market. Smartphone games are far different from former games due to their new input and output interface (e.g. touch sensors and gyro sensors).It is possible that the most resonable way to categorize these new smartphone games is comparisons of different objects, in this case, various smarphone games. But there exists no classification of the games neither for the use of the market nor the purpose of researches. Even though there are few classifications for games, those classifications have a major flaw that their criteria are derived from superficial features of games. In this paper, we propose a new method to categorize smartphone games through game mechanics of principal design components.

Implementation of Mobile Web Interface Design for Smart-Phone Users (스마트폰 사용자를 위한 모바일 웹 인터페이스 디자인 구현)

  • Oh, Hyoung-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.639-648
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    • 2011
  • Since the emergence of the smartphone and tablet PC whose wireless internet accessibility has improved, personal computing environment has shifted from PCs to mobile web based mobile devices, and therefore the use of information and the communication method have been changing rapidly. Under the circumstance, domestic universities have actively been establishing mobile websites for smartphone users. Such mobile websites, however, focused on diverse functions and a showy design rather than on usability or accessibility, and were developed simply for the purpose of public relations. For this reason, students are now faced with difficulties in using the websites. Therefore, this paper proposes a novel web interface with the consideration of usability and accessibility in order for users to easily use and assess proper information. The matters to be taken into account in developing a mobile website are an intuitive interface design, user experiences, a user customized interface and compliance with web standards.

Development of a Smartphone-based Pupillometer

  • Kim, Tae-Hoon;Youn, Jong-In
    • Journal of the Optical Society of Korea
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    • v.17 no.3
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    • pp.249-254
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    • 2013
  • In ophthalmology, a pupillometer, a device to measure the diameter of the pupil of the eye, can provide information on the function of the autonomic nervous system. The current pupillometers on the market are either too large to be a handheld instrument, or relatively expensive. In this study, a pupillometer based on a smartphone was designed. Both white and infrared LEDs and a 3M pixel camera of a smartphone were applied for the visual stimuli to an eye and for the acquisition of the eye images, respectively. Contrary to the existing method of pupil measurement that usually observe the variation of pupil diameter, the proposed algorithm in this study was applied to calculate the constriction ratio of the pupillary area in response to pupillary light reflex. The results showed that the constriction ratio of the pupillary area were all in the normal range (above 4.0) from the sixteen healthy participants. It is believed that the approach to pupil measurement used in this study is suitable for a mobile interface, and this system can be applied to clinical research, home-use healthcare, and distributed to some areas which suffer from problems like a lack of medical support.

Implementation of Lane Tracking System using a Autonomous RC Toy Car (자율주행이 가능한 무선 장난감 자동차의 차선 추적 시스템 구현)

  • Ko, Eunsang;Lee, Chang Woo
    • IEMEK Journal of Embedded Systems and Applications
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    • v.8 no.5
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    • pp.249-254
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    • 2013
  • In this paper we propose nonlinear control system for automatic unmanned vehicle using a RC (Radio Controlled) car which is usually controlled by a remote controller. In the proposed system, a RC car is dissembled and reassembled with several parts enabling it to be controlled by an android mobile platform with Bluetooth communication. In our system, an android mobile smartphone is mounted on the RC car and plays an important role as an eye of the car. The proposed system automatically controls the RC car to follow a lane that we draw on the floor of our laboratory. Also, the proposed RC car system can also be controlled manually using the accelerometer sensor of a smartphone through a Bluetooth module. Our proposed system that has both manual mode and automatic mode consists of several components; a microprocessor unit, a Bluetooth serial interface module, a smartphone, a dual motor controller and a RC toy car. We are now in the development of a group driving system in which one car follows the front car that tracks a lane automatically.

A User Experience Study for Active Senior based on Interface Assessment (Interface Assessment를 통한 액티브 시니어의 사용자 경험 분석)

  • Huang, Yi Fan;Kim, Hyung Woo
    • Smart Media Journal
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    • v.6 no.4
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    • pp.79-87
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    • 2017
  • Differ from elder generation, active senior possesses the active characteristics of young people. In this research, the active senior users' UX problem was analyzed by Sundar's 'Interface Assessment'. According to Interface Assessment, the user's subjective user experience in GUI interactive can be divided into five elements, which are 'Visible', 'Desired Outcome', 'Immediate Feedback', 'Intuitiveness', 'Perceived Ease of Use'. Based on these five elements, user's behavior and perception experience during interface using were analyzed to classify UX problems. Next, Correlation Analysis was conducted to find out the relationship between the elements of Interface Assessment and user's subjective experience using PSSUQ as comparing data, and SPSS 22 version as statistic software. The result of this research was presented below: First, active senior user's biggest UX problem can be classified with 'Desired Outcome' in App using. Second, the correlation between the two elements, 'Desired Outcome', 'Perceived Ease of Use', and the PSSUQ result was statistically significant, but the correlation between the other three elements, 'Visible', 'Immediate Feedback', 'Intuitiveness', and the PSSUQ result were not statistically significant. According to the result, active senior users do have different characteristics compared with elder generation. The UX problems classified with 'Desired Outcome' and 'Perceived ease of use' apparently affect user's subjective experience, while the problems classified with 'Visible', 'Immediate feedback', 'Intuitiveness' show no evidence in affecting user's subjective experience. This phenomenon could be explained by the cumulative effects of PC or smartphone use. Through the analysis of multiple UX elements in this paper, better App interface could be developed according to active senior's needs.

Use of Smartphone Applications for Satisfying Information Needs of Youth (청소년의 정보요구 해결을 위한 스마트폰 어플리케이션 이용행태)

  • Lee, SeungMin;Lee, Jongwook
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.3
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    • pp.175-196
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    • 2017
  • The number of youth smartphone users has been increasing, and they use smartphone applications to satisfy their various types of information needs. Nevertheless, few researchers have addressed youth information behavior on applications. In this study, the author examined the application use behavior of youth in response to their work- and everyday life- information needs. The author collected 114 completed questionnaires from students enrolled in a middle school and a high school. The survey results show that participants' usage and perception of smartphone applications were high, and they were using information, entertainment, and communication applications to meet their information needs. In particular, their preference for application use differed by the type of information needs. Also, participants were considering cost, easiness, privacy policy, review, information quality, providers, interface design, and recommendation to choose applications. This study confirms the role of smartphone applications as an influential information source, and it also provides useful implications for educators and for application developers.

The Smart User Interface Platform for Mobile Devices (휴대단말을 위한 지능형 사용자 인터페이스 플랫폼)

  • Park, Kyung Min;Choi, Hoon;Lee, Ghang-Gun;Whang, In-Tae;Lee, Chil-Woo
    • Smart Media Journal
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    • v.1 no.4
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    • pp.44-51
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    • 2012
  • A software platform for the next-generation, smart user-interface of mobile devices is described as in this paper. The proposed platform is developed to adapt new devices that may appear in the future through extending the Android platform. Dynamic loading function of software module is developed in order to download and install new software modules for the new devices. Also, platform technology for utilizing external devices to improve quality of service and dynamic switching of wireless interface to reduce power consumption of platform are developed.

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Exploring the Attractive Factors of App Icons

  • Ho, Chun-Heng;Hou, Kai-Chun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.6
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    • pp.2251-2270
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    • 2015
  • More than 1 billion mobile apps (smartphone applications) have been released worldwide. Competition among developers of apps that are available in app stores has intensified because of increasing demand. App icons with an appealing design can instantly increase attention. Miryoku Engineering methods were used and combined with the Kansei interface model to examine the relationship between attractive icons and users. The evaluation grid method (EGM) is a qualitative method that was used to evaluate the icons, and Quantification Theory Type I is a quantitative method that was used to analyze the influence of design elements in icons. Eight attractive factors of app icons were determined using EGM, and six specific factors were identified using questionnaires. The quantitative results indicated that user cognition and emotion were influenced by the various design elements. The impact on the attractive factors of a single design element differed among users with diverse backgrounds. App icons were assessed on the basis of aesthetics to identify attractive factors and thereby assist designers in understanding and implementing design elements and improving the overall visual appeal of their apps. The result of this investigation is crucial to the presentation of app icons in online app stores.