• Title/Summary/Keyword: Touch screen Interaction

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A Study on the Guideline of Interaction Style for Touch-screen based Mobile Phone (터치스크린 인터랙션 스타일 가이드라인을 위한 연구)

  • Lee, Jong-Hoon;Lee, Yun-Suk;Lee, Ja-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.262-267
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    • 2008
  • 애플의 iPhone 및 LG 의 프라다 폰 등을 기정으로 국내, 국외 제조사들은 전연 터치 스크린을 적용한 다양한 모바일 폰을 출시 또는 출시를 앞두고 있다. 모바일 폰에 적용되는 전면 터치 스크린은 4-방향키 기반의 일반적인 네비게이션의 제한에서 벗어나 보다 다양하고 진보된 스타일익 인터랙션을 가능하게 한다. 반면 이런 장점은 오히려 사용자에게 많은 학습을 요구하게 되며, 다른 제조사에서 제작된 하드웨어로 바꿀 때마다 또 다른 인터랙션 스타일을 학습하고 적응해야 하는 불편을 야기하게 만드는 원인이 될 수 있을 것이다. 따라서, 본 연구는 전면 터치 스크린 기반의 모바일 폰에 적용할 공통적이고 기본적인 인터랙션 스타일 가이드라인을 도출하는 것을 목적으로 한다. 이를 위해 기존에 출시된 터치 스크린이 일부 적용된 단말을 검토하여 기본적인 인터랙션 요소를 추출하였다. 그리고, 해당 요소에 적합한 인터랙션 스타일을 선정하기 위한 사용자 조사를 수행하고, 이를 기반으로 기본 인터랙션 가이드라인을 도출하였다. 본 연구에서 제안된 인터랙션 스타일 가이드라인은 다양한 제조사악 전면 터치 스크린 기반의 모바일 폰을 사용함에 있어 기본적인 요소에 대해서는 일관되고 예측이 가능한 사용 경험을 제공하도록 도움을 줄 수 있을 것이다.

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Study on Behavioral Characteristics of 3D Touch in Smartphone

  • Oh, Euitaek;Hong, Jiyoung;Cho, Minhaeng;Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.551-568
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    • 2016
  • Objective: The objective of this study is to identify the difference in the press behavior characteristics of 3D Touch, which is a new touch interaction of smart phones, and the existing 'Tap and Long Press' touch interaction, and to examine behavior changes upon feedbacks. Background: Since 3D Touch is similar to the existing 'Tap and Long Press' touch interactions in terms of press behavior, which is likely to cause interference, it is necessary to conduct a preliminary study on behavior characteristics of touch interactions. Method: In utilization of smart phones with the 3D Touch function to measure press behavior characteristics of touch interaction, an experiment was conducted where 30 subjects were given a task to press 30 buttons of touch interactions on the screen. During the experiment, two press behavior characteristics-maximum touch pressure and press duration-were analyzed. To grasp changes in behaviors upon feedbacks, the task was carried out in a condition where there was no feedback and in a condition where there were feedbacks of specific critical values. Results: While there was no feedback given, subjects tended to press with much strength (318.98gf, 0.60sec) in the case of 3D Touch, and press the Long Press button for a while (157.12gf, 1.10sec) and press the Tap button with little strength only for a short moment (37.92gf, 0.10sec). 3D Touch and Long Press had an area of intersection in time, but when feedbacks of specific critical values were given, there were behavior calibration effects to adjust the press behavior characteristics of 3D Touch and Long Press. Conclusion: Although interferences are expected between 3D Touch and Long Press due to the similarity of press behaviors, feedbacks induce behavior calibration. Hence, once feedbacks were provided with 3D Touch operated in an appropriate condition of critical pressure, interference between two motions can be minimized. Application: The findings of this study are expected to be utilized as a basis for the values of optimal critical pressure, at which users can easily distinguish 3D Touch from Long Press which is the existing touch interaction.

Interactive Digital Storytelling Based on Interests (흥미도를 반영한 인터렉티브 디지털 스토리텔링)

  • Kim, Yang-Wook;Kim, Jong-Hun;Park, Jun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.508-511
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    • 2009
  • In Interactive Storytelling, storyline is developed according to the user's interaction. Diffrerent from linear, fixed storytelling, users may select an event or make decisions which affect on the story plotting. Therefore user's feeling of immersion and interest may be greatly enhanced. In this paper, we used markers and multi-touch pad for user's interaction for interactive storytelling. Users could present his/her level of interest and provide feedback through markers and multi-touch pad, through which storyline was differently developed.

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Comparing Elder Users' Interaction Behavior to the Younger: Focusing on Tap, Move and Flick Tasks on a Mobile Touch Screen Device

  • Lim, Ji-Hyoun;Ryu, Tae-Beum
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.413-419
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    • 2012
  • Objective: This study presents an observation and analysis on behavioral characteristics of old users in comparison to young users in the use of control on display interface. Background: Touch interface which allows users to control directly on display, is conceived as delight and easy way of human-computer interaction. Due to the advantage in stimulus-response ensemble, the old users, who typically experiencing difficulties in interacting with computer, would expected to have better experience in using computing machines. Method: Twenty nine participants who are over 50 years old and 14 participants who are in 20s years old were participated in this study. Three primary tasks in touch interface, which are tap, move, and flick, were delivered by the users. For the tap task, response time and point of touch response were collected and the response bias was calculated for each trial. For the move task, delivery time and the distance of finger movements were recorded for each trial. For the flick task, task completion time and flicking distance were recorded. Results: From the collected behavioral data, temporal and spatial differences between young and old users behavior were analyzed. The older users showed difficulty in completing move task requiring eye-hand coordination.

Relative Position Pattern Unlocking Solution based on Blind Interaction on Touch Screen (터치스크린에서의 블라인드 인터랙션 기반의 상대적 위치 패턴 잠금 해제 솔루션)

  • Jin, Zhou-Xiong;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.45-52
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    • 2020
  • In this study, we propose a new Relative position pattern unlocking solution based on blind interaction, which is a new unlocking method, and compared it with existing unlocking methods to verify usability and security improvement. And verified the practical value of the proposed new unlocking solution. The relative position pattern unlock method is easily remembered than the numeric code method and is worth practical enough to show a degree of learning ease similar to the drawing pattern method. The new method is safer to steal than other two methods. It can be manufactured at a low cost and can also be used by special users such as blind people. Therefore, the practical value is relatively high.

The Proposal of the Conceptual Model for Cognitive Action of Smart Device (스마트 디바이스의 인지적 행동에 대한 개념모델 제안)

  • Song, Seung-Keun;Kim, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.529-536
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    • 2010
  • Currently many people are awfully concerned about smart device in domestic and foreign mobile market. The need of smart device has been rapidly increased. Unlike a feature phone smart devices provide us with an intuitive interface which is easy to control. They are enable to smoothly interact between user and device. Though higher market outlook, there is a lack of empirical research on user interface in touch screen based on smart device. In this paper, we propose the touch interface conceptual model concentrating on user based on the result of previous research. Materials of this research are three kinds of smart devices which are currently released. Through expert's depth interview and observation of user, user's cognitive actions in smart device are defined. Since the method of the touch interface which is suitable for the action has been derived, we have proposed the conceptual model of user's cognitive action. This research imply to offer the excellent design guideline in order to implement touch interface to optimize user experience in touch screen based on smart device to release in the future.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.

Design and Development of Multiple Input Device and Multiscale Interaction for GOCI Observation Satellite Imagery on the Tiled Display (타일드 디스플레이에서의 천리안 해양관측 위성영상을 위한 다중 입력 장치 및 멀티 스케일 인터랙션 설계 및 구현)

  • Park, Chan-Sol;Lee, Kwan-Ju;Kim, Nak-Hoon;Lee, Sang-Ho;Seo, Ki-Young;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.541-550
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    • 2014
  • This paper describes a multi-scale user interaction based tiled display visualization system using multiple input devices for monitoring and analyzing Geostationary Ocean Color Imager (GOCI) observation satellite imagery. This system provides multi-touch screen, Kinect motion sensing, and moblie interface for multiple users to control the satellite imagery either in front of the tiled display screen or far away from a distance to view marine environmental or climate changes around Korean peninsular more effectively. Due to a large amount of memory required for loading high-resolution GOCI satellite images, we employed the multi-level image load technique where the image was divided into small tiled images in order to reduce the load on the system and to be operated smoothly by user manipulation. This system performs the abstraction of common input information from multi-user Kinect motion and gestures, multi-touch points and mobile interaction information to enable a variety of user interactions for any tiled display application. In addition, the unit of time corresponding to the selected date of the satellite images are sequentially displayed on the screen and multiple users can zoom-in/out, move the imagery and select buttons to trigger functions.

Laser Pointer Interaction System Based on Image Processing (영상처리 기반의 레이저 포인터 인터랙션 시스템)

  • Kim, Nam-Woo;Lee, Seung-Jae;Lee, Joon-Jae;Lee, Byung-Gook
    • Journal of Korea Multimedia Society
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    • v.11 no.3
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    • pp.373-385
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    • 2008
  • The evolution of input device for computer has pretty much slowed down after the introduction of mouse as feinting input device. Even though stylus and touch screen were invented later on which provide some alternatives, all these methods were designed to have close range interaction with computer. There are not many options available for user to interact with computer from afar, which is especially needed during presentation. Therefore, in this paper, we try to fill the gap by proposing a laser pointer interaction system to allow user to give pointing input command to the computer from some distance away using only laser pointer, which is cheap and readily available. With the combination of image processing based software, we could provide mouse-like pointing interaction with computer. The proposed system works well not only in currently plane screen, but also in flexible screen by incorporating the feature of non-linear coordinate mapping algorithm in our system so that our system can support non-linear environment, such as curved and flexible wall.

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The Influence of Altering Mobile Phone Interface on the Generation of Mental Model (모바일 폰의 인터페이스 변경이 멘탈모델 형성에 미치는 영향)

  • Park, Ye-Jin;Kim, Bon-Han
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.575-588
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    • 2008
  • This study is to inquire respective patterns of mental models caused by wrongful usages which can be experienced when a user who is used to a keypad-based mobile phone starts using a touch screen mobile phone and to find out the features of the user's logical process of correcting such wrongful usages to a new mental model. In addition, design improvement to be considered for easy generation of the mental model regarding touch screen mobile phones was reviewed in this study. We set up test subjects for the most frequently used seven high priority functions among touch screen phone functions and carried out the subject assessment together with interview surveys after the video observation experiment. Our test results show that test subjects who were used to keypad-based mobile phones tend to use operation knowledge related to the computer operational system(Window) or the web browse, navigation including Tap or Double Tap in order to correct the mental model when a wrongful usage is made. In addition, the result of comparison and analysis of the subject assessment and the video observation experiment data shows that wrongful usages of touch screen mobile phones mostly occurred in the field of 'information feedback' and 'navigation' among mobile phone components.

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