• Title/Summary/Keyword: human and computer interaction

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The Effects of Web Site Architecture, Web Site Content Quantity and User Task Complexity on Usability (웹사이트의 구조와 정보량 및 사용자 과업 복잡도가 사용성에 미치는 영향)

  • Koh, Seok-Ha;Kim, Ju-Sung;Kim, Young-Ki
    • Journal of Information Technology Applications and Management
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    • v.12 no.2
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    • pp.145-161
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    • 2005
  • In this paper, we present an experiment conducted to examine how the web site's architecture, content quantity and the user task complexity affect its usability. The experiment was performed in two phases on college students to visit existing web sites which are readily accessible via the Internet. The results of experiment show that the web site's architecture significantly affects the efficiency and the effectiveness interactively with its content quantity and the user task's complexity. On the other hand, none of the above three factors show significant effects on the satisfaction and the learnability. In particular, the web site's content quantity does not have any statistically significant effects on the satisfaction and the learnability. It implies that the factors affecting the satisfaction and the learnability are different from those affecting the efficiency and the effectiveness. The analysis reassures that it is essential to consider the context of use in designing a web site.

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A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.73-83
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    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Effects of Cognitive Attention on Human Multitasking Behaviors (인지적 주의가 다중 작업 행위에 미치는 영향)

  • Minsoo Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.501-506
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    • 2024
  • Humans have been shown to engage in multitasking behavior when searching for information on two or more topics or searching an information system at the same time. When processing multiple information tasks, priorities must be established as there are cognitive and physical limitations in processing multiple information tasks at once. The level of cognitive attention involved in multitasking behavior can vary depending on the complexity and importance of the information task. The objectives of this study are to understand: (a) the relationship between attention and information task prioritization behavior when people interact with information retrieval systems to find information for multiple tasks; (b) The effect of the degree of attention on information task prioritization behavior when people interact with an IR system to find information for multiple tasks. A review of the relevant literature shows that when people interact with information retrieval systems to find information for multiple tasks, their level of attention affects how they prioritize multiple information tasks. It should be noticed that people pay more attention to things they find interesting or important. Human-centered system design based on a conceptual understanding of multitasking is discussed.

Gait Angle Prediction for Lower Limb Orthotics and Prostheses Using an EMG Signal and Neural Networks

  • Lee Ju-Won;Lee Gun-Ki
    • International Journal of Control, Automation, and Systems
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    • v.3 no.2
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    • pp.152-158
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    • 2005
  • Commercial lower limb prostheses or orthotics help patients achieve a normal life. However, patients who use such aids need prolonged training to achieve a normal gait, and their fatigability increases. To improve patient comfort, this study proposed a method of predicting gait angle using neural networks and EMG signals. Experimental results using our method show that the absolute average error of the estimated gait angles is $0.25^{\circ}$. This performance data used reference input from a controller for the lower limb orthotic or prosthesis controllers while the patients were walking.

Context-aware Framework and Applications for Improving UI and UX of Smartphones (스마트폰의 UI/UX 향상을 위한 상황인식 프레임워크 개발 및 응용)

  • Shin, Choonsung;Park, Byoung-Ha;Jung, Kwang-Mo
    • Journal of Information Technology Services
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    • v.13 no.1
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    • pp.197-207
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    • 2014
  • With the recent advance in smartphones, users are allowed to use mobile applications anytime anywhere, and change their way to interact with smart environment and people. As a result, the need for developing context-aware applications on smartphones has a great attention from users and developers. This paper proposes a context-aware framework for supporting UI/UX of smartphones. The proposed framework collects a wide range of sensory data from smartphones and allows developers to analyze and model context models for their desired apps. In addition, it also supports real-time inference within the apps to make them to adapt to context. In order to show effectiveness of the proposed framework, we introduce two smartphone apps: context-aware home screen and automatic detection of smartphone problem use. Therefore, we expect that the proposed framework will help developers easily implement their apps with respect to context-awareness.

The Differential Effect of PC vs. Mobile on User Behavior : An Empirical Study based on Construal Level Theory(CLT) (데스크톱과 모바일 기기의 차이가 사용자의 행위에 미치는 영향 : 해석수준 이론을 적용한 실증 연구)

  • Suh, Kil-Soo;Kang, Hyunjeong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.31-51
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    • 2019
  • Construal level theory (CLT) have been researched in wide range of disciplines such as marketing, organizational study, psychology, or education. Current study asserts that CLT would explain the effect of different devices of PC and smartphone on interaction between human-computer interfaces and information systems use. In CLT, those who are far from an object in terms of physical, temporal, social or psychological distance, they construe their understanding as abstract (high level) and vice versa. We hypothesized different size of digital device will increase psychological distance and result in behaviors that correspond to present construal level. The analysis result shows that users of PC recognized that they are socially distant from the device and those of smartphone felt that they are socially close to the device. However, the device did not have significant effect on attention to essential information, advertisement preference, and immediacy. The implication to academia, practice and future research and limitations are also discussed.

Tracking and Recognizing Hand Gestures using Kalman Filter and Continuous Dynamic Programming (연속DP와 칼만필터를 이용한 손동작의 추적 및 인식)

  • 문인혁;금영광
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.13-16
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    • 2002
  • This paper proposes a method to track hand gesture and to recognize the gesture pattern using Kalman filter and continuous dynamic programming (CDP). The positions of hands are predicted by Kalman filter, and corresponding pixels to the hands are extracted by skin color filter. The center of gravity of the hands is the same as the input pattern vector. The input gesture is then recognized by matching with the reference gesture patterns using CDP. From experimental results to recognize circle shape gesture and intention gestures such as “Come on” and “Bye-bye”, we show the proposed method is feasible to the hand gesture-based human -computer interaction.

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Research on Scene Features of Mixed Reality Game Based on Spatial Perception-Focused on "The Fragment" Case Study

  • Li, Wei;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.4
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    • pp.601-609
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    • 2021
  • This article combines literature and empirical research based on space perception theory and the case study of mixed reality game "The Fragment." It is concluded that the mixed reality scene under space perception has a three-level visual definition. This definition carries out a corresponding level analysis of the scenes of the "The Fragment" game and draws up the constituent factors of the mixed reality game scene characteristics. Finally, through questionnaire data investigation and analysis, it is verified that the three factors of virtual reality coexistence, human-computer interaction, and local serviceability can better explain the characteristics of mixed reality game scenes. At the end of the study, it is concluded that the definition of three levels of visual hierarchy and the constituent factors of mixed reality game scenes can provide reference and help for other mixed-reality game designs and a brief description of future research plans.

A Study of Effective Team Decision Making Using A Distributed AI Model (분산인공지능 모델을 이용한 효과적인 팀 의사결정에 관한 연구)

  • Kang, Min-Cheol
    • Asia pacific journal of information systems
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    • v.10 no.3
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    • pp.105-120
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    • 2000
  • The objective of this paper is to show how team study can be advanced with the aid of a current computer technology, that is distributed Artificial Intelligence(DAI). Studying distributed problem solving by using groups of artificial agents, DAI can provide important ideas and techniques for the study of team behaviors like team decision making. To demonstrate the usefulness of DAI models as team research tools, a DAI model called 'Team-Soar' was built and a simulation experiment done with the model was introduced, Here, Team-Soar models a naval command and control team consisting of four members whose mission was to identify the threat level of aircraft. The simulation experiment was performed to examine the relationships of team decision scheme and member incompetence with team performance. Generally, the results of the Team-Soar simulation met expectations and confirmed previous findings in the literature. For example, the results support the existence of main and interaction effects of team decision scheme and member competence on team performance. Certain results of the Team-Soar simulation provide new insights about team decision making, which can be tested against human subjects or empirical data.

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