• Title/Summary/Keyword: mobile interaction

Search Result 617, Processing Time 0.027 seconds

The Study of Usability Evaluation in the GUI of Mobile Computing - Based on Benchmark Testing in the interface design of WIPI (Mobile Computing의 GUI 개발에 있어 사용성 평가 연구 - WIPI 인터페이스 디자인을 위한 Benchmark Testing을 중심으로 -)

  • 정봉금;송연승
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.49-62
    • /
    • 2004
  • Due to the recent surge of wireless Internet and concurrent development of the end user terminal devices having standardized graphical user interface(GUI) and unified operation mechanism for better interactivity in information representation and ease of use, various efforts on the improvement of GUI is widely recognized as one of the key factors that will usher in the next stages of the wireless Internet for the users. Especially, improved usability along with unique visual effect are considered to be the key elements for GUI considering the rapid improvement of the resolution and color on the end user handset devices; thus, the study and research on the subject of GUI is expected to increase along with the wireless Internet using smart phones. User interface of the wires Internet end user handsets will have a definite and significant effect on the user interaction as well as productivity. Domestically, wireless Internet service providers and GUI design companies are making various efforts in producing a common GUI models for standardized operation scheme and improved graphical display capabilities of the hand phones, PDAs and smart phones. In the study, Nokia 3650 model and Microsoft Orange SPV model were chosen as test devices for usability comparison and data collection to collect directional benchmark data in developing next generation smart phone user interface integrating PDAs and phones. The mail purpose of this study is to achieve the most efficient user accessibility to WAP menu through intensive focus on developing WIPI WAP menu having most effective usability for the users in their twenties and thirties. The result of this study can also be used as the base research materials for WAP service development, VM browser development and PDA browser development. The result of this study along with the evaluation model is expected to provide effective analysis materials on the subject of user interface to the developers of the wireless Internet user devices, GUI designers and service planners while short listing key factors to consider in developing smart phones therefore serving as the GUI guideline of WIPI phones.

  • PDF

ANOVA of Satisfaction based on Navigation Location and Number of Items in Mobile Applications (모바일 어플리케이션의 네비게이션 위치와 항목 수에 따른 만족도에 대한 분산 분석)

  • Park Sung-Hum;Kim Tae-Wan
    • Journal of Service Research and Studies
    • /
    • v.12 no.2
    • /
    • pp.38-47
    • /
    • 2022
  • The user interface is a very important factor in application usability. The user interface of a typical application has a navigation system and the selection of the item takes place to move the movement. In this study, we would like to see if there are differences in user satisfaction depending on the location of the navigation and the number of items. The methods of in this study, a random group of 135 adult men and women who randomly selected four to six items as independent variables was conducted on the top, bottom, side, and three locations of navigation in a typical application. As a result, the navigation system rejected the null hypothesis of 0.000 and 0.008 respectively, with a significant probability of 0.05 or less than 0.000 and 0.008, respectively. It was also confirmed that the study theory of whether the interaction of navigation location and number of items creates a difference in satisfaction was significant with a significant probability of 0.016. In the post-analysis (Schefe), there were significant differences in the position of navigation, as each group was classified as a new group at the top <bottom <, and in the number of items, there were significant differences between the two groups of six <4 . Conclusion of this research, depending on the results of some significant differences in satisfaction with the location of the navigation and the number of items, it can be seen that the satisfaction of the interface increases when the navigation position is located at the bottom. However, follow-up research is needed on whether side-type navigation is suitable for different mobile sizes.

Analysis of living population characteristics to measure urban vitality - Focusing on mobile big data - (도시활력 측정을 위한 생활인구 특성 분석 - 이동통신 빅데이터를 중심으로 -)

  • Yoko Kamata;Kwang Woo NAM
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.26 no.4
    • /
    • pp.173-187
    • /
    • 2023
  • In an era of population decline, depopulated regions facing challenges in attracting inbound population migration must enhance urban vitality through the attraction of living populations. This study focuses on Busan, a city experiencing population decline, comparing the spatiotemporal distribution characteristics of registered residents and living populations in various administrative districts (Eup-Myeon-Dong) using mobile communication big data. Administrative districts are typified based on population change patterns, and regional characteristics are analyzed using indicators related to urban decline and vitality. Spatiotemporal distribution analysis reveals generally similar density patterns between registered residents and living populations; however, a distinctive feature is observed in the city center areas where the density of registered residents is low, while the density of living populations is high. Divergent trends in spatial patterns of change between registered residents and living populations show clusters of registered population decline in low-density areas and clusters of living population decline in high-density areas. Areas adjacent to declining living populations exhibit large clusters of population changes, indicating a spillover effect from high-density to neighboring areas. Typification results reveal that, even in areas with a decline in registered residents, there is active population influx due to commuting or visiting. These areas sustain an increase in the number of businesses, confirming the presence of industrial and economic growth. However, approximately 47% of administrative districts in Busan are experiencing a decline in both registered residents and living populations, indicating ongoing regional decline. Urgent measures are needed for enhancing urban vitality. The study emphasizes the necessity of utilizing living population data as an urban planning indicator, considering the increasing limit distance of urban activities and growing interregional interaction due to advancements in transportation and communication.

Proposal on Immersion Assessment of Interactive Art (인터랙티브 아트에서의 몰입측정 방법 제안)

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
    • /
    • v.12 no.9
    • /
    • pp.353-358
    • /
    • 2014
  • Interactive art is implemented by participants interaction, characterized by the virtuality, immersion, interactivity. Among these features, immersion is important factor to absorb in the interactive art. From now, Interactive art measurement methods are mainly used in interview, questionnaire, and physiological methods. But these methods are difficult to measure the exact immersion, can give interfere with viewer's participation in the interactive art. In this paper, we propose the immersion measurement method which based on participant's moving lines, observation time with mobile devices, camera. This paper can help to analyse degree of immersion on interactive art.

Novel Hybrid Content Synchronization Scheme for Augmented Broadcasting Services

  • Kim, Soonchoul;Choi, Bumsuk;Jeong, Youngho;Hong, Jinwoo;Kim, Kyuheon
    • ETRI Journal
    • /
    • v.36 no.5
    • /
    • pp.791-798
    • /
    • 2014
  • As a new hybrid broadcasting service, augmented broadcasting shows enhanced broadcasting content on a large TV screen, while augmented reality (AR) on a mobile device augments additional graphical content onto an input image from the device's own camera to provide useful and convenient information for users. A one-sided broadcasting service using AR has already been attempted in virtual advertisements during sport broadcasts. However, because its augmentation is preprocessed before the video image is transmitted, the viewer at home may have no influence on this formation; and no interaction for the user is possible unless the viewer has a direct connection to the content provider. Augmented broadcasting technology enables viewers to watch mixed broadcasting content only when they want such service and to watch original broadcasting content when they do not. To realize an augmented broadcasting service, the most important issue is to resolve the hybrid content synchronization over heterogeneous broadcast and broadband networks. This paper proposes a novel hybrid content synchronization scheme for an augmented broadcasting service and presents its implementation and results in a terrestrial DTV environment.

Affordance in Multimedia environment with emphasis on Mobile Games (멀티미디어 환경에서의 어포던스에 관한 연구 -모바일 게임을 중심으로-)

  • Kim, H.J.;You, Si-Cheon
    • Smart Media Journal
    • /
    • v.1 no.1
    • /
    • pp.72-79
    • /
    • 2012
  • This paper deals with usability issue that is one of the important user interface issues in multimedia environment. The purpose of this study is to define the concept of affordance in multimedia environment, which is adapted from product design fields and to seek development plan of more efficient interface and assurance interaction with interface. As a result, it is useful that the concept of affordance in multimedia design is applied as a 'useful clue for performing task.' Furthermore, it is possible that the concept of affordance is used as one of the improving methods of usability for users in multimedia environment.

  • PDF

A Study on the Design of Smart Community Spaces in Housing Complex (아파트 거주자들을 위한 스마트 컴뮤니티 디자인에 관한 연구)

  • Cho, Myung-Eun;Chae, Hee-Hwa;Kim, Mi-Jeong
    • Korean Institute of Interior Design Journal
    • /
    • v.21 no.1
    • /
    • pp.159-169
    • /
    • 2012
  • One of critical issues in the housing area is what strategies should be adopted for revitalizing contemporary communities in housing complex. It is expected that those strategies could encourage neighbourship and recover the existing community spaces. Based on the assumption that contemporary communities might have different characteristics from those of the traditional communities and spaces, this research aims to explore the possibility of new communities in a current context. With the development of the information communication technologies (ICT) and hardware systems, the environment would be capable of anticipating people's needs and then provide them with customization options to tailor the environment to their requirements. By incorporating the 'smart' paradigm, this paper introduces the concept of a smart community and space with the potential of mobile Augmented Reality(AR) as alternative strategies for activating the communities. The residents believe that existing common spaces need to be extendable and augmented by combining new technologies. The smart communities and spaces are expected to extend people's interaction to virtual world in aj real context, further combined with social network, it enables sustainable relationships among residents, contributina to a new type of community.

  • PDF

A Teleoperated Cleaning Robot for a High Radioactive Environment

  • Kim, Ki-Ho;Park, Jang-Jin;Yang, Myung-Seung;Oh, Chae-Youn
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2003.10a
    • /
    • pp.849-854
    • /
    • 2003
  • The Korea Atomic Energy Research Institute has developed a teleoperated cleaning robot for use in the radioactive zone of the isolation room of the Irradiated Material Examination Facility where direct human access to the interior is strictly limited. The teleoperated cleaning robot that was designed to completely eliminate human interaction with the hazardous radioactive contaminants has five remotely replaceable submodules - a mobile module for navigation, a cleaning module for dislodging and sucking contaminated waste, a sensing module for obstacle avoidance, a collection module for storing the acquired waste, and a cover module for protecting the collection module. This cleaning robot is capable of cleaning the contaminated floor surface of the isolation room and collecting loose dry spent nuclear fuel debris and other radioactive waste fixed or scattered on the floor surface. The developed cleaning robot is operated either by a manual control or by autonomous control in conjunction with a graphical simulator, by which the human operator can monitor and intervene the robot performing cleanup tasks in the isolation room. In this paper, we present the mechanical and environmental design considerations and development of the teleoperated cleaning robot for radioactive isolation room use. We also demonstrate its mock-up performance test results from the viewpoint of a remote cleanup operation and remote maintenance.

  • PDF

Perceived Service Quality through Cognitive Communion of Social Live Streaming Service (SLSS) of Fashion Product and Moderating Effect of Purchasing Experience (패션 제품 소셜 라이브 스트리밍 서비스(SLSS)의 인지적 공유를 통한 서비스품질 지각과 구매경험의 조절효과)

  • Song, Yea Jin;Lee, Yuri
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.44 no.4
    • /
    • pp.639-656
    • /
    • 2020
  • Consumers' shopping experience has recently expanded to mobile and social networks; in addition, online fashion retailers started to focus on real-time interaction services as an emerging marketing tool. This study explores the consumer' shopping experience based on social live streaming services (SLSS) to investigate consumer's response behavior and effects through perceived service quality. An online survey method was conducted and a total of 186 female consumer panels were collected. The results indicate that cognitive communion of co-experience had a significant effect on perceived SLSS service quality (responsiveness, contents informativeness, playfulness, system availability). Service quality of SLSS (responsiveness, contents informativeness, and playfulness) had significant effect on trust in SLSS seller while system availability had no significant effect. Also, trust in seller showed significant effect on purchase intention. Last, it was confirmed that the moderating effect of purchasing experience of SLSS was significant in the relationship between cognitive communion and responsiveness/playfulness. There was also an additional significant moderating effect of purchasing experience between system availability and trust in seller.

Study on Improved Interactive Mode of Delete in Mobile Phone's Full Keyboard and Its Usability (휴대폰의 풀 키보드에서 향상된 대화식 삭제 모드 및 사용성에 관한 연구)

  • Guo, Haoyue;Pan, Younghwan;Luo, Tao
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.4
    • /
    • pp.41-48
    • /
    • 2020
  • The text has always been an important recording channel for the development of human civilization. The delete text function is essential. The current method of deleting text is to "press" the delete button to complete the operation. It does not meet the user's need to delete large amounts of text. This article focuses on a new interactive approach to this problem. We consider problems and find solutions from the perspective of zero-order position control and first-order rate control. Through experimental design analysis and comparison, the new keyboard interaction method greatly improves efficiency and user experience. This article hopes to evaluate the usability of the new keyboard through usability studies.