• 제목/요약/키워드: GOMS model

검색결과 24건 처리시간 0.023초

모바일 작업을 위한 수정된 GOMS-model에 대한 연구 (Modified GOMS-Model for Mobile Computing)

  • 이석재;명노해
    • 산업경영시스템학회지
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    • 제32권2호
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    • pp.85-93
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    • 2009
  • GOMS model is a cognitive modeling method of human performance based on Goal, Operators, Methods, Selection rules. GOMS model was originally designed for desktop environment so that it is difficult for GOMS model to be implemented into the mobile environment. In addition, GOMS model would be inaccurate because the original GOMS model was based on serial processing, excluding one of most important human information processing characteristics, parallel processing. Therefore this study was designed to propose a modified GOMS model including mobile computing and parallel processing. In order to encompass mobile environment, an operator of 'look for' was divided into 'visual move to' and 'recognize' whereas 'point to' and 'click' were combined into 'tab.' The results showed that newly introduced operators were necessary to estimate more accurate mobile computing behaviors. In conclusion, modified-GOMS model could predict human performance more accurately than the original GOMS model in the mobile computing environment.

STM-GOMS 모델: 모바일 스마트 기기 환경의 인증 기법을 위한 안전성 분석 모델 (STM-GOMS Model: A Security Model for Authentication Schemes in Mobile Smart Device Environments)

  • 신수연;권태경
    • 정보보호학회논문지
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    • 제22권6호
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    • pp.1243-1252
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    • 2012
  • 최근 모바일 스마트 기기의 보편화로 인하여 사용자 인터페이스로부터 개인 정보를 직접 획득하는 유형의 공격(숄더 서핑 공격, 레코딩 공격 등) 위협이 크게 증가하고 있다. 이러한 공격 가능성 및 안전성에 대한 체계적 평가를 위해 정형화된 안전성 분석 모델이 필요하지만, 이에 적합한 모델이 존재하지 않는다. 본 논문에서는 모바일 스마트 기기환경의 안전성 및 사용성 분석 모델인 STM-GOMS 모델을 제안한다. STM-GOMS 모델은 HCI 인지 모델을 안전성 분석에 처음으로 활용한 이전 연구 사례를 메모리 한계 관점에서 개선한 GOMS 기반 모델로 인증 기법의 사용성과 안전성 평가가 가능하다. 본 논문에서는 현재 스마트 기기에서 사용 중인 패스워드 입력 기법을 STM-GOMS 모델로 분석하여 사용성과 숄더 서핑 공격에 취약함을 보이고 이를 실험을 통해 검증한다.

MMO 게임의 게임플레이 분석적 평가 모형 - GOMS 모형을 중심으로 - (Analytical Evaluation Model of the Gameplay in MMO Game - Focused on GOMS Model -)

  • 송승근
    • 한국멀티미디어학회논문지
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    • 제12권11호
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    • pp.1652-1660
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    • 2009
  • 본 연구는 대규모 다중 사용자 온라인 게임에 관한 게임플레이 과정을 GOMS(Goal Operator Method Selection Rule)로 모형화 하는데 목적이 있다. GOMS 분석은 HCI(Human Computer Interaction)의 연구방법으로서 전문가의 행동을 모형화 하고 그들의 행동을 예측하는 것이다. 초보자 가이드와 온라인 게임 매뉴얼을 이용하여 GOMS의 목표, 작용소를 찾고 3명의 전문가를 대상으로 예비실험을 실시하여 GOMS의 방법과 선택규칙을 도출하였다. 예비실험결과를 토대로 30명의 전문 게이머들을 대상으로 본 실험을 실시하였다. 그 결과 게임 법칙에 대한 추상도 수준에 따른 법칙선택의 예측력은 96.25%, 제한사항의 복잡도에 따른 법칙선택의 예측력은 77.35%의 GOMS 모델 적합도가 산출 되었다. 본 연구에서 제안한 GOMS 모형은 게임을 설계하는 초기 단계에 새로운 평가 모형을 제시하며 게임의 품질을 향상할 수 있을 것으로 기대된다.

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GOMS 모델을 기반으로 한 Rapid Prototyping에 관한 연구 (A Study of Rapid Prototyping Based on GOMS Model)

  • 차연주;조성식;명노해
    • 산업공학
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    • 제24권1호
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    • pp.1-7
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    • 2011
  • The purpose of this research was to develop an integrated interface for the usability test of systems or products in the design process. It is capable of automatically creating GOMS models which can predict human task performances. It can generate GOMS models to be interacted with the prototype interfaces. It can also effectively manage various design information and various usability test results to be implemented into the new product and/or system design. Thus we can perform usability test for products or system prototypes more effectively and also reduce time and effort required for this test. For usability tests, we established an integrated interface based on GOMS model by the LabVIEW program. We constructed the system that the linkage to GOMS model is available. Using this integrated interface, the menu structure of mobile phone can be constructed easily. User can design a depth and a breath that he want. The size of button and the label of the button is changable. The path to the goal can be defined by the user. Using a designed menu structure, the experiment could be performed. The results of GOMS model and the actual time are presented. Besides, values of operators of GOMS model can be defined as the value that user wants. Using the integrated interface that we developed, the optimal menu structure deducted. The menu structure that user wants can be established easily. The optimal layout and button size can be decided by comparison of numerous menu structures. User can choose the method of usability test among GOMS model and empirical data. Using this integrated interface, the time and costs can be saved and the optimal menu structure can be found easily.

Applying CPM-GOMS to Two-handed Korean Text Entry Task on Mobile Phone

  • Back, Ji-Seung;Myung, Ro-Hae
    • 대한인간공학회지
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    • 제30권2호
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    • pp.303-310
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    • 2011
  • In this study, we employ CPM-GOMS analysis for explaining physical and cognitive processes and for quantitatively predicting when users are typing Korean text messages on mobile phones using both hands. First, we observe the behaviors of 10 subjects, when the subjects enter keypads with both hands. Then, basing upon MHP, we categorize the behaviors into perceptual, cognitive, motor operators, and then we analyze those operators. After that, we use the critical paths to model two task sentences. Also, we used Fitts' law method which was applied many times to predict text entering time on mobile phone to compare with the results of our CPM-GOMS model. We followed Lee's (2008) method that is well suited for text entry task using both hands and calculate total task time for each task sentences. For the sake of comparison between the actual data and the results predicted from our CPM-GOMS model, we empirically tested 10 subjects and concluded that there were no significant differences between the predicted values and the actual data. With the CPM-GOMS model, we can observe the human information processes composed on the physical and cognitive processes. Also we verified that the CPM-GOMS model can be well applied to predict the users' performance when they input text messages on mobile phones using both hands by comparing the predicted total task time with the real execution time.

Extracting Flick Operator for Predicting Performance by GOMS Model in Small Touch Screen

  • Choi, Mikyung;Lee, Bong Geun;Oh, Hyungseok;Myung, Rohae
    • 대한인간공학회지
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    • 제32권2호
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    • pp.179-187
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    • 2013
  • Objective: The purpose of this study is to extract GOMS manual operator, except for an experiment with participants. Background: The GOMS model has advantage of rapid modeling which is suitable for the environment of technology development which has a short life cycle products with a fast pace. The GOMS model was originally designed for desktop environment so that it is not adequate for implementing into the latest HCI environment such as small touch screen device. Therefore, this research proposed GOMS manual operator extraction methodology which is excluded experimental method. And flick Gesture was selected to explain application of proposed methodology to extract new operator. Method: Divide into start to final step of hand gesture needed to extract as an operator through gesture task analysis. Then apply the original GOMS operator to each similar step of gesture and modify the operator for implementation stage based on existing Fitts' law research. Steps that are required to move are modified based on the Fitts' law developed in touch screen device. Finally, new operator can be derived from using these stages and a validation experiment, performed to verify the validity of new operator and methodology by comparing human performance. Results: The average movement times of the participants' performance and the operator which is extracted in case study are not different significantly. Also the average of movement times of each type of view study is not different significantly. Conclusion: In conclusion, the result of the proposed methodology for extracting new operator is similar to the result of the experiment with their participants. Furthermore the GOMS model included the operator by the proposed methodology in this research could be applied successfully to predict the user's performance. Application: Using this methodology could be applied to develop new finger gesture in the touch screen. Also this proposed methodology could be applied to evaluate the usability of certain system rapidly including the new finger gesture performance.

Revised Computational-GOMS Model for Drag Activity

  • Lee, Yong-Ho;Jeon, Young-Joo;Myung, Ro-Hae
    • 대한인간공학회지
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    • 제30권2호
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    • pp.365-373
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    • 2011
  • The existing GOMS model overestimates the performance time of mouse activities because it describes them in a serial sequence. However, parallel movements of eye and hand(eye-hand coordination) have been dominant in mouse activities and this eye-hand coordination is the main factor for the overestimation of performance time. In this study, therefore, the revised CGOMSL model was developed to implement eye-hand coordination to the mouse activity to overcome one of the limitations of GOMS model, the lack of capability for parallel processing. The suggested revised CGOMSL model for drag activity, as an example for one of mouse activities in this study, begins visual search processing before a hand movement but ends the visual search processing with the hand movement in the same time. The results show that the revised CGOMSL model made the prediction of human performance more accurately than the existing GOMS model. In other words, one of the limitations of GOMS model, the incapability of parallel processing, could be overcome with the revised CGOMSL model so that the performance time should be more accurately predicted.

대졸자 직업이동 경로조사에서 패널탈락분석 (An Analysis of Panel Attrition in GOMS(Graduates Occupational Survey))

  • 천영민;윤정혜;오민홍
    • 응용통계연구
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    • 제22권5호
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    • pp.981-993
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    • 2009
  • 패널조사에서 패널탈락이 특정계층에 집중되어 있다면, 초기에 구축된 샘플의 변화에 따라 패널자료의 대표성에 문제를 야기할 수 있다. 본 연구는 대졸자 직업이동 경로조사(GOMS)를 이용하여 신뢰성과 대표성을 저해하는 표본 탈락편의(non-random attrition bias)가 있는지를 파악하고, 패널탈락의 결정요인을 분석하여 패널탈락을 최소할 수 있는 방안을 모색하고자 한다. 분석결과 패널탈락은 응답자의 문제보다 조사시스템의 문제가 더 큰 것으로 나타났다. 따라서 추가연구를 통해 체계적인 조사시스템의 구축 및 응답자관리방법 개발뿐만 아니라 패널탈락의 편의를 보완하기 위한 가중치 부여 등 다양한 개선책의 도입이 시급한 것으로 판단된다.

대체현실게임기반의 게임화 가능성 : 프로야구매니저게임을 중심으로 (Possibility for Gamification based on Alternate Reality Game : Toward Pro-baseball Manager Game)

  • 한상근;송승근
    • 스마트미디어저널
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    • 제4권1호
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    • pp.52-57
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    • 2015
  • 최근 게임과 무관한 분야에 게임적인 요소를 가미한 게임화 마케팅 기법이 등장하고 현실과 가상의 경계가 허물어지는 대체 현실 게임이 출현하는 등 기존 게임의 범위를 넘어서는 새로운 차원의 게임이 나타나고 있다. 이러한 가능성이 온라인 야구 시뮬레이션 장르의 게임에 도입되고 있다. 본 연구는 최근 인기 있는 프로야구 매니저 게임을 대상으로 3명의 피험자를 통해 GOMS 모형을 구축하는 탐색적 연구이다. 이를 위해 피험자를 대상으로 게임을 플레이한 후에 게임을 통해서 경험한 내용을 녹취하고 녹취된 어휘들을 분석하여 프로야구매니저 게임에 대한 GOMS의 목표(Goal)에 대한 위계적 구조를 개발하였다. 이를 통해 가상과 실제의 경계를 허물고 둘 간의 상호작용으로 대체현실게임의 게임화 가능성을 모색하였다.

SINGLE OBJECTIVE LAYOUT DESIGN OF USER INTERFACE COMPONENTS WITH MULTIPLE QUALITATIVE FACTORS

  • Peer, S.K.;Sharma, Dinesh-K.
    • Journal of applied mathematics & informatics
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    • 제14권1_2호
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    • pp.353-363
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    • 2004
  • The purpose of this paper is to present a model to design the layout of the user interface components that handles many numbers of qualitative factors. An alternate rating system is also proposed for the closeness relationship ratings between the various pairs of components evaluated by using GOMS (goals, operators, methods and selection rules) technique. The proposed model is applied to the design of the part of the user interface in order to obtain the best layout of the components. The results of the proposed model are compared with that of an existing model, which handles single qualitative factor applied to obtain the layouts of user interface components.