• Title/Summary/Keyword: Interface prototype

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Usability Testing of a Prototype Personal Digital Assistant (PDA)-based Decision Support System for the Management of Obesity

  • Lee, Nam-Ju;Bakken, Suzanne
    • Perspectives in Nursing Science
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    • v.5 no.1
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    • pp.17-31
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    • 2008
  • Purpose: The purpose of this study was to evaluate the usability of a prototype personal digital assistant (PDA)-based decision support system for the management of obesity through usability testing with end-users (Advanced Practice Nurses [APNs]) prior to its implementation in clinical settings. Methods: This descriptive study used observational and think aloud techniques to address the research question: what usability problems are perceived by end-users? Five APNs were provided with the scenarios and the list of tasks to evaluate the application. Their verbalizations were recorded through Morae usabil ity software. Data analysis was based on the data captured through Morae, transcriptions, notes, and the end-user survey. Results: End-users completed all the required tasks without encountering a severe usability problem, and agreed that the system was easy to use. clear, concise, and useful. Usability issues that were unrecognized by the developer or usability experts were identified by APNs. The usability problems were categorized according to positive characteristics, negative characteristics, and recommendations. The usability issues were discussed with the project team members, and solutions were suggested to improve the user interface of the PDA-based decision support system before the final implementation. Conclusions: This approach had an important impact on making the system easier to use and more useful from the perspective of design and content. The results of this evaluation provided iterative feedback regarding the design and implementation of the PDA-based decision support system for the management of obesity.

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Design and Implementation of Closed Captioned Video Files (동영상 파일의 자막 기능 설계 및 구현)

  • Shin, Seung-Bong;Hong, Dong-Kweon;Hwang, In-Jae
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3589-3596
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    • 1999
  • Foreign countries have been used closed captioning for people with hearing loss. Recently some TV programs in Korea also have started to use it. Closed captioned films and video tapes of foreign countries are especially useful for people who want to learn foreign languages as an effective educational tool. In this paper, we propose a method of implementing captioning functionality to an existing streaming software. In addition we added repetitive and group selection of video segments for the new interface of our prototype system. We keep adding additional data and extending functions of our prototype system.

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Design and Fabrication of CLYC-Based Rotational Modulation Collimator (RMC) System for Gamma-Ray/Neutron Dual-Particle Imager

  • Kim, Hyun Suk;Lee, Jooyub;Choi, Sanghun;Bang, Young-bong;Ye, Sung-Joon;Kim, Geehyun
    • Journal of Radiation Protection and Research
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    • v.46 no.3
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    • pp.112-119
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    • 2021
  • Background: This work aims to develop a new imaging system based on a pulse shape discrimination-capable Cs2LiYCl6:Ce (CLYC) scintillation detector combined with the rotational modulation collimator (RMC) technique for dual-particle imaging. Materials and Methods: In this study, a CLYC-based RMC system was designed based on Monte Carlo simulations, and a prototype was fabricated. Therein, a rotation control system was developed to rotate the RMC unit precisely, and a graphical user interface-based software was also developed to operate the data acquisition with RMC rotation. The RMC system was developed to allow combining various types of collimator masks and detectors interchangeably, making the imaging system more versatile for various applications and conditions. Results and Discussion: Operational performance of the fabricated system was studied by checking the accuracy and precision of the collimator rotation and obtaining modulation patterns from a gamma-ray source repeatedly. Conclusion: The prototype RMC system showed reliability in its mechanical properties and reproducibility in the acquisition of modulation patterns, and it will be further investigated for its dual-particle imaging capability with various complex radioactive source conditions.

Font Recommendation Service Based on Emotion Keyword Attribute Value Estimation (감정 기반 키워드 속성값 산출에 따른 글꼴 추천 서비스)

  • Ji, Youngseo;Lim, SoonBum
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.999-1006
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    • 2022
  • The use of appropriate fonts is not only an aesthetic point of view, but also a factor influencing the reinforcement of meaning. However, it is a difficult process and wastes a lot of time for general users to choose a font that suits their needs and emotions. Therefore, in this study, keywords and fonts to be used in the experiment were selected for emotion-based font recommendation, and keyword values for each font were calculated through an experiment to check the correlation between keywords and fonts. Using the experimental results, a prototype of a keyword-based font recommendation system was designed and the possibility of the system was tested. As a result of the usability evaluation of the font recommendation system prototype, it received a positive evaluation compared to the existing font search system, but the number of fonts was limited and users had difficulties in the process of associating keywords suitable for their desired situation. Therefore, we plan to expand the number of fonts and conduct follow-up research to automatically recommend fonts suitable for the user's situation without selecting keywords.

Design of Adaptive User Interface(AUI) for Bus Information Terminal (Bus Information Terminal(BIT)를 위한 Adaptive User Interface(AUI) 설계)

  • Nam, Doo-Hee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.89-94
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    • 2011
  • Today, the utilization of communication devices is being increased including information terminals, cell phones, handheld personal digital assistants (PDA) caused by the development of information and communication technology. The development of information and services is speeding up, whereas most communication devices have provided a inefficient hierarchical menu and sequential searching structure. In this study, the Adaptive User Interface is applied to the Bus Information Terminal(BIT) which is one of communication equipment installed in the bus stop. It will be based on analysis of unspecified individuals' preferences and user's directly personalization in the BIT prototype. We expect the results of this study to be possible to provide users with efficient and convenient information acquisition and contribute to the development of public transport use by improving the accessibility and usability of BIT.

Designing a Mobile User Interface with Grip-Pattern Recognition (파지 형태 감지를 통한 휴대 단말용 사용자 인터페이스 개발)

  • Chang Wook;Kim Kee Eung;Lee Hyunjeong;Cho Joon Kee;Soh Byung Seok;Shim Jung Hyun;Yang Gyunghye;Cho Sung Jung;Park Joonah
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2005.11a
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    • pp.245-248
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    • 2005
  • This paper presents a novel user interface system which aims at easy controlling of mobile devices. The fundamental concept of the proposed interface is to launch an appropriate function of the device by sensing and recognizing the grip-pattern when the user tries to use the mobile device. To this end, we develop a prototype system which employs capacitive touch sensors covering the housing of the system and a recognition algorithm for offering the appropriate function which suitable for the sensed grip-pattern. The effectiveness and feasibility of the proposed method is evaluated through the test of recognition rate with the collected grip-pattern database.

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Design and Implementation of Motion-based Interaction in AR Game (증강현실 게임에서의 동작 기반 상호작용 설계 및 구현)

  • Park, Jong-Seung;Jeon, Young-Jun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.105-115
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    • 2009
  • This article proposes a design and implementation methodology of a gesture-based interface for augmented reality games. The topic of gesture-based augmented reality games is a promising area in the immersive future games using human body motions. However, due to the instability of the current motion recognition technologies, most previous development processes have introduced many ad hoc methods to handle the shortcomings and, hence, the game architectures have become highly irregular and inefficient This article proposes an efficient development methodology for gesture-based augmented reality games through prototyping a table tennis game with a gesture interface. We also verify the applicability of the prototyping mechanism by implementing and demonstrating the augmented reality table tennis game. In the experiments, the implemented prototype has stably tracked real rackets to allow fast movements and interactions without delay.

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Factor Analysis and Content Development of Digital Text Structure for Designing Visual Experience in e-Book Interface (e-Book 인터페이스에서 시각적 경험 설계를 위한 디지털 텍스트 구조의 물리적 요인분석 및 콘텐츠 개발)

  • Sung, Eun-Mo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.79-90
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    • 2011
  • The purpose of this study is to explore physical factor of digital text structure for designing e-Book interface and to develop prototype of e-Book interface by applied these factors. To address this goal, explore factor analysis and confirmatory factor analysis were employed, 237 university students were the participated in this study. According to a result, 29 items for physical feature of digital text structure were developed, 9 factors of digital text structure were also extracted; volume, depth, density, space, layout, format, signal, size, and length. Besides, to identify structure of pre-defined 9 factors, confirmatory factor analysis was conducted. As a result of CFA, the factor structure was supported by all of model fit indices.

The Human Vehicle Interface System for Integrating and Managing the In-Vehicle Interactions with IT Devices

  • Choi, Jong-Woo;Park, Hye-Sun;Kim, Kyong-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.5
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    • pp.651-657
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    • 2011
  • Objective: The aim of this study is to investigate the system to integrate and manage the in-vehicle interactions between the drivers and the in-vehicle mobile IT devices. Background: As the mobile IT technology is being used anywhere, the drivers are interacting with the mobile IT device on driving situations. The distraction of the driver's attention causes the car accidents. It is necessary to develop the HVI(Human Vehicle Interface System) to integrate and manage the in-vehicle interactions with IT devices. Method: The HVI System is designed not as the interfacing subject but as the supervising system to monitor the driver's status and support the driver to concentrate on the primary tasks. The HVI system collects the status information of the car and driver and estimate the driving workload. Results: The HVI system controls how to provide the output information based on the driving workload. We implemented the HVI system prototype and applied in the real vehicle with the HVI cell phone and the HVI car navigation system. Conclusion: Depending on the driving situations, the HVI system prevented the information output in dangerous situation and diversified the modality and the intensity of the output information. Application: We will extend the HVI system to be connected the other various IT devices and verity the effectiveness of the system through various experiments.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.