• Title/Summary/Keyword: Physical User Interface

Search Result 228, Processing Time 0.026 seconds

User Interface in Web Based Communication for Internet Robot Control

  • Sugisaka, Masanori;Hazry, Desa
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2005.06a
    • /
    • pp.49-51
    • /
    • 2005
  • Robot control involves advance programming, scientific and high technology. The systematic and methodological aspects of robot controls often results in having superficial control design problems that can negatively affect the robot application, usability and appeal. User friendly interface of robot control is extremely advantageous and more attractive. To illustrate, the application of medical robot is usually handled by clients who have little background in advance programming language. Thus, it would be difficult if the client needs to use programming language to control the robot. It would justify better if the robot control is presented in a meaningful interface to the client. This way the robot application would be more natural and user friendly. This paper describes the method of developing the user interface for web based communication to control an internet robot named Tarou. The web based communication tasks involves three levels. The first one accommodates on the client sending commands to robot through the internet. The next communication level relates to the robot receiving the commands sent by the client. The final communication level generates on sending feedback on status of commands by the robot to the client. The methodology used here can be elaborated in four hierarchical steps; identify user needs and robot tasks, identify the enhancing tag reference used by the server, induce the tag into HTML, present the HTML in attractive user interface as the client control panel.

  • PDF

Flexible display interface design for user experience (사용자 경험을 위한 플렉시블 디스플레이 인터페이스 디자인)

  • Lee, Young-Ju;Kang, Jae-Shin
    • Journal of Digital Convergence
    • /
    • v.16 no.1
    • /
    • pp.287-292
    • /
    • 2018
  • The digital multimedia environment, centered on Information and Communications Technologies (ICT) technology, has transformed our imagination into a diverse experience. The flexible display, which was born as a means of human-machine communication required in a highly information-oriented society, It is creating a new market by linking with Internet of things. ecause the interface of a flexible display can provide a physical form as a result of input or output, user-centered interface design is paramount. Therefore, the researchers of this paper have studied the physical deformation and characteristics of flexible display by user manipulation through literature and case studies. Therefore, the authors of this paper studied the physical deformations and characteristics of flexible displays by user manipulation through literature and case studies. This research suggests the following guidelines for a flexible display interface design for the user experience. First, it must be designed to provide the functionality that users need in a variety of display environments. Second, in using the interface, external factors should be removed from the viewing angle of multi-users. Third, all possible user actions should be considered on flexible displays other than touch and contact. Fourth, flexible design of flexible display requires changing interface design for user experience.

How of Improve an identity of mobile device interface and usability? (모바일 디바이스의 인터페이스 아이덴티티 개선 및 사용성 증대방안)

  • Song, Sang-Gon;Kim, Young-Sun;Choo, Hee-Jeong;Kang, Tae-Young;Hong, Noh-Kyung
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.140-145
    • /
    • 2008
  • Mobile device has a constraint such as a small physical display size and interaction. One of the most important issues in mobile devices is the express an identity of one's products company. It can be appeal to the user in side of consistency. Thus, we integrate and extract an identity element from user experience including, Graphical User Interface, Information Architecture and Audio User Interface. The study was conducted by a task force team with User Interface practitioners of managing divisions of each product. In this study, methods and processes that were attempted in order to establish consistency principles of user experiences, enhancing the various characteristics of each product, are described. The results and practical experiences obtained through the processes are introduced.

  • PDF

SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.13 no.4
    • /
    • pp.226-230
    • /
    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.

Study on the Convenient Interface to the University Web-based Library System (Web을 기반으로 한 대학교 도서관 시스템에 있어서 용이한 인터페이스에 관한 연구)

  • 이현정;정재욱
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.93-100
    • /
    • 2002
  • The University's web library is a form of library that enables to deal with information about searching loaning, returning of books or data housed in it through web. With the advent of the network and multimedia following the entrance to an information-oriented society, we are experiencing a big change in how to communicate and acquire information. Massive multimedia information transmitted by image and moving picture through the network, made it possible to overstep the limit of the physical gap between information suppliers and users. Despite this important role, it is accompanied by problems such as copyright, scarcity of recognition, paralysis of infra, technical matters and reliability which demand development. In this thesis, according to the State University Evaluation Standards, search node and user interface by system used in 20 different universities possessing web-based library sites were compared are analysed. On the basis of this, an experimental user interface for web-based University libraries was produced, and various questionnaires and data leer this produced interface were collected, classified and analyzed. With the application of the results for the work above to the general search system interface of the web-based library, we proposed a new user interface that contains the following functions, such as location and loan condition of books, search frequency and steps for purchasing books inside the web library.

  • PDF

Motion-based Controlling 4D Special Effect Devices to Activate Immersive Contents (실감형 콘텐츠 작동을 위한 모션 기반 4D 특수효과 장치 제어)

  • Kim, Kwang Jin;Lee, Chil Woo
    • Smart Media Journal
    • /
    • v.8 no.1
    • /
    • pp.51-58
    • /
    • 2019
  • This paper describes a gesture application to controlling the special effects of physical devices for 4D contents using the PWM (Pulse Width Modulation) method. The user operation recognized by the infrared sensor is interpreted as a command for 3D content control, several of which manipulate the device that generates the special effect to display the physical stimulus to the user. With the content controlled under the NUI (Natural User Interface) technique, the user can be directly put into an immersion experience, which leads to provision of the higher degree of interest and attention. In order to measure the efficiency of the proposed method, we implemented a PWM-based real-time linear control system that manages the parameters of the motion recognition and animation controller using the infrared sensor and transmits the event.

A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.5-14
    • /
    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

  • PDF

Evaluating elements of the physical user experience (usability) of mobile device (모바일 기기의 Physical User Experience 평가시 평가 영역 정의)

  • Song, Chi-Won;Heo, Jeoneg-You;Park, Sang-Hyun
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.163-168
    • /
    • 2006
  • 모바일 기기의 사용자 만족도를 평가하기 위해 interface 부분만 아니라, 물리적 외형(design)에 대한 평가가 중요하게 되었다. 특히, 휴대폰의 물리적(physical) 부분을 평가하는 사용자의 감성적, 선호도를 중심으로 평가 되었다. Design 에 대한 Usability 측면을 고려하여, 감성적 선호도를 넘어서서 사용자의 사용 scene을 고려한 Physical User Experience 에 대한 영역정의가 필요로 한다. 또한 평가시 활용된 방법에 대해서도 정의가 필요하다. 따라서 이러한 특성에 의해, 모바일 기기의 4Physical User Experience를 평가하기 위한 사용자의 모바일 기기의 영역은 무엇이며, 평가 수행시 결과의 효용성을 높이기 위한 방법이 무엇인지 본 논문을 통해 정의하고자 한다.

  • PDF

Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
    • /
    • v.35 no.2
    • /
    • pp.356-359
    • /
    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

User's Emotional Touch Recognition Interface Using non-contact Touch Sensor and Accelerometer (비접촉식 터치센서와 가속도센서를 이용한 사용자의 감정적 터치 인식 인터페이스 시스템)

  • Koo, Seong-Yong;Lim, Jong-Gwan;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.348-353
    • /
    • 2008
  • This paper proposes a novel touch interface for recognizing user's touch pattern and understanding emotional information by eliciting natural user interaction. To classify physical touches, we represent the similarity between touches by analyzing touches based on its dictionary meaning and design the algorithm to recognize various touch patterns in real time. Finally we suggest the methodology to estimate user's emotional state based on touch.

  • PDF