• Title/Summary/Keyword: Smart User Interface

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Development of Mobile Cloud Computing Client UI/UX based on Open Source SPICE (오픈소스 SPICE 기반의 모바일 클라우드 컴퓨팅 클라이언트 UI/UX 개발)

  • Jo, Seungwan;Oh, Hoon;Shim, Kyusung;Shim, Kyuhyun;Lee, Jongmyung;An, Beongku
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.8
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    • pp.85-92
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    • 2016
  • Mobile cloud computing (MCC) is not just extensions of cloud concepts into mobile environments, but the service technologies that all mobile devices including smartphone can use the desired services by using cloud technology without the constraints of time and space. Currently, a lot of works on mobile cloud computing have been actively researching, whereas user interfaces are not so much researched. The main features and contributions of this paper are as follows. First, develop UI considering UX that is different from conventional interfaces supported by SPICE. Second, combine two button interface into one button interface when keyboard is used in mobile cloud computing clients. Third, develop a mouse interface suitable for mobile cloud computing clients. Fourth, in mobile cloud computing client, solve a problem that the selection of button/files/folder has at the corner. Finally, in mobile cloud computing clients we change mouse scroll mapping functions from volume button to scroll interface in touch-screen. The results of performance evaluation shows that users can input easily with the increased and fixed mouse interface. Since shortcut keys instead of the complex button keys of keyboard are provided, the input with 3-6 steps is reduced into 1 step, which can simply support complex keys and mouse input for users.

IoT Open-Source and AI based Automatic Door Lock Access Control Solution

  • Yoon, Sung Hoon;Lee, Kil Soo;Cha, Jae Sang;Mariappan, Vinayagam;Young, Ko Eun;Woo, Deok Gun;Kim, Jeong Uk
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.8-14
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    • 2020
  • Recently, there was an increasing demand for an integrated access control system which is capable of user recognition, door control, and facility operations control for smart buildings automation. The market available door lock access control solutions need to be improved from the current level security of door locks operations where security is compromised when a password or digital keys are exposed to the strangers. At present, the access control system solution providers focusing on developing an automatic access control system using (RF) based technologies like bluetooth, WiFi, etc. All the existing automatic door access control technologies required an additional hardware interface and always vulnerable security threads. This paper proposes the user identification and authentication solution for automatic door lock control operations using camera based visible light communication (VLC) technology. This proposed approach use the cameras installed in building facility, user smart devices and IoT open source controller based LED light sensors installed in buildings infrastructure. The building facility installed IoT LED light sensors transmit the authorized user and facility information color grid code and the smart device camera decode the user informations and verify with stored user information then indicate the authentication status to the user and send authentication acknowledgement to facility door lock integrated camera to control the door lock operations. The camera based VLC receiver uses the artificial intelligence (AI) methods to decode VLC data to improve the VLC performance. This paper implements the testbed model using IoT open-source based LED light sensor with CCTV camera and user smartphone devices. The experiment results are verified with custom made convolutional neural network (CNN) based AI techniques for VLC deciding method on smart devices and PC based CCTV monitoring solutions. The archived experiment results confirm that proposed door access control solution is effective and robust for automatic door access control.

A study on smart home service plan for ingle-households -Focusing on the 20s and 30s- (1인 가구를 위한 스마트 홈서비스 방안 연구 -20·30세대를 중심으로-)

  • Lee, Ui-Jin;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.5
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    • pp.129-135
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    • 2018
  • This study analyzed the domestic and foreign cases of the existing smart home service and grasped the needs of the future smart home service in the future of the Internet of Things. As with all smart homes, the effectiveness of future use is important when comparing needs and random services according to user usability and destination patterns. In order to improve the reliability and to promote the development direction, we conducted a questionnaire survey of 110 people in 20 ~ 30 age group. The survey shows that the reliability of the smart home service is low. The low trust factors include: 1. lack of usability; 2. lack of device recognition; 3. lack of specialization services. Since the smart home service is still in the early stage, various smart home services and ecosystem should be constructed according to user's needs.

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
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    • v.1 no.1
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    • pp.72-79
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    • 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.

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Study on Gesture and Voice-based Interaction in Perspective of a Presentation Support Tool

  • Ha, Sang-Ho;Park, So-Young;Hong, Hye-Soo;Kim, Nam-Hun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.593-599
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    • 2012
  • Objective: This study aims to implement a non-contact gesture-based interface for presentation purposes and to analyze the effect of the proposed interface as information transfer assisted device. Background: Recently, research on control device using gesture recognition or speech recognition is being conducted with rapid technological growth in UI/UX area and appearance of smart service products which requires a new human-machine interface. However, few quantitative researches on practical effects of the new interface type have been done relatively, while activities on system implementation are very popular. Method: The system presented in this study is implemented with KINECT$^{(R)}$ sensor offered by Microsoft Corporation. To investigate whether the proposed system is effective as a presentation support tool or not, we conduct experiments by giving several lectures to 40 participants in both a traditional lecture room(keyboard-based presentation control) and a non-contact gesture-based lecture room(KINECT-based presentation control), evaluating their interests and immersion based on contents of the lecture and lecturing methods, and analyzing their understanding about contents of the lecture. Result: We check that whether the gesture-based presentation system can play effective role as presentation supporting tools or not depending on the level of difficulty of contents using ANOVA. Conclusion: We check that a non-contact gesture-based interface is a meaningful tool as a sportive device when delivering easy and simple information. However, the effect can vary with the contents and the level of difficulty of information provided. Application: The results presented in this paper might help to design a new human-machine(computer) interface for communication support tools.

Developing a Smart Phone Application for the OMAHA System Guidelines (오마하 시스템 가이드라인의 스마트폰 애플리케이션 개발)

  • Hong, Hae-Sook;Lee, In-Keun;Hong, Sung-Jung;Kim, Hwa-Sun
    • Research in Community and Public Health Nursing
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    • v.21 no.4
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    • pp.512-521
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    • 2010
  • Purpose: The remarkable progress in information and communication technology has had a great effect on the healthcare delivery system. The development of smart phone applications is a new field. The aim of our research was to provide assistance in developing smart phone applications for community health nursing. Methods: Based on an informative approach, this study developed persona and site maps, followed by a storyboard as a way of analyzing users' requirements and designing responses in the context of smart phone application development methodology. Results: We developed persona, user interface and database design successfully, and then seven nurses selected four nursing problems (income, residence, pain, and digestion hydration). The search time in seconds for the 2005 English OMAHA guidelines to find three nursing interventions for these problems was used to evaluate the effectiveness of the smart phone application. The results showed that smart phone applications' search was 21 times faster on the average than book guidelines. Conclusion: An English version of the OMAHA system application was developed for the Android smart phone market. It is hoped that smart phone applications such as this will be used internationally for nursing education.

A Way to Smart Interface based on the IEEE 1451 Standards for Five-senses Information Device in Ubiquitous Environments (유비쿼터스 환경에서 오감 정보 장치를 위한 IEEE 1451 표준 기반의 스마트 인터페이스 방안)

  • Kim, Dong-Jin;Kim, Jeong-Do;Ham, Yu-Kyung;Lee, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.2
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    • pp.339-346
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    • 2008
  • Ubiquitous computer can be interfaced with many several peripheral devices for information acquisition. Users should be able to easily use these devices without considering when these devices were interfaced, how to use these devices, and interoperability issues (such as plug and play, the installation of device drivers, and so on). Further, computers and their users need an interface technology that provides five-senses information (the recognition and expressions of the user) such that multimodal interaction can be enabled. In this paper, we proposed an IEEE 1451 standard that uses a smart interface standard for interfacing devices with ubiquitous computer. IEEE 1451 describes the property information of a transducer in the transducer electronic data sheet (TEDS). Further, by using the TEDS format, the interoperability between devices can be enabled by means of the plug-and-play function; it also makes the inconvenient installations of device drivers unnecessary.

A Controlled Study of Interactive Exhibit based on Gesture Image Recognition (제스처 영상 인식기반의 인터렉티브 전시용 제어기술 연구)

  • Cha, Jaesang;Kang, Joonsang;Rho, Jung-Kyu;Choi, Jungwon;Koo, Eunja
    • Journal of Satellite, Information and Communications
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    • v.9 no.1
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    • pp.1-5
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    • 2014
  • Recently, building is rapidly develop more intelligently because of the development of industries. And people seek such as comfort, efficiency, and convenience in office environment and the living environment. Also, people were able to use a variety of devices. Smart TV and smart phones were distributed widely so interaction between devices and human has been increase the interest. A various method study for interaction but there are some discomfort and limitations using controller for interaction. In this paper, a user could be easily interaction and control LED through using Kinect and gesture(hand gestures) without controller. we designed interface which is control LED using the joint information of gesture obtained from Kinect. A user could be individually controlled LED through gestures (hand movements) using the implementation of the interface. We expected developed interface would be useful in LED control and various fields.

The Effects of Different Display Sizes of Smart Phones to the Task Performance (스마트폰의 화면 크기가 과제 수행도에 미치는 영향)

  • Yoon, Cheol-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.209-214
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    • 2016
  • The purpose of this study is to investigate the usability and user interface of different display sizes for smart phones. For this purpose, two different display sizes and two different operating systems were used. Estimation values and observation values were calculated using the key-stroke level model (KLM) for 11 functional factors. The processing times were decreased when a large display size was used, but this tendency did not have statistical significance. There was no difference in the processing times when different types of operating systems were used. Nevertheless, some character input tasks showed a little shorter processing times with large display size than with an ordinary display size.

Chronological change of smart phone's games by pc oline games (PC온라인게임과 스마트폰 게임의 변화에 대한 연구)

  • Kang, Sung-gu;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.925-928
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    • 2014
  • Currently, smart phone game's advances are going to more similar to the development of a computer games. there are many similar portions between an affinity for the genre of the game and the kind of developed game, which smart-phone technology is going to reach the computer's ability. In this paper, According to the pc online games and mobile game's graphics technology and the development of the network, there are analysis about An preference of the game by the user by the chronological situation, and about factors of results of preferred direction by the user.

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