• 제목/요약/키워드: Smartphone interaction

검색결과 83건 처리시간 0.022초

스마트폰 레이싱 게임 조작기 UX 평가 (Smartphone racing game controller UX testing)

  • 정동훈
    • 디지털산업정보학회논문지
    • /
    • 제11권4호
    • /
    • pp.143-154
    • /
    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

스마트폰을 대상으로 한 휴리스틱 및 프로스펙트 효과 분석: 프레이밍, 보유효과 및 조절초점 이론을 중심으로 (Analysis of the Heuristic Theory and the Prospect Theory for Smartphones: Focusing on Framing, Endowment Effect and Regulatory Focus Theory)

  • 김순홍
    • 유통과학연구
    • /
    • 제14권12호
    • /
    • pp.99-105
    • /
    • 2016
  • Purpose - In the present study, it has become the most important necessity in our daily lives that consumers' psychological factors affect the use of smartphones, and it has been analyzed through behavioral economic approaches. In this respect, the present study is intended to apply the heuristic theory and the prospect theory among behavioral economics theories to examine how psychological factors affect consumers' product selection. Research design, data, and methodology - In the present study, using smartphone repurchase as a dependent variable, whether regulatory focus effects have interaction effects on behavioral economic theories and behavioral economic effects such as possession (ownership) effects, framing effects, and brand recollection. As an analysis method, questionnaire surveys conducted with university students in Incheon were examined through Two-Way ANOVAs using the SPSS23 package. Results - The analysis from the results are as follows. Using smartphone repurchase as a dependent variable, the main effects and interaction effects on two variables; satisfaction difference with product functions and positive framing variable were statistically significant. Using repurchase as a dependent variable was statistically significant, there was no interaction effect between the two variables; satisfaction difference with product functions and the difference of brands in possession. Using smartphone repurchase as a dependent variable, interaction effects on two variables; satisfaction difference with product functions and the lengths of product possession periods were not statistically significant. The results from the analyses of interaction effects of brand recollection and brands type were statistically significant in possession using repurchase as a dependent variable. The results from the analyses of the main effect of the brands type were statistically significant in possession using repurchase as a dependent variable. Conclusions - The implication of the present study is that it suggests the factors that became important for customers' smartphone purchase following the change in the meaning of smartphones from practical products in the past to hedonic products. Limitations of the present study are first, the study subjects are limited to students and the number of copies in questionnaires is only approximately 130, which is insufficient, so that the present study is not sufficient as a study for entire smartphone users.

스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구 (Remediation Property of Conceptual Metaphor in Smartphone UX)

  • 김형우
    • 디지털콘텐츠학회 논문지
    • /
    • 제14권2호
    • /
    • pp.135-142
    • /
    • 2013
  • 본 연구는 스마트폰으로 인한 사용자 경험의 확장과 변화를 체현인지 이론에 입각한 개념 메타포 관점에서 고찰하고 그 재매개 특성을 고찰하였다. 본 연구의 연구 결과는 다음과 같다. 첫째, 개념 메타포의 중심 이미지 스키마인 그릇 이미지 스키마와 경로 이미지 스키마는 인간의 신체적 경험에 의한 체현적 스키마 구조를 포함하고 있어 스마트폰을 통한 사용자 경험을 매핑시키기에 적합한 이론이다. 둘째, 재매개의 관점에서 고찰한 스마트폰의 사용자 경험은 인간은 스마트폰에 의해 재매개되고 물리공간은 행위 공간에 재매개되어 상호작용하고 있는 특성을 발견할 수 있었다. 셋째, 스마트폰 UX의 개념메타포는 암묵적인 상호작용을 통해 그릇 이미지 스키마를 활성화시키면서 매체의 실존성을 망각시키는 투명한 즉시성을 가지고 있음을 발견할 수 있었다. 넷째, 명시적인 상호작용을 통해 활성화되는 경로 이미지 스키마는 매개된 매체의 하이퍼매개를 경험하게 하는 특성을 발견할 수 있었다. 본 연구에서 고찰한 개념메타포와 재매개 이론은 스마트폰 사용으로 인한 새로운 사용자 경험을 설명하는데 이론적 기반으로 활용될 수 있을 것으로 본다.

사용자환경의 메타포가 스마트폰 애플리케이션 사용의도에 미치는 영향 (The Effects of Metaphors in the Interface of Smartphone Applications on Users' Intention to Use)

  • 정원진;홍석기
    • Asia pacific journal of information systems
    • /
    • 제24권3호
    • /
    • pp.255-279
    • /
    • 2014
  • It is not too much to say that smartphones have become an essential part of our lives due to their versatility. Nevertheless, they still have less overall capabilities than their desktop counterparts. Specifically, they have small screens and low resolutions, which make their applications difficult to have a usable interface. To account for these limitations, the interface of smartphone applications should be designed carefully and properly. Good interface design to any application is critical. However, a comprehensive information systems (IS) literature review found that there has been little research on the user interface design of smartphone applications. More specifically, there has been little empirical evidence and understanding about how metaphors, an imaginative way of describing objects and concepts, in the user interface of smartphone applications affect users' intention to use the applications. Thereby, the research goals of this study are to examine 1) the effects of the metaphors in the user interface of smartphone applications on the interaction between users and applications and 2) the effects of mediating variables including the interaction between users and applications, users' beliefs and attitudes, on users' intention to use the applications. A survey was conducted to collect data. University students and practitioners participated in the survey. A 24-item questionnaire was developed on a 5-point Likert-type scale. The measurement items were mostly adapted from the previous studies in the IS literature and modified to fit the context of this study. First, a principal component factor analysis was performed to explore the inter-relationships among a set of variables. The analysis showed that most of the items loaded quite strongly on the six components. The analysis also revealed the six components with eigenvalues exceeding 1, explaining a total of 70.7 per cent of the variance. The reliabilities of the items were also checked. Most Cronbach alpha values were above 0.8, so the scales were considered reliable. In sum, the results of the analysis support the decision to retain the six factors for further investigation. Next, the structural model was analyzed with AMOS structural equation modeling. The values of GFI, AGFI, NFI, TLI, CFI, and RMSEA were checked. The values showed that the research model considerably have a good fit in general. Next, the convergent and discriminant validities of all constructs were examined. The values for the standardized regression weights and critical ration (CR) indicated sufficient convergent validity for all constructs. In addition, the square root of the average variance extracted (AVE) of each construct was compared with its correlations with all other constructs. The results supported discriminant validity for all constructs. In sum, the results of analysis demonstrated adequate convergent and discriminant validities for all constructs. Finally, path coefficients between the variables were examined. Methphor was found to have an impact on interaction (${\beta}$ = .457, p = .000). There were also significant effects of the interaction on perceived usefulness (${\beta}$ = .273, p = .000) and ease of use (${\beta}$ = .405, p = .000). User attitude was significantly influenced by these two beliefs, perceived usefulness (${\beta}$ = .386, p = .000) and ease of use (${\beta}$ = .347, p = .000) respectively. Further, the results of analysis found that users' intention to use smartphone applications was significantly influenced by user attitude (${\beta}$ = .567, p = .000). Based upon the analyses, all hypotheses were supported. This study found that the metaphors used in the interface of smartphone applications affect not only the interaction between users and applications, but also users' intention to use the applications through the mediating variables, perceived usefulness and ease of use. These findings imply that if the metaphors used in the user interface of application are easy enough to understand for smartphone users, then the application can be perceived useful and easy to use, which in turn make users to have an intention to use the application. In conclusion, this study contributed not only to validate and extend Technology Acceptance Model (TAM) partially, but also to develop the construct of metaphor in smartphone settings. However, since a single empirical study cannot be enough to validate the findings, some limitations should be considered.

Interactive lens through smartphones for supporting level-of-detailed views in a public display

  • Kim, Minseok;Lee, Jae Yeol
    • Journal of Computational Design and Engineering
    • /
    • 제2권2호
    • /
    • pp.73-78
    • /
    • 2015
  • In this paper, we propose a new approach to providing interactive and collaborative lens among multi-users for supporting level-of-detailed views using smartphones in a public display. In order to provide smartphone-based lens capability, the locations of smartphones are effectively detected and tracked using Kinect, which provides RGB data and depth data (RGB-D). In particular, human skeleton information is extracted from the Kinect 3D depth data to calculate the smartphone location more efficiently and correctly with respect to the public display and to support head tracking for easy target selection and adaptive view generation. The suggested interactive and collaborative lens using smartphones not only can explore local spaces of the shared display but also can provide various kinds of activities such as LOD viewing and collaborative interaction. Implementation results are given to show the advantage and effectiveness of the proposed approach.

스마트폰 이용동기와 활용능력이 스마트패드 사용의도에 미치는 영향에 관한 연구 (A Study on the Effects of Motivations and Ability of Using Smartphone on Smartpad Usage Intention)

  • 강응구;김영한;김광용
    • 한국IT서비스학회지
    • /
    • 제11권4호
    • /
    • pp.1-23
    • /
    • 2012
  • The growing interest in smartphones has increased the number of studies conducted on technology acceptance and user satisfaction. It is now over two years since the launching of smartphones, but there are not many researches on the usage behavior of today's smartphone users. Smart devices have evolved from smartphone to smart pad and smart TV, but there are still not many studies on variables such as knowledge about the parent product and the ability to use it. With this, I decided to study how the motivation and the ability of using smartphones affected the smartphone user's intention to use smartpads. This study presents the usage behavior of smartphone users and proves that the ability to use a parent product (smartphone) affects the user's intention to use an extension product (smartpad). The research results showed that the smartphone usage ability affected both variety of use and rate of use. The convenience and passing time factors affected variety of use; and the social interaction, entertainment and passing time factors affected rate of use. As for the intention to use smartpads, the smartphone usage ability and variety of use positively affected the smartphone user's intention to use smartpads. This study showed that the more the user used a smartphone to pass time and for convenience, the more effectively the user could use various functions. It proves that the variety of use of smartphone is highly related to the acceptance of smartpads. This study also proves that usage ability is an important factor in using innovative products, such as smart devices.

Using Keystroke Dynamics for Implicit Authentication on Smartphone

  • Do, Son;Hoang, Thang;Luong, Chuyen;Choi, Seungchan;Lee, Dokyeong;Bang, Kihyun;Choi, Deokjai
    • 한국멀티미디어학회논문지
    • /
    • 제17권8호
    • /
    • pp.968-976
    • /
    • 2014
  • Authentication methods on smartphone are demanded to be implicit to users with minimum users' interaction. Existing authentication methods (e.g. PINs, passwords, visual patterns, etc.) are not effectively considering remembrance and privacy issues. Behavioral biometrics such as keystroke dynamics and gait biometrics can be acquired easily and implicitly by using integrated sensors on smartphone. We propose a biometric model involving keystroke dynamics for implicit authentication on smartphone. We first design a feature extraction method for keystroke dynamics. And then, we build a fusion model of keystroke dynamics and gait to improve the authentication performance of single behavioral biometric on smartphone. We operate the fusion at both feature extraction level and matching score level. Experiment using linear Support Vector Machines (SVM) classifier reveals that the best results are achieved with score fusion: a recognition rate approximately 97.86% under identification mode and an error rate approximately 1.11% under authentication mode.

An alternative method for smartphone input using AR markers

  • Kang, Yuna;Han, Soonhung
    • Journal of Computational Design and Engineering
    • /
    • 제1권3호
    • /
    • pp.153-160
    • /
    • 2014
  • As smartphones came into wide use recently, it has become increasingly popular not only among young people, but among middle-aged people as well. Most smartphones adopt capacitive full touch screen, so touch commands are made by fingers unlike the PDAs in the past that use touch pens. In this case, a significant portion of the smartphone's screen is blocked by the finger so it is impossible to see the screens around the finger touching the screen; this causes difficulties in making precise inputs. To solve this problem, this research proposes a method of using simple AR markers to improve the interface of smartphones. A marker is placed in front of the smartphone camera. Then, the camera image of the marker is analyzed to determine the position of the marker as the position of the mouse cursor. This method can enable click, double-click, drag-and-drop used in PCs as well as touch, slide, long-touch-input in smartphones. Through this research, smartphone inputs can be made more precise and simple, and show the possibility of the application of a new concept of smartphone interface.

스마트폰 애플리케이션 사용의도 결정 요인에 대한 실증 연구 (An Empirical Study of Factors Influencing Intention to Use Smartphone Applications)

  • 손규식
    • 한국산학기술학회논문지
    • /
    • 제13권2호
    • /
    • pp.628-635
    • /
    • 2012
  • 스마트폰 애플리케이션(스마트폰 앱) 시장이 급속히 성장하고 있다. 본 연구는 스마트폰 앱에 대한 사용의도와 충성도의 변수인 정보품질(상호작용, 내용, 정황성)에 개인적인 태도(혁신성, 친숙성)가 미치는 영향을 실증적으로 평가하였다. 연구 결과 혁신성, 콘텐츠품질, 정황성품질은 사용의도에 긍정적인 영향을 주는 것으로 나타났다. 반면에 친숙성과 상호작용품질은 사용의도에 긍정적인 영향을 주지 않는 것으로 나타났다. 그리고 사용의도 역시 충성도에 긍정적인 영향을 주지 않는 것으로 나타났다.

Effects of Mental Model and Intrinsic Motivation on Behavioral Intention of Smartphone Application Users

  • Jung, Wonjin;Yim, Hyung Rok
    • ETRI Journal
    • /
    • 제38권3호
    • /
    • pp.589-598
    • /
    • 2016
  • An application that has a simple user interface not only motivates a user to continue using the application, but also enables the user to develop their mental model for the application - the like of which is a product of their interaction with the application. In the information systems literature, little empirical research has been undertaken on the effects of the mental model and motivation on smartphone users' behavioral beliefs. Therefore, the aim of this study is to suggest a research model that can examine the following: 1) the effects that the mental model has not only on smartphone users' behavioral beliefs (that is, perceived usefulness and ease of use of an application) but also on their behavioral intention to use an application and 2) the effects that smartphone users' intrinsic motivation has on their behavioral beliefs through an expansion of the mental model. A survey is conducted, and structural equation modeling is then used to analyze the survey data. The results, through consideration of variables such as intrinsic motivation, perceived usefulness, perceived ease of use, and user satisfaction, indicate that the mental model has an indirect effect on a user's intention to use an application.