• Title/Summary/Keyword: Smartphone interaction

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Apple eases up on SDK policy: Avoiding antitrust? or strategic decision? (Apple의 폐쇄적 SDK정책 포기의 함의: 반독점성 시비의 회피와 전략적 결정)

  • Kim, Joon-Young;Park, Jin-Kyung;Lee, Bong-Gyou
    • Journal of Internet Computing and Services
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    • v.11 no.6
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    • pp.135-144
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    • 2010
  • Apple recently announced a new policy about software development kit that banned the use of tools that convert apps built on other platforms into iPhone apps. Therefore, Adobe cannot develop their software to AppStore that inquire to the Department of Justice and the Federal Trade Commission about antitrust actions. Someone argue that Apple try to exclusive smartphone market such as the Microsoft antitrust lawsuit in 1998, but this case is essentially different. First, it need to define Apple's software development kit for iPhone and iPad is whether antitrust or not. Because of the characteristics of two-sided market in Smartphone Apple's iPhone cannot monopoly in cellphone or smartphone market, but it can be an antitrust in application store market. However, Apple re-announced new software development kit policy that shows positive results. Instead of hastily intervened regulatory agencies, the DOJ or the FTC, it is quite desirable that watching the interaction between companies that whether market failures or not and if it's harmful for consumer's benefit. Adobe attack Apple to advocate consumers and developers freedom of choice, but the most important thing is conclusion based on a comprehensive analysis need to objective point of view that Apple do whether antitrust act or not and damage to developers and consumers who are both side of platform.

Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

An Approach to implement Virtual 3D-Touch using 2D-Touch based Smart Device through User Force Input Behavior Pattern (2D-Touch 스마트 디바이스에서 사용자 행동 패턴 분석을 통한 가상 3D-Touch 구현을 위한 방법)

  • Nam, ChoonSung
    • Journal of Internet Computing and Services
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    • v.17 no.6
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    • pp.41-51
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    • 2016
  • The appearance of 3D-Touch interface provided the basis of a new interaction method between the users and the mob ile interface. However, only a few smartphones provide 3D-Touch features, and most of the 2D-Touch devices does not provide any means of applying the 3D-Touch interactions. This results in different user experiences between the two interaction methods. Thus, this research proposes the Virtual Force Touch method, which allows the users to utilize the 3D-Touch Interface on 2D-Touch based smart devices. This paper propose the suitable virtual force touch mechanism that is possible to realize users' inputs by calculating and analysis the force touch area of users' finger. This proposal is designed on customized smartphone device which has 2D-Touch sensors.

Study on Behavioral Characteristics of 3D Touch in Smartphone

  • Oh, Euitaek;Hong, Jiyoung;Cho, Minhaeng;Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.551-568
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    • 2016
  • Objective: The objective of this study is to identify the difference in the press behavior characteristics of 3D Touch, which is a new touch interaction of smart phones, and the existing 'Tap and Long Press' touch interaction, and to examine behavior changes upon feedbacks. Background: Since 3D Touch is similar to the existing 'Tap and Long Press' touch interactions in terms of press behavior, which is likely to cause interference, it is necessary to conduct a preliminary study on behavior characteristics of touch interactions. Method: In utilization of smart phones with the 3D Touch function to measure press behavior characteristics of touch interaction, an experiment was conducted where 30 subjects were given a task to press 30 buttons of touch interactions on the screen. During the experiment, two press behavior characteristics-maximum touch pressure and press duration-were analyzed. To grasp changes in behaviors upon feedbacks, the task was carried out in a condition where there was no feedback and in a condition where there were feedbacks of specific critical values. Results: While there was no feedback given, subjects tended to press with much strength (318.98gf, 0.60sec) in the case of 3D Touch, and press the Long Press button for a while (157.12gf, 1.10sec) and press the Tap button with little strength only for a short moment (37.92gf, 0.10sec). 3D Touch and Long Press had an area of intersection in time, but when feedbacks of specific critical values were given, there were behavior calibration effects to adjust the press behavior characteristics of 3D Touch and Long Press. Conclusion: Although interferences are expected between 3D Touch and Long Press due to the similarity of press behaviors, feedbacks induce behavior calibration. Hence, once feedbacks were provided with 3D Touch operated in an appropriate condition of critical pressure, interference between two motions can be minimized. Application: The findings of this study are expected to be utilized as a basis for the values of optimal critical pressure, at which users can easily distinguish 3D Touch from Long Press which is the existing touch interaction.

Tourism Information System using Geofencing and NFC Technology (지오펜싱과 NFC 기술을 이용한 관광 안내 시스템)

  • Park, Yang-Jae
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.211-217
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    • 2014
  • In this paper, by using geofencing technology to set the area you want to move tourists. Geofence set of tourists in the region enters the smartphone by sending e-mail or SMS alarm to display a detailed map of the area to visit assistance. When you arrive at the destination of the museum exhibits or exhibits to the NFC tag attached to each corresponding to a web server for a detailed description of the exhibits from the get-down. Multimedia content using an existing exhibits described. Media of exhibition space and the interaction between the visitors tour guide system capable was built.

A Design and Implementation of Digital Textbook for Elementary School Computer Education based on Smart phone (스마트폰 기반 초등 컴퓨터 교육을 위한 디지털 교과서 설계 및 구현)

  • Lee, Hyae-Joung;Lee, Jeong-Ja;Jung, Suck-Tae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.5
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    • pp.687-693
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    • 2013
  • This study is the design and implementation of digital textbooks for elementary school computer education based on smart phone. It suggests how to cultivate self-directed learning ability depending on the level and selection of individuals by maximizing on interaction as advantage of digital textbooks. As the content of the digital textbooks, this study used Excel's charting capabilities. As a result of the evaluation of elementary learners having a implemented digital textbook, execution time of creating a chart is reduced in comparison with paper-based textbook user group.

Implementation of the L-SNS System based on Media Literacy as an Information Ethics Education Methodology (정보윤리 교육의 방법론으로서 미디어리터러시를 적용한 L-SNS시스템 구현)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • The KIPS Transactions:PartA
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    • v.18A no.6
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    • pp.233-240
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    • 2011
  • In this paper, we design and implement an L-SNS system to reduce ever-increasing adverse effects of the Internet through the strengths of social network service system based on media literacy, including critical comprehension, creative expression, participation, communication ability, etc. The L-SNS system we proposed here was used the Smartphone as a medium of communication for learners, and to let them have indirect experience and real-time interaction. In addition, it provides the environment to make objective decisions through the process examining an in-depth discussion among other learners in the aspect of a third party.

Comparison between Overview Menu and Text Menu in Smartphone

  • Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.529-534
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    • 2013
  • Objective: This study determines which of two types of 2D menu is better on iPhone. Background: Menu systems have been important components in modern graphical user interfaces. Review of menu design studies for human-computer interaction suggests that menu design guidelines for smartphones need to be reappraised. Method: A nested factorial design was used. Twenty-four participants were divided into two groups. The subjects were nested within the menu type. Two types of menus are an overview menu and a text menu. Two different breadth levels are 16 and 64. The participants performed five tasks in each breadth level. A task is defined as locating a product or product class on the deepest level of the hierarchy. An Apple iPhone 2G was used. Results: The results for ANOVA indicated a lack of a significant difference for time to respond between the two types of 2D menus. The overview menu showed the better satisfaction score between the two menu types. Conclusion: Even though the differences were not significant, an overview menu tended to show better performance and preference scores than a text menu that required scrolling. Application: This study can provide menu design guidelines when 2D menus are considered for small displays in a high breadth level.

A study on alarm service for providing safety for pedestrian using smartphone: Focused on the effectiveness of depth-based alarming (스마트폰 사용 보행자의 안전성 제공을 위한 알람서비스에 관한 연구 : Depth-based alarming 적용 효과를 중심으로)

  • Kim, Ji-Yoon;Jo, Young-Hwa;Jeong, Jaehoon (Paul)
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1096-1099
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    • 2014
  • 스마트폰의 보급률에 맞물려 스마트폰 사용으로 인한 보행자 교통사고가 증가함에 따라 전세계적으로 이에 관한 연구 또한 꾸준히 증가 추세임에도 불구하고 인구대비 스마트폰 보급률이 세계 최고인 국내에서는 이에 대한 연구가 아직 미흡한 실정이다. 본 연구에서는 보행 중 교통사고 중에서 큰 비중을 차지하고 있는 젊은층의 산만 보행에 관해 알아보고자 하였다. 본 연구는 정신과학 분야의 주의 네트워크 연구를 바탕으로 보행자의 안전도 향상은 물론, 스마트폰 이용자의 사용성을 고려한 depth-based alarming 서비스를 제안한다.-본 연구는 스마트폰 애플리케이션을 제작하여 국내 20대 스마트폰 이용자를 대상으로 피험자내 설계로 진행되었고, 보행자의 안전도에 관련한 무선조종 자동차에 대한 반응속도와 충돌여부를 측정하였고, 또한 앱 사용성에 관련한 방해도 및 만족도를 설문을 통해 측정하였다. 본 연구는 위험 상황을 알리는 alarm 을 제공하기 전에 미리 pre-alarm 을 제공하는 depth-based alarming 을 디자인 하였다. 본 연구는 실험을 통해 pre-alarm 제공시 alarm 에 대한 보행자의 반응 속도가 1.446 초 향상됨을 통계적 유의성을 통해 입증함으로써 pre-alarm 을 제공하는 depth-based alarming 서비스의 필요성을 제시한다.

A Study of Interactive Digital Signage System using Heterogeneous Device (이기종 디바이스를 이용한 인터렉티브 디지털 사이니지 시스템 연구)

  • Park, Dae Seung;Sung, Yeol Woo;Kim, Cheong Ghil
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.184-188
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    • 2021
  • In general, digital signage is a next-generation smart media that provides various information and advertisement services to many people indoors or outdoors using the Internet. Recently, digital signage is rapidly spreading in such a small indoor environment, that is, in an area closely related to daily life, for example, inside an elevator. However, in this kind of indoor environment where the stay time of persons is extremely limited, it would be not easy for them to keep advertisements in the user memory for a long time. In the digital signage display installed in an indoor environment, it is possible to think about the possibility for a function such as expanding the screen to a user's smartphone, which is now widely spread, to contain, store, and use the transmitted content. In this paper, we propose a method to extend the display of digital signage contents to personal smart phones with interaction function in such a limited environment. In order to make the system operation, the proposed system was verified by confirming the result of dual screen implementation in a smart phone through the prototype implementation of a digital signage system in an embedded Linux environment.