• Title/Summary/Keyword: Touch Screen

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Improvement of the Cognitive Perceptual Assessment for Driving (CPAD) based on Usability Test

  • Bae, Jae-Hyuk;Lee, Jung-Ah;Choi, Hyun;Lee, Jae-Jin
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.4
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    • pp.335-351
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    • 2015
  • Objective: The aim of this study was to perform a usability test for CPAD (Cognitive Perceptual Assessment for Driving) and improve it based on the test results. Background: The cognitive perceptual assessment for driving is a computer-based assessment tool to assess the driving capacity of people with brain-damages. It may be a good tool for evaluating the brain-damaged drivers' safe driving capabilities and screening cognitive and perceptual deficits related to driving. We performed a usability test to improve the CPAD based on the result. Method: Both the software consisting of 8 sub-tests (depth perception, sustained attention, divided attention, stroop test, field dependency, digit span, trail making A, trail making B) and the hardware including the input and output devices ( joystick, mouse, keyboard, touch screen) were evaluated through user interviews. Also we identified the problems and issues in using them by observing the participants performing the CPAD tasks. Results: Based on the results, the task instructions were visually and auditorily improved and more practice examples were added to help the users understand the instructions better and increase the input accuracy, a response time window was added and the joystick and touch screen were simplified, which made it easier for the user to perform the CAPD tasks. Conclusion: User discomforts were minimized by improving the task environment, unless it had affected the evaluation criteria. Application: We plan to distribute the improved version of the CPAD to the regional rehabilitation hospitals, and the driving support centers for people with disabilities throughout the country, so it could be used as an evaluation tool for disabled drivers' cognitive and perceptual functions.

Development of an Edutainment Contents using Wiimote Controller for Children with Visual Perception Disabilities (위모트를 활용한 시지각 장애아동 교육 콘텐츠개발)

  • Yoo, Sang-Jo;Han, Kyeong-Im;Kim, Bong-Seok;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1547-1556
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    • 2010
  • Until now, many Computer Aided Education(CAE) contents are developed for kids and children with disabilities The contents cover various types of training, including visual perception training, intelligence development training, and literature education areas. Major problems on those contents are those contents requires long training time on desktop machine, which deteriorates human activities. These problems also cause inaction syndrome for young kids and children with disabilities. Solving this problem, we require a human motion sensing contents on touch screen or touch board, which interacts with a trainees and enhancing activity, collaboration and immersiveness. We implement and develope an education contents interacts with a trainee using beam projector or screen and IR(Infra-Red) pens using wiimote controller sensing technology.

Prediction of Menu selection on Touch-screen Using A Cognitive Architecture: ACT-R (ACT-R을 이용한 터치스크린 메뉴 선택 수행 예측)

  • Min, Jung-Sang;Jo, Seong-Sik;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.907-914
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    • 2010
  • Cognitive model, that is cognitive architecture, is the model expressed with computer program to show the process how human solve a certain problem and it is continuously under investigation through various fields of study such as cognitive engineering, computer engineering, and cognitive psychology. In addition, the much extensive applicability of cognitive model usually helps it to be used for quantitative prediction of human Behavior or Natural programming of human performance in many HCI areas including User Interface Usability, artificial intelligence, natural programming language and also Robot engineering. Meanwhile, when a system designed, an usability test about conceptual design of interface is needed and in this case, analysis evaluation using cognitive model like GOMS or ACT-R is much more effective than empirical evaluation which naturally needs products and subjects. In particular, if we consider the recent trend of very short-end term between a previous technology development and the next new one, it would take time and much efforts to choose subjects and train them in order to conduct usability test which is repeatedly followed in the process of a system development and this finally would bring delays of development of a new system. In this study, we predicted quantitatively the human behavior processes which contains cognitive processes for menu selection in touch screen interface through ACT-R, one of the common method of usability test. Throughout the study, it was shown that the result using cognitive model was equal with the result using existing empirical evaluation. And it is expected that cognitive model has a possibility not only to be used as an effective methodology for evaluation of HCI products or system but also to contribute the activation of HCI cognitive modeling in Korea.

Relative Position Pattern Unlocking Solution based on Blind Interaction on Touch Screen (터치스크린에서의 블라인드 인터랙션 기반의 상대적 위치 패턴 잠금 해제 솔루션)

  • Jin, Zhou-Xiong;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.45-52
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    • 2020
  • In this study, we propose a new Relative position pattern unlocking solution based on blind interaction, which is a new unlocking method, and compared it with existing unlocking methods to verify usability and security improvement. And verified the practical value of the proposed new unlocking solution. The relative position pattern unlock method is easily remembered than the numeric code method and is worth practical enough to show a degree of learning ease similar to the drawing pattern method. The new method is safer to steal than other two methods. It can be manufactured at a low cost and can also be used by special users such as blind people. Therefore, the practical value is relatively high.

Design of a Small-Area, Low-Power, and High-Speed 128-KBit EEPROM IP for Touch-Screen Controllers (터치스크린 컨트롤러용 저면적, 저전력, 고속 128Kb EEPROMIP 설계)

  • Cho, Gyu-Sam;Kim, Doo-Hwi;Jang, Ji-Hye;Lee, Jung-Hwan;Ha, Pan-Bong;Kim, Young-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.12
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    • pp.2633-2640
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    • 2009
  • We design a small-area, low-power, and high-speed EEPROM for touch screen controller IC. As a small-area EEPROM design, a SSTC (side-wall selective transistor) cell is proposed, and high-voltage switching circuits repeated in the EEPROM core circuit are optimized. A digital data-bus sensing amplifier circuit is proposed as a low-power technology. For high speed, the distributed data-bus scheme is applied, and the driving voltage for both the EEPROM cell and the high-voltage switching circuits uses VDDP (=3.3V) which is higher than the logic voltage, VDD (=1.8V), using a dual power supply. The layout size of the designed 128-KBit EEPROMIP is $662.31{\mu}m{\times}1314.89{\mu}m$.

A Study on the Effect of Pre-cue in Simple Reactions on Control-on-Display Interfaces

  • Lim, Ji-Hyoun;Choi, Jun-Young;Kim, Young-Su
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.4
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    • pp.563-569
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    • 2011
  • Objective: This study focuses on the effects of pre-cues informing the location of upcoming visual stimulus on finger movement response in the context of control-on-display interfaces. Background: Previous research on pre-cues focus on attention allocation and motion studies were limited to indirect control conditions. The design of this study aimed to collect data on the exact landing point for finger-tap responses to a given visual stimulus. Method: Controlled visual stimuli and tasks were presented on a UI evaluation system built using mobile web standards; response accuracy and response time were measured and collected as appropriate. Among the 16 recruited participants, 11 completed the experiment. Results: Providing pre-cue on the location of stimulus affected response time and response accuracy. The response bias, which is a distance from the center of stimulus to the finger-tap location, was larger when the pre-cue was given during a one-handed operation. Conclusion: Given a pre-cue, response time decreases, but with accuracy penalized. Application: In designing touch-screen UI's - more strictly, visual components also acting as controllers - designers would do well to balance human perceptual and cognitive characteristics strategically.

Production of Frustrated Total Internal Reflection Multi-touch Screen for AR Table-top Board Game (AR 보드 게임을 위한 멀티 터치 스크린 시스템 제작)

  • Han, Sang-Heon;Kim, Jung-Hoon;Kang, Maeng-Kwan;Park, Jung-Pil;Jang, Song-Hyun;Yun, Tae-Soo;Lee, Dong-Hoon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.80-83
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    • 2009
  • 본 논문에서는 AR 보드 게임을 위한 FTIR 방식의 멀티 터치 스크린 시스템을 제안한다. 기존 보드 게임은 카드의 정보나 위치등 다양한 정보를 보여주면서 사용자와의 상호작용에 있어서 버튼과 같은 단순한 형태의 입력을 요구한다. 이러한 낮은 상호작용을 보완하기 위해서 다양한 형태의 패턴 등을 입력할 수 있는 멀티 터치 스크린 시스템을 적용한 텐저블 사용자 인터페이스를 제공하여 사용자로 하여금 더 많은 상호작용과 높은 몰입감을 제공하고자 한다. 본 논문에서 제안하는 시스템은 다음과 같이 구성된다. 먼저, 텐저블 사용자 인터페이스를 위해서 Jefferson Y. Han이 제안한 시스템과 유사한 형태의 FTIR 방식의 멀티 터치 스크린을 테이블 탑 형태로 제작한다. 또한, 스크린 위의 카드를 인식하기 위해서 특정한 모양의 패턴을 적용한 적외선 반사지를 카드에 입힌 후, DI 방식을 사용하여 카드의 고유한 정보를 인식할 수 있도록 하였다. 마지막으로 사용자에게 인터페이스의 확장뿐만 아니라 시각적으로 높은 몰입감을 제공하기 위해 Bimber가 제안한 Virtual Showcase를 적용하였다. 이러한 시스템을 통해 사용자는 이전의 단조로운 형태의 게임에서 벗어나 훨씬 다양하고 높은 몰입감을 즐길 수 있게 되었다.

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Analysis of User Preferences in the Use of E-book Readers: Feature-Setting Options and Touchscreen Actions in a Smartphone Environment (스마트폰 환경에서 전자책 리더 기능 설정 옵션 및 터치스크린 동작 사용에 관한 사용자 선호도 분석)

  • Kim, Mihye
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.141-152
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    • 2014
  • The user interfaces of electronic-book (e-book) readers in the e-book market are highly diverse, and this has led to major usability issues. In this paper, we analyze user preferences in terms of feature-setting options and the use of touchscreen actions in the six most commonly used e-book readers for smartphnoes. We identify alternatives for these features, which can enhance the usability of e-book readers, based on these user preferences. The survey results for the feature-setting options show that it is desirable to support at least eight background colors, as well as the ability to specify the color of the background icons. Adjusting the screen brightness using a setting bar with the support of an auto-brightness option is desirable, as in using +/- buttons to adjust the font size, as well as approximately 10 font faces. We find that it is desirable to support fade, slide, scroll and curl page-turing options, in addition to a simple non-animated page-turning effect, and that page movement should be accomplished using a scroll bar with the support of the page movement features by entering a page number, and by using the table of contents as well as bookmarks. The survey results on the use of touchscreen options indicated that it is useful to be able to configure the screen layout of an e-book reader by dividing it into three areas: left, right, and center. And then, when users briefly touch the left and right areas, it is ideal to move to the previous and subsequent pages, respectively; and when they briefly touch the center region, it is desirable to display a touch feature menu. We believe that the results of this study may provide guidance in the design of user interfaces for e-book readers.

A Study on Smart Touch Projector System Technology Using Infrared (IR) Imaging Sensor (적외선 영상센서를 이용한 스마트 터치 프로젝터 시스템 기술 연구)

  • Lee, Kuk-Seon;Oh, Sang-Heon;Jeon, Kuk-Hui;Kang, Seong-Soo;Ryu, Dong-Hee;Kim, Byung-Gyu
    • Journal of Korea Multimedia Society
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    • v.15 no.7
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    • pp.870-878
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    • 2012
  • Recently, very rapid development of computer and sensor technologies induces various kinds of user interface (UI) technologies based on user experience (UX). In this study, we investigate and develop a smart touch projector system technology on the basis of IR sensor and image processing. In the proposed system, a user can control computer by understanding the control events based on gesture of IR pen as an input device. In the IR image, we extract the movement (or gesture) of the devised pen and track it for recognizing gesture pattern. Also, to correct the error between the coordinate of input image sensor and display device (projector), we propose a coordinate correction algorithm to improve the accuracy of operation. Through this system technology as the next generation human-computer interaction, we can control the events of the equipped computer on the projected image screen without manipulating the computer directly.

A Behavior-based Authentication Using the Measuring Cosine Similarity (코사인 유사도 측정을 통한 행위 기반 인증)

  • Gil, Seon-Woong;Lee, Ki-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.17-22
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    • 2020
  • Behavior-based authentication technology, which is currently being researched a lot, requires a long extraction of a lot of data to increase the recognition rate of authentication compared to other authentication technologies. This paper uses the touch sensor and the gyroscope embedded in the smartphone in the Android environment to measure five times to the user to use only the minimum data that is essential among the behavior feature data used in the behavior-based authentication study. By requesting, a total of six behavior feature data were collected by touching the five touch screen, and the mean value was calculated from the changes in data during the next touch measurement to measure the cosine similarity between the value and the measured value. After generating the allowable range of cosine similarity by performing, we propose a user behavior based authentication method that compares the cosine similarity value of the authentication attempt data. Through this paper, we succeeded in demonstrating high performance from the first EER of 37.6% to the final EER of 1.9% by adjusting the threshold applied to the cosine similarity authentication range even in a small number of feature data and experimenter environments.