• Title/Summary/Keyword: UI(User interface)

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A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

Roles and Direction of User Experience Design (UX 디자인 업무 역할 및 방향성에 관한 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.521-525
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    • 2010
  • UX (User Experience) Design was an interdisciplinary approach in humanities, engineering, science and design. We classified the roles of user experience; requirement analysis which are user research, constraints analysis and direction analysis, concept design, information architecture, physical UI, graphical UI, sound UI, Olfactory UI, prototype, evaluation, launch, localization, and knowledge management/UI DB. User research methods were classified by the relation of designer, user, and product/service. We reviewed three issues of UX design; complexity management, efficiency management, and mapping management.

User Interface Effect Plugin using jQuery for Web Accessibility (웹 접근성을 고려한 jQuery 유저 인터페이스 효과 플러그인)

  • Lee, Seon-Ung;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.866-868
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    • 2011
  • In this paper, we propose an implementation of user interaction effect of web application using jQuery. jQuery is a very popular and extensible JavaScript library. It is strong in controlling DOM(Document Object Model), events and Ajax. But, it is poor at advanced effect of web user UI(User Interface). Implementing advanced effects need to extend jQuery or some skills. So, our proposal is a good way to implement UI effects.

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The Educational Games' UI Study from the Point of View of UX by Eye-tracking (UX관점에서 Eye-tracking을 이용한 교육용 게임 UI연구)

  • Shin, Won-Sub;Shin, Donghoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.211-224
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    • 2013
  • The purpose of this study was to find the effective way of composition in terms of UX(user experience) when configuring UI(user interface) of educational game by utilizing ET(eye-tracking). Experimental material was a game related to the middle school 'force and motion'. SMI (SensoMotoric Instruments)' iView X TM RED was used in order to collect eye movement data. The results of this study was as follows. First, the lead element for fast visual attention should be placed in the center when the educational game UI is configured. Second, burton that changes character's features and the information about them should be placed close to each other. Third, learning quiz caught visual attention faster when it was placed on the left side of UI. Fourth, when one UI was overlapped by another, parts that were not overlapped was fixated, too.

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Intelligent User Interface for Teleoperated Microassembly

  • Song, Eun-Ha;Kim, Deok-Ho;Kim, Kyunghwan;Lee, Jaehoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.168.2-168
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    • 2001
  • Generally, operators suffer much difficulty in manipulating micro-nano-sized objects without assisting of human interface, due to the scaling effects in micro/nano world. Thus, the micromanipulation system based on the teleoperation techniques enables operators to manipulate the micro objects easily by transferring both human motion and manipulation skills to the micromanipulator. In teleoperated microassembly, it is necessary to provide a useful user interface for facilitating micro assembly task executed by human operators. In this paper, Intelligent User Interface (UI) for teleoperated microassembly is proposed. The proposed intelligent UI improves task performance by teleoperated micromanipulation as well as guides operators to succeed in desirable ...

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A Usability Evaluation Study for Improving the Quality of e-Learning Contents User Interface in a Cyber University (사이버대학에서 이러닝콘텐츠 사용자 인터페이스의 질 개선을 위한 사용성 평가연구)

  • Sim, Hwa-Young;Song, Hae-Deok
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.13-23
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    • 2014
  • In the process of development the e-learning course at Cyber University, one important factor to be considered for the effective e-learning contents is the User Interface(UI) of the e-Learning content platform. The User Interface is important because the well-designed UI can help students to perform effectively and easily learning activities. Despite the importance of the usability, few attempts have been carried out to design the e-learning contents UI from the usability perspectives. Thus, the purpose of this study is to explore the usability design elements for the e-learning contents UI. For this purpose, a usability evaluation study on the e-learning contents UI of a cyber university at Seoul was conducted. Implications for the improvement of the current e-Learning contents UI was presented.

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A Study on the attack technique using android UI events (안드로이드 UI 이벤트를 이용한 공격 기법 연구)

  • Yoon, Seok-Eon;Kim, Min-Sung;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.3
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    • pp.603-613
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    • 2015
  • Smart-phone Applications are consists of UI(User Interface). During using applications, UI events such as button click and scroll down are transmitted to Smart-phone system with many changes of UI. In these UI events, various information including user-input data are also involved. While Keylogging, which is a well-known user-input data acquisition technique, is needed a restrictive condition like rooting to obtain the user-input data in android environment, UI events have advantage which can be easily accessible to user-input data on user privileges. Although security solutions based keypad in several applications are applied, we demonstrate that these were exposed to vulnerability of application security and could be obtained user-input data using UI events regardless of presence of any security system. In this paper, we show the security threats related information disclosure using UI events and suggest the alternative countermeasures by showing the replay-attack example based scenarios.

Context Adaptive User Interface Generation in Ubiquitous Home Using Bayesian Network and Behavior Selection Network (베이지안 네트워크와 행동 선택 네트워크를 이용한 유비쿼터스 홈에서의 상황 적응적 인터페이스 생성)

  • Park, Han-Saem;Song, In-Jee;Cho, Sung-Bea
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.573-578
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    • 2008
  • Recently, we should control various devices such as TV, audio, DVD player, video player, and set-top box simultaneously to manipulate home theater system. To execute the function the user want in this situation, user should know functions and positions of the buttons in several remote controllers. Normally, people feel difficult due to these realistic problems. Besides, the number of the devices that we can control shall increase, and people will confuse more if the ubiquitous home environment is realized. Therefore, user adaptive interface that provides the summarized functions is required. Moreover there can be a lot of mobile and stationary controller devices in ubiquitous computing environment, so user interface should be adaptive in selecting the functions that user wants and in adjusting the features of UI to fit in specific controller. To implement the user and controller adaptive interface, we modeled the ubiquitous home environment and used modeled context and device information. We have used Bayesian network to get the degree of necessity in each situation. Behavior selection network uses predicted user situation and the degree of necessity, and it selects necessary functions in current situation. Selected functions are used to construct adaptive interface for each controller using presentation template. For experiments, we have implemented ubiquitous home environment and generated controller usage log in this environment. We have confirmed the BN predicted user requirements effectively as evaluating the inferred results of controller necessity based on generated scenario. Finally, comparing the adaptive home UI with the fixed one to 14 subjects, we confirmed that the generated adaptive UI was more useful for general tasks than fixed UI.

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Priority Analysis of User Interface Evaluation Criteria for the Elderly Based on User's Lifestyle (라이프스타에 의한 노인 사용자 인터페이스 평가 우선 순위 분석)

  • Shin, Won-Kyoung;Park, Min-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.3
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    • pp.287-296
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    • 2010
  • The purpose of this research is to analyze priority of the elderly user interface (UI) evaluation criteria based on user's lifestyle. Since the elderly population will occupy over 20% of the all Korean population in the near future, we need to know older users' needs and information because elderly users will be main customers in the super-aged society. This paper investigated the definition of elderly users and characteristics demographically, socio-economically, and physically/cognitively. A total of 238 questionnaires from older users were analyzed based on a segmentation table for the elderly developed by the previous study. According to factor analysis and cluster analysis, 6 types of lifestyle and 4 groups of the elderly users were classified, respectively. The priority of UI evaluation criteria for large electronic home appliances and mobile products was analyzed by analyses of variance (ANOVAs). The results indicated that the priority of (physical, emotional, and cognitive) UI criteria was significantly different among elderly users' lifestyles for both home appliances and mobile products. Consequently, the results of this study may help the company develop some competitive silver products and give higher satisfaction to the elderly users by suggesting different priority of UI evaluation criteria according to the target elderly group. The results may also contribute to revitalize national economy by significantly increasing senior market shares.

A comparative study on user interface experience, product attitudes and intention to repurchase for each smartphone manufacturer (스마트폰 제조사별 UI(User Interface)경험과 제품태도 및 재구매의도에 관한 비교 연구)

  • Youm, Dongsup;Park, Kyoung-Ha
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.359-367
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    • 2014
  • This study aimed to identify empirically the differences of user interface experience factors for such manufacturers as Samsung, LG, Sky, Apple, etc., which are fiercely competing in the mobile market at home and abroad. In addition, this study aimed to verify how different the impact of such user interface experience factors on product attitudes and intention to repurchase would be for each manufacturer. As a result of the study, it was verified that there was a difference in the user experience between the manufacturers for all of the factors forming user satisfaction experience, which included information, interaction, useful experience and design experience satisfaction. Second, it was also verified that there was a difference between the manufacturers in terms of product attitudes. Lastly, it was verified that there was a difference between the manufacturers in terms of intention to repurchase. Specifically, it was found that Samsung had a higher degree of intention to repurchase than LG and Sky, whereas Apple had a higher degree hereof then Samsung. It is expected that the above results of study will provide the aforementioned manufacturers useful implications for establishing UI strategies through the contemplation of differences for each manufacturer in addition to the expansion of studies related to UI experience.