• Title/Summary/Keyword: UI interactions

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Dynamic Association and Natural Interaction for Multi-Displays Using Smart Devices (다수의 스마트 디바이스를 활용한 멀티 디스플레이 동적 생성 및 인터랙션)

  • Kim, Minseok;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.4
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    • pp.337-347
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    • 2015
  • This paper presents a dynamic association and natural interaction method for multi-displays composed of smart devices. Users can intuitively associate relations among smart devices by shake gestures, flexibly modify the layout of the display by tilt gestures, and naturally interact with the multi-display by multi-touch interactions. First of all, users shake their smart devices to create and bind a group for a multi-display with a matrix configuration in an ad-hoc and collaborative situation. After the creation of the group, if needed, their display layout can be flexibly changed by tilt gestures that move the tilted device to the nearest vacant cell in the matrix configuration. During the tilt gestures, the system automatically modifies the relation, view, and configuration of the multi-display. Finally, users can interact with the multi-display through multi-touch interactions just as they interact with a single large display. Furthermore, depending on the context or role, synchronous or asynchronous mode is available to them for providing a split view or another UI. We will show the effectiveness and advantages of the proposed approach by demonstrating implementation results and evaluating the method by the usability study.

Designing Effective Virtual Training: A Case Study in Maritime Safety

  • Jung, Jinki;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.385-394
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    • 2017
  • Objective: The aim of this study is to investigate how to design effective virtual reality-based training (i.e., virtual training) in maritime safety and to present methods for enhancing interface fidelity by employing immersive interaction and 3D user interface (UI) design. Background: Emerging virtual reality technologies and hardware enable to provide immersive experiences to individuals. There is also a theory that the improvement of fidelity can improve the training efficiency. Such a sense of immersion can be utilized as an element for realizing effective training in the virtual space. Method: As an immersive interaction, we implemented gesture-based interaction using leap motion and Myo armband type sensors. Hand gestures captured from both sensors are used to interact with the virtual appliance in the scenario. The proposed 3D UI design is employed to visualize appropriate information for tasks in training. Results: A usability study to evaluate the effectiveness of the proposed method has been carried out. As a result, the usability test of satisfaction, intuitiveness of UI, ease of procedure learning, and equipment understanding showed that virtual training-based exercise was superior to existing training. These improvements were also independent of the type of input devices for virtual training. Conclusion: We have shown through experiments that the proposed interaction design results are more efficient interactions than the existing training method. The improvement of interface fidelity through intuitive and immediate feedback on the input device and the training information improve user satisfaction with the system, as well as training efficiency. Application: Design methods for an effective virtual training system can be applied to other areas by which trainees are required to do sophisticated job with their hands.

Impact and Challenges of IOT in Web Development

  • Dushyant H.Bodkhey;Kumudini Manwar
    • International Journal of Computer Science & Network Security
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    • v.24 no.7
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    • pp.55-58
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    • 2024
  • IoT is a technology that unites the digital world by changing how people and machines interact with one another on the user interface. The Internet of Things has now entered the field of web development and increases user interaction with websites. And establish a clever and important position in the field of development. A web application is a piece of software that works via the Internet using web technology and web browsers to carry out particular tasks or functions. IoT is playing a bigger part in web development and designers are feeling more pressure to produce well-defined online outcomes.

A Study on Gesture Interface through User Experience (사용자 경험을 통한 제스처 인터페이스에 관한 연구)

  • Yoon, Ki Tae;Cho, Eel Hea;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.839-849
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    • 2017
  • Recently, the role of the kitchen has evolved from the space for previous survival to the space that shows the present life and culture. Along with these changes, the use of IoT technology is spreading. As a result, the development and diffusion of new smart devices in the kitchen is being achieved. The user experience for using these smart devices is also becoming important. For a natural interaction between a user and a computer, better interactions can be expected based on context awareness. This paper examines the Natural User Interface (NUI) that does not touch the device based on the user interface (UI) of the smart device used in the kitchen. In this method, we use the image processing technology to recognize the user's hand gesture using the camera attached to the device and apply the recognized hand shape to the interface. The gestures used in this study are proposed to gesture according to the user's context and situation, and 5 kinds of gestures are classified and used in the interface.

An Empirical Study on the User Experience Model of Music Streaming Service (음악 스트리밍 서비스 사용자 경험 모델에 관한 실증 연구)

  • Lee, Jeonga;Kim, Hyung Jin;Lee, Ho Geun
    • Informatization Policy
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    • v.30 no.3
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    • pp.92-121
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    • 2023
  • As music streaming services (MSS) involve various interactions with users during the music consumption process, it is important to understand the user experience and manage the service accordingly. This study developed a user experience model for MSS by theoretically linking the quality characteristics considered important by music service users with the structure of user experience. PLS analysis was then performed using survey data to test the model. As a result, functionality (search, browsing, and personalized recommendation), UI usability, content quality (currentness, sufficiency, relevance), and monetary cost were found to be key experience factors that determine the experience consequence, i.e., user satisfaction. In addition, in a supplementary analysis comparing domestic and global services, differences in user experience were found between the two groups in terms of functionality and content quality. The user experience model of MSS proposed in this study serves as a new foundation for theory-based research in this field and provides meaningful implications for the competitive landscape among music streaming service platforms and for their competitive strategies.

Modeling of Solid Particle-Slag Interactions in Entrained Gasification Reactor (분류층 가스화기에서의 고체 입자-슬래그 간 상호 작용에 대한 모델링)

  • Chi, Jun-Hwa;Kim, Ki-Tae;Kim, Sung-Chul;Chung, Jae-Hwa;Ju, Ji-Sun;Kim, Ui-Sik
    • Journal of Hydrogen and New Energy
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    • v.22 no.5
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    • pp.686-698
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    • 2011
  • Mathematical models for char-slag interaction and near-wall particle segregation developed by Montagnaro et. al. were applied to predict various aspects of coal gasification in an up-flow entrained gasifier of commercial scale. For this purpose, some computer simulations were performed using gPROMS as the numerical solver. Typical design parameters and operating conditions of the commercial gasifiers were used as input values for the simulation. Development of a densely dispersed phase of solid carbon was found to have a critical effect on both carbon conversion and ash flow behavior. In general, such a slow-moving phase was turned out to enhance carbon conversion by lengthening the residence time of char or soot particles. Furthermore, it was also found that guiding the transfer of char or soot into the closer part of the wall to coal burner is favorable in terms of gasification efficiency and vitrified ash collection. Finally, to a certain degree densely dispersed phase of carbon showed an yield-enhancing effect of syngas.

Visual Cohesion Improvement Technology by Clustering of Abstract Object (추상화 객체의 클러스터링에 의한 가시적 응집도 향상기법)

  • Lee Jeong-Yeal;Kim Jeong-Ok
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.4 s.32
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    • pp.61-69
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    • 2004
  • The user interface design needs to support the complex interactions between human and computers. It also requires comprehensive knowledges many areas to collect customer's requirements and negotiate with them. The user interface designer needs to be a graphic expert, requirement analyst, system designer, programmer, technical expert, social activity scientist, and so on. Therefore, it is necessary to research on an designing methodology of user interface for satisfying various expertise areas. In the paper, We propose the 4 business event's abstract object visualizing phases such as fold abstract object modeling, task abstract object modeling, transaction abstract object modeling, and form abstract object modeling. As a result, this modeling method allows us to enhance visual cohesion of UI, and help unskilled designer to can develope the higy-qualified user interface.

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Multiple Object-Based Design Model for Quality Improvement of User Interface (사용자 인터페이스 품질 향상을 위한 다중 객체 기반 설계 모델)

  • Kim Jeong-Ok;Lee Sang-Young
    • The KIPS Transactions:PartD
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    • v.12D no.7 s.103
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    • pp.957-964
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    • 2005
  • According to rapid growth of web environment, user interface design needs to support the complex interactions between human and computer. In the paper we suggest the object modeling method for Qualify Improvement of User Interface. We propose the 4 business event's object modeling phases such as business event object modeling, task object modeling, transaction object modeling, and form object modeling to enhance visual cohesion of UI. As a result, this 4 phases in this paper allows us to enhance visual cohesion of User Interface prototype. We have found that the visual cohesion of business events become strong and unskilled designer can develope the qualified user interface prototype. And it also improves understanding of business task and reduces prototype system development iteration.

Fabrication of Multicomponent Protein Microarrays with Microfluidic Devices of Poly(dimethylsiloxane)

  • Jeon, Se-Hoon;Kim, Ui-Seong;Jeon, Won-Jin;Shin, Chee-Burm;Hong, Su-Rin;Choi, In-Hee;Lee, Su-Seung;Yi, Jong-Heop
    • Macromolecular Research
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    • v.17 no.3
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    • pp.192-196
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    • 2009
  • Recently, the multi-screening of target materials has been made possible by the development of the surface plasmon resonance (SPR) imaging method. To adapt this method to biochemical analysis, the multi-patterning technology of protein microarrays is required. Among the different methods of fabricating protein microarrays, the microfluidic platform was selected due to its various advantages over other techniques. Microfluidic devices were designed and fabricated with polydimethylsiloxane (PDMS) by the replica molding method. These devices were designed to operate using only capillary force, without the need for additional flow control equipment. With these devices, multiple protein-patterned sensor surfaces were made, to support the two-dimensional detection of various protein-protein interactions with SPR. The fabrication technique of protein microarrays can be applied not only to SPR imaging, but also to other biochemical analyses.

A Study on the Common Features of Western Clothing Style and the Style of Korean clothing - Focusing on the Three Kingdom and Unified Shilla era - (우리 나라 복식(服飾)과 서역복식간(西域服飾間)의 공통성(共通性)에 관(關)한 연구(硏究) - 삼국시대(三國時代), 통일신라시대( 統一新羅時代)를 중심(中心)으로 -)

  • Jeun, Jee-Eun;Shim, Hwa-Jin
    • Journal of Fashion Business
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    • v.5 no.4
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    • pp.127-143
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    • 2001
  • This thesis looks into the characteristics and compares the clothing styles between the Three Kingdom to the Unified Shilla era. The purpose of this study is to see what common themes exists between the foundation of Korean clothing and how it has evolved and through see to what extent the Chinese influence has been to Korean clothing culture. Also by explaining the originality and creativity of Korean clothing, we will be able to make clear the status of Korean culture. These findings include the following; 1. The Korean strait line Gik-ryong Kyo-im can also be found at the Gochang region in the west. 2. The Ban-ryong-ui, worn by the aristocrats of the Three kingdom and Unified Shilla era, began to appear from the nobles from the Nam-Buk cho(South-north era). This combined with a Bokdu(headwear) became a part of casual dress wear. 3. Go(pants) became a traditional part of clothing for Unified Shilla and the west. 4. Ban-bi and Bae-dang, all forms of Bansu-ui ( short sleeve), came from Chinas Kucha and Hotan and came to Korea. 5. Chinas Pae-baek and Pae-za (Shawl) which is the same as Unified Shillas Peo was also to be found to have come from the west. 6. The way a different color line was added to clothing both can be found in Korean and western clothing. Similarities to material used are; First, expensive wool was used and mostly originated from the west. From far away Rome came the O-saek-gae (Five-color wool). Secondly, Kong-gak me (peacock feather) and Bi-chi mo were all originated from the west. Third, Sil-sil is stated in the Sam-kuk Sa-ki (Three Kingdom records) as being prohibited to be worn by Jin-gol women (Highest nobility during Shilla era) as headwear or comb (pin) or as a comb(pin) for yuk-doo poom ( 6th class nobility) women. Suggesting that it existed and other sources tell us that it came from Tashkent region of Russia and was a jewelry of some sort. From what we have seen above, we can see the similarities between Korean and western clothing cultures and that these interactions not only occurred with China but with many other nations. We can see that our ancestors were creative and original that when importing foreign cultures that they transformed them into a Korean style. That these foreign cultures were transformed into our own style is good evidence to these facts.

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