• Title/Summary/Keyword: Unlock Interaction

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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.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.