• Title/Summary/Keyword: User Input

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A Guiding System of Visualization for Quantitative Bigdata Based on User Intention (사용자 의도 기반 정량적 빅데이터 시각화 가이드라인 툴)

  • Byun, Jung Yun;Park, Young B.
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.6
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    • pp.261-266
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    • 2016
  • Chart suggestion method provided by various existing data visualization tools makes chart recommendations without considering the user intention. Data visualization is not properly carried out and thus, unclear in some tools because they do not follow the segmented quantitative data classification policy. This paper provides a guideline that clearly classifies the quantitative input data and that effectively suggests charts based on user intention. The guideline is two-fold; the analysis guideline examines the quantitative data and the suggestion guideline recommends charts based on the input data type and the user intention. Following this guideline, we excluded charts in disagreement with the user intention and confirmed that the time user spends in the chart selection process has decreased.

A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents (모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.31-41
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    • 2016
  • This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.

A Study on Structuring and Classification of Input Interaction

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.493-498
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    • 2012
  • Objective: The purpose of this study is to suggest the hierarchical structure with three layers of input task, input interaction, and input device. Background: Understanding the input interaction is very helpful to design an interface design. Method: We made a model of three layered input structure based on empirical approach and applied to a gesture interaction in TV. Result: We categorized the input tasks into six elementary tasks which are select, position, orient, text, and quantify. The five interactions described in this paper could accomplish the full range of input interaction, although the criteria for classification were not consistent. We analyzed the Microsoft kinect with this structure. Conclusion: The input interactions of command, 4 way, cursor, touch, and intelligence are basic interaction structure to understanding input system. Application: It is expected the model can be used to design a new input interaction and user interface.

A Study on Protecting for forgery modification of User-input on Webpage (웹 페이지에서 사용자 입력 값 변조 방지에 관한 연구)

  • Yu, Chang-Hun;Moon, Jong-Sub
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.4
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    • pp.635-643
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    • 2014
  • Most of the web-based services are provided by a web browser. A web browser receives a text-based web page from the server and translates the received data for the user to view. There are a myriad of add-ons to web browsers that extend browser features. The browser's add-ons may access web pages and make changes to the data. This makes web-services via web browsers are vulnerable to security threats. A web browser stores web page data in memory in the DOM structure. One method that prevents modifications to web page data applies hash values to certain parts in the DOM structure. However, a certain characteristic of web-pages renders this method ineffective at times. Specifically, the user-input data is not pre-determined, and the hash value cannot be calculated prior to user input. Thus the modification to the data cannot be prevented. This paper proposes a method that both detects and inhibits any attempt to change to user-input data. The proposed method stores user-input from the keyboard and makes a comparison with the data transmitted from the web browser to detect any anomalies.

A Study on Development of Wargame Model's Standard Combat Organization Function (워게임 모델의 표준전투편성 기능 개발에 관한 연구)

  • Lee, Ki-Taek;Kwon, Ojeong;Jung, Bong-Ryong
    • Journal of the Korea Society for Simulation
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    • v.23 no.2
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    • pp.35-46
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    • 2014
  • This study investigates the wargame model application of SCO(Standard Combat Organization) concept and function for the first time. Firstly, we examine the combat organization function of wargame models suggested by published theses and research papers, and then analyze input processes and detail function of GORRAM(Ground Operation Resources Requirement Model) combat organization that is related to wargame logic. Secondly, we also reflect developed SCO algorithm and function, as follows. We defined SCO concept, and developed UI(User Interface) design and algorithm using main functions that are deducted by analyzing of existing combat organization. This algorithm consists of process, SCO, and error check algorithms. Finally, we analyzed the results of statistic verification on input time reduction and user convenience of combat organization function. Therefore, this study contributes to improving input time and user convenience of combat organization, as well as structuring new function of wargame model through the application of SCO concept and function.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

Triangulation Algorithm for Multi-user Spatial Multiplexing in MIMO Downlink Channels (MIMO 다운링크 채널에서 다중사용자 공간다중화를 위한 알고리즘)

  • Lee, Heun-Chul;Paulraj, Aroyaswami;Lee, In-Kyu
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.1C
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    • pp.45-54
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    • 2010
  • This paper studies the design of a multiuser multiple-input multiple-output (MIMO) system, where a base station (BS) transmits independent messages to multiple users. The remarkable "dirty paper coding (DPC)" result was first presented by Costa that the capacity does not change if the Gaussian interference is known at the transmitter noncausally. While several implementable DPC schemes have been proposed recently for single-user dirty-paper channels, DPC is still difficult to implement directly in practical multiuser MIMO channels. In this paper, we propose a network channel matrix triangulation (NMT) algorithm for utilizing interference known at the transmitter. The NMT algorithm decomposes a multiuser MIMO channel into a set of parallel, single-input single-output dirty-paper subchannels and then successively employs the DPC to each subchannel. This approach allows us to extend practical single-user DPC techniques to multiuser MIMO downlink cases. We present the sum rate analysis for the proposed scheme. Simulation results show that the proposed schemes approach the sum rate capacity of the multiuser MIMO downlink at moderate signal-to-noise ratio (SNR) values.

A study on Password Input Method to Protect Keyboard hooking (Keyboard hooking 방지를 위한 패스워드 입력 방법 연구)

  • Kang, Seung-Gu;Kwak, Jin-Suk;Lee, Young-Sil;Lee, Hoon-Jae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.241-244
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    • 2011
  • Recently, Due to development of Internet techniques, user suddenly increased that Used of Web services and with out constraints of place and time has been provided. typically, Web services used ID/Password authentication. User confirmed personal data Stored on Web servers after user authorized. web service provider is to provide variety security techniques for the protection personal information. However, recently accident has happened is the malicious attackers may capture user information such as users entered personal information through new keyboard hooking. In this paper, we propose a keyboard hooking protected password input method using CAPTCHA. The proposed password input method is based on entering the password using mouse click or touch pad on the CAPTCHA image. The mapping of CAPTCHA image pixels is random.

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A Gesture Interface Description Language for a Unified Gesture Platform

  • Geun-Hyung Kim;EunJi Song
    • Asia-pacific Journal of Convergent Research Interchange
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    • v.4 no.2
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    • pp.1-12
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    • 2018
  • Nowadays, the advent of smart devices equipped with the latest input technologies has changed the way users interact with smart devices. The gesture based user interface, as the natural user interface technologies, has attracted a lot of attention from researchers and developers. Gestures can be constituted in different ways; touching a screen, moving a pointing device, or making hand or body movements in a three-dimensional (3D) space. The various gesture input devices make application developers to maintain multiple source code families for the same applications adapting different gesture input devices. In this paper, we defined the gesture interface markup language (GIML) based on extensible markup language (XML) to describe gestures independently of the input devices. It also provides constraints necessary to determine which gesture has occurred and information required when UGesture platform interact with the gesture based application. The proposed GIML is based on our previous implemented the UGesture platform and the evaluation results, and so the GIML can be used to define new gestures for the UGesture platform and support new input hardwares.

Adaptive User Interface Techniques for Efficient Mobile Service (효율적인 모바일 서비스를 위한 적응적 사용자 인터페이스 기술)

  • Kang, Young-Min
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.21-25
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    • 2006
  • As the mobile computing technologies rapidly develops, the mobile phones are evolving into smart phones capable of higher performance. However, it is inevitable that the mobile phones have limited input/output functions in order to maintain the current portability. Because of the limited input and output, the mobile user interfaces currently adopt the inefficient structures based on sequential search and selection. In this paper, an intelligent and adaptive user interface techniques are proposed in order to surmount the current inefficiency of the static interface and to maximize the user convenience. The proposed techniques, based on the users' previous tasks, automatically generate an intelligent and adaptive user interface in order to make users efficiently utilize the mobile services.

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