• Title/Summary/Keyword: User Interaction

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A Comparative Study for User Interface Design between TV and Mobile Phone (TV와 휴대폰의 사용자 인터페이스 디자인 비교 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.1
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    • pp.29-35
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    • 2008
  • An estimated 1 billion mobile phone were sold globally in the year 2006. In Korea, people watch television 3.17 hours in a day. Television isn't what it used to be. Digital TV provides both interactivity and high definition. Mobile phone also transferred from 2G to 3G or 3.5G. This means the complexity of TV and mobile phone is increased, design of user interface is more difficult. Unlike the personal computer industry, TV and mobile phone industries have no standard user interface. A comparative study for user interface between TV and mobile phone is studied. User, task, system are analyzed in requirement analysis. User interface model and interaction are also analyzed between TV and mobile phone. This study provides some insights for user interface design. First, the UI designer have to consider another products because one user using one product at the same time using another products. Experience for one product affects that for another product. Second, TV and mobile phone show very similar pattern, especially interaction task and input interaction. Third, there are not sometimes optimized experience between service operator and device manufacturer. Cooperative design between them is required.

A Design and Implementation of User Interaction-Oriented Integrated Virtual Education System (사용자간 상호작용 지향적 통합 가상교육시스템의 설계 및 구현)

  • 박경환;문석원
    • Journal of Korea Multimedia Society
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    • v.1 no.2
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    • pp.215-223
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    • 1998
  • This paper introduces the method for a design and implementation of an integrated virtual education system WebClass which is based on the World Wide Web and maximizes the interaction among users. Existing virtual education systems did not provide a flexible integration of their functions as they included various interaction functions without user interaction models. We designed an user interaction model for supporting various instructional model and implemented user interfaces of WebClass based on the interaction model. Thus we developed an intergrated virtual education system that is based on user interaction model instead of amalgam of various interaction functions. WebClass support both synchronous and asynchronous sharing functions for user interactions. Our goal was to support and efficient virtual education by maximizing user interaction.

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Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

Emotional Communication on Interactive Typography System

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.2
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    • pp.41-44
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    • 2018
  • In this paper, we propose a novel method for developing expressive typography authoring tools with personal emotions. Our goal is to implement an interactive typography system that does not rely on any particular language and provides an easy, natural user interface and allows for immediate interaction. For this purpose, we converted the text data entered by a user to image data. The image data was then used for interaction with the user. The data was synchronized with the user's skeleton information obtained from the depth camera. We decomposed the characters using the formality of language to provide a typographical movement that responds more dynamically to the user's motion. Thus, this system provides interaction as a unit of characters rather than as a whole character, allowing the user to have emotional and aesthetic emotional immersion into his or her creation.

A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
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    • v.1 no.2
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    • pp.74-81
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    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

Idea Exploration for Product Innovation based on Product-User Interaction Analysis (제품과 사용자의 인터렉션 분석을 통한 제품개선 아이디어 탐색)

  • 박정순
    • Archives of design research
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    • v.13 no.3
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    • pp.29-38
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    • 2000
  • Human has been living in the relation with diverse artifacts ranging from simple tools to complex systems. The relation is an interaction between user and product with input and output process to achieve a certain goals. Natural inter-connection is very important to this interaction. The visualized operation and the dear feedback of product play a critical role in making input and output distinct at both sides. So product innovation means removing mental and physical loads between product and user based on understanding and analyzing interaction. This study proposes the interaction grid as a framework to visualize the interaction. The interaction grid is the format to describe the input and output process between user and product. Modeling and analysis of interaction is based on the interaction grid. Finally, this study discusses the idea exploration method for product innovation with interaction grid, and develops prototype of interaction analysis system for supporting idea exploration.

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Audience Interaction for Virtual Reality Theater (VR 극장을 위한 관객인터랙션)

  • 안상철;김익재;김형곤
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.50-58
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    • 2003
  • Recently we have built a VR(Virtual Reality) theater in Kyongju, Korea, which combines the advantages of VR and IMAX theater. The VR theater provides a virtual environment for several hundreds of people at the same time. The VR theater can be characterized by a single shared screen and by multiple inputs from several hundreds of people. In this case, multi-user interaction is different from that of networked VR systems and must be reconsidered. This paper defines the multi-user interaction in such a VR theater as Audience Interaction, and discusses key issues for the implementation of the Audience Interaction. This paper also presents a real implementation example in the Kyongju VR theater.

User Interactive ROI based Scalable Video Consumption System (사용자의 인터랙션 정보를 반영한 ROI 기반 스케일러블 비디오 소비)

  • Choi, Jeong-Hwa;Bae, Tae-Meon;Ro, Yong-Man
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.1-12
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    • 2007
  • In this paper, we propose a video service system that reflects user interaction in the multimedia contents to increase user satisfaction in the restricted content consumption environment. The proposed system is based on the multiple ROI(Region of Interest) coding in H.264/AVC Scalable Video Coding (SVC). The proposed system provides scalable video quality by adopting SVC. And by bidirectional communication between user and video server, it enables user to select meaningful ROI among multiple ROIs by user interaction. To verify the usefulness of the proposed system, we demonstrate it with a test-bed on which user interactive ROIs are implemented.

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Consideration for cognitive effects in smart environments for effective UXD(User eXperience Design) (스마트환경의 효과적인 UXD를 위한 인지작용 고찰)

  • Lee, Chang Wook;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.397-405
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    • 2013
  • The development of the technology of the 21st century, wireless Internet technology development in smart environments, was rapidly settled. In such an environment, the user is faced with many smart devices and smart content. This study is the analysis of the smart environment and smart devices, and user-to-user cognitive out about the effects reported. Cognitive effects observed behavior, technology, and user-centered system design, and plays a very important role to play in educating the users. And theoretical consideration about the UX (User eXperience) and UXD (User eXperience Design), by case analysis on the technical aspects of 'effective' visual aspect of interoperation aspects (interaction), and the cognitive effects of UXD (User eXperience Design) examined. As a result, on the visual aspects of the user experience based on the design that can be used to know, and be sound or through interaction with the user of the machine-to-machine interaction (and interaction) that must be provided, such as location-based or speech recognition technology will help you through the convenience of the user. Through this research, the smart environment and helping act of understanding, effective UXD (User eXperience Design) to take advantage of to help.

An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.