• Title/Summary/Keyword: User Interfaces

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The human factors in user interface design of computer graphics (컴퓨터 그래픽 User Interface 설계에서의 Human Factor)

  • 최윤철
    • Journal of the Ergonomics Society of Korea
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    • v.6 no.2
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    • pp.29-37
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    • 1987
  • This paper discusses the gereral principles to be considered in the design of usef interfaces of graphics packages and presents a top-down design process in systematic way. The effective and convenient user interfaces are analyzed based on human factors criteria and we discuss the properties and application requirements of typical interaction techniques which support primitive tasks. The choice of an interaction technique has a set of input device prerequisites to be met.

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On a Concurrency Control and an Interface Design of Collaboration-aware Applications (공동작업을 위한 응용 프로그램에서의 동시성 제어 문제 및 인터페이스 설계 에 관한 연구)

  • Yun, Seok-Hwan;Lee, Jae-Yeong;Park, Chi-Hang;Sin, Yong-Baek
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.3
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    • pp.631-639
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    • 1996
  • In this paper we discuss the elements which must be considered for collaboration- aware application design and their effcets on user interfaces. Collaboration-aware applications have inter-user and user/system interaction features besides generic real-time distribution system features and this restricts the design freedom with the requirement of consistent user interfaces. Programmers, therefore, must provide uniform and logically consistent user interfaces to user and, for this end, they should consider main design features such as concurrency control algorithms, system topology and object replication scheme. Among the design factors concurrency control algorithms have relatively significant impact on user interfaces and we consider the impact of concurrency control agorithms along with that of thesystem to pologyand the objectreplication scheme. Coshed/SAS, a groupeditor, is given as an example of application of the factors.

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Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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A Study on Implementing Kinect-Based Control for LCD Display Contents (LCD Display 설비 Contents의 Kinect기반 동작제어 기술 구현에 관한 연구)

  • Rho, Jungkyu
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.4
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    • pp.565-569
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    • 2014
  • Recently, various kinds of new computer controlled devices have been introduced in a wide range of areas, and convenient user interfaces for controlling the devices are strongly needed. To implement natural user interfaces(NUIs) on top of the devices, new technologies like a touch screen, Wii Remote, wearable interfaces, and Microsoft Kinect were presented. This paper presents a natural and intuitive gesture-based model for controlling contents of LCD display. Microsoft Kinect sensor and its SDK are used to recognize human gestures, and the gestures are interpreted into corresponding commands to be executed. A command dispatch model is also proposed in order to handle the commands more naturally. I expect the proposed interface can be used in various fields, including display contents control.

Analysis on User Interface in Information Retrieval Systems (정보검색시스템에서의 이용자 인터페이스 기능에 관한 분석적 고찰)

  • 서은경
    • Journal of the Korean Society for information Management
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    • v.16 no.4
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    • pp.125-150
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    • 1999
  • This study reviews various aspects of design of user interfaces in interactive information retrieval systems. Specially the study examines, 1) search related interfaces such as query processing, search strategies, and multilingual processing, and 2) browsing related interfaces such as document browsing and search result browsing. The main goals of this review are to characterize user interface techniques in information retrieval systems and to suggest potential future research direction and challenges.

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Effectiveness Optimization for Metro-Style Graphical User Interfaces (Metro 스타일 GUI의 가시화 효율 최적화)

  • Kim, Kangtae;Kim, Kihyuk;Lee, Sungkil
    • KIISE Transactions on Computing Practices
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    • v.20 no.12
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    • pp.670-675
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    • 2014
  • Graphical user interfaces (GUI) in modern software deliver information visually, and a well-designed interface can provide information to the use in an organized and intuitive manner while poorly-designed interfaces can cause visual inconvenience and confusion. In order to effectively deliver information to the user, visual attention should be placed on a prominent location in the image. This paper introduces a method based on a human visual system (HVS) that can improve Metro-style GUIs by reducing a user's workload to visually find information. Our method is designed with spatial mapping and color mapping for buttons in the Metro-style GUI. Also we define a metric for Metro-style GUI effectiveness, including an optimization algorithm. The results show that our method improves the performance of visual search tasks in a Metro-style GUI.

A Usability Evaluation Method for Speech Recognition Interfaces (음성인식용 인터페이스의 사용편의성 평가 방법론)

  • Han, Seong-Ho;Kim, Beom-Su
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.3
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    • pp.105-125
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    • 1999
  • As speech is the human being's most natural communication medium, using it gives many advantages. Currently, most user interfaces of a computer are using a mouse/keyboard type but the interface using speech recognition is expected to replace them or at least be used as a tool for supporting it. Despite the advantages, the speech recognition interface is not that popular because of technical difficulties such as recognition accuracy and slow response time to name a few. Nevertheless, it is important to optimize the human-computer system performance by improving the usability. This paper presents a set of guidelines for designing speech recognition interfaces and provides a method for evaluating the usability. A total of 113 guidelines are suggested to improve the usability of speech-recognition interfaces. The evaluation method consists of four major procedures: user interface evaluation; function evaluation; vocabulary estimation; and recognition speed/accuracy evaluation. Each procedure is described along with proper techniques for efficient evaluation.

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Online Searching Behavior of Social Science Researchers' in IR Interfaces of E-journal Database Systems: A Study on JMI, JNU, and DU

  • Kumar, Shailendra;Rai, Namrata
    • Journal of Information Science Theory and Practice
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    • v.1 no.4
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    • pp.48-66
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    • 2013
  • The aim of this study is to examine the user's online searching behavior in IR interfaces of e-journal database systems. The study is purely based on survey methods and tries to analyse the online searching behavior of respondents of social science disciplines who were doing research in three target central universities of Delhi (i.e. DU, JMI, and JNU). For measuring the responses of the respondents in IR interfaces of e-journal database systems, a total of 396 questionnaires were distributed among the students and out of all, 305 responses were used for the study. The findings of the study reveal that most of the students were not using all the facilities offered in IR interfaces of e-journal database systems for their retrieval process and also encourages menu based searches rather than command based searching.

ISDN Experimental Experiences on User-Network Interfaces (ISDN 가입자 - 망 접속에서의 실험적 경험에 대한 고찰)

  • Jeong, Il-Yeong;Jeong, Hui-Chang;Jo, Gyu-Seop;Im, Ju-Hwan
    • ETRI Journal
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    • v.10 no.1
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    • pp.3-13
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    • 1988
  • With the contunuing trends towards an information based society, telecommunications services are becoming an integral part of social activities. So, emphasis on ISDN is growing rapidly and placed on supporting integrated services delivery of different levels to the end user. The end user’s perception of an integraged services delivery(in particular, ISDN services) should reflect three interrelated capabilities, ISDN access capabilities and ISDN network capabilities. For turning the ISDN concept of above capabilities into reality, we have implemented the experimental system on user-network interfaces, which are three kinds of implementations in user access arrangements, namely basic access, intermediate rate multiplexed access and primary rate multiplexed access. Through these implementations, NTE(Network Terminating Equipment) is used for single basic access [2B+D], IMUX (Intermediate rate Multiplexer) for 4 basic accesses [4X(2B+D)] and PMUX(Primary rate Multiplexer) for [10/12 X (2B+D)]. This paper describes the outlines of system features on user access equipments, system architectures of testbed and experiment result of each access arrangements.

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Balancing Fun and Learning through a User Interface: A Case Study of Wii Game

  • Kim, Si Jung;Lee, Kichol;Park, Yeonjeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3638-3653
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    • 2019
  • Designing a user interface is important because the user interface determines the level of physical and mental engagement of the user resulting in their level of learning. This paper investigated how physical engagement through a different user interfaces is associated with fun and learning and presented a theoretical physical engagement model called, PEM, developed based on an empirical user study. The PEM model describes how a game user interface is associated with the level of fun and learning, particularly in playing a full body engaged game. There are many different types of games but the Wii Tennis, an embodied interactive game, was chosen as an instance of full body engaged game. A user study with 32 participant's age ranged from 21 to 40 years old revealed that there is a positive correlation between both fun and learning and the level of physical engagement through two different user interfaces. The results of the study showed that the extent of fun and learning are associated with the physical engagement of the player through an interface. As an implication from the study, the result recommend that the level of user engagement is realized by an effective user interface, and the level of physical engagement is determined by the level of authenticity bridged by the user interface.