• Title/Summary/Keyword: touch

Search Result 1,950, Processing Time 0.037 seconds

Extended Fitts' Law for Dual Task : Pointing on IVIS during Simulated Driving (다중작업에의 적용을 위한 Fitts' Law 확장 : 운전 중 IVIS 조작 작업을 대상으로)

  • Lee, Mingyu;Kim, Heejin;Chung, Min K.
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.40 no.3
    • /
    • pp.267-274
    • /
    • 2014
  • The purpose of this study is to identify a relationship between the time taken and the characteristics of touch key for touch-screen-based in-vehicle information system (IVIS) and to suggest a new Fitts' law formula that is added a driving speed parameter. Many studies already have shown that Fitts' law is well fitted in various devices for primary tasks, but there is no study of Fitts' law for secondary task in dual-task situation. Fitts' law may not be applied to the secondary task as it is, because the secondary task performance can be affected by the amount of attention for the primary task. To verify this, we carried out an experiment that showed whether pointing task to touch-screen-based IVIS during driving is affected by driving speeds or not. In the experiment, 30 people were volunteered for participants and the participants carried out driving task and pointing task on the screen of IVIS simultaneously. We measured the time to point a touch key on IVIS for every condition (3 driving speeds${\times}5$ touch key sizes${\times}7$ distances between steering wheel and touch key). As a result, there was an effect of driving speed on the pointing time. As we extended the index of difficulty of the conventional Fitts' law formula by incorporating driving speed, we established an extended Fitts' law formula for pointing on IVIS, which showed better accordance with dual task situation. This study can be evidence that secondary task performance is affected by degree of concentration on primary task, and the extended Fitts' law formula can be useful to design interfaces of IVIS.

Preparation of Rayon Filament based Woven Fabric and PCM Treatment for Developing Cool Touch Summer Clothing Material (여름철 냉감성 의류소재 개발을 위한 비스코스 레이온 중심의 직물 제조 및 PCM 가공)

  • Hong, Kyung Hwa
    • Fashion & Textile Research Journal
    • /
    • v.16 no.2
    • /
    • pp.326-332
    • /
    • 2014
  • To develop cool touch feeling fabrics for summer clothing material, it was manufactured several compositions of woven fabrics, having rayon multi-filament yarn (non-twisted) as warp and various kinds of yarn, such as viscose rayon multi-filament yarn (twisted), tencel$^{(R)}$ spun yarn, PET high absorbance quick dry filament yarn, and PET based rayon-like yarn, as weft. After preparing the fabrics, basic properties of the fabrics were investigated, such as air-permeability, tensile strength, absorption rate, drying rate, etc. Also, surface warm / cool sensations of the woven fabrics were assessed by Qmax Warm / Cool Touch Tester. It was observed that the fabrics composed of viscose rayon multi-filament yarn (warp) and PET high absorbance quick dry filament yarn (weft) showed excellent surface cool touch sensation-the highest Qmax value. This is because the fabric having flat shaped PET high absorbance quick dry filament shows the largest contact area with Qmax measuring plate. And, the fabric also showed superior high absorbance and quick dry property as expected. In addition, we treated phase change material (PCM) on the surface of the fabric composed of viscose rayon multi-filament yarn (warp) and PET high absorbance quick dry filament yarn(weft) to improve the cool touch feeling. However, the surface cool touch feeling was impaired by resin treated with PCM during the finishing process.

Proposal and Implementation of Security Keypad with Dual Touch (이중 터치를 이용한 보안 키패드 제안 및 구현)

  • Song, Jinseok;Jung, Myung-Woo;Choi, Jung-In;Seo, Seung-Hyun
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.7 no.3
    • /
    • pp.73-80
    • /
    • 2018
  • Due to the popularity of smartphones and the simplification of financial services, the number of mobile financial services is increasing. However, the security keypads developed for existing financial services are susceptible to probability analysis attacks and have security vulnerabilities. In this paper, we propose and implement a security keypad based on dual touch. Prior to the proposal, we examined the existing types of security keypads used in the mobile banking and mobile payment systems of Korean mobile financial businesses and analyzed the vulnerabilities. In addition, we compared the security of the proposed dual touch keypad as well as existing keypads using the authentication framework and the existing keypad attack types (Brute Force Attack, Smudge Attack, Key Logging Attack, and Shoulder Surfing Attack, Joseph Bonneau). Based on the results, we can confirm that the proposed security keypad with dual touch presented in this paper shows a high level of security. The security keypad with dual touch can provide more secure financial services, and it can be applied to other mobile services to enhance their security.

The Proposal of the Conceptual Model for Cognitive Action of Smart Device (스마트 디바이스의 인지적 행동에 대한 개념모델 제안)

  • Song, Seung-Keun;Kim, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
    • /
    • v.11 no.4
    • /
    • pp.529-536
    • /
    • 2010
  • Currently many people are awfully concerned about smart device in domestic and foreign mobile market. The need of smart device has been rapidly increased. Unlike a feature phone smart devices provide us with an intuitive interface which is easy to control. They are enable to smoothly interact between user and device. Though higher market outlook, there is a lack of empirical research on user interface in touch screen based on smart device. In this paper, we propose the touch interface conceptual model concentrating on user based on the result of previous research. Materials of this research are three kinds of smart devices which are currently released. Through expert's depth interview and observation of user, user's cognitive actions in smart device are defined. Since the method of the touch interface which is suitable for the action has been derived, we have proposed the conceptual model of user's cognitive action. This research imply to offer the excellent design guideline in order to implement touch interface to optimize user experience in touch screen based on smart device to release in the future.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
    • /
    • v.15 no.1
    • /
    • pp.69-76
    • /
    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.

A Study on User Experience that Provides Psychological Stability during Mobile E-commerce One-touch Payment (모바일 이커머스 페이 원터치 결제 시 심리적 안정감을 제공하는 사용자 경험 연구)

  • Chang, Dah-Hee;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.20 no.1
    • /
    • pp.277-283
    • /
    • 2022
  • The purpose of this study is to study the user experience that provides psychological stability when paying for mobile e-commerce pay one-touch. Through literature and case studies, e-commerce pay one-touch payments were identified, and user experiences were investigated through surveys and in-depth interviews. The survey based on Aaron Walter's model of user needs received a high average of functionality and usability for one-touch payments, but reliability and stability were somewhat low. Afterwards, four design improvement plans were presented to supplement psychological stability by analyzing in-depth interviews conducted based on the User's Eye View of User Experience Design model. This study is expected to be helpful in basic research on the payment experience where you can feel stable when taking one-touch payments.

A Study on User-Centric Force-Touch Measurement using Force-Touch Cover (포스 터치 커버를 이용한 사용자 중심적 포스 터치 측정에 관한 연구)

  • Nam, ChoonSung;Suh, Min-soo;Shin, DongRyeol
    • Journal of Internet Computing and Services
    • /
    • v.18 no.3
    • /
    • pp.37-48
    • /
    • 2017
  • Touch interface has been introduced as one of the most common input devices that are widely used in the Smart Device. Recently Force-Touch interface, a new approach of input method, having the power recognition mechanism, has been appeared in Smart industries. Force-Touching determining multiple things (the geographical and pressure values of touching point) in one touching act allows users to provide more than one input methods in a limited environments. Force-Touching Device is required different user communicational interaction than other common Smart devices because it is possible to recognize various inputs in the one act. It means that Force-Touching is only able to understand and to use the pressure sensitive values, not other Smart input methods. So, we built Force-Touch-Cover that makes typical Smart-Device to have Force-Touching interfaces. We analysis the accuracy of the Force-Touching-Cover's sensor and also assessment the changes in pressure values depending on the pressure position. Via this Paper, We propose the implement of user-oriented Force-Touching interface that is based on users' feedback as our conclusion.