• Title/Summary/Keyword: touch interface

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Analysis of Users' Gestures by Application in Smartphone Touch Interfaces (스마트폰 터치 인터페이스에서 애플리케이션별 사용자 제스처의 분석)

  • Kim, Jisun;Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.9-14
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    • 2015
  • Touch interface is widely used in a smartphone instead of a keyboard or a keypad interface that has been adopted in a PC or a featurephone, respectively. Touch interface can recognize a variety of gestures that clearly represent the distinct features of each application's input. This paper analyzes users' gesture of each application captured by the touch interface of a smartphone. Specifically, we extract touch input traces from various application categories such as game, web browser, youtube, image and e-book viewer, video player, camera, and map applications, and then analyzed them. Through this analysis, we observed a certain unique characteristics of each application's touch input, and this can be utilized in various useful areas such as identification of an application user, prevention of running an application by an illegal user, or design of a new interface convenient to a specific user.

The Effects of Swiping Orientation on Preference and Willingness to Pay: The Interaction Between Touch Interface and Need-For-Touch

  • Ren, Han;Kang, Hyunmin;Ryu, Soohyun;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.65-78
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    • 2017
  • The current study examined the influence of individual trait such as Need-For-Touch level (NFT; high vs. low) and swiping orientation (vertical vs. horizontal) on product evaluation and preference when using touch-screen interface like a smart phone and a tablet. Swiping is one of the most common interaction techniques for changing pages or searching some aligned pictures on touch-screen interface and it can be used in vertical and horizontal orientations. The experiment revealed a significant interaction between swiping orientation and NFT on preference, however the interaction on change-in-price of given products was only marginally significant. To be specific, high NFT participants reported higher preference for horizontal-swipe than vertical-swipe products, but such difference did not occur with low NFT participants. The current study illustrates the influence of swiping orientation and NFT on product preference and it provides a new perspective of design principles especially for online shopping websites.

A User Satisfaction Based Touch Button Design (사용자 만족도를 고려한 터치 버튼 사이즈에 대한 연구)

  • Kim, Jin;Choi, Kwang-Soo
    • IE interfaces
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    • v.20 no.4
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    • pp.539-546
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    • 2007
  • This study has been conducted on touch screen interface design for mobile devices. It was intended to measure user’s satisfaction on one-handed thumb input mobile devices. Recent studies proposed the optimal touch button size, but it is inappropriate for mobile devices. Therefore, this study was focused on four touch key factors-width, height, the horizontal and vertical distance between touch keys-as independent variables. The ANOVA results showed that the user satisfaction of four touch key factors was significantly affected by the thumb input. It also apparent that the interactions between four factors were significant. As a result, the horizontal and vertical distance as well as the width and height affected the satisfaction of users. In addition, this study suggested satisfaction models which represent the top 30%, 50%, 70% of user satisfaction measurement. The results of this study could be used to design touch keys that are able to enhance the usability on touch screen based mobile devices.

Analyzing Input Patterns of Smartphone Applications in Touch Interfaces

  • Bahn, Hyokyung;Kim, Jisun
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.30-37
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    • 2021
  • Touch sensor interface has become the most useful input device in a smartphone. Unlike keypad/keyboard interfaces used in electronic dictionaries and feature phones, smartphone's touch interfaces allow for the recognition of various gestures that represent distinct features of each application's input. In this paper, we analyze application-specific input patterns that appear in smartphone's touch interfaces. Specifically, we capture touch input patterns from various Android applications, and analyze them. Based on this analysis, we observe a certain unique characteristics of application's touch input patterns. This can be utilized in various useful areas like user authentications, prevention of executing application by illegal users, or digital forensic based on logged touch patterns.

Edutainment contents using Touch-Face (Touch-Face 기반 에듀테인먼트 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Woan;Lee, Chil-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.363-366
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    • 2008
  • In this paper, I describe about edutainment contents to infant. We can call following PANSORI that user can experience national classical music that is our country tradition music using imagination musical instrument instead of actuality musical instrument, and is one at national classical music. Also manufacturing operationalized Touch-Face that is intelligence style interface platform that can play that tradition pattern and basis use style hand that is a tool the immediate perception enemy use and touch display directly as unaccustomed infant and children are easy and convenient to base. Because of these reason, educational contents can become help to study efficiently because there is in preschool education more on Touch-Face base.

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A Long-Range Touch Interface for Interaction with Smart TVs

  • Lee, Jaeyeon;Kim, DoHyung;Kim, Jaehong;Cho, Jae-Il;Sohn, Joochan
    • ETRI Journal
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    • v.34 no.6
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    • pp.932-941
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    • 2012
  • A powerful interaction mechanism is one of the key elements for the success of smart TVs, which demand far more complex interactions than traditional TVs. This paper proposes a novel interface based on the famous touch interaction model but utilizes long-range bare hand tracking to emulate touch actions. To satisfy the essential requirements of high accuracy and immediate response, the proposed hand tracking algorithm adopts a fast color-based tracker but with modifications to avoid the problems inherent to those algorithms. By using online modeling and motion information, the sensitivity to the environment can be greatly decreased. Furthermore, several ideas to solve the problems often encountered by users interacting with smart TVs are proposed, resulting in a very robust hand tracking algorithm that works superbly, even for users with sleeveless clothing. In addition, the proposed algorithm runs at a very high speed of 82.73 Hz. The proposed interface is confirmed to comfortably support most touch operations, such as clicks, swipes, and drags, at a distance of three meters, which makes the proposed interface a good candidate for interaction with smart TVs.

Usability Evaluation of the Touch Keys for the Smart Watch (스마트 워치 터치스크린에서의 터치 키에 대한 사용성 연구)

  • Kim, Su Young;Ban, Kimin;Choe, Jaeho;Jung, Eui S.
    • Journal of Korean Institute of Industrial Engineers
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    • v.41 no.3
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    • pp.225-232
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    • 2015
  • The smart watch is the most popular wearable computing device because it takes a form of wristwatch. Many smart watches have adopted the touch screen interface due to the limited size of display. This paper focuses on touch key size and spacing that affect the usability about the touch key of smart watch. The experiments were made for four touch key sizes (width${\times}$height; $5{\times}5$, $5{\times}7$, $7{\times}5$, $7{\times}7mm$) and nine touch key spacing (vertical${\times}$horizontal; $0{\times}0$, $0{\times}1$, $0{\times}3$, $1{\times}0$, $1{\times}1$, $1{\times}3$, $3{\times}0$, $3{\times}1$, $3{\times}3mm$). The completion time, error rate, control discomfort and identification discomfort were measured. The touch key size $7{\times}7$, $7{\times}5$ and the touch key spacing $3{\times}3$, $1{\times}3$ provided the best results in terms of the completion time and the control discomfort, while the square touch key ($7{\times}7$, $5{\times}5$) provided the best performance for the error rate measure. The result of this study can help ergonomically design the touch interface of the smart watch.

The Mouse & Keyboard Control Application based on Smart Phone (스마트 폰 기반의 마우스와 키보드 제어 어플리케이션)

  • Lim, Yang Mi
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.396-403
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    • 2017
  • In recent years, the use of touch screens has expanded, and devices such as remote controllers have been developed in various ways to control and access contents at long range. The wireless-based touch screen is used in classroom, seminar room, and remote video conversation in addition to the TV remote control. The purpose of the study is to design a smart phone-based intuitive interface that can perform the role of a wireless mouse and a wireless keyboard at range using Bluetooth and to develop an application that integrates functions of a mouse and a keyboard. Firstly, touch interaction model for controlling software such as PowerPoint by connecting to a general PC on a smart phone has been studied. The most simple touch operation interface is used to reproduce the function of existing devices and design more simply. The studies of the extension of interfaces with various functions are important, but development of optimized interfaces for users will become more important in the future. In this sense, this study is valuable.

Manipulation of the Windows Interface Based on Haptic Feedback (촉각 기반 윈도우 인터페이스)

  • Lee, Jun-Young;Kyung, Ki-Uk;Park, Jun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.366-371
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    • 2008
  • In this paper, we suggest a haptic interface and a framework of interaction with haptic feedback based Windows graphical user interface (GUI) in a computing device with touch screen. The events that occur during a user interacts with Windows interfaces through a touch screen are filtered out by the Windows Interface Message Filter (WIMF) and converted into appropriate haptic feedback information by the Haptic Information Provider (HIP). The haptic information are conveyed to users through a stylus-like haptic interface interacting with a touch screen. Major Windows interaction schemes including button click, menu selection/pop-up, window selection/movement, icon selection/drag & drop and scroll have been implemented and user tests show the improved usability since the haptic feedback helps intuition and precise manipulation.

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RealBook: A Tangible Electronic Book Based on the Interface of TouchFace-V (RealBook: TouchFace-V 인터페이스 기반 실감형 전자책)

  • Song, Dae-Hyeon;Bae, Ki-Tae;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.551-559
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    • 2013
  • In this paper, we proposed a tangible RealBook based on the interface of TouchFace-V which is able to recognize multi-touch and hand gesture. The TouchFace-V is applied projection technology on a flat surface such as table, without constraint of space. The system's configuration is addressed installation, calibration, and portability issues that are most existing front-projected vision-based tabletop display. It can provide hand touch and gesture applying computer vision by adopting tracking technology without sensor and traditional input device. The RealBook deals with the combination of each advantage of analog sensibility on texts and multimedia effects of e-book. Also, it provides digitally created stories that would differ in experiences and environments with interacting users' choices on the interface of the book. We proposed e-book that is new concept of electronic book; named RealBook, different from existing and TouchFace-V interface, which can provide more direct viewing, natural and intuitive interactions with hand touch and gesture.