Tour application have a lot of information to offer. Because smart phones’ screen is small, it is necessary to efficiently organize user interface(UI). To have a quantity analysis on human's' attention affected by layout position in tour application UI design, an experiment was proposed and then the data analysis was done. Thirty subjects took part in our experiment and 20 tour application layout images divided into four area of interest (AOI) were taken as the stimulus randomly. Data was recorded by the Tobi Pro X2-30 eye tracker system. The heat maps and gaze plot results were analyzed. And then One-way ANOVA (analysis of variance) statistical method was applied to finding out the significant difference in factor levels. Results show that the active area and eye movements tracking roads within statistic meaning. Moreover, ANOVA (F = 24.28, p = 2.21267e15 < 0.01) shows that the different positions have significance difference effect on subjects' attention and mean of AOI (4) is a significant difference from other three area. And then the influence degree of AOI (4) (F = 13.90, p = 0.098 > 0.05) is weaker than other regions through the simple test. In conclusion, the tour applications should be considered the layout position effects on improving the attraction for corresponding users.
In this paper, it suggests how to input what it needs under gesture based which is able to put its text 3 times faster than an existing way with voice based by a person who is a visually impaired person with a smart device that is flat display without a physical button. The suggesting way is a text input method based on gesture that after setting the touch display of the smart phone to 8 directions, then, it inputs number, English/Korean tests and special characters with initial location and central point of input texts following drag motion of the users or it controls and processes all applications in the smart devices naturally. It tries to prove efficiency of this method through real test to the visually impaired.
This study developed a user focused interface to improve a temperature regulation smart wear system controlled by a textile switch embedded on the outer surface. Designers need to investigate problems between design and consumers to enhance usability. Companies usually launch a final product where problems are resolved by repeated usability evaluation from the initial stage of product development.
A textile switch was made all fabric for natural wear ability and designed for easy control and hands-free operation. Usability evaluation for textile switch design was conducted after reading manual without functioning. The survey selected five possibilities (metaphor, consistency, efficiency, flexibility, and aesthetic) from 10 heuristic evaluation assessment criteria of Nielsen(Feedback, metaphor, control, consistency, error prevention, efficiency, flexibility, aesthetic, recover form error, and help) to evaluate with a 5-point Likert-type rating scale restricted by 17 questions that collected specific opinions about user satisfaction. We randomly selected 20 general users to conduct the survey.
A textile switch was made all fabric for natural wear ability and designed for easy control and hands-free operation. Usability evaluation for textile switch design was conducted after reading manual without functioning. The survey selected five possibilities (metaphor, consistency, efficiency, flexibility, and aesthetic) from 10 heuristic evaluation assessment criteria of Nielsen(Feedback, metaphor, control, consistency, error prevention, efficiency, flexibility, aesthetic, recover form error, and help) to evaluate with a 5-point Likert-type rating scale restricted by 17 questions that collected specific opinions about user satisfaction. We randomly selected 20 general users to conduct the survey.
Textile switch is suitable for the interface of temperature regulation smart wear systems in terms of usability, because it synthetically presented high user satisfaction standards. We modify the final prototype based on usability problems selected through subjective evaluation.
아이폰으로 대표되는 각종 스마트폰의 출시로 게임 시장은 신규 플랫폼을 위한 새로운 게임 제어 방식을 원하고 있다. 본 논문에서는 카메라에 근접한 얼굴 및 손의 회전 각도를 인식하는 기술을 이용하여 게임 컨트롤의 새로운 입 력 방식으로 사용 하는 방법을 제안한다. 일반 카메라로부터 입력 받은 영상에서 피부 색상으로 얼굴 영역을 추출하 고 타원정합(ellipse fitting)을 사용하여 얼굴과 손 영역의 회전각을 추정한다. 제안된 기술은 얼굴이나 손의 일부가 화 면 밖으로 나가더라도 추적이 지속되고, 사용자의 작은 움직임으로도 게임 플레이가 가능하기 때문에 카메라가 장착 된 스마트폰과 PC 등에 적용이 가능하다.