• Title, Summary, Keyword: touch interface

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Prospect of Non-Touch User Interface Technique (비접촉식 동작인식 기반 사용자 인터페이스 기술 전망)

  • Kim, Soo-Kyun;Sung, Kyung
    • The Journal of Advanced Navigation Technology
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    • v.18 no.3
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    • pp.242-247
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    • 2014
  • The advancement of touch user interface technology is mostly due to the debut and success of the new user experience (UX), the iPhone. The introduction of Apple's iPhone especially made possible for the user experience to break away from the traditional input device of the mouse and keyboard. It is advancing from the current 3rd generation touch interface technology into the 4th generation non-touch user interface technology. This paper will present a non-touch interaction technology that allows interaction in a three dimensional setting through 3-D space touch. It will analyze current technologies and future emerging technologies.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

Automatic Generation Technique of Touch-Screen Interface for Mobile Game Contents (모바일 게임 콘텐츠의 터치스크린 인터페이스 자동 생성 기법)

  • Ko, Seok-Hoon;Son, Yun-Sik;Park, Ji-Woo;Oh, Se-Man
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.11
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    • pp.866-870
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    • 2009
  • As touch-screen mobile phones pour into the market, demands for reusing existing mobile game contents by adding a touch-screen interface are increasing. But, the contents which are developed in existing does not have touch-screen interface and in order not to be automatic is difficult with touch- screen contents to convert. From the present paper uses keyboard interface information about the mobile game contents which does not have touch-screen interface and creates touch-screen interface with automatic the method which proposes. This method analyzes the type of key events which are used from the contents the screen keyboard layout of optimum and construct. And, key event where is confronted with automatic occurs about touch screen event and creates the screen interface which executes the keyboard event handler. In the end, experiment leads and the screen interface which has become optimum anger to the contents creating, confirms.

Application of Paper-prototyping Method for Touch Interface Design Evaluation (터치 입력방식 디자인 평가를 위한 페이퍼 프로토타이핑 기법 적용)

  • Shin, Kyung-Jin;Lee, Tae-Il
    • 한국HCI학회:학술대회논문집
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    • pp.888-894
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    • 2009
  • Recently, touch screen systems with direct touch interfaces are prevailing in digital products such as MP3's, DMB's, PDA's and navigators, which give rise to new interface issues related to speed, feedback and accuracy, and consider additional considerations for solving those issues in evaluation processes. Although paper prototyping method, the one of applicable methods, is efficient ways to evaluate the touch interface, it still requires a certain amount of adaptations for touch interfaces. This study aims to identify emerged issues regarding to paper-prototyping method for the evaluation of touch interface, to come up with alternatives for applying the method. The study started with analyzing the touch interface in digital products, and suggests the 'Touch Wheel' interface based on mainly used interface. 'Touch Wheel' interface allows the user searching for her/his favorite songs by rolling 'wheel-like' menu list. The Userbility test was conducted by 24 MP3 users with 4 times, and based on such conditions as materials, making methods and evaluating process of paper prototyping for evaluating the touch interface, effective alternatives were considered in each evaluation steps. As a result, paper prototypes for evaluating the touch interface should give active operations to subjects by offering direct experience, so as to provide subjects with proper feedbacks and for designers to collect effective alternatives for expected problems in initial interface design process.

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Universal User Interface Design of ATM Touch Screen Based on the Reaction Time

  • Kim, Yong Hwan;Jeong, Byung Yong;Park, Myoung Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.5
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    • pp.403-411
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    • 2016
  • Objective: This study is concerned with the user interface (UI) design of touch screen based on the reaction time of Automated Teller Machine (ATM) user. Background: Adopting the touch screen technology, the ATM service has recently established a new user interface different from the existing button-type interface. Method: Experiments were conducted by simulating ATM touch screen layouts, and layouts were focused on location of menu buttons (left and right, top and bottom), number of menu buttons (8 and 12 buttons). Results: The results show that there are significant differences in correction ratio and reaction time by user groups, types of menu location, and the number of buttons. Conclusion and Applications: The results of this study can be used to provide baseline information for the interface design of ATM touch screen and the age differences in reaction time.

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.

Design of Multi-Finger Flick Interface for Fast File Management on Capacitive-Touch-Sensor Device (정전기식 입력 장치에서의 빠른 파일 관리를 위한 다중 손가락 튕김 인터페이스 설계)

  • Park, Se-Hyun;Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1235-1244
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    • 2010
  • Most emerging smart phones support capacitive touch sensors. It renders existing gesture-based interfaces not suitable since they were developed for the resistive touch sensors and pen-based input. Unlike the flick gestures from the existing gesture interfaces, the finger flick gesture used in this paper reduces the workload about half by selecting the target and the command to perform on the target at a single touch input. With the combination with multi-touch interface, it supports various menu commands without having to learn complex gestures, and is suitable for the touch-based devices hence it minimizes input error. This research designs and implements the multi-touch and flick interface to provide an effective file management system on the smart phones with capacitive touch input. The evaluation proves that the suggested interface is superior to the existing methods on the capacitive touch input devices.

Development and Evaluation of an Accelerometer-based Game Interface to Analyze User's Manipulation and Reaction (사용자 조작 반응 분석을 위한 가속 센서 기반 게임 인터페이스의 개발 및 평가)

  • Hong, Jung-ho;Kook, Siho;Park, So Young
    • Journal of the Korean Society for Computer Game
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    • v.30 no.1
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    • pp.1-9
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    • 2017
  • In this paper, we analyze user's manipulation and reaction in an accelerometer-based game interface, as compared with a touch joystick-based game interface. To roll the ball, the user carefully grabs and adjusts the smartphone with both hands in the accelerometer-based game interface; while the user very quickly clicks the up, down, left, right, buttons in the touch joystick-based game interface, because it is already familiar to the user. The accelerometer-based game interface is relatively more immersive and interesting than the touch joystick-based game interface; because the user gets more desired results by elaborately operating the game with both hands rather than by clicking the buttons with the thumb.

An Approach to implement Virtual 3D-Touch using 2D-Touch based Smart Device through User Force Input Behavior Pattern (2D-Touch 스마트 디바이스에서 사용자 행동 패턴 분석을 통한 가상 3D-Touch 구현을 위한 방법)

  • Nam, ChoonSung
    • Journal of Internet Computing and Services
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    • v.17 no.6
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    • pp.41-51
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    • 2016
  • The appearance of 3D-Touch interface provided the basis of a new interaction method between the users and the mob ile interface. However, only a few smartphones provide 3D-Touch features, and most of the 2D-Touch devices does not provide any means of applying the 3D-Touch interactions. This results in different user experiences between the two interaction methods. Thus, this research proposes the Virtual Force Touch method, which allows the users to utilize the 3D-Touch Interface on 2D-Touch based smart devices. This paper propose the suitable virtual force touch mechanism that is possible to realize users' inputs by calculating and analysis the force touch area of users' finger. This proposal is designed on customized smartphone device which has 2D-Touch sensors.

User's Emotional Touch Recognition Interface Using non-contact Touch Sensor and Accelerometer (비접촉식 터치센서와 가속도센서를 이용한 사용자의 감정적 터치 인식 인터페이스 시스템)

  • Koo, Seong-Yong;Lim, Jong-Gwan;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • pp.348-353
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    • 2008
  • This paper proposes a novel touch interface for recognizing user's touch pattern and understanding emotional information by eliciting natural user interaction. To classify physical touches, we represent the similarity between touches by analyzing touches based on its dictionary meaning and design the algorithm to recognize various touch patterns in real time. Finally we suggest the methodology to estimate user's emotional state based on touch.

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