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모바일 기기의 사용자 인터페이스 설계 도구로서 Trajectory Mapping 방법에 관한 연구
이석원,명노해 대한산업공학회 2008 대한산업공학회 추계학술대회논문집 Vol.2008 No.11
모바일 기기의 디스플레이 크기는 매우 작기 때문에 사용자 인터페이스에서 메뉴 구성은 메뉴 구조 못지않게 중요하다. 사용자 중심 인터페이스는 인터페이스 개발에 있어서 항상 중요한 이슈로 여겨지고 있는데, 사용자 중심의 메뉴 기반 인터페이스를 개발하기 위해서는 메뉴 아이템들을 사용자의 지식 구조와 일치하게 구성하여야 한다. 전통적으로 MDS방법 은 사용자가 지각한 메 뉴 아이템들의 구성을 알아내기 위하여 많이 사용되어 왔다. 하지만 MDS방법을 통해서는 사용자가 지각한 메뉴 아이템들 사이의 상대적 위치만을 알 수 있을 뿐, 그들 사이의 인지적 연결 상태는 알 수 없었다. 따라서 본 연구에서는 사용자들이 지각한 메뉴 아이템들 사이의 인지적 연결 상태를 추출하기 위하여 Trajectory Mapping 방법을 사용하였다. 12명의 피실험자를 대상으로 핸드폰 메뉴 아이템들에 대한 지식구조를 파악하기 위하여 MDS와 Trajectory Mapping 방법을 실시하였다. MDS와 Trajectory Mapping 결과를 이용하여 인간의 지식 구조를 시각적으로 보여주는 Visual Concept Map 을 형성하였고, 이를 바탕으로 핸드폰 메뉴 아이템을 재구성 하였다. 기존 인터페이스와 새 로 구성된 인터페이스를 대상으로 사용성 평가를 한 결과, 사용자의 수행 시간이 짧아졌을 뿐만 아니라 만족도 역시 향상하였다. 본 연구에서 사용된 Trajectory Mapping방법은 사용 자 지식 구조를 반영한 인터페이스 개발에 응용될 수 있을 것이다.
터치스크린에서의 Flick을 위한 GOMS operator 추출 방법론 연구
최미경,명노해 한국경영과학회 2012 한국경영과학회 학술대회논문집 Vol.2012 No.5
These days most of devices equipped with touchscreen in HCI computing environment. GOMS has been used for Model Based-Evaluation which is proper for technology development in recent which is more shortening cycle environment than past. Because modeling by using GOMS modedel is easy to learn and intuitive language. But GOMS model was originally developed in desktop environment so that it has limitation for GOMS model to predict accurately human behavior in the touchscreen environment likes touchscreen mobile phone. Therefore this study propose the methodology for extracting GOMS operator to predict Human behavior for Flick to changeover the page in touchscreen. Flick is the preferred alternative, and user tested to believe that flick is a good changeover method in touchscreen. Touchscreen sizes have become lager than those on phones with physical keypads. But screen size is not sufficient to display all multimedia content, which has an enormous amount of space. So The gesture for changeover screen is important in touch mobile environment. In conclusion, modified-GOMS operator could predict human Flick performance more accurately than the original GOMS model in the mobile computing environment.
ACT-R을 통한 3차원 환경의 터치스크린 포인팅 수행 예측
박대철,명노해 한국경영과학회 2012 한국경영과학회 학술대회논문집 Vol.2012 No.5
Cognitive model which enables serious consideration of cognitive, perceptual and motor capabilities of human. One such model is ACT-R, which is described in detail. ACT-R is a production system architecture that has been augmented with a set of perceptual-motor modules designed to enable the detailed modeling of interactive tasks. ACT-R is able to predict human motor movement, in particular hand movement, computationally with motor module. However, the motor module of ACT-R is based on one-dimensional Fitts" law, therefore, for predicting more precisely human movement in a three-dimensions it is required to modify the motor module. In this study, we modified the motor module of ACT-R using extended Fitts" law, including the inclination angle and the azimuth angle, for predicting a pointing task in three-dimensions. Then, we implemented experiment to validate extended Fitts" law with comparing the empirical data and the model. Next, a three-dimensional pointing task on touchscreen was evaluated using the modified version of motor module. The result showed that revised ACT-R predicts accurately human"s pointing task in 3D environment.
Extended Foot Fitts’ Law for Angular Movement
박재은,명노해 한국경영과학회 2012 한국경영과학회 학술대회논문집 Vol.2012 No.5
This study explored an angular foot movement Fitts’ law that is more suited and is more explainable the real foot tapping task than conventional foot Fitts’ law. According to our research, more than 64% of drivers move their foot from the accelerator to the brake with a fixed heel during driving. The experiments were conducted under the manipulation of the direction of the target’s location with angle and size of the target that can be described by θ and W. θis the angle between the positive y-axis and the projected target location on the x-y plane. From the experimental results, we confirmed that two variables significantly affect the movement time. As we extended the index of difficulty of the conventional foot Fitts’ law model by incorporating θand W, we developed an extended foot Fitts’ law for angular foot movement. And we compared with Drury’s and Hoffmann’s foot Fitts’ law model, we found that it can explained better accordance with the empirical data in angular foot movement task. Using this extended foot Fitts’ law we can broaden our’s outlook on foot movement and it is applicable to expand foot Fitts’ law for two to three dimensional foot Fitts’ law.
임진혁,명노해,Lim, Jin-Hyeuk,Myung, Roe-Hae 한국군사과학기술학회 2009 한국군사과학기술학회지 Vol.12 No.1
In this study, the relationship between military pilot's spatial ability and unusual attitude recovery was investigate. MRT(Mental Rotation Test) was measured with spatial ability whereas recovery time and error rates were mearsured with respect to 11 unusual attitudes. Eight fighter pilots and eight rear cockpit pilots of F-4E participated in this study. The results showed that MRT response time was significantly correlated with unusual attitude recovery time. The regression equation showed that unusual attitude recovery time was linearly related to MRT response time and could be explained by MRT response time more than 66%. In conclusion, it is recommended that a training is needed to improve the mental rotation ability in a visually restricted environments during maneuvering.
정석현,명노해,전윤우,Jeong, Seok-Hyeon,Myeong, No-Hae,Jeon, Yun-U 대한인간공학회 2004 大韓人間工學會誌 Vol.23 No.3
Icons are the main element of the graphic user interface (GUI). They can help users perform effectively on the computer, especially when the icons reflect user`s mental model. However, few studies in Korea represented Korean users` mental models in icon design. The purpose of this study, therefore, was to ascertain whether existing icons agreement with Korean twentieth mental model, and to deduce properties of Korean twentieth mental model. To do that, 10 icons from two commercially available toolbar-icons of word processing programs were compared with the newly developed icons, which were developed to represent Korean user`s mental modelthrough interviews, surveys, and mental model sketches. The results show that five new metaphors were found: a dog-eared part on the bottom right corner new for new document, a magnifying glass for search, a red pencil for spell-check, `+` and `` signs in the magnifying glass for zoom, and a yellow post-it for paste. These new icons were preferred to the existing. Korean twentieth users preferred rather complex and dynamic icons than simple and static ones even though icon development guideline said simple icons are better.