Flexible handheld device that allows greater degree of freedom on the user’s interfaces has been researched and discussed among UX (user experience) and UI (user interface) field for the decades. Despite of the various researches, product designers and manufactures has yet initiated its specific strategies to introduce flexible handheld devices into the market. To successfully introduce the deformable handheld devices into the market, one of the fundamental consideration for the product designers and manufactures is to find how the handheld devices should deform its shape among different types of ways to deform the devices; via rolling, stretching or folding. Here, this study aim to find in what shape the handheld devices should deform its shape in the future, proposing that cultural emotion and habits influence upon the preference over the future deformable handheld devices. As for a research, in-depth interview was conducted among 10 South Korean participants, asking question on their culture, emotion and habits on rolling, stretching and folding, and their expected satisfaction on rollable, stretchable and foldable display. As a result of the interview, participants had greatest preference on foldable display, with lesser preference on rollable and stretchable display respectively. It also found out that there is correlation between cultural emotion and/or habits and preference over future deformable handheld devices. This study is significant since it provides guideline on how the future deformable display change its shape in the future to the product designers and manufactures.
Security threats on modern smartphones are increased rapidly with the excessive numbers of the users.According to the reports, it is exposed that most security issues are introduced from usage of malicious applications.Operating systems with the permission model, such as Android, accept us to install third-party applications.This leads attackers enable to inject exploits into a clean application, so that an application apparently works as normal but executes malicious functions in the background.Therefore, we introduce with analysis of the method to prevent an installation of malicious applications using permissions using Maximum Severity Rating (MSR) classification.Then, the method to enhance an ability to perceive warning signs in the procedure of an application installation and comparison of its effectiveness with existing method is introduced.Overall, the processes assist the users to make a better decision with detailed information.
Building open-domain chatbots is a challenging area for machine learning research. While prior work has shown that scaling neural models in the number of parameters and the size of the data they are trained on gives improved results, we show that other ingredients are important for a high-performing chatbot. Good conversation requires a number of skills that an expert conversationalist blends in a seamless way: providing engaging talking points and listening to their partners, and displaying knowledge, empathy and personality appropriately, while maintaining a consistent persona. We show that large scale models can learn these skills when given appropriate training data and choice of generation strategy. We build variants of these recipes with 90M, 2.7B and 9.4B parameter models, and make our models and code publicly available. Human evaluations show our best models are superior to existing approaches in multi-turn dialogue in terms of engagingness and humanness measurements. We then discuss the limitations of this work by analyzing failure cases of our models.
In this paper, we propose that personification of flexible hand-held devices is one of the key human-computer interaction methods that allow future users to interact more intuitively with their devices, providing emotional feedback to the users. We basically aim to answer two questions, first, personification of flexible devices can standardize emotional experience to the users and second, how valid would it be to intuitively use personified flexible device that changes its shape on notifying purpose. Through conducting a user study on 60 participants, we find that flexible devices that express emotion through personification can be standardized, and it is applicable to use these flexible personified devices to communicate with the users by notifying the users, allowing them to use the device more intuitively.