Objective: The aim of this study is to make the taxonomy for classifying diverse touchless gestures and establish the design requirements that should be considered in determining suitable gestures during gesture-based interaction design. Background: Recently, the applicability of touchless gestures is more and more increasing as relevant technologies are being advanced. However, before touchless gestures are widely applied to various devices or systems, the understanding on human gestures" natures and their standardization should be prerequisite. Method: In this study, diverse gesture types in various literatures were collected and, based on those, a new taxonomy for classifying touchless gestures was proposed. And many gesture-based interaction design cases and studies were analyzed. Results: The proposed taxonomy consisted of two dimensions: shape (deictic, manipulative, semantic, or descriptive) and motion(static or dynamic). The case analysis based on the taxonomy showed that manipulative and dynamic gestures were widely applied. Conclusion: Four core requirements for valuable touchless gestures were intuitiveness, learnability, convenience and discriminability. Application: The gesture taxonomy can be applied to produce alternatives of applicable touchless gestures, and four design requirements can be used as the criteria for evaluating the alternatives.
Objective: The purpose of this study was to verify the usability of two typical smartphone virtual keyboards that optimize the touch area of each key by learning touch input patterns.BRBRBackground: Virtual keyboards have many limitations due to their small size and lack of tactile feedback. Therefore, many studies have been conducted to improve the usability of the virtual keyboard. Among them, the verification on the usefulness of a virtual keyboard, with which optimizes the user’s touch area by learning his or her input pattern, is still insufficient.BRBRMethod: In this study, the participants performed the task of inputting presented sentences using three virtual keyboards (Nota, AL, and Smartboard) that provide different levels of touch optimization support. Through the experiment, sentence matching ratio and typing time data were collected, and subjective satisfaction were also rated after the typing task was finished.BRBRResults: There were significant differences in the sentence matching ratio, typing time, and subjective satisfaction between Nota, AL and Smartboard. The Nota keyboard showed significantly better performances than the Smartboard in all respects. However, the AL keyboard showed no significant difference in sentence matching ratio and typing time compared to the Smartboard without such optimization function. Rather, the AL keyboard was less satisfied than the Smartboard.BRBRConclusion: Automatically optimizing the touch area based on users
Objective: The aim of this study is to investigate users" intuitive stereotypes on non-touch gestures and establish the gesture dictionary that can be applied to gesture-based interaction designs. Background: Recently, the interaction based on non-touch gestures is emerging as an alternative for natural interactions between human and systems. However, in order for non-touch gestures to become a universe interaction method, the studies on what kinds of gestures are intuitive and effective should be prerequisite. Method: In this study, as applicable domains of non-touch gestures, four devices(i.e. TV, Audio, Computer, Car Navigation) and sixteen basic operations(i.e. power on/off, previous/next page, volume up/down, list up/down, zoom in/out, play, cancel, delete, search, mute, save) were drawn from both focus group interview and survey. Then, a user participatory design was performed. The participants were requested to design three gestures suitable to each operation in the devices, and they evaluated intuitiveness, memorability, convenience, and satisfaction of their derived gestures. Through the participatory design, agreement scores, frequencies and planning times of each distinguished gesture were measured. Results: The derived gestures were not different in terms of four devices. However, diverse but common gestures were derived in terms of kinds of operations. In special, manipulative gestures were suitable for all kinds of operations. On the contrary, semantic or descriptive gestures were proper to one-shot operations like power on/off, play, cancel or search. Conclusion: The touchless gesture dictionary was established by mapping intuitive and valuable gestures onto each operation. Application: The dictionary can be applied to interaction designs based on non-touch gestures. Moreover, it will be used as a basic reference for standardizing non-touch gestures.
Objective: The aim of this study is to make the taxonomy for classifying diverse touchless and establish the design requirements that should be considered in determining suitable during gesture-based interaction design. Background: Recently, the applicability of touchless is more and more increasing as relevant technologies are being advanced. However, before touchless are widely applied to various devices or systems, the understanding on human gestures natures and their standardization should be prerequisite. Method: In this study, diverse gesture types in various literatures were collected and, based on those, a new taxonomy for classifying touchless was proposed. And many gesture-based interaction design cases and studies were analyzed. Results: The proposed taxonomy consisted of two dimensions: shape (deictic, manipulative, semantic, or descriptive) and motion(static or dynamic). The case analysis based on the taxonomy showed that manipulative and dynamic were widely applied. Conclusion: Four core requirements for valuable touchless were intuitiveness, learnability, convenience and discriminability. Application: The gesture taxonomy can be applied to produce alternatives of applicable touchless gestures, and four design requirements can be used as the criteria for evaluating the alternatives.
Objective: The aim of this study is to determine legible Korean font sizes within in-vehicle information systems(IVISs) in diving conditions. Background: Font legibility within IVISs is one of important causes on its" safe operations during driving. Several researches proposed some guidelines on the legible English font sizes within IVISs. On the contrary, appropriate Korean font sizes have been hardly known in spite of the typological differences between English and Korean. Therefore, more systematic researches for improving the legibility on Korean font size within IVISs have been required. Method: In this study, an experiment was performed with the following experimental factors: the existence of vibration, the color contrasts(white on black, black on white), the font types(HDR, CubeR, Gothic), and the font sizes(6, 8, 10, 12, 14, 16, 18, 20, 22, 24pt). To fit the experimental conditions into real driving environments, the illuminance was controlled to 15lx by using LED lamp and the distance between IVIS and participants was kept to 70cm. Moreover, all participants took the shutter glasses for employing well-known occlusion techniques. Results: The experimental results showed that "HDR" and "Non-vibration + Black on white" group took the shortest response time, and decreasing slopes of the response time with increasing font sizes were slowing down at 14pt then flattened out at 22pt regardless of the existence of vibration and color contrasts. Conclusion: The minimum size for legible Korean font would be about 14pt(5.47mm) and the optimum size would be about 22pt(8.59mm). Application: The guideline on the Korean font sizes from this study will be applied to design an IVIS in the future.