A Study on Game Interface Design Framework using Non-verbal Signal with Unaugmented Mobile Phones

2008 ◽  
Vol 8 (1) ◽  
pp. 251-261
Author(s):  
최원석 ◽  
Chang Young Lim ◽  
Geonhyeok Go
2013 ◽  
Vol 401-403 ◽  
pp. 1756-1759
Author(s):  
Yu Chen

WebGame translated into Chinese is "web game", "web game" user interface uses browser as direct media to communicate with game and users, which has big difference with interface design of other games. Web game has huge potential audience, it simplifies game experience process to the extreme. The industry has recently treats browser as a virtual operating system, which makes a better prospect for web games. We hope that we have come to effective principles and methods and can guide future web game interface design.


2009 ◽  
pp. 1213-1222
Author(s):  
Christopher J. Pavlovski ◽  
Stella Mitchell

Traditional user interface design generally deals with the problem of enhancing the usability of a particular mode of user interaction, and a large body of literature exists concerning the design and implementation of graphical user interfaces. When considering the additional constraints that smaller mobile devices introduce, such as mobile phones and PDAs, an intuitive and heuristic user interface design is more difficult to achieve. Multimodal user interfaces employ several modes of interaction; this may include text, speech, visual gesture recognition, and haptics. To date, systems that employ speech and text for application interaction appear to be the mainstream multimodal solutions. There is some work on the design of multimodal user interfaces for general mobility accommodating laptops or desktop computers (Sinha & Landay, 2002). However, advances in multimodal technology to accommodate the needs of smaller mobile devices, such as mobile phones and portable digital assistants, are still emerging. Mobile phones are now commonly equipped with the mechanics for visual browsing of Internet applications, although their small screens and cumbersome text input methods pose usability challenges. The use of a voice interface together with a graphical interface is a natural solution to several challenges that mobile devices present. Such interfaces enable the user to exploit the strengths of each mode in order to make it easier to enter and access data on small devices. Furthermore, the flexibility offered by multiple modes for one application allows users to adapt their interactions based on preference and on environmental setting. For instance, handsfree speech operation may be conducted while driving, whereas graphical interactions can be adopted in noisy surroundings or when private data entry, such as a password, is required in a public environment. In this article we discuss multimodal technologies that address the technical and usability constraints of the mobile phone or PDA. These environments pose several additional challenges over general mobility solutions. This includes computational strength of the device, bandwidth constraints, and screen size restrictions. We outline the requirements of mobile multimodal solutions involving cellular phones. Drawing upon several trial deployments, we summarize the key designs points from both a technology and usability standpoint, and identify the outstanding problems in these designs. We also outline several future trends in how this technology is being deployed in various application scenarios, ranging from simple voice-activated search engines through to comprehensive mobile office applications.


2013 ◽  
Vol 5 (2) ◽  
pp. 50-61 ◽  
Author(s):  
Luiz Henrique A. Salazar ◽  
Thaísa Lacerda ◽  
Juliane Vargas Nunes ◽  
Christiane Gresse von Wangenheim

For the last decade, mobile phones have been the fastest growing segment of the technology market increasing the importance of interface design for this type of device. Yet, many of the assumptions about user interactions that the authors know from “traditional” computer usage do not hold true for mobile devices and more specifically for touch-screen phones. A key question is, if usability heuristics tailored to this type of device exist. To answer this question, they conducted a systematic literature review. The authors analyzed the encountered sets of heuristics by mapping them to Nielsen’s ten heuristics and identified additional ones specifically proposed for this kind of device. Their review indicates that research findings with respect to usability heuristics for mobile phones are still extreme sparse. Most of these heuristics are strongly based on “traditional” ones, not considering comprehensively mobile phone characteristics concerning physical limitations, technology, usage goals, features as well as user characteristics and usage environment. Nevertheless, this article provides a general overview on the state of the art of usability heuristics for mobile phones. This can guide the design and evaluation interfaces for mobile phones as well as provide a starting point for the evolution of such heuristics taking into consideration more extensively the specific features of mobile phones.


Author(s):  
Nidal Al Said ◽  
Khaleel M. Al-Said

<span lang="EN-US">The study aims to determine the impact of human-computer interface design on the development of mobile phones. The researcher used the descriptive analytical approach. The result shows the importance of smartphone such as communication with others, define the most important standards of application design such as efficiency and speed and determine the disadvantages of smartphones such as sleep problems and fatigue. In addition to, the study defines the HCI as science examines the design and use of computer technology, focusing on interfaces between people (users) and computers and determine the popular challenges which face HCI such as HCI designers face important challenges in how to ensure their design provides good HCI. The study recommended the need for further studies that support mobile phone and to deal with new platforms for iOS and Android, making usability tests for programs, applications and websites and qualify and train users with cognitive deficits in an appropriate manner to enable them to make better use of programs and applications.</span>


2022 ◽  
Vol 4 (1) ◽  
Author(s):  
Fatima Isiaka ◽  
Zainab Adamu ◽  
Muhammad A. Adamu

The paper seeks to demonstrates the likelihood of embedding a 3D gaze point on a 3D visual field, the visual field is inform of a game console where the user has to play from one level to the other by overcoming obstacles that will lead them to the next level. Complex game interface is sometimes difficult for the player to progress to next level of the game and the developers also find it difficult to regulate the game for an average player. The model serves as an analytical tool for game adaptations and also players can track their response to the game. Custom eye tracking and 3D object tracking algorithms were developed to enhance the analysis of the procedure. This is a part of the contributions to user interface design in the aspect of visual transparency. The development and testing of human computer interaction uses and application is more easily investigated than ever, part of the contribution to this is the embedding of 3-D gaze point on a 3-D visual field. This could be used in a number of applications, for instance in medical applications that includes long and short sightedness diagnosis and treatment. Experiments and Test were conducted on five different episodes of user attributes, result show that fixation points and pupil changes are the two most likely user attributes that contributes most significantly in the performance of the custom eye tracking algorithm the study. As the advancement in development of eye movement algorithm continues user attributes that showed the least likely appearance will prove to be redundant.


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