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Ahn, Junyoung,Chang, Taihyun,Wang, Xiu,Limpouchová,, Zuzana,Prochá,zka, Karel American Chemical Society 2017 Macromolecules Vol.50 No.21
<P>The critical adsorption point (CAP) of linear and star-shaped polymers was investigated by normal phase and reversed phase liquid chromatography (NPLC and RPLC) and computer simulation. Three sets of polystyrenes (PS) differing in chain architecture and chemically distinct groups were prepared: linear PS (sec-butyl and hydrogen end group), 2-arm PS (linear, two sec-butyl end groups and one silyl group in the middle of the chain) and 4-arm star-shaped PS (four sec butyl end groups and one silyl group in the center of the star). It was found that the column temperature at CAP, T-CAP (linear PS) = T-CAP (2-arm PS) > T-CAP (4-arm PS) in both RPLC and NPLC which can be attributed to the variation in chain architecture. However, the elution times at CAP of three polymers are all different: In NPLC, t(E,CAP) (linear) > t(E,CAP) (2 -arm PS) > t(E,CAP) (4-arm PS) while in RPLC, t(E,CAP) (4-arm PS) > t(E,CAP) (2-arm PS) > t(E,CAP) (linear). The variation of t(E,CAP) can be explained by the contribution of the chemically distinct groups. The computer simulation results are in good agreement with the chromatography experiments results and support the interpretation of experimental data.</P>
Investigating Key User Experience Factors for Virtual Reality Interactions
Junyoung Ahn,Seungho Choi,Minjae Lee,Kyungdoh Kim 대한인간공학회 2017 大韓人間工學會誌 Vol.36 No.4
Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, ‘Remote Controller’, ‘Head Tracking’, and ‘Hand Gesture’. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller’s key user experience factors are ‘Ease of learning’, ‘Ease of use’, ‘Satisfaction’, ‘Effectiveness’, and ‘Efficiency’. Also, Head tracking’s key user experience factors are ‘Sickness’, ‘Immersion’, ‘Intuitiveness’, ‘Stress’, ‘Fatigue’, and ‘Ease of learning’. Finally, Hand gesture’s key user experience factors are ‘Ease of learning’, ‘Ease of use’, ‘Feedback’, ‘Consistent’, ‘Simple’, ‘Natural’, ‘Efficiency’, ‘Responsiveness’, ‘Usefulness’, ‘Intuitiveness’, and ‘Adaptability’. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.
Investigating Smart TV Gesture Interaction Based on Gesture Types and Styles
Junyoung Ahn,Kyungdoh Kim 대한인간공학회 2017 大韓人間工學會誌 Vol.36 No.2
Objective: This study aims to find suitable types and styles for gesture interaction as remote control on smart TVs. Background: Smart TV is being developed rapidly in the world, and gesture interaction has a wide range of research areas, especially based on vision techniques. However, most studies are focused on the gesture recognition technology. Also, not many previous studies of gestures types and styles on smart TVs were carried out. Therefore, it is necessary to check what users prefer in terms of gesture types and styles for each operation command. Method: We conducted an experiment to extract the target user manipulation commands required for smart TVs and select the corresponding gestures. To do this, we looked at gesture styles people use for every operation command, and checked whether there are any gesture styles they prefer over others. Through these results, this study was carried out with a process selecting smart TV operation commands and gestures. Results: Eighteen TV commands have been used in this study. With agreement level as a basis, we compared the six types of gestures and five styles of gestures for each command. As for gesture type, participants generally preferred a gesture of Path-Moving type. In the case of Pan and Scroll commands, the highest agreement level(1.00) of 18 commands was shown. As for gesture styles, the participants preferred a manipulative style in 11 commands (Next, Previous, Volume up, Volume down, Play, Stop, Zoom in, Zoom out, Pan, Rotate, Scroll). Conclusion: By conducting an analysis on user-preferred gestures, nine gesture commands are proposed for gesture control on smart TVs. Most participants preferred Path-Moving type and Manipulative style gestures based on the actual operations. Application: The results can be applied to a more advanced form of the gestures in the 3D environment, such as a study on VR. The method used in this study will be utilized in various domains.
스마트폰에서의 텍스트 입력을 위한 커서 조작 방식 연구
안준영(Junyoung Ahn),김경도(Kyungdoh Kim) 대한산업공학회 2016 대한산업공학회지 Vol.42 No.5
The soft keyboard with touch interaction is universally available on mobile phone, a variety of previous studies with respect to the soft keyboard on smart devices had been conducted. However, previous studies of cursor control for text entry on smart devices such as smartphone did not performed. In this study, we compared three types of cursor controls (Default, 3D touch, Slide) in smartphone using Fitts’ law and C-D ratio. Then we performed a laboratory experiment with three cursor control types and evaluated using cursor movement time as a quantitative evaluation and 8 subjective metrics for usability as a qualitative evaluation. Then, we discussed what types of cursor control showed better performance and subjective satisfaction through their results. From these results, this study recommended the design guidelines for cursor control on smartphones and developed its study methods as our contributions.
태블릿 PC에서의 스타일러스 펜 및 손 기반인터랙션을 위한 소프트 키보드 타입 비교
안진호(Jinho Ahn),안준영(Junyoung Ahn),이재일(Jai Ill Lee),김경도(Kyungdoh Kim) 대한산업공학회 2016 대한산업공학회지 Vol.42 No.1
Pen-based interaction is universally available on smart devices and especially on Tablet PCs. Previous studies compared various input methods like fingers, a mouse or a stylus pen on PCs or on a touchscreen based devices such as smart phones. At the same time, various soft keyboard applications are being developed on application stores of smart devices. However, these previous studies did not suggest which one is a suitable keyboard application for Tablet PCs when users perform a certain interaction as input type. In this study, we compared two types of input methods (finger and pen) and three types of soft keyboard applications (QWERTY, Gesture and Swype) in a Tablet PC using performance measurements (accuracy and input speed) and discussed what types of applications showed better performance with each interaction on tablet PC. From these results, recommendations for the keyboard types depending on the input methods on tablet PCs were developed.