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The Fingerstroke-Level Model Strikes Back: A modified Keystroke-Level Model in developing a gaming UI for 4G networks

Authors
Song, KiburmKim, JihoonCho, Yoon-HanLee, AhreumChoi, Jung-WoonLee, Yong JooRyu, Hokyoung
Issue Date
Apr-2013
Publisher
Association for Computing Machinery
Keywords
Empirical Methods; Entertainment; Input; Interaction Technologies; Quantitative Prototyping; Tactile & Haptic UIs
Citation
Conference on Human Factors in Computing Systems - Proceedings, v.2013-April, pp.2359 - 2362
Indexed
SCOPUS
Journal Title
Conference on Human Factors in Computing Systems - Proceedings
Volume
2013-April
Start Page
2359
End Page
2362
URI
https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/163042
DOI
10.1145/2468356.2468769
ISSN
0000-0000
Abstract
With the 4G mobile technology, LG U+ established a new business model, inter-network mirroring game service that allows PC and mobile game users to play against each other. However, due to an unsolicited input command design for touch-sensitive UIs, it is hard to adjust competitive levels between them. The traditional Keystroke-Level Model (KLM) was not applicable to predict the task performance in the touch-sensitive user interface. This case study thus proposed Fingerstroke Level Model (FLM), and analyzed the inter-network mirroring game - ‘Freestyle II™’ with FLM. The empirical study confirmed the effectiveness and efficiency of FLM, and suggested how HCI methods can improve the design of mobile gaming user interface.
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GRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT (DEPARTMENT OF TECHNOLOGY MANAGEMENT)
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