The Fingerstroke-Level Model Strikes Back: A modified Keystroke-Level Model in developing a gaming UI for 4G networks
- Authors
- Song, Kiburm; Kim, Jihoon; Cho, Yoon-Han; Lee, Ahreum; Choi, Jung-Woon; Lee, Yong Joo; Ryu, 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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