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

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dc.contributor.authorSong, Kiburm-
dc.contributor.authorKim, Jihoon-
dc.contributor.authorCho, Yoon-Han-
dc.contributor.authorLee, Ahreum-
dc.contributor.authorChoi, Jung-Woon-
dc.contributor.authorLee, Yong Joo-
dc.contributor.authorRyu, Hokyoung-
dc.date.accessioned2022-07-16T10:24:16Z-
dc.date.available2022-07-16T10:24:16Z-
dc.date.created2021-05-13-
dc.date.issued2013-04-
dc.identifier.issn0000-0000-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/163042-
dc.description.abstractWith 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.-
dc.language영어-
dc.language.isoen-
dc.publisherAssociation for Computing Machinery-
dc.titleThe Fingerstroke-Level Model Strikes Back: A modified Keystroke-Level Model in developing a gaming UI for 4G networks-
dc.typeArticle-
dc.contributor.affiliatedAuthorRyu, Hokyoung-
dc.identifier.doi10.1145/2468356.2468769-
dc.identifier.scopusid2-s2.0-84939642777-
dc.identifier.bibliographicCitationConference on Human Factors in Computing Systems - Proceedings, v.2013-April, pp.2359 - 2362-
dc.relation.isPartOfConference on Human Factors in Computing Systems - Proceedings-
dc.citation.titleConference on Human Factors in Computing Systems - Proceedings-
dc.citation.volume2013-April-
dc.citation.startPage2359-
dc.citation.endPage2362-
dc.type.rimsART-
dc.type.docTypeConference Paper-
dc.description.journalClass1-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassscopus-
dc.subject.keywordPlus4G mobile communication systems-
dc.subject.keywordPlusHuman computer interaction-
dc.subject.keywordPlusHuman engineering-
dc.subject.keywordPlusQueueing networks-
dc.subject.keywordPlusEffectiveness and efficiencies-
dc.subject.keywordPlusEmpirical method-
dc.subject.keywordPlusEntertainment-
dc.subject.keywordPlusInput-
dc.subject.keywordPlusInteraction technology-
dc.subject.keywordPlusKey-stroke level models-
dc.subject.keywordPlusMobile Technology-
dc.subject.keywordPlusNew business models-
dc.subject.keywordPlusUser interfaces-
dc.subject.keywordAuthorEmpirical Methods-
dc.subject.keywordAuthorEntertainment-
dc.subject.keywordAuthorInput-
dc.subject.keywordAuthorInteraction Technologies-
dc.subject.keywordAuthorQuantitative Prototyping-
dc.subject.keywordAuthorTactile &amp-
dc.subject.keywordAuthorHaptic UIs-
dc.identifier.urlhttps://dl.acm.org/doi/10.1145/2468356.2468769-
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