The Fingerstroke-Level Model Strikes Back: A modified Keystroke-Level Model in developing a gaming UI for 4G networks
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Song, Kiburm | - |
dc.contributor.author | Kim, Jihoon | - |
dc.contributor.author | Cho, Yoon-Han | - |
dc.contributor.author | Lee, Ahreum | - |
dc.contributor.author | Choi, Jung-Woon | - |
dc.contributor.author | Lee, Yong Joo | - |
dc.contributor.author | Ryu, Hokyoung | - |
dc.date.accessioned | 2022-07-16T10:24:16Z | - |
dc.date.available | 2022-07-16T10:24:16Z | - |
dc.date.created | 2021-05-13 | - |
dc.date.issued | 2013-04 | - |
dc.identifier.issn | 0000-0000 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/163042 | - |
dc.description.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. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | Association for Computing Machinery | - |
dc.title | The Fingerstroke-Level Model Strikes Back: A modified Keystroke-Level Model in developing a gaming UI for 4G networks | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Ryu, Hokyoung | - |
dc.identifier.doi | 10.1145/2468356.2468769 | - |
dc.identifier.scopusid | 2-s2.0-84939642777 | - |
dc.identifier.bibliographicCitation | Conference on Human Factors in Computing Systems - Proceedings, v.2013-April, pp.2359 - 2362 | - |
dc.relation.isPartOf | Conference on Human Factors in Computing Systems - Proceedings | - |
dc.citation.title | Conference on Human Factors in Computing Systems - Proceedings | - |
dc.citation.volume | 2013-April | - |
dc.citation.startPage | 2359 | - |
dc.citation.endPage | 2362 | - |
dc.type.rims | ART | - |
dc.type.docType | Conference Paper | - |
dc.description.journalClass | 1 | - |
dc.description.isOpenAccess | N | - |
dc.description.journalRegisteredClass | scopus | - |
dc.subject.keywordPlus | 4G mobile communication systems | - |
dc.subject.keywordPlus | Human computer interaction | - |
dc.subject.keywordPlus | Human engineering | - |
dc.subject.keywordPlus | Queueing networks | - |
dc.subject.keywordPlus | Effectiveness and efficiencies | - |
dc.subject.keywordPlus | Empirical method | - |
dc.subject.keywordPlus | Entertainment | - |
dc.subject.keywordPlus | Input | - |
dc.subject.keywordPlus | Interaction technology | - |
dc.subject.keywordPlus | Key-stroke level models | - |
dc.subject.keywordPlus | Mobile Technology | - |
dc.subject.keywordPlus | New business models | - |
dc.subject.keywordPlus | User interfaces | - |
dc.subject.keywordAuthor | Empirical Methods | - |
dc.subject.keywordAuthor | Entertainment | - |
dc.subject.keywordAuthor | Input | - |
dc.subject.keywordAuthor | Interaction Technologies | - |
dc.subject.keywordAuthor | Quantitative Prototyping | - |
dc.subject.keywordAuthor | Tactile & | - |
dc.subject.keywordAuthor | Haptic UIs | - |
dc.identifier.url | https://dl.acm.org/doi/10.1145/2468356.2468769 | - |
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