User Interface (UI) of Wearable Device, VR/AR Headset and Drone

A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Computer Science & Engineering".

Deadline for manuscript submissions: closed (15 October 2021) | Viewed by 18921

Special Issue Editor

Special Issue Information

Dear Colleagues,

Many studies have been conducted on user interface (UI). Understanding this context can play an important role in designing devices, systems, and environments for users. This Special Issue aims to understand human behavior and cognition. In particular, articles should target quantitative analysis on wearable devices, VR/AR headset, and drone. The data can be collected directly through human bio-signals or in a manner of evaluation using well made scales.

Specifically, this issue is intended to publish advanced research in the field of human factors, human–computer interactions (HCI), and user experience (UX). Research in the field of cognitive psychology and industrial design, which involves quantitative analysis, will also be considered. The articles that can characterize human behaviors and cognitions based on practical products and services are welcome. The manuscript should include a description of how to collect the data. Note that it must be accompanied by mathematical models and quantitative methodologies. Algorithms such as machine learning are recommended.

Prof. Dr. Jaehyun Park
Guest Editor

Manuscript Submission Information

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Keywords

  • Empirical studies of user behavior and cognition
  • Human–computer interaction theory
  • User interface design and evaluation methodologies
  • Intelligent and innovative interactive systems
  • Interactive decision support systems
  • Virtual, mixed and augmented reality
  • Healthcare technology
  • Wearable and IoT devices
  • Affective computing
  • Knowledge acquisition, discovery, modelling and management

Published Papers (4 papers)

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Research

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18 pages, 19638 KiB  
Article
The Research of Relationship among Smile Developing Software, Internet Addiction, and Attachment Style
by Hao-Chiang Koong Lin, Meng-Chun Tsai and Kuang-Hsiang Wu
Electronics 2020, 9(12), 2057; https://doi.org/10.3390/electronics9122057 - 3 Dec 2020
Viewed by 2530
Abstract
By developing a software tool that helps students cultivate the habit of smiling, this study aims to enhance students’ interpersonal relationships and ability to interact with others and therefore effectively decrease their Internet addiction. The study participants were students from a vocational high [...] Read more.
By developing a software tool that helps students cultivate the habit of smiling, this study aims to enhance students’ interpersonal relationships and ability to interact with others and therefore effectively decrease their Internet addiction. The study participants were students from a vocational high school in Tainan, Taiwan. To begin with, it examined the choices of attachment styles and levels of Internet addiction among high school students enrolled in a practical skills program. The students used the software tool for fourteen consecutive days and completed their smile task, which was followed by a post-test questionnaire. The result shows that for interpersonal interactions, changes in the mean values for three types of attachment styles decrease (namely anxious–preoccupied, dismissive–avoidant, and fearful–avoidant styles). In particular, the dismissive–avoidant style was reported with the most prominent change of −1.267, and it was the only variable with a higher average value. This study also applied Bartholomew and Horowitz’s two-dimensional internal working model and found that the participants had demonstrated positive developments in their own self-internal modes and, in particular, others’ internal modes. Full article
(This article belongs to the Special Issue User Interface (UI) of Wearable Device, VR/AR Headset and Drone)
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20 pages, 11541 KiB  
Article
Comparison of Design Characteristics and Customization Protocols for Swimming Goggles
by Jangwoon Park, Mehrube Mehrubeoglu, Jungyoon Kim and Jaehyun Park
Electronics 2020, 9(6), 992; https://doi.org/10.3390/electronics9060992 - 13 Jun 2020
Cited by 2 | Viewed by 5199
Abstract
Swimming goggles are important tools for swimmers; however, most of the commercialized swimming goggles are designed as one-size-fits-all, which may cause improper fit to a wearer’s facial shape. The present study is intended to review and compare the design characteristics of the existing [...] Read more.
Swimming goggles are important tools for swimmers; however, most of the commercialized swimming goggles are designed as one-size-fits-all, which may cause improper fit to a wearer’s facial shape. The present study is intended to review and compare the design characteristics of the existing swimming goggles and the published customization protocols of swimming goggles. The detailed design characteristics of lens, strap, gasket, and nose bridge of 26 commercialized swimming goggles were reviewed, and the dimensions (length, width, and depth) of five swimming goggles are summarized in this paper. Next, the customization protocols of swimming goggles were investigated, which consisted of three major steps: first step involves collecting a wearer’s 2D or 3D facial shape including eye and nasal root areas by using a hand-held scanner, and then using this scanned data to create a 3D contour shape of customized swimming goggles in a computer-aided design (CAD) environment. Second step requires the fabrication of the designed 3D CAD model of the customized swimming goggles by using a 3D printer using transparent and flexible materials. Third step includes conducting validation tests to evaluate the performance of the customized swimming goggles in terms of waterproofness and wearing comfort by comparing with the other existing goggles. To the best of our knowledge, this is the first paper that reviews the design characteristics of swimming goggles. The review results presented in this paper are particularly useful to develop not only swimming goggles, but also other types of wearable products such as safety goggles, military goggles, and any sort of sports goggles. Full article
(This article belongs to the Special Issue User Interface (UI) of Wearable Device, VR/AR Headset and Drone)
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16 pages, 3001 KiB  
Article
Ergonomic Guidelines of Head-Up Display User Interface during Semi-Automated Driving
by Kibum Park and Youngjae Im
Electronics 2020, 9(4), 611; https://doi.org/10.3390/electronics9040611 - 3 Apr 2020
Cited by 19 | Viewed by 6938
Abstract
Self-driving vehicles are emerging as a result of technological advances, and the range of human behavior is expanding. The collateral information on driving is increasing, and head-up displays (HUDs) can be coupled with augmented reality displays to convey additional information to drivers in [...] Read more.
Self-driving vehicles are emerging as a result of technological advances, and the range of human behavior is expanding. The collateral information on driving is increasing, and head-up displays (HUDs) can be coupled with augmented reality displays to convey additional information to drivers in innovative ways. Interference between the actual driving environment and the displayed information can cause distractions. Research is required to find out what information should be displayed and how to properly display it considering the number of information, as well as the location and arrangement of the HUD. This study aims to examine the types of HUD information presentation that enhance the driver’s intuitive understanding. The first experiment identified which information affects drivers more in self-driving conditions in terms of error rate and importance. As a result, information that the drivers consider to be of greater importance or more relevant to their safety was selected. The level of HUD information complexity was assessed in the second experiment. The independent variables were the number of symbols, location of the HUD, and arrangement of the HUD. The results showed that the number of symbols was most affected and that fewer than six should be displayed. Besides, the arrangement of contents was more intuitive when a vertical alignment was used, and the main content should be placed in the center of the windshield area. Finally, ergonomic design guidelines of the information presentation type are proposed in this study. Full article
(This article belongs to the Special Issue User Interface (UI) of Wearable Device, VR/AR Headset and Drone)
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Review

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15 pages, 1239 KiB  
Review
Examination of the Protection Offered by Current Accessibility Acts and Guidelines to People with Disabilities in Using Information Technology Devices
by Hyun K. Kim and Jaehyun Park
Electronics 2020, 9(5), 742; https://doi.org/10.3390/electronics9050742 - 30 Apr 2020
Cited by 6 | Viewed by 3289
Abstract
Today, information technology (IT) products are extensively used in everyday life; however, disabled people still experience difficulties in using them. To ensure the equal use of IT products by people with disabilities, various laws/guidelines/standards have been established. In particular, Section 508 of the [...] Read more.
Today, information technology (IT) products are extensively used in everyday life; however, disabled people still experience difficulties in using them. To ensure the equal use of IT products by people with disabilities, various laws/guidelines/standards have been established. In particular, Section 508 of the Rehabilitation Act, 21st-Century Communications and Video Accessibility Act, the European Accessibility Act, and the Web Content Accessibility Guidelines strongly influence IT product sales and, hence, have been included in the scope of this research. This study analyzed the main accessibility provisions/guidelines from the user experience (UX) perspective and the IT device difficulties that are addressed by the provisions/guidelines. Accordingly, the study used the IT interaction disability concept, which analyzes the comprehensive difficulties associated with the use of an IT device from the perspective of interaction, to map each task–user interface–context factor. Finally, this study suggests the aspects to be considered while establishing accessibility provisions/guidelines. Moreover, it clarifies the provisions and guidelines for IT product designers and developers by analyzing them from the UX perspective. Full article
(This article belongs to the Special Issue User Interface (UI) of Wearable Device, VR/AR Headset and Drone)
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