KR20150083219A - Method for Measurement Overconfident Bias using Serious Game - Google Patents

Method for Measurement Overconfident Bias using Serious Game Download PDF

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Publication number
KR20150083219A
KR20150083219A KR1020140002726A KR20140002726A KR20150083219A KR 20150083219 A KR20150083219 A KR 20150083219A KR 1020140002726 A KR1020140002726 A KR 1020140002726A KR 20140002726 A KR20140002726 A KR 20140002726A KR 20150083219 A KR20150083219 A KR 20150083219A
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South Korea
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user
bias
box
game
confidence
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KR1020140002726A
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Korean (ko)
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서경원
류호경
김철연
김현아
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한양대학교 산학협력단
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Priority to KR1020140002726A priority Critical patent/KR20150083219A/en
Publication of KR20150083219A publication Critical patent/KR20150083219A/en

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    • GPHYSICS
    • G16INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
    • G16HHEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
    • G16H10/00ICT specially adapted for the handling or processing of patient-related medical or healthcare data

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  • Health & Medical Sciences (AREA)
  • Engineering & Computer Science (AREA)
  • Epidemiology (AREA)
  • General Health & Medical Sciences (AREA)
  • Medical Informatics (AREA)
  • Primary Health Care (AREA)
  • Public Health (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

A method of measuring over - confidence bias using functional games is presented. The method for measuring excessive deflection using the functional game proposed by the present invention includes the steps of controlling a user to play a game and selecting one of a plurality of boxes, controlling the user to decide whether to open the selected box or not And calculating the excessive confidence deflection score by measuring the game execution pattern of the user.

Description

[0001] The present invention relates to a method of measuring overconfidence bias using a functional game,

The present invention relates to a method for measuring over-confidence bias, which has a decisive influence on important decisions that exist throughout society, including everyday life.

According to the related art, when the surveys are used to measure the excessive confidence bias, a questionnaire respondent may be able to answer in a desired direction. Thus, the data obtained through the questionnaire is often not what the respondent is really over-convincing biases, but rather how the respondent wants to be himself or herself. Therefore, the measurement of the risk overprediction bias through questionnaires can be problematic in its accuracy. On the other hand, the use of computerized measurement content has the advantage of quantifying the data of overconfidence bias compared to the questionnaire. But tedious and repetitive measures often measure behavioral patterns in tedious, repetitive, and immersive situations, rather than spontaneous data that can arise in real life situations. In other words, the method of measuring the excessive conviction bias according to the prior art may cause a problem in terms of realistic predictive power.

SUMMARY OF THE INVENTION The present invention provides a method for improving a problem that a survey respondent can answer in a desired direction when measuring an overconfidence bias using a questionnaire. And, it provides a method to solve the problems that can occur by measuring behavior patterns in tedious, repetitive and immersive situations when using computerized measurement contents.

According to an aspect of the present invention, there is provided a method for measuring an excessive conviction bias using a functional game, the method comprising: controlling a user to play a game to select one of a plurality of boxes; Controlling the game execution pattern of the user, and calculating an excessive confidence deflection score by measuring the game execution pattern of the user.

Controlling the user to perform a game and selecting one of the plurality of boxes may include changing the position of the plurality of boxes so that the treasure or the monster is contained and the user can not recognize the contents in the box.

Controlling the user to determine whether to open or not to open the selected box may include checking once more for the user's determination.

Controlling the user to select to open or not to open the selected box may include: when the user opens the box, the treasure is accumulated if the box is contained in the box, and if the box contains a monster, The game can be ended by losing all the treasures that were there.

Wherein the step of measuring the game execution pattern of the user and calculating the excessive confidence deflection score comprises: determining a time required to select one of the plurality of boxes, a response time to a question once more confirming the determination, The degree of overconfidence bias can be calculated.

According to embodiments of the present invention, the method of measuring an excessive confidence bias using a functional game measures the degree of over-confidence bias measured only through questionnaires or computerized contents through a functional game in which the user can engage, . This method can be used to more precisely measure through the pattern of decision making and the time it takes, the pattern of response to the confirmation question, and the time it takes for the user to make an uncertain situation (that is, . This way, users can fill out questionnaires with the answers they want, or avoid using the computerized contents without immersing them into consideration. Through the proposed method, the behavior pattern of the user can be quantitatively measured in the immersed state. This method can be applied to easily and accurately measure and utilize human cognitive tendency in marketing or HR department.

FIG. 1 is a flowchart illustrating a method for measuring an excessive conviction bias using a functional game according to an embodiment of the present invention.
2 is a diagram illustrating a process of performing a functional game according to an embodiment of the present invention.
FIG. 3 is a block diagram illustrating an internal configuration of a terminal in which an excessive conviction bias measurement method using a functional game according to an embodiment of the present invention can be performed.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.

FIG. 1 is a flowchart illustrating a method for measuring an excessive conviction bias using a functional game according to an embodiment of the present invention.

Overconfidence bias can have a crucial impact on important decisions that exist throughout our society, including everyday life. Considering that most decisions are made in an uncertain situation, the impact of overconfidence bias is crucial to decision making. It also works with various cognitive deficits such as risk taking and deepens certain cognitive bias. In addition to the decision-making situation, the degree of overconfidence bias is also highly correlated with the general tendency of the individual. The proposed method uses a functional game that can be immersed by the user in order to measure such excessive confidence bias. It is also possible to measure the amount of time it takes for a user to make decisions with confidence that the situation will benefit him / herself in the uncertain situation, The degree of confidence bias can be predicted.

The method for measuring an excessive confidence bias using a functional game includes controlling (110) a user performing a game to select one of a plurality of boxes, controlling (120) the user to determine whether to open the selected box or not, And a step 130 of calculating an excessive confidence deflection score by measuring the game execution pattern of the user.

In step 110, the user may control the game to select one of a plurality of boxes. For example, a box may contain either a treasure or a monster. And you can show the contents to the user in the box before starting the game. Then, the positions of the boxes can be changed at a high speed so that the user can not know the contents in the box.

At step 120, the user can control whether to open the selected box or not. Further, the user's decision can be confirmed once more. For example, if you decide to open a box, you can see once again that you really want to open it. The treasure can be accumulated if the treasure is in the box when the treasure box is opened. On the other hand, if there are monsters in the box, the game may end up losing all accumulated treasures.

In step 130, an excessive confidence bias score may be calculated by measuring the game performance pattern of the user. An excessive confidence bias score can be calculated using the time taken for the user to select one of the plurality of boxes in the process of playing the game, the response time to the question once more confirming the decision, and whether to change the decision have. During the game, several boxes containing treasures and monsters are mixed at a high speed, and then the user can decide whether to open or not to open the box. At this time, treasures can accumulate as they are repeated, which can be reflected in the final score. But once you open a box containing monsters, you lose all the treasures you have collected and you can end the game. Based on this, it is possible to measure how many times a user opens without giving up, and how long it takes to make such a decision. In addition, when the box is opened, it is possible to measure the response time to the question which confirms the decision once more and whether or not to change the decision, and to use it to calculate the excessive confidence bias score.

The formula for calculating the excess confidence bias score can be expressed as:

(The amount of time it takes to determine the box) + (the time it takes to respond to the confirmation question) }

Using the above equation, it is possible to quantitatively measure the extent of the user's true excess confidence bias in an immersive situation.

The process of measuring the excess confidence bias by performing the proposed game will be described in more detail. For example, assume that the user has opened the box for the third time, and the fourth has changed the opinion. At this time, it is assumed that the time required for each selection and whether or not to change the decision time or the response time to the question that confirms the decision one more time is as follows.

First - 1 second, 1 second, comment stick

Second - 0.5 second, 0.5 second, opinion stick

Third - 2 seconds, 1.5 seconds, comment stick

Fourth - 3 seconds, 4 seconds, commenting out (no box open)

If you play the above game, you can calculate the overconfidence bias score as follows.

(Risk propensity score) = (1 * 1) / (1 + 1) + (1 * 1) / (0.5 + 0.5) + +4)

In other words, it can be confirmed that the user has an excessive confidence bias score of 1.79 points. At this time, it can be judged that the higher the score, the higher the degree of the excessive confidence bias.

2 is a diagram illustrating a process of performing a functional game according to an embodiment of the present invention.

When the user performs the game, seven boxes 211, 212, 213, 214, 215, 216, and 217 may be displayed as shown in FIG. One of the seven boxes 211, 212, 213, 214, 215, 216, 217 may contain either a treasure or a monster. And you can show the contents to the user in the box before starting the game. As shown in FIG. 2A, treasure is contained in six boxes 211, 212, 213, 214, 215, and 216, and monster is contained in one box 217. After that, the box is closed again and the positions of the boxes can be changed at a high speed so that the user does not know the contents in the box.

Referring to FIG. 2B, one of the seven boxes 220 can be selected. The selected box can be dragged to the lower left hand bag 230. Then, as shown in FIG. 2C, a confirmation window 240 may be displayed asking whether to open the selected box. At this time, the user can select YES or NO. When the user selects YES to open the box, if the treasure is in the box, the treasure can accumulate. On the other hand, if there are monsters in the box, the game may end up losing all accumulated treasures. If the user chooses NO, the game ends and the treasure accumulated up to that point can be obtained as a score. Referring to FIG. 2D, if the selected box is a box 260 containing a treasure, the treasure can be obtained as a score. And the treasure contained in the box may accumulate in the bag 250. [ The cumulative score can be expressed as a score in the upper right (260).

By performing the game in this way, it is possible to calculate the excessive confidence deflection score by measuring the game execution pattern of the user. An excessive confidence bias score can be calculated using the time taken for the user to select one of the plurality of boxes in the process of playing the game, the response time to the question once more confirming the decision, and whether to change the decision have.

FIG. 3 is a block diagram illustrating an internal configuration of a terminal in which an excessive conviction bias measurement method using a functional game according to an embodiment of the present invention can be performed. The internal structure of the terminal shown in Fig. 3 may be an example of a device in which the proposed method is performed.

The terminal may include one or more processors 301, a memory 302, a peripheral interface 303, an I / O subsystem 310, a touch screen 321 A sensor 322, other input / output devices 323, an RF circuit 331, an audio circuit 332, a power circuit 333 and an external port 334. These components may communicate via one or more communication buses or signal lines.

3 is only an example of a terminal, and a terminal may have more or fewer components than shown, couple two or more components, or have configurations or arrangements that include different components. The components shown in FIG. 3 may be implemented in hardware, software, or a combination of both hardware and software, including one or more signal processing or application specific integrated circuits.

The memory 302 may include, for example, a high-speed random access memory, a magnetic disk, an SRAM, a DRAM, a ROM, a flash memory, or a non-volatile memory. have. The memory 302 may include a software module, a set of instructions, or various other data required for operation of the terminal. Access to memory 302 by other components, such as processor 301 and peripheral device interface 303, may also be controlled by processor 301. [

Peripheral device interface 303 may couple the input and / or output peripheral of the terminal to one or more processors 301 and memory 302. The processor 301 may execute a variety of functions and process data for the terminal by executing a software module or a set of instructions stored in the memory 302. [

A radio frequency (RF) circuit 331 can transmit and receive an RF signal, also known as an electromagnetic signal. The RF circuit 331 can convert an electrical signal to an electromagnetic signal, or to convert an electrical signal from an electromagnetic signal, and to communicate with the communication network and other communication devices through electromagnetic signals. The RF circuit 331 may comprise well known circuitry for performing such functions including, but not limited to, an antenna system, an RF transceiver, one or more amplifiers, a tuner, one or more oscillators, a digital signal processor, a CODEC chipset, Subscriber identity module (SIM) card, memory, and the like. The RF circuitry 331 may be a wireless network such as a cellular telephone network, a wireless local area network (WLAN) and / or a metropolitan area network (MAN), a network such as the Internet referred to as an intranet and / or the World Wide Web And can communicate with the device by wireless communication. Such wireless communications include, but are not limited to, Global System for Mobile Communications (GSM), Enhanced Data GSM Environment (EDGE), wideband code division multiple access (W-CDMA), code division multiple access (CDMA), time division multiple access (Bluetooth), Wireless Fidelity (Wi-Fi), Voice over Internet Protocol (VoIP), Wi-MAX, Long Term Evolution (IEEE 802.11a, IEEE 802.11b, IEEE 802.11g and / ), E-mail protocols such as Internet Message Access Protocol (IMAP) and / or Post Office Protocol (POP), eXtensible Messaging and Presence Protocol (XMPP), Session Initiation Protocol for Instant Messaging and Presence Leveraging Extensions (SIMPLE) Messaging and Presence Service), or Short Message Service (SMS), or communication protocols not developed at the time of filing of the present application. In addition, a plurality of communication standards, protocols, and techniques may be used for the wireless communication described above, without being limited thereto.

The audio circuitry 332 may provide an audio interface between the user and the terminal using a speaker and / or a microphone. Audio circuitry 332 may receive audio data from peripheral device interface 303, convert audio data to electrical signals, and transmit electrical signals to speakers. Speakers can convert electrical signals into human-audible sound waves. The audio circuit 332 can also receive electrical signals converted from sound waves by the microphone. The audio circuit 332 may convert the electrical signal to audio data and transmit the audio data to the peripheral device interface 303 for processing. Audio data may be retrieved from memory 302 or RF circuit 331 by peripheral device interface 303 or transmitted to them. According to one aspect, the audio circuit 332 may further include a headset jack. The headset jack may provide an interface between the audio circuitry 332 and a removable audio input / output peripheral such as a headset or output-only headphone with both output and input, for example.

The power circuit 333 may provide power to all or a portion of the components of the terminal. For example, the power circuit 333 may comprise one or more power supplies, such as a power management system, a battery or alternating current (AC), a charging system, a power failure detection circuit, a power converter or inverter, And any other components for power generation, management, and distribution of power.

The input / output subsystem 310 may couple an input / output peripheral device, such as a touch screen 321, a sensor 322, or other input control device 323, to the peripheral device interface 303. The input / output subsystem 310 may include a display controller 311, a sensor controller 312, or one or more other input / output controllers 313. According to another aspect, the touch screen 321, the sensor 322 or other input control device 323 may be coupled to the peripheral device interface 303 without going through the input / output subsystem 310.

According to an aspect, at least one of the processor 301, the peripheral device interface 303, and the input / output subsystem 310 may be implemented on a single chip. Or a portion of at least one of processor 301, peripheral device interface 303 and input / output subsystem 310 may be implemented on a single chip.

The display controller 311 can receive an electric signal from the touch screen 321 including the touch-sensitive area, transmit an electric signal to the touch screen 321, or perform both transmission and reception. Under the control of the display controller 311, the touch screen 321 may display a visual output for the user. The visual output may include graphics, text, icons, video, and any combination thereof (referred to collectively as "graphics"). In one aspect, some or all of the visual output may correspond to a user interface described in more detail below.

The touch screen 321 may be a liquid crystal display (LCD), a light emitting diode (LPD), an organic light-emitting diode (OLED) or an active matrix organic light-emitting diode (AMOLED) Can be used. The touch screen 321 and the display controller 311 may include capacitive technology, resistive technology, infrared technology, and surface acoustic wave technology, Any of the previously known or later developed touch sensing techniques may be used, including, but not limited to, The touch screen 312 and the display controller 356 may also be used to detect a contact or any movement thereof using a proximity sensor array or other component for determining one or more contact points with the touch screen 321. [ Or can be detected.

The display controller 311 may be combined with a screen that does not include a touch-sensitive area. A screen that does not include a touch-sensitive area may receive an electrical signal from the display controller 311 to display a visual output for the user. A screen that does not include the touch-sensitive area may include a plasma display panel (PDP), an electronic paper display (EPD), a liquid crystal display (LCD), a light emitting polymer display (LPD), an organic light- Active-matrix Organic Light-Emitting Diode) technology may be used, but other display technologies may be used. A terminal using a screen that does not include a touch-sensitive area may provide input / output devices such as a physical keyboard, a mouse, a physical button, etc. as a user interface for operation.

One or more other input / output controllers 313 may receive electrical signals from other input / output devices 323 or transmit electrical signals thereto. The other input / output control device 323 may include, for example, a button, a keyboard, a touch pad, a dial, a slider switch, a joystick, and the like. The other input / output controller 313 may also be coupled to any of the pointer devices, such as an infrared port, a USB port, and a mouse.

According to one aspect, the other input control device 323 may include one or more physical buttons or virtual buttons. In the case of a virtual button, the button and button controller may be part of the touch screen 321 and the display controller 311, respectively. In one aspect, the button may include an up / down button, a rocker button or a push button for volume control of the speaker 311 or the microphone 313. For example, if the user presses the pushbutton for a short time, the touchscreen 321 is unlocked and the gesture is again applied on the touchscreen to unlock the device. The user may also press and hold the pushbutton to turn on or off the power to the terminal.

According to another aspect, the guitar input control device 323 may include one or more physical keyboards or a virtual soft keyboard. As an example of a keyboard, a symbol of a standard configuration (QWERTY) and / or a non-standard configuration may be used. In a virtual soft keyboard, the soft keyboard and the soft keyboard controller may be part of the touch screen 321 and the display controller 311, respectively. The soft keyboard embodiment may include fewer graphics (or soft keys) than the number of keys on the physical keyboard. This allows the user to select one or more graphics of the soft keyboard and accordingly display one or more corresponding symbols on the touch screen 321.

According to another aspect, the guitar input control device 323 may include a touchpad for activating or deactivating a specific function. In one aspect, the touchpad may include a touch-sensitive area that does not display a visual output, unlike a touch screen. The touchpad may also be a touch-sensitive surface separated from the touch screen 321, or it may be part of an extended touch-sensitive surface formed by the touch screen.

As described above, according to the embodiments of the present invention, the over-assertion deflection measurement method using the proposed functional game can measure the degree of over-confidence bias, which is measured only through the questionnaire or the computerized contents, through the functional game in which the user can immerse, Confidence bias can be measured. This method can be used to more precisely measure through the pattern of decision making and the time it takes, the pattern of response to the confirmation question, and the time it takes for the user to make an uncertain situation (that is, . This way, users can fill out questionnaires with the answers they want, or avoid using the computerized contents without immersing them into consideration. Through the proposed method, the behavior pattern of the user can be quantitatively measured in the immersed state. This method can be applied to easily and accurately measure and utilize human cognitive tendency in marketing or HR department.

The apparatus described above may be implemented as a hardware component, a software component, and / or a combination of hardware components and software components. For example, the apparatus and components described in the embodiments may be implemented within a computer system, such as, for example, a processor, a controller, an arithmetic logic unit (ALU), a digital signal processor, a microcomputer, a field programmable array (FPA) A programmable logic unit (PLU), a microprocessor, or any other device capable of executing and responding to instructions. The processing device may execute an operating system (OS) and one or more software applications running on the operating system. The processing device may also access, store, manipulate, process, and generate data in response to execution of the software. For ease of understanding, the processing apparatus may be described as being used singly, but those skilled in the art will recognize that the processing apparatus may have a plurality of processing elements and / As shown in FIG. For example, the processing unit may comprise a plurality of processors or one processor and one controller. Other processing configurations are also possible, such as a parallel processor.

The software may include a computer program, code, instructions, or a combination of one or more of the foregoing, and may be configured to configure the processing device to operate as desired or to process it collectively or collectively Device can be commanded. The software and / or data may be in the form of any type of machine, component, physical device, virtual equipment, computer storage media, or device , Or may be permanently or temporarily embodied in a transmitted signal wave. The software may be distributed over a networked computer system and stored or executed in a distributed manner. The software and data may be stored on one or more computer readable recording media.

The method according to an embodiment may be implemented in the form of a program command that can be executed through various computer means and recorded in a computer-readable medium. The computer-readable medium may include program instructions, data files, data structures, and the like, alone or in combination. The program instructions to be recorded on the medium may be those specially designed and configured for the embodiments or may be available to those skilled in the art of computer software. Examples of computer-readable media include magnetic media such as hard disks, floppy disks and magnetic tape; optical media such as CD-ROMs and DVDs; magnetic media such as floppy disks; Magneto-optical media, and hardware devices specifically configured to store and execute program instructions such as ROM, RAM, flash memory, and the like. Examples of program instructions include machine language code such as those produced by a compiler, as well as high-level language code that can be executed by a computer using an interpreter or the like. The hardware devices described above may be configured to operate as one or more software modules to perform the operations of the embodiments, and vice versa.

While the present invention has been particularly shown and described with reference to exemplary embodiments thereof, it is to be understood that the invention is not limited to the disclosed exemplary embodiments. For example, it is to be understood that the techniques described may be performed in a different order than the described methods, and / or that components of the described systems, structures, devices, circuits, Lt; / RTI > or equivalents, even if it is replaced or replaced.

Therefore, other implementations, other embodiments, and equivalents to the claims are also within the scope of the following claims.

Claims (5)

1. An excess confidence bias measurement method executed in a computer,
Controlling a user to perform a game and select one of a plurality of boxes;
Controlling the user to determine whether to open or not to open the selected box; And
Measuring the game execution pattern of the user and calculating an excessive confidence bias score
Wherein the excess deflection measurement method comprises:
The method according to claim 1,
The step of controlling the user to perform a game and select one of a plurality of boxes,
Changing the position of the plurality of boxes so that the user can not recognize the contents in the box,
Wherein the excess deflection measurement method comprises:
The method according to claim 1,
Controlling the user to determine whether to open the selected box or not,
Confirming once again the decision of the user
Wherein the excess deflection measurement method comprises:
The method according to claim 1,
Controlling the user to select whether to open the selected box or not,
When the user opens the box, the treasure is accumulated when the treasure is contained in the box, and when the monster is contained in the box, all the accumulated treasures are lost and the game ends
Wherein the excess deflection measurement method comprises:
The method according to claim 1,
Wherein the step of measuring the game execution pattern of the user and calculating an excessive confidence deflection score comprises:
An excessive confidence bias score is calculated using the time taken to select one of the plurality of boxes, the response time to the question once more to the decision, and whether to change the decision
Measuring method of excessive confidence bias.
KR1020140002726A 2014-01-09 2014-01-09 Method for Measurement Overconfident Bias using Serious Game KR20150083219A (en)

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