3,977 research outputs found

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    XDN: Cross-Device Framework for Custom Notifications Management

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    With the increase of connected devices and online services, and recently IoT devices, the number of notifications received by every person is growing. The importance of notifications, as they become part of people’s lives, often depends on various factors that can differently influence the reaction and the disruption of recipients. For this reason, the generation and the distribution of notifications has been gaining importance in the design of new applications, services, and smart devices. Nowadays, developers have not yet fully exploited all the advantages that the availability of multiple devices could bring in the customization and the distribution of notifications, e.g., exploiting a cross-device approach. This paper presents XDN (Cross Device Notification), a framework to assist developers in creating cross-device notifications by scripting. The XDN architecture includes: a library to enable developers to design personalized notifications to be distributed among ad-hoc networks of IoT/mobile devices; a GUI to assist developers in implementing and testing (through a simulator) notification strategies; a server-side runtime environment; and an XDN IoT/mobile library for device support. We discuss the requirements for cross device notification systems, and we present the features of the XDN framework, in particular from the point of view of developer advantages, validated through different scenarios

    Artificial neural networks: technology & adaptation to a Unity3D toolset

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    Estudi sobre la naturalesa de les Xarxes Neuronals i la seva aplicació en Inteligencies Artificials, especialment en videojocs i la seva integració a través d'una eina en Unity3D amb demostracions del seu ús a través d'exemples básics

    Towards Automated Translation between Generations of GUI-based Tests for Mobile Devices

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    Market demands for faster delivery and higher software quality are progressively becoming more stringent. A key hindrance for software companies to meet such demands is how to test the software due to to the intrinsic costs of development, maintenance and evolution of testware. Especially since testware should be defined, and aligned, with all layers of system under test (SUT), including all graphical user interface (GUI) abstraction levels. These levels can be tested with different generations of GUI-based test approaches, where 2nd generation, or Layout-based, tests leverage GUI properties and 3rd generation, or Visual, tests make use of image recognition. The two approaches provide different benefits and drawbacks and are seldom used together because of the aforementioned costs, despite growing academic evidence of the complementary benefits. In this work we propose the proof of concept of a novel two-step translation approach for Android GUI testing, where a translator first creates a technology independent script with actions and elements of the GUI, and then translates it to a script with the syntax chosen by the user. The approach enables users to translate Layout-based to Visual scripts and vice versa, to gain the benefits (e.g. robustness, speed and ability to emulate the user) of both generations, whilst minimizing the drawbacks (e.g. development and maintenance costs). We outline our approach from a technical perspective, discuss some of the key challenges with the realization of our approach, evaluate the feasibility and the advantages provided by our approach on an open-source Android application, and discuss the potential industrial impact of this work

    User Interface Migration of Web Applications with Task continuity and Platform Adaptation Support

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    This thesis shows the work undertaken for supporting user interface migration of web applications. Interface migration occurs when a user interacting with an application switches to a different device and the application interface is transferred onto the new device. Migration must be supported by a platform aware system able to perform interface adaptation that keeps into account the different features of the devices involved, in order to keep the interface usability. Beside adaptation, continuity is the main matter. Once the interface migrates onto a new device, the interaction can be continued without having to restart the application from the beginning. Different types of migration can occur and supporting them poses different level of difficulty. This thesis analyses the various types of migration and describes the client-server architecture implemented for supporting all of them. The thesis shows how the migration service evolved starting from a first core of basic functionalities supporting the easiest situation to the most challenging one

    Software Takes Command

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media

    3D oceanographic data compression using 3D-ODETLAP

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    This paper describes a 3D environmental data compression technique for oceanographic datasets. With proper point selection, our method approximates uncompressed marine data using an over-determined system of linear equations based on, but essentially different from, the Laplacian partial differential equation. Then this approximation is refined via an error metric. These two steps work alternatively until a predefined satisfying approximation is found. Using several different datasets and metrics, we demonstrate that our method has an excellent compression ratio. To further evaluate our method, we compare it with 3D-SPIHT. 3D-ODETLAP averages 20% better compression than 3D-SPIHT on our eight test datasets, from World Ocean Atlas 2005. Our method provides up to approximately six times better compression on datasets with relatively small variance. Meanwhile, with the same approximate mean error, we demonstrate a significantly smaller maximum error compared to 3D-SPIHT and provide a feature to keep the maximum error under a user-defined limit
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