125,271 research outputs found
Interactive 3D Visualization of BĂ©zier Curves using Java Open Graphics Library (JOGL)
We present a new program tool for interactive 3D visualization of some fundamental algorithms for representation and manipulation of
BĂ©zier curves. The program tool has an option for demonstration of one of their most important applications - in graphic design for creating letters by means of cubic BĂ©zier curves. We use Java applet and JOGL as our main visualization techniques. This choice ensures the platform independency of the created applet and contributes to the realistic 3D visualization. The applet provides basic knowledge on the BĂ©zier curves and is appropriate for illustrative and educational purposes. Experimental results are included.This work was partially supported by Sofia University Science Fund Grant No.195/2011
Workstation environment for wastewater treatment design using AI and mathematical models
This research explores the use of computer-based environments to facilitate environmental engineering decision making. A prototype system is developed for wastewater treatment plant design as an exploration tool to demonstrate the techniques and principles proposed. Several mathematical techniques, interactive graphic displays, and friendly user interfaces are used. The mathematical techniques are: (1) mass and water balances for an analysis program for wastewater treatment plant design, (2) a rule-based system for sludge bulking judgment, and (3) a standard processor for checking a design against existing design standards. The interactive graphic displays provide visual data for effective data manipulation, and the friendly user interfaces are designed for engineers who are not necessarily computer experts.U.S. Department of the InteriorU.S. Geological SurveyOpe
Interactive and Live Program Construction
In the highly technological and advanced society we live nowadays, it is essential
to explore new development approaches in order to increase the efficiency and flexibility
with which software is built. Our work focuses on the design and conception of a
live graphical environment to allow for incremental and interactive construction of web
applications through visual manipulation interactions.
Our research is introduced in the context of a prototype, Live Programming, that provides
a style of incremental and agile development of web applications, allowing for efficient
updates of code and data. However, the construction of a web application through
the existing coding environment is still slow and not as flexible as one would wish. This is
due to the fact that its user interface is based on text editors, resulting in a heavy reliance
on computer code to build these applications.
The goal of our work consists on the conception of a visual construction model and
graphical environment that interacts with the Live Programming system, allowing to incrementally
develop web applications through the manipulation of visual symbols on
the screen. The user does not need to program: instead, our tool automatically generates
code according to the userâs manipulation of the visual components. The user must then
be able to visually define the data model, queries, logical operations and presentation
views (for example, html pages). We aim, as well, at idealizing and proposing creative
and convenient techniques to program visualization and methods to visually organize
the structure of a program, in order to help the user comprehending the relationships
between elements and their responsibility within the system. This way, developers leverage
an agile and interactive approach to efficiently deal with increasingly demanding
requirements throughout development
Semi-Automated SVG Programming via Direct Manipulation
Direct manipulation interfaces provide intuitive and interactive features to
a broad range of users, but they often exhibit two limitations: the built-in
features cannot possibly cover all use cases, and the internal representation
of the content is not readily exposed. We believe that if direct manipulation
interfaces were to (a) use general-purpose programs as the representation
format, and (b) expose those programs to the user, then experts could customize
these systems in powerful new ways and non-experts could enjoy some of the
benefits of programmable systems.
In recent work, we presented a prototype SVG editor called Sketch-n-Sketch
that offered a step towards this vision. In that system, the user wrote a
program in a general-purpose lambda-calculus to generate a graphic design and
could then directly manipulate the output to indirectly change design
parameters (i.e. constant literals) in the program in real-time during the
manipulation. Unfortunately, the burden of programming the desired
relationships rested entirely on the user.
In this paper, we design and implement new features for Sketch-n-Sketch that
assist in the programming process itself. Like typical direct manipulation
systems, our extended Sketch-n-Sketch now provides GUI-based tools for drawing
shapes, relating shapes to each other, and grouping shapes together. Unlike
typical systems, however, each tool carries out the user's intention by
transforming their general-purpose program. This novel, semi-automated
programming workflow allows the user to rapidly create high-level, reusable
abstractions in the program while at the same time retaining direct
manipulation capabilities. In future work, our approach may be extended with
more graphic design features or realized for other application domains.Comment: In 29th ACM User Interface Software and Technology Symposium (UIST
2016
Dynamic and Transparent Analysis of Commodity Production Systems
We propose a framework that provides a programming interface to perform
complex dynamic system-level analyses of deployed production systems. By
leveraging hardware support for virtualization available nowadays on all
commodity machines, our framework is completely transparent to the system under
analysis and it guarantees isolation of the analysis tools running on its top.
Thus, the internals of the kernel of the running system needs not to be
modified and the whole platform runs unaware of the framework. Moreover, errors
in the analysis tools do not affect the running system and the framework. This
is accomplished by installing a minimalistic virtual machine monitor and
migrating the system, as it runs, into a virtual machine. In order to
demonstrate the potentials of our framework we developed an interactive kernel
debugger, nicknamed HyperDbg. HyperDbg can be used to debug any critical kernel
component, and even to single step the execution of exception and interrupt
handlers.Comment: 10 pages, To appear in the 25th IEEE/ACM International Conference on
Automated Software Engineering, Antwerp, Belgium, 20-24 September 201
Interactive Chemical Reactivity Exploration
Elucidating chemical reactivity in complex molecular assemblies of a few
hundred atoms is, despite the remarkable progress in quantum chemistry, still a
major challenge. Black-box search methods to find intermediates and
transition-state structures might fail in such situations because of the
high-dimensionality of the potential energy surface. Here, we propose the
concept of interactive chemical reactivity exploration to effectively introduce
the chemist's intuition into the search process. We employ a haptic pointer
device with force-feedback to allow the operator the direct manipulation of
structures in three dimensions along with simultaneous perception of the
quantum mechanical response upon structure modification as forces. We elaborate
on the details of how such an interactive exploration should proceed and which
technical difficulties need to be overcome. All reactivity-exploration concepts
developed for this purpose have been implemented in the Samson programming
environment.Comment: 36 pages, 14 figure
Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface
Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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