598 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

    VizLab: The Design and Implementation of An Immersive Virtual Environment System Using Game Engine Technology and Open Source Software

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    Virtual Reality (VR) is a term used to describe computer-simulated environments that can immerse users in a real or unreal world. Immersive systems are an essential component when experiencing virtual environments. Developing VR applications is time-consuming, and developers use many resources in creating VR applications. The separate components require integration, and the challenges in using public domain open source software present complex software development. The VizLab Virtual Reality System was created to meet these challenges and provide an integrated suite of tools for VR system development. VizLab supports the development of VR applications by using game engine and CAVE system technology. The system consists of software modules that provide rendering, texturing, collision, physics, window/viewport management, cluster synchronization, input management, multi-processing, stereoscopic 3D, and networking. VizLab combines the main functional aspects of a game engine and CAVE system for an improved approach to developing VR applications, virtual environments, and immersive environments

    User-Centered CASE Tools for User-Centered Information Systems

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    The goal of this research is to design and evaluate a new generation of CASE tools, capable of clearly supporting all the styles of work adopted by teams of developers and capable of promoting Usability concerns to Informa tion Systems building. Our research approach is based on (a) creating usable and effective models of the developers behavior, and (b) building innovative, unconstrained collaborative prototypes that allow co-authoring of models by all stakeholders involved (programmers, marketers and interaction designers).info:eu-repo/semantics/publishedVersio

    A Formal Framework for Linguistic Annotation

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    `Linguistic annotation' covers any descriptive or analytic notations applied to raw language data. The basic data may be in the form of time functions -- audio, video and/or physiological recordings -- or it may be textual. The added notations may include transcriptions of all sorts (from phonetic features to discourse structures), part-of-speech and sense tagging, syntactic analysis, `named entity' identification, co-reference annotation, and so on. While there are several ongoing efforts to provide formats and tools for such annotations and to publish annotated linguistic databases, the lack of widely accepted standards is becoming a critical problem. Proposed standards, to the extent they exist, have focussed on file formats. This paper focuses instead on the logical structure of linguistic annotations. We survey a wide variety of existing annotation formats and demonstrate a common conceptual core, the annotation graph. This provides a formal framework for constructing, maintaining and searching linguistic annotations, while remaining consistent with many alternative data structures and file formats.Comment: 49 page

    ROSSi a graphical programming interface for ROS 2

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    The Robot Operating System (ROS) offers developers a large number of ready-made packages for developing robot programs. The multitude of packages and the different interfaces or adapters is also the reason why ROS projects often tend to become confusing. Concepts of model-driven software development using a domain-specific modeling language could counteract this and at the same time speed up the development process of such projects. This is investigated in this paper by transferring the core concepts from ROS 2 into a graphical programming interface. Elements of established graphical programming tools are compared and approaches from modeling languages such as UML are used to create a novel approach for graphical development of ROS projects. The resulting interface is evaluated through the development of a project built on ROS, and the approach shows promise towards facilitating work with the Robot Operating System

    o.OM: Structured-Functional Communication between Computer Music Systems using OSC and Odot

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    International audienceO.—odot—is a portable media programming framework based on the OSC data encoding. It embeds a small expression language which allows writing and executing programs in OSC structures. The integration of programming and declarative functional descriptions within data transfer protocols enables structured and expressive communication in media systems: program snippets can be distributed in OSC messages, which evaluate to further OSC messages in the different communicating software. We present experiments using this framework in the OpenMusic computer-aided composition environment , and illustrate via case studies some advantages of such integrated system

    PaperComposer: Creating Interactive Paper Interfaces for Music Composition

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    National audienceInteractive paper technologies offer new opportunities for supporting the highly individual practices of creative artists, such as contemporary music composers, who express and explore their ideas on both paper and the computer. We introduce PaperComposer, a graphical interface builder that allows users to create a personalized interactive paper interface that they can connect to their own computer-based musical data. We also present an API that facilitates the development of interactive paper components for PaperComposer. We describe one public demonstration of a novel musical interface designed for children and our collaborations with composers to create two novel interactive music interfaces that reflected their individual composition styles

    Abstraction, Visualization, and Evolution of Process Models

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    The increasing adoption of process orientation in companies and organizations has resulted in large process model collections. Each process model of such a collection may comprise dozens or hundreds of elements and captures various perspectives of a business process, i.e., organizational, functional, control, resource, or data perspective. Domain experts having only limited process modeling knowledge, however, hardly comprehend such large and complex process models. Therefore, they demand for a customized (i.e., personalized) view on business processes enabling them to optimize and evolve process models effectively. This thesis contributes the proView framework to systematically create and update process views (i.e., abstractions) on process models and business processes respectively. More precisely, process views abstract large process models by hiding or combining process information. As a result, they provide an abstracted, but personalized representation of process information to domain experts. In particular, updates of a process view are supported, which are then propagated to the related process model as well as associated process views. Thereby, up-to-dateness and consistency of all process views defined on any process model can be always ensured. Finally, proView preserves the behaviour and correctness of a process model. Process abstractions realized by views are still not sufficient to assist domain experts in comprehending and evolving process models. Thus, additional process visualizations are introduced that provide text-based, form-based, and hierarchical representations of process models. Particularly, these process visualizations allow for view-based process abstractions and updates as well. Finally, process interaction concepts are introduced enabling domain experts to create and evolve process models on touch-enabled devices. This facilitates the documentation of process models in workshops or while interviewing process participants at their workplace. Altogether, proView enables domain experts to interact with large and complex process models as well as to evolve them over time, based on process model abstractions, additional process visualizations, and process interaction concepts. The framework is implemented in a proof-ofconcept prototype and validated through experiments and case studies

    The Larch Environment - Python programs as visual, interactive literature

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    The Larch Environment' is designed for the creation of programs that take the form of interactive technical literature. We introduce a novel approach to combined textual and visual programming by allowing visual, interactive objects to be embedded within textual source code, and segments of source code to be further embedded within those objects. We retain the strengths of text-based source code, while enabling visual programming where it is bene�cial. Additionally, embedded objects and code provide a simple object-oriented approach to extending the syntax of a language, in a similar fashion to LISP macros. We provide a rapid prototyping and experimentation environment in the form of an active document system which mixes rich text with executable source code. Larch is supported by a simple type coercion based presentation protocol that displays normal Java and Python objects in a visual, interactive form. The ability to freely combine objects and source code within one another allows for the construction of rich interactive documents and experimentation with novel programming language extensions

    Toward General Purpose 3D User Interfaces: Extending Windowing Systems to Three Dimensions

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    Recent growth in the commercial availability of consumer grade 3D user interface devices like the Microsoft Kinect and the Oculus Rift, coupled with the broad availability of high performance 3D graphics hardware, has put high quality 3D user interfaces firmly within the reach of consumer markets for the first time ever. However, these devices require custom integration with every application which wishes to use them, seriously limiting application support, and there is no established mechanism for multiple applications to use the same 3D interface hardware simultaneously. This thesis proposes that these problems can be solved in the same way that the same problems were solved for 2D interfaces: by abstracting the input hardware behind input primitives provided by the windowing system and compositing the output of applications within the windowing system before displaying it. To demonstrate the feasibility of this approach this thesis also presents a novel Wayland compositor which allows clients to create 3D interface contexts within a 3D interface space in the same way that traditional windowing systems allow applications to create 2D interface contexts (windows) within a 2D interface space (the desktop), as well as allowing unmodified 2D Wayland clients to window into the same 3D interface space and receive standard 2D input events. This implementation demonstrates the ability of consumer 3D interface hardware to support a 3D windowing system, the ability of this 3D windowing system to support applications with compelling 3D interfaces, the ability of this style of windowing system to be built on top of existing hardware accelerated graphics and windowing infrastructure, and the ability of such a windowing system to support unmodified 2D interface applications windowing into the same 3D windowing space as the 3D interface applications. This means that application developers could create compelling 3D interfaces with no knowledge of the hardware that supports them, that new hardware could be introduced without needing to integrate it with individual applications, and that users could mix whatever 2D and 3D applications they wish in an immersive 3D interface space regardless of the details of the underlying hardware
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