2,577 research outputs found

    Task-based Adaptation of Graphical Content in Smart Visual Interfaces

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    To be effective visual representations must be adapted to their respective context of use, especially in so-called Smart Visual Interfaces striving to present specifically those information required for the task at hand. This thesis proposes a generic approach that facilitate the automatic generation of task-specific visual representations from suitable task descriptions. It is discussed how the approach is applied to four principal content types raster images, 2D vector and 3D graphics as well as data visualizations, and how existing display techniques can be integrated into the approach.Effektive visuelle Repräsentationen müssen an den jeweiligen Nutzungskontext angepasst sein, insbesondere in sog. Smart Visual Interfaces, welche anstreben, möglichst genau für die aktuelle Aufgabe benötigte Informationen anzubieten. Diese Arbeit entwirft einen generischen Ansatz zur automatischen Erzeugung aufgabenspezifischer Darstellungen anhand geeigneter Aufgabenbeschreibungen. Es wird gezeigt, wie dieser Ansatz auf vier grundlegende Inhaltstypen Rasterbilder, 2D-Vektor- und 3D-Grafik sowie Datenvisualisierungen anwendbar ist, und wie existierende Darstellungstechniken integrierbar sind

    Constraint-based graphical layout of multimodal presentations

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    When developing advanced multimodal interfaces, combining the characteristics of different modalities such as natural language, graphics, animation, virtual realities, etc., the question of automatically designing the graphical layout of such presentations in an appropriate format becomes increasingly important. So, to communicate information to the user in an expressive and effective way, a knowledge-based layout component has to be integrated into the architecture of an intelligent presentation system. In order to achieve a coherent output, it must be able to reflect certain semantic and pragmatic relations specified by a presentation planner to arrange the visual appearance of a mixture of textual and graphic fragments delivered by mode-specific generators. In this paper we will illustrate by the example of LayLab, the layout manager of the multimodal presentation system WIP, how the complex positioning problem for multimodal information can be treated as a constraint satisfaction problem. The design of an aesthetically pleasing layout is characterized as a combination of a general search problem in a finite discrete search space and an optimization problem. Therefore, we have integrated two dedicated constraint solvers, an incremental hierarchy solver and a finite domain solver, in a layered constraint solver model CLAY, which is triggered from a common metalevel by rules and defaults. The underlying constraint language is able to encode graphical design knowledge expressed by semantic/pragmatic, geometrical/topological, and temporal relations. Furthermore, this mechanism allows one to prioritize the constraints as well as to handle constraint solving over finite domains. As graphical constraints frequently have only local effects, they are incrementally generated by the system on the fly. Ultimately, we will illustrate the functionality of LayLab by some snapshots of an example run

    An ontology framework for developing platform-independent knowledge-based engineering systems in the aerospace industry

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    This paper presents the development of a novel knowledge-based engineering (KBE) framework for implementing platform-independent knowledge-enabled product design systems within the aerospace industry. The aim of the KBE framework is to strengthen the structure, reuse and portability of knowledge consumed within KBE systems in view of supporting the cost-effective and long-term preservation of knowledge within such systems. The proposed KBE framework uses an ontology-based approach for semantic knowledge management and adopts a model-driven architecture style from the software engineering discipline. Its phases are mainly (1) Capture knowledge required for KBE system; (2) Ontology model construct of KBE system; (3) Platform-independent model (PIM) technology selection and implementation and (4) Integration of PIM KBE knowledge with computer-aided design system. A rigorous methodology is employed which is comprised of five qualitative phases namely, requirement analysis for the KBE framework, identifying software and ontological engineering elements, integration of both elements, proof of concept prototype demonstrator and finally experts validation. A case study investigating four primitive three-dimensional geometry shapes is used to quantify the applicability of the KBE framework in the aerospace industry. Additionally, experts within the aerospace and software engineering sector validated the strengths/benefits and limitations of the KBE framework. The major benefits of the developed approach are in the reduction of man-hours required for developing KBE systems within the aerospace industry and the maintainability and abstraction of the knowledge required for developing KBE systems. This approach strengthens knowledge reuse and eliminates platform-specific approaches to developing KBE systems ensuring the preservation of KBE knowledge for the long term

    Perspektiven zur Kombination von automatischem Animationsdesign und planbasierter Hilfe

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    Aktuelle Themen auf dem Gebiet der intelligenten Benutzerschnittstellen behandeln derzeit die automatische Planung multimodaler Präsentationen. Hierbei stand bisher im wesentlichen die koordinierte Generierung von Text und Graphik im Vordergrund. In Zukunft wird hier aufgrund der Komplexität der zu präsentierenden Information zunehmend auch die Einbeziehung realistischer animierter 3D-Graphiken gefordert sein. Einen anderen wichtigen Forschungsschwerpunkt bildet der Einsatz graphischer Ausgabekomponenten für planbasierte Hilfesysteme. Die vorliegende Arbeit hat zum Ziel zunächst einen Überblick über den derzeitigen Stand der Forschung in diesen beiden Bereichen zu geben, als auch neue Anforderungen an die automatische Animationsgenerierung und an Systeme zur planbasierten graphischen Hilfe zu formulieren. Anschließend wollen wir, basierend auf Ergebnissen und Erfahrungen aus WIP und PLUS, Perspektiven für eine mögliche Weiterentwicklung und Integration von Techniken der Animationsplanung und graphischen Hilfe präsentieren

    Model-Based Visualization for Intervention Planning

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    Computer support for intervention planning is often a two-stage process: In a first stage, the relevant segmentation target structures are identified and delineated. In a second stage, image analysis results are employed for the actual planning process. In the first stage, model-based segmentation techniques are often used to reduce the interaction effort and increase the reproducibility. There is a similar argument to employ model-based techniques for the visualization as well. With increasingly more visualization options, users have many parameters to adjust in order to generate expressive visualizations. Surface models may be smoothed with a variety of techniques and parameters. Surface visualization and illustrative rendering techniques are controlled by a large set of additional parameters. Although interactive 3d visualizations should be flexible and support individual planning tasks, appropriate selection of visualization techniques and presets for their parameters is needed. In this chapter, we discuss this kind of visualization support. We refer to model-based visualization to denote the selection and parameterization of visualization techniques based on \u27a priori knowledge concerning visual perception, shapes of anatomical objects and intervention planning tasks

    Cartoon Contracts and the Proactive Visualization of Law

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    Contracts have always relied on text first, foremost, and usually exclusively. Yet, this approach leaves many users of contracts in the dark as to the actual meaning of the transactional documents and instruments they enter into. The average contract routinely uses language that only lawyers, law-trained readers, and highly literate persons can truly understand. There is a movement in the law in the United States and many other nations called the visualization of law movement that attempts to bridge these gaps in contractual communication by using highly visual instruments. In appropriate circumstances, even cartoons and comic book forms of sequential narrative have been used to communicate contract terms to all parties, but particularly to contractors who are illiterate or lessthan-fully literate in the language of the instrument. The goal of this Article is to apply the lens of visual legal rhetoric and visual literacy to the current visualization movement in Proactive Law and Legal Design in their efforts to promote visual, non-verbal communication in contracts through cartoon, comic book, and highly pictorial legal instruments. The lens will be applied to evaluate and critique five aspects of proactive visual legal instruments: • Immediate Visual Context • Immediate Verbal Context • Visual Cultural Context • Mise en Scène and Arrangement • Visual Rhetoric, Ethics and Professionalism This Article analyzes whether highly visual contracts and legal instruments fulfill the potential for greater access to and understanding of contract terms particularly with audiences whose language skills and cultural experience might make the comprehension and acceptance of purely verbal contracts more difficult. When visuals can overcome barriers in communication that words alone cannot, contracts and other legal instruments can be made more universal in their application, interpretation, performance, and enforcement
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