433 research outputs found

    IMPROVING REVISITATION IN LONG DOCUMENTS WITH TWO-LEVEL ARTIFICIAL-LANDMARK SCROLLBARS

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    Revisitation – returning to previously-visited locations in a document – is commonly done in the digital world. While linear navigation controls provide a spatial representation of the document and allow effective navigation in short documents, they are not effective in long documents, particularly for revisitation. Bookmarks, search and history dialogs, and “read wear” (visual marks left as the user interacts with the document) can all assist revisitation; however, for long documents all of these tools are limited in terms of effort, clutter, and interpretability. Inspired by visual cues such as coloured edges and “thumb indents” in hardcopy books, recent work has proposed artificial landmarks to help users build up natural spatial memory for the locations in a document; in long documents, however, this technique is also limited because of the number of pages each landmark represents. To address this problem, this thesis proposes a Double-Scrollbar design that uses two columns of artificial landmarks that can provide greater specificity for spatial memory and revisitation in long documents. We developed three versions of landmark-augmented Double-Scrollbar, using icons, letters, and digits as landmarks. To assess the performance and usability of the Double-Scrollbar design, two studies were conducted with 21 participants, each visiting and revisiting pages of a long document using each of the new designs, as well as a single-column design and a standard scrollbar. Results showed that two levels of icon landmarks were significantly better for assisting revisitation, and were preferred by participants. The two-level artificial-landmark scrollbar is a new way of improving revisitation in long documents by assisting the formation of more precise spatial memories about document locations

    The Use of Multiple Slate Devices to Support Active Reading Activities

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    Reading activities in the classroom and workplace occur predominantly on paper. Since existing electronic devices do not support these reading activities as well as paper, users have difficulty taking full advantage of the affordances of electronic documents. This dissertation makes three main contributions toward supporting active reading electronically. The first contribution is a comprehensive set of active reading requirements, drawn from three decades of research into reading processes. These requirements explain why existing devices are inadequate for supporting active reading activities. The second contribution is a multi-slate reading system that more completely supports the active reading requirements above. Researchers believe the suitability of paper for active reading is largely due to the fact it distributes content across different sheets of paper, which are capable of displaying information as well as capturing input. The multi-slate approach draws inspiration from the independent reading and writing surfaces that paper provides, to blend the beneficial features of e-book readers, tablets, PCs, and tabletop computers. The development of the multi-slate system began with the Dual-Display E-book, which used two screens to provide richer navigation capabilities than a single-screen device. Following the success of the Dual-Display E-book, the United Slates, a general-purpose reading system consisting of an extensible number of slates, was created. The United Slates consisted of custom slate hardware, specialized interactions that enabled the slates to be used cooperatively, and a cloud-based infrastructure that robustly integrated the slates with users' existing computing devices and workflow. The third contribution is a series of evaluations that characterized reading with multiple slates. A laboratory study with 12 participants compared the relative merits of paper and electronic reading surfaces. One month long in-situ deployments of the United Slates with graduate students in the humanities found the multi-slate configuration to be highly effective for reading. The United Slates system delivered desirable paper-like qualities that included enhanced reading engagement, ease of navigation, and peace-of-mind while also providing superior electronic functionality. The positive feedback suggests that the multi-slate configuration is a desirable method for supporting active reading activities

    Touching Annotations: A Visual Metaphor for Navigation of Annotation in Digital Documents.

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    Direct touch manipulation interactions with technology are now commonplace and significant interest is building around their use in the culture and heritage domain. Such interactions can give people the opportunity to explore materials and artefacts in ways that would otherwise be unavailable. These are often heavily annotated and can be linked to a large array of related digital content, thus enriching the experience for the user. Research has addressed issues of how to present digital documents and their related annotations but at present it is unclear what the optimal interaction approach to navigating these annotations in a touch display context might be. In this paper we investigate the role of two alternative approaches to support the navigation of annotations in digitised documents in the context of a touch interface. Through a control study we demonstrate that, whilst the navigation paradigm displays a significant interaction with the type of annotations task performed, there is no discernible advantage of using a natural visual metaphor for annotation in this context. This suggests that design of digital document annotation navigation tools should account for the context and navigation tasks being considered

    Text books untuk mata kuliah pemrograman web

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    .HTML.And.Web.Design.Tips.And.Techniques.Jan.2002.ISBN.0072228253.pd

    Visualization of personal history for video navigation

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    Figure 1. Our prototype history-based interface called the Video History System (VHS) aids navigation through the management of a user’s personal viewing history. Playback of video is controlled with familiar tools such as play/pause, seek and filmstrip (left)- the VHS records each part of the video viewed by the user. The history is then visualized in one of two ways: as Video Tiles (centre) or as a Video Timeline (right).1 We present an investigation of two different visualizations of video history: Video Timeline and Video Tiles. Video Timeline extends the commonly employed list-based visualization for navigation history by applying size to indicate heuristics and occupying the full screen with a two-sided timeline. Video Tiles visualizes history items in a grid-based layout by follow-ing pre-defined templates based on items ’ heuristics and or-dering, utilizing screen space more effectively at the expense of a clearer temporal location. The visualizations are com-pared against the state-of-the-art method (a filmstrip-based visualization), with ten participants tasked with sharing their previously-seen affective intervals. Our study shows that our visualizations are perceived as intuitive and both outperform and are strongly preferred to the current method. Based on these results, Video Timeline and Video Tiles provide an ef-fective addition to video viewers to help manage the growing quantity of video. They provide users with insight into their navigation patterns, allowing them to quickly find previously-seen intervals, leading to efficient clip sharing, simpler au-thoring and video summarization

    Use of Landmarks to Improve Spatial Learning and Revisitation in Computer Interfaces

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    Efficient spatial location learning and remembering are just as important for two-dimensional Graphical User Interfaces (GUI) as they are for real environments where locations are revisited multiple times. Rapid spatial memory development in GUIs, however, can be difficult because these interfaces often lack adequate landmarks that have been predominantly used by people to learn and recall real-life locations. In the absence of sufficient landmarks in GUIs, artificially created visual objects (i.e., artificial landmarks) could be used as landmarks to support spatial memory development of spatial locations. In order to understand how spatial memory development occurs in GUIs and explore ways to assist users’ efficient location learning and recalling in GUIs, I carried out five studies exploring the use of landmarks in GUIs – one study that investigated interfaces of four standard desktop applications: Microsoft Word, Facebook, Adobe Photoshop, and Adobe Reader, and other four that tested artificial landmarks augmented two prototype desktop GUIs against non-landmarked versions: command selection interfaces and linear document viewers; in addition, I tested landmarks’ use in variants of these interfaces that varied in the number of command sets (small, medium, and large) and types of linear documents (textual and video). Results indicate that GUIs’ existing features and design elements can be reliable landmarks in GUIs that provide spatial benefits similar to real environments. I also show that artificial landmarks can significantly improve spatial memory development of GUIs, allowing support for rapid spatial location learning and remembering in GUIs. Overall, this dissertation reveals that landmarks can be a valuable addition to graphical systems to improve the memorability and usability of GUIs

    IMAGE MANAGEMENT USING PATTERN RECOGNITION SYSTEMS

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    With the popular usage of personal image devices and the continued increase of computing power, casual users need to handle a large number of images on computers. Image management is challenging because in addition to searching and browsing textual metadata, we also need to address two additional challenges. First, thumbnails, which are representative forms of original images, require significant screen space to be represented meaningfully. Second, while image metadata is crucial for managing images, creating metadata for images is expensive. My research on these issues is composed of three components which address these problems. First, I explore a new way of browsing a large number of images. I redesign and implement a zoomable image browser, PhotoMesa, which is capable of showing thousands of images clustered by metadata. Combined with its simple navigation strategy, the zoomable image environment allows users to scale up the size of an image collection they can comfortably browse. Second, I examine tradeoffs of displaying thumbnails in limited screen space. While bigger thumbnails use more screen space, smaller thumbnails are hard to recognize. I introduce an automatic thumbnail cropping algorithm based on a computer vision saliency model. The cropped thumbnails keep the core informative part and remove the less informative periphery. My user study shows that users performed visual searches more than 18% faster with cropped thumbnails. Finally, I explore semi-automatic annotation techniques to help users make accurate annotations with low effort. Automatic metadata extraction is typically fast but inaccurate while manual annotation is slow but accurate. I investigate techniques to combine these two approaches. My semi-automatic annotation prototype, SAPHARI, generates image clusters which facilitate efficient bulk annotation. For automatic clustering, I present hierarchical event clustering and clothing based human recognition. Experimental results demonstrate the effectiveness of the semi-automatic annotation when applied on personal photo collections. Users were able to make annotation 49% and 6% faster with the semi-automatic annotation interface on event and face tasks, respectively

    Web-based forensic information management system

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    The focus of this work was on the design and implementation of a web based forensic information management system for the West Virginia State Police Forensics Laboratory (WVSPFL). The software tool enables law enforcement agents to submit crime information to the Forensic Laboratory via a secure Internet connection. The tool also enables each of the nine units of WVSPFL to process the information electronically. Online electronic forms were created to mirror the existing paper based forms, making the transition easier. The existing processes were standardized and streamlined, there by minimizing information inconsistency. The crime information once gathered is automatically uploaded to a database. It can then be viewed and queried by any authorized law enforcement officer at anytime from anywhere. The software tool was implemented in ASP.NET with MS SQL Server as the database. The key benefits of the system are streamlining of information flow, around the clock availability of case information, and sharing of information between the various law enforcement agencies
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