1,573 research outputs found
Freeform User Interfaces for Graphical Computing
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Freeform User Interfaces for Graphical Computing
It is difficult to communicate graphical ideas or images to computers using current WIMP-style GUI. Freeform User Interfaces is an interface design framework that leverages the power of freeform strokes to achieve fluent interaction between users and computers in performing graphical tasks. Users express their graphical ideas as freeform strokes using pen-based systems, and the computer takes appropriate actions based on the perceptual features of the strokes. The results are displayed in an informal manner to facilitate exploratory thinking. This paper explores the concept of Freeform UI and shows its possibilities with four example systems: beautification and prediction for 2D geometric drawing, a stroke-based 3D navigation, an electronic office whiteboard, and a sketch-based 3D freeform modeling. While Freeform UI is not suitable for precise, production-oriented applications because of its ambiguity and imprecision, it does provide a natural, highly interactive computing environment for pre-productive, exploratory activities in various graphical applications
Layout of Multiple Views for Volume Visualization: A User Study
Abstract. Volume visualizations can have drastically different appearances when viewed using a variety of transfer functions. A problem then occurs in trying to organize many different views on one screen. We conducted a user study of four layout techniques for these multiple views. We timed participants as they separated different aspects of volume data for both time-invariant and time-variant data using one of four different layout schemes. The layout technique had no impact on performance when used with time-invariant data. With time-variant data, however, the multiple view layouts all resulted in better times than did a single view interface. Surprisingly, different layout techniques for multiple views resulted in no noticeable difference in user performance. In this paper, we describe our study and present the results, which could be used in the design of future volume visualization software to improve the productivity of the scientists who use it
Sketching-out virtual humans: A smart interface for human modelling and animation
In this paper, we present a fast and intuitive interface for sketching out
3D virtual humans and animation. The user draws stick figure key frames first and
chooses one for âfleshing-outâ with freehand body contours. The system
automatically constructs a plausible 3D skin surface from the rendered figure, and
maps it onto the posed stick figures to produce the 3D character animation. A
âcreative model-based methodâ is developed, which performs a human perception
process to generate 3D human bodies of various body sizes, shapes and fat
distributions. In this approach, an anatomical 3D generic model has been created with
three distinct layers: skeleton, fat tissue, and skin. It can be transformed sequentially
through rigid morphing, fatness morphing, and surface fitting to match the original
2D sketch. An auto-beautification function is also offered to regularise the 3D
asymmetrical bodies from usersâ imperfect figure sketches. Our current system
delivers character animation in various forms, including articulated figure animation,
3D mesh model animation, 2D contour figure animation, and even 2D NPR animation
with personalised drawing styles. The system has been formally tested by various
users on Tablet PC. After minimal training, even a beginner can create vivid virtual
humans and animate them within minutes
Paper-based Mixed Reality Sketch Augmentation as a Conceptual Design Support Tool
This undergraduate student paper explores usage of mixed reality techniques as support tools for conceptual design. A proof-of-concept was developed to illustrate this principle. Using this as an example, a small group of designers was interviewed to determine their views on the use of this technology. These interviews are the main contribution of this paper. Several interesting applications were determined, suggesting possible usage in a wide range of domains. Paper-based sketching, mixed reality and sketch augmentation techniques complement each other, and the combination results in a highly intuitive interface
Information scraps: how and why information eludes our personal information management tools
In this paper we describe information scraps -- a class of personal information whose content is scribbled on Post-it notes, scrawled on corners of random sheets of paper, buried inside the bodies of e-mail messages sent to ourselves, or typed haphazardly into text files. Information scraps hold our great ideas, sketches, notes, reminders, driving directions, and even our poetry. We define information scraps to be the body of personal information that is held outside of its natural or We have much still to learn about these loose forms of information capture. Why are they so often held outside of our traditional PIM locations and instead on Post-its or in text files? Why must we sometimes go around our traditional PIM applications to hold on to our scraps, such as by e-mailing ourselves? What are information scraps' role in the larger space of personal information management, and what do they uniquely offer that we find so appealing? If these unorganized bits truly indicate the failure of our PIM tools, how might we begin to build better tools? We have pursued these questions by undertaking a study of 27 knowledge workers. In our findings we describe information scraps from several angles: their content, their location, and the factors that lead to their use, which we identify as ease of capture, flexibility of content and organization, and avilability at the time of need. We also consider the personal emotive responses around scrap management. We present a set of design considerations that we have derived from the analysis of our study results. We present our work on an application platform, jourknow, to test some of these design and usability findings
A Review of Milestones in the History of GUI Prototyping Tools
International audiencePrototyping is one of the core activities of User-Centered Design (UCD) processes and an integral component of Human-Computer Interaction (HCI) research. Nonetheless, for many years, prototyping was synonym of paper-based mock-ups and only more recently we can say that dedicated tools for supporting prototyping activities really reach the market. In this paper we propose to analyze the evolution of prototyping tools proposed by the academic community to support research activities and prototyping tools that are aimed and improve the development process of commercial user interfaces. Thus, this paper presents a review of past and current graphical user interface prototyping tools, in order to set up the state of the art in this field, observing fundamental milestones of features over time. For that, we have screened publications presented since 1988 in some of the main HCI conferences and 113 commercial tools available on the web. The results enable a brief comparison of characteristics present in both academic and commercial tools, how they have evolved and what are the gaps that can provide insights for future research and development
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ALPHA_I, Remote Manufacturing, and Solid Freeform Fabrication
Alpha_l is a nonuniform rational B-spline (NURBs) based solid modeling system that
has been developed at the University of Utah over the past 10 years. In addition to being
useful in modeling objects that are described by simple rotation and extrusion operations,
the real power of Alpha_l is demonstrated in the modeling of complex parts with sculptured
surfaces. For the past several years, a major research thrust has been to use Alpha_l to
semi-automatically generate process plan information and numerical control code to manufacture
mechanical parts directly from the models. A long term goal is to support an on-line
remote manufacturing facility for producing prototype parts. Recently, a 3D Systems stereo
lithography machine has been added to the advanced manufacturing laboratory. The stereo
lithography process and other SFF techniques are of particular interest for supporting a
remote manufacturing facility in that these processes are inherently much safer than numerically
controlled machining. Special Alpha_l interfaces including a new slicing algorithm
are being developed for the SFF machine use. By generating a SFF part directly from
its NURBs description, Alpha_l should facilitate the manufacture of complex parts while
providing smoother surfaces.Mechanical Engineerin
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