633 research outputs found

    Model-based engineering of animated interactive systems for the interactive television environment

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    Les interfaces graphiques étaient la plupart du temps statiques, et représentaient une succession d'états logiciels les uns après les autres. Cependant, les transitions animées entre ces états statiques font partie intégrante des interfaces utilisateurs modernes, et leurs processus de design et d'implémentations constituent un défi pour les designers et les développeurs. Cette thèse propose un processus de conception de systèmes interactifs centré sur les animations, ainsi qu'une architecture pour la définition et l'implémentation d'animations au sein des interfaces graphiques. L'architecture met en avant une approche à deux niveaux pour définir une vue haut niveau d'une animation (avec un intérêt particulier pour les objets animés, leurs propriétés à être animé et la composition d'animations) ainsi qu'une vue bas niveau traitant des aspects détaillés des animations tels que les timings et les optimisations. Concernant les spécifications formelles de ces deux niveaux, nous utilisons une approche qui facilite les réseaux de Petri orientés objets pour la conception, l'implémentation et la validation d'interfaces utilisateurs animées en fournissant une description complète et non-ambiguë de l'ensemble de l'interface utilisateur, y compris les animations. Enfin, nous décrivons la mise en pratique du processus présenté, illustré par un cas d'étude d'un prototype haute-fidélité d'une interface utilisateur, pour le domaine de la télévision interactive. Ce processus conduira à une spécification formelle et détaillée du système interactif, et incluera des animations utilisant des réseaux de Petri orientés objet (conçus avec l'outil PetShop CASE).Graphical User Interfaces used to be mostly static, representing one software state after the other. However, animated transitions between these static states are an integral part in modern user interfaces and processes for both their design and implementation remain a challenge for designers and developers. This thesis proposes a process for designing interactive systems focusing on animations, along with an architecture for the definition and implementation of animation in user interfaces. The architecture proposes a two levels approach for defining a high-level view of an animation (focusing on animated objects, their properties to be animated and on the composition of animations) and a low-level one dealing with detailed aspects of animations such as timing and optimization. For the formal specification of these two levels, we are using an approach facilitating object-oriented Petri nets to support the design, implementation and validation of animated user interfaces by providing a complete and unambiguous description of the entire user interface including animations. Finally, we describe the application of the presented process exemplified by a case study for a high-fidelity prototype of a user interface for the interactive Television domain. This process will lead to a detailed formal specification of the interactive system, including animations using object-oriented Petri nets (designed with the PetShop CASE tool)

    Longer Delays in Rehearsal-based Interfaces Increase Expert Use

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    Rehearsal-based interfaces are designed to encourage a transition from novice to expert, but many users fail to make this transition. Most of these interfaces activate novice mode after a short delay, between 150 and 500ms. Our work investigates the impact of this delay time on expert usage and learning in three crowdsourced experiments. The first experiment examines an 8-item marking menu with delay times ranging from 200ms to 2~seconds. Results show longer delays increase successful expert selections. The second and third experiments generalise this result to a different rehearsal-based menu, a desktop clone of FastTap with 8-items and 15-items. Together, our results show that expert use correlates with delay time, but delay time does not always improve menu memorisation. However, imperceptible delays of 200ms harm long term retention of menu items. Designers of rehearsal-based interfaces should take advantage of longer delays to encourage a transition to expert usage

    Chatbot-Based Natural Language Interfaces for Data Visualisation: A Scoping Review

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    Rapid growth in the generation of data from various sources has made data visualisation a valuable tool for analysing data. However, visual analysis can be a challenging task, not only due to intricate dashboards but also when dealing with complex and multidimensional data. In this context, advances in Natural Language Processing technologies have led to the development of Visualisation-oriented Natural Language Interfaces (V-NLIs). In this paper, we carry out a scoping review that analyses synergies between the fields of Data Visualisation and Natural Language Interaction. Specifically, we focus on chatbot-based V-NLI approaches and explore and discuss three research questions. The first two research questions focus on studying how chatbot-based V-NLIs contribute to interactions with the Data and Visual Spaces of the visualisation pipeline, while the third seeks to know how chatbot-based V-NLIs enhance users' interaction with visualisations. Our findings show that the works in the literature put a strong focus on exploring tabular data with basic visualisations, with visual mapping primarily reliant on fixed layouts. Moreover, V-NLIs provide users with restricted guidance strategies, and few of them support high-level and follow-up queries. We identify challenges and possible research opportunities for the V-NLI community such as supporting high-level queries with complex data, integrating V-NLIs with more advanced systems such as Augmented Reality (AR) or Virtual Reality (VR), particularly for advanced visualisations, expanding guidance strategies beyond current limitations, adopting intelligent visual mapping techniques, and incorporating more sophisticated interaction methods

    Designing for Effective Freehand Gestural Interaction

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    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    'Recommended by Duncan Hines': Automobility, Authority, and American Gastronomy

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    How did Duncan Hines become an authority on roadside dining? What role did he have in the consumption of food and the use of automobiles? What were the messages he pronounced to his audiences? In "'Recommended by Duncan Hines,'" I examine the formation of Duncan Hines as the premier American restaurant critic as occurring in national journals and self-published guidebooks of the 1930s to 1950s. Analyzed as a function of the discursive production of power/knowledge within the historical contexts of cultures of automobility, consumption, and authority, I frame Hines as a mediator between producers and consumers, a position gaining in significance in the early 20th century. Narrating the exchange of commodities, Hines' gastronomy acted as a fount of nationalism and American "taste" based in perceptions of geography, history, and authenticity. Furthermore, my thesis presents a model for comprehending the origins, role, and effects of critics and other cultural authorities

    Enhancing Virtual City with Collective Memory to Support Urban Design Learning

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    This research investigates the pedagogical effects of collective memory enhanced virtual city models as an e-learning environment for urban design in an Indonesian university context. In this study, collective memory refers to expressions people made when remembering buildings, spaces and places of the past and present city living. A city's collective memory is either elicited from or produced directly by the city's residents or visitors. The thesis presents the outcomes of designing an experimental collective memory enhanced virtual city (CREATI) platform and applying it to the urban design course at the Department of Architecture, Atma Jaya Yogyakarta University, Indonesia. The Jalan Malioboro area in Yogyakarta was chosen as the case study site for constructing 30 virtual city models and gathering records of collective memory associated with the street and city. Student participants were invited to use CREATI while undertaking the urban design course. The usability and effects of CREATI on the students' learning outcomes are analysed according to the learning experiences reported by the students as well as the urban design proposals they produced for the course. The study finds that students appear more knowledgeable about the urban contextual issues because of accessing and sharing the resources hosted on CREATI. Students also reported that they felt better supported in developing more context­ sensitive design proposals by working with the collective memory enhanced virtual city models

    Language, Deals and Standards: The Future of XML Contracts

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    eXtensible Markup Language (XML) structures information in documentary systems ranging from financial reports to medical records and business contracts. XML standards for specific applications are developed spontaneously by self-appointed technologists or entrepreneurs. XML’s social and economic stakes are considerable, especially when developed for the private law of contracts. XML can reduce transaction costs but also limit the range of contractual expression and redefine the nature of law practice. So reliance on spontaneous development may be sub-optimal and identification of a more formal public standard setting model necessary. To exploit XML’s advantages while minimizing risks, this Article envisions creating a publicly-oriented foundation to set XML-based standards for the private law of corporate contracts. The Article’s specific inquiry concerning corporate contracts illuminates XML’s broader implications, making the standard-setting model it contributes adaptable to other contexts
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