17,161 research outputs found

    Toolkit Design for Interactive Structured Graphics

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    In this paper, we analyze toolkit designs for building graphical applications with rich user interfaces, comparing polylithic and monolithic toolkit-based solutions. Polylithic toolkits encourage extension by composition and follow a design philosophy similar to 3D scene graphs supported by toolkits including Java3D and OpenInventor. Monolithic toolkits, on the other hand, encourage extension by inheritance, and are more akin to 2D Graphical User Interface toolkits such as Swing or MFC. We describe Jazz (a polylithic toolkit) and Piccolo (a monolithic toolkit), each of which we built to support interactive 2D structured graphics applications in general, and Zoomable User Interface applications in particular. We examine the trade offs of each approach in terms of performance, memory requirements, and programmability. We conclude that a polylithic approach is most suitable for toolkit builders, visual design software where code is automatically generated, and application builders where there is much customization of the toolkit

    Toolkit Design for Interactive Structured Graphics

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    Scientific Visualization Using the Flow Analysis Software Toolkit (FAST)

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    Over the past few years the Flow Analysis Software Toolkit (FAST) has matured into a useful tool for visualizing and analyzing scientific data on high-performance graphics workstations. Originally designed for visualizing the results of fluid dynamics research, FAST has demonstrated its flexibility by being used in several other areas of scientific research. These research areas include earth and space sciences, acid rain and ozone modelling, and automotive design, just to name a few. This paper describes the current status of FAST, including the basic concepts, architecture, existing functionality and features, and some of the known applications for which FAST is being used. A few of the applications, by both NASA and non-NASA agencies, are outlined in more detail. Described in the Outlines are the goals of each visualization project, the techniques or 'tricks' used lo produce the desired results, and custom modifications to FAST, if any, done to further enhance the analysis. Some of the future directions for FAST are also described

    Sonically enhanced interface toolkit

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    This paper describes an on-going research project investigating the design of a user-interface toolkit composed of sonically enhanced widgets. The motivation for this work is the same that motivated the creation of graphical interface toolkits, which was to simplify their construction, allowing designers who are not experts to create such interfaces; to ensure the sonically enhanced widgets are effective and improve usability; and to ensure the widgets use sound in a clear and consistent way across the interface

    The design of sonically-enhanced widgets

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    This paper describes the design of user-interface widgets that include non-speech sound. Previous research has shown that the addition of sound can improve the usability of human–computer interfaces. However, there is little research to show where the best places are to add sound to improve usability. The approach described here is to integrate sound into widgets, the basic components of the human–computer interface. An overall structure for the integration of sound is presented. There are many problems with current graphical widgets and many of these are difficult to correct by using more graphics. This paper presents many of the standard graphical widgets and describes how sound can be added. It describes in detail usability problems with the widgets and then the non-speech sounds to overcome them. The non-speech sounds used are earcons. These sonically-enhanced widgets allow designers who are not sound experts to create interfaces that effectively improve usability and have coherent and consistent sounds

    Obvious: a meta-toolkit to encapsulate information visualization toolkits. One toolkit to bind them all

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    This article describes “Obvious”: a meta-toolkit that abstracts and encapsulates information visualization toolkits implemented in the Java language. It intends to unify their use and postpone the choice of which concrete toolkit(s) to use later-on in the development of visual analytics applications. We also report on the lessons we have learned when wrapping popular toolkits with Obvious, namely Prefuse, the InfoVis Toolkit, partly Improvise, JUNG and other data management libraries. We show several examples on the uses of Obvious, how the different toolkits can be combined, for instance sharing their data models. We also show how Weka and RapidMiner, two popular machine-learning toolkits, have been wrapped with Obvious and can be used directly with all the other wrapped toolkits. We expect Obvious to start a co-evolution process: Obvious is meant to evolve when more components of Information Visualization systems will become consensual. It is also designed to help information visualization systems adhere to the best practices to provide a higher level of interoperability and leverage the domain of visual analytics

    Caring, sharing widgets: a toolkit of sensitive widgets

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    Although most of us communicate using multiple sensory modalities in our lives, and many of our computers are similarly capable of multi-modal interaction, most human-computer interaction is predominantly in the visual mode. This paper describes a toolkit of widgets that are capable of presenting themselves in multiple modalities, but further are capapble of adapting their presentation to suit the contexts and environments in which they are used. This is of increasing importance as the use of mobile devices becomes ubiquitous

    Design Guidelines for Agent Based Model Visualization

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    In the field of agent-based modeling (ABM), visualizations play an important role in identifying, communicating and understanding important behavior of the modeled phenomenon. However, many modelers tend to create ineffective visualizations of Agent Based Models (ABM) due to lack of experience with visual design. This paper provides ABM visualization design guidelines in order to improve visual design with ABM toolkits. These guidelines will assist the modeler in creating clear and understandable ABM visualizations. We begin by introducing a non-hierarchical categorization of ABM visualizations. This categorization serves as a starting point in the creation of an ABM visualization. We go on to present well-known design techniques in the context of ABM visualization. These techniques are based on Gestalt psychology, semiology of graphics, and scientific visualization. They improve the visualization design by facilitating specific tasks, and providing a common language to critique visualizations through the use of visual variables. Subsequently, we discuss the application of these design techniques to simplify, emphasize and explain an ABM visualization. Finally, we illustrate these guidelines using a simple redesign of a NetLogo ABM visualization. These guidelines can be used to inform the development of design tools that assist users in the creation of ABM visualizations.Visualization, Design, Graphics, Guidelines, Communication, Agent-Based Modeling

    A toolkit of mechanism and context independent widgets

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    Most human-computer interfaces are designed to run on a static platform (e.g. a workstation with a monitor) in a static environment (e.g. an office). However, with mobile devices becoming ubiquitous and capable of running applications similar to those found on static devices, it is no longer valid to design static interfaces. This paper describes a user-interface architecture which allows interactors to be flexible about the way they are presented. This flexibility is defined by the different input and output mechanisms used. An interactor may use different mechanisms depending upon their suitability in the current context, user preference and the resources available for presentation using that mechanism
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