10 research outputs found

    Hayaku : designing and optimizing finely tuned and portable interactive graphics with a graphical compiler

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    International audienceAlthough reactive and graphically rich interfaces are now mainstream, their development is still a notoriously difficult task. This paper presents Hayaku, a toolset that supports designing finely tuned interactive graphics. With Hayaku, a designer can abstract graphics in a class, describe the connections between input and graphics through this class, and compile it into runnable code with a graphical compile chain. The benefits of this approach are multiple. First, the frontend of the compiler is a rich standard graphical language that designers can use with existing drawing tools. Second, manipulating a data flow and abstracting the low-level run-time through a front-end language makes the transformation from data to graphics easier for designers. Third, the graphical interaction code can be ported to other platforms with minimal changes, while benefiting from optimizations provided by the graphical compiler

    Conception (instrumenté), réalisation et optimisation de graphismes interactifs

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    Concevoir une interface hautement interactive nécessite de faire un compromis entre efficacité du moteur de rendu et puissance d'expression offerte au designer graphique. Ainsi, les boîtes à outils WIMP classiques sont performantes en terme de rendu visuel, mais ne permettent pas de modifier finement le visuel des éléments graphiques ou de modifier leur comportement. Pour améliorer le processus de développement des applications graphiques interactives et leur réutilisabilité, il faut séparer la description de la partie interactive de son implémentation et de ses optimisations. Cette thèse présente différents moyens de séparer la description des optimisations. Tout d'abord, elle présente Hayaku, une boîte à outils reposant sur un compilateur graphique. Hayaku permet au designer d'interaction de produire lui-même l'application interactive finale, favorisant ainsi les itérations dans le développement. Nous nous sommes ensuite intéressés à la simplification de la description pour l'utilisateur final lors de la production de visualisations de grandes quantité de données avec le logiciel FromDaDy. Déporter la tâche de création d'images sur le processeur graphique permet de présenter un modèle simple à l'utilisateur. Enfin, nous avons simplifié la description d'un algorithme lent (le placement d'étiquettes sur une image) en utilisant la mémoire graphique au lieu de calculs linéaires sur le processeur central. Ceci permet de supprimer les optimisations complexes et améliore significativement les temps de calculs.Designing a highly interactive application implies to make a compromise between the efficiency of the graphical renderer and the expressive power offered to the graphical designer. Thus, classical WIMP toolkits are powerful in terms of rendering, but do not allow the user to finely tune the final rendering of the graphics, or to change their behavior. In order to enhance the process of designing graphical applications and the ability to reuse them, the description of the interactive part has to be separated from the implementation and the optimizations. This thesis presents different way to separate description from optimizations. First, it presents Hayaku, a graphical toolkit that relies on a graphical compiler. Hayaku allows the interaction designer to produce himself the final interactive application. It helps an iterative development cycle. Then, we have worked on the simplification of the description for the final user when she has to create visualizations. We introduced the software FromDaDy to support this creation of large amount of data. Moving the image creation task on the GPU allows us to show a simpler model to the final user. Finally, we have simplified the description of a low algorithm (point based labeling placement algorithm) by using the GPU memory instead of the CPU. This allows us to suppress early complex optimizations and enhance the performances

    Accumulation as a tool for efficient visualization of geographical and temporal data

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    International audienceIn this paper, we describe a set of visualization methods with an accumulation tool to perform interactive data exploration. Accumulation maps or Kernel Density Estimation (KDE) maps, count the amount of data accumulated at a certain location. The accumulation tool addresses the cluttering issues when displaying large amounts of data. But the accumulation tool can also be used to unveil patterns, to detect outliers and flaws in datasets. Through these applied examples, we show how the accumulation tool and its real time applications take advantage of human vision and are therefore assets for data exploration and validation. As the accumulation tool uses GPU techniques, it can be used in real-time with large datasets

    FromDaDy : spreading aircraft trajectories across views to support iterative queries

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    International audienceWhen displaying thousands of aircraft trajectories on a screen, the visualization is spoiled by a tangle of trails. The visual analysis is therefore difficult, especially if a specific class of trajectories in an erroneous dataset has to be studied. We designed FromDaDy, a trajectory visualization tool that tackles the difficulties of exploring the visualization of multiple trails. This multidimensional data exploration is based on scatterplots, brushing, pick and drop, juxtaposed views and rapid visual design. Users can organize the workspace composed of multiple juxtaposed views. They can define the visual configuration of the views by connecting data dimensions from the dataset to Bertin's visual variables. They can then brush trajectories, and with a pick and drop operation they can spread the brushed information across views. They can then repeat these interactions, until they extract a set of relevant data, thus formulating complex queries. Through two real-world scenarios, we show how FromDaDy supports iterative queries and the extraction of trajectories in a dataset that contains up to 5 million data

    Hayaku : maximiser le pouvoir d'expression du concepteur et l'efficacité de rendu de scènes graphiques interactives

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    International audienceDesigning a general toolkit for interactive software implies to make a choice between the speed of the renderer and the power of expression of the user. We propose an instrumented method to concieve interactive software based on the use of graphical editors, conceptual languages and a toolkit, Hayaku, that encapsulates a graphical compiler. Hayaku allows to maximize the graphical performances of the application, thus authorizing to have a better graphical renderer, and authorizing the user to use all of his editor tools. The truth of the graphics, the control easyness, the power of expression and the efficiency of the use of the designer's tools allows the conceptor to efficiently explore new dynamic graphical representations that are easy to control

    Visual analysis to support exploration of recorded UAV data

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    International audienceDevelopments and improvements of UAV features are an awkward and difficult challenge. This activity requires precise tools and evaluation methods to analyze the UAV parameters. Therefore large quantity of data must be monitored and analyzed. In this paper, we present results of the produced visualizations with FromDaDy when exploring the recorded data of an UAV. FromDaDy is a visualization tool that tackles the challenge of representing, and interacting with numerous data. Together with a finely tuned mix between design customization and simple interactions, users can filter, remove and add data in an iterative manner until they extract a set of relevant information, thus formulating complex queries. The produced visualizations give a good insight of available information and then assess the performance of the recorded flight

    L'Ă©volution de Linux vers les nouvelles formes d'ordinateurs personnels

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    Les tablettes tactiles représentent une première étape dans l'évolution de la forme des ordinateurs depuis le poste de travail graphique vers une plus grande variété. Il faut adapter les systèmes d'exploitation à une plus grande variabilité des moyens d'entrée, et à la remise en cause d'hypothèses de base telles que la présence d'un clavier ou d'un unique pointeur de désignation. Cela demande donc de multiples évolutions dans Linux, qui doit continuer à faire fonctionner les applications existantes. La gestion des entrées, dans le noyau et le serveur X, est modifiée pour tenir compte de flux d'information plus complexes. La reconnaissance de gestes est introduite, tant pour simuler le clavier ou la souris que pour proposer de nouveaux styles d'interaction. De nouvelles conventions d'interaction adaptées aux tablettes sont en cours de définition dans la distribution Ubuntu. Des modifications plus profondes de la gestion des entrées pour préparer les prochaines évolutions sont à l'étude

    Conception (instrumenté), réalisation et optimisation de graphismes interactifs

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    TOULOUSE3-BU Sciences (315552104) / SudocSudocFranceF
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