The Computer Graphics Scene in the United States
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User Interface Design Issues in HCI
IJCSNS International Journal of Computer Science and Network Security, VOL.18 No.8, August 2018 153 User Interface Design Issues In HCI Waleed Iftikhar, Muhammad Sheraz Arshad Malik, Shanza Tariq, Maha Anwar, Jawad Ahmad, M. Saad sultan Department of Computing, Riphah International University, Faisalabad, Pakistan Summary Command line is the interface that allows the user to This paper presents an important analysis on a literature review interact with the computer by directly using the commands. which has the findings in design issues from the year 1999 to But there is an issue that the commands cannot be changed, 2018. This study basically discusses about all the issues related they are fixed and computer only understands the exact to design and user interface, and also gives the solutions to make commands. the designs or user interface more attractive and understandable. This study is the guideline to solve the main issues of user Graphical user interface is the interface that allows the interface. user to interact with the system, because this is user There is important to secure the system for modern applications. friendly and easy to use. This includes the graphics, The use of internet is quickly growing from years. Because of pictures and also attractive for all type of users. The this fast travelling lifestyle, where they lets the user to attach with command line is black and white interface. This interface systems from everywhere. When user is ignoring the is also known as WIMPS because it uses windows, icons, functionalities in the system then the system is not secure but, in menus, pointers. -
Object Oriented Programming
No. 52 March-A pril'1990 $3.95 T H E M TEe H CAL J 0 URN A L COPIA Object Oriented Programming First it was BASIC, then it was structures, now it's objects. C++ afi<;ionados feel, of course, that objects are so powerful, so encompassing that anything could be so defined. I hope they're not placing bets, because if they are, money's no object. C++ 2.0 page 8 An objective view of the newest C++. Training A Neural Network Now that you have a neural network what do you do with it? Part two of a fascinating series. Debugging C page 21 Pointers Using MEM Keep C fro111 (C)rashing your system. An AT Keyboard Interface Use an AT keyboard with your latest project. And More ... Understanding Logic Families EPROM Programming Speeding Up Your AT Keyboard ((CHAOS MADE TO ORDER~ Explore the Magnificent and Infinite World of Fractals with FRAC LS™ AN ELECTRONIC KALEIDOSCOPE OF NATURES GEOMETRYTM With FracTools, you can modify and play with any of the included images, or easily create new ones by marking a region in an existing image or entering the coordinates directly. Filter out areas of the display, change colors in any area, and animate the fractal to create gorgeous and mesmerizing images. Special effects include Strobe, Kaleidoscope, Stained Glass, Horizontal, Vertical and Diagonal Panning, and Mouse Movies. The most spectacular application is the creation of self-running Slide Shows. Include any PCX file from any of the popular "paint" programs. FracTools also includes a Slide Show Programming Language, to bring a higher degree of control to your shows. -
Designing for Increased Autonomy & Human Control
IFIP Workshop on Intelligent Vehicle Dependability and Security (IVDS) January 29, 2021 Designing for Increased Autonomy & Human Control Ben Shneiderman @benbendc Founding Director (1983-2000), Human-Computer Interaction Lab Professor, Department of Computer Science Member, National Academy of Engineering Photo: BK Adams IFIP Workshop on Intelligent Vehicle Dependability and Security (IVDS) January 29, 2021 Designing for Increased Automation & Human Control Ben Shneiderman @benbendc Founding Director (1983-2000), Human-Computer Interaction Lab Professor, Department of Computer Science Member, National Academy of Engineering Photo: BK Adams What is Human-Centered AI? Human-Centered AI Amplify, Augment, Enhance & Empower People Human Responsibility Supertools and Active Appliances Visual Interfaces to Prevent/Reduce Explanations Audit Trails to Analyze Failures & Near Misses Independent Oversight à Reliable, Safe & Trustworthy Supertools Digital Camera Controls Navigation Choices Texting Autocompletion Spelling correction Active Appliances Coffee maker, Rice cooker, Blender Dishwasher, Clothes Washer/Dryer Implanted Cardiac Pacemakers NASA Mars Rovers are Tele-Operated DaVinci Tele-Operated Surgery “Robots don’t perform surgery. Your surgeon performs surgery with da Vinci by using instruments that he or she guides via a console.” https://www.davincisurgery.com/ Bloomberg Terminal A 2-D HCAI Framework Designing the User Interface Balancing automation & human control First Edition: 1986 Designing the User Interface Balancing automation & -
Using Typography and Iconography to Express Emotion
Using typography and iconography to express emotion (or meaning) in motion graphics as a learning tool for ESL (English as a second language) in a multi-device platform. A thesis submitted to the School of Visual Communication Design, College of Communication and Information of Kent State University in partial fulfillment of the requirements for the degree of Master of Fine Arts by Anthony J. Ezzo May, 2016 Thesis written by Anthony J. Ezzo B.F.A. University of Akron, 1998 M.F.A., Kent State University, 2016 Approved by Gretchen Caldwell Rinnert, M.G.D., Advisor Jaime Kennedy, M.F.A., Director, School of Visual Communication Design Amy Reynolds, Ph.D., Dean, College of Communication and Information TABLE OF CONTENTS TABLE OF CONTENTS .................................................................................... iii LIST OF FIGURES ............................................................................................ v LIST OF TABLES .............................................................................................. v ACKNOWLEDGEMENTS ................................................................................ vi CHAPTER 1. THE PROBLEM .......................................................................................... 1 Thesis ..................................................................................................... 6 2. BACKGROUND AND CONTEXT ............................................................. 7 Understanding The Ell Process .............................................................. -
3D Graphics Fundamentals
11BegGameDev.qxd 9/20/04 5:20 PM Page 211 chapter 11 3D Graphics Fundamentals his chapter covers the basics of 3D graphics. You will learn the basic concepts so that you are at least aware of the key points in 3D programming. However, this Tchapter will not go into great detail on 3D mathematics or graphics theory, which are far too advanced for this book. What you will learn instead is the practical implemen- tation of 3D in order to write simple 3D games. You will get just exactly what you need to 211 11BegGameDev.qxd 9/20/04 5:20 PM Page 212 212 Chapter 11 ■ 3D Graphics Fundamentals write a simple 3D game without getting bogged down in theory. If you have questions about how matrix math works and about how 3D rendering is done, you might want to use this chapter as a starting point and then go on and read a book such as Beginning Direct3D Game Programming,by Wolfgang Engel (Course PTR). The goal of this chapter is to provide you with a set of reusable functions that can be used to develop 3D games. Here is what you will learn in this chapter: ■ How to create and use vertices. ■ How to manipulate polygons. ■ How to create a textured polygon. ■ How to create a cube and rotate it. Introduction to 3D Programming It’s a foregone conclusion today that everyone has a 3D accelerated video card. Even the low-end budget video cards are equipped with a 3D graphics processing unit (GPU) that would be impressive were it not for all the competition in this market pushing out more and more polygons and new features every year. -
Tom Kearney Object Name: Sun Sparcstation IPX Vintage: C.1991 Synopsis: Sun Sparcstation IPX
AccessionIndex: TCD-SCSS-T.20121208.075 Accession Date: 8-Dec-2012 Accession By: Tom Kearney Object name: Sun Sparcstation IPX Vintage: c.1991 Synopsis: Sun Sparcstation IPX. S/N: 600-2791-04 213M1236. Description: The Sun Sparcstation IPX is a workstation introduced by Sun Microsystems in 1991. It was designed to be an entry-level networked workstation. It is based on the SUN4C architecture, enclosed in a lunchbox chassis. It uses a Fujitsu MB86903 or Weitek W8701 40 MHz processor. Weitek provided 80MHz after-market "SPARC POWERuP!" (2000A-080 GCD) processors which worked well in an IPX but required a ROM update to v2.9. It has four 72-pin SIMM slots for memory expansion. The memory uses parity Fast Page Memory (FPM) SIMM's with speeds of 50-80ns. Slots can be filled individually giving a maximum of 64MB memory. Paired memory modules decrease access times via "bank interleaving" resulting in faster memory and overall system performance. Additional 32 and 64MB SBUS "Above Board" RAM expanders will fit and work in the IPX using the 8-pin J101 header which contains additional power and clock signals next to the DMA/Cache controller. The Sparcstation IPX also includes an on-board AMD Lance Ethernet chipset providing 10BaseT networking as standard and 10Base2 and 10Base5 via an AUI transceiver. The OpenBoot ROM is able to boot from network, using RARP and TFTP. Like all other SPARCstation systems, it holds system information such as MAC address and serial number in NVRAM. If the battery on this chip dies, then the system will not be able to boot. -
Computer Science and Software Engineering 1
Computer Science and Software Engineering 1 Computer Science and Software Engineering Software Engineering The focus of the software engineering curriculum, which leads to the bachelor of software engineering, is on the analysis, design, verification, validation, construction, application, and maintenance of software systems. The degree program prepares students for professional careers and graduate study with a balance of computer science theory and practical application of software engineering methodology using modern software engineering environments and tools. The curriculum is based on a strong core of topics including software modeling and design, construction, process and quality assurance, intelligent and interactive systems, networks, operating systems, and computer architecture. The curriculum also enriches each student’s general education with a range of courses from science, mathematics, the humanities and the social sciences. Through advanced elective courses, the curriculum allows students to specialize in core areas of computer science and software engineering. Engineering design theory and methodology, as they apply to software systems, form an integral part of the curriculum, beginning with the first course in computing and culminating with a comprehensive senior design project, which gives students the opportunity to work in one or more significant application domains. The curriculum also emphasizes oral and written communication skills, the importance of ethical behavior, and the need for continual, life-long learning. The overall educational objectives of the Software Engineering program are for graduates of the program to attain success in their chosen profession and/or post-undergraduate studies. The undergraduate Software Engineering program is accredited by the Engineering Accreditation Commission of ABET, http:// www.abet.org. -
Flood Insurance Rate Map (FIRM) Graphics Guidance
Guidance for Flood Risk Analysis and Mapping Flood Insurance Rate Map (FIRM) Graphics November 2019 Requirements for the Federal Emergency Management Agency (FEMA) Risk Mapping, Assessment, and Planning (Risk MAP) Program are specified separately by statute, regulation, or FEMA policy (primarily the Standards for Flood Risk Analysis and Mapping). This document provides guidance to support the requirements and recommends approaches for effective and efficient implementation. The guidance, context, and other information in this document is not required unless it is codified separately in the aforementioned statute, regulation, or policy. Alternate approaches that comply with all requirements are acceptable. For more information, please visit the FEMA Guidelines and Standards for Flood Risk Analysis and Mapping webpage (www.fema.gov/guidelines-and-standards-flood-risk-analysis-and- mapping). Copies of the Standards for Flood Risk Analysis and Mapping policy, related guidance, technical references, and other information about the guidelines and standards development process are all available here. You can also search directly by document title at www.fema.gov/library. FIRM Graphics November 2019 Guidance Document 6 Page i Document History Affected Section or Date Description Subsection This guidance has been revised to align various November descriptions and specifications to standard operating Sections 4.3 and 5.2 2019 procedures, including labeling of structures and application of floodway and special floodway notes. FIRM Graphics November -
Exploring the User Interface Affordances of File Sharing
CHI 2006 Proceedings • Activity: Design Implications April 22-27, 2006 • Montréal, Québec, Canada Share and Share Alike: Exploring the User Interface Affordances of File Sharing Stephen Voida1, W. Keith Edwards1, Mark W. Newman2, Rebecca E. Grinter1, Nicolas Ducheneaut2 1GVU Center, College of Computing 2Palo Alto Research Center Georgia Institute of Technology 3333 Coyote Hill Road 85 5th Street NW, Atlanta, GA 30332–0760, USA Palo Alto, CA 94304, USA {svoida, keith, beki}@cc.gatech.edu {mnewman, nicolas}@parc.com ABSTRACT and folders shared with other users on a single computer, With the rapid growth of personal computer networks and often as a default system behavior; files shared with other the Internet, sharing files has become a central activity in computers over an intranet or home network; and files computer use. The ways in which users control the what, shared with other users around the world on web sites and how, and with whom of sharing are dictated by the tools FTP servers. Users also commonly exchange copies of they use for sharing; there are a wide range of sharing documents as email attachments, transfer files during practices, and hence a wide range of tools to support these instant messaging sessions, post digital photos to online practices. In practice, users’ requirements for certain photo album services, and swap music files using peer–to– sharing features may dictate their choice of tool, even peer file sharing applications. though the other affordances available through that tool Despite these numerous venues for and implementations of may not be an ideal match to the desired manner of sharing. -
User Interface for Volume Rendering in Virtual Reality Environments
User Interface for Volume Rendering in Virtual Reality Environments Jonathan Klein∗ Dennis Reuling† Jan Grimm‡ Andreas Pfau§ Damien Lefloch¶ Martin Lambersk Andreas Kolb∗∗ Computer Graphics Group University of Siegen ABSTRACT the gradient or the curvature at the voxel location into account and Volume Rendering applications require sophisticated user interac- require even more complex user interfaces. tion for the definition and refinement of transfer functions. Tradi- Since Virtual Environments are especially well suited to explore tional 2D desktop user interface elements have been developed to spatial properties of complex 3D data, bringing Volume Render- solve this task, but such concepts do not map well to the interaction ing applications into such environments is a natural step. However, devices available in Virtual Reality environments. defining new user interfaces suitable both for the Virtual Environ- ment and for the Volume Rendering application is difficult. Pre- In this paper, we propose an intuitive user interface for Volume vious approaches mainly focused on porting traditional 2D point- Rendering specifically designed for Virtual Reality environments. and-click concepts to the Virtual Environment [8, 5, 9]. This tends The proposed interface allows transfer function design and refine- to be unintuitive, to complicate the interaction, and to make only ment based on intuitive two-handed operation of Wand-like con- limited use of available interaction devices. trollers. Additional interaction modes such as navigation and clip In this paper, we propose an intuitive 3D user interface for Vol- plane manipulation are supported as well. ume Rendering based on interaction devices that are suitable for The system is implemented using the Sony PlayStation Move Virtual Reality environments. -
Introduction to Scalable Vector Graphics
Introduction to Scalable Vector Graphics Presented by developerWorks, your source for great tutorials ibm.com/developerWorks Table of Contents If you're viewing this document online, you can click any of the topics below to link directly to that section. 1. Introduction.............................................................. 2 2. What is SVG?........................................................... 4 3. Basic shapes............................................................ 10 4. Definitions and groups................................................. 16 5. Painting .................................................................. 21 6. Coordinates and transformations.................................... 32 7. Paths ..................................................................... 38 8. Text ....................................................................... 46 9. Animation and interactivity............................................ 51 10. Summary............................................................... 55 Introduction to Scalable Vector Graphics Page 1 of 56 ibm.com/developerWorks Presented by developerWorks, your source for great tutorials Section 1. Introduction Should I take this tutorial? This tutorial assists developers who want to understand the concepts behind Scalable Vector Graphics (SVG) in order to build them, either as static documents, or as dynamically generated content. XML experience is not required, but a familiarity with at least one tagging language (such as HTML) will be useful. For basic XML -
Effective User Interface Design for Consumer Trust Two Case Studies
2005:097 SHU MASTER'S THESIS Effective User Interface Design for Consumer Trust Two Case Studies XILING ZHOU XIANGCHUN LIU Luleå University of Technology MSc Programme in Electronic Commerce Department of Business Administration and Social Sciences Division of Industrial marketing and e-commerce 2005:097 SHU - ISSN: 1404-5508 - ISRN: LTU-SHU-EX--05/097--SE Luleå University of Technology E-Commerce ACKNOWLEDGEMENT This thesis is the result of half a year of work whereby we have been accompanied and supported by many people. It is a pleasant aspect that we could have this opportunity to express our gratitude to all of them. First, we are deeply indebted to our supervisor Prof. Lennart Persson who is from Division of Industrial Marketing at LTU. He helped us with stimulating suggestions and encouragement in all the time of research and writing of this thesis. Without his never-ending support during this process, we could not have done this thesis. Especially, we would like to express our gratitude to all of participants, who have spent their valuable time to response the interview questions and discuss with us. Finally, we would like to thank our family and friends. I, Zhou Xiling am very grateful for everyone who gave me support and encouragement during this process. Especially I felt a deep sense of gratitude to my father and mother who formed part of my vision and taught me the good things that really matter in the life. I also want to thank my friend Tang Yu for his never-ending support and good advices. I, Liu XiangChun am very grateful for my parents, for their endless love and support.