3D User Interfaces, from Mobile Devices to Immersive Virtual Environments Martin Hachet
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The Desktop (Overview)
The desktop (overview) The desktop is the main screen area that you see after you turn on your computer and log on to Windows. Like the top of an actual desk, it serves as a surface for your work. When you open programs or folders, they appear on the desktop. You can also put things on the desktop, such as files and folders, and arrange them however you want. The desktop is sometimes defined more broadly to include the taskbar and Windows Sidebar. The taskbar sits at the bottom of your screen. It shows you which programs are running and allows you to switch between them. It also contains the Start button , which you can use to access programs, folders, and computer settings. On the side of the screen, Sidebar contains small programs called gadgets. The desktop, taskbar, and Sidebar Where did my desktop go? Because programs run on top of the desktop, the desktop itself is often partially or completely hidden. But it's still there, underneath everything. To see the whole desktop without closing any of your open programs or windows, click the Show Desktop button on the taskbar. The desktop is revealed. Click the icon again to restore all of your windows to the way they were. Desktop Training Session Handout Page 1 http://ict.maxwell.syr.edu/vista/ Working with desktop icons Icons are small pictures that represent files, folders, programs, and other items. When you first start Windows, you'll see at least one icon on your desktop: the Recycle Bin (more on that later). -
Creating Document Hyperlinks Via Rich-Text Dialogs
__________________________________________________________________________________________________ Creating Document Hyperlinks via Rich-Text Dialogs EXAMPLE: CREATING A HYPERLINK IN EXCEPTIONS/REQUIREMENTS: Enter the appropriate paragraph either by selecting from the Lookup Table or manually typing in the field, completing any prompts as necessary. Locate and access the item to be hyperlinked on the external website (ie through the County Recorder Office): Copy the address (typically clicking at the end of the address will highlight the entire address) by right click/copy or Control C: __________________________________________________________________________________________________ Page 1 of 8 Creating Hyperlinks (Requirements/Exceptions and SoftPro Live) __________________________________________________________________________________________________ In Select, open the Requirement or Exception, highlight the text to hyperlink. Click the Add a Hyperlink icon: __________________________________________________________________________________________________ Page 2 of 8 Creating Hyperlinks (Requirements/Exceptions and SoftPro Live) __________________________________________________________________________________________________ The Add Hyperlink dialog box will open. Paste the link into the Address field (right click/paste or Control V) NOTE: The Text to display (name) field will autopopulate with the text that was highlighted. Click OK. The text will now be underlined indicating a hyperlink. __________________________________________________________________________________________________ -
Chapter 2 3D User Interfaces: History and Roadmap
30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 11 CHAPTER 2 3D3D UserUser Interfaces:Interfaces: HistoryHistory andand RoadmapRoadmap Three-dimensional UI design is not a traditional field of research with well-defined boundaries. Like human–computer interaction (HCI), it draws from many disciplines and has links to a wide variety of topics. In this chapter, we briefly describe the history of 3D UIs to set the stage for the rest of the book. We also present a 3D UI “roadmap” that posi- tions the topics covered in this book relative to associated areas. After reading this chapter, you should have an understanding of the origins of 3D UIs and its relation to other fields, and you should know what types of information to expect from the remainder of this book. 2.1. History of 3D UIs The graphical user interfaces (GUIs) used in today’s personal computers have an interesting history. Prior to 1980, almost all interaction with com- puters was based on typing complicated commands using a keyboard. The display was used almost exclusively for text, and when graphics were used, they were typically noninteractive. But around 1980, several technologies, such as the mouse, inexpensive raster graphics displays, and reasonably priced personal computer parts, were all mature enough to enable the first GUIs (such as the Xerox Star). With the advent of GUIs, UI design and HCI in general became a much more important research area, since the research affected everyone using computers. HCI is an 11 30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 12 12 Chapter 2 3D User Interfaces: History and Roadmap 1 interdisciplinary field that draws from existing knowledge in perception, 2 cognition, linguistics, human factors, ethnography, graphic design, and 3 other areas. -
Welcome to Computer Basics
Computer Basics Instructor's Guide 1 COMPUTER BASICS To the Instructor Because of time constraints and an understanding that the trainees will probably come to the course with widely varying skills levels, the focus of this component is only on the basics. Hence, the course begins with instruction on computer components and peripheral devices, and restricts further instruction to the three most widely used software areas: the windows operating system, word processing and using the Internet. The course uses lectures, interactive activities, and exercises at the computer to assure accomplishment of stated goals and objectives. Because of the complexity of the computer and the initial fear experienced by so many, instructor dedication and patience are vital to the success of the trainee in this course. It is expected that many of the trainees will begin at “ground zero,” but all should have developed a certain level of proficiency in using the computer, by the end of the course. 2 COMPUTER BASICS Overview Computers have become an essential part of today's workplace. Employees must know computer basics to accomplish their daily tasks. This mini course was developed with the beginner in mind and is designed to provide WTP trainees with basic knowledge of computer hardware, some software applications, basic knowledge of how a computer works, and to give them hands-on experience in its use. The course is designed to “answer such basic questions as what personal computers are and what they can do,” and to assist WTP trainees in mastering the basics. The PC Novice dictionary defines a computer as a machine that accepts input, processes it according to specified rules, and produces output. -
How to Use the Graphical User Interface TCS Technical Bulletin
How to Use the Graphical User Interface TCS Technical Bulletin A. Create/Edit the Graphical Interface (Build Mode) Accessing the site using the Graphical Interface requires that you first build a layout (one or more layers/tabs depending on your site). This is done using the setup wizard to upload images/backgrounds and place controllers in appropriate locations on those images/backgrounds. When finished and saved, the User accesses the site using the Graphical Interface. 1. Click the “+” button to add a layer/tab for the site. (Skip to step 7 to edit an existing layer.) 2. Name the layer/tab by clicking in the field and entering the desired name. 3. Click the Choose File button to select the desired background image from your computer’s drive and click the Save button. 4. The Place View will open showing you the layer/tab title, a Save Positions button, the background image, and a bin of available controllers along the right-hand edge of the Graphical Interface which can be placed onto the layer/ tab. 5. Drag/drop controller icons from the icon bin to the desired location on the background image. Moving your mouse over each icon will show that controller’s name. The arrows at the top and bottom of scroll bar or the scroll bar itself allow you to scroll through the available controllers. NOTE: If you have placed controller icons too close to the icon bin and you would like to move them, you may need to scroll the available controllers up or down to clear the area around an icon to allow it to be dragged/dropped again. -
Features of Nctracks Portal Help System (PDF, 146
Features of NCTracks Portal Help System The major forms of help on the NCTracks web portal are as follows: Navigational breadcrumbs System-Level Help: Indicated by the "NCTracks Help" link on each page Page-Level Help: Indicated by the " Help" link above the Legend Legend Data/Section Group Help: Indicated by a question mark (?) Hover over or Tooltip Help on form elements Navigational Breadcrumb A breadcrumb trail is a navigational tool that shows the user the path of screens they have visited from the homepage. This breadcrumb consists of links so the user can return to specific screens on this path. System Level Help The System Help link opens a new window with the complete table of contents for a given user's account privileges. The System Level Help link, "NCTracks Help," will show up at the top right of any secure portal page or web application form page that contains Page Level and/or Data/Form Group Help. Page Level Help Page Level Help opens a modal window with all of the Data/Form Group help topics for the current page. The Page Level Help link shows across from the page title of any web application form page. Features of NCTracks Portal Help System Page 1 of 2 Features of NCTracks Portal Help System Form Legend A legend of all helpful icons is presented on pages as needed to explain the relevant meanings. This helps the user become familiar with any new icon representations in context with the form or page as it is used. Move your mouse over the Legend icon to open list. -
Beyond the Desktop: a New Look at the Pad Metaphor for Information Organization
Beyond the Desktop: A new look at the Pad metaphor for Information Organization By Isaac Fehr Abstract Digital User interface design is currently dominated by the windows metaphor. However, alternatives for this metaphor, as the core of large user interfaces have been proposed in the history of Human-computer interaction and thoroughly explored. One of these is the Pad metaphor, which has spawned many examples such as Pad++. While the the Pad metaphor, implemented as zoomable user interfaces, has shown some serious drawbacks as the basis for an operating system, and limited success outside of image-based environments, literature has pointed to an opportunity for innovation in other domains. In this study, we apply the the design and interactions of a ZUI to Wikipedia, a platform consisting mostly of lengthy, linear, hypertext-based documents. We utilize a human centered design approach, and create an alternative, ZUI-based interface for Wikipedia, and observe the use by real users using mixed methods. These methods include qualitative user research, as well as a novel paradigm used to measure a user’s comprehension of the structure of a document. We validate some assumptions about the strengths of ZUIs in a new domain, and look forward to future research questions and methods. Introduction and Background Windows-based user interfaces have dominated the market of multipurpose, screen-based computers since the introduction of the first windowed system in the Stanford oN-Line System (NLS)[3]. From Desktop computers to smartphones, most popular operating systems are based upon at least the window and icon aspects of the WIMP (Window, Icon, Menu, Pointer) paradigm. -
Evanescence Disponibile in Digitale E
EVANESCENCE DISPONIBILE IN DIGITALE E DAL10 LUGLIO IN RADIO THE GAME IS OVER : L’ALBUM DI INEDITI IN USCITA NEL 2020 POSTICIPATA AL 9 SETTEMBRE 2021 l’unica data italiana al MEDIOLANUM FORUM DI ASSAGO (MI) 03/07/2020 il nuovo singolo estratto da “THE BITTER TRUTH” È disponibile in digitale e da venerdì 10 luglio entrerà in rotazione radiofonica “THE GAME IS OVER”, il nuovo singolo estratto dall’album di inediti “THE BITTER TRUTH” (BMG), in uscita nel 2020. Caratterizzato dalla presenza massiccia di chitarre e percussioni e dalla straordinaria voce da mezzosoprano di Amy Lee, “THE GAME IS OVER” è un inno di protesta contro le maschere che la società ci costringe ad indossare tutti i giorni. Di fronte alla depressione e all'ansia – e specialmente in un mondo che sembra sgretolarsi ogni giorno sempre di più – questo brano è un grido di ribellione al dover fingere che tutto vada bene. «Questa canzone parla dell'essere stanchi delle apparenze, delle maschere che indossiamo con gli altri per farli sentire a proprio agio – dichiara Amy Lee – Quello che sentiamo è diverso da ciò che mostriamo all'esterno per adattarci ai confini di ciò che è socialmente accettabile, o di ciò che non ci renderà sgradevoli o troppo "strani" agli occhi di chi ci sta intorno» Il video del brano, girato con uno smartphone tra luci e ombre, sarà online dalle ore 18.00 di oggi, venerdì 3 luglio, al seguente link: https://youtu.be/jJEZgUjjZqM. Durante la première, Amy Lee, leader della band, parteciperà in diretta su YouTube ad un Q&A insieme ai fan. -
The Three-Dimensional User Interface
32 The Three-Dimensional User Interface Hou Wenjun Beijing University of Posts and Telecommunications China 1. Introduction This chapter introduced the three-dimensional user interface (3D UI). With the emergence of Virtual Environment (VE), augmented reality, pervasive computing, and other "desktop disengage" technology, 3D UI is constantly exploiting an important area. However, for most users, the 3D UI based on desktop is still a part that can not be ignored. This chapter interprets what is 3D UI, the importance of 3D UI and analyses some 3D UI application. At the same time, according to human-computer interaction strategy and research methods and conclusions of WIMP, it focus on desktop 3D UI, sums up some design principles of 3D UI. From the principle of spatial perception of people, spatial cognition, this chapter explained the depth clues and other theoretical knowledge, and introduced Hierarchical Semantic model of “UE”, Scenario-based User Behavior Model and Screen Layout for Information Minimization which can instruct the design and development of 3D UI. This chapter focuses on basic elements of 3D Interaction Behavior: Manipulation, Navigation, and System Control. It described in 3D UI, how to use manipulate the virtual objects effectively by using Manipulation which is the most fundamental task, how to reduce the user's cognitive load and enhance the user's space knowledge in use of exploration technology by using navigation, and how to issue an order and how to request the system for the implementation of a specific function and how to change the system status or change the interactive pattern by using System Control. -
Experiments in the Performance of Participation and Democracy
Respublika! Experiments in the performance of participation and democracy edited by Nico Carpentier 1 2 3 Publisher NeMe, Cyprus, 2019 www.neme.org © 2019 NeMe Design by Natalie Demetriou, ndLine. Printed in Cyprus by Lithografica ISBN 978-9963-9695-8-6 Copyright for all texts and images remains with original artists and authors Respublika! A Cypriot community media arts festival was realised with the kind support from: main funder other funders in collaboration with support Further support has been provided by: CUTradio, Hoi Polloi (Simon Bahceli), Home for Cooperation, IKME Sociopolitical Studies Institute, Join2Media, KEY-Innovation in Culture, Education and Youth, Materia (Sotia Nicolaou and Marina Polycarpou), MYCYradio, Old Nicosia Revealed, Studio 21 (Dervish Zeybek), Uppsala Stadsteater, Chystalleni Loizidou, Evi Tselika, Anastasia Demosthenous, Angeliki Gazi, Hack66, Limassol Hacker Space, and Lefkosia Hacker Space. Respublika! Experiments in the performance of participation and democracy edited by Nico Carpentier viii Contents Foreword xv An Introduction to Respublika! Experiments in the Performance of 3 Participation and Democracy Nico Carpentier Part I: Participations 14 Introduction to Participations 17 Nico Carpentier Community Media as Rhizome 19 Nico Carpentier The Art of Community Media Organisations 29 Nico Carpentier Shaking the Airwaves: Participatory Radio Practices 34 Helen Hahmann Life:Moving 42 Briony Campbell and the Life:Moving participants and project team Life:Moving - The Six Participants 47 Briony Campbell -
Adam Schoenberg
SCHEDULE OF PERFORMANCES AND EVENTS - check denison.edu/series/tutti Monday, March 4, 6:30 pm, Knapp Performance Space Artist Talk with Vail Visiting Artist Tara Booth, ‘Inward & Onward: The Contemporary Ceramics of Tara Booth,’ Tuesday March 5, 10:00 am Swasey Chapel Workshop with Third Coast Percussion, ‘Think Outside the Drum” 8:00 pm, Denison Museum The Weather Project - Artist Talk and Concert with Nathalie Miebach and Student Composers Concert with ETHEL and Students, Wednesday, March 6, 1:30 pm, Swasey Chapel Composers Workshop with Third Coast Percussion on Composition, Swasey Chapel 6:30 pm, Burke Recital Hall Composition and Improvisation: Philosophers and Musicians in Dialogue with John Carvalho, Ted Gracyk, Mark Lomax II and ETHEL Thursday, March 7, 11:30 am, Burke Rehearsal Hall Composition Seminar with Adam Schoenberg, 3:00 pm, Burke Recital Hall Concert One with Guest Artists and the Columbus Symphony Quartet 7:00 pm, Burke Recital Hall Concert Two with Denison Wind Ensemble and Symphony Orchestra, with guest artists ETHEL Friday, March 8, 10:00 am, Burke Recital Hall Concert Three with Faculty, Students and Guest Artists 11:30 am, Burke Rehearsal Room Conversation with: Third Coast Percussion, ETHEL, and Adam Schoenberg 3:00 pm, Burke Recital Hall Concert Four with Chamber Singers, Jazz Ensemble, Faculty and Guest Artists 7:00 pm, Burke Recital Hall Concert Five ‘Words and Music with ETHEL and Michael Lockwood Crouch, actor, and Denison Creative Writing Students, Saturday, March 9, 10:00 am, Knapp Performance Space Concert Six with Faculty and Guest Artists, 11:00 am, Composers Forum - Knapp (various locations) - Composers 3:00 pm, Burke Recital Hall Concert Seven ‘New American Music Project 3. -
Microtemporality: at the Time When Loading-In-Progress
Microtemporality: At The Time When Loading-in-progress Winnie Soon School of Communication and Culture, Aarhus University [email protected] Abstract which data processing and code inter-actions are Loading images and webpages, waiting for social media feeds operated in real-time. The notion of inter-actions mainly and streaming videos and multimedia contents have become a draws references from the notion of "interaction" from mundane activity in contemporary culture. In many situations Computer Science and the notion of "intra-actions" from nowadays, users encounter a distinctive spinning icon during Philosophy. [3][4][5] The term code inter-actions the loading, waiting and streaming of data content. A highlights the operational process of things happen graphically animated logo called throbber tells users something within, and across, machines through different technical is loading-in-progress, but nothing more. This article substrates, and hence produce agency. investigates the process of data buffering that takes place behind a running throbber. Through artistic practice, an experimental project calls The Spinning Wheel of Life explores This article is informed by artistic practice, including the temporal and computational complexity of buffering. The close reading of a throbber and its operational logics of article draws upon Wolfgang Ernst’s concept of data buffering, as well as making and coding of a “microtemporality,” in which microscopic temporality is throbber. These approaches, following the tradition of expressed through operational micro events. [1] artistic research, allow the artist/researcher to think in, Microtemporality relates to the nature of signals and through and with art. [7] Such mode of inquiry questions communications, mathematics, digital computation and the invisibility of computational culture.