User Interface Design
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
UAX #44: Unicode Character Database File:///D:/Uniweb-L2/Incoming/08249-Tr44-3D1.Html
UAX #44: Unicode Character Database file:///D:/Uniweb-L2/Incoming/08249-tr44-3d1.html Technical Reports L2/08-249 Working Draft for Proposed Update Unicode Standard Annex #44 UNICODE CHARACTER DATABASE Version Unicode 5.2 draft 1 Authors Mark Davis ([email protected]) and Ken Whistler ([email protected]) Date 2008-7-03 This Version http://www.unicode.org/reports/tr44/tr44-3.html Previous http://www.unicode.org/reports/tr44/tr44-2.html Version Latest Version http://www.unicode.org/reports/tr44/ Revision 3 Summary This annex consolidates information documenting the Unicode Character Database. Status This is a draft document which may be updated, replaced, or superseded by other documents at any time. Publication does not imply endorsement by the Unicode Consortium. This is not a stable document; it is inappropriate to cite this document as other than a work in progress. A Unicode Standard Annex (UAX) forms an integral part of the Unicode Standard, but is published online as a separate document. The Unicode Standard may require conformance to normative content in a Unicode Standard Annex, if so specified in the Conformance chapter of that version of the Unicode Standard. The version number of a UAX document corresponds to the version of the Unicode Standard of which it forms a part. Please submit corrigenda and other comments with the online reporting form [Feedback]. Related information that is useful in understanding this annex is found in Unicode Standard Annex #41, “Common References for Unicode Standard Annexes.” For the latest version of the Unicode Standard, see [Unicode]. For a list of current Unicode Technical Reports, see [Reports]. -
Perfect-Fluid Cylinders and Walls-Sources for the Levi-Civita
Perfect-fluid cylinders and walls—sources for the Levi–Civita space–time Thomas G. Philbin∗ School of Mathematics, Trinity College, Dublin 2, Ireland Abstract The diagonal metric tensor whose components are functions of one spatial coordinate is considered. Einstein’s field equations for a perfect-fluid source are reduced to quadratures once a generating function, equal to the product of two of the metric components, is chosen. The solutions are either static fluid cylinders or walls depending on whether or not one of the spatial coordinates is periodic. Cylinder and wall sources are generated and matched to the vacuum (Levi– Civita) space–time. A match to a cylinder source is achieved for 1 <σ< 1 , − 2 2 where σ is the mass per unit length in the Newtonian limit σ 0, and a match → to a wall source is possible for σ > 1 , this case being without a Newtonian | | 2 limit; the positive (negative) values of σ correspond to a positive (negative) fluid density. The range of σ for which a source has previously been matched to the Levi–Civita metric is 0 σ< 1 for a cylinder source. ≤ 2 1 Introduction arXiv:gr-qc/9512029v2 7 Feb 1996 Although a large number of vacuum solutions of Einstein’s equations are known, the physical interpretation of many (if not most) of them remains unsettled (see, e.g., [1]). As stressed by Bonnor [1], the key to physical interpretation is to ascertain the nature of the sources which produce these vacuum space–times; even in black-hole solutions, where no matter source is needed, an understanding of how a matter distribution gives rise to the black-hole space–time is necessary to judge the physical significance (or lack of it) of the complete analytic extensions of these solutions. -
Microsoft Publisher Version 2007
Microsoft Publisher version 2007 Getting Started Select a publication type from the left-hand panel. Your design choices will appear in the center panel. Page 1 of 8 © D. Rich, 2010 Single click a design choice from the center panel. In the right-hand panel, you can edit the default color and font scheme if desired. Options will differ, depending on the chosen publication type. Then click the Create button in the lower right-hand corner. Publication Options NOTE: available options depend on publication type Page 2 of 8 © D. Rich, 2010 To close Task Pane, click X. To reopen at any time, choose View > Task Pane. Zoom Use drop down menu or + - icons. Multi-page publications contain navigation buttons at the bottom of the screen. Page 3 of 8 © D. Rich, 2010 Working With Text Editing Text All text in Publisher is contained within text boxes. These text boxes, by default, contain “filler text.” You will need to delete the filler text and enter your own text. Formatting Text All text in Publisher is contained within text boxes. You will need to click inside the text box to select the text you wish to edit. Edit and format as you would in Word, by using the Formatting toolbar, You can also choose Format > Font for more formatting options. Text Boxes If text is too large for text box, the text box overflow (A…) symbol appears. To enlarge a text box, grab and drag one of the white circles. To move a text box, hover your mouse on the edge of the box and the crosshairs icon will appear. -
About the Course • an Introduction and 61 Lessons Review Proper Posture and Hand Position, Home Row Placement, and the Concepts Taught in Typing 1 and 2
About the Course • An introduction and 61 lessons review proper posture and hand position, home row placement, and the concepts taught in Typing 1 and 2. The lessons also increase typing speed and teach the following typing skills: all numbers; tab key; colon, slash, parentheses, symbols, and plus and minus signs; indenting and centering; and capitalization and punctuation rules. • This course uses beautifully designed pages with images of nature for those who are looking for an inexpensive, effective, fun, offline program with a “good and beautiful” feel. The course supports high moral character and gives fun practice—all without the need for flashy and over-stimulating effects that often come with on-screen computer programs. • This course is designed for children who have completed The Good & the Beautiful Typing 2 course or have had the same level of typing experience. Items Needed • Course book and sticker sheet • A laptop or computer with a basic word processing program, such as Word, Pages, or Google Docs • Easel document holder (for standing the course book next to the computer) How the Course Works • The child should complete 1 or more lessons a day, 2–5 days a week. (Lessons take 5–15 minutes, depending on the speed of the child.) The child checks off the shell check box each time a lesson is completed. • To complete a lesson, the child places the course book on an easel document holder next to the laptop or computer and follows the instructions, typing assignments in a basic word processing program. • When a page is completed, the child chooses a sticker and places it on the page where indicated. -
Using the Tools Palette in Collaborate (The Whiteboard)
Using the Tools Palette in Collaborate (The Whiteboard) The Tools Palette contains drawing and text tools that can be used to create and manipulate objects on the Whiteboard. It also has options to place a screenshot or clip art. The Tools Palette Tools in the palette with a tabbed lower right corner have additional optional tools that can be swapped into their spot. Click and hold the tool to expand the options. Participants have access to the Whiteboard tools if they have been granted the Whiteboard tools permission. The Properties Editor When you click on any of the text or drawing tools in the Tools palette, the Properties Editor palette will appear at the bottom of the Whiteboard. From here you can format your text or graphic by specifying various properties. The contents of the Properties Editor palette changes depending on which tool is being used or which objects are selected. 1 Updated November 29, 2012 Inserting Text The Whiteboard has two text tools: The Simple Text Tool ( ) creates text as an object directly on the canvas. The text can be manipulated just like a shape or image in a graphic design program. The Text Editor ( ) creates a bounding box for text, and the text inside can be edited as in a word processor or publishing program. To insert text on to the Whiteboard: 1. Click on the Text Editor Tool. If the Text Editor tool is not in the Tools Palette, click and hold the Simple Text tool until it expands to reveal the Text Editor tool icon, then click on the Text Editor tool. -
User Interface Aspects of a Human-Hand Simulation System
User Interface Aspects of a Human-Hand Simulation System Beifang YI Department of Computer Science and Engineering University of Nevada, Reno Reno, NV, 89557, USA Frederick C. HARRIS, Jr. Department of Computer Science and Engineering University of Nevada, Reno Reno, NV, 89557, USA Sergiu M. DASCALU Department of Computer Science and Engineering University of Nevada, Reno Reno, NV, 89557, USA Ali EROL Department of Computer Science and Engineering University of Nevada, Reno Reno, NV, 89557, USA ABSTRACT in a virtual environment is the base of a graphical user interface (GUI), which we call Virtual Hand. This paper describes the user interface design for a human-hand simulation system, a virtual environment that produces ground Virtual Hand simulates the human hand motion by modifying truth data (life-like human hand gestures and animations) and the angular parameters (i.e., finger joint angles) of the kinematic provides visualization support for experiments on computer hand model. This software produces ground truth hand-pose vision-based hand pose estimation and tracking. The system data and corresponding images for use in computer vision allows users to save time in data generation and easily create experiments. It also produces ground truth data for the hand for any hand gestures. We have designed and implemented this user use in computer vision experiments [16]. The UI design and interface with the consideration of usability goals and software implementation for this simulation system followed accepted engineering issues. standards in UI design and software engineering. Keywords: GUI, User Interface Design, Virtual Reality, The organization of this paper is as follows: Section 2 briefly Software Engineering, HCI. -
Using the Sharing Feature in Wimba
Using the Sharing Feature in Wimba Overview of Application Sharing Sharing a Window Application Sharing allows you to share all or parts of your Description: desktop with other session participants. Selecting the Window radio button will allow you to share 1. To begin application sharing, click on the Share button in one window on your desktop. the Presenter’s Console. Advantages: This allows other participants to view the entire screen for a single application you have open on your desktop. Any changes you make within that window will be displayed synchronously on the screens of the other participants. For example, if you share an Internet browser window, then the participants can follow as you navigate from one website to another. Disadvantages: You can only share one Window at a time, so if you need to 2. Specify which desktop you wish to have shared by clicking display something from another application, you will need on the associated radio button in the Sharing Desktop to end the current Application Sharing session and start an‐ column. other one. To share a Window with other participants: 1. Select the Window radio button in the AppShare Selection dialog box. 3. Indicate where the content will be displayed by selecting the desired location from the “Display shared content in:” 2. Open the window you want to share, and drag the window drop‐down list: sharing icon and drop the icon on top of a screen a. Content Frame: within the open window. This will cause whatever you have Replaces the information currently displayed in the open in that window on your computer to be displayed in Content Frame. -
Using Microsoft Visual Studio to Create a Graphical User Interface ECE 480: Design Team 11
Using Microsoft Visual Studio to Create a Graphical User Interface ECE 480: Design Team 11 Application Note Joshua Folks April 3, 2015 Abstract: Software Application programming involves the concept of human-computer interaction and in this area of the program, a graphical user interface is very important. Visual widgets such as checkboxes and buttons are used to manipulate information to simulate interactions with the program. A well-designed GUI gives a flexible structure where the interface is independent from, but directly connected to the application functionality. This quality is directly proportional to the user friendliness of the application. This note will briefly explain how to properly create a Graphical User Interface (GUI) while ensuring that the user friendliness and the functionality of the application are maintained at a high standard. 1 | P a g e Table of Contents Abstract…………..…………………………………………………………………………………………………………………………1 Introduction….……………………………………………………………………………………………………………………………3 Operation….………………………………………………….……………………………………………………………………………3 Operation….………………………………………………….……………………………………………………………………………3 Visual Studio Methods.…..…………………………….……………………………………………………………………………4 Interface Types………….…..…………………………….……………………………………………………………………………6 Understanding Variables..…………………………….……………………………………………………………………………7 Final Forms…………………....…………………………….……………………………………………………………………………7 Conclusion.…………………....…………………………….……………………………………………………………………………8 2 | P a g e Key Words: Interface, GUI, IDE Introduction: Establishing a connection between -
Second Request for Reconsideration for Refusal to Register SIX-MODE
United States Copyright Office Library of Congress · 101 Independence Avenue SE · Washington, DC 20559-6000 · www.copyright.gov June 12, 2017 Paul Juhasz The Juhasz Law Firm, P.C. 10777 Westheimer, Suite 1100 Houston, TX 77042 Re: Second Request for Reconsideration for Refusal to Register SIX-MODE SIMULATOR, and EIGHT-MODE SIMULATOR; Correspondence ID: 1- lJURlDF; SR 1-3302420841, and 1-3302420241 Dear Mr. Juhasz: The Review Board of the United States Copyright Office (the "Board") considered Amcrest Global Holdings Limited's ("Amcrest") second request for reconsideration of the Registration Program's refusal to register claims in two-dimensional artwork for the works titled "SIX-MODE SIMULATOR" and "EIGHT-MODE SIMULATOR" (the "Works"). After reviewing the applications, deposit copies, and relevant correspondence, along with the arguments in the second request for reconsideration, the Board finds that the Works exhibit copyrightable authorship and thus may be registered. SIX-MODE SIMULATOR is a screen print of a device screen. A clock symbol, a number display, and the battery symbol appear at the top. Below that are six mini screens, each containing a set of roman numerals ( either I and II, or I, II, 111). The mini screens also contain varying arrangements of lines and dots. Below the mini screens are two volume/intensity control symbols (a series of thick dash symbols with the plus and minus signs on either side of the series of dashes), one preceded by the roman numeral I and the other preceded by the roman numeral II. EIGHT-MODE SIMULATOR is also a screen print of a device screen. -
MATLAB Creating Graphical User Interfaces COPYRIGHT 2000 - 2004 by the Mathworks, Inc
MATLAB® The Language of Technical Computing Creating Graphical User Interfaces Version 7 How to Contact The MathWorks: www.mathworks.com Web comp.soft-sys.matlab Newsgroup [email protected] Technical support [email protected] Product enhancement suggestions [email protected] Bug reports [email protected] Documentation error reports [email protected] Order status, license renewals, passcodes [email protected] Sales, pricing, and general information 508-647-7000 Phone 508-647-7001 Fax The MathWorks, Inc. Mail 3 Apple Hill Drive Natick, MA 01760-2098 For contact information about worldwide offices, see the MathWorks Web site. MATLAB Creating Graphical User Interfaces COPYRIGHT 2000 - 2004 by The MathWorks, Inc. The software described in this document is furnished under a license agreement. The software may be used or copied only under the terms of the license agreement. No part of this manual may be photocopied or repro- duced in any form without prior written consent from The MathWorks, Inc. FEDERAL ACQUISITION: This provision applies to all acquisitions of the Program and Documentation by, for, or through the federal government of the United States. By accepting delivery of the Program or Documentation, the government hereby agrees that this software or documentation qualifies as commercial computer software or commercial computer software documentation as such terms are used or defined in FAR 12.212, DFARS Part 227.72, and DFARS 252.227-7014. Accordingly, the terms and conditions of this Agreement and only those rights specified in this Agreement, shall pertain to and govern the use, modification, reproduction, release, performance, display, and disclosure of the Program and Documentation by the federal government (or other entity acquiring for or through the federal government) and shall supersede any conflicting contractual terms or conditions. -
Chapter 13. TABULAR WORK
13. TABULAR WORK (See also ‘‘Abbreviations and Letter Symbols’’; and ‘‘Leaderwork’’) 13.1. The object of a table is to present in a concise and orderly manner information that cannot be presented as clearly in any other way. 13.2. Tabular material should be kept as simple as possible, so that the meaning of the data can be easily grasped by the user. 13.3. Tables shall be set without down (vertical) rules when there is at least an em space between columns, except where: (1) In the judgment of the Government Printing Office down rules are re- quired for clarity; or (2) the agency has indicated on the copy they are to be used. The mere presence of down rules in copy or enclosed sample is not considered a request that down rules be used. The publication dictates the type size used in setting tables. Tabular work in the Congressional Record is set 6 on 7. The balance of con- gressional tabular work sets 7 on 8. Abbreviations 13.4. To avoid burdening tabular text, commonly known abbre- viations are used in tables. Metric and unit-of-measurement abbre- viations are used with figures. 13.5. The names of months (except May, June, and July) when followed by the day are abbreviated. 13.6. The words street, avenue, place, road, square, boulevard, terrace, drive, court, and building, following name or number, are abbreviated. For numbered streets, avenues, etc., figures are used. 13.7. Abbreviate the words United States if preceding the word Government, the name of any Government organization, or as an adjective generally. -
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.