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The influence of interfaces on the understanding of Mathematics in secondary schools in AfghanistanMojadadi, Abdul Rahman January 2010 (has links)
<p>he focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the researc</p>
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Teksto redaktorių sąsajų efektyvumo palyginimas vertinant akies ir rankos judesius / The comparison of text editors graphical user interface (GUI) efficiency estimating eye and hand movementsKavaliauskas, Kazimieras 04 August 2011 (has links)
Darbo tikslas yra palyginti teksto redaktorių grafinių vartotojų sąsajų efektyvumą vertinant akių ir rankos judesius. Šiame darbe yra apžvelgtos grafinės vartotojų sąsajos charakteristikos, akių ir rankų judesių matavimo metodai ir atlikti tyrimai. Atlikti tyrimai su teksto redaktorių vartotojų sąsajom. Tyrimų metu atlikti akių ir rankos judesių matavimai, išanalizuoti tyrimų rezultatai ir panaudoti nustatant vartotojo sąsajų efektyvumo palyginimui. Pagal gautus rezultatus nustatyti vartotojų sąsajų efektyvumai ir atlikta jų palyginimo analizė. Gautos išvados, kad su Microsoft Office 2007 teksto redaktoriais užduotims atlikti buvo sugaišta mažiausiai laiko ir pasiektas didžiausias greitis. Eksperimentiniais tyrimais patvirtinta, kad Microsoft Office 2007 redaktoriaus vartotojo sąsajos efektyvumas buvo didžiausias. / The goal of thesis is to compare the effectiveness of text editors graphical user interface estimating eye and hand movements. In this thesis the characteristics of GUI, the methods and techniques of eye and hand movements measurement are reviewed and researches are done. Researches were carried out with text editor user interfaces. Eye and hand movements measurements were made, results analyzed and used to compare user interface efficiency. According to the results the efficiencies of user interface were made and the analysis of comparison was carried out. It was conluded that with the Microsoft Office 2007 text editors the least time was spent and the maximum speed reached in order to do tasks. Experimental studies proved that the Microsoft Office 2007 User Interface Editor efficiency was highest.
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A Content-Aware Design Approach to Multiscale NavigationPindat, Cyprien 20 December 2013 (has links) (PDF)
Computer screens are very small compared to the size of large information spaces that arise in many domains. The visualization of such datasets requires multiscale navigation capabilities, enabling users to switch between zoomed-in detailed views and zoomed-out contextual views of the data. Designing interfaces that allow users to quickly identify objects of interest, get detailed views of those objects, relate them and put them in a broader spatial context, raise challenging issues. Multi-scale interfaces have been the focus of much research effort over the last twenty years.There are several design approaches to address multiscale navigation issues. In this thesis, we review and categorize these approaches according to their level of content awareness. We identify two main approaches: content-driven, which optimizes interfaces for navigation in specific content; and content-agnostic, that applies to any type of data. We introduce the content-aware design approach, which dynamically adapts the interface to the content. The latter design approach can be used to design multiscale navigation techniques both in 2D or 3D spaces. We introduce Arealens and Pathlens, two content-aware fisheye lenses that dynamically adapt their shape to the underlying content to better preserve the visual aspect of objects of interest. We describe the techniques and their implementation, and report on a controlled experiment that evaluates the usability of Arealens compared to regular fisheye lenses, showing clear performance improvements with the new technique for a multiscale visual search task. We introduce a new distortion-oriented presentation library enabling the design of fisheye lenses featuring several foci of arbitrary shapes. Then, we introduce Gimlens, a multi-view detail-in-context visualization technique that enables users to navigate complex 3D models by drilling holes into their outer layers to reveal objects that are buried into the scene. Gimlens adapts to the geometry of objects of interest so as to better manage visual occlusion problems, selection mechanism and coordination of lenses.
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Ανάπτυξη προγραμματιστικού περιβάλλοντος για τη μελέτη ασύγχρονων νευρωνικών δικτύωνΑνδριακοπούλου, Ειρήνη 14 February 2012 (has links)
Εκτός από τα Τεχνητά Νευρωνικά Δίκτυα, ένα άλλο παρεμφερές πρόβλημα είναι αυτό της μοντελοποίησης των δομικών και λειτουργικών χαρακτηριστικών διαφόρων τμημάτων του Κεντρικού Νευρικού Συστήματος καθώς και των διαφόρων εγκεφαλικών λειτουργιών. Στόχος αυτής της διπλωματικής είναι η δημιουργία ενός μοντέλου του φυσιολογικού νευρώνα και της συγκρότησης νευρωνικών δικτύων που εμπλέκονται σε κάποια εγκεφαλική λειτουργία. Στην ανάπτυξη του μοντέλου λήφθηκαν υπόψη τα ιδιαίτερα νευροανατομικά χαρακτηριστικά και νευροφυσιολογικά χαρακτηριαστικά και οι ιδιότητες που σχετίζονται με τις υπό μελέτη εγκεφαλικές καταστάσεις. Επίσης διερευνήθηκε η αλληλεπίδραση και η αναπτυσσόμενη δυναμική, τόσο σε κυτταρικό επίπεδο όσο και σε συστημικό επίπεδο, καθώς και η δυναμική αλληλεπίδραση νευρωνικών δικτύων. Πραγματοποιήθηκε μακροσκοπική προσέγγιση με τη χρήση μαθηματικών μοντέλων και αναπτύχθηκε ένα GUI περιβάλλον για τη διαχείριση του προγράμματος από το χρήστη. / Apart from the Artificial Neural Networks, another similar problem is the modeling of structural and functional characteristics of different parts of the Central Nervous System and the various brain functions. The aim of this diploma is to create a model of normal neuron and the establishment of neural networks involved in some brain function. In developing the model were taken into account the specific neuroanatomical and neurophysiological characteristics and properties related to the studied brain states. We also investigated the interaction and the growing momentum, both at the cellular level and system level, and the dynamic interaction of neural networks. An macroscopic approach using mathematical models and developed a GUI environment for the management of the program by the user.
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Design of an Autonomous Underwater Vehicle with Vision CapabilitiesJebelli, Ali January 2016 (has links)
In the past decade, the design and manufacturing of intelligent multipurpose underwater
vehicles has increased significantly. In the wide range of studies conducted in this field, the
flexibility and autonomy of these devices with respect to their intended performance had
been widely investigated.
This work is related to the design and manufacturing of a small and lightweight
autonomous underwater vehicle (AUV) with vision capabilities allowing detecting and
contouring obstacles.
It is indeed an exciting challenge to build a small and light submarine AUV, while making
tradeoffs between performance and minimum available space as well as energy
consumption. In fact, due to the ever-increasing in equipment complexity and performance,
designers of AUVs are facing the issues of limited size and energy consumption.
By using a pair of thrusters capable to rotate 360o on their axis and implementing a mass
shifter with a control loop inside the vehicle, this later can efficiently adapt its depth and
direction with minimal energy consumption. A prototype was fabricated and successfully
tested in real operating conditions (in both pool and ocean). It includes the design and
embedding of accurate custom multi-purpose sensors for multi-task operation as well as an
enhanced coordinated system between a high-speed processor and accustomed
electrical/mechanical parts of the vehicle, to allow automatic controlling its movements.
Furthermore, an efficient tracking system was implemented to automatically detect and
bypass obstacles. Then, fuzzy-based controllers were coupled to the main AUV processor
system to provide the best commands to safely get around obstacles with minimum energy
consumption. The fabricated prototype was able to work for a period of three hours with
object tracking options and five hours in a safe environment, at a speed of 0.6 m/s at a
depth of 8 m.
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Desenvolvimento de uma toolbox para aplicação de inteligência computacional em sistemas de controle clássico / Development of a toolbox for application of computational intelligence in classic control systemsDantas, Emmanuel Ramon Marques 27 December 2013 (has links)
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Previous issue date: 2013-12-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A new tool based on the use of computational intelligence applied in control systems is presented. This type of application has attracted the interest of researchers due the advantages in relation to others methods for controlling settings, especially when the system has a complex dynamics to be adjusted by traditional methods. The proposed computational tool GACT (Genetic Algorithm Control Tool) was developed to work as a Toolbox of MATLAB® software for use in control systems and is based on the joint application of Genetic Algorithms (GA) and the classical control theory. The GACT based on the advancement of the operating systems that are no longer fully handled by command lines, and now have an interactive graphical user interface. That is, the referred Toolbox allows the implementation of an intelligent control system in a way more simplified and interactive. The graphical user interface (GUI) was designed using the software GUIDE, integrated with MATLAB® in order to connect with the source code and block diagrams of the system to be controlled at the SIMULINK® / Uma nova ferramenta baseada no uso da inteligência computacional aplicada em sistemas de controle é apresentada. Esse tipo de aplicação tem despertado o interesse de pesquisadores por apresentar vantagens em relação aos outros métodos de ajustes para controladores, principalmente quando o sistema apresenta uma dinâmica complexa de ser ajustada pelos métodos tradicionais. A ferramenta computacional proposta GACT (Genetic Algorithm Control Tool) foi desenvolvida para funcionar como uma Toolbox do software MATLAB® para aplicação em sistemas de controle e fundamenta-se na aplicação conjunta de Algoritmos Genéticos (GA do inglês Genetic Algorithm) com a teoria de controle clássico. O GACT baseia-se no avanço dos sistemas operacionais que deixaram de ser totalmente manuseados por linhas de comando e passaram a ter uma interface gráfica interativa. Ou seja, a referida Toolbox possibilita a implementação de um sistema de controle inteligente de maneira mais simplificada e interativa. A interface gráfica foi concebida através do software GUIDE, integrado ao MATLAB® de maneira a relacionar-se com os códigos fontes e os diagramas de blocos do sistema a ser controlado no SIMULINK®
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Fruit and Vegetable Identification Using Machine LearningOlsson, Adam, Femling, Frida January 2018 (has links)
This report describes an approach of creating a system identifying fruit and vegetables in the retail market using images captured with a video camera at- tached to the system. The system helps the customers to label desired fruits and vegetables with a price according to its weight. The purpose of the sys- tem is to minimize the number of human computer interactions, speed up the identification process and improve the usability of the graphical user interface compared to existing systems. To accomplish creating a system improving these properties, an idea of implementing machine learning to identify the products aroused. Instead of assigning the responsibility to the user, who usually iden- tify the products manually, the responsibility is given to a computer. To classify an object, different convolutional neural networks have been tested and retrained. The networks have been retrained on data sets collected from ImageNet. To improve the accuracy, the networks have also been retrained on images where the background environment is similar to the environment the networks are supposed to perform in. The networks tested in this report are MobileNet and Inception. The networks have different propagation time and varies in accuracy. MobileNet performs the classification about seven times faster than Inception, but Inception gives more accurate results. To improve the systems further, usability testing has been performed on the graphical user interface of existing system and resulted system. To test the usability, a heuristic evaluation has been performed in combination of a second test produced by the authors. The tests concluded that the resulted system was more user friendly compared to existing systems. The hardware of the system constitutes of a Raspberry Pi, camera, display, load cell and a case. The software includes Python-code to label an image, a graphical user interface to interact with the user and a server created with Node.js. The graphical user interface has been programmed with JavaScript supplemented with the React library. To conclude, implementing convolutional neural networks to classify images and developing a new user interface resulted in a faster identification process together with fewer usability flaws.
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Interfaces culturais de Mallarmé à World Wide WebFawaz, Edson Hanna [UNESP] 26 April 2005 (has links) (PDF)
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fawaz_eh_me_bauru_prot.pdf: 2491433 bytes, checksum: 39168d4608322e2697da1abb06b9e009 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Os meios de comunicação digitais presenciaram a emergência das interfaces culturais a partir da última década do século XX. Fruto do desenvolvimento de pesquisa em ciência computacional, especificamente sobre a questão da interface gráfica de usuário e da interação homem-computador, bem como de um constante entrelaçamento das linguagens midiáticas com as formas expressivas da primeira metade do século citado, tiveram, com o surgimento da Internet e da World Wide Web, a tarefa de conectar o ser humano e a cultura elaborada pelo universo digital. Ao mesmo tempo a influência de recursos provenientes de meios consagrados em sua constituição, como a página retangular, o enquadramento, a perspectiva linear e a câmera subjetiva, imprimem-lhe um fator notadamente cultural, daí passarem a ser denominadas de interfaces culturais. Destacam-se dois formatos básicos pelos quais o processo comunicacional engendra interfaces: os mundos virtuais e as estruturas hipertextuais. Dentro dessa configuração de comunicação digital, a hipermídia torna-se um ambiente propício para a emergência de práticas e experimentações em novos meios, por isso enfatiza-se a formação do campo hipermidiático e uma proposta de análise da hipermídia. / Graphic interfaces of user are intellectual technologies that came to existence during the 70þs and 80þs, resulting from the development of years of research in computers, specifically on the matter of information management and man-computer interaction. With the advent of the Internet and, especially the World Wide Web, the interfaces (of the browser and of the application) have connected human being and the culture elaborated by the digital universe. On the other hand, they receive influence of resources coming from prior means in its constitution, such as the rectangular page, the framing, the linear perspective and the subjective camera, which are reused by the design of interface in the creation of new means. With these factors they are then called cultural interfaces. Two basic formats, through which information is managed in interfaces in the digital culture, are highlighted: the virtual worlds and hypertext structures. Within that technological and cultural configuration, hypermedia becomes a favorable environment for the emergence of practices and experiments in new means, and therefore emphasizes the formation of the hypermedia field and a proposal of analysis of the hypermedia.
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Reduzindo a duplicação de código em aplicações corporativas: um arcabouço baseado em padrões de renderização. / Reducing code duplication in enterprise applications: A framework based on rendering patterns.OLIVEIRA, Delano Hélio. 09 May 2018 (has links)
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Previous issue date: 2015 / O desenvolvimento de aplicações corporativas modernas para web baseia-se na utilização de padrões e ferramentas para viabilizar a rápida prototipagem, garantindo a separação entre modelo de negócio e interface gráfica de usuário (GUI, do inglês Graphical User Interface). As plataformas de Scaffold, por exemplo, permitem um aumento da produtividade dos desenvolvedores ao gerarem código a partir dos elementos do modelo conceitual. Porém,o código fonte de GUI gerado apresenta muita replicação, devido ao acoplamento ainda existente entre os componentes das telas de interface gráfica e as propriedades inerentes ao modelo conceitual da aplicação, dificultando a manutenção do software. Os padrões de renderização propostos por Welick et al. se apresentam como uma solução conceitual para este problema, através do mapeamento de metadados do modelo conceitual em componentes gráficos, organizando o código de GUI e reduzindo a replicação de código. Neste trabalho, tem-se como objetivo a criação de um arcabouço para o desenvolvimento de aplicações corporativas com arquitetura web moderna, com foco em GUI, baseado em padrões de renderização. O arcabouço permite que o desenvolvedor construa componentes de GUI sem acoplá-los aos elementos do modelo conceitual. A associação da GUI com o modelo conceitual é feita através de regras de renderização, que podem ser alteradas facilmente. O arcabouço proposto
foi validado através de um estudo de caso, no qual foi demonstrada uma redução significativa na duplicação do código quando comparada às plataformas de Scaffold. / The modern enterprise web application development is based on the use of patterns and tools to enable rapid prototyping, ensuring separation between the business model and graphical user interface (GUI). The Scaffold frameworks, for example, allows an increase in productivity of developers to generate code from the elements of domain model. However, the GUI source code generated presents a lot of replications due to coupling still extant between GUI components and properties inherent to the domain model of the application, making it difficult to maintain the software. The rendering patters proposed by Welick et al. are presented as a conceptual solution to this problem by mapping domain model metadata to graphical components, organizing the GUI code and reducing code duplication. In this Work, we have aimed to create a framework for enterprise applications development with web modern architecture, focusing on GUI, based on rendering patterns. This framework allows the developer to build GUI components without engage to elements of domain model. The GUI link with domain model is made by rendering rules, which can be changed easily. The proposed framework was validated by a case study in which it was demonstrated a significant reduction in code duplication when compared to Scaffold frameworks.
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Software interativo com acesso a bancos de dados, modelos de componentes e metodos numericos visando estudos para a geração de cenarios de operação de redes de transmissão de energia / Interactive software with access to database, components models and numerical methods for generating of operation scenarios for energy transmission systemSpolador, Fernando Luis 27 June 2008 (has links)
Orientador: Anesio dos Santos Junior / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-11T13:45:20Z (GMT). No. of bitstreams: 1
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Previous issue date: 2008 / Resumo: Nesta dissertação é apresentada a proposta de um software para simulação e análise de sistemas de potência. A crescente necessidade de expansão dos sistemas elétricos e de validação destes sistemas nos mais diversos estados, fazem com que sejam necessários cada vez mais estudos. As simulações computacionais se apresentam como uma forma eficaz e de custo reduzido para a realização destes estudos, porém estas simulações acabam por gerar uma enorme quantidade de informações. O software proposto possui um conjunto de recursos, dentre eles, interfaces gráficas amigáveis com o usuário e manipulação de base de dados, que buscam fornecer as ferramentas necessárias para o processo de análise e efetiva busca de soluções para o modelo do sistema elétrico estudado. O software foi estruturado de forma a facilitar uma evolução continua e a inserção de novos recursos e funcionalidades. Palavras-chave: Sistema de Potência, Orientação a Objetos, Interface Gráfica com o Usuário / Abstract: This dissertation presents the proposal for a software for simulation and analysis of power systems. The growing need for expansion of electrical systems, the need for validation of these systems in the most diverse state, make it increasingly necessary studies of these systems. The computer simulations are presented as an effective and low cost for carrying out this study, but these simulations ultimately generate a huge amount of information. The software proposed has a set of resources, including friendly graphical user interfaces and manipulation of the databases, which seek to provide the tools necessary to the process of analysis and effective search for solutions to the model of the electrical system studied. The software has been structured to facilitate an ongoing evolution and inclusion of new features and functionality. Keywords: Power System, Object Oriented, Graphical User Interface / Mestrado / Energia Eletrica / Mestre em Engenharia Elétrica
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