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Evaluating Swiftpoint as a Mobile Device for Direct Manipulation InputAmer, Taher January 2006 (has links)
Swiftpoint is a promising new computer pointing device that is designed primarily for mobile computer users in constrained space. Swiftpoint has many advantages over current pointing devices: it is small, ergonomic, has a digital ink mode, and can be used over a flat keyboard. This thesis aids the development of Swiftpoint by formally evaluating it against two of the most common pointing devices with today's mobile computers: the touchpad, and mouse. Two laws commonly used with pointing devices evaluations, Fitts' Law and the Steering Law, were used to evaluate Swiftpoint. Results showed that Swiftpoint was faster and more accurate than the touchpad. The performance of the mouse was however, superior to both the touchpad and Swiftpoint. Experimental results were reflected in participants' choice for the mouse as their preferred pointing device. However, some participants indicated that their choice was based on their familiarity with the mouse. None of the participants chose the touchpad as their preferred device.
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A DEVELOPMENT OF A COMPUTER AIDED GRAPHIC USER INTERFACE POSTPROCESSOR FOR ROTOR BEARING SYSTEMSArise, Pavan Kumar 01 January 2004 (has links)
Rotor dynamic analysis, which requires extensive amount of data and rigorous analytical processing, has been eased by the advent of powerful and affordable digital computers. By incorporating the processor and a graphical interface post processor in a single set up, this program offers a consistent and efficient approach to rotor dynamic analysis. The graphic user interface presented in this program effectively addresses the inherent complexities of rotor dynamic analyses by linking the required computational algorithms together to constitute a comprehensive program by which input data and the results are exchanged, analyzed and graphically plotted with minimal effort by the user. Just by selecting an input file and appropriate options as required, the user can carry out a comprehensive rotor dynamic analysis (synchronous response, stability analysis, critical speed analysis with undamped map) of a particular design and view the results with several options to save the plots for further verification. This approach helps the user to modify the design of turbomachinery quickly, until an efficient design is reached, with minimal compromise in all aspects.
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An Asynchronous Meta-Data Driven Web UI for Pricing of Structured ProductsLindström, Anders January 2015 (has links)
In the process of building maintainable and customizable software used and displayed in different mediums, a user interface (UI) that is auto-generated from meta-data can be built. That way minimal effort can be made when customizing the software. This thesis took place at the financial software company SunGard. Traders have requested a web based solution to one of SunGard's financial softwares, and will be used for managing structured products. The solution had to work with some already defined web and server components that SunGard is using. The web tool used for making a prototype and evaluating the suitability was AngularJS. As a result it was found that it was possible to create a meta-data driven UI. Some programmatic design issues when generating the UI are discussed.
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User interfaces supporting information visualization novices in visualization constructionGrammel, Lars 14 December 2012 (has links)
The amount of data that is available to us is ever increasing, and thus is the potential to extract information from it. Information visualization, which leverages our perceptual system to enable us to perceive patterns,
outliers, trends and anomalies in large amounts of data, is an important technique for exploratory data analysis. As part of a flexible visual data analysis process, the user needs to construct and parametrize visualizations, which is challenging for novice users.
In this thesis, I explore how information visualization novices can be supported in visualization
construction. First, I identify existing visualization construction approaches in a systematic literature survey and examine their use cases. Second, I conduct a laboratory study to learn about the process and the
characteristics of how information visualization novices construct visualization during data analysis. Third, I identify natural language visualization queries as a promising alternative specification approach that I study by analyzing the queries from the laboratory experiment and by conducting an online survey study.
Based on my findings, I propose a descriptive model of natural language visualization queries. Fourth, I derive guidelines for visualization construction tools from my studies and from related work. Finally, I show how these guidelines can be applied to existing visualization tools using the example of the Choosel visualization framework. / Graduate
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The Effects of Peripheral Use on Video Game PlayBohman, Niclas, Stinson, Kimberly January 2014 (has links)
Fourteen volunteers were asked to participate in an experiment, along with answering a survey, toevaluate the performance of three peripherals: the Xbox 360 Wired Controller, a keyboard, and theRock Band Fender Stratocaster Wired Guitar Controller. The participants played a prototype madein Unity, and their accuracy scores were analyzed in R using ANOVA. However, no significantquantifiable difference was found based on which peripheral was being used. The scores were alsoanalyzed using Pearson's Product-Moment correlation, and we were able to determine that thevariation in accuracy scores was directly linked to the participant's specific test run in theexperiment. Taking this into consideration along with results of our observational data andparticipant feedback, we found that there were more factors at play, in regards to playability andaccuracy, than just the input device itself. The learning effect of repetitive play of the prototype andinput devices, the control input scheme, and the participant's chosen peripheral manipulationmethod all had an impact. / I syfte att utvärdera prestandan av de tre kringutrustningarna handkontroll till Xbox 360, ett vanligttangentbord samt Rock Bands gitarrkontroll Fender Stratocaster deltog fjorton frivilliga personer i ettexperiment samt svarade på en enkät. Deltagarna spelade en prototyp gjord i spelmotorn Unity somsamlade in deras precisionspoäng som senare kunde analyseras i programmet R med metoden ANOVA.Dock hittades ingen signifikant mätbar skillnad mellan de olika kringutrustningarnas prestanda.Precisionspoängen analyserades även med hjälp av Pearsons produkt-moment korrelation där vi kundekonstatera att variationen i precisionspoängen var direkt kopplade till deltagarens specifika testrunda iexperimentet. Med hänsyn till detta tillsammans med resultaten från våra observationer samt feedbackfrån deltagarna fann vi att det fanns fler faktorer än inmatningsenheten som påverkade spelbarheten ochprecisionen: deltagarnas val vid hanteringen av kringutrustningen, de olika kontrollschemana samtinlärningseffekten som uppstod vid upprepat spelande av prototypens testbana och användandet avkringutrustningen.
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Advanced visualizations for network securityNunnally, Troy J. 12 January 2015 (has links)
Monitoring volumes of malicious network data for across multiple sources can potentially be overwhelming. As a result, vital data is at a greater risk of being overlooked and the time span for analyzing it could be too lengthy. One way to address this issue is to employ network security visualization techniques to evaluate security risks and identify malicious activity to help mitigate compromised nodes on a network. The purpose of this thesis is to introduce a visualization framework to help reduce task-completion time, enhance situational awareness, and decrease user error of complex visualizations for network security applications. From the developed framework, three techniques are suggested as contributions using visualization and interaction: (1) Stereoscopic visualization technique aims to increase user awareness of vulnerabilities and malicious attacks, (2) the recommender system aims to ensure efficient navigation in complex 3D environments, and (3) an interaction system aims to assist in usability of visualization environments using Natural User Interfaces (NUIs). To investigate the aforementioned techniques, the following tools were created: 3D Stereoscopic Vulnerability Assessment Tool (3DSVAT), Parallel 3D Coordinate Visualization (P3D), NAVSEC recommender system, and Interaction System for Network Security (InterSec).
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Ασύρματα δίκτυα αισθητήρων : ανάπτυξη γραφικού περιβάλλοντος με το Μatlab για τη λήψη μετρήσεων με χρήση του MTS400/420 board της CrossbowΧαρτουμπέκης, Γιώργος 20 April 2011 (has links)
Στην παρούσα εργασία έγινε μια πρώτη προσπάθεια ενασχόλησης με τα Ασύρματα Δίκτυα Αισθητήρων, πιο γνωστά στον επιστημονικό κόσμο ως Wireless Sensor Networks ή WSNs. Μελετήσαμε τα βασικά χαρακτηριστικά των δικτύων αυτών, όπως οι τοπολογίες τους και η αρχιτεκτονική τους. Επίσης, μελετήσαμε την αρχιτεκτονική των ασύρματων κόμβων που απαρτίζουν το δίκτυο, που είναι γνωστά σαν motes. Τα motes έχουν την ικανότητα τοπικής επεξεργασίας των δεδομένων που συλλέγουν και την ασύρματη μετάδοσή τους σε έναν κεντρικό σταθμό για περαιτέρω επεξεργασία. Τη λειτουργία αυτή διεκπαιρεώνει μια μονάδα μικροεπεξεργαστή με τη χρήση ενός ολοκληρωμένου chip για την ασύρματη μετάδοση. Για τη συλλογή των μετρήσεων μπορούν να φιλοξενήσουν διάφορες πλατφόρμες ψηφιακών αισθητήρων.
Στην παρούσα εργασία έγινε χρήση της υπολογιστικής μονάδας micaz και της πλατφόρμας αισθητήρων MTS400/420. Οι πλατφόρμες αυτές φιλοξενούν αισθητήρες υγρασίας/θερμοκρασίας, βαρομετρικής πίεσης/θερμοκρασίας, φωτεινότητας, μέτρησης δονήσεων και ειδικά η 420 πλατφόρμα έχει υποδοχή και για μονάδα GPS.
Σκοπός μας ήταν η ανάπτυξη ενός γραφικού περιβάλλοντος μέσω του οποίου θα απεικονίζαμε τις μετρήσεις που έστελναν στον υπολογιστή τα motes. Η ανάπτυξη του γραφικού περιβάλλοντος έγινε στο Matlab. Για το σκοπό αυτό, ήταν απαραίτητη η σύνδεση ενός mote στον υπολογιστή που θα λειτουργούσε σαν ενδιάμεσος αποδέκτης των δεδομένων και θα τα προωθούσε στον υπολογιστή μέσω της σειριακής θύρας. Για την προβολή και αποθήκευση των δεδομένων στον υπολογιστή, έγινε χρήση του interface Χlisten. / At this thesis there was a first attempt of occupation with Wireless Sensor Networks, most kown to the scientific world as WSNs. We studied the basic characteristics of these networks such as topologies and architecture. We also studied the architecture of the wireless nodes which form the network, also known as motes.The motes have the ability of local data computation and the wireless transmition of them to a base station, where they can further processed. This ability is performed by a microprocessor unit with the use of a single integrated chip responsible for the radio transmition. The data collection can be performed by many digital sensor platforms.
At this paper, it has been used the micaz computional unit and the MTS400/420 sensor platform of Crossbow company. These platforms are integrated with sensors that measure relative humidity/temperature, barometric pressure/temperature, illumination, acceleration on axis x and y and especially the 420 platform can integrate a GPS module.
Our goal is the development of a Graphical User Interface (GUI) through which we can plot the data that the sensors would send. The development of GUI made with Matlab. For this purpose, it was necessary the connection of a mote to the computer, that would behave like an intermediate receiver and would forward the data packets to the computer through the serial port. The MIB520 board was used for this purpose. For the data projection and saving to the computer, the xlisten interface was used.
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Entwicklung einer grafischen Benutzeroberfläche zur Erprobung von Wechselwirkungen zwischen den Prozessparametern des Tiefziehprozesses / Development of a graphical user interface for testing the interaction of the different parameters of the deep drawing processWeber, Paul 05 June 2018 (has links) (PDF)
Die vorliegende Arbeit hat die Entwicklung und Umsetzung einer graphischen Benutzeroberfläche zur Erprobung von Wechselwirkungen zwischen verschiedenen Prozessparametern beim Tiefziehen von faserbasierten Materialien, wie Papier und Karton, zum Ziel. Nach einer Recherche zum Prozess des Tiefziehens und seiner Modellierung folgt das Erarbeiten von Grundsätzen bei der Erstellung und Gestaltung von graphischen Benutzerschnittstellen. Insbesondere steht dabei die Art der Eingabe von numerischen Parametern und die Visualisierung von Informationen im Vordergrund. Bei der Erstellung des Layouts des Graphical User Interface (GUI) werden die aus der Recherche gewonnenen Erkenntnisse genutzt. Dazu werden alle Anforderungen, die an die Benutzerschnittstelle gestellt werden können, zusammengetragen. Bekannte Annahmen zur Modellierung des Tiefziehprozesses werden aus Vorarbeiten verwendet. So wird innerhalb des Programmcodes der GUI der Stempelkraftverlauf beim Tiefziehen mit seinen charakteristischen Kennwerten erzeugt. Diese Kennwerte werden in einer ausgewählten Darstellungsform auf der Oberfläche für den Nutzer anschaulich präsentiert. Ein Vergleich mit den charakteristischen Werten einer Referenz in der Darstellung erlaubt eine Aussage über die Qualität des zu produzierenden Ziehformteiles. Nach der Implementierung der GUI werden abschließend Potentiale für weiterführende Arbeiten offengelegt. / The aim of this thesis is the development and implementation of a GUI for testing interactions between different process parameters in the deep drawing of fibre based materials such as paper and cardboard. After an investigation of the process of deep drawing and its modelling, the elaboration of principles of the creation and the design of the GUI follows. The main focus concentrates in particular on the type of input of numerical parameters and the visualization of information. Based on the findings from the research, the layout of the GUI is created. To this end, all requirements that can be posed on the user interface are combined. Known assumptions for the modelling of the deep drawing process are used from reliminary work. Thus, within the program code of the interface, the punch force profile during deep drawing is generated with its characteristic values. These characteristic values are displayed in a selected presentation form on the user's surface. A comparison with the characteristic values of a reference in the presentation allows a statement about the quality of the drawing part to be produced. After the implementation of the GUI the potentials for further development are finally disclosed.
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RenderXML : renderizador de interfaces de usuário para múltiplas plataformas / RenderXML – multiplatform user interface rendererTrindade, Francisco Maestri January 2008 (has links)
O surgimento de diferentes dispositivos computacionais fez crescer a demanda pela possibilidade de utilização de um aplicativo em múltiplas plataformas, exigindo o desenvolvimento de novas técnicas que possibilitem o atendimento desse requisito de forma mais simples. Uma das abordagens propostas para solucionar esse problema é caracterizada pelo uso de interfaces plásticas, que se adaptam ao contexto de uso, e permitem a utilização de uma mesma descrição de interface para diferentes contextos. A adoção de técnicas de desenvolvimento baseado em modelos e de linguagens de descrição de interfaces (como a UsiXML, USer Interface eXtensible Markup Language) permitem a descrição de interfaces de usuário em diferentes níveis de abstração, mas para o desenvolvimento de interfaces plásticas multiplataforma utilizando UsiXML, são necessárias ferramentas que permitam o mapeamento entre cada um desses níveis. Nesse trabalho é apresentado o RenderXML, um renderizador de interfaces de usuário que atua no último nível de abstração da linguagem UsiXML, mapeando descrições de interfaces concretas para interfaces de usuário finais sendo executadas em um dispositivo específico. Além disso, o RenderXML fornece um segundo grau de liberdade ao desenvolvedor, permitindo a conexão da interface de usuário renderizada com lógicas de aplicação desenvolvidas em múltiplas linguagens de programação. Para ilustrar sua aplicação, RenderXML foi usado e testado no desenvolvimento de software multiplataforma, em particular para a criação de livros eletrônicos falados, tema do projeto LIFAPOR, no qual este trabalho está inserido. / The existent of different computing devices has created the necessity of software development for multiple platforms, requiring new techniques that permit the fulfillment of this requirement in a simple way. One of the proposed approaches to solve this problem is characterized by the use of plastic user interfaces, which adapt themselves to an use context, and allow the utilization of the same user interface description in multiple contexts. The adoption of model-based development techniques and user interface description languages (as UsiXML, USer Interface eXtensible Markup Language) enables the specification of user interfaces at different levels of abstraction, but requires tools which perform the mapping between each one of these levels. This work presents RenderXML, a user interface rendering application which acts on the last abstraction level of UsiXML, mapping concrete user interfaces descriptions to final user interfaces running on a specific device. Moreover, RenderXML provides a second degree of freedom to the developer, allowing the connection of the rendered user interface to functional cores developed in multiple programming languages. To illustrate its application, RenderXML was used and tested in the development of multiplatform software, in particular in the creation of digital talking books, theme of the LIFAPOR project, in which this work is inserted.
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Uma linguagem de definição e manipulação de interfaces com o usuárioSchubert, Edson Gellert January 1991 (has links)
Uma interface com o usuário é composta por duas "vias" de comunicação, uma que vai do usuário até o sistema e outra que vai do sistema até o usuário. Cada uma destas "vias" possui um formalismo que define a comunicação associado. Neste trabalho, estes formalismos são descritos com uma gramática de atributos. Esta gramática foi expandida de forma a permitir a definição dos elementos que compõe a interface do usuário, e da estrutura que irá controlar a seqüência de execução das tarefas oferecidas pelos sistemas de aplicação. Ao longo do trabalho são discutidas algumas técnicas de descrição do formalismo de comunicação entre interface e sistema, são abordados os estilos de interação e apresentada as expansões aplicadas sobre gramáticas de atributos. Um exemplo auxilia a compreensão do uso da linguagem proposta, e um protótipo permite a validação das definições. / A user interface is composed by two "ways" of communication, one from the user to the system and the other linking the system to the user. Each of these "ways" has it's own mechanism. In this work, these mechanisms are described through an attribute grammar. This grammar has been expanded to allow the definition of the structure of the interface elements and the control of the execution of the tasks that the application system implements. Through this work, technics that describe the communication between the interface and the system, interaction styles and the extensions made on attribute grammar are discussed. An example is given to explain the use of the proposed mechanism and a prototype validates ideas discussed.
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