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1.
Many sophisticated techniques for the visualization of volumetric data such as medical data have been published. While existing techniques are mature from a technical point of view, managing the complexity of visual parameters is still difficult for non-expert users. To this end, this paper presents new ideas to facilitate the specification of optical properties for direct volume rendering. We introduce an additional level of abstraction for parametric models of transfer functions. The proposed framework allows visualization experts to design high-level transfer function models which can intuitively be used by non-expert users. The results are user interfaces which provide semantic information for specialized visualization problems. The proposed method is based on principal component analysis as well as on concepts borrowed from computer animation. 相似文献
2.
Knowledge of the business domain (e.g., insurance claim, human resources) is crucial to analysts’ ability to conduct good requirements analysis (RA). However, current practices afford little assistance to analysts in acquiring domain knowledge. We argue that traditional reuse repositories could be augmented by adding rich faceted information on component/services and artifacts such as business-process templates to help analysts acquire domain knowledge during RA. In this paper, we present the design of a Knowledge Based Component Repository (KBCR) for facilitating RA. Then, we report on the design and development of a KBCR prototype. We illustrate its application in a system that is populated with components and process templates for the auto insurance claim domain. An empirical study was conducted to assess its effectiveness in improving RA. Results showed that KBCR enhanced analysts’ business domain knowledge and helped them better prepare for RA. Our key research contribution is to offer analysts a rich repository (i.e., KBCR) containing domain knowledge that they could utilize to acquire domain knowledge that is crucial for carrying out RA. While repositories of reusable components have been employed for some time, no one has used such repositories to help analysts acquire domain knowledge in order improve the RA of the system. 相似文献
3.
The Unified Modeling Language (UML) [OMG, Unified Modeling Language Specification, Version 2.0, Technical Report, Object Management Group http://www.omg.org/technology/documents/formal/uml.htm, 2005] provides system architects working on analysis and design (A&D) with one consistent language for specifying, visualizing, constructing, and documenting the artifacts of software systems, as well as for the business modeling. The user interface (UI), as a significant part of most applications, should be modeled using UML, and automatic CASE tools may help to generate UIs from UML designs. In this paper, we describe how to use and specialize UML diagrams in order to describe the UIs of a software system based on WIMP ( Windows, Icons, Menus and Pointers). Use case diagrams are used for extracting the main UIs. Use cases are described by means of user-interaction diagrams, a special kind of activity diagrams in which states represent data output actions and transitions represent data input events. Input and output interactions in the user-interaction diagrams help the designer to extract the UI components used in each UI. We obtain a new and specialized version of the use case diagram for the UI modeling (called UI diagram) and a class diagram for UI components—called UI-class diagram. The user-interaction, UI and UI-class diagrams, can be seen as the UML-based UI models of the system. Finally, UI prototypes can be generated from UI-class diagrams with CASE tool support. As case study of our technique, we will describe an Internet book shopping system. 相似文献
5.
In this paper we argue that user interface design should evolve from iterative to evolutionary in order to support the user interface development life cycle in a more flexible way. Evolutionary design consists of taking any input that informs to the lifecycle at any level of abstraction and its propagation through inferior and superior levels (vertical engineering) as well as the same level (horizontal engineering). This lifecycle is particularly appropriate when requirements are incomplete, partially unknown or to be discovered progressively. We exemplify this lifecycle by a methodology for developing user interfaces of workflow information systems. The methodology involves several models (i.e., task, process, workflow, domain, context of use) and steps. The methodology applies model-driven engineering to derive concrete user interfaces from a workflow model imported into a workflow management system in order to run the workflow. Instead of completing each model step by step, any model element is either derived from early requirements or collected in the appropriate model before being propagated in the subsequent steps. When more requirements are elicited, any new element is added at the appropriate level, consolidated with the already existing elements, and propagated to the subsequent levels. A workflow editor has been developed to support the methodology. 相似文献
6.
Research on adaptive interfaces in the past has lacked support from user interface tools which allow interfaces to be easily created and modified. Also, current user interface tools provide no support for user models which can collect task-oriented information about users. Developing an adaptive interface requires a user model and an adaptation strategy. It also, however, requires a user interface which can be adapted. The latter task is often time-consuming, especially in relation to more sophisticated user interfaces. The paper presents a user interface design environment, UIDE, which has a different software infrastracture. Designers use high-level specifications to create a model of an application and links from the application to various interface components. The model is the heart of all the design and run-time support in UIDE, including automatic dialog sequencing and help generation. UIDE provides automatic support for collecting task-oriented information about users, by the use of its high-level specifications in its application model as a basic construct for a user model. Some examples of adaptive interfaces and adaptive help are presented that use the information that is collectable in UIDE. 相似文献
7.
A multiple display environment (MDE) networks personal and shared devices to form a virtual workspace, and designers are just beginning to grapple with the challenges of developing interfaces tailored for these environments. To develop effective interfaces for MDEs, designers must employ methods that allow them to rapidly generate and test alternative designs early in the design process. Paper prototyping offers one promising method, but needs to be adapted to effectively simulate the use of multiple displays and allow testing with groups of users. In this paper, we share experiences from two projects in which paper prototyping was utilized to explore interfaces for MDEs. We identify problems encountered when applying the traditional method, describe how these problems were overcome, and distill our experiences into recommendations that others can draw upon. By following our recommendations, designers need only make minor modifications to the existing method to better realize benefits of paper prototyping for MDEs. 相似文献
8.
The purpose of this study was to investigate mapping of user interfaces on consumer electronic appliances. A digital clock with five different interface modes was chosen for the experiment. Forty elderly subjects (above 65 years) and 40 middle-aged subjects (45-64 years) participated in the study. Every subject had to complete three different tasks, namely time setting, alarm time setting and date setting. The researchers investigated what problems were encountered when performing these tasks and collected data such as operational time, the number of total inputs, subjective estimation and interview information. The findings of this study indicated that the interface modes had significant effects on operational time, the number of total inputs and subjective estimation. Finally, the study confirms that when the spatial relationship between buttons and display contents are clearly indicated, the operation is easier to complete. 相似文献
10.
Current environments for metacomputing generally have tools for managing the resources of a metacomputer but often lack adequate tools for designing, writing, and executing programs. Building an application for a metacomputer typically involves writing source codes on a local node, transferring and compiling codes on every node, and starting their execution. Without such tools, the application development phases can come up against considerable difficulties. In order to alleviate these problems, some graphical user interfaces (GUIs) based on PVM, such as XPVM, Parallel Application Development Environment (PADE) and Wide Area Metacomputing Manager (WAMM) have been implemented. These GUIs integrate a programming environment which facilitates the user in performing the application development phases and the application execution. This paper outlines the general requirements for designing GUIs for metacomputing management, and compares WAMM, a graphical user interface, with some related works. 相似文献
11.
In this paper, a collaborative product development and prototyping framework is proposed by using distributed haptic interfaces along with deformable objects modeling. Collaborative Virtual Environment (CVE) is a promising technique for industrial product development and virtual prototyping. Network control problems such as network traffic and network delay in communication have greatly limited collaborative virtual environment applications. The problems become more difficult when high-update-rate haptic interfaces and computation intensive deformable objects modeling are integrated into CVEs for intuitive manipulation and enhanced realism. A hybrid network architecture is proposed to balance the computational burden of haptic rendering and deformable object simulation. Adaptive artificial time compensation is used to reduce the time discrepancy between the server and the client. Interpolation and extrapolation approaches are used to synchronize graphic and haptic data transmitted over the network. The proposed techniques can be used for collaborative product development, virtual assembly, remote product simulation and other collaborative virtual environments where both haptic interfaces and deformable object models are involved. 相似文献
12.
When a user interface needs to be designed for a task that depends on information integration, such as navigation, very few theoretical tools are available. Cognitive task analysis (CTA) and hierarchical task analysis (HTA) are the basic analysis techniques. A choice between them depends on the type of task or objective at hand. In this article, it is argued that for interface design a combination of CTA and HTA forms the basis of the interface definition. When this expanded to a full cognitive work analysis (CWA), it will form the human-factors analysis required for the user-interface design. 相似文献
13.
The evaluation of the usability and the learnability of a computer system may be performed with predictive models during the design phase. It may be done on the executable code as well as by observing the user in action. In the latter case, data collected in vivo must be processed. The goal is to provide software supports for performing this difficult and time consuming task. The paper presents an early analysis of, and experience relating to, the automatic evaluation of multimodal user interfaces. With this end in view, a generic Wizard of Oz platform has been designed to allow the observation and automatic recording of subjects' behavior while they interact with a multimodal interface. It is then shown how recorded data can be analyzed to detect behavioral patterns, and how deviations of such patterns from a data-flow-oriented task model can be exploited by a software usability critic. 相似文献
14.
Interactive computer systems can support their users in problem solving, both in Performing their work tasks and in using the systems themselves. Not only is direct support for heuristics beneficial, but to do so modifies the form of computer support provided. This Paper defines and explores the use of problem solving heuristics in user interface design.A demonstration hypertext system, Hyperwriter, was developed as the outcome of considering general problem solving heuristics as goals of interactive systems design. Whereas hypertext joins and relates ideas, Hyperwriter additionally, and as a direct outcome of the design approach, has ways of separating, ordering and polishing ideas. As an application for creative writing, Hypertext supports effective thinking over a period of time. (This paper was drafted, organised and re-organised using the system itself.) Some issues arising in implementing Hyperwriter are also discussed. 相似文献
15.
The paper deals with the modelling of Lyee user requirements and guidelines to support their capture. The paper presents a 2-layer meta-model relating the set of concepts to capture user requirements to the set of concepts for the formulation of software requirements that are the input of the LyeeALL generation mechanism. It exemplifies the former with examples and introduces the guidance support for capturing these user centric requirements. 相似文献
16.
We present design principles for conceiving tangible user interfaces for the interactive physically-based deformation of 3D models. Based on these design principles, we developed a first prototype using a passive tangible user interface that embodies the 3D model. By associating an arbitrary reference material with the user interface, we convert the displacements of the user interface into forces required by physically-based deformation models. These forces are then applied to the 3D model made out of any material via a physical deformation model. In this way, we compensate for the absence of direct haptic feedback, which allows us to use a force-driven physically-based deformation model. A user study on simple deformations of various metal beams shows that our prototype is usable for deformation with the user interface embodying the virtual beam. Our first results validate our design principles, plus they have a high educational value for mechanical engineering lectures. 相似文献
17.
A review of the tools available for easing the tasks of constructing and modifying the user interface of CAD application programs. 相似文献
18.
The Universities of Pittsburgh and Salerno have jointly developed the Pittsburgh-Salerno Iconic System which lets users design, specify, and interpret custom visual languages for different applications. The system is still in the experimental stage, although we have used it in two practical applications. The experimental system lets interface developers create a custom visual language from sample visual sentences composed of custom or basic icons. The system has already been tested in two small applications, one involving a system for speech-impaired users 相似文献
19.
Rich Internet Applications (RIAs) technologies are challenging the way in which the Web is being developed. However, from the UI accessibility point of view, these technologies pose new challenges that the Web Accessibility Initiative of the W3C is trying to solve through the use of a standard specification for Accessible Rich Internet Applications (WAI-ARIA). Currently, the introduction of properties defined in WAI-ARIA is being done in an ad-hoc manner due to the lack of models, methodologies and tools to support the design of accessible RIA UIs. In this paper we propose a semantic approach to deal with this modeling issue by extending the RUX-Method, a model-based method to build RIA UIs. The approach includes the validation process of the accessibility issues at two different levels: the UI structure and the interactions behavior. 相似文献
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