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1.
本文提出一个存储库方案,针对图形第四代语言系统特点,精选那些对应用软件开发者和用户来说是基本的功能,并给出存储库设计的设想。该设计基于面向对象分析,简单,容易理解和实现。  相似文献   

2.
以某油田的数控测井系统为平台,分析了测井软件中打印模块的设计要点,在WIN2000下采用面向对象的方法,实现了820热敏打印机的可靠连续打印,并具有设备无关性、用户友好性和柔性设计等特点。  相似文献   

3.
用户体验设计在各个行业都备受关注,尤其在互联网产品领域。用户体验在此领域的重要性与互联网产品自身的特点息息相关。文章阐述了互联网产品的五个特点:互动性、即时性、低成本性、迭代性、无形性。这些特点在传统行业的产品中不明显或者不具备,所以用户对于互联网产品的体验要求也有别于以往传统产业。用户体验设计因为这些特点在互联网产品领域显得尤为突出和重要。  相似文献   

4.
李巍  陈凯 《信息网络》2009,(4):61-63
资费套餐的设计是一项需要智慧和丰富经验的工作,它的设计既要方便用户理解和选择,从而吸引用户积极参与,又要在用户的不经意之中,实现运营商自己的设计目标。目前移动通信市场竞争激烈,为了获得用户的青睐,各大运营商无不在套餐设计方面绞尽脑汁,设计出了各种各样的资费餐套。  相似文献   

5.
随着老龄化社会的到来,老年群体使用智能手机的普及率和数量逐年增加,同时老年人对智能手机的使用需求也越来越多元化。因此,各类迎合老年人物质和精神需求的“适老性设计”应运而生。文章以老年用户的认知特点、行为习惯和心理需求等方面为出发点,结合信息可视化设计中“以人为本”和交互性的原则,设计出具有易理解记忆、易感知学习和易操作的用户界面(User Interface,UI),并实现助老App中的数据交互、提醒、搜索以及定位等功能,给老年群体提供集成化的一站式服务。  相似文献   

6.
陆剑江  钱培德 《计算机工程》2003,29(6):34-35,152
主要介绍了面对万维网上各种各样的诸如文本、声音、图形和图像等语料信息,如何按照用户的实际需求将其中对用户有用的信息抽取出来,从而实现对现有语料信息的一种有效分离。重点介绍了Web信息簇聚性的特点和语料库的设计,以及语料库的实际工作原理。  相似文献   

7.
本文介绍了设计与实现会计核算软件的基本思想,描述了各个部分的具体功能和其主要特点。文章认为软件系统只有具有较高的通用性,又结合一些行业特点,才能开发出比较实用和受用户欢迎的会计核算软件。  相似文献   

8.
田坤 《电脑时空》2009,(6):14-14
联想针对中小企业用户定位的扬天商甩电脑,在设计上一直都有着自己鲜明的特点,那就是简单易用、应用丰富、结构紧凑。而中小企业用户中又大多是成长型的企业,这些用户在办公电脑的需求上一个明显的特征是对电脑摆放的灵活性、设计的时尚性有着更充分的认识。因此本期的联想扬天的M4600E就是专门针对这一用户领域而设计研发,它在产品的容积上发挥创意,  相似文献   

9.
调试环境可以帮助用户进行查错,理解程序,确保程序的正确运行,基于XVCL(XML-based Variant Configuration Language)来的批处理方式,设计并实现了一种元编程语言的调试环境IXP;为了方便对断点的管理,设计了一种断点规范语言DSPL.实际使用证明这种调试环境可以有效地帮助用户进行XVCL程序的调试和理解。  相似文献   

10.
文中主要介绍了Java的平台无关性和Java虚拟机的不同实现方案,并且针对嵌入式系统的特点,对这些方案作了比较,笔者还提出了一些建议,供用户在设计系统时参考。  相似文献   

11.
12.
The MIRA system is a very general graphics system which may be useful for almost anyone interested in the production of drawings. The system allows the user to create, save, retrieve, modify and delete any kind of drawing: e.g. free-hand drawings, drawings based on geometrical primitives, algorithmic drawings, data plots, texts. Two-dimensional and three-dimensional drawings can be manipulated. The MIRA system is based on two graphical PASCAL extensions MIRA-2D and MIRA-3D. Two interactive graphical editors GRAFEDIT (two dimensions) and HORIZON (three dimensions) allow the non-specialist user to build complex drawings easily.After an overview of the MIRA system, we present the most unusual primitives, which have been developed for use with this system. These primitives can be divided into different classes: graphical types, figure algebra primitives, figure measure functions, figure recognition predicates, image transformations and animation primitives.  相似文献   

13.
Creating new applications by integrating user interface and application components is a relatively new idea which is currently of wide interest. A significant part of this problem is clearly defining the separation between user interface and application components. This paper proposes a new design methodology based on the concept of an abstract data view (ADV), a structuring method which cleanly defines this separation. A number of examples of composite interactive documents, ones which could contain several different user interfaces with entities such as text, calculations, drawings and possibly even multi-media presentations, illustrate the ADV concept. These examples lead naturally to the introduction of the concept of hole, a user interface area in a composite interactive document which is managed by an external program, and uses ADVs. Prototypes of a number of systems supporting ADVs and holes are currently running in our laboratory.  相似文献   

14.
We present ‘Smart Scribbles’—a new scribble‐based interface for user‐guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to‐stroke relationships. Although the minimization of this energy is, in general, an NP‐hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as‐rigid‐as‐possible deformation and registration, and on‐the‐fly labelling based on pre‐classified guidelines.  相似文献   

15.
We performed a user experiment in which museum professionals used vocabularies from the Web for annotating the subject matter of museum objects. In this paper, we study the requirements on the underlying RDF dataset, search algorithms and user interface design in a real world setting. We identify the advantages of reusing vocabularies from the Web and discuss how and to what extent the disadvantages can be overcome. The study is performed at the Print Room of the Rijksmuseum Amsterdam, where currently a large collection of prints, photographs and drawings is being catalogued. We report on the analysis of the current practice of professional cataloguers, the iterative design of an annotation tool and a qualitative evaluation of this tool with a user experiment in a realistic annotation environment. We discuss our findings in terms of their impact on the RDF data, the semantic search functionality and the user interface.  相似文献   

16.
17.
本文介绍了一种新型的国家标准件零件CAD库,具体描述了其系统结构、数据结构和主要的实现技术。该系统融合了数据库和计算机辅助设计等多种技术,具有灵活的输入手段,自行建立本部门常用零件库的能力和友好的人机界面,实现了机械设计过程中快速查阅零件参数、自动生成零件各向视图的二维图形和三维模型,提高了设计工作的质量和效率。  相似文献   

18.
Emotion is a key aspect of user experience. To design a user interface for positive emotional experience, the affective quality of the user interface needs to be carefully considered. A major factor of affective quality in today's user interface for digital media is interactivity, in which motion feedback plays a significant role as an element. This role of motion feedback is particularly evident in touchscreen user interfaces that have been adopted rapidly in mobile devices. This paper presents two empirical studies performed to increase our understanding of motion feedback in terms of affective quality in mobile touchscreen user interfaces. In the first study, the relationships between three general motion properties and a selected set of affective qualities are examined. The results of this study provide a guideline for the design of motion feedback in existing mobile touchscreen user interfaces. The second study explores a new dimension of interactivity that is the Weight factor of Laban's Effort system. To experiment the Weight factor in a mobile touchscreen user interface, a pressure sensitive prototype was developed to recognize the amount of force applied by the user's finger action. With this prototype, the effects of implementing pressure requirements on four different types of user interfaces were examined. Results show that implementing the Weight factor can significantly influence the affective quality and complement the physical feel of a user interface. The issues to consider for effective implementation are also discussed.  相似文献   

19.
In an effort to better understand the learning potential of a tangible interface, we conducted a comparison study between a tangible and a traditional graphical user interface for teaching preschoolers (In Portugal, children enter preschool at the age of three and they attend it till entering school, normally at the age of six) about good oral hygiene. The study was carried with two groups of children aged 4 to 5 years. Questionnaires to parents, children’s drawings, and interviews were used for data collection and analysis and revealed important indicators about children’s change of attitude, involvement, and preferences for the interfaces. The questionnaires showed a remarkable change of attitude toward tooth brushing in the children that interacted with the tangible interface; particularly children’s motivation increased significantly. Children’s drawings were used to assess their degree of involvement with the interfaces. The drawings from the children that interacted with the tangible interface were very complete and detailed suggesting that the children felt actively involved with the experience. The results suggest that the tangible interface was capable of promoting a stronger and long-lasting involvement having a greater potential to engage children, therefore potentially promoting learning. Evaluation through drawing seems to be a promising method to work with preliterate children; however, it is advisable to use it together with other methods.  相似文献   

20.
随着人们对于居住环境要求的提高、家居设计行业的需求加大,传统的设计图纸不能让用户直观地感受到装修效果,装修效果往往不能够让用户满意。基于虚拟现实技术对室内家居仿真操作系统进行研究,设计并制作了三维家居模型,研究并制作了虚拟角色骨骼动画。系统设计过程中充分集成网格建模、Biped骨骼关键帧技术、自动寻路检测算法、角色管理器调用、碰撞体检测技术、射线检测技术,并运用Oracle数据库和SQLite数据库对用户操作信息及模型信息进行存储。最终实现三维场景的实时漫游、背景音乐的切换、室内光影效果展示、模型的删减、模型贴图的动态更换、场景截图等功能。该系统实现了友好的模拟操作接口和人机交互界面,增加了用户的沉浸感,更大程度地满足了用户的需求。  相似文献   

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