共查询到20条相似文献,搜索用时 31 毫秒
1.
2.
Upson C. Faulhaber T.A. Jr. Kamins D. Laidlaw D. Schlegel D. Vroom J. Gurwitz R. van Dam A. 《Computer Graphics and Applications, IEEE》1989,9(4):30-42
A software system for developing interactive scientific visualization applications quickly, with a minimum of programming effort, is described. This application visualization system (AVS) is an application framework targeted at scientists and engineers. The goal of the system is to make applications that combine interactive graphics and high computational requirements easier to develop for both programmers and nonprogrammers. AVS is designed around the concept of software building blocks, or modules, which can be interconnected to form visualization applications. AVS allows flow networks of existing modules to be constructed using a direct-manipulation user interface, and it automatically generates a simple user interface to each module 相似文献
3.
Bederson B.B. Grosjean J. Meyer J. 《IEEE transactions on pattern analysis and machine intelligence》2004,30(8):535-546
Here, we analyze toolkit designs for building graphical applications with rich user interfaces, comparing polylithic and monolithic toolkit-based solutions. Polylithic toolkits encourage extension by composition and follow a design philosophy similar to 3D scene graphs supported by toolkits including JavaSD and Openlnventor. Monolithic toolkits, on the other hand, encourage extension by inheritance, and are more akin to 2D graphical user interface toolkits such as Swing or MFC. We describe Jazz (a polylithic toolkit) and Piccolo (a monolithic toolkit), each of which we built to support interactive 2D structured graphics applications in general, and zoomable user interface applications in particular. We examine the trade offs of each approach in terms of performance, memory requirements, and programmability. We conclude that a polylithic approach is most suitable for toolkit builders, visual design software where code is automatically generated, and application builders where there is much customization of the toolkit. Correspondingly, we find that monolithic approaches appear to be best for application builders where there is not much customization of the toolkit. 相似文献
4.
The DUET database user interface management system aims to help database application programmers to create, modify, and maintain interactive graphical user interfaces for different applications. DUET supports the creation of a complete user interface via direct manipulation techniques. It provides a large set of database widgets which are necessary for database applications. DUET provides facilities to step through the validation of a created user interface. A user interface can be saved as C code which can be integrated into a database backend. In this paper, the features and the architecture of DUET are presented. 相似文献
5.
为了实现虚拟小区的交互漫游,在系统实现过程中采用了几种方式的交互技术,文中对这些交互技术进行了讨论和实现。阐述了在虚拟小区中交互漫游的两种方式,即由用户交互控制视点和由计算机自动控制视点的方式,并对这两种交互漫游方式给出了VRML编码的具体实现;最后采用外部编程接口(EAI)实现了用户界面中的二维平面图和三维场景图的交互。 相似文献
6.
P. Asirelli D. Di Grande P. Inverardi F. Nicodemi 《Journal of Visual Languages and Computing》1994,5(4)
The GEDBLOG system allows applications which manipulate graphic objects to be developed following a declarative definitional style. GEDBLOG supports the consistent design and prototyping of graphic applications through an incremental development and makes it possible to guarantee automatically that the application meets its specifications. Typical GEDBLOG applications have graphics as their characterizing element and can be found, for example, in the CAD/CAM, visual languages or graphical interface areas. The system is obtained by integrating a graphical data language in an existing logic database management system, EDBLOG, so that graphic and non-graphic information is handled in a uniform declarative way. 相似文献
7.
This paper describes an experimental interactive graphics interface, GRAFLOG, in which drawings receive linguistic interpretations. It is possible to emulate linguistic interaction in situations where graphics is thought to be necessary. The paper presents examples of such a kind of dialogue and the architecture of the implementation. The paper explains how representations of drawings can be constructed by treating graphical symbols as "objects", and how a parallel linguistic interpretation for these symbols can be constructed. It highlights the relevance of "deictic expressions" and "spatial prepositions" in building the interface mechanisms between these two kinds of representations. Lastly, it shows how a reasoning component is constructed for making deductions from premises that are found in both the graphical and linguistic domains. Using GRAFLOG, it is possible to represent knowledge through words and pictures. GRAFLOG is implemented, using an object oriented programming style, in PROLOG and GKS. 相似文献
8.
9.
Norman I. Badler Jonathan D. Korein James U. Korein Gerald M. Radack Lynne Shapiro Brotman 《The Visual computer》1985,1(4):212-220
TEMPUS is an interactive graphics system which enables a user to model the task-oriented activities of several human agents in a three-dimensional environment. The user can create one or more human figures which are correctly scaled according to a specific population, or which meet certain size constraints. These figures may be viewed in any of several graphical modes. 相似文献
10.
William E. Howden 《Computers & Graphics》1975,1(1):21-26
The concept of a ‘solution plan’ is used to characterize the structure of interactive systems in which the user guides the solution process. A formalism for describing and analyzing solution plan structures is presented. The formalism can be used to define the role of the user in an interactive system. The solution plan approach to interaction is particularly applicable to problems which have an obvious graphical representation. An interactive graphics system for solving a class of routing problems is described. Suggestions for the application of the approach to other problems are included. 相似文献
11.
We are investigating a novel user interface paradigm based on zooming, in which users are presented with a zooming view of a huge planar information surface. We have developed a system called Pad++ to explore this approach. The implementation of Pad++ is related to real-time 3D graphics systems and to 2D windowing systems. However, the zooming nature of Pad++ requires new approaches to rendering, screen management, and spatial indexing. In this paper, we describe the design and implementation of the Pad++ engine, focusing in particular on rendering and data structure issues. Our goal is to present useful techniques that can be adopted in other real-time graphical systems, and also to discuss how 2D zooming systems differ from other graphical systems. © 1998 John Wiley & Sons, Ltd. 相似文献
12.
Composing user interfaces with InterViews 总被引:2,自引:0,他引:2
The authors describe a user interface toolkit, InterViews, that offers a rich set of composition mechanisms and a variety of predefined objects, allowing easy implementation of complex user interfaces. InterViews supports composition of three object categories, each implemented as a hierarchy of object classes derived from a common base class. The categories are interactive objects, structured graphics objects, and structured text objects. The authors present several simple applications and show how InterViews objects can implement their interfaces. They illustrate the benefits of separating interactive behavior and abstract data in several different contexts. They discuss InterViews support for end-user customization as well as the status of the current implementation 相似文献
13.
Roger B. Dannenberg Tom Neuendorffer Joseph M. Newcomer Dean Rubine David B. Anderson 《Multimedia Systems》1993,1(2):77-86
Tactus addresses problems of synchronizing and controlling various interactive continuous-time media. The Tactus system consists of two main parts. The first is a server that synchronizes the presentation of multiple media, including audio, video, graphics, and MIDI at a workstation. The second is a set of extensions to a graphical user interface toolkit to help compute and/or control temporal streams of information and deliver them to the Tactus Server. Temporal toolkit objects schedule computation events that generate media. Computation is scheduled in advance of real time to overcome system latency, and timestamps are used to allow accurate synchronization by the server in spite of computation and transmission delays. Tactus supports precomputing branches of media streams to minimize latency in interactive applications. 相似文献
14.
Myers B.A. McDaniel R.G. Miller R.C. Ferrency A.S. Faulring A. Kyle B.D. Mickish A. Klimovitski A. Doane P. 《IEEE transactions on pattern analysis and machine intelligence》1997,23(6):347-365
The Amulet user interface development environment makes it easier for programmers to create highly interactive, graphical user interface software for Unix, Windows and the Macintosh. Amulet uses new models for objects, constraints, animation, input, output, commands, and undo. The object system is a prototype instance model in which there is no distinction between classes and instances or between methods and data. The constraint system allows any value of any object to be computed by arbitrary code and supports multiple constraint solvers. Animations can be attached to existing objects with a single line of code. Input from the user is handled by “interactor” objects which support reuse of behavior objects. The output model provides a declarative definition of the graphics and supports automatic refresh. Command objects encapsulate all of the information needed about operations, including support for various ways to undo them. A key feature of the Amulet design is that all graphical objects and behaviors of those objects are explicitly represented at run time, so the system can provide a number of high level built-in functions, including automatic display and editing of objects, and external analysis and control of interfaces. Amulet integrates these capabilities in a flexible and effective manner 相似文献
15.
The introduction of automatic display layout (ADL), i.e. the automatic placing and sizing of windows in a window-oriented graphical user interface, is a major contribution towards an improved user interface. Our approach to ADL is to treat this problem as a combinatorial optimization problem. In this article we describe the concepts we used for implementing an experimental system which controls the computer screen contents and its layout. We give two examples of different standard applications into which we included ADL successfully, namely hypertext for a window layout problem and graph-browser for a hierarchical graph layout problem within a particular window. The results show that automatic (and tool independent) display layout will be possible in the near future even in an interactive environment. 相似文献
16.
Problem analysis in designing thematic maps and user interfaces which assist map designers in incorporating their ideas into
maps are presented.
Problems in designing choropleth maps are analyzed from the map designers point of view. A graphical user interface, called
“Histogram Interface”, is implemented as countermeasure for problems in designing choropleth maps. The user interface can
assist map designers in representing their ideas and achieving the desired maps through the designing process. The user interface
operations, which correspond to the map designer's ideas, are explained. The user interface effectiveness is confirmed by
resulting map examples and the corresponding graphical patterns on the interface.
A concept is proposed concerning the importance in any computer graphics field, which the designers should consider in determining
how to incorporate their ideas into pictures. 相似文献
17.
18.
19.
Daniel Thalmann 《Software》1984,14(3):277-290
GRAFANA is an interactive program, which allows the user to produce drawings based on data stored on a disk file. The major advantage and originality of the system is that the user can interactively determine the visual effect of a drawing and immediately see it on the screen. Moreover, any drawing produced by GRAFANA can still be edited by a generalpurpose graphics editor. This system allows the user to obtain precisely the right drawing for any book, paper or report. GRAFANA has been implemented in MIRA-2D, a graphical Pascal extension. It is available for different machines and kinds of graphical devices. 相似文献
20.
Modeling Stochastic Dynamical Systems for Interactive Simulation 总被引:2,自引:0,他引:2
We present techniques for constructing approximate stochastic models of complicated dynamical systems for applications in interactive computer graphics. The models are designed to produce realistic interaction at low cost.
We describe two kinds of stochastic models: continuous state (ARX) models and discrete state (Markov chains) models. System identi cation techniques are used for learning the input-output dynamics automatically, from either measurements of a real system or from an accurate simulation. The synthesis of behavior in this manner is several orders of magnitude faster than physical simulation.We demonstrate the techniques with two examples: (1) the dynamics of candle ame in the wind, modeled using data from a real candle and (2) the motion of a falling leaf, modeled using data from a complex simulation. We have implemented an interactive Java program which demonstrates real-time interaction with a realistically behaving simulation of a cartoon candle ame. The user makes the ame animation icker by blowing into a microphone. 相似文献
We describe two kinds of stochastic models: continuous state (ARX) models and discrete state (Markov chains) models. System identi cation techniques are used for learning the input-output dynamics automatically, from either measurements of a real system or from an accurate simulation. The synthesis of behavior in this manner is several orders of magnitude faster than physical simulation.We demonstrate the techniques with two examples: (1) the dynamics of candle ame in the wind, modeled using data from a real candle and (2) the motion of a falling leaf, modeled using data from a complex simulation. We have implemented an interactive Java program which demonstrates real-time interaction with a realistically behaving simulation of a cartoon candle ame. The user makes the ame animation icker by blowing into a microphone. 相似文献