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1.
郑君兰 《自动化学报》1987,13(6):432-440
本文阐述一个低成本、应用灵活的交互式彩色图形系统.它包含一个用于画面前后台显 示处理的多画面存贮管理部件,具有彩色图形、字符、伪彩色图象和动画四种显示模式.系统 的交互功能(例如图象/图形的输入,修改与画面编辑等)由系统软件和一个易于扩充的图形命 令语言定义,因此可望该系统能在多方面获得应用.  相似文献   

2.
多模态人机交互旨在利用语音、图像、文本、眼动和触觉等多模态信息进行人与计算机之间的信息交换。在生理心理评估、办公教育、军事仿真和医疗康复等领域具有十分广阔的应用前景。本文系统地综述了多模态人机交互的发展现状和新兴方向,深入梳理了大数据可视化交互、基于声场感知的交互、混合现实实物交互、可穿戴交互和人机对话交互的研究进展以及国内外研究进展比较。本文认为拓展新的交互方式、设计高效的各模态交互组合、构建小型化交互设备、跨设备分布式交互、提升开放环境下交互算法的鲁棒性等是多模态人机交互的未来研究趋势。  相似文献   

3.
The concept of an ‘interactor’ has been introduced by Faconti and Paterno' [6] as an abstraction of an entity in interactive graphics capable of both input and output. However the notion of interaction object need not be confined to graphics systems; it represents a useful structure for thinking and reasoning about the behaviour of interactive systems in general. As part of Esprit Basic Research Action 7040 (Amodeus-2) we are using the concept of interactor, and existing work on state-based processes and agents, to develop a model and theory of interactive systems. In this paper we describe two formal models for interaction objects and sketch how they can be used to build a small vocabulary of operators to support the rigorous specification of a graphics system. Our model differs from the approach of Faconti and Paterno' in that it abstracts away from any specific graphics framework and is thus suited to the level of abstraction demanded by formal approaches to system development.  相似文献   

4.
An interactive system is described which allows for the graphic construction, simulation, and simultaneous animation of an arbitrary network of queues. A method is proposed and implemented for representing the events of a discrete simulation by a continuous animation on a graphics terminal. Techniques are presented for the display of parallel animation ‘sequences’, and a non-trivial mapping of simulation time into animation time is described which preserves the relation order and time relationships between events. The program implemented combines this animation facility with other simulation monitoring and control features. An interactive dialogue which makes use of the lightpen and a menu of commands is implemented for the construction and modification of the queuing network. Certain relevent aspects of man-machine interaction are discussed. The usefulness of this type of approach is discussed with respect to computer-aided design applications, educational tools, and research tools.  相似文献   

5.
midas is a versatile system of fortran-callable subroutines developed for the modular design and device-independent display of two- and three-dimensional graphics compositions. The system is primarily oriented toward applications involving the definition and spatial transformation of three-dimensional line drawings. The graphics generated by midas consist of three-dimensional line segments mapped onto any graphics device with vector-drawing capabilities.This paper presents an application of midas in architectural and civil engineering design. A fortran monitor program has been written to provide a concise command structure for planar design and display. This command structure allows the user to interactively build, transform, store, retrieve, and display three-dimensional planar compositions. Output displays may optionally have hidden lines removed. An example structure (the University of Colorado Computing Center) is modularly designed, edited, and displayed. Finally, a discussion of the advantages and shortcomings of midas as a design tool is given along with suggestions for further improvement of the system.  相似文献   

6.
本文将介绍用户界面的开发工具:Micro-UIDT。该系统为用户界面的设计者提供交互式设计环境,所提供的进行用户界面设计的设计语言为一种非过程、图示语言。其中,进行用户界面的人-机对话控制部分的设计使用了状态转换图说明技术;而对应用数据显示部分的描述则通过直接作图和定义对该图的控制同应用数据间的关系来实现。Micro-UIDT还可将使用上述图示语言设计的用户界面变换为C语言处理程序。  相似文献   

7.
介绍一套基于大屏幕的交互式协同系统,该系统能够在本地的大屏幕上显示多个远程高性能绘制系统的输出结果,为一组本地用户提供丰富的信息资源.系统的服务端采用多通道视频捕获、异步数据压缩和按需传输的技术,并且具有可伸缩的配置,既能保证服务质量又便于部署.本地的大屏幕客户端提供用户友好的图形界面来对远程的应用进行操控.实验数据表明,系统具备实时交互性能.  相似文献   

8.
To learn to use an interactive system, a person typically has to acquire a good deal of new knowledge. The ease of learning will depend on the extent to which the design of the task and the interface capitalizes on the user's pre-existing knowledge and his or her cognitive capabilities for learning. This paper explores the nature of both design decisions and user learning with a command-based system. Three studies were conducted, all involving a task in which secret messages were decoded by means of a sequence of commands (based on the task used by Barnard et al. In Study I, software specialists designed command structures for the task and gave reasons for their choices. In Study II, naive subjects chose between alternative command terms. In Study TTI, subjects learned to use interactive versions of the task in which dialogue factors (command terms and argument structures) were systematically varied. The results enabled the development of user knowledge of the system to be specified in detail. Comparisons across the three studies highlighted the diversity of the factors determining both design decisions and user behaviour.  相似文献   

9.
This paper shortly presents an interactive application with graphics in the field of computer-aided education that has been designed and implemented by using a window-oriented style of interaction. The main idea was to separate the dialogue from the application functions. Thus the basic building blocks of the dialogue have been based on a conceptual model called the interaction event model that also provides both “help” and “abort” facilities. GKS (level 1b) has been used for the production and manipulation of graphical entities, as well as for providing high portability.  相似文献   

10.
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.
交互式植物建模系统   总被引:2,自引:0,他引:2  
植物建模是研究植物的形态结构及其生长发生过程的重要手段,也是计算机图形学的研究热点之一.文中设计出一套满足用户需要的、可以生成各种不同的植物形态结构的交互式植物建模系统.根据植物枝干的形态特征,在建模过程中首先采用迭代的方法生成若干不同的分枝,然后根据全局算法将不同的分枝组合成植物的整体分枝结构.用户可以通过系统提供的交互式界面调整参数,控制每一步的生成结果;在叶片建模过程中,结合植物形态学知识可提供大量的叶片模型以及叶序排列模式,用户选择相应的叶片模型或根据需要添加新的叶片模型.实验结果表明,该系统操作简单方便,生成的植物真实感较强.  相似文献   

12.
This paper presents an implementation experience in interactive graphic systems on the Graphical Kernel System basis (GKS) in language processor for one class of dialogue graphic languages in graphic drivers and special spanned processor. These processors allow development of interactive graphic systems with an allocated structure. Application task is included in the system as a semantic definition processor for dialogue graphic language. For communication between separate processors, the graphic interfaces, arranged in two levels, as well as a language processor interface are applied.

Functions and principles of constructing a language interface with a GKS-Kernel for allocated systems as well as design methods for interactive programs based on two-language concept are made more precise.  相似文献   


13.
计算机辅助造船集成系统中的图形平台   总被引:2,自引:1,他引:2  
计算机辅助造船集成系统二期工程CASIS-Ⅱ的图形平台,给设计人员提供了在产品概念上进行交互设计的图形环境,而不必理会点、线、圆等抽象的图形概念,对产品信息模型在大型应用系统中的实际应用和新型CAD系统的建立作了初步的探索和尝试。文中叙述了船体结构产品信息模型,建立在这个产品信息模型上的图形平台的总体设计,基本功能和应用开发策略。  相似文献   

14.
《Computers & Graphics》1987,11(3):255-267
A prototype pedestrian facilities design system is described. The design system exploits the capabilities of an intelligent high-resolution vector graphics workstation which features a highly interactive computer graphics environment. A summary of historical developments in pedestrian facility design and graphics workstation architecture is presented, followed by a discussion of the stochastic model and interactive computer graphics features utilized by a prototype facilities design system. Potential applications of such a design system are discussed, and promising areas of future development are outlined.  相似文献   

15.
基于多指触摸的指挥空间用户操作模型   总被引:1,自引:1,他引:0       下载免费PDF全文
以未来指挥所中的自然手势交互为应用背景,研究用户操作的概念抽取与表述,提出从语法、语义层次上整合实现用户操作到双手多指触摸交互控制的映射方法。旨在从操作层面上解决多指触摸交互技术融入指挥所人机交互空间的现实问题,为下一步多通道、多模式的人机对话系统开辟新的研究思路。  相似文献   

16.
The scientific computer user presents a unique challenge to the graphics system designer. If the graphics system is properly designed and implemented, computer graphics becomes a vital research tool for the scientific user. These users' desires and expectations play an important role in every phase of the design process.This paper describes the philosophy of the graphics system at the National Center for Atmospheric Research (NCAR) and its implementation. Details of algorithms are not presented; rather the purpose has been to describe a successful computer graphics system which may serve as a guide for other designers who desire to provide practical computer graphics. This graphics system operates under a batch-mode computer system without using interactive terminals.  相似文献   

17.
针对单步交互的系统,基于MVC(Model View Contoller)和command模式设计系统结构,对交互命令及其参数进行封装;按照最后输入参数优先的原则实现用户选择和捕捉后,根据用户输入的参数预测候选命令集的交互方式;按照任务一致性原则根据用户以前的操作模式预测其当前行为;通过命令信息的保存和恢复,实现Undo,Redo及操作回放等功能.通过该方法实现的交互设计在虚拟施工软件中取得良好的效果.  相似文献   

18.
Interactive systems have goals and characteristics that differ from those of batch systems. These differences lead to a need for new techniques, methods, and tools for manipulating and constructing interactive systems. The difference in structure between batch and interactive systems. The difference is considered, focusing on the distinction between command decomposition and component decomposition. The possible ways of solving a problem using an interactive system using action paths, which account for the relatively unconstrained actions of interactive users, are described. It is shown that interactivity is not an inherent characteristic of a system but rather a characteristic that depends on the error profile of its users. The requirements that interaction places on the underlying implementation, specifically the need for incrementality and integration, are considered. The results are applied to several existing classes of systems  相似文献   

19.
Multimodal Interaction for Information Access: Exploiting Cohesion   总被引:1,自引:0,他引:1  
Multimodality is a powerful concept for dealing with dialogue cohesion in a human–computer natural language (NL)‐centered system. This work is a modest step toward more effective exploitation of the potentially large bandwidth of communication provided by this situation. The relations between exploration, navigation, and NL‐based communication are discussed in general and with reference to two prototypes. Light cognitive load feedback and direct manipulation are proposed so that user and system can cooperate in mutually establishing the structure of the ongoing dialogue. The main points are: (i) use of an appropriate dialogue structure to constrain inference in the anaphora resolution process; (ii) use of a graphical representation of the structure, to limit the problem of opacity; (iii) allowance for the possibility of direct manipulation on this representation, to avoid the necessity of operating linguistically at the metalevel. The context of the work is within NL‐centered multimodal information access systems, in which basic entities are pairs (most commonly question and answer). A dialogue model is provided by a modified version of the centering model; it is both sufficiently simple to be displayed in an intuitive fashion on the screen, and sufficiently powerful to give accurate results. An extension of the discourse model, oriented to the treatment of deixis, is also proposed. Finally, steps toward an overall approach to the integration of navigational and mediated aspects of interaction are discussed.  相似文献   

20.
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   

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