11 resultados para User interfaces (Computer systems)

em Chinese Academy of Sciences Institutional Repositories Grid Portal


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Interactive intention understanding is important for Pen-based User Interface (PUI). Many works on this topic are reported, and focus on handwriting or sketching recognition algorithms at the lexical layer. But these algorithms cannot totally solve the problem of intention understanding and can not provide the pen-based software with high usability. Hence, a scenario-based interactive intention understanding framework is presented in this paper, and is used to simulate human cognitive mechanisms and cognitive habits. By providing the understanding environment supporting the framework, we can apply the framework to the practical PUI system. The evaluation of the Scientific Training Management System for the Chinese National Diving Team shows that the framework is effective in improving the usability and enhancing the intention understanding capacity of this system.

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We present a new technique called‘Tilt Menu’ for better extending selection capabilities of pen-based interfaces.The Tilt Menu is implemented by using 3D orientation information of pen devices while performing selection tasks.The Tilt Menu has the potential to aid traditional onehanded techniques as it simultaneously generates the secondary input (e.g., a command or parameter selection) while drawing/interacting with a pen tip without having to use the second hand or another device. We conduct two experiments to explore the performance of the Tilt Menu. In the first experiment, we analyze the effect of parameters of the Tilt Menu, such as the menu size and orientation of the item, on its usability. Results of the first experiment suggest some design guidelines for the Tilt Menu. In the second experiment, the Tilt Menu is compared to two types of techniques while performing connect-the-dot tasks using freeform drawing mechanism. Results of the second experiment show that the Tilt Menu perform better in comparison to the Tool Palette, and is as good as the Toolglass.

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Pen-based user interface has become a hot research field in recent years. Pen gesture plays an important role in Pen-based user interfaces. But it’s difficult for UI designers to design, and for users to learn and use. In this purpose, we performed a research on user-centered design and recognition pen gestures. We performed a survey of 100 pen gestures in twelve famous pen-bases systems to find problems of pen gestures currently used. And we conducted a questionnaire to evaluate the matching degree between commands and pen gestures to discover the characteristics that a good pen gestures should have. Then cognition theories were applied to analyze the advantages of those characteristics in helping improving the learnability of pen gestures. From these, we analyzed the pen gesture recognition effect and presented some improvements on features selection in recognition algorithm of pen gestures. Finally we used a couple of psychology experiments to evaluate twelve pen gestures designed based on the research. It shows those gestures is better for user to learn and use. Research results of this paper can be used for designer as a primary principle to design pen gestures in pen-based systems.

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Based on an idea that spatial separation of charge states can enhance quantum coherence, we propose a scheme for a quantum computation with the quantum bit (qubit) constructed from two coupled quantum dots. Quantum information is stored in the electron-hole pair state with the electron and hole located in different dots, which enables the qubit state to be very long-lived. Universal quantum gates involving any pair of qubits are realized by coupling the quantum dots through the cavity photon which is a hopeful candidate for the transfer of long-range information. The operation analysis is carried out by estimating the gate time versus the decoherence time.

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Knowledge management is a critical issue for the next-generation web application, because the next-generation web is becoming a semantic web, a knowledge-intensive network. XML Topic Map (XTM), a new standard, is appearing in this field as one of the structures for the semantic web. It organizes information in a way that can be optimized for navigation. In this paper, a new set of hyper-graph operations on XTM (HyO-XTM) is proposed to manage the distributed knowledge resources.HyO-XTM is based on the XTM hyper-graph model. It is well applied upon XTM to simplify the workload of knowledge management.The application of the XTM hyper-graph operations is demonstrated by the knowledge management system of a consulting firm. HyO-XTM shows the potential to lead the knowledge management to the next-generation web.

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It is common that documents are represented by document icon in graphical user interfaces. The document icon facilitates user to retrieve documents, but it is difficult to distinguish the document from a collection of documents that user have accessed to. Our paper presents a document icon on which the users can add some subjective values and mark. Then we describe a system ex-explorer that users can browser and search the extent document icon. We found that it is easy to re-find the document on which users added some annotation or mark by themselves.

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Post- WIMP界面作为继当前的主流界面范式—— WIMP界面后的下一代界面范式 ,它和 WIMP界面有着很大的不同 ,通过使用虚拟现实、语音交互、手势交互等技术 ,它能够提供更加自然高效的交互方式 .然而 ,它却难以构造 .为了有效地构造 Post- WIMP界面 ,在构造之前不考虑实现细节 ,而在一个抽象的层次上描述它是一个较好的方法 .首先 ,分析了 Post- WIMP界面的交互本质 ,交互混合性是 Post- WIMP界面一个最为重要的特点 .从形式化系统的角度分析 Post- WIMP界面 ,通过将 Post- WIMP界面抽象为混合系统能够更为准确和严格地分析Post- WIMP界面的特性 .混合自动机是用于描述混合系统的形式化工具 ,将 Post- WIMP界面建模为一组相互协作的混合自动机 .设计了一基于混合自动机理论的半形式化语言 L EAFF作为 Post- WIMP界面的描述工具 .LEAFF通过结合文本描述和图形描述描述 Post- WIMP界面中的交互行为 ,能够准确地反映交互中的控制关系、时序关系 .给出了对两个典型 Post- WIMP界面——虚拟现实交互和笔式交互的描述实例 ,同时讨论了 Post- WIMP界面中交互并行性的描述、交互实时性的验证和从描述到实际交互系统构造的转换 .

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城市规划是城市政府为达到城市发展目标而对城市建设进行的安排。传统的基于物理模型的城市规划存在着修改成本高、效率低等问题。虽然虚拟现实(VR)技术可以为设计人员提供真实的三维呈现,但是当前的城市规划VR系统交互性差,难以实用。为了解决此问题,我们在虚拟现实环境中研究并开发了多通道三维用户界面。 本文先从技术和应用两个层面对三维用户界面进行了综述。在技术层面,分析了三维用户界面的定义和特征、三维交互设备、三维交互任务、三维交互隐喻、三维交互技术、多通道设计方法;在应用层面,调查了国内外有影响力的三维用户界面原型系统。 城市规划交互任务种类繁多,可以从三维用户界面通用交互任务和城市规划系统特有交互任务两个层次进行分析。三维用户界面通用任务包括漫游、选择、操作、系统控制四个交互任务,城市规划特有交互任务包括道路规划、建筑物规划、植物规划、区域规划、地图操作、草地规划、系统状态维护等交互任务。 通过分析,发现用户有大量状态、操作工具的切换,而当前的虚拟现实技术由于缺乏合适的隐喻,操作不便。为了提高交互性,我们提出了个人交互面板PIP(personal interaction panel)隐喻,并从静态交互界面和动态交互方式两个方面对该隐喻进行了介绍。在静态交互界面方面,将WIMP界面元素通过PIP隐喻引入到三维空间中,降低了用户学习负担;在动态交互方式方面,采用基于向导的笔迹交互方式,提高了交互效率。 为了实现城市规划三维交互技术,提出了基于笔的双层多通道融合模型,该模型将笔手势、指点信息、语音等多通道输入信息与会话上下文、交互上下文、场景上下文等信息进行融合,体现了多通道交互在指称归结、二义性消除、容错性方面的优势。此外,提出了基于统计的用户多通道融合模式建模方法,通过在多通道上下文无关文法中引入了表达超时的终结符,实现了自适应时间约束机制。 在PIP隐喻和多通道融合模型的基础上,我们设计并实现了一组三维交互技术以便用户自然、高效地完成城市规划中的各种三维交互任务。

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The miscibility and structure of A-B copolymer/C homopolymer blends with special interactions were studied by a Monte Carlo simulation in two dimensions. The interaction between segment A and segment C was repulsive, whereas it was attractive between segment B and segment C. In order to study the effect of copolymer chain structure on the morphology and structure of A-B copolymer/C homopolymer blends, the alternating, random and block A-B copolymers were introduced into the blends, respectively. The simulation results indicated that the miscibility of A-B block copolymer/C homopolymer blends depended on the chain structure of the A-B copolymer. Compared with alternating or random copolymer, the block copolymer, especially the diblock copolymer, could lead to a poor miscibility of A-B copolymer/C homopolymer blends. Moreover, for diblock A-B copolymer/C homopolymer blends, obvious self-organized core-shell structure was observed in the segment B composition region from 20% to 60%. However, if diblock copolymer composition in the blends is less than 40%, obvious self-organized core-shell structure could be formed in the B-segment component region from 10 to 90%. Furthermore, computer statistical analysis for the simulation results showed that the core sizes tended to increase continuously and their distribution became wider with decreasing B-segment component.