916 resultados para Gesture based audio user interface
Resumo:
This is a presentation for our year one INFO1008 course of Computational Systems. It covers the need for requirements capture and the difficulty of building a specification based on user information. We present UML Use Cases and Use Case diagrams as a way of capturing requirements from the users point of view in a semi-structured way.
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Europe's widely distributed climate modelling expertise, now organized in the European Network for Earth System Modelling (ENES), is both a strength and a challenge. Recognizing this, the European Union's Program for Integrated Earth System Modelling (PRISM) infrastructure project aims at designing a flexible and friendly user environment to assemble, run and post-process Earth System models. PRISM was started in December 2001 with a duration of three years. This paper presents the major stages of PRISM, including: (1) the definition and promotion of scientific and technical standards to increase component modularity; (2) the development of an end-to-end software environment (graphical user interface, coupling and I/O system, diagnostics, visualization) to launch, monitor and analyse complex Earth system models built around state-of-art community component models (atmosphere, ocean, atmospheric chemistry, ocean bio-chemistry, sea-ice, land-surface); and (3) testing and quality standards to ensure high-performance computing performance on a variety of platforms. PRISM is emerging as a core strategic software infrastructure for building the European research area in Earth system sciences. Copyright (c) 2005 John Wiley & Sons, Ltd.
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The Perspex Machine arose from the unification of computation with geometry. We now report significant redevelopment of both a partial C compiler that generates perspex programs and of a Graphical User Interface (GUI). The compiler is constructed with standard compiler-generator tools and produces both an explicit parse tree for C and an Abstract Syntax Tree (AST) that is better suited to code generation. The GUI uses a hash table and a simpler software architecture to achieve an order of magnitude speed up in processing and, consequently, an order of magnitude increase in the number of perspexes that can be manipulated in real time (now 6,000). Two perspex-machine simulators are provided, one using trans-floating-point arithmetic and the other using transrational arithmetic. All of the software described here is available on the world wide web. The compiler generates code in the neural model of the perspex. At each branch point it uses a jumper to return control to the main fibre. This has the effect of pruning out an exponentially increasing number of branching fibres, thereby greatly increasing the efficiency of perspex programs as measured by the number of neurons required to implement an algorithm. The jumpers are placed at unit distance from the main fibre and form a geometrical structure analogous to a myelin sheath in a biological neuron. Both the perspex jumper-sheath and the biological myelin-sheath share the computational function of preventing cross-over of signals to neurons that lie close to an axon. This is an example of convergence driven by similar geometrical and computational constraints in perspex and biological neurons.
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Haptic computer interfaces provide users with feedback through the sense of touch, thereby allowing users to feel a graphical user interface. Force feedback gravity wells, i.e. attractive basins that can pull the cursor toward a target, are one type of haptic effect that have been shown to provide improvements in "point and click" tasks. For motion-impaired users, gravity wells could improve times by as much as 50%. It has been reported that the presentation of information to multiple sensory modalities, e.g. haptics and vision, can provide performance benefits. However, previous studies investigating the use of force feedback gravity wells have generally not provided visual representations of the haptic effect. Where force fields extend beyond clickable targets, the addition of visual cues may affect performance. This paper investigates how the performance of motion-impaired computer users is affected by having visual representations of force feedback gravity wells presented on-screen. Results indicate that the visual representation does not affect times and errors in a "point and click" task involving multiple targets.
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Mycoplasma gallisepticum (MG) is a bacterium that causes respiratory disease in chickens, leading to reduced egg production. A dynamic simulation model was developed that can be used to assess the costs and benefits of control using antimicrobials or vaccination in caged or free range systems. The intended users are veterinarians and egg producers. A user interface is provided for input of flock specific parameters. The economic consequence of an MG outbreak is expressed as a reduction in expected egg output. The model predicts that either vaccination or microbial treatment can approximately halve potential losses from MG in some circumstances. Sensitivity analysis is used to test assumptions about infection rate and timing of an outbreak. Feedback from veterinarians points to the value of the model as a discussion tool with producers.
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TESSA is a toolkit for experimenting with sensory augmentation. It includes hardware and software to facilitate rapid prototyping of interfaces that can enhance one sense using information gathered from another sense. The toolkit contains a range of sensors (e.g. ultrasonics, temperature sensors) and actuators (e.g. tactors or stereo sound), designed modularly so that inputs and outputs can be easily swapped in and out and customized using TESSA’s graphical user interface (GUI), with “real time” feedback. The system runs on a Raspberry Pi with a built-in touchscreen, providing a compact and portable form that is amenable for field trials. At CHI Interactivity, the audience will have the opportunity to experience sensory augmentation effects using this system, and design their own sensory augmentation interfaces.
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IntFOLD is an independent web server that integrates our leading methods for structure and function prediction. The server provides a simple unified interface that aims to make complex protein modelling data more accessible to life scientists. The server web interface is designed to be intuitive and integrates a complex set of quantitative data, so that 3D modelling results can be viewed on a single page and interpreted by non-expert modellers at a glance. The only required input to the server is an amino acid sequence for the target protein. Here we describe major performance and user interface updates to the server, which comprises an integrated pipeline of methods for: tertiary structure prediction, global and local 3D model quality assessment, disorder prediction, structural domain prediction, function prediction and modelling of protein-ligand interactions. The server has been independently validated during numerous CASP (Critical Assessment of Techniques for Protein Structure Prediction) experiments, as well as being continuously evaluated by the CAMEO (Continuous Automated Model Evaluation) project. The IntFOLD server is available at: http://www.reading.ac.uk/bioinf/IntFOLD/
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Användargränssnittsdesign är en stor del av en webbsidas intryck och förändras snabbt i takt med teknologins utveckling och trender. Men det gäller även att locka rätt användare. Hur lockar en webbsida till sig rätt målgrupp? Målet med rapporten var att analysera målgruppen gamers utifrån hur de upplever det grafiska användargränssnittet på en spelrelaterad webbsida. Rapporten behandlar även översiktitligt om aktuella trender för webbdesign tilltalar gamers. Undersökningen utfördes i två delar. I den första delen undersöktes 20 av de största spelrelaterade webbsidornas användargränssnitt. Under del två genomfördes en enkät och intervjuer med målgruppen gamers. I både enkäten och intervjuerna fick respondenterna ta ställning till olika mockups av en fiktiv webbsida. Det var stor skillnad på vad gamers ansåg vara tilltalande jämfört med hur de analyserade webbsidorna såg ut. Exempelvis var endast 25 % av de analyserade webbsidorna mörka medan 71,9 % av respondenterna föredrog en mörk layout.
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Este estudo tem como objetivo fornecer subsídios para o desenvolvimento de um sistema de manutenção de prédios públicos escolares, a partir de informações fornecidas pelos usuários. Visando estabelecer as bases teóricas para o estudo foi realizada a revisão bibliográfica, abordando as disciplinas atualmente aplicadas à construção civil (Desempenho, Durabilidade e Vida Útil, Manutenção e Patologia). A partir dos resultados obtidos pelo levantamento de incidências, foram identificadas e diagnosticadas as manifestações que fossem mais significativas em relação a aspectos de segurança estrutural, funcionamento e custos. Finalmente, foram desenvolvidas curvas de degradação para os componentes da edificação, as quais foram utilizadas para a proposta de um sistema de manutenção.
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Este trabalho objetivou identificar as principais tecnologias disponíveis de TI (Tecnologia da Informação) e de AIDC (Identificação e Captura Automática de Dados) para a área de varejo de autosserviço, para preencher a lacuna existente na literatura, sobre os benefícios de se usar novas tecnologias no ponto de venda, com vistas a otimizar sua operação. Para tanto, foram estudados os principais processos operacionais de uma loja de varejo de autosserviço, com vistas a identificar como as Tecnologias da Informação (TI) e de Identificação e Captura Automática de Dados (AIDC), poderiam ajudar a melhorar os resultados operacionais e agregar valor ao negócio. Para analisar suas proposições (de que o uso de TI e de AIDC podem ajudar na: redução dos tempos dos processos de retaguarda; redução do número de operações no ponto de venda; prevenção de perdas; redução dos custos e dos tempos para a realização dos inventários; redução do número de funcionários nas lojas; redução do tempo de fila no caixa; redução de rupturas e no aumento da eficiência operacional da loja), foram pesquisados diversos estudos de casos mundiais de empresas do segmento de varejo, que implementaram as tecnologias de AIDC e TI, principalmente a de RFID, para saber quais foram os impactos do uso destas tecnologias em suas operações e, em seguida, foi desenvolvido um Estudo de Caso abrangente, por meio do qual se objetivou entender os benefícios empresariais reais do uso destas tecnologias para o varejo de autosserviço. Como resultado final, foi possível identificar as mudanças nos processos operacionais do varejo de autosserviço, bem como os benefícios gerados em termos de custo, produtividade, qualidade, flexibilidade e inovação. O trabalho também evidenciou os pontos críticos de sucesso para a implementação da TI e das AIDC no varejo, que são: a revisão dos processos operacionais; a correta definição do hardware; dos insumos; do software; das interferências do ambiente físico; da disponibilização dos dados/informações dos produtos; das pessoas/funcionários e dos parceiros de negócios/fornecedores. De maneira mais específica, este trabalho buscou contribuir para o enriquecimento do campo de estudos no segmento de varejo e para o uso da tecnologia da informação, no Brasil, já que o assunto sobre o uso e o impacto de novas tecnologias no ponto de vendas, ainda permanece pouco explorado academicamente.
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In many creative and technical areas, professionals make use of paper sketches for developing and expressing concepts and models. Paper offers an almost constraint free environment where they have as much freedom to express themselves as they need. However, paper does have some disadvantages, such as size and not being able to manipulate the content (other than remove it or scratch it), which can be overcome by creating systems that can offer the same freedom people have from paper but none of the disadvantages and limitations. Only in recent years has the technology become massively available that allows doing precisely that, with the development in touch‐sensitive screens that also have the ability to interact with a stylus. In this project a prototype was created with the objective of finding a set of the most useful and usable interactions, which are composed of combinations of multi‐touch and pen. The project selected Computer Aided Software Engineering (CASE) tools as its application domain, because it addresses a solid and well‐defined discipline with still sufficient room for new developments. This was the result from the area research conducted to find an application domain, which involved analyzing sketching tools from several possible areas and domains. User studies were conducted using Model Driven Inquiry (MDI) to have a better understanding of the human sketch creation activities and concepts devised. Then the prototype was implemented, through which it was possible to execute user evaluations of the interaction concepts created. Results validated most interactions, in the face of limited testing only being possible at the time. Users had more problems using the pen, however handwriting and ink recognition were very effective, and users quickly learned the manipulations and gestures from the Natural User Interface (NUI).
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It is increasingly common use of a single computer system using different devices - personal computers, telephones cellular and others - and software platforms - systems graphical user interfaces, Web and other systems. Depending on the technologies involved, different software architectures may be employed. For example, in Web systems, it utilizes architecture client-server - usually extended in three layers. In systems with graphical interfaces, it is common architecture with the style MVC. The use of architectures with different styles hinders the interoperability of systems with multiple platforms. Another aggravating is that often the user interface in each of the devices have structure, appearance and behaviour different on each device, which leads to a low usability. Finally, the user interfaces specific to each of the devices involved, with distinct features and technologies is a job that needs to be done individually and not allow scalability. This study sought to address some of these problems by presenting a reference architecture platform-independent and that allows the user interface can be built from an abstract specification described in the language in the specification of the user interface, the MML. This solution is designed to offer greater interoperability between different platforms, greater consistency between the user interfaces and greater flexibility and scalability for the incorporation of new devices
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Using formal methods, the developer can increase software s trustiness and correctness. Furthermore, the developer can concentrate in the functional requirements of the software. However, there are many resistance in adopting this software development approach. The main reason is the scarcity of adequate, easy to use, and useful tools. Developers typically write code and test it. These tests usually consist of executing the program and checking its output against its requirements. This, however, is not always an exhaustive discipline. On the other side, using formal methods one might be able to investigate the system s properties further. Unfortunately, specification languages do not always have tools like animators or simulators, and sometimes there are no friendly Graphical User Interfaces. On the other hand, specification languages usually have a compiler which normally generates a Labeled Transition System (LTS). This work proposes an application that provides graphical animation for formal specifications using the LTS as input. The application initially supports the languages B, CSP, and Z. However, using a LTS in a specified XML format, it is possible to animate further languages. Additionally, the tool provides traces visualization, the choices the user did, in a graphical tree. The intention is to improve the comprehension of a specification by providing information about errors and animating it, as the developers do for programming languages, such as Java and C++.
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This paper aims at describing an educational system for teaching and learning robotic systems. Multimedia resources were used to construct a virtual laboratory where users are able to use functionalities of a virtual robotic arm, by moving and clicking the mouse without caring about the detailed internal robot operation. Moreover through the multimedia system the user can interact with a real robot arm. The engineering students are the target public of the developed system. With its contents and interactive capabilities, it has been used as a support to the traditional face-to-face classes on the subject of robotics.. In the paper it is first introduced the metaphor of Virtual Laboratory used in the system. Next, it is described the Graphical and Multimedia Environment approach: an interactive graphic user interface with a 3D environment for simulation. Design and implementation issues of the real-time interactive multimedia learning system, which supports the W3C SMIL standard for presenting the real-time multimedia teaching material, are described. Finally, some preliminary conclusions and possible future works from this research are presented.
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This paper reports the ongoing project (since 2002) of developing a wordnet for Brazilian Portuguese (Wordnet.Br) from scratch. In particular, it describes the process of constructing the Wordnet.Br core database, which has 44,000 words organized in 18,500 synsets Accordingly, it briefly sketches the project overall methodology, its lexical resourses, the synset compilation process, and the Wordnet.Br editor, a GUI (graphical user interface) which aids the linguist in the compilation and maintenance of the Wordnet.Br. It concludes with the planned further work.