55 resultados para WIMP


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提出了一种在Post-WIMP环境下的笔式交互范式:PIBG.PIBG范式采用纸笔隐喻,与WIMP范式相比,承载应用信息的交互组件由Window变为Paper和Frame,用户的交互动作由鼠标的点击变为笔的手势.对PIBG范式中静态的界面形式和动态的交互手势进行了研究和设计.结合认知心理学,从信息呈现和交互方式两个方面对该范式的特点进行了阐述.利用GOMS模型,从界面呈现方式、手势的效率、用户满意度三个方面对该范式进行了心理学评估.从评估结果可以看,PIBG范式通过模拟日常纸笔环境,利用用户原有的知识,可以明显地减轻认知负担,提高操作效率.

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首先从认知心理学的角度对Post—WIMP界面下的隐式交互特征进行分析和描述。然后通过对传统界面的交互任务生成结构和Post—WIMP界面的交互任务生成结构进行比较,分析Post—WIMP界面交互任务的生成特点。根据这些特点提出了利用识别技术、上下文感知技术和用户修正技术(User Mediation)相结合的方法来支持Post—WIMP界面的隐式交互,并构造了Post—WIMP界面的交互任务生成框架。这些隐式交互特征的研究将为建立Post—WIMP界面软件框架和交互平台提供底层支持。

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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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随着计算机应用从桌面环境扩展到移动环境,计算机用户从专业化走向大 众化,传统的 WIMP界面的缺点逐渐体现出来。笔式用户界面作为 Post-WIMP 界面的一种重要形式,具有自然、和谐的交互特性,成为当前研究的热点之一。 针对这一方向,本文对笔式用户界面范式展开了研究。首先,本文阐述了一种 新的基于笔交互的界面范式 PGIS,定义了纸、小工具等交互组件,以及各种组 件的显示形态及交互形式。然后,实现了 PGIS 界面,包括交互对象的管理、 显示等内容。最后,详细介绍了 PGIS 界面的使用过程,并用一个应用实例加 以验证。为了支持上层应用程序的可移植性和可维护性,PGIS界面的使用采用 了模型驱动构架的开发思想。目前,我们基于 PGIS 界面开发了几款优秀的笔 式交互软件,如幼儿教学系统、便签本系统、篮球战术板系统等。这些系统完 全满足用户对笔交互应用程序的需求,目前可在 Linux 系统、Windows 系统等 多种系统上运行。PGIS界面范式的可行性也因此得到了很好的验证。 本文的主要内容有以下几点: 1. 阐述了一种 Post-WIMP范畴下的新的界面范式:PGIS。 本文在对Post-WIMP界面做了充分地理解和分析的基础上,阐述了一种新 的界面范式:PGIS。这是一种基于笔交互的界面范式,文中对该范式的纸笔隐 喻方式、所包含的内容、各交互组件的表现形式、以及各组件间的静态及动态 关系做出了详细的描述。 2. 实现了PGIS界面。 为了验证PGIS界面范式的可行性,并直接支持基于 PGIS范式的应用程序 开发,本文详细介绍了PGIS界面的实现细节,其中包括PGIS界面中所包含的 元素、PGIS界面中交互对象的显示、交互对象的管理、以及交互对象对基本原 语的转换和响应。 3. 介绍了 PGIS界面的使用过程。 整个使用过程采用模型驱动架构的思想,引入对以下三个子模块的调用: 与平台相关的底层核心库和 PGIS 引擎、与平台无关的场景设计工具。这三个 子模块决定了上层应用程序的可移植性和可维护性。另外,场景设计工具提供 了代码自动生成的功能,大幅度缩短了应用程序的开发周期。 4. 实现了一个基于 PGIS界面的幼儿教学系统。 为了说明 PGIS界面的使用流程,本文设计并实现了一个基于PGIS界面的 幼儿教学系统。在开发过程中,大部分工作在场景设计工具中快速完成,小部 分工具集中在数据管理库、场景任务库的开发上。该系统的评估结果很好地验 证了 PGIS界面范式的可行性。

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The challenge of moving past the classic Window Icons Menus Pointer (WIMP) interface, i.e. by turning it ‘3D’, has resulted in much research and development. To evaluate the impact of 3D on the ‘finding a target picture in a folder’ task, we built a 3D WIMP interface that allowed the systematic manipulation of visual depth, visual aides, semantic category distribution of targets versus non-targets; and the detailed measurement of lower-level stimuli features. Across two separate experiments, one large sample web-based experiment, to understand associations, and one controlled lab environment, using eye tracking to understand user focus, we investigated how visual depth, use of visual aides, use of semantic categories, and lower-level stimuli features (i.e. contrast, colour and luminance) impact how successfully participants are able to search for, and detect, the target image. Moreover in the lab-based experiment, we captured pupillometry measurements to allow consideration of the influence of increasing cognitive load as a result of either an increasing number of items on the screen, or due to the inclusion of visual depth. Our findings showed that increasing the visible layers of depth, and inclusion of converging lines, did not impact target detection times, errors, or failure rates. Low-level features, including colour, luminance, and number of edges, did correlate with differences in target detection times, errors, and failure rates. Our results also revealed that semantic sorting algorithms significantly decreased target detection times. Increased semantic contrasts between a target and its neighbours correlated with an increase in detection errors. Finally, pupillometric data did not provide evidence of any correlation between the number of visible layers of depth and pupil size, however, using structural equation modelling, we demonstrated that cognitive load does influence detection failure rates when there is luminance contrasts between the target and its surrounding neighbours. Results suggest that WIMP interaction designers should consider stimulus-driven factors, which were shown to influence the efficiency with which a target icon can be found in a 3D WIMP interface.

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O sucesso da Internet como plataforma de distribuição de sistemas de informação encoraja organizações a disponibilizar serviços presentes em seus sistemas legados nesse ambiente. Uma parte desses sistemas foi desenvolvida na fase inicial do desenvolvimento das aplicações cliente/servidor para banco de dados, usando ambientes visuais com interfaces gráficas tipo WIMP, implementadas sob o paradigma procedimental/estruturado, baseado em objetos e eventos. Como conseqüência, produziu-se sistemas legados difíceis de manter, evoluir e adaptar a novas tecnologias e arquiteturas, pois os projetos desenvolvidos não seguiam, na maioria das vezes, os bons preceitos e práticas modernas defendidas na Engenharia de Software. O objetivo deste trabalho é propor uma metodologia para migrar sistemas legados com as características citadas acima para a plataforma Web. O processo de migração proposto destaca duas estratégias: a elaboração de modelos de classes conceituais da aplicação e o tratamento dado à interface do usuário, para serem utilizados na reconstrução de uma nova aplicação. O processo é baseado em técnicas e métodos de engenharia reversa, que visa obter abstrações por meio de análise estática e dinâmica da aplicação. Na análise dinâmica, destaca-se o mecanismo para recuperar aspectos dos requisitos funcionais do sistema legado e representá-los na ferramenta denominada UC/Re (Use Case para Reengenharia). Todos os artefatos gerados durante o processo podem ser armazenados em um repositório, representando os metamodelos construídos na metodologia. Para delimitar e exemplificar o processo, escolheu-se como domínio de linguagem de programação do software legado, o ambiente Delphi (sob a linguagem Object Pascal). É proposto também um ambiente CASE, no qual é descrito o funcionamento de um protótipo que automatiza grande parte das funcionalidades discutidas nas etapas do processo. Algumas ferramentas desenvolvidas por terceiros são empregadas na redocumentação do sistema legado e na elaboração dos modelos UML do novo sistema. Um estudo de caso, apresentando uma funcionalidade específica de um sistema desenvolvido em Delphi, no paradigma procedimental, é usado para demonstrar o protótipo e serve de exemplo para a validação do processo. Como resultado do processo usando o protótipo, obtém-se o modelo de classes conceituais da nova aplicação no formato XMI (formato padrão para exportação de modelos UML), e gabaritos de páginas em HTML, representando os componentes visuais da interface original na plataforma Web.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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We present new experimental constraints on the elastic, spin-dependent WIMP-nucleon cross section using recent data from the XENON100 experiment, operated in the Laboratori Nazionali del Gran Sasso in Italy. An analysis of 224.6 live days x 34 kg of exposure acquired during 2011 and 2012 revealed no excess signal due to axial-vector WIMP interactions with Xe-129 and Xe-131 nuclei. This leads to the most stringent upper limits on WIMP-neutron cross sections for WIMP masses above 6 GeV/c(2), with a minimum cross section of 3.5 x 10(-40) cm(2) at a WIMP mass of 45 GeV/c(2), at 90% confidence level.

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We show how to avoid unnecessary and uncontrolled assumptions usually made in the literature about soft SU(3) flavor symmetry breaking in determining the two-flavor nucleon matrix elements relevant for direct detection of weakly interacting massive particles (WIMPs). Based on SU(2) chiral perturbation theory, we provide expressions for the proton and neutron scalar couplings fp,nu and fp,nd with the pion-nucleon σ term as the only free parameter, which should be used in the analysis of direct detection experiments. This approach for the first time allows for an accurate assessment of hadronic uncertainties in spin-independent WIMP-nucleon scattering and for a reliable calculation of isospin-violating effects. We find that the traditional determinations of Vfpu−fnu and fpd−fnd are off by a factor of 2.

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Forget Disney's timeless tales of rags-to-riches. Princesses are the most overrated public figures of all time. Apparently. Cinderella, after all, was 'a calculating, sinister go-getter' who murdered her step-mother at the instruction of a jealous governess (88). Sleeping Beauty was raped as she slept, woken not by the wet kiss of a handsome prince, but the kick and punch of twins stirring in her belly. Over the centuries, only the pea-detecting princess has remained herself: hedonistic, melodramatic and 'still perhaps the most pampered, precious wimp in the history of fairy tales' (88). There are, however, shards of truth to be salvaged from the fractured lives of these glassy-eyed women. After all, even Princess Mary worked in real estate.

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This article documents the addition of 229 microsatellite marker loci to the Molecular Ecology Resources Database. Loci were developed for the following species: Acacia auriculiformis x Acacia mangium hybrid, Alabama argillacea, Anoplopoma fimbria, Aplochiton zebra, Brevicoryne brassicae, Bruguiera gymnorhiza, Bucorvus leadbeateri, Delphacodes detecta, Tumidagena minuta, Dictyostelium giganteum, Echinogammarus berilloni, Epimedium sagittatum, Fraxinus excelsior, Labeo chrysophekadion, Oncorhynchus clarki lewisi, Paratrechina longicornis, Phaeocystis antarctica, Pinus roxburghii and Potamilus capax. These loci were cross-tested on the following species: Acacia peregrinalis, Acacia crassicarpa, Bruguiera cylindrica, Delphacodes detecta, Tumidagena minuta, Dictyostelium macrocephalum, Dictyostelium discoideum, Dictyostelium purpureum, Dictyostelium mucoroides, Dictyostelium rosarium, Polysphondylium pallidum, Epimedium brevicornum, Epimedium koreanum, Epimedium pubescens, Epimedium wushanese and Fraxinus angustifolia.

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笔式用户界面是Post-WIMP界面的一种重要形态,有自然、易学、易用等潜在性优点,但是在开发笔式交互系统时,以应用为中心的设计方法无法保证笔式用户界面继续拥有这些优点J为此,首先分析了软件设计的交流模型,在此基础上提出了一种以用户为中心的笔式交互系统的设计方法,并结合科学跳水训练管理系统对该方法进行了详细描述J从实际应用系统的评估结果来看,该设计方法在提高笔式交互系统的可用性方面非常有效.

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笔式用户界面是Post-WIMP界面的一种重要形态,具有自然、和谐的交互特性。尽管笔式用户界面广泛应用于无处不在计算环境中,但很少专门对它的可用性进行评估。针对笔式用户界面的特征,提出了一种新的笔式用户界面范式,基于此范式设计并实现了一个面向教学的笔式交互系统(PenOffice),利用此系统对范式从易学性、效率、出错率和用户满意度这几个方面进行了可用性评估,从中分析了笔式用户界面以及这种新的界面范式的优点和不足。

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笔式用户界面是一种重要的Post-WIMP(window icon menu pointer)界面,它给用户提供了自然的交互方式.然而,当前的笔式用户界面工具箱大多是面向单用户任务的,不能很好地支持协作应用场景.通过对笔式交互特征和协作环境功能需求的分析,设计并实现了一个工具箱CoPen Toolkit,用于支持协作笔式用户界面的开发.它提供了灵活的架构和可扩展的组件,支持笔迹描述、事件处理和网络协作等功能.基于CoPen Toolkit,构造了多个原型系统,实践表明,它能够很好地支持协作笔式用户界面的开发.

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针对目前文档管理模式和WIMP界面交互范式对笔式交互的不足,提出了笔式界面软件文档资源管理的统一模型,能够有效地管理笔式界面软件所产生的文档数据,并且根据此模型实现了笔式界面的文档资源管理系统,采用了PIBG交互范式和实物界面.评估结果表明,根据此模型设计的系统,能够提高用户工作效率,降低用户的认知负担.