作者:
SZEKELY, PUSC
Information Sciences Institute 4676 Admiralty Way Marina del Rey 90292 CA United States
The userinterface building blocks of any userinterface Management System (UIMS) have built-in assumptions about what information about application programs they need, and assumptions about how to get that informatio...
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In this paper we describe the evolution of a whole-hand interface to our virtual-environment graphical system. We present a set of abstractions that can be used to implement device-independent interfaces for hand meas...
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ISBN:
(纸本)0897913353
In this paper we describe the evolution of a whole-hand interface to our virtual-environment graphical system. We present a set of abstractions that can be used to implement device-independent interfaces for hand measurement devices. Some of these abstractions correspond to known logical device abstractions, while others take further advantage of the richness of expression in the human hand. We describe these abstractions in the context of their use in our development of virtual environments.
The graphics capabilities and speed of current hardware systems allow the exploration of 3D and animation in userinterfaces, while improving the degree of interaction as well. In order to fully utilize these capabili...
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ISBN:
(纸本)0897913353
The graphics capabilities and speed of current hardware systems allow the exploration of 3D and animation in userinterfaces, while improving the degree of interaction as well. In order to fully utilize these capabilities, new software architectures must support multiple, asynchronous, interacting agents (the Multiple Agent Problem), and support smooth interactive animation (the Animation Problem). The Cognitive Coprocessor is a new userinterface architecture designed to solve these two problems, while supporting highly interactive userinterfaces that have 2D and 3D animations. This architecture includes 3D Rooms, a 3D analogy to the Rooms system with Rooms Buttons extended to Interactive Objects that deal with 3D, animation, and gestures. This research is being tested in the domain of Information Visualization, which uses 2D and 3D animated artifacts to represent the structure of information. A prototype, called the Information Visualizer, has been built.
Languages based on the event model are widely regarded as expressive and flexible notations for the specification of interactive graphical userinterfaces. However, until now, they have only been used to specify and i...
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ISBN:
(纸本)0897913353
Languages based on the event model are widely regarded as expressive and flexible notations for the specification of interactive graphical userinterfaces. However, until now, they have only been used to specify and implement the dialogue control component of user *** paper presents an extension of the event model. A computable notation, the event language, based on this is used to construct a complete userinterface framework. The framework forms the runtime component of a *** event language allows the modular construction of complex event systems. This is supported by the addition of a tagged addressing mode. Furthermore, the control structure of event handlers is extended with exception management, permitting unspecified events and thereby facilitating the use of predefined building blocks.A general purpose run-time framework for userinterfaces has been constructed using the event language. We present the architecture of the presentation component of this framework including the window manager and the I/O model.
Unidraw is a framework for creating object-oriented graphical editors in domains such as technical and artistic drawing, music composition, and CAD. The Unidraw architecture simplifies the construction of these editor...
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We describe the design and prototype implementation of Scope, a system that generates graphical userinterfaces for applications programmed in C++. The programmer chooses application data objects and functions that de...
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ISBN:
(纸本)0897913353
We describe the design and prototype implementation of Scope, a system that generates graphical userinterfaces for applications programmed in C++. The programmer chooses application data objects and functions that define the capabilities of the interface. At runtime, an interface design component, implemented as a set of production system rules, transforms this semantic specification into an interface built using a window system, an associated userinterface toolkit, and the hardware input devices available on the system. The rules match application requirements against a semantic description of the toolkit, selecting virtual devices for input, output, and layout. Thus, Scope uses design rules to create interfaces from high-level programming semantics that are customized both for the application and the run-time environment.
GELO is a package that supports the interactive graphical display of software systems. Its features include built-in panning and zooming, abstraction of objects too small to see, pick correlation, windowing, and scrol...
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ISBN:
(纸本)0897913353
GELO is a package that supports the interactive graphical display of software systems. Its features include built-in panning and zooming, abstraction of objects too small to see, pick correlation, windowing, and scroll bars. GELO creates a hierarchy of graphical objects that correspond to the components of the structure being displayed. Five flavors of graphical objects are supported, including those for simple structures, tiled layouts, and graph-based layouts. This framework is powerful enough to handle a wide variety of graphical visualizations, and it is general enough that new object flavors can be smoothly integrated in the *** is easy to learn and to use, and is presently employed in two software development environments. Among its current applications are a variety of visual languages, an interactive display of call graphs, an interactive display of data structures, and a graphical representation of module dependencies.
The Lapidary userinterface tool allows all pictorial aspects of programs to be specified graphically. In addition, the behavior of these objects at run-time can be specified using dialogue boxes and by demonstration....
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ISBN:
(纸本)0897913353
The Lapidary userinterface tool allows all pictorial aspects of programs to be specified graphically. In addition, the behavior of these objects at run-time can be specified using dialogue boxes and by demonstration. In particular, Lapidary allows the designer to draw pictures of application-specific graphical objects which will be created and maintained at run-time by the application. This includes the graphical entities that the end user will manipulate (such as the components of the picture), the feedback that shows which objects are selected (such as small boxes on the sides and corners of an object), and the dynamic feedback objects (such as hair-line boxes to show where an object is being dragged). In addition, Lapidary supports the construction and use of “widgets” (sometimes called interaction techniques or gadgets) such as menus, scroll bars, buttons and icons. Lapidary therefore supports using a pre-defined library of widgets, and defining a new library with a unique “look and feel.” The run-time behavior of all these objects can be specified in a straightforward way using constraints and abstract descriptions of the interactive response to the input devices. Lapidary generalizes from the specific example pictures to allow the graphics and behaviors to be specified by demonstration.
Case studies of two software development organizations suggest that common practices of these organizations pose obstacles to innovation. Although software development organizations have good reasons to be conservativ...
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This report describes some of the results of a survey constructed to address the multidisciplinary, collaborative nature of userinterface design as it is practiced in large software development organizations today. S...
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