If two closed polygonal objects with outfacing normals intersect each other there exist one or more lines that intersect these objects at at least two consecutive front or back facing object points. In this work we pr...
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As applications originating on desktop computers find their way onto multi-touch enabled mobile devices many inter- action tasks that were designed for computer mice spread to new touch-based environments. One example...
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3D line skeletons are simplistic representations of a shape's topology which are used for a wide variety of geometry-processing tasks, including shape recognition, retrieval, and reconstruction. Numerous methods h...
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Interfaces for users on the web are usually created using standard HTML-technologies. Although dynamic text-based features are widely available on the web (e.g. by using DHTML) there are still some limitations in the ...
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ISBN:
(纸本)9789541600405
Interfaces for users on the web are usually created using standard HTML-technologies. Although dynamic text-based features are widely available on the web (e.g. by using DHTML) there are still some limitations in the user experience when using dynamic graphical elements. In this article we focus on a GUI-prototype using Scalable Vector graphics (SVG) as an interface to an existing Digital Library. First we describe the current situation of the running system and explain some of the limitations in the GUI. Thereafter we compare the document-format with other electronic formats. An overview of the prototype and a description of the used framework will be given in the main section of this article. Finally we are going to show an improved version of a search task using an SVG-category viewer. The currently supported SVG-recommendation (SVG 1.1) by the SVG-plugins have some limitations. The upcoming release will solve some of the problems and introduce new features related to data-handling and database access. An outlook of these new features and lessons learned in implementing the prototype will close the article.
The construction and processing of surface geometry can be done by connecting surface primitives to vertices, edges, and neighbors. The representation schemes of surface geometry are vertex-based, edge-based, and quad...
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The construction and processing of surface geometry can be done by connecting surface primitives to vertices, edges, and neighbors. The representation schemes of surface geometry are vertex-based, edge-based, and quad-edge-based. Catmull and Clark rule of subdivision includes three different rules to create new vertices in the refined control mesh, that are vertex, edge, and face subdivision rule. A new vertex can be created in the refined mesh as a convex combination of the vertices in the neighborhood of vertex, edge, and face in the control mesh. The first subdivision step has a quadrangle control mesh and number of vertices with valence unequal to four constant during refinement. The Charles Loop subdivision scheme is based on box spline and during a subdivision a triangle is divided into four triangles through vertex and edge subdivision rule.
In this paper, we present a novel approach for a tighter integration of 3D modeling and physically-based simulation. Instead of modeling 3D objects as surface models, we use a volumetric subdivision representation. Vo...
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Gesture typing is a popular stroke-based text input method for mobile devices. Instead of tapping, the user enters a word with a single continuous stroke by gesturing through all the letters. In this paper, we introdu...
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Existing visual surveillance systems typically require that human operators observe video streams from different cameras, which becomes infeasible if the number of observed cameras is ever increasing. In this paper, w...
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Zoomable user interfaces are an evolutionary outgrowth of graphical user interfaces. In this paper we propose a zoomable user interface based on Scalable Vector graphics. Three-level zooming is proposed as a new parad...
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Zoomable user interfaces are an evolutionary outgrowth of graphical user interfaces. In this paper we propose a zoomable user interface based on Scalable Vector graphics. Three-level zooming is proposed as a new paradigm to combine different zooming functionalities in a common interface and support zooming within the window manager. This helps to unify zooming techniques of different applications. To meet the demand of efficient and easy navigation on a user interface, several novel interaction techniques are shown that further support the integration of three-level zooming within the underlying presentation system. For mobile small-screen devices, where the benefit of zooming user interfaces is even higher, the proposed system can be operated with simple pen tap or tap and drag operations. We also present a prototypical implementation, which demonstrates how applications based on the SPARK toolkit can transparently benefit form the proposed technology.
As applications that originated on desktop computers find their way onto new multi-touch enabled devices many interaction tasks that were designed for keyboards and computer mice spread to new touch-based environments...
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