Academic literature on the topic 'Graphics Device Interface'

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Journal articles on the topic "Graphics Device Interface"

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Powers, Thomas, Andrea Frankel, and David Arnold. "The Computer Graphics Virtual Device Interface." IEEE Computer Graphics and Applications 6, no. 8 (1986): 33–41. http://dx.doi.org/10.1109/mcg.1986.276767.

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Lane, C. D., Joan Walton, and E. H. Shortliffe. "Graphical Access to Medical Expert Systems: II. Design of an Interface for Physicians." Methods of Information in Medicine 25, no. 03 (1986): 143–50. http://dx.doi.org/10.1055/s-0038-1635464.

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SummaryThe ONCOCIN Interviewer program provides a graphical interface between physicians and an expert system that is designed to assist with therapy selection for patients receiving experimental cancer therapy. A principal goal has been to increase acceptance of advanced computer tools in a clinical setting. The interface has been developed for high-performance Lisp workstations and is tailored to the existing paper forms and practices of the outpatient clinic. To be flexible, the program makes use of a document formatting language to control a raster graphics display of medical forms, traditional paper versions of which have been used to track patient progress. The program utilizes a mouse input device coupled with a software-defined data entry approach that may be customized to the specific environment. The work described suggests ways in which high density graphics interfaces, with pointing devices rather than an emphasis on keyboards, may make decision support tools more useful to physicians and more acceptable to them.
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Li, Wei Wei, and Xiang Li. "Computer Digital Technology on the Development of Graphical Interfaces." Advanced Materials Research 171-172 (December 2010): 468–72. http://dx.doi.org/10.4028/www.scientific.net/amr.171-172.468.

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graphic user interface and digital products as a user interface for interactive operations, will undoubtedly become the key to improving the user experience. "Man-machine interface design" as a new and important subject, in a profound impact on computers, mobile phones, PDA, tablet touch device development, the rapid development of computer digital technology and new products are emerging also graphics interface of the far-reaching change.
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D’Ambrosio, Donato, Giuseppe Filippone, Rocco Rongo, William Spataro, and Giuseppe A. Trunfio. "Cellular Automata and GPGPU." International Journal of Grid and High Performance Computing 4, no. 3 (2012): 30–47. http://dx.doi.org/10.4018/jghpc.2012070102.

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This paper presents an efficient implementation of the SCIARA Cellular Automata computational model for simulating lava flows using the Compute Unified Device Architecture (CUDA) interface developed by NVIDIA and carried out on Graphical Processing Units (GPU). GPUs are specifically designated for efficiently processing graphic data sets. However, they are also recently being exploited for achieving excellent computational results for applications non-directly connected with Computer Graphics. The authors show an implementation of SCIARA and present results referred to a Tesla GPU computing processor, a NVIDIA device specifically designed for High Performance Computing, and a Geforce GT 330M commodity graphic card. Their carried out experiments show that significant performance improvements are achieved, over a factor of 100, depending on the problem size and type of performed memory optimization. Experiments have confirmed the effectiveness and validity of adopting graphics hardware as an alternative to expensive hardware solutions, such as cluster or multi-core machines, for the implementation of Cellular Automata models.
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Sinyukin, Alexander, Mark Denisenko, Alina Isaeva, Ivan Kots, and Andrey Kovalev. "Implementation of serial peripheral interface slave device based on uncommitted logic arrays." Serbian Journal of Electrical Engineering 22, no. 1 (2025): 1–16. https://doi.org/10.2298/sjee2501001s.

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Microcontrollers and microprocessors link to peripheral devices (sensors, converters, transceivers, memory modules) via communication interfaces. One of the most widespread interfaces is the Serial Peripheral Interface (SPI), characterized by simplicity, energy efficiency, and high-speed performance. The purpose of the study was to design an SPI bus Slave device based on uncommitted logic arrays technology. Uncommitted logic arrays are integrated circuit technology that is intermediate between full-custom integrated circuits and programmable logic devices in terms of power consumption, dimensions, development, and manufacturing cost. The SPI Slave device was designed using the computer-aided design system Kovcheg dedicated to the chosen technology. Layout synthesis using Kovcheg can be executed based on a circuit developed with a built-in graphics editor or based on structural descriptions in the Verilog hardware description language. A technique of digital device design using Kovcheg based on behavioral descriptions is proposed to optimize the design process. The SPI Slave device was manufactured, and experimental results of the fabricated microchip agree well with simulation results. The device is able to work properly at clock frequency up to 5 MHz. Tests of speed performance, interference resistance, and ability to operate at different voltage levels were carried out. Attained results imply that the proposed device can function as an SPI Slave unit to communicate control devices with embedded peripherals.
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Nanjappan, Vijayakumar, Rongkai Shi, Hai-Ning Liang, Haoru Xiao, Kim King-Tong Lau, and Khalad Hasan. "Design of Interactions for Handheld Augmented Reality Devices Using Wearable Smart Textiles: Findings from a User Elicitation Study." Applied Sciences 9, no. 15 (2019): 3177. http://dx.doi.org/10.3390/app9153177.

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Advanced developments in handheld devices’ interactive 3D graphics capabilities, processing power, and cloud computing have provided great potential for handheld augmented reality (HAR) applications, which allow users to access digital information anytime, anywhere. Nevertheless, existing interaction methods are still confined to the touch display, device camera, and built-in sensors of these handheld devices, which suffer from obtrusive interactions with AR content. Wearable fabric-based interfaces promote subtle, natural, and eyes-free interactions which are needed when performing interactions in dynamic environments. Prior studies explored the possibilities of using fabric-based wearable interfaces for head-mounted AR display (HMD) devices. The interface metaphors of HMD AR devices are inadequate for handheld AR devices as a typical HAR application require users to use only one hand to perform interactions. In this paper, we aim to investigate the use of a fabric-based wearable device as an alternative interface option for performing interactions with HAR applications. We elicited user-preferred gestures which are socially acceptable and comfortable to use for HAR devices. We also derived an interaction vocabulary of the wrist and thumb-to-index touch gestures, and present broader design guidelines for fabric-based wearable interfaces for handheld augmented reality applications.
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Ramôa, Gaspar, Vincent Schmidt, and Peter König. "Developing Dynamic Audio Navigation UIs to Pinpoint Elements in Tactile Graphics." Multimodal Technologies and Interaction 6, no. 12 (2022): 113. http://dx.doi.org/10.3390/mti6120113.

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Access to complex graphical information is essential when connecting blind and visually impaired (BVI) people with the world. Tactile graphics readers enable access to graphical data through audio-tactile user interfaces (UIs), but these have yet to mature. A challenging task for blind people is locating specific elements–areas in detailed tactile graphics. To this end, we developed three audio navigation UIs that dynamically guide the user’s hand to a specific position using audio feedback. One is based on submarine sonar sounds, another relies on the target’s coordinate plan x and y-axis, and the last uses direct voice instructions. The UIs were implemented in the Tactonom Reader device, a new tactile graphic reader that enhances swell paper graphics with pinpointed audio explanations. To evaluate the effectiveness of the three different dynamic navigation UIs, we conducted a within-subject usability test that involved 13 BVI participants. Beyond comparing the effectiveness of the different UIs, we observed and recorded the interaction of the visually impaired participants with the different navigation UI to further investigate their behavioral patterns during the interaction. We observed that user interfaces that required the user to move their hand in a straight direction were more likely to provoke frustration and were often perceived as challenging for blind and visually impaired people. The analysis revealed that the voice-based navigation UI guides the participant the fastest to the target and does not require prior training. This suggests that a voice-based navigation strategy is a promising approach for designing an accessible user interface for the blind.
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Yulianto, Budi, Panji Kharisma, and Eko Mirhard. "Penerapan Action RPG pada Perangkat Mobile Berbasiskan iOS." ComTech: Computer, Mathematics and Engineering Applications 2, no. 2 (2011): 1311. http://dx.doi.org/10.21512/comtech.v2i2.2957.

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Mobile games develop along with technological developments. Gaming applications by applying special graphics technologies optimizes any mobile device. The purpose of this study is to design an Action RPG game application by applying Cocos2d technology to be implemented on mobile devices based on IOS operating system. This study performs data collecting and analyzing, interface designing, application implementation, and application evaluation using the Waterfall Model. Data collection is withdrawn from several surveys related to user needs and similar games. Progressing the study, gameplay design is performed using UML, the data storage structure, and interface design. The study results in an Action RPG game application that is implemented on mobile devices. The results showes that Action RPG games can be developed by incorporating elements of art, graphics, and stories that enhance user's interests.
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Klatzky, Roberta L., Nicholas A. Giudice, Christopher R. Bennett, and Jack M. Loomis. "Touch-Screen Technology for the Dynamic Display of 2D Spatial Information Without Vision: Promise and Progress." Multisensory Research 27, no. 5-6 (2014): 359–78. http://dx.doi.org/10.1163/22134808-00002447.

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Many developers wish to capitalize on touch-screen technology for developing aids for the blind, particularly by incorporating vibrotactile stimulation to convey patterns on their surfaces, which otherwise are featureless. Our belief is that they will need to take into account basic research on haptic perception in designing these graphics interfaces. We point out constraints and limitations in haptic processing that affect the use of these devices. We also suggest ways to use sound to augment basic information from touch, and we include evaluation data from users of a touch-screen device with vibrotactile and auditory feedback that we have been developing, called a vibro-audio interface.
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Apel, Daniel, Martin Genzel, Matthias Meixner, Mirko Boin, Manuela Klaus, and Christoph Genzel. "EDDIDAT: a graphical user interface for the analysis of energy-dispersive diffraction data." Journal of Applied Crystallography 53, no. 4 (2020): 1130–37. http://dx.doi.org/10.1107/s1600576720005506.

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EDDIDAT is a MATLAB-based graphical user interface for the convenient and versatile analysis of energy-dispersive diffraction data obtained at laboratory and synchrotron sources. The main focus of EDDIDAT up to now has been on the analysis of residual stresses, but it can also be used to prepare measurement data for subsequent phase analysis or analysis of preferred orientation. The program provides access to the depth-resolved analysis of residual stresses at different levels of approximation. Furthermore, the graphic representation of the results also serves for the consideration of microstructural and texture-related properties. The included material database allows for the quick analysis of the most common materials and is easily extendable. The plots and results produced with EDDIDAT can be exported to graphics and text files. EDDIDAT is designed to analyze diffraction data from various energy-dispersive X-ray sources. Hence it is possible to add new sources and implement the device-specific properties into EDDIDAT. The program is freely available to academic users.
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Dissertations / Theses on the topic "Graphics Device Interface"

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Budak, Ronya, and Bergman Ted Klein. "Identifying effectiveness of different input devices as pointing devices for graphical user interfaces." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232170.

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As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall.<br>Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
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Stålnacke, Daniel. "Designing and Implementing Communication and a Graphical Interface for Antenna Test Devices." Thesis, Umeå University, Department of Computing Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33772.

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<p>Esrange Space Center, located in Kiruna, is a company which specializes in the area of satellite service as well as rocket and balloon launches. To communicate with the satellites Esrange use antennas that is between eight and thirteen meters in diameter. The antennas must always be ready to operate which is why there is a need for an application to test the antennas when they are not used.This master's thesis work aims to develop such a system that tests the antennas when they are not communicating with satellites. This report contains background information about the problem and system requirements as well as the solution and description of the developed system. It also contains an in-depth study about similar applications that has been developed by others.To solve the problem, a client-server application was developed. The server controls the test devises used to test the antennas and the client gives the users a GUI to control the server and its functions. An automated system called OASIS, developed at Esrange, was included in the solution to make it possible to automate some of the core tests.</p>
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Janajreh, Isam M. "A device-independent graphical user interface for theoretical studies of surface temperatures generated by friction /." This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-12232009-020548/.

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Janajreh, Isam Mustafa. "A device-independent graphical user interface for theoretical studies of surface temperatures generated by friction." Thesis, Virginia Tech, 1992. http://hdl.handle.net/10919/46405.

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Computer graphics is an important tool for engineering visualization and computer aided design systems. The use of this tool to create graphical user interfaces (GUIs) for engineering applications is growing dramatically owing to the almost real-time response to creative thinking which allows engineers to quickly visualize many potential solutions to a problem. This thesis describes the creation of a GUI for a software system which is capable of predicting the surface temperatures generated at the contact between two sliding bodies. This GUI uses the ISO standard PHIGS for 3D graphics support. The use of PHIGS and the standard programming language C renders this system device-independent and hence, portable. <p>Although PHIGS supports the creation of graphics-based engineering applications, many basic functions required for a GUI (e.g. functions for menus, templates, etc.) need to be created from scratch. During the creation of the GUI described in this thesis, special attention was paid to functions which could be created as re-usable, high-level functions. These functions can be made available to other programmers who wish to create similar GUIs for other engineering applications. The design and creation of these high-level functions and the use of these high-level functions in the creation of the GUI for the surface temperature prediction software are described in this thesis.<br>Master of Science
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Aji, Ashwin M. "Programming High-Performance Clusters with Heterogeneous Computing Devices." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/52366.

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Today's high-performance computing (HPC) clusters are seeing an increase in the adoption of accelerators like GPUs, FPGAs and co-processors, leading to heterogeneity in the computation and memory subsystems. To program such systems, application developers typically employ a hybrid programming model of MPI across the compute nodes in the cluster and an accelerator-specific library (e.g.; CUDA, OpenCL, OpenMP, OpenACC) across the accelerator devices within each compute node. Such explicit management of disjointed computation and memory resources leads to reduced productivity and performance. This dissertation focuses on designing, implementing and evaluating a runtime system for HPC clusters with heterogeneous computing devices. This work also explores extending existing programming models to make use of our runtime system for easier code modernization of existing applications. Specifically, we present MPI-ACC, an extension to the popular MPI programming model and runtime system for efficient data movement and automatic task mapping across the CPUs and accelerators within a cluster, and discuss the lessons learned. MPI-ACC's task-mapping runtime subsystem performs fast and automatic device selection for a given task. MPI-ACC's data-movement subsystem includes careful optimizations for end-to-end communication among CPUs and accelerators, which are seamlessly leveraged by the application developers. MPI-ACC provides a familiar, flexible and natural interface for programmers to choose the right computation or communication targets, while its runtime system achieves efficient cluster utilization.<br>Ph. D.
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Amer, Taher. "Evaluating Swiftpoint as a Mobile Device for Direct Manipulation Input." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1123.

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Swiftpoint is a promising new computer pointing device that is designed primarily for mobile computer users in constrained space. Swiftpoint has many advantages over current pointing devices: it is small, ergonomic, has a digital ink mode, and can be used over a flat keyboard. This thesis aids the development of Swiftpoint by formally evaluating it against two of the most common pointing devices with today's mobile computers: the touchpad, and mouse. Two laws commonly used with pointing devices evaluations, Fitts' Law and the Steering Law, were used to evaluate Swiftpoint. Results showed that Swiftpoint was faster and more accurate than the touchpad. The performance of the mouse was however, superior to both the touchpad and Swiftpoint. Experimental results were reflected in participants' choice for the mouse as their preferred pointing device. However, some participants indicated that their choice was based on their familiarity with the mouse. None of the participants chose the touchpad as their preferred device.
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Ryan, David B. "Improving Brain-Computer Interface Performance: Giving the P300 Speller Some Color." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etd/1328.

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Individuals who suffer from severe motor disabilities face the possibility of the loss of speech. A Brain-Computer Interface (BCI) can provide a means for communication through non-muscular control. Current BCI systems use characters that flash from gray to white (GW), making adjacent character difficult to distinguish from the target. The current study implements two types of color stimulus (grey to color [GC] and color intensification [CI]) and I hypotheses that color stimuli will; (1) reduce distraction of nontargets (2) enhance target response (3) reduce eye strain. Online results (n=21) show that GC has increased information transfer rate over CI. Mean amplitude revealed that GC had earlier positive latency than GW and greater negative amplitude than CI, suggesting a faster perceptual process for GC. Offline performance of individual optimal channels revealed significant improvement over online standardized channels. Results suggest the importance of a color stimulus for enhanced response and ease of use.
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Michálek, Libor. "Komplexní zabezpečení objektů." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-218836.

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In my thesis I go about principles and methods of security systems, then I go about analysis of avalaible types of security systems (EPS, EZS and CCTV). I have written about their possibile use in design security building. I have described levels of project documentation and its different parts including process service of production a project documentation for security system. I used all knowledges in the end of my thesis, when I designed and integrated security system for a special building.
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Alston, Caireen E. "Investigation into standardising the graphical and operator input device modules for tactical command and control man-machine interfaces." Master's thesis, University of Cape Town, 1994. http://hdl.handle.net/11427/8466.

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Includes bibliographical references.<br>The operating environment of a Tactical Command and Control system is a highly tense one in which the operator needs to perform certain complex tasks with minimum confusion, and be able to obtain an instant response from the system. Since many of the systems designed for these types of environments are similar in nature with regard to the user-interface, a need has arisen to try and standardise certain elements of the systems. This report looks specifically at standardising certain graphical display element and operator input device interfaces. It investigates the problem from a systems design level, identifying the elements required and their associated functions, discussing the results of work already undertaken in this field, and making recommendations on the use of the elements. The main objective to standardising the Man-Machine Interface (MMI) design elements is to make the code easily transferable between different hardware platforms. To transfer the code, one would ideally like to change only the interface code to the new platform, in particular, the interface to a different set of operator input devices and a different type of graphics card. Various topics related to the standardisation process are discussed, including a description of MMI design, some definitions of tactical command and control environment subjects, and a look at code reusability, rapid prototyping of systems, and object-oriented design.
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Prescher, Denise. "Taktile Interaktion auf flächigen Brailledisplays." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215972.

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Für den Zugang zu grafischen Benutzungsoberflächen (GUIs) stehen blinden Menschen so genannte Screenreader und Braillezeilen zur Verfügung. Diese ermöglichen zwar das nicht-visuelle Wahrnehmen textueller Inhalte, allerdings kein effektives Arbeiten mit bildlichen Darstellungen. Neuartige taktile Flächendisplays können eine geeignete Lösung für den interaktiven Zugang zu tastbaren Grafiken darstellen und somit die Interaktionsmöglichkeiten blinder Benutzer im Umgang mit grafischen Anwendungen bereichern. Beispielsweise erlauben derartige Geräte nicht nur das Erkunden räumlicher Anordnungen, sondern darüber hinaus auch die kombinierte Ausgabe von Braille, Grafik und semi-grafischen Elementen. Um die deutlich größere Menge an gleichzeitig darstellbaren Informationen beherrschbar zu machen, sind neben entsprechenden Inhaltsaufbereitungen und Navigationsmechanismen auch geeignete Orientierungshilfen bereitzustellen. Im Rahmen der vorliegenden Arbeit wurde am Beispiel der BrailleDis Geräte der Metec AG, welche eine taktile Ausgabefläche von 120 mal 60 Stiften bereitstellen, untersucht, inwieweit flächige Brailledisplays blinden Menschen eine effektive und effiziente Bedienung grafischer Benutzungsoberflächen ermöglichen. Neben dem Zugang zur GUI selbst sowie dem Lesen von Texten stellt dabei insbesondere das Arbeiten mit Grafiken einen wichtigen Aspekt dar. Um die Bedienung auf einem taktilen Flächendisplay zu erleichtern, ist eine konsistente Organisation der Inhalte hilfreich. Hierfür wurde ein neuartiges taktiles Fenstersystem umgesetzt, welches die Ausgabe nicht nur in mehrere disjunkte Bereiche unterteilt, sondern auch verschiedene taktile Darstellungsarten unterstützt. Zur Systematisierung der Gestaltung und Evaluation derartiger taktiler Benutzungsoberflächen sowie der darin stattfindenden Benutzerinteraktionen wurde zunächst eine Taxonomie erarbeitet. Dabei wurden neben der Interaktion selber, welche durch die Ein-und Ausgabe sowie die Handbewegungen des Benutzers beschrieben werden kann, auch die Benutzerintention in Form von taktilen Elementaraufgaben sowie die technischen Spezifikationen des Geräts mit einbezogen. Basierend auf der Taxonomie wurden anschließend relevante Aspekte identifiziert, welche in mehreren Benutzerstudien mit insgesamt 46 blinden und hochgradig sehbehinderten Menschen untersucht wurden. Die betrachteten Untersuchungsfragen betrafen dabei einerseits die Effektivität der Ausgabe in Form verschiedener taktiler Ansichtsarten sowie die Eingabe und Erkundung durch den Benutzer, andererseits auch Aspekte zur Effizienz konkreter Interaktionstechniken. Als Ergebnis der einzelnen Studien wurden abschließend konkrete Empfehlungen zur Umsetzung von Benutzungsoberflächen auf flächigen Brailledisplays gegeben. Diese beinhalten insbesondere Aspekte zur Ergonomie von taktilen Flächendisplays, zur Anzeige von textuellen Inhalten, zur Darstellung und Interaktion mit grafischen Inhalten sowie zu Orientierungshilfen. Insgesamt konnte mit Hilfe der Benutzerstudien gezeigt werden, dass flächige Brailledisplays blinden Menschen einen effektiven und effizienten Zugang zu grafischen Benutzungsoberflächen ermöglichen. Verschiedene taktile Darstellungsarten können dabei das Lösen unterschiedlicher Aufgaben unterstützen. Generell erfordert die flächige Interaktion vom Benutzer allerdings auch die Erweiterung seiner konventionellen Erkundungs-und Eingabestrategien. Die Bereitstellung neuartiger Interaktionstechniken zur Unterstützung der Orientierung kann die Effizienz zusätzlich steigern<br>Blind people normally use screen readers as well as single-lined refreshable Braille displays for accessing graphical user interfaces (GUIs). These technologies allow for a non-visual perception of textual content but not for an effective handling of visual illustrations. Novel two-dimensional tactile pin-matrix devices are an appropriate solution to interactively access tactual graphics. In this way, they can enrich the interaction possibilities of blind users in dealing with graphical applications. For instance, such devices enable the exploration of spatial arrangements and also combine output of Braille, graphics and semi-graphical elements. To make the high amount of simultaneously presented information perceivable and efficiently usable for blind users, an adequate preparation of content as well as adapted navigation and orientation mechanisms must be provided. In this thesis the BrailleDis devices of Metec AG, which have a tactile output area of 120 times 60 pins, were used. The goal was to investigate to what extent large pin-matrix devices enable blind people to use graphical user interfaces effectively and efficiently. Access to the GUI itself, reading text, and dealing with graphics are the main aspects of the application area of such devices. To facilitate the operation on a two-dimensional pin-matrix device a consistent organization of the content is helpful. Therefore, a novel tactile windowing system was implemented which divides the output area into multiple disjunctive regions and supports diverse tactile information visualizations. Moreover, a taxonomy was developed to systematize the design and evaluation of tactile user interfaces. Apart from interaction that can be described by input and output as well as hand movements, the taxonomy includes user intention in terms of interactive task primitives and technical specifications of the device. Based on the taxonomy, relevant aspects of tactile interaction were identified. These aspects were examined in multiple user studies with a total of 46 blind and visually impaired participants. The following research topics were considered during the user studies: 1. the effectiveness of diverse tactile view types (output), 2. user input and exploration, and 3. the efficiency of specific interaction techniques. As a result, practical recommendations for implementing user interfaces on two-dimensional pin-matrix devices were given. These recommendations include ergonomic issues of physical devices as well as design considerations for textual and graphical content as well as orientation aids. In summary, the user studies showed that two-dimensional pin-matrix devices enable blind people an effective and efficient access to graphical user interfaces. Diverse tactile information visualizations can support users to fulfill various tasks. In general, two-dimensional interaction requires the extension of conventional exploration and input strategies of users. The provision of novel interaction techniques for supporting orientation can help to increase efficiency even more
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Books on the topic "Graphics Device Interface"

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Institute, Environmental Systems Research, ed. Graphics device interface: Configuring peripherals for ARC/INFO. ESRI, 1994.

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American Telephone and Telegraph Company., ed. UNIX System V release 4: Device driver interface/driver-kernel interface (DDI/DKI) reference manual. Prentice-Hall, 1990.

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Rajesh, T. A. Graphical user interface for stepper motor based filter wheel control. Physical Research Laboratory, 2008.

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Center, Langley Research, ed. A comparison of two control display unit concepts on flight management system training. National Aeronautics and Space Administration, Langley Research Center, 1997.

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Center, Langley Research, ed. A comparison of two control display unit concepts on flight management system training. National Aeronautics and Space Administration, Langley Research Center, 1997.

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McGreevy, Michael Wallace. Format and basic geometry of a perspective display of air traffic for the cockpit. Ames Research center, 1991.

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1952-, Woods David D., and United States. National Aeronautics and Space Administration., eds. Breaking down barriers in cooperative fault management: Temporal and functional information displays. National Aeronautics and Space Administration, 1994.

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R, Dyer Charles, Paul Brian E, and United States. National Aeronautics and Space Administration., eds. The VIS-AD data model: Integrated metadata and polymorphic display with a scientific programming language. National Aeronautics and Space Administration, 1994.

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R, Dyer Charles, Paul Brian E, and United States. National Aeronautics and Space Administration., eds. The VIS-AD data model: Integrated metadata and polymorphic display with a scientific programming language. National Aeronautics and Space Administration, 1994.

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R, Dyer Charles, Paul Brian E, and United States. National Aeronautics and Space Administration., eds. The VIS-AD data model: Integrated metadata and polymorphic display with a scientific programming language. National Aeronautics and Space Administration, 1994.

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Book chapters on the topic "Graphics Device Interface"

1

Enderle, Günter, Klaus Kansy, and Günther Pfaff. "Interfaces to Graphics Devices." In Computer Graphics Programming. Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_46.

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Ma, Shuhan, Motonori Toshima, Kenji Honda, Katsuhito Akahane, and Makoto Sato. "SPIDAR-S: A Haptic Interface for Mobile Devices." In Smart Graphics. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-53838-9_18.

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Dong, Chen, Bin Li, Li Yang, Liang Geng, and Fengjun Zhang. "AUIF: An Adaptive User Interface Framework for Multiple Devices." In Image and Graphics Technologies and Applications. Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-33-6033-4_19.

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Behan, Miroslav, and Ondrej Krejcar. "Adaptive Graphical User Interface Solution for Modern User Devices." In Intelligent Information and Database Systems. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-28490-8_43.

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Lecky, Kat. "Humanizing the Interface." In Disrupting the Digital Humanities. punctum books, 2018. https://doi.org/10.21983/p3.0230.1.23.

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Oppression is inherently spatial. Governments use biopolitical mechanisms such as urban zoning and prisons to keep undesir-able populations fixed in place; institutions use office location to distinguish permanent from contingent faculty; houses of wor-ship physically separate believers from infidels. These structures all classify exclusion as a topography dividing “us” from “them.” Resistance is also spatial: Rooms of one’s own and brave new worlds constitute alternate landscapes that restage the relation of the person to society. These oppositional spaces protect us from the onslaught of the myriad forms of social coding that define us as objects rather than selves.The Graphical User Interface (or GUI for short) is a high-stakes battlefield in this struggle between the oppressed and the powers-that-be. The general term for the proliferating technolo-gies that communicate with their human users through images rather than text, the GUI expands the concept of digital literacy to include those excluded from traditional forms of techno-logical aptitude. Smartphones and tablets depend upon rebuses (image-words) rather than lexicons to generate meaning. He-gemony and alterity converge on their topography, which of-fers people the same playing field regardless of literacy level. The GUI opens a space within which dwell ever-increasing numbers of individuals from diverse classes, educational backgrounds, races, nationalities, genders, and political, sexual, or religious orientations. It forges a common identity grounded in nothing other than its shared love of this user-friendly technology. This hybrid technology opens the same world up to the excluded and powerful alike. And this world is pocket-sized: virtually any-one can own it, carry it, use it. As a pedagogical device, the GUI erodes distinctions between those privy to elite education and those without access to basic learning.
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Bepari Nawazish, A., C. M. Ananda, K. S. Venkatesh, and C. Y. Gopinath. "Development and Integration of Graphical User Interface (GUI) with JUNGO Device Drivers for PCI Express Interface." In Innovations in Computer Science and Engineering. Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-7082-3_67.

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Pinhanez, Claudio. "The Everywhere Displays Projector: A Device to Create Ubiquitous Graphical Interfaces." In Ubicomp 2001: Ubiquitous Computing. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45427-6_27.

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Passos, Leonardo Teixeira, and Marco Tulio Valente. "Personalizing Web Sites for Mobile Devices Using a Graphical User Interface." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27834-4_28.

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Wenyin, Liu, Xiangyu Jin, and Zhengxing Sun. "Sketch-Based User Interface for Inputting Graphic Objects on Small Screen Devices." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45868-9_6.

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Echahed, Rachid, Mnacho Echenim, Mehdi Mhalla, and Nicolas Peltier. "A Strict Constrained Superposition Calculus for Graphs." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-30829-1_7.

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AbstractWe propose a superposition-based proof procedure to reason on equational first order formulas defined over graphs. First, we introduce the considered graphs that are directed labeled graphs with lists of roots standing for pins or interfaces for replacements. Then the syntax and semantics of the considered logic are defined. The formulas at hand are clause sets built on equations and disequations on graphs. Afterwards, a sound and complete proof procedure is provided, and redundancy criteria are introduced to dismiss useless clauses and improve the efficiency of the procedure. In a first step, a set of inferences rules is provided in the case of uninterpreted labels. In a second step, the proposed rules are lifted to take into account labels defined as terms interpreted in some arbitrary theory. Particular formulas of interest are Horn clauses, for which stronger redundancy criteria can be devised. Essential differences with the usual term superposition calculus are emphasized.
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Conference papers on the topic "Graphics Device Interface"

1

Park, Seonghoon, Jeho Lee, Yonghun Choi, and Hojung Cha. "Vulture: Cross-Device Web Experience with Fine-Grained Graphical User Interface Distribution." In IEEE INFOCOM 2024 - IEEE Conference on Computer Communications. IEEE, 2024. http://dx.doi.org/10.1109/infocom52122.2024.10621433.

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Valette, Mathieu, Hélie Bouchihan, and Vincent Levesque. "Exploring Cross-Device Haptics for Virtual Reality Experiences." In GI '24: Graphics Interface. ACM, 2024. http://dx.doi.org/10.1145/3670947.3670968.

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Chuprina, Svetlana Igorevna, and Ivan Alexandrovich Labutin. "Scientific Visualization Tools to Improve Utilizing Neural Interface." In 32nd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/graphicon-2022-391-402.

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The technological progress in the field of Brain-Computer Interface and its integration with IoT put on the agenda the question of the fast transition of the technology from laboratory experiments into everyday life. But there are a lot of challenges and some of them, in particular, issues of replicability and reproducibility of experiments are under discussion in this paper. We also discuss how to improve utilizing neural Interface with the help of ontology-driven scientific visualization tools. Using the principles of “clean-room reverse engineering” methodology to rewrite existing EEG device drivers we make it possible to embed visualization tools which dynamically render the streaming data coming from different EEG devices within a diverse IoT infrastructure without any legal complications.
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Thatch, B. R., and A. Myklebust. "A PHIGS-Based Graphics Input Interface for Spatial Mechanism Design." In ASME 1987 Design Technology Conferences. American Society of Mechanical Engineers, 1987. http://dx.doi.org/10.1115/detc1987-0049.

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Abstract Creation of input specifications for synthesis or analysis of spatial mechanisms can be a significant problem. A graphics preprocessor which interactively assists in the definition of spatial mechanism problems is described. New methods of depth cucing and six DOF data entry are presented. To achieve graphics device-independence, the proposed graphics standard PHIGS (Programmer’s Hierarchical Interactive Graphics System) is used. Examples of application are presented including generation of input commands for Integrated Mechanisms Program (IMP) and generation of input for spatial mechanism synthesis routines.
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Vaughan, Neil, Venketesh N. Dubey, Michael Y. K. Wee, and Richard Isaacs. "Haptic Interface on Measured Data for Epidural Simulation." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70891.

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This paper presents a haptic device with 3D computer graphics as part of a high fidelity medical epidural simulator development program. The haptic device is used as an input to move the needle in 3D, and also to generate force feedback to the user during insertion. A needle insertion trial was conducted on a porcine cadaver to obtain force data. The data generated from this trial was used to recreate the feeling of epidural insertion in the simulator. The interaction forces have been approximated to the resultant force obtained during the trial representing the force generated by the haptic device. The haptic device is interfaced with the 3D graphics for visualization. As the haptic stylus is moved, the needle moves on the screen and the depth of the needle tip indicates which tissue layer is being penetrated. Different forces are generated by the haptic device for each tissue layer as the epidural needle is inserted. As the needle enters the epidural space, the force drops to indicate loss of resistance.
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Zheng, J. M., K. W. Chan, and I. Gibson. "A VR Based 3D Graphics User Interface for CAD Modeling System." In ASME 1999 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/detc99/dac-8627.

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Abstract With the advancement of computer techniques, a greater emphasis has been placed on intuitive human-computer interactions (HCIs). Virtual Reality systems can offer a novel way for users to interact with the objects in the computer generated environment (the so called Virtual Environment, VE). Through VR technology, we have the ability to replace the traditional input device, such as keyboard and mouse, with other modes such as speech and gesture. In our research project, we use a CyberGlove, developed by Virtual Technology Inc., as an input device to develop a desktop CAD modeling system for conceptual designers. We elaborate the limitations of the Dataglove and use gestures to support intuitive human-computer interface. To develop this gesture interface, we emphasize that conceptual designers are allowed full-freedom to use different kinds of gestures to conduct various geometric shape operations instead of depending solely on keyboard and 2D mouse. The designers can indicate objects or directions simply by pointing with the hand, and manipulate the position and orientation of an object by grasping and turning. The “virtual tools” can be used for shaping, cutting, and joining objects. We employ the 3D GUIs for enhancing the gesture interface. In the VE, the 3D menu and “virtual hand” float over the objects rather than being part of the scene. Various 3D cursors can be used to select menu or manipulate the object.
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Malysheva, V. N., G. A. Cherepennikov, and Viktor Edmundasovich Yanchus. "Gender-specific Effect on the Perception of Information in a Graphical Interface Under Physical Stress." In 33rd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2023. http://dx.doi.org/10.20948/graphicon-2023-948-958.

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This paper presents a study of the impact of gender differences on information perception features in graphical interface, in the field of peripheral vision, under physical activity. The study of information perception under stress can extend the field of information display in the graphical interface and have practical applications in various spheres. The study uses a technique using eye- tracking technology to record eye movements. The experiment examines the influence of different factors such as color, icon size, gender and physical activity. The results of the experiment were processed using mathematical statistical methods. The degree of physical activity was determined using a device that recorded the heart rate. The technique was tested on a limited group of subjects, and the data obtained revealed a statistically significant dependence of viewing parameters on factors of color, size, physical activity and gender.
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Soñez, Ludmila, Maria Elena Tosello, Esteban San Martín, and Agustín Longoni. "Interdisciplinary design guidelines of an interface-device for a more accessible urban space." In 37 Education and Research in Computer Aided Architectural Design in Europe and XXIII Iberoamerican Society of Digital Graphics, Joint Conference (N. 1). Editora Blucher, 2019. http://dx.doi.org/10.5151/proceedings-ecaadesigradi2019_098.

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Young, Terry. "Integrated optical device simulation - an industrial perspective." In Numerical Simulation and Analysis in Guided-Wave Optics and Opto-Electronics. Optica Publishing Group, 1989. http://dx.doi.org/10.1364/gwoe.1989.sc1.

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Although the Beam Propagation and Finite Element Methods (BPM &amp; FEM) are widely used for the analysis of optical devices, they suffer from poor handling of input and output data and are often inflexible. Physical data such as the waveguide structure and associated material parameters must be transformed into a form acceptable to the solver algorithm. A similar interface is required at the other end of the process where a set of numbers must be restructured into a form which the engineer can assimilate. These interfacing functions are known as pre-processing and post-viewing (or post-processing) respectively. Following the example set by other areas of engineering, we have integrated both the FEM and BPM with user-friendly, graphics-based pre- and post-processors, and produced design tools which combine versatility with accuracy and make the numerical techniques accessible to the device engineers.
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Refai-Ahmed, Gamal, Zhaojuan He, Ellen Heian, Ramzi Vincent, Tim Rude, and David Van Heerden. "Comparison of Thermal Performance of Current High-End Thermal Interface Materials." In ASME 2007 InterPACK Conference collocated with the ASME/JSME 2007 Thermal Engineering Heat Transfer Summer Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/ipack2007-33383.

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Reactive NanoTechnologies (RNT) has developed a reactive bonding technology to directly bond silicon dies to heat sinks with indium solder using a reactive multilayered foil. In this new method of bonding, heat is generated locally by exothermic mixing within the multilayered foil. This heat is used to melt indium solder layers to join the dies to the heat sinks. The measured thermal resistance of the resulting solder bond is 4 to 5 K mm2/W (0.006 to 0.008 K in2/W). In addition, the reactive foil also localizes the heat to the interface, thus minimizing residual stress and thermal damage in the components. In this paper we discuss the thermal performance and reliability test results for reactive multilayer bonding with different bond line thicknesses. We also present detailed comparisons of thermal performance between reactive multilayer bonding and other current Thermal Interface Material (TIM) solutions, including polymer-based greases, phase change materials, and low melting metallic alloy. Benchmark tests were done using the graphics processor on an operational video card as a test vehicle. The test results show that the introduction of a reactive multilayer bond as an interface material between the graphics processor and the thermal management device demonstrates significant performance advantages over any of the other current commercially available TIM solutions.
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