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1

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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2

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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4

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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8

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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10

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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11

Koch, Christopher G. "Human Factors Evaluation of Gas Turbine Expert System." Proceedings of the Human Factors Society Annual Meeting 31, no. 10 (1987): 1133–37. http://dx.doi.org/10.1177/154193128703101013.

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A research and development project is under way to specify, design, construct, and evaluate a user interface system to meet the unique requirements of a delivery vehicle for a knowledge-based system applied to gas turbine electronics maintenance and trouble-shooting. The prototype user interface is a portable device with text display, video and overlay graphics display, voice recognition and speech production, special-function keypad, and printer. A modular software structure based on a serial communications protocol between user interface device and expert system host computer provides flexibility, expandability, and a simple, effective user interface dialog. A human factors field evaluation is being conducted to assess aspects of system usability: device hardware, system operability, information presentation effectiveness, and user training.
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12

Hua, Andrew, Nicole Johnson, Joshua Quinton, Pratik Chaudhary, David Buchner, and Manuel E. Hernandez. "Design of a Low-Cost, Wearable Device for Kinematic Analysis in Physical Therapy Settings." Methods of Information in Medicine 59, no. 01 (2020): 041–47. http://dx.doi.org/10.1055/s-0040-1710380.

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Abstract Background Unsupervised home exercise is a major component of physical therapy (PT). This study proposes an inexpensive, inertial measurement unit-based wearable device to capture kinematic data to facilitate exercise. However, conveying and interpreting kinematic data to non-experts poses a challenge due to the complexity and background knowledge required that most patients lack. Objectives The objectives of this study were to identify key user interface and user experience features that would likely improve device adoption and assess participant receptiveness toward the device. Methods Fifty participants were recruited to perform nine upper extremity exercises while wearing the device. Prior to exercise, participants completed an orientation of the device, which included examples of software graphics with exercise data. Surveys that measured receptiveness toward the device, software graphics, and ergonomics were given before and after exercise. Results Participants were highly receptive to the device with 90% of the participants likely to use the device during PT. Participants understood how the simple kinematic data could be used to aid exercise, but the data could be difficult to comprehend with more complex movements. Devices should incorporate wireless sensors and emphasize ease of wear. Conclusion Device-guided home physical rehabilitation can allow for individualized treatment protocols and improve exercise self-efficacy through kinematic analysis. Future studies should implement clinical testing to evaluate the impact a wearable device can have on rehabilitation outcomes.
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13

Dussán Muñoz, Diego Manuel, Enrique Bauzano Núñez, and Oscar Andrés Vivas Albán. "PA10 Robot’s Movement Through Natural Interface." Journal of Autonomous Intelligence 5, no. 1 (2022): 53. http://dx.doi.org/10.32629/jai.v5i1.506.

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<div><p class="4"> This paper introduces a natural interface for the movement of PA10 industrial robot and the implementation of its system. In order to evaluate the availability of these interfaces and the difference between the trajectory input by using its own development method and the trajectory executed by the robot, the mathematical model of PA10 robot is preliminarily established, and its motion is simulated in unity 3D graphics engine. Subsequently, the leap motion capture device is added as the main element of the natural interface, and tracks the movement of the user’s palm during the execution of various trajectories of the simulation software and the actual robot. The results show that the tracking error between the expected trajectory and the actual trajectory of PA10 robot is very small.</p></div>
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14

Chase, Joseph D., Sherry Perdue Casali, and H. Rex Hartson. "The Predictability of Cursor Control Device Performance Based on a Primitive Set of User Object-Oriented Cursor Actions." Proceedings of the Human Factors Society Annual Meeting 36, no. 4 (1992): 306–10. http://dx.doi.org/10.1177/154193129203600410.

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The ability to predict performance with a cursor control device on a complex task by measuring performance on a simple task would be useful in evaluating alternative input devices in many types of novel situations. A user would simply have to perform simple cursor movements with each candidate device, and predictions could be made of his/her performance with the devices on any given software application. Such an approach would reduce tedious trial and error procedures, as well as eliminate the time necessary to first learn various software applications. The current study employed the User Action Notation (UAN), a task-oriented notation that describes the behavior of the user and the interface during their cooperative performance of a task, to decompose complex tasks into primitive components. A set of primitive cursor actions was developed which contains the elementary cursor actions found in complex tasks. A graphics software application was then evaluated, using the UAN, with respect to the frequency of occurrence of each of the primitive user-cursor actions. Individual's ability to perform each primitive user-cursor action with three different input devices was then be measured. These measures were used to form estimates of the individual's ability to perform the graphics task with each input device. Correlations between predicted performance and measured performance on the graphics task were found to exceed 0.9. Results demonstrate the success of the method described herein for predicting complex task performance based on simple task performance, as well as, the usefulness of the UAN for decomposing complex tasks into primitive components.
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15

Guo, Sen, San Feng Chen, and Yong Sheng Liang. "Global Shared Memory Design for Multi-GPU Graphics Cards on Personal Supercomputer." Applied Mechanics and Materials 263-266 (December 2012): 1236–41. http://dx.doi.org/10.4028/www.scientific.net/amm.263-266.1236.

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When programming CUDA or OpenCL on multi-GPU systems, the programmers usually expect the GPUs on the same system can communicate fast with each other. For instance, they hope a device memory copy from GPU1s memory to GPU2s memory can be done inside the graphics card, and needn’t to employ the PCIE, which is in relative low speed. In this paper, we propose an idea to add a multi-channel memory to the multi-GPU board, and this memory is only for transferring data between different GPUs. This multi-channel memory should have multiple interfaces, including one common interface shared by different GPUs, which is connected with a FPGA arbitration circuit and several other interfaces connected with dedicated GPUs frame buffer independently. To distinguish the shared memory of a stream multiprocessor, we call this memory Global Shared Memory. We analyze the performance improvement expectation with this global shared memory, with the case of accelerating computer tomography algebraic reconstruction on multi-GPU.
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16

Reed, Theodore N. "Standardization of the virtual device metafile and the virtual device interface." Computers & Graphics 9, no. 1 (1985): 33–38. http://dx.doi.org/10.1016/0097-8493(85)90006-8.

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17

Saveetha, V., and S. Sophia. "Optimization of K-Means Clustering on Graphics Processing Unit Using Compute Unified Device Architecture." Journal of Computational and Theoretical Nanoscience 14, no. 1 (2017): 789–95. http://dx.doi.org/10.1166/jctn.2017.6274.

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Parallel data clustering aims at using algorithms and methods to extract knowledge from fat databases in rational time using high performance architectures. The computational challenge faced by cluster analysis due to increasing capacity of data can be overcome by exploiting the power of these architectures. The recent development in parallel power of Graphics Processing Unit enables low cost high performance solutions for general purpose applications. The Compute Unified Device Architecture programming model provides application programming interface methods to handle data proficiently on Graphics Processing Unit for iterative clustering algorithms like K-Means. The existing Graphics Processing Unit based K-Means algorithms highly focus on improvising the speedup of the algorithms and fall short to handle the high time spent on transfer of data between the Central Processing Unit and Graphics Processing Unit. A competent K-Means algorithm is proposed in this paper to lessen the transfer time by introducing a novel approach to check the convergence of the algorithm and utilize the pinned memory for direct access. This algorithm outperforms the other algorithms by maximizing parallelism and utilizing the memory features. The relative speedups and the validity measure for the proposed algorithm is elevated when compared with K-Means on Graphics Processing Unit and K-Means using Flag on Graphics Processing Unit. Thus the planned approach proves that communication overhead can be reduced in K-Means clustering.
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Paszkiel, Szczepan, Ryszard Rojek, Ningrong Lei, and Maria António Castro. "A Pilot Study of Game Design in the Unity Environment as an Example of the Use of Neurogaming on the Basis of Brain–Computer Interface Technology to Improve Concentration." NeuroSci 2, no. 2 (2021): 109–19. http://dx.doi.org/10.3390/neurosci2020007.

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The article describes the practical use of Unity technology in neurogaming. For this purpose, the article describes Unity technology and brain–computer interface (BCI) technology based on the Emotiv EPOC + NeuroHeadset device. The process of creating the game world and the test results for the use of a device based on the BCI as a control interface for the created game are also presented. The game was created in the Unity graphics engine and the Visual Studio environment in C#. The game presented in the article is called “NeuroBall” due to the player’s object, which is a big red ball. The game will require full focus to make the ball move. The game will aim to improve the concentration and training of the user’s brain in a user-friendly environment. Through neurogaming, it will be possible to exercise and train a healthy brain, as well as diagnose and treat various symptoms of brain disorders. The project was entirely created in the Unity graphics engine in Unity version 2020.1.
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Liang, Xuan, Meng Liu, and Hezhe Pan. "Smart home management based on deep learning: Optimizing device prediction and user interface interaction." Computer Science and Information Systems, no. 00 (2025): 38. https://doi.org/10.2298/csis241123038l.

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This work aims to address the challenges faced by smart home systems, including the accuracy of device status prediction, user interface design, system stability, and response speed. As smart home devices become more widely used, the need for accurate predictions of their operational status has increased. This includes predicting the switch states, faults, and performance metrics of devices such as smart lights, thermostats, and security systems. To address this demand, an innovative multimodal prediction model combining the Convolutional Neural Network and Long Short-Term Memory network is proposed to enhance the accuracy of smart device status predictions. Cloud computing technology is used for the user interface design to create an intuitive and user-friendly interface, ensuring both system stability and fast response times. The experiments compare the performance of the proposed model with traditional models in predicting the status of smart devices. The results demonstrate that the proposed system reduces the Mean Squared Error and Mean Absolute Error by 20% and 15%, respectively, significantly improving prediction performance. Furthermore, user satisfaction surveys indicate a 25% increase in satisfaction with the system. The proposed system also reduces the utilization rates of the Central Processing Unit, memory, Graphics Processing Unit, and network bandwidth by 15%, 18%, 25%, and 20%, respectively. These findings highlight the system's advantages in accuracy, user satisfaction, and resource utilization efficiency, providing strong support for the design and application of smart home systems.
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Horbinski, Tymoteusz, and Paweł Cybulski. "Functionality similarities of global web mapping services in the context of responsive map design." Abstracts of the ICA 1 (July 15, 2019): 1. http://dx.doi.org/10.5194/ica-abs-1-117-2019.

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<p><strong>Abstract.</strong> <strong>The problem</strong> discussed in this research is connected with the functionality of the graphical user interface (GUI) of global web mapping services displayed on different devices. Displaying a mapping service on devices with diverse display screen size causes the adaptation of the graphical user interface to the size of the screen. This adaptation is the result of the responsive design technique which enables one to display the same web content on different devices. Eight global web mapping services: Google Maps, Bing Maps, OpenStreetMap (OSM), Baidu Maps, Yandex Maps, 2GIS, MapQuest, and HERE WeGo, constituted the source of the data. All of them were displayed on four display screens: the monitor of a personal computer, laptop, tablet, and smartphone in order to compare the similarities in the adaptation of GUI, its functions and map content.</p><p><strong>The aim of the research</strong> conducted was to find different solutions for displaying GUI of the same mapping service on diverse display screens of various devices and to track which functions are the most common and how they differ in terms of graphics.</p><p><strong>Methodology</strong> of the research is based on the comparative analysis of eight global web mapping services in terms of the number of GUI buttons, their layout, graphic style, the map functionality, and map content displayed on four devices of different display screen size.</p><p><strong>The results</strong> showed that most of the global web mapping services adapt to the device and their way of use. Some of them are also responsive in the context of external conditions. Interestingly, the adaptation between the PC monitor, laptop and tablet occurs only by changing the size of GUI buttons, other functions remaining the same. Only in the case of smartphones GUI adapts to the size of the device, the number of buttons decreases and their layout changes, new functionality is available (e.g. day/night mode), and the map content is more generalized. On that basis, authors concluded that GUI of global map services constituted a good example of responsive web design.</p>
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Evans, P. T., J. M. Vance, and V. J. Dark. "Assessing the Effectiveness of Traditional and Virtual Reality Interfaces in Spherical Mechanism Design." Journal of Mechanical Design 121, no. 4 (1999): 507–14. http://dx.doi.org/10.1115/1.2829490.

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Virtual reality (VR) interfaces have the potential to enhance the engineering design process, but before industry embraces them, the benefits must be understood and documented. The current research compared two software applications, one which uses a traditional human-computer interface (HCI) and one which uses a virtual reality HCI, that were developed to aid engineers in designing complex three-dimensional spherical mechanisms. Participants used each system to design a spherical mechanism and then evaluated the different interfaces. Participants rated their ability to interact with the computer images, their feelings about each interface, and their preferences for which interface device to use for certain tasks. The results indicated that participants preferred a traditional interface for interaction tasks and a VR interface for visual tasks. These results provide information about how to improve implementation of VR technology, specifically for complex three-dimensional design applications.
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Jamadade,, Shriyanka, Rajashekar J. S., and Shilpa Saraguru. "Porting Android Oreo onto Imx6 Processor based Media Accelerated Graphics Innovation Kit with driving an SD card." International Journal of Advance Research and Innovation 7, no. 2 (2019): 86–91. http://dx.doi.org/10.51976/ijari.721914.

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Nowadays for the embedded devices use of android operating system has become current emerging trend in the market. The most widely used embedded device in industries which built with android OS is mobile phone. The advantage of using android OS compared to other OS is that, it is an open source and responds quickly to functional changes. It is becoming default OS for devices which requires the multimedia support. Porting of android onto ARM processor based platform is very necessary in order to bring the effectiveness of ARM and capability of android onto a product. The proposed work is to port android 8.0(oreo) onto iMX6 processor based Media Accelerated Graphics Innovation Kit (MAIK-II) and testing sd card interface for read or write process.
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Kelso, John, Steven G. Satterfield, Lance E. Arsenault, Peter M. Ketchan, and Ronald D. Kriz. "DIVERSE: A Framework for Building Extensible and Reconfigurable Device-Independent Virtual Environments and Distributed Asynchronous Simulations." Presence: Teleoperators and Virtual Environments 12, no. 1 (2003): 19–36. http://dx.doi.org/10.1162/105474603763835314.

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We present DIVERSE, a highly modular collection of complimentary software packages designed to facilitate the creation of device-independent virtual environments and distributed asynchronous simulations. DIVERSE is free/open source software, containing both end-user programs and C++ application programming interfaces (APIs). DPF is the DIVERSE graphics interface to OpenGL Performer. A program using the DPF API can run without modification on platforms ranging from fully immersive systems such as CAVEs to generic desktop workstations. The DIVERSE toolkit (DTK) contains all the nongraphical components of DIVERSE, such as networking utilities, hardware device access, and navigational techniques. It introduces a software implementation of networks of replicated noncoherent shared memory. It also introduces a method that seamlessly extends hardware drivers into interprocess and Internet hardware services. We will describe the design of DIVERSE and present a specific example of how it is being used to aid researchers.
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Hwang, Jane, Jaehoon Jung, Sunghoon Yim, et al. "Requirements, Implementation and Applications of Hand-held Virtual Reality." International Journal of Virtual Reality 5, no. 2 (2006): 59–66. http://dx.doi.org/10.20870/ijvr.2006.5.2.2689.

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While hand-held computing devices are capable of rendering advanced 3D graphics and processing of multimedia data, they are not designed to provide and induce sufficient sense of immersion and presence for virtual reality. In this paper, we propose minimal requirements for realizing VR on a hand-held device. Furthermore, based on the proposed requirements, we have designed and implemented a low cost hand-held VR platform by adding multimodal sensors and display components to a hand-held PC. The platform enables a motion based interface, an essential part of realizing VR on a small hand-held device, and provides outputs in three modalities, visual, aural and tactile/haptic for a reasonable sensory experience. We showcase our platform and demonstrate the possibilities of hand-hand VR through three VR applications: a typical virtual walkthrough, a 3D multimedia contents browser, and a motion based racing game
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Sitti, Metin, and Hideki Hashimoto. "Macro to Nano Tele-Manipulation Towards Nanoelectromechanical Systems." Journal of Robotics and Mechatronics 12, no. 3 (2000): 209–17. http://dx.doi.org/10.20965/jrm.2000.p0209.

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In this paper, manipulation systems from macro- to nanoworlds indispensable for constructing Nanoelectromechanical Systems (NEMS) are introduced, and a macro to Nanotelemanipulation System has been proposed. We selected the telerobotics manipulation for positioning micro/nanoobjects with sizes between 10nm and 10μm in 2D. A user interface enables operator to feel nanoforces using a haptic device, and see the 3D graphics of the nanoworld during manipulation. Force models, the manipulation strategy and teleoperation control are designed, and preliminary results are presented. Possible target applications of this telenanomanipulation system are nanometric particle assembly through constructing 2D or 3D NEMS devices, biological object (cell, virus, gene, DNA, etc.) manipulation, and modifying the local surface properties of materials.
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Bolotina, V., Ye. Trokoz, O. Pokotylo, Iu. Iefremov, and O. Vlasenko. "USING FIGMA TO DEVELOP CREATIVITY IN BACHELORS OF INFORMATION TECHNOLOGY." Sciences of Europe, no. 164 (May 14, 2025): 44–51. https://doi.org/10.5281/zenodo.15401283.

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Figma is a robust cloud-based graphical interface design tool that is becoming indispensable in training IT professionals. It allows students to acquire technical skills and develop creativity, crucial for competitiveness in the modern labour market. Integrating Figma into the educational process provides future IT professionals with tools for working with prototypes and design. It allows them to work on team projects in real time, bringing students closer to real-world design conditions. Unlike traditional tools, Figma offers a cloud-based environment where students can create and edit interfaces from any device, providing easy access and flexibility in learning. This is particularly useful in a distance learning environment where students can collaborate on assignments using collaborative editing, commenting and interactive prototyping functionality. Figma actively promotes the development of creative competencies, stimulates divergent thinking through prototyping tools, and facilitates teamwork and idea sharing. Its rich plugin templates provide students with additional opportunities to create unique solutions. Hands-on learning of Figma tools in courses such as Computer Graphics and GUI Design allows students to gain practical experience and creative problem-solving skills, which is extremely valuable for future employment.
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Lübke, K., C. Pieper, G. Goch, and K. Kammers. "Design of a Universal Software System for Controlling Geometric Measuring Devices." Journal of Computing and Information Science in Engineering 7, no. 1 (2006): 108–11. http://dx.doi.org/10.1115/1.2410026.

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The research project UP-Prosa, a German acronym for universal and unified platform for planning, programming, controlling and evaluating processes, of measuring, aims at realizing a platform to design and control processes of geometry measurements, which supports a broad variety of measuring devices via one user interface. Based on Windows Operating System (OS) a software was developed able to control inspection devices for different types of geometry measurements (coordinate measuring machine, form, roughness, gear) and manufacturers by one defined communication protocol. This uniform user interface contains the programming of measurement processes, evaluation algorithms with standardized methods, as well as abilities to generate record pages at the users expectations. At the level of geometric measuring devices a universal controlling software called Prosa InterCommunicator (Prosa-ICom) was designed. Prosa-ICom communicates via network with the user interface and translates the defined protocol into a measuring device specific form. The internal structure is extendable and so it seems to be appropriate for both new developments and upgrades (retrofit) for all kinds of geometric measuring devices.
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28

Haggag, Amr, William McMahon, Karl Hess, Björn Fischer, and Leonard F. Register. "Impact of Scaling on CMOS Chip Failure Rate, and Design Rules for Hot Carrier Reliability." VLSI Design 13, no. 1-4 (2001): 111–15. http://dx.doi.org/10.1155/2001/90787.

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Silicon-hydrogen bonds passivate the interface defects at the silicon-silicon dioxide interface of CMOS transistors. The activation of these bonds and subsequent creation of interface traps is an important source of transistor degradation at current operating conditions. There is now evidence for a distribution in the activation energies of these bonds instead of a single threshold value. We show that conventional CMOS scaling rules are substantially affected by this energy distribution, as it causes an increased probability of smaller devices having lower activation thresholds and therefore faster activation times. Further, we quantify the voltage shift necessary to overcome the decreased yield due to the increased number of early device failures, and show, for 0.1 μm MOSFET scaling, that this shift can be a considerable fraction of the conventionally designed supply voltage.
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29

Sumanta, Kabiraj, Gupta Anjli, and Subhashis Kumar Chandra Prof. "Operating System a Case Study." International Journal of Trend in Scientific Research and Development 2, no. 3 (2018): 166–75. https://doi.org/10.31142/ijtsrd10780.

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An Operating System or OS is the most important software and program that can run all types of Computer, Mobile phone, Hand Held Device, etc. It helps to connect and interface computer hardware to program and application software and other common essential services. The OS is initially loaded on at boot time. Like a host, the OS acts for running and handling of application programs and operation of the hardware on the machine. The working principle of OS is first to configure then check ability to perform and then allow the program to run. Its main purpose is to handle the activities based on computer hardware. The OS also provides management of input, output and storage devices. Mostly in a system, some different computer programs run at the same time and they need to access CPU, memory, and storage. In an operating system, the user can communicate with the Command Line Interface by typing some command, and the user receives the response back from the system. But Modern Time Operating system uses a graphical user interface or GUI for easy to use. Now user can communicate with a system using a mouse to click button, menus, and everything is displayed on the screen using Text, Graphics or image. It is like a bank manager it makes sure that the working of application software must not be interfered by any other activity. Sumanta Kabiraj | Anjli Gupta | Prof. Subhashis Kumar Chandra "Operating System a Case Study" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-2 | Issue-3 , April 2018, URL: https://www.ijtsrd.com/papers/ijtsrd10780.pdf
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JIANG, CHAO, HENG HE, PENGCHENG LI, and QINGMING LUO. "GRAPHICS PROCESSING UNIT CLUSTER ACCELERATED MONTE CARLO SIMULATION OF PHOTON TRANSPORT IN MULTI-LAYERED TISSUES." Journal of Innovative Optical Health Sciences 05, no. 02 (2012): 1250004. http://dx.doi.org/10.1142/s1793545812500046.

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We present a graphics processing unit (GPU) cluster-based Monte Carlo simulation of photon transport in multi-layered tissues. The cluster is composed of multiple computing nodes in a local area network where each node is a personal computer equipped with one or several GPU(s) for parallel computing. In this study, the MPI (Message Passing Interface), the OpenMP (Open Multi-Processing) and the CUDA (Compute Unified Device Architecture) technologies are employed to develop the program. It is demonstrated that this designing runs roughly N times faster than that using single GPU when the GPUs within the cluster are of the same type, where N is the total number of the GPUs within the cluster.
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31

JOHNSTON, MICHAEL, and SRINIVAS BANGALORE. "Finite-state multimodal integration and understanding." Natural Language Engineering 11, no. 2 (2005): 159–87. http://dx.doi.org/10.1017/s1351324904003572.

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Multimodal interfaces are systems that allow input and/or output to be conveyed over multiple channels such as speech, graphics, and gesture. In addition to parsing and understanding separate utterances from different modes such as speech or gesture, multimodal interfaces also need to parse and understand composite multimodal utterances that are distributed over multiple input modes. We present an approach in which multimodal parsing and understanding are achieved using a weighted finite-state device which takes speech and gesture streams as inputs and outputs their joint interpretation. In comparison to previous approaches, this approach is significantly more efficient and provides a more general probabilistic framework for multimodal ambiguity resolution. The approach also enables tight-coupling of multimodal understanding with speech recognition. Since the finite-state approach is more lightweight in computational needs, it can be more readily deployed on a broader range of mobile platforms. We provide speech recognition results that demonstrate compensation effects of exploiting gesture information in a directory assistance and messaging task using a multimodal interface.
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32

Barker, J. R., J. R. Watling, and R. C. W. Wilkins. "A Fast Algorithm for the Study of Wave-packet Scattering at Disordered Interfaces." VLSI Design 13, no. 1-4 (2001): 199–204. http://dx.doi.org/10.1155/2001/75462.

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It has been known for many years that interface roughness scattering, particularly off the Si/SiO2 interface, is a limiting factor in device performance of MOSFETs. This becomes increasingly important as gate lengths are shrunk to decanano dimensions along with the move towards SiGe hetero-technology. However, analysis of interface transport is hampered by the lack of detailed physical models, especially for surfaces where intercalation occurs. This paper presents an efficient method for following the motion of wave-packets scattering off a rough interface. We are also able to calculated directly ab-initio interface scattering rates for use in Monte Carlo simulations.
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33

Labinsky, Alexander. "GRAPHICAL TOOLS OF OPERATING SYSTEMS." MONITORING AND EXPERTISE IN SAFETY SYSTEM 2024, no. 2 (2024): 37–42. http://dx.doi.org/10.61260/2304-0130-2024-2-37-42.

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The methods of processing multimedia and graphical information in operating systems are studied using the example of MCI, API and GDI interfaces of Windows operating system. The interfaces of GDI and GDI+ graphics devices are examined in detail. The capabilities and features of the OpenGL graphics library, which is commonly used in the Windows operating system, are presented. The principles of operation of the GDI interface are given. Three types of drawing tools supported by the context of the GDI interface are examined in detail: pen, brush and font. The stages of coordination of logical and physical coordinate systems are considered. The OpenGL library graphics elements (bits arrays, polygons, segments, polylines, etc.), as well as basic geometric objects and a set of polyhedra: cube, cone, torus, octahedron, icosahedron, dodecahedron and tetrahedron are considered. As an example of OpenGL library usage, a three-dimensional graphics editor was studied. It works with three-dimensional objects of various types and allows reproduction of an object in two modes (lines and a solid surface), as well as performance of following operations with a graphic object: deformation, rotation, transpositionong along axes, loading and saving on hard drive.
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Lee, Daehyeon, Woosung Shim, Munyong Lee, Seunghyun Lee, Kye-Dong Jung, and Soonchul Kwon. "Performance Evaluation of Ground AR Anchor with WebXR Device API." Applied Sciences 11, no. 17 (2021): 7877. http://dx.doi.org/10.3390/app11177877.

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Recently, the development of 3D graphics technology has led to various technologies being combined with reality, where a new reality is defined or studied; they are typically named by combining the name of the technology with “reality”. Representative “reality” includes Augmented Reality, Virtual Reality, Mixed Reality, and eXtended Reality (XR). In particular, research on XR in the web environment is actively being conducted. The Web eXtended Reality Device Application Programming Interface (WebXR Device API), released in 2018, allows instant deployment of XR services to any XR platform requiring only an active web browser. However, the currently released tentative version has poor stability. Therefore, in this study, the performance evaluation of WebXR Device API is performed using three experiments. A camera trajectory experiment is analyzed using ground truth, we checked the standard deviation between the ground truth and WebXR for the X, Y, and Z axes. The difference image experiment is conducted for the front, left, and right directions, which resulted in a visible difference image for each image of ground truth and WebXR, small mean absolute error, and high match rate. In the experiment for measuring the 3D rendering speed, a frame rate similar to that of real-time is obtained.
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35

Wallergård, Mattias, Anita Lindén, Roy Davies, et al. "Initial Usability Testing of Navigation and Interaction Methods in Virtual Environments: Developing Usable Interfaces for Brain Injury Rehabilitation." Presence: Teleoperators and Virtual Environments 16, no. 1 (2007): 16–44. http://dx.doi.org/10.1162/pres.16.1.16.

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It is speculated that virtual environments (VE) might be used as a training tool in brain injury rehabilitation. The rehabilitation process often involves practicing so-called instrumental activities of daily living (IADL), such as shopping, cooking, and using a telephone. If a brain injury patient is to practice such activities in a VE, the patient must be able to navigate the viewpoint and interact with virtual objects in an understandable way. People with brain injury may be less tolerant to a poor interface and a VE might therefore become unusable due to, for example, an unsuitable input device. In this paper we present two studies aimed to do initial usability testing of VE interaction methods on people without experience of 3D computer graphics. In the first study four navigation input device configurations were compared: the IntelliKeys keyboard and the Microsoft Sidewinder joystick, both programmed with two and three degrees of freedom (DOF). The purpose of the second study was to evaluate a method for interaction with objects, and to find a sufficiently usable input device for this purpose. The keyboard was found to be more suitable for navigation tasks in which the user wants to give the viewpoint a more advantageous position and orientation for carrying out a specific task. No big differences could be found between two and three DOFs. The method for interaction with objects was found to work sufficiently well. No difference in performance could be found between mouse and touch screen, but some evidence was found that they affect the usability of the VE interface in different ways.
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36

Parks, Joseph W., and Kevin F. Brennan. "Boundary Condition for the Modeling of Open-circuited Devices in Non-equilibrium." VLSI Design 8, no. 1-4 (1998): 567–72. http://dx.doi.org/10.1155/1998/71381.

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A boundary condition specifically designed to model open-circuited devices in a macroscopic device simulator is introduced. Other simulation techniques have relied on an external circuit model to regulate the current flow out of a contact thus allowing the potential to remain the controlled variable at the boundary. The limitations of these methods become apparent when modeling open-circuited devices with an exceptionally small or zero output current. In this case, using a standard ohmic-type Dirichlet boundary condition would not yield satisfactory results and attaching the device to an arbitrarily large load resistance is physically and numerically unacceptable. This proposed condition is a true current controlled boundary where the external current is the specified parameter rather than the potential. Using this model, the external current is disseminated into electron and hole components relative to their respective concentration densities at the contact. This model also allows for the inclusion of trapped interface charge and a finite surface recombination velocity at the contact. An example of the use of this boundary condition is performed by modeling a silicon avalanche photodiode operating in the flux integrating mode for use in an imaging system. In this example, the device is biased in steady-state to just below the breakdown voltage and then open-circuited. The recovery of the isolated photodiode back to its equilibrium condition is then determined by the generation lifetime of the material, the quantity of signal and background radiation incident upon the device, and the impact ionization rates.
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37

Kaur, Jasleen, and S. R. N. Reddy. "Design and Development of Lightweight Operating System Framework for Smart Devices." International Journal of Software Innovation 9, no. 2 (2021): 136–49. http://dx.doi.org/10.4018/ijsi.2021040108.

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Immeasurable extension of technology for smart devices is perceived in the present scenario, and has resulted in advancements in the growth of such smart devices in diverse domains. An application specific, customized, and lightweight operating system (OS) eventually builds the complete smart device. The user may face difficulties in developing application specific customized OS because of lack of knowledge or resource constraints. The aim of this paper is to assist the users through a generic smart framework that significantly reduces the constraints in the design and development of smart devices and help the users to automatically build an application specific lightweight customized OS. The targeted framework comprises an intelligent graphical user interface that directs the selection of processor and application specific key components. The performance analysis of the framework is done through an experimental test on two different application areas. The findings infer that the size and boot time of an OS build from the framework diminishes by more than 50%.
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38

Kommera, Pranay Reddy, Vinay Ramakrishnaiah, Christine Sweeney, Jeffrey Donatelli, and Petrus H. Zwart. "GPU-accelerated multitiered iterative phasing algorithm for fluctuation X-ray scattering." Journal of Applied Crystallography 54, no. 4 (2021): 1179–88. http://dx.doi.org/10.1107/s1600576721005744.

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The multitiered iterative phasing (MTIP) algorithm is used to determine the biological structures of macromolecules from fluctuation scattering data. It is an iterative algorithm that reconstructs the electron density of the sample by matching the computed fluctuation X-ray scattering data to the external observations, and by simultaneously enforcing constraints in real and Fourier space. This paper presents the first ever MTIP algorithm acceleration efforts on contemporary graphics processing units (GPUs). The Compute Unified Device Architecture (CUDA) programming model is used to accelerate the MTIP algorithm on NVIDIA GPUs. The computational performance of the CUDA-based MTIP algorithm implementation outperforms the CPU-based version by an order of magnitude. Furthermore, the Heterogeneous-Compute Interface for Portability (HIP) runtime APIs are used to demonstrate portability by accelerating the MTIP algorithm across NVIDIA and AMD GPUs.
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39

Ceccacci, Silvia, Andrea Generosi, Alma Leopardi, Maura Mengoni, and And Ferruccio Mandorli. "The Role of Haptic Feedback and Gamification in Virtual Museum Systems." Journal on Computing and Cultural Heritage 14, no. 3 (2021): 1–14. http://dx.doi.org/10.1145/3453074.

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This article reports the results of a research aimed to evaluate the ability of a haptic interface to improve the user experience (UX) with virtual museum systems. In particular, two user studies have been carried out to (1) compare the experience aroused during the manipulation of a 3D printed replica of an artifact with a pen-like stylus with that aroused during the interaction (visual and tactile) with a 3D rendering application using a haptic interface and PC monitor, and (2) compare the users’ perceived usability and UX among a traditional mouse-based desktop interface, haptic interface, and haptic gamified interface based on the SUS scale and the AttrakDiff2 questionnaire. A total of 65 people were involved. The considered haptic application is based on the haptic device Omega 6 produced by Force Dimension, and it is a permanent attraction of the Museo Archeologico Nazionale delle Marche. Results suggest that the proposed haptic interface is suitable for people who commonly use mouse-based computer interaction, but without previous experience with haptic systems, and provide some insights useful to better understand the role of haptic feedback and gamification in enhancing UX with virtual museums, and to guide the development of other similar applications in the future.
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40

Steger, R., K. Lin, B. D. Adelstein, and H. Kazerooni. "Design of a Passively Balanced Spatial Linkage Haptic Interface." Journal of Mechanical Design 126, no. 6 (2004): 984–91. http://dx.doi.org/10.1115/1.1798111.

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This paper describes the design and implementation of a compact high fidelity desktop haptic interface that provides three-degree-of-freedom point-force interaction through a handheld pen-like stylus. The complete haptic device combines a spatial linkage, actuation, power amplification, and control electronics in a standalone package with a footprint similar to that of a notebook computer 33cm×25cm×10cm. The spatial linkage is composed of one planar and two spherical subloops. Two versions of the spatial linkage were designed: a lightweight polycarbonate plastic version suitable for inexpensive mass production, and an aluminum and stainless steel linkage that offers greater reliability and higher stiffness. Both linkages were designed to be statically balanced over their full workspace.
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41

Klimeck, Gerhard, Dan Blanks, Roger Lake, et al. "Writing Research Software in a Large Group for the NEMO Project." VLSI Design 8, no. 1-4 (1998): 79–86. http://dx.doi.org/10.1155/1998/35374.

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The nanoelectronic modeling (NEMO) program is the result of a three-year development effort involving four universities and the former Corporate Research and Development Laboratory of Texas Instruments, now Applied Research Laboratory, Raytheon TI Systems, to create a comprehensive quantum device modeling tool for layered semiconductor structures. Based on the non-equilibrium Green function formalism, it includes the effects of quantum charging, bandstructure and incoherent scattering from alloy disorder, interface roughness, acoustic phonons, and polar optical phonons. NEMO addresses the diverse needs of two different types of users: (i) the engineer/experimentalist who desires a black-box design tool and (ii) the theorist who is interested in a detailed investigation of the physics. A collection of models trade off physical content with speed and memory requirements. Access to this comprehensive theoretical framework is accommodated by a Graphical User Interface (GUI) that facilitates device prototyping and in situ data analysis. We describe a hierarchical software design that allows rapid incorporation of theory enhancements while maintaining a user-friendly GUI, thus satisfying the conflicting criteria of ease of use and ease of development. The theory and GUI modules share data structures that define the device structure, material parameters, and simulation parameters. These data structures may contain general data such as integer and real numbers, option lists, vectors, matrices and the labels for both batch and GUI operation. NEMO generates the corresponding GUI elements at run-time for display and entry of these data structures.
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42

Khalid, Muhammad Farhan, Kanzal Iman, Amna Ghafoor, et al. "PERCEPTRON: an open-source GPU-accelerated proteoform identification pipeline for top-down proteomics." Nucleic Acids Research 49, W1 (2021): W510—W515. http://dx.doi.org/10.1093/nar/gkab368.

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Abstract PERCEPTRON is a next-generation freely available web-based proteoform identification and characterization platform for top-down proteomics (TDP). PERCEPTRON search pipeline brings together algorithms for (i) intact protein mass tuning, (ii) de novo sequence tags-based filtering, (iii) characterization of terminal as well as post-translational modifications, (iv) identification of truncated proteoforms, (v) in silico spectral comparison, and (vi) weight-based candidate protein scoring. High-throughput performance is achieved through the execution of optimized code via multiple threads in parallel, on graphics processing units (GPUs) using NVidia Compute Unified Device Architecture (CUDA) framework. An intuitive graphical web interface allows for setting up of search parameters as well as for visualization of results. The accuracy and performance of the tool have been validated on several TDP datasets and against available TDP software. Specifically, results obtained from searching two published TDP datasets demonstrate that PERCEPTRON outperforms all other tools by up to 135% in terms of reported proteins and 10-fold in terms of runtime. In conclusion, the proposed tool significantly enhances the state-of-the-art in TDP search software and is publicly available at https://perceptron.lums.edu.pk. Users can also create in-house deployments of the tool by building code available on the GitHub repository (http://github.com/BIRL/Perceptron).
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43

Saraniti, M., G. Zandler, G. Formicone, and S. Goodnick. "Cellular Automata Studies of Vertical Silicon Devices." VLSI Design 8, no. 1-4 (1998): 111–15. http://dx.doi.org/10.1155/1998/89897.

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We present systematic theoretical Cellular Automata (CA) studies of a novel nanometer scale Si device, namely vertically grown Metal Oxide Field Effect Transistors (MOSFET) with channel lengths between 65 and 120 nm. The CA simulations predict drain characteristics and output conductance as a function of gate length. The excellent agreement with available experimental data indicates a high quality oxide/semiconductor interface. Impact ionization is shown to be of minor importance. For inhomogeneous p-doping profiles along the channel, significantly improved drain current saturation is predicted.
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44

Chunmei, Chen, Li Qingyuan, and Jia Huiling. "Effect on Application by Mechanism of GDI Rendering Functions and Solutions." International Journal of Geology and Earth Sciences 1, no. 3 (2015): 24–45. https://doi.org/10.5281/zenodo.1494775.

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GDI drawing-functions in Windows API were analyzed and found that GDI drawing-function mapped the world coordinate system (Cartesian coordinate system) origin (0, 0) to the pixel center between (0, 0) and (1, 1) of the device coordinate system (screen coordinates). It pointed out that in order to maintain the same graphic geometric characteristics and avoiding overprinting, GDI drawing functions compromised with the endpoints and the boundary pixels, which caused some strange phenomenon many programmers have not found and it was difficult to understand. In response to these phenomena, explanations are given. In addition, the effect on some applications is pointed out and solutions are proposed.
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45

Aiman, M. Ayyal Awwad, and EL-Din EL Rez Nur. "Automatic Internationalization and Localization Based on Android Location Services." International Journal of Computer Science Issues 15, no. 5 (2018): 42–51. https://doi.org/10.5281/zenodo.1467655.

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Android operates on many smartphones in many locales. To reach the most users, the app should handle all resources such as text strings, layouts, graphics, and any other static data that the app needs, in ways proper to the locales where the app will be used. Doing that requires internationalization and localization of the app to support multiple languages. In this paper, we present an approach for localizing the Android app according to the location data that the application received from the device. In particular, the proposed feature automates the locale detection process using Android’s location services. Depending on the locale detected the resources’ contents are rendered in a particular language used in that locale. The testing results show that the proposed feature triggers the restarts of the app with the language spoken in that locale, updates the visible user interface properly, and delivers a more personal and context-rich user experience.
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46

Frisoli, Antonio, Francesco Simoncini, Massimo Bergamasco, and Fabio Salsedo. "Kinematic Design of a Two Contact Points Haptic Interface for the Thumb and Index Fingers of the Hand." Journal of Mechanical Design 129, no. 5 (2006): 520–29. http://dx.doi.org/10.1115/1.2712219.

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This paper presents an integrated approach to the kinematic design of a portable haptic interface for the thumb and index fingers of the hand. The kinematics of the haptic interface was selected on the basis of constructive reasons, design constraints, and usability issues, and in order to guarantee the best level of performance with the lowest encumbrance and weight over the workspace of the hand. The kinematic dimensioning was the result of a multi-objective optimization of several performance parameters, such as minimum required torque at actuators and maximum reachable workspace, with the simultaneous fulfillment of design constraints, such as satisfactory mechanical stiffness at the end effector, global kinematic isotropy over the workspace, and limited bulk of the device. A geometric interpretation of singularities based on screw theory was formulated to point out both hand postures and movements associated with weaker performance. The results of the paper were used to build the prototype of a new portable haptic interface with two contact points, whose main design features are also specifically presented.
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47

Weiss, Robin M., and Jeffrey Shragge. "Solving 3D anisotropic elastic wave equations on parallel GPU devices." GEOPHYSICS 78, no. 2 (2013): F7—F15. http://dx.doi.org/10.1190/geo2012-0063.1.

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Efficiently modeling seismic data sets in complex 3D anisotropic media by solving the 3D elastic wave equation is an important challenge in computational geophysics. Using a stress-stiffness formulation on a regular grid, we tested a 3D finite-difference time-domain solver using a second-order temporal and eighth-order spatial accuracy stencil that leverages the massively parallel architecture of graphics processing units (GPUs) to accelerate the computation of key kernels. The relatively small memory of an individual GPU limits the model domain sizes that can be computed on a single device. To circumvent this constraint and move toward modeling industry-sized 3D anisotropic elastic data sets, we parallelized computation across multiple GPU devices by using domain decomposition and, for each time step, employing an interdevice communication protocol to exchange data values falling within interior boundaries of each subdomain. For two or more GPU devices within a single compute node, we use direct peer-to-peer (i.e., GPU-to-GPU) communication, whereas for networked nodes we employed message-passing interface directives to route data over the network. Our 2D GPU-based anisotropic elastic modeling tests achieved a [Formula: see text] speedup relative to an OpenMP CPU implementation run on an eight-core machine, whereas our 3D tests using dual-GPU devices produced up to a [Formula: see text] speedup. The performance boost afforded by the GPU architecture allowed us to model seismic data for 3D anisotropic elastic models at lower hardware cost and in less time than has been previously possible.
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48

Cercignani, Carlo, Irene M. Gamba, Joseph W. Jerome, and Chi-Wang Shu. "Applicability of the High Field Model: A Preliminary Numerical Study." VLSI Design 8, no. 1-4 (1998): 275–82. http://dx.doi.org/10.1155/1998/56862.

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In a companion presentation, we have discussed the theory of a mesoscopic/ macroscopic model, which can be viewed as an augmented drift-diffusion model. Here, we describe how that model is used. The device we consider for this presentation is the one dimensional GaAs n+−n−n+ structure of length 0.8μm. First, a full Hydro- Dynamic (HD) model, proven reliable when compared with Monte Carlo simulations, is used to simulate the device via the ENO finite difference method. As applied to the full device, the new model is not necessarily superior to traditional Drift-Diffusion (DD). Indeed, when we plot the quantity η= μ0E/kT0/m, where μ0 is the mobility constant and E=−ϕ′ is the electric field, we verify that the high field assumption η › 1, required for the high field model, is satisfied only in an interval given approximately by [0.2, 0.5]. When we run both the DD model and the new high field model in this restricted interval, with boundary conditions of concentration n and potential ϕ provided by the HD results, we demonstrate that the new model outperforms the DD model. This indicates that the high field and DD models should be used only in parts of the device, connected by a transition kinetic regime. This will be a domain decomposition issue involving interface conditions and adequate numerical methods.
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49

Li, Wen Hui. "Study on the Technology of Digital Image Processing." Applied Mechanics and Materials 687-691 (November 2014): 3555–58. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.3555.

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The paper aims to study a design and technique of the image processing based on the architecture of embedded system. Aimed at the own characteristic of embedded system, designing a platform been endowed with more operating functions of embedded image processing with versatility. The author adopts the method of the embedded system design based on the basic functions and characteristic of image processing system, summarizing and comparing of the characteristic and new developments of the EOS for the ARM processor, and finally chooses the embedded Linux for the operating system of our platform, also transplant it in the hardware platform. Aimed at the characteristic of Linux device architecture, the author introduces how to develop the image capture and display, memory the data of an image, the programming method of that. Some base arithmetic of image processing, such as image smooth, sharpen, edge detect and so on, and the graphics user interface are developed on the platform with using the Mini GUI, according to the intercommunion between the human and the platform. At last, some key program's code is given.
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50

Tsiktsiris, Dimitris, Dimitris Ziouzios, and Minas Dasygenis. "A High-Level Synthesis Implementation and Evaluation of an Image Processing Accelerator." Technologies 7, no. 1 (2018): 4. http://dx.doi.org/10.3390/technologies7010004.

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Most frequently, an FPGA is used as an implementation platform in applications of graphics processing, as its structure can effectively exploit both spatial and temporal parallelism. Such parallelization techniques involve fundamental restrictions, namely being their dependence on both the processing model and the system’s hardware constraints, that can force the designer to restructure the architecture and the implementation. Predesigned accelerators can significantly assist the designer to solve this problem and meet his deadlines. In this paper, we present our accelerators for Grayscale and Sobel Edge Detection, two of the most fundamental algorithms used in digital image processing projects. We have implemented those algorithms with a “bare-metal” VHDL design, written purely by hand, as a portable USB accelerator device, as well as an HLS-based overlay of a similar implementation designed to be used by a Python interface. The comparisons of the two architectures showcase that the HLS generated design can perform equally to or even better than the handwritten HDL equivalent, especially when the correct compiler directives are provided.
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