Academic literature on the topic 'Graphics User Interface'

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Journal articles on the topic "Graphics User Interface"

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Stepanyan, Ivan V. "Ergonomic qualities of graphic user interfaces (GUI): state and evolution." Occupational Health and Industrial Ecology, no. 12 (February 15, 2019): 51–56. http://dx.doi.org/10.31089/1026-9428-2018-12-51-57.

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More workers are involved into interaction with graphic user interfaces most part of the working shift. However, low ergonomic qualities or incorrect usage of graphic user interface could result in risk of unfavorable influence on workers’ health. The authors revealed and classified typical scenarios of graphic user interface usage. Various types of graphic user interface and operator occupations are characterized by various parameters of exertion, both biomechanical and psycho-physiological. Among main elements of graphic user interface are presence or absence of mouse or joystick, intuitive clearness, balanced palette, fixed position of graphic elements, comfort level, etc. Review of various graphic user interface and analysis of their characteristics demonstrated possibility of various occupational risk factors. Some disclosed ergonomic problems are connected with incorporation of graphic user interface into various information technologies and systems. The authors presented a role of ergonomic characteristics of graphic user interface for safe and effective work of operators, gave examples of algorithms to visualize large information volumes for easier comprehension and analysis. Correct usage of interactive means of computer visualization with competent design and observing ergonomic principles will optimize mental work in innovative activity and preserve operators’ health. Prospective issues in this sphere are ergonomic interfaces developed with consideration of information hygiene principles, big data analysis technology and automatically generated cognitive graphics.
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Kay, Peter. "Speech-driven graphics: a user interface." Journal of Microcomputer Applications 16, no. 3 (July 1993): 223–31. http://dx.doi.org/10.1006/jmca.1993.1022.

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Gallop, JR. "User interface management and graphics standards." Information and Software Technology 29, no. 4 (May 1987): 202–6. http://dx.doi.org/10.1016/0950-5849(87)90068-1.

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Bollini, Letizia. "Beautiful interfaces. From user experience to user interface design." Design Journal 20, sup1 (July 28, 2017): S89—S101. http://dx.doi.org/10.1080/14606925.2017.1352649.

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Kokol, Peter, Ivan Rozman, and Vlado Venuti. "User interface metrics." ACM SIGPLAN Notices 30, no. 4 (April 1995): 36–38. http://dx.doi.org/10.1145/202176.202180.

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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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Doebelin, Nicola, and Reinhard Kleeberg. "Profex: a graphical user interface for the Rietveld refinement programBGMN." Journal of Applied Crystallography 48, no. 5 (August 29, 2015): 1573–80. http://dx.doi.org/10.1107/s1600576715014685.

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Profexis a graphical user interface for the Rietveld refinement programBGMN. Its interface focuses on preservingBGMN's powerful and flexible scripting features by giving direct access toBGMNinput files. Very efficient workflows for single or batch refinements are achieved by managing refinement control files and structure files, by providing dialogues and shortcuts for many operations, by performing operations in the background, and by providing import filters for CIF and XML crystal structure files. Refinement results can be easily exported for further processing. State-of-the-art graphical export of diffraction patterns to pixel and vector graphics formats allows the creation of publication-quality graphs with minimum effort.Profexreads and converts a variety of proprietary raw data formats and is thus largely instrument independent.ProfexandBGMNare available under an open-source license for Windows, Linux and OS X operating systems.
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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 (June 12, 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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Luther, Willis J. "Graphics user interface for controlling text-to-speech conversion." Journal of the Acoustical Society of America 100, no. 6 (1996): 3487. http://dx.doi.org/10.1121/1.417253.

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Miller, Gavin, Sally Grisedale, and Kenneth T. Anderson. "3Desque: interface elements for a 3D graphical user interface." Journal of Visualization and Computer Animation 10, no. 2 (April 1999): 109–19. http://dx.doi.org/10.1002/(sici)1099-1778(199904/06)10:2<109::aid-vis198>3.0.co;2-f.

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Dissertations / Theses on the topic "Graphics User Interface"

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Kay, Peter. "A speech input modality for computer-aided drawing : user interface issues." Thesis, University of Hertfordshire, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.260794.

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Wellner, Pierre. "Statemaster : a user interface management system based on statecharts /." Online version of thesis, 1989. http://hdl.handle.net/1850/10447.

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Yang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.

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The field of computer user interface design is rapidly changing and diversifying as new devices are developed every day. Technology has risen to become an integral part of life for people of all ages around the world. Modern life as we know it depends on computers, and understanding the interfaces through which we communicate with them is critically important in an increasingly digital age. The first part of this paper examines the technological origins and historical background driving the development of graphical user interfaces from its earliest incarnations to today. Hardware advancements and key turning points are presented and discussed. In the second part of this paper, skeuomorphism and flat design, two of the most common design trends today, are analyzed and explained. Finally, the future course of user interface is predicted based off of emergent technologies such as the Apple Watch, Google Glass, Microsoft HoloLens, and Microsoft PixelSense. Through understanding the roots and current state of computer user interface design, engineers, designers, and scientists can help us get the most out of our ever-changing world of advanced technology as it becomes further intertwined with our existence.
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Morris, David Victor. "A new graphical user interface for a 3D topological mesh modeler." Texas A&M University, 2008. http://hdl.handle.net/1969.1/85977.

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In this thesis, I present a new platform-independent, open source, intuitive graphical user interface for TopMod, an application designed for interacting with 3-dimensional manifold meshes represented by a Doubly Linked Face List (DLFL). This new interface, created using the Trolltech Qt user interface library, enables users to construct and interact with complex manifold meshes much faster and more easily than was previously possible. I also present a method for the rapid creation of a successful online community of users and developers, by integrating a variety of open source web-based software packages. The new website, which includes a discussion forum, a news blog, a collaborative user and developer wiki, and a source code repository and release manager, received an average of 250 unique visits per day during the first two months of its existence, and it continues to be utilized by a variety of users and developers worldwide.
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Chen, Yenan. "Advanced Multi-modal User Interfaces in 3D Computer Graphics and Virtual Reality." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-75889.

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Computers are developed continuously to satisfy the human demands, and typical tools used everywhere for ranging from daily life usage to all kinds of research. Virtual Reality (VR), a virtual environment simulated to present physical presence in the real word and imaginary worlds, has been widely applied to simulate the virtual environment. People’s feeling is limited to visual perception when only computers are applied for simulations, since computers are limited to display visualization of data, while human senses include sight, smell, hearing, taste, touch and so on. Other devices can be applied, such as haptics, a device for sense of touch, to enhance the human perception in virtual environment. A good way to apply VR applications is to place them in a virtual display system, a system with multiply tools displays a virtual environment with experiencing different human senses, to enhance the people’s feeling of being immersed in a virtual environment. Such virtual display systems include VR dome, recursive acronym CAVE, VR workbench, VR workstation and so on. Menus with lots of advantages in manipulating applications are common in conventional systems, operating systems or other systems in computers. Normally a system will not be usable without them. Although VR applications are more natural and intuitive, they are much less or not usable without menus. But very few studies have focused on user interfaces in VR. This situation motivates us working further in this area. We want to create two models on different purposes. One is inspired from menus in conventional system and the sense of touch. And the other one is designed based on the spatial presence of VR. The first model is a two-dimensional pie menu in pop-up style with spring force feedback. This model is in a pie shape with eight options on the root menu. And there is a pop-up style hierarchical menu belongs to each option on the root menu. When the haptics device is near an option on the root menu, the spring force will force the haptics device towards to the center of the option and that option will be selected, and then the sub menu with nine options will pop up. The pie shape together with the spring force effect is expected to both increase the speed of selection and decrease the error rate of selection. The other model is a semiautomatic three-dimensional cube menu. This cube menu is designed with a aim to provide a simple, elegant, efficient and accurate user interface approach. This model is designed with four faces, including the front, back, left and right faces of the cube. Each face represents a category and has nine widgets. Users can make selections in different categories. An efficient way to change between categories is to rotate the cube automatically. Thus, a navigable rotation animation system is built and is manipulating the cube rotate horizontally for ninety degrees each time, so one of the faces will always face users. These two models are built under H3DAPI, an open source haptics software development platform with UI toolkit, a user interface toolkit. After the implementation, we made a pilot study, which is a formative study, to evaluate the feasibility of both menus. This pilot study includes a list of tasks for each menu, a questionnaire regards to the menu performance for each subject and a discussion with each subject. Six students participated as test subjects. In the pie menu, most of the subjects feel the spring force guides them to the target option and they can control the haptics device comfortably under such force. In the cube menu, the navigation rotation system works well and the cube rotates accurately and efficiently. The results of the pilot study show the models work as we initially expected. The recorded task completion time for each menu shows that with the same amount of tasks and similar difficulties, subjects spent more time on the cube menu than on the pie menu. This may implicate that pie menu is a faster approach comparing to the cube menu. We further consider that both the pie shape and force feedback may help reducing the selection time. The result for the option selection error rate test on the cube menu may implicates that option selection without any force feedback may also achieve a considerable good effect. Through the answers from the questionnaire for each subject, both menus are comfortable to use and in good control.
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Key, Matthew. "EnVRMent: Investigating Experience in a Virtual User-Composed Environment." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2235.

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Virtual Reality is a technology that has long held society's interest, but has only recently began to reach a critical mass of everyday consumers. The idea of modern VR can be traced back decades, but because of the limitations of the technology (both hardware and software), we are only now exploring its potential. At present, VR can be used for tele-surgery, PTSD therapy, social training, professional meetings, conferences, and much more. It is no longer just an expensive gimmick to go on a momentary field trip; it is a tool, and as with the automobile, personal computer, and smartphone, it will only evolve as more and more adopt and utilize it in various ways. It can provide a three dimensional interface where only two dimensions were previously possible. It can allow us to express ourselves to one another in new ways regardless of the distance between individuals. It has astronomical potential, but with this potential we must first understand what makes it adoptable and attractive to the average consumer. The interaction with technology is often times the bottleneck through which the public either adopts or abandons that technology. The goal of this project is to explore user immerision and emotion during a VR experience centered around creating a virtual world. We also aimed to explore if the naturality of the user interface had any effect on user experience. Very limited user testing was available, however a small user group conducted in depth testing and feedback. While our sample size is small, the users were able to test the system and show that there is a positive correlation between influence on the virtual environment and a positive user emotional experience (immersion, empowerment, etc.), along with a few unexpected emotions (anxiety). We present the system developed, the user study, and proposed extensions for fruitful directions for this work by which a future project may continue the study.
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Lenz, Anthony M. "COFFEE: Context Observer For Fast Enthralling Entertainment." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1244.

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Desktops, laptops, smartphones, tablets, and the Kinect, oh my! With so many devices available to the average consumer, the limitations and pitfalls of each interface are becoming more apparent. Swimming in devices, users often have to stop and think about how to interact with each device to accomplish the current tasks at hand. The goal of this thesis is to minimize user cognitive effort in handling multiple devices by creating a context aware hybrid interface. The context aware system will be explored through the hybridization of gesture and touch interfaces using a multi-touch coffee table and the next-generation Microsoft Kinect. Coupling gesture and touch interfaces creates a novel multimodal interface that can leverage the benefits of both gestures and touch. The hybrid interface is able to utilize the more intuitive and dynamic use of gestures, while maintaining the precision of a tactile touch interface. Joining these two interfaces in an intuitive and context aware way will open up a new avenue for design and innovation.
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Rinne, Vidar. "A Zoomable 3D User Interface using Uniform Grids and Scene Graphs." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-13360.

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Zoomable user interfaces (ZUIs) have been studied for a long time and many applications are built upon them. Most applications, however, only use two dimensions to express the content. This report presents a solution using all three dimensions where the base features are built as a framework with uniform grids and scene graphs as primary data structures. The purpose of these data structures is to improve performance while maintaining flexibility when creating and handling three-dimensional objects. A 3D-ZUI is able to represent the view of the world and its objects in a more lifelike manner. It is possible to interact with the objects much in the same way as in real world. By developing a prototype framework as well as some example applications, the usefulness of 3D-ZUIs is illustrated. Since the framework relies on abstraction and object-oriented principles it is easy to maintain and extend it as needed. The currently implemented data structures are well motivated for a large scale 3D-ZUI in terms of accelerated collision detection and picking and they also provide a flexible base when developing applications. It is possible to further improve performance of the framework, for example by supporting different types of culling and levels of detail
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Leal, Neto Viriato. "Desenvolvimento de uma interface gráfica de usuário para modelos computacionais de exposição externa." Universidade Federal de Pernambuco, 2007. https://repositorio.ufpe.br/handle/123456789/10010.

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Made available in DSpace on 2014-06-12T23:17:17Z (GMT). No. of bitstreams: 2 arquivo9157_1.pdf: 2640822 bytes, checksum: 5196f6de3238ff5559d618fb856ffadc (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2007
Para estimar a dose absorvida pelo paciente em uma série de exames de raios-X diagnóstico, é necessário realizar simulações utilizando um modelo computacional de exposição. Tais modelos são compostos, fundamentalmente, por um simulador antropomórfico (fantoma) e um código Monte Carlo. O acoplamento de um fantoma de voxels a um código Monte Carlo é um processo complexo e quase sempre resulta na solução de um problema particular. Isto significa que é inviável a utilização destas ferramentas computacionais na rotina de clínicas e hospitais que realizam exames de raios-X, porque as simulações com modelo computacional de exposição demandam tempo, conhecimento do código utilizado e diversos ajustes a serem implementados de uma simulação para outra. Neste contexto, foi desenvolvido em C++ a GUI (Graphics User Interface) VoxelDose que cria arquivos de dados com o resultado da simulação de diversos exames e utiliza estes arquivos de dados para fornecer as informações dosimétricas. O arquivo de dados foi construído usando os fantomas de voxels MAX (Male Adult voXel) e FAX (Female Adult voXel), e o código Monte Carlo EGS4 (Electron Gamma Shower, versão 4). O software permite ao usuário criar os arquivos de dados, inserir novos exames, visualizar a região do exame e a posição da fonte, obter coeficientes de conversão e calcular dose. Os resultados dosimétricos e as imagens podem ser salvos ou impressos
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Henry, Jo-Ann Theresa Juchniewicz. "The Recognition of Icons Among Four Groups of Computer Users." Thesis, University of North Texas, 1991. https://digital.library.unt.edu/ark:/67531/metadc332661/.

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One idea common in the computer industry today is that by the time a technological innovation reaches the mass market it is already obsolete. News of recent technological developments race quickly through the computer industry, creating large scale competition among various businesses for the dollars of both educational institutions and industries. In an effort to produce sophisticated and powerful software readily accessible to users whose area of expertise is not programming, software developers have increasingly turned toward the simplest form of language and concept representation--the icon. As icons become increasingly sophisticated and their function grows, so will their availability in various interfaces. The number of users who operate them will also increase. Advanced help systems and animation will assist in relieving some difficulties while creating others. In either case, icon recognizability will be a crucial factor for anyone (novice or expert) who will use them. The purpose of this study was to verify whether all users unfamiliar with a graphical user interface (GUI) system, specifically icons, will require assistance with 40' "W those icons that are unrecognizable in either form or function. Based on the results of this study, an icon recognizability does exist among different groups of computer users. This recognizability is based upon the experience of the users and not upon the type of software they may use most often.
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Books on the topic "Graphics User Interface"

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Ng, Adelene Whye Leng. Computer graphics: User interface managemnt system. Manchester: University of Manchester, 1986.

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Ladymon, Robert F. Graphic user interface programming with C. Plano, Tex: Wordware Pub., 1992.

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Clanton, Chuck. Film craft in user interface design. [San Francisco: s.n., 1993.

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Bell, Antionette Carin. Documentation for CAPS User Interface and Graphic Editor. Monterey, Calif: Naval Postgraduate School, 1997.

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Beda, Thomas John. An improved user interface for an interactive graphics figure illustrator. Monterey, California: Naval Postgraduate School, 1987.

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Workshop on User Interface Management Systems (1983 Seeheim-Jugenheim, Germany). User interface management systems: Proceedings of the Workshop on User Interface Management Systems, held in Seeheim, FRG, November 1-3, 1983. Berlin: Springer-Verlag, 1985.

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Duce, David A. User Interface Management and Design: Proceedings of the Workshop on User Interface Management Systems and Environments Lisbon, Portugal, June 4-6, 1990. Berlin, Heidelberg: Springer Berlin Heidelberg, 1991.

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Graphics Interface (Conference) (1998 Vancouver, B.C.). Proceedings: Graphics Interface '98 : Vancouver, BC, 18-20 June 1998. Edited by Davis Wayne A, Booth Kellogg S, Fournier Alain 1943-, and Canadian Human-Computer Communications Society. Toronto: Canadian Information Processing Society, 1998.

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Graphics Interface (Conference) (2001 Ottawa, Ont.). Proceedings: Graphics Interface 2001 : Ottawa, Ontario, Canada, 7-9 June 2001. Toronto, Ont: Canadian Human-Computer Communications Society, 2001.

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Peddie, Jon. Graphical user interfaces and graphic standards. New York, N.Y: McGraw-Hill, 1992.

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Book chapters on the topic "Graphics User Interface"

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Bernhard, Alice. "ICONS and User-Interface Communication." In Computer Graphics, 215–27. Tokyo: Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68030-7_14.

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Ero, J., and R. van Liere. "User Interface Management Systems." In Advances in Computer Graphics III, 99–131. Berlin, Heidelberg: Springer Berlin Heidelberg, 1988. http://dx.doi.org/10.1007/978-3-642-61558-0_2.

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Faconti, Giorgio. "The Reference Model of Computer Graphics." In User Interface Management and Design, 7–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 1991. http://dx.doi.org/10.1007/978-3-642-76283-3_2.

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Edmonds, E., and S. Guest. "The Unification of a Dialogue Manager and a Graphics System." In User Interface Management Systems, 155–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 1985. http://dx.doi.org/10.1007/978-3-642-70041-5_14.

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Wu, C. T. "A New Graphics User Interface for Accessing a Database." In Advanced Computer Graphics, 203–19. Tokyo: Springer Japan, 1986. http://dx.doi.org/10.1007/978-4-431-68036-9_14.

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Stewart, T. F. M. "HCI and Research and Development In User Interface Design." In Techniques for Computer Graphics, 421–41. New York, NY: Springer New York, 1987. http://dx.doi.org/10.1007/978-1-4613-8713-8_16.

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Cui, Mengtian, and Libo Zhu. "Usability Evaluation Methods of User Interface Based on Mobile Games Using Fuzzy Methods." In Smart Graphics, 124–31. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-53838-9_10.

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Silverman, Joe, Ralph E. Steuer, and Alan W. Whisman. "Computer Graphics at the Multicriterion Computer/User Interface." In Lecture Notes in Economics and Mathematical Systems, 201–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 1985. http://dx.doi.org/10.1007/978-3-642-46536-9_13.

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Chan, Y. K., Sam Kwong, C. H. Lee, and K. L. Chan. "Environment For Three Dimensional Graphics User Interface Development." In Software Quality and Productivity, 369–77. Boston, MA: Springer US, 1995. http://dx.doi.org/10.1007/978-0-387-34848-3_56.

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Zhou, Tom Z. Y., and William J. Kubitz. "The Application Exposure: Bridging the User Interface and the Application." In Object-Oriented Programming for Graphics, 253–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/978-3-642-79192-5_18.

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Conference papers on the topic "Graphics User Interface"

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"GRAPHICAL USER INTERFACE PERSONALIZATION: USER STUDY OF IMAGE FREQUENCY PREFERENCES." In 14th International Conference on Computer Graphics, Visualization, Computer Vision and Image Processing. IADIS Press, 2020. http://dx.doi.org/10.33965/cgv2020_202011l009.

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Vilenius, Jari, and Pasi Kemppainen. "A graphics user interface for low-cost flight simulation software using graphical programming." In Flight Simulation Technologies Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1996. http://dx.doi.org/10.2514/6.1996-3547.

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Slaney, Jeffrey R., Norman R. Miller, and Douglas L. Marriott. "A User Oriented Interface to the FERRET Failure Mode Identification System." In Computer Graphics Conference and Exposition. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 1987. http://dx.doi.org/10.4271/870909.

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Рябинин, Константин, Konstantin Ryabinin, Константин Белоусов, Konstantin Belousov, Светлана Чуприна, Svetlana Chuprina, Наталья Зелянская, and Natal'ya Zelyanskaya. "Perceptive-Cognitive User Interface for Visual Analytics Systems." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-1-93-98.

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The paper is devoted to using Internet of Things technologies for hardware human-machine interfaces development. Thanks to these technologies, it may be possible to improve the capabilities of visual analytics systems with multiple modalities: movements, audio, etc. It can speed up semantic data filtering and interpretation, increasing the efficiency of analytics. We suggest using ontology engineering methods and tools to automate both the programming of custom hardware human-machine interfaces and connecting them to the third-party software. The proposed concept is tested by solving the real-world tasks of discovering the relationships between the psychological characteristics of the native speakers and their verbal behavior.
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Chamzas, Dimitris, and Konstantinos Moustakas. "3D Augmented Reality Tangible User Interface using Commodity Hardware." In 15th International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2020. http://dx.doi.org/10.5220/0009173303840391.

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Araujo, Joao Miguel, Rui Couto, and Jose Creissac Campos. "A Generator of User Interface Prototypes for the IVY Workbench." In 2019 International Conference on Graphics and Interaction (ICGI). IEEE, 2019. http://dx.doi.org/10.1109/icgi47575.2019.8955088.

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Soui, Makram, Mabrouka Chouchane, Ines Gasmi, and Mohamed Wiem Mkaouer. "PLAIN: PLugin for predicting the usAbility of Mobile User INterface." In International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006171201270136.

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Maki, Nahomi, and Kazuhisa Yanaka. "Natural user interface for integral photography of dispersion-rendered diamond." In I3D '16: Symposium on Interactive 3D Graphics and Games. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2856400.2876013.

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Кузьменко, Александр, Aleksandr Kuz'menko, Андрей Аверченков, Andrey Averchenkov, Виталий Шкаберин, and Vitaliy Shkaberin. "Modern Methods of Usability Engineering of User Interface for Weboriented Environment." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-215-218.

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The article discusses methods and tools applied for wireframing of web-environment usability engineering. Modern approaches used for wireframing via web service moqups.com. are considered. In today's world, people have to spend a lot of time at the computer therefore an important factor in the user's work with the software becomes human-machine interaction. Web-interface design taking into account all the ergonomic standards is able to reduce stress and fatigue of users as well as to improve the quality of work and satisfaction. Now, when designing user interfaces, insufficient attention is paid to ergonomics and convenience. In this paper, we use an expert approach. This method allows you to evaluate the effectiveness of the developed product when used.
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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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Reports on the topic "Graphics User Interface"

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O`Steen, B. L., J. D. Fast, and B. S. Suire. Development of a graphical user interface and graphics display for the WIND system. Office of Scientific and Technical Information (OSTI), December 1992. http://dx.doi.org/10.2172/10145522.

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O'Steen, B. L., J. D. Fast, and B. S. Suire. Development of a graphical user interface and graphics display for the WIND system. Office of Scientific and Technical Information (OSTI), January 1992. http://dx.doi.org/10.2172/6888908.

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Henshaw, B. PlotStuff: A class for plotting stuff from overture based on: GL{underscore}GraphicsInterface: A graphics interface based on OpenGL based on: GenericGraphicsInterface: A generic graphics interface: User guide, Version 1.00. Office of Scientific and Technical Information (OSTI), October 1996. http://dx.doi.org/10.2172/435316.

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Islam, MD Raqibul, and Satish Karra. PyFLOTRAN A Graphical User Interface. Office of Scientific and Technical Information (OSTI), August 2015. http://dx.doi.org/10.2172/1209458.

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Vinh, Alan B., Richard A. Rouil, Antonio Izquierdo Manzanares, and Alexandre Delye. Graphical User Interface (GUI) for project 25 :. Gaithersburg, MD: National Institute of Standards and Technology, 2010. http://dx.doi.org/10.6028/nist.ir.7726.

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Gailani, J. Z., E. Howlett, T. Isaji, and C. Galagan. Graphical User Interface for LTFATE Version 2.0. Fort Belvoir, VA: Defense Technical Information Center, April 2001. http://dx.doi.org/10.21236/ada393805.

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Terwilliger, James. Graphical User Interfaces as Updatable Views. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.2672.

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Schwarz, Randolph, and Leland L. Carter. Graphical User Interface for Simplified Neutron Transport Calculations. Office of Scientific and Technical Information (OSTI), July 2011. http://dx.doi.org/10.2172/1018953.

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Shasharina, Svetlana. Graphical User Interface for Light Water Reactor Simulation. Office of Scientific and Technical Information (OSTI), May 2018. http://dx.doi.org/10.2172/1437613.

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Sakalaukus, Peter J. NOMADS Graphical User Interface Version 2.0 User's Manual. Fort Belvoir, VA: Defense Technical Information Center, September 1994. http://dx.doi.org/10.21236/ada286314.

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