Artículos de revistas sobre el tema "Information display systems. Interactive computer systems. Computer graphics"

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Whitmore, Mihriban, Ann M. Aldridge, Randy B. Morris, Abhilash K. Pandya, Robert P. Wilmington, Dean G. Jensen y James C. Maidaxy. "Integrating Microgravity Test Data with a Human Computer Reach Model". Proceedings of the Human Factors Society Annual Meeting 36, n.º 16 (octubre de 1992): 1249–53. http://dx.doi.org/10.1177/154193129203601615.

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Future space vehicles such as the Space Station Freedom will be equipped with computers that have direct manipulation capabilities. The human factors challenge is to provide an optimal human-systems interface which will accommodate a wide range of users and tasks in a microgravity environment. A series of experiments have been conducted by the Man-Systems Division at Johnson Space Center to resolve anthropometric issues related to human reach capabilities and limitations impacting workstation design. To facilitate this goal, two approaches, “Performance-based” and “Model-based” analyses, were integrated to investigate the human reach mapped onto the workstation display panels. Microgravity maximum reach sweep data were collected onboard NASA's KC-135 Reduced Gravity Aircraft. A three-dimensional (3-D) interactive graphics system, PLAID, was used to generate anthropometrically correct human computer models. Video tapes recorded during the flights were used to extract information for positioning each human representation in the computer model relative to the workstation. The approach, findings and implications of the evaluations are discussed in the paper.
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Lindeman, Robert W., Yasuyuki Yanagida, Haruo Noma y Kenichi Hosaka. "Wearable vibrotactile systems for virtual contact and information display". Virtual Reality 9, n.º 2-3 (2 de diciembre de 2005): 203–13. http://dx.doi.org/10.1007/s10055-005-0010-6.

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Walton, Joan, M. A. Musen, D. M. Combs, C. D. Lane, E. H. Shortliffe y L. M. Fagan. "Graphical Access to Medical Expert Systems: III. Design of a Knowledge Acquisition Environment*)". Methods of Information in Medicine 26, n.º 03 (julio de 1987): 78–88. http://dx.doi.org/10.1055/s-0038-1635497.

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SummaryKnowledge acquisition for expert systems typically is a tedious, iterative process involving long hours of consultation between the domain experts and the computer scientists who serve as knowledge engineers. For well-understood domains, however, it may be possible to facilitate the knowledge acquisition process by allowing domain experts to develop and edit a knowledge base directly. Administration of protocol-directed cancer chemotherapy is such a well-understood application area, and a knowledge acquisition system, called OPAL, has been developed for eliciting chemotherapy-protocol knowledge directly from expert oncologists. OPAL’s knowledge acquisition approach is based on the interactive graphics environment available on current generation workstations. The use of graphics improves the interface by reducing typing, avoiding natural language interpretations, and allowing flexibility in entry sequence. The knowledge in OPAL is displayed using an arrangement of hierarchically related, graphical forms. The position of a particular form in the hierarchy defines the context of the knowledge contained in the form. Intelligent editing programs such as OPAL can streamline the knowledge engineering process for highly structured domains requiring repetitive knowledge entry.
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Sloan, Gary D. y John A. Talbott. "Computer-Generated Interactive Displays as an Aid in Explaining Complex Accidents to the Trier of Fact". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, n.º 10 (septiembre de 2002): 885–89. http://dx.doi.org/10.1177/154193120204601002.

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Streimer (1973) proposed that information serves three functions: description, prediction, and persuasion. All three functions are important in forensic human factors. The purpose of this paper is to describe the use of an interactive computer graphic display (ICGD) in explaining the probable causes of an accident to attorneys, and, potentially, to the trier of fact. ICGDs appear well suited to demonstrating the functional relationship between components in complex systems. An example of ICGD used to explain what went wrong in the operation of a power press where a worker was electrocuted shall be presented.
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Tiase, Victoria L., Sarah E. Wawrzynski, Katherine A. Sward, Guilherme Del Fiol, Catherine Staes, Charlene Weir y Mollie R. Cummins. "Provider Preferences for Patient-Generated Health Data Displays in Pediatric Asthma: A Participatory Design Approach". Applied Clinical Informatics 12, n.º 03 (mayo de 2021): 664–74. http://dx.doi.org/10.1055/s-0041-1732424.

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Abstract Objective There is a lack of evidence on how to best integrate patient-generated health data (PGHD) into electronic health record (EHR) systems in a way that supports provider needs, preferences, and workflows. The purpose of this study was to investigate provider preferences for the graphical display of pediatric asthma PGHD to support decisions and information needs in the outpatient setting. Methods In December 2019, we conducted a formative evaluation of information display prototypes using an iterative, participatory design process. Using multiple types of PGHD, we created two case-based vignettes for pediatric asthma and designed accompanying displays to support treatment decisions. Semi-structured interviews and questionnaires with six participants were used to evaluate the display usability and determine provider preferences. Results We identified provider preferences for display features, such as the use of color to indicate different levels of abnormality, the use of patterns to trend PGHD over time, and the display of environmental data. Preferences for display content included the amount of information and the relationship between data elements. Conclusion Overall, provider preferences for PGHD include a desire for greater detail, additional sources, and visual integration with relevant EHR data. In the design of PGHD displays, it appears that the visual synthesis of multiple PGHD elements facilitates the interpretation of the PGHD. Clinicians likely need more information to make treatment decisions when PGHD displays are introduced into practice. Future work should include the development of interactive interface displays with full integration of PGHD into EHR systems.
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Mania, Katerina, Andrew Robinson y Karen R. Brandt. "The Effect of Memory Schemas on Object Recognition in Virtual Environments". Presence: Teleoperators and Virtual Environments 14, n.º 5 (octubre de 2005): 606–15. http://dx.doi.org/10.1162/105474605774918769.

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Prior theoretical work on memory schemas, an influential concept of memory from the field of cognitive psychology, is presented for application to fidelity of computer graphics simulations. The basic assumption is that an individual's prior experience will influence how he or she perceives, comprehends, and remembers new information in a scene. Schemas are knowledge structures; a scene could incorporate objects that fit into a specific context or schema (e.g., an academic's office) referred to as consistent objects. A scene could also include objects that are not related to the schema in place referred to as inconsistent objects. In this paper, we describe ongoing development of a rendering framework related to scene perception based on schemas. An experiment was carried out to explore the effect of object type and rendering quality on object memory recognition in a room. The computer graphics simulation was displayed on a Head Mounted Display (HMD) utilizing stereo imagery and head tracking. Thirty-six participants across three conditions of varied rendering quality of the same space were exposed to the computer graphics environment and completed a memory recognition task. Results revealed that schema consistent elements of the scene were more likely to be recognized than inconsistent information. Overall higher confidence ratings were assigned for consistent objects compared to inconsistent ones. Total object recognition was better for the mid-quality condition compared to the low-quality one. The presence of shadow information, though, did not affect recognition of either consistent or inconsistent objects. Further explorations of the effect of schemas on spatial awareness in synthetic worlds could lead to identifying areas of a computer graphics scene that require better quality of rendering as well as areas for which lower fidelity could be sufficient. The ultimate goal of this work is to simulate a perceptual process rather than to simulate physics.
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Jaspe-Villanueva, Alberto, Moonisa Ahsan, Ruggero Pintus, Andrea Giachetti, Fabio Marton y Enrico Gobbetti. "Web-based Exploration of Annotated Multi-Layered Relightable Image Models". Journal on Computing and Cultural Heritage 14, n.º 2 (junio de 2021): 1–29. http://dx.doi.org/10.1145/3430846.

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We introduce a novel approach for exploring image-based shape and material models registered with structured descriptive information fused in multi-scale overlays. We represent the objects of interest as a series of registered layers of image-based shape and material data. These layers are represented at different scales and can come out of a variety of pipelines. These layers can include both Reflectance Transformation Imaging representations, and spatially varying normal and Bidirectional Reflectance Distribution Function fields, possibly as a result of fusing multi-spectral data. An overlay image pyramid associates visual annotations to the various scales. The overlay pyramid of each layer is created at data preparation time by either one of the three subsequent methods: (1) by importing it from other pipelines, (2) by creating it with the simple annotation drawing toolkit available within the viewer, and (3) with external image editing tools. This makes it easier for the user to seamlessly draw annotations over the region of interest. At runtime, clients can access an annotated multi-layered dataset by a standard web server. Users can explore these datasets on a variety of devices; they range from small mobile devices to large-scale displays used in museum installations. On all these aforementioned platforms, JavaScript/WebGL2 clients running in browsers are fully capable of performing layer selection, interactive relighting, enhanced visualization, and annotation display. We address the problem of clutter by embedding interactive lenses. This focus-and-context-aware (multiple-layer) exploration tool supports exploration of more than one representation in a single view. That allows mixing and matching of presentation modes and annotation display. The capabilities of our approach are demonstrated on a variety of cultural heritage use-cases. That involves different kinds of annotated surface and material models.
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Ho, Chih-Hao, Cagatay Basdogan y Mandayam A. Srinivasan. "Efficient Point-Based Rendering Techniques for Haptic Display of Virtual Objects". Presence: Teleoperators and Virtual Environments 8, n.º 5 (octubre de 1999): 477–91. http://dx.doi.org/10.1162/105474699566413.

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Computer haptics, an emerging field of research that is analogous to computer graphics, is concerned with the generation and rendering of haptic virtual objects. In this paper, we propose an efficient haptic rendering method for displaying the feel of 3-D polyhedral objects in virtual environments (VEs). Using this method and a haptic interface device, the users can manually explore and feel the shape and surface details of virtual objects. The main component of our rendering method is the “neighborhood watch” algorithm that takes advantage of precomputed connectivity information for detecting collisions between the end effector of a force-reflecting robot and polyhedral objects in VEs. We use a hierarchical database, multithreading techniques, and efficient search procedures to reduce the computational time such that the haptic servo rate after the first contact is essentially independent of the number of polygons that represent the object. We also propose efficient methods for displaying surface properties of objects such as haptic texture and friction. Our haptic-texturing techniques and friction model can add surface details onto convex or concave 3-D polygonal surfaces. These haptic-rendering techniques can be extended to display dynamics of rigid and deformable objects.
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Ehler, Niels, Mark A. Rose y Jesper Mazanti Hansen. "Development of a Man–Plant Interface for Greenhouse Environmental Computers Using Generic Databases and Virtual Plants". HortScience 31, n.º 4 (agosto de 1996): 607e—607. http://dx.doi.org/10.21273/hortsci.31.4.607e.

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Currently, greenhouse environmental computers are programmed to monitor and control the macroclimate instead of directly controlling plant growth and development, which are features of more interest to growers. Our objective was to develop a generic system to represent and control the dynamic plant processes that regulate plant growth in the greenhouse. Before plant growth can be directly controlled, the dynamic interactions between the microclimate around plants and plant physiological processes must be further understood. Future computerized control systems must be able to display an intuitive, interactive software program that helps the user understand and make use of the dynamic relationships between climate controls, climate processes, and plant processes. A conceptual framework was designed for a user interface with a biological orientation. This software consists of five different elements: the information provider, the information monitor, the information browser, the growth system controller, and the system visualizer. A demonstrator application illustrating this concept was developed and connected in real time to a standard greenhouse environmental computer. Crop tissue temperature is calculated and used instead of conventional irradiance limits to control shading screens to optimize the amount of radiation absorbed by the crop. The application is based on a set of generic automatically created paradox databases. A graphical user interface on the screen displays virtual plants that are used for visualizing, understanding, and controlling the different processes governing the crop tissue temperature.
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Tuceryan, Mihran, Yakup Genc y Nassir Navab. "Single-Point Active Alignment Method (SPAAM) for Optical See-Through HMD Calibration for Augmented Reality". Presence: Teleoperators and Virtual Environments 11, n.º 3 (junio de 2002): 259–76. http://dx.doi.org/10.1162/105474602317473213.

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Augmented reality (AR) is a technology in which a user's view of the real world is enhanced or augmented with additional information generated from a computer model. To have a working AR system, the see-through display system must be calibrated so that the graphics are properly rendered. The optical see-through systems present an additional challenge because, unlike the video see-through systems, we do not have direct access to the image data to be used in various calibration procedures. This paper reports on a calibration method we developed for optical see-through headmounted displays. We first introduce a method for calibrating monocular optical seethrough displays (that is, a display for one eye only) and then extend it to stereo optical see-through displays in which the displays for both eyes are calibrated in a single procedure. The method integrates the measurements for the camera and a six-degrees-offreedom tracker that is attached to the camera to do the calibration. We have used both an off-the-shelf magnetic tracker as well as a vision-based infrared tracker we have built. In the monocular case, the calibration is based on the alignment of image points with a single 3D point in the world coordinate system from various viewpoints. In this method, the user interaction to perform the calibration is extremely easy compared to prior methods, and there is no requirement for keeping the head immobile while performing the calibration. In the stereo calibration case, the user aligns a stereoscopically fused 2D marker, which is perceived in depth, with a single target point in the world whose coordinates are known. As in the monocular case, there is no requirement that the user keep his or her head fixed.
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García-Molina, Diego F., Samuel López-Lago, Rafael E. Hidalgo-Fernandez y Paula Triviño-Tarradas. "Digitalization and 3D Documentation Techniques Applied to Two Pieces of Visigothic Sculptural Heritage in Merida Through Structured Light Scanning". Journal on Computing and Cultural Heritage 14, n.º 4 (31 de diciembre de 2021): 1–19. http://dx.doi.org/10.1145/3427381.

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Technological advancements have a great impact on the dissemination and understanding of the cultural heritage reality due to innovative techniques. These innovations are based on high-precision and high-resolution technologies that allow for the geometric documentation of any object within the fields of history and the arts. Through these techniques, new proposals may be studied and objects can be placed in any historical context. Three-dimensional (3D) digitization allows one to obtain a digital 3D model, which can be handled virtually and recreated at any historical period, enabling the conservation and safeguarding of cultural heritage. Society currently demands new visualization techniques that allow interacting with architectural and artistic heritage, which have been applied in numerous virtual reconstructions of historical sites or singular archaeological pieces. This project allowed us to geometrically document a reused piece with two surfaces (shield and columns) and a plaque of the city of Merida using a structured light scanner from a theoretical-practical perspective. The 3D virtual reconstruction of the pieces was accomplished within this study. The generation of QR codes enabled the interactive display of the heritage pieces. Likewise, a proposal was made to reuse the aforementioned pieces through virtual archaeology. The initial hypothesis is based on the possible existence of a Visigothic niche as an original form. This research reports significant advances in the conservation and exploitation of cultural heritage.
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Shih, Chia-Hui, Han-Lin Li, Chih-Chien Hu y Bertrand M. T. Lin. "Forming a TED talks sphere for convenient search". Electronic Library 38, n.º 2 (29 de abril de 2020): 403–20. http://dx.doi.org/10.1108/el-10-2019-0238.

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Purpose TED (Technology, Entertainment, Design, www.ted.com/) Talks has been one of the most popular video systems. However, the current TED Talks system expressed its inquired videos as in a two-dimensional (2D) table, which is inconvenient for searching the relationships among videos and tags. This study converts the TED Talks table into a sphere by using optimization techniques to help users search for preferred videos. Design/methodology/approach There are five phases in this study as follows. Phase 1: Reorganize data of 36 tags and 108 videos; Phase 2: Allocate tags on the TED sphere; Phase 3: Allocate videos on the TED sphere; Phase 4: Develop an online interactive TED retrieval system; and Phase 5: Perform survey and evaluation. Findings One survey demonstrated that the TED Talks sphere is more convenient for searching videos, as it is more user-friendly because of its graphical user interface, more convenient to use, more useful for retrieving information and can facilitate a more responsive search for users’ preferred videos. Research limitations/implications The numbers of tags and videos able to be displayed on a sphere is limited by the capacity of an optimization software and hardware. Practical implications The proposed sphere system can be used by a large number of users of TED Talks groups. Social implications This sphere systems can also be applied to other fields which use 2D forms to display the relationships among objects. Originality/value This study uses an optimization method to convert a 2D form into a 3D sphere to highlight the relationships among numerous objects.
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Halpern, P. y J. V. Dave. "Interactive computations and display of characteristics of the radiation scattered by a sphere: A demonstration for PS/2 Model 80". IBM Systems Journal 27, n.º 4 (1988): 561–69. http://dx.doi.org/10.1147/sj.274.0561.

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Fang, Hui, Chongcheng Chen, Xiaozu Wu y Xiaoyan Ye. "FESRCT". Journal on Computing and Cultural Heritage 14, n.º 3 (julio de 2021): 1–23. http://dx.doi.org/10.1145/3451994.

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We present a framework for the event semantic retrieval of cultural tourism. Nowadays, information and communication technologies are ubiquitous and pervasive and have greatly promoted the development of cultural tourism. Cultural tourism should utilize these technologies to improve a sense of participation and experience for cultural tourists by sorting out domain-specific cultural knowledge from tourism attractions systematically, building bridges between tourism resources and cultural connotation naturally and presenting the cultural changes behind tourism resources vividly. To the end, we present a complete framework that is suitable to event retrieval of cultural tourism, helping cultural tourists learn culture in all directions and in depth quickly and easily before their cultural tours, and local government create tourism cards through the dissemination of culture connotation as well. Our main inspiration is that story-telling would be an effective form of acceptance by cultural tourists to spread the culture behind tourism resources. Concretely, our framework includes data acquisition and preprocessing, data organization and processing, and data visualization components. The data acquisition and preprocessing component is responsible for collecting historical event texts and fusing text knowledge. The data organization and processing component enables an intuitive view on properties and relations of the event elements in terms of defined event ontology for cultural tourism and supports event semantic retrieval. The data visualization component provides a knowledge navigation through dynamic display and an interactive interface with modification function. We have conducted event semantic retrieval of Minnan culture and verified the feasibility and effectiveness of the framework.
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Yue, Xue Jun, Tian Sheng Hong, Xing Xu y Wei Bin Wu. "Study on 3D Virtual Reality Modeling". Advanced Materials Research 129-131 (agosto de 2010): 1296–300. http://dx.doi.org/10.4028/www.scientific.net/amr.129-131.1296.

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We build out a very vivid and real conditions environment based on the virtual reality of a simulation computer technology, so that users can be in a virtual environment through the man-machine interface with a virtual environment direct interaction. This paper studies 3d virtual model development and integration including the system design to realize the functions and systems integration. In its implementation, we use the model tool, 3 D R C to structure three-dimensional model, and the model tool, and finally we use virtools tool to achieve a three-dimensional with the establishment of virtual scene model. Virtual reality (virtual reality, VR) is a computer senior man-machine interface on the basic feature of absorbion, interactiveness and constructiveness [1,2]. Specifically, virtual reality is a computer that creates the stereoscopic spaces, and users can interact space objects in the interaction and watch the operation of some part of the objects in space, and freely move with the users' will so that a sense of integration and participation are produced[3,4]. It is used in computer technology at the core of modern high technology ,which means to build a realistic view, hear and touch the integration of a virtual environment with the necessary equipment and a virtual environment of the interaction and mutual influence, which results in the "immersion" be true of the environment and feel[5-7]. VR technology is computer technology, computer graphics, computer simulations visual and technical, visual physiology, psychology, the microelectronics visual display technique, solid technology, sensing to measure the technical, technological, information technology, and voice recognition software engineering and technology, integrated man-machine the skill interfacing, and network technology and artificial intelligence technology and the achievement of other high technology. Since the birth of a virtual reality technology, it has the huge economy, military and the internet, multimedia minded race in many areas in the application of technology in the 21st century as the three-big technologies.
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Pugin, Konstantin V., Kirill A. Mamrosenko y Alexander M. Giatsintov. "Software architecture for display controller and operating system interaction". Radioelectronics. Nanosystems. Information Technologies. 13, n.º 1 (27 de marzo de 2021): 87–94. http://dx.doi.org/10.17725/rensit.2021.13.087.

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Article describes solutions for developing programs that provide interaction between Linux operating system and multiple display controller hardware blocks (outputs), that use one clock generation IP-block with phase-locked loop (PLL). There is no API for such devices in Linux, thus new software model was developed. This model is based on official Linux GPU developer driver model, but was modified to cover case described earlier. Article describes three models for display controller driver development – monolithic, component and semi-monolithic. These models cannot cover case described earlier, because they assume that one clock generator should be attached to one output. A new model was developed, that is based on component model, but has additional mechanics to prevent race condition that can happen while using one clock generator with multiple outputs. Article also presents modified model for bootloaders graphics drivers. This model has been simplified over developed Linux model, but also has component nature (with less components) and race prevention mechanics (but with weaker conditions). Hardware interaction driver components that are developed using provided software models are interchangeable between Linux and bootloader.
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Taiwo, Olutosin y Absalom E. Ezugwu. "Internet of Things-Based Intelligent Smart Home Control System". Security and Communication Networks 2021 (23 de septiembre de 2021): 1–17. http://dx.doi.org/10.1155/2021/9928254.

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The smart home is now an established area of interest and research that contributes to comfort in modern homes. With the Internet being an essential part of broad communication in modern life, IoT has allowed homes to go beyond building to interactive abodes. In many spheres of human life, the IoT has grown exponentially, including monitoring ecological factors, controlling the home and its appliances, and storing data generated by devices in the house in the cloud. Smart home includes multiple components, technologies, and devices that generate valuable data for predicting home and environment activities. This work presents the design and development of a ubiquitous, cloud-based intelligent home automation system. The system controls, monitors, and oversees the security of a home and its environment via an Android mobile application. One module controls and monitors electrical appliances and environmental factors, while another module oversees the home’s security by detecting motion and capturing images. Our work uses a camera to capture images of objects triggered by their motion being detected. To avoid false alarms, we used the concept of machine learning to differentiate between images of regular home occupants and those of an intruder. The support vector machine algorithm is proposed in this study to classify the features of the image captured and determine if it is that of a regular home occupant or an intruder before sending an alarm to the user. The design of the mobile application allows a graphical display of the activities in the house. Our work proves that machine learning algorithms can improve home automation system functionality and enhance home security. The work’s prototype was implemented using an ESP8266 board, an ESP32-CAM board, a 5 V four-channel relay module, and sensors.
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Coburn, Stephen, Joel Stauffer, Kimberley Grobien, Beomjin Kim y Douglas Townsend. "A Physiologically Based Pharmacokinetic (PBPK) Model of Vitamin B-6 Metabolism in the Mouse Incorporated With Visualization of Complex Compartmental Models". Current Developments in Nutrition 5, Supplement_2 (junio de 2021): 1307. http://dx.doi.org/10.1093/cdn/nzab059_008.

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Abstract Objectives To develop a compartmental model which describes vitamin B-6 metabolism in the blood and tissues of the mouse under a variety of circumstances and to develop a computer application which can utilize the data to display the movement of tracer through the various compartments. Methods A circulation model was developed. Literature data from vitamin B-6 feeding studies and tracer experiments were used to develop an appropriate compartmental model using the SAAM II program (The Epsilon Group, Charlottesville, VA). A web-based application transforms the mass and flux data into intuitive and interactive graphical illustrations. Results Describing the interconversions between pyridoxine, pyridoxine 5’-phosphate, pyridoxal, pyridoxal 5’-phosphate, pyridoxamine, pyridoxamine 5’-phosphate and 4-pyridoxic acid in multiple tissues required 231 compartments. The largest amount of data deals with liver and brain. The model includes less detailed information on plasma, erythrocytes, gut, bone, muscle, heart, kidney, skin, adipose tissue and lung. The model includes adjustments to food intake, water intake, cardiac output, binding sites and Vmax values for enzymes based on the specified body weight of experimental animals. We did not include growth curves at this time. The model uses two parallel systems to monitor the steady state of endogenous metabolites as well as following tracer administration. Binding mechanisms are included to provide conservation of vitamin B-6 when intake is reduced. The model provides reasonable agreement with literature data on various vitamin B-6 intakes as well as oral and intravenous administration of tracer. It also reveals some areas which need clarification. For example, we have not found any detailed analysis of vitamin B-6 metabolites in mouse urine. There is little pyridoxic acid in plasma or urine suggesting that pyridoxic acid may not be the primary end product for vitamin B-6 in the mouse. The visualization application shows changes in the content of all 231 compartments over time illustrating the value of such computer applications in the interpretation of large, complex models. Conclusions This model facilitates the simulation of various dietary and physiological conditions on vitamin B-6 metabolism in mice. We hope to adapt it to rats, pigs and humans. Funding Sources Purdue University Fort Wayne.
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Goulter, I. C. y D. Forrest. "Use of Geographic Information Systems (GIS) in River Basin Management". Water Science and Technology 19, n.º 9 (1 de septiembre de 1987): 81–86. http://dx.doi.org/10.2166/wst.1987.0069.

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Geographic Information Systems (GIS) are shown to provide a number of capabilities which are of particular use to river basin operation and planning. GIS systems have the ability to display and graphically summarize both the input data for the analytical models and the results of application of management models using that data. The graphical display of input data can assist interpretation of conditions within the basin through depiction of spatial and temporal patterns in that data. GIS can also reduce the time required to enter data and improve the reliability of that data by reducing the errors in the data. The ability to display the results graphically improves the man-machine interaction which is generally accepted as being an integral part of multi-objective water resources analysis. Another important role for GIS is its use as an efficient interface between the data base and the operational computer models. It is asserted, however, that GIS should not be considered a means of providing final answers to complex water resources planning issues. It should be seen, rather, as an important component of Decision Support Systems by which information on the basin issues is transferred to the decision maker for his consideration. Specific aspects of the application of GIS are discussed in relation to a hypothetical river basin system used primarily for hydroelectric energy generation.
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Bell, Peter C. "Techniques of interactive computer graphics". European Journal of Operational Research 31, n.º 2 (agosto de 1987): 262. http://dx.doi.org/10.1016/0377-2217(87)90032-4.

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Nariman, Dahlan, Hiroaki Nishino, Kouichi Utsumiya y Kazuyoshi Korida. "Interaction Using Multiview Representation in a Large-Scale Virtual Environment". Journal of Robotics and Mechatronics 12, n.º 1 (20 de febrero de 2000): 35–39. http://dx.doi.org/10.20965/jrm.2000.p0035.

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The evolution of virtual reality and 3D computer graphics has made digital visual simulation increasingly popular. Realistic visual simulation as in urban planning requires large-scale virtual environments using a large number of objects and space expansion. In such large systems, it is difficult to get information on the overall view and status using conventional representation. Effective representation and interaction must be considered for objects in a large-scale virtual environment. We propose large-scale 3D virtual environment interaction using multiview representation incorporating local and global views. Local view displays the detailed environment and global view provides a simple small-scale model of the environment giving users an overall view and status. Gesture interface enables them to directly interact with the model using natural and intuitive actions.
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Mathaisel, Dennis F. X. y Clare L. Comm. "Course and classroom scheduling: An interactive computer graphics approach". Journal of Systems and Software 15, n.º 2 (mayo de 1991): 149–57. http://dx.doi.org/10.1016/0164-1212(91)90052-8.

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Bak, Peter R. G. "Interactive Computer Graphics: Functional, Procedural, and Device-level Methods". Computers & Geosciences 17, n.º 3 (enero de 1991): 471. http://dx.doi.org/10.1016/0098-3004(91)90054-h.

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24

Amer, T. S. "Bias Due to Visual Illusion in the Graphical Presentation of Accounting Information". Journal of Information Systems 19, n.º 1 (1 de marzo de 2005): 1–18. http://dx.doi.org/10.2308/jis.2005.19.1.1.

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Graphical displays of information are among the most common decision aids available. Recent research has focused on how graphs that have been prepared without following key preparation guidelines impact decision making. This paper adds to the literature by demonstrating that visual illusion may bias decision makers who view data from the graph, even if the graphs are prepared according to key-preparation guidelines. The investigation of a visual illusion (i.e., an unintended consequence even in a correctly depicted graph) contrasts with prior studies in accounting that have typically examined manipulated graphs (i.e., intentionally distorted, incorrectly depicted graphs). A laboratory study incorporated a 2×2 design to examine the effects of the so-called “Poggendorff illusion” and the possible mitigating effect of adding horizontal gridlines. It shows that decision makers may systematically underestimate or overestimate the values displayed on line graphs. In addition, this research suggests that the bias can be moderated by including horizontal gridlines on line graphs. Adding horizontal gridlines also reduces the variance in some values decision makers view in graphs. The results have both theoretical and practical implications for information display.
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25

Karer, Benjamin, Alina Freund, Michael Horst, Inga Scheler, Thomas Kossurok y Franz-Josef Brandt. "Designing Effective Visual Interactive Systems despite Sparse Availability of Domain Information". IEEE Computer Graphics and Applications 38, n.º 5 (septiembre de 2018): 54–69. http://dx.doi.org/10.1109/mcg.2018.053491731.

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26

Gao, Honghao, Huaikou Miao, Lilan Liu, Jinyu Kai y Kun Zhao. "Automated Quantitative Verification for Service-Based System Design: A Visualization Transform Tool Perspective". International Journal of Software Engineering and Knowledge Engineering 28, n.º 10 (25 de septiembre de 2018): 1369–97. http://dx.doi.org/10.1142/s0218194018500390.

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Service-based systems are a new software mode for distributed business processes integration. It is difficult for traditional testing methods to verify the functional and nonfunctional requirements of software. To address this problem, this paper proposes a visual verification platform to quantitatively compute the reliability and cost for evaluating the performance of service-based systems in the design phase. First, an extended automata model namely Probabilistic Reward Labeled Transition System (PRLTS) is proposed to formalize both the functional behaviors and nonfunctional features. Then, the formal language of probabilistic model checker PRISM is introduced to show the grammar of the target verification codes that we want to transform. Second, XML description tags of Business Process Execution Language (BPEL) is parsed to generate the functional behaviors using different kinds of transformation rules, based on which the probability matrix and reward concept are employed to denote the service’s reliability and cost, respectively. Third, the PRLTS model is turned into the input language of PRISM, where the graphic description language DOT of Graphviz is used as an intermediary to display system behaviors in a visual way. The model layout allows the designer to manually adjust the behaviors of the PRLTS model, where verification codes can be dynamically updated according to the changes in modified information. Fourth, to perform quantitative verification, the verification property in the form of the Probabilistic Computation Tree Logic (PCTL) formula can be automatically generated when the requirement model of the service-based system is inputted, during which the threshold value of qualitative property will be initially computed and returned as a recommended value. This allows the user to modify the qualitative property in an interactive way. Furthermore, experimental analysis of the real-world case study demonstrates the feasibility of the proposed method. Thus, our platform provides guidance for quantitative verification and graphical visualization for effectively generating formal models and checking the quantitative properties for service-based systems.
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27

Grechkin, Timofey Y., Jodie M. Plumert y Joseph K. Kearney. "Dynamic Affordances in Embodied Interactive Systems: The Role of Display and Mode of Locomotion". IEEE Transactions on Visualization and Computer Graphics 20, n.º 4 (abril de 2014): 596–605. http://dx.doi.org/10.1109/tvcg.2014.18.

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28

Prescher, Denise, Jens Bornschein, Wiebke Köhlmann y Gerhard Weber. "Touching graphical applications: bimanual tactile interaction on the HyperBraille pin-matrix display". Universal Access in the Information Society 17, n.º 2 (5 de abril de 2017): 391–409. http://dx.doi.org/10.1007/s10209-017-0538-8.

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29

Tymochko, Oleksandr, Volodymyr Larin, Maksym Kolmykov, Oleksander Timochko y Vladislava Pavlenko. "RESEARCH OF IMAGES FILTRATION METHODS IN COMPUTER SYSTEMS". Advanced Information Systems 5, n.º 1 (22 de junio de 2021): 93–99. http://dx.doi.org/10.20998/2522-9052.2021.1.13.

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It is known that human eyes are less sensitive to color, than to their brightness. In the RGB color space, all three components are considered equally important, and they are usually stored with the same resolution. However, you can display a color image more efficiently, separating the brightness from color information and presenting it with a higher resolution than color. RGB space is well suited for computer graphics, because it uses these three components for color formation. However, RGB space is not very effective when it comes to real images. The fact is that to save the color of an image, you need to know and store all three components of the RGB, and if one of them is missing, it will greatly distort the visual image representation. Also, when processing images in RGB space, it is not always convenient to perform any pixel conversion, because, in this case, it will be necessary to list all three values of the RGB component and write back. This greatly reduces the performance of various image processing algorithms. For these and other reasons, many video standards use brightness and two signals that carry information about the red and blue components of the signal, as a color model other than RGB. The most famous among such spaces is YCbCr.
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30

Kilpatrick, Carol y Karsten Schwan. "ChaosMON—application-specific monitoring and display of performance information for parallel and distributed systems". ACM SIGPLAN Notices 26, n.º 12 (diciembre de 1991): 57–67. http://dx.doi.org/10.1145/127695.122764.

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31

Baker, Clifford, David R. Eike, Thomas B. Malone y Larry Peterson. "Update of Dod-Hdbk-761: ‘Human Engineering Guidelines for Management Information Systems’". Proceedings of the Human Factors Society Annual Meeting 32, n.º 5 (octubre de 1988): 335–39. http://dx.doi.org/10.1177/154193128803200521.

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DoD-HDBK-761 “Human Engineering Guidelines for Management Information Systems” was extensively updated and revised to reflect 1) significant changes in computing technology, including user interface techniques and display technology, and 2) recent user computer interface (UCI) design literature. The document was updated based on literature reviews, mail-out surveys of UCI designers and users, and interactive computer interviews (using question and answer dialog). The updated document contains two main sections. The first presents a general process for conducting UCI analysis, design, development, and evaluation activities. These activities include; conduct of system functions analysis, function allocation, user task analysis, user surveys, use of UCI prototypes, and product testing. The second section contains over 1000 human engineering guideline statements which can be applied to the detailed design of UCIs. The guideline section addresses dialog design, computer control, data entry and display, job performance aiding, expert systems interface design, and data communication and protection. This paper discusses the content and organization of the document.
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32

Pampel, Sanna M., Katherine Lamb, Gary Burnett, Lee Skrypchuk, Chrisminder Hare y Alex Mouzakitis. "An Investigation of the Effects of Driver Age When Using Novel Navigation Systems in a Head-Up Display". PRESENCE: Virtual and Augmented Reality 27, n.º 1 (marzo de 2019): 32–45. http://dx.doi.org/10.1162/pres_a_00317.

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Although drivers gain experience with age, many older drivers are faced with age-related deteriorations that can lead to a higher crash risk. Head-Up Displays (HUDs) have been linked to significant improvements in driving performance for older drivers by tackling issues related to aging. For this study, two Augmented Reality (AR) HUD virtual car navigation solutions were tested (one screen-fixed, one world-fixed), aiming to improve navigation performance and reduce the discrepancy between younger and older drivers by aiding the appropriate allocation of attention and easing interpretation of navigational information. Twenty-five participants (12 younger, 13 older) undertook a series of drives within a medium-fidelity simulator with three different navigational conditions (virtual car HUD, static HUD arrow graphic, and traditional head-down satnav). Results showed that older drivers tended to achieve navigational success rates similar to the younger group, but experienced higher objective mental workload. Solely for the static HUD arrow graphic, differences in most workload questionnaire items and objective workload between younger and older participants were not significant. The virtual car led to improved navigation performance of all drivers, compared to the other systems. Hence, both AR HUD systems show potential for older drivers, which needs to be further investigated in a real-world driving context.
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33

Grinstein, Georges G. y David A. Southard. "Rapid Modeling and Design in Virtual Environments". Presence: Teleoperators and Virtual Environments 5, n.º 1 (enero de 1996): 146–58. http://dx.doi.org/10.1162/pres.1996.5.1.146.

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We discuss the evolution and current status of investigations at our Graphics, Visualization, and Virtual Environments Laboratory. The progression of user interface technology has led us from display systems evaluation, to performance studies of graphics workstations, stereoscopic and head-mounted displays, user-input devices, and interactive techniques for virtual environments. We have been involved in prototyping applications for terrain visualization, situation awareness for command and control, maintenance procedures training, and interactive design. Our current emphasis is on developing techniques for rapid modeling of virtual environments, to support mission planning, rehearsal, and interactive design and visualization. We discuss in detail three examples of these applications, and we present a set of guidelines that we have found to be useful for quickly constructing effective virtual environments.
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34

Amer, T. S. y Sury Ravindran. "The Effect of Visual Illusions on the Graphical Display of Information". Journal of Information Systems 24, n.º 1 (1 de marzo de 2010): 23–42. http://dx.doi.org/10.2308/jis.2010.24.1.23.

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ABSTRACT: Graphical displays of business and accounting information are widely used as decision aids. Theoretical work in visual perception indicates graphs that exhibit certain characteristics create visual illusions that may result in biased decision making. This paper reports the results of an experiment that demonstrates how such two-dimensional and three-dimensional visual illusions cause viewers to make biased comparison judgments. The experiment also shows that these decision biases can be mitigated by including gridlines in both two- and three-dimensional graphs.
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35

SPARROW, JOHN A. "Graphical displays in information systems: some data properties influencing the effectiveness of alternative forms". Behaviour & Information Technology 8, n.º 1 (febrero de 1989): 43–56. http://dx.doi.org/10.1080/01449298908914537.

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36

Longmuir, Kenneth J. "Interactive computer-assisted instruction in acid-base physiology for mobile computer platforms". Advances in Physiology Education 38, n.º 1 (marzo de 2014): 34–41. http://dx.doi.org/10.1152/advan.00083.2013.

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In this project, the traditional lecture hall presentation of acid-base physiology in the first-year medical school curriculum was replaced by interactive, computer-assisted instruction designed primarily for the iPad and other mobile computer platforms. Three learning modules were developed, each with ∼20 screens of information, on the subjects of the CO2-bicarbonate buffer system, other body buffer systems, and acid-base disorders. Five clinical case modules were also developed. For the learning modules, the interactive, active learning activities were primarily step-by-step learner control of explanations of complex physiological concepts, usually presented graphically. For the clinical cases, the active learning activities were primarily question-and-answer exercises that related clinical findings to the relevant basic science concepts. The student response was remarkably positive, with the interactive, active learning aspect of the instruction cited as the most important feature. Also, students cited the self-paced instruction, extensive use of interactive graphics, and side-by-side presentation of text and graphics as positive features. Most students reported that it took less time to study the subject matter with this online instruction compared with subject matter presented in the lecture hall. However, the approach to learning was highly examination driven, with most students delaying the study of the subject matter until a few days before the scheduled examination. Wider implementation of active learning computer-assisted instruction will require that instructors present subject matter interactively, that students fully embrace the responsibilities of independent learning, and that institutional administrations measure instructional effort by criteria other than scheduled hours of instruction.
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37

Rolland, Jannick P., William Gibson y Dan Ariely. "Towards Quantifying Depth and Size Perception in Virtual Environments". Presence: Teleoperators and Virtual Environments 4, n.º 1 (enero de 1995): 24–49. http://dx.doi.org/10.1162/pres.1995.4.1.24.

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With the rapid advance of real-time computer graphics, head-mounted displays (HMDs) have become popular tools for 3D visualization. One of the most promising and challenging future uses of HMDs, however, is in applications where virtual environments enhance rather than replace real environments. In such applications, a virtual image is superimposed on a real image. The unique problem raised by this superimposition is the difficulty that the human visual system may have in integrating information from these two environments. As a starting point to studying the problem of information integration in see-through environments, we investigate the quantification of depth and size perception of virtual objects relative to real objects in combined real and virtual environments. This starting point leads directly to the important issue of system calibration, which must be completed before perceived depth and sizes are measured. Finally, preliminary experimental results on the perceived depth of spatially nonoverlapping real and virtual objects are presented.
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38

Takagi, Noboru, Shingo Morii y Tatsuo Motoyoshi. "Prototype Development of Image Editing Systems Available for Visually Impaired People and Consideration of Their User Interfaces". Journal of Advanced Computational Intelligence and Intelligent Informatics 20, n.º 6 (20 de noviembre de 2016): 961–67. http://dx.doi.org/10.20965/jaciii.2016.p0961.

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For example, when sighted scholars study mathematics and physics etcetera, they need to access visual information, e.g., graphs and pictures. Furthermore, sighted people can express their own ideas and opinions visually. On the other hand, blind people can access visual information if it is expressed tactilely, but find it difficult to express their ideas and opinions visually. We are therefore developing a computer-aided system enabling blind people to draw their own figures on their own. This system consists of a matrix braille display to edit computer line drawings. The matrix braille display enables the blind to feel a tactile graphic during editing. After explaining two input methods for elementary plane shapes, we discuss two methods for scrolling tactile graphics to make the matrix braille display large enough to show tactile graphics in sufficient detail. We then show experimental results for using input and scrolling, and conclude with discussion on the usability of input and scrolling.
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39

Neelamkavil, F. y O. Mullarney. "Automatic graphics display management for abstract data types in Papillon prototype". Information and Software Technology 33, n.º 4 (mayo de 1991): 265–72. http://dx.doi.org/10.1016/0950-5849(91)90151-z.

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40

Honggowibowo, Anton Setiawan. "SISTEM INFORMASI INTERAKTIF PADA TRANSAKSI PULSA DENGAN MENGGUNAKAN SMS GATEWAY". Conference SENATIK STT Adisutjipto Yogyakarta 1 (3 de diciembre de 2013): 120. http://dx.doi.org/10.28989/senatik.v1i0.48.

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Information systems are generally used to support the viability of a business operation and management processes in an organization. To enhance the ability of information systems can be created an interactive information system, so it can provide rapid response and attractive to users. Interactive information system is more directed to the use of multimedia as a means of informing something. Multimedia is a combination of text, images, animations, sound and video. Various media are combined into a single unit of work will yield some information that has value that interactive communication is very high. The research will make a design of interactive information system on toll transaction using sms gateway. So the system can display the alarm and computer animated images on the screen when the computer is experiencing problems in the transaction pulse. In addition the system can also create video tutorial that shows step-by-step problem solving appropriate to the emergence of problems that occurred in the transaction pulse. With the information system interactive it will help the operator pulses respond quickly to any problems in the credit transaction.
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41

Bohm, Matt R., Robert B. Stone y Simon Szykman. "Enhancing Virtual Product Representations for Advanced Design Repository Systems". Journal of Computing and Information Science in Engineering 5, n.º 4 (9 de febrero de 2005): 360–72. http://dx.doi.org/10.1115/1.1884618.

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This paper describes the transformation of an existing set of heterogeneous product knowledge into a coherent design repository that supports product design knowledge archival and web-based search, display, and design model and tool generation. Guided by design theory, existing product information was analyzed and compared against desired outputs to ascertain what information management structure was needed to produce design resources pertinent to the design process. Several test products were catalogued to determine what information was essential without being redundant in representation. This set allowed for the creation of a novel single point of entry application for product information and the development of a relational database for design knowledge archival. Web services were then implemented to support design knowledge retrieval through search, browse, and real-time design tool generation. Further explored in this paper are the fundamental enabling technologies of the design repository system. Additionally, repository-generated design tools are scrutinized alongside human-generated design tools for validation. Through this process researchers have been able to improve the way in which artifact data are gathered, archived, distributed and used.
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42

Dilla, William N. y Paul John Steinbart. "Using Information Display Characteristics to Provide Decision Guidance in a Choice Task under Conditions of Strict Uncertainty". Journal of Information Systems 19, n.º 2 (1 de septiembre de 2005): 29–55. http://dx.doi.org/10.2308/jis.2005.19.2.29.

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This paper investigates the effects of two display characteristics on decisions in a preferential choice task under conditions of strict uncertainty. Participants receiving information in tabular format (n = 83) made fewer compensatory choices, more maximin choices, and selected dominated alternatives more often when outcome distributions were described in terms of a midpoint and variability rather than minimum and maximum values. In contrast, participants given data in a graphical format (n = 80) made more compensatory choices with midpoint-variability than with min-max graphs. Participants given information in graphical format selected fewer dominated alternatives than did participants who received the same information in tabular format. These findings have important policy implications. While it may be desirable to use display characteristics to influence employees to make decisions consistent with organizational policies, the desirability of providing such “persuasive” decision guidance is problematic in settings where the information provider and the decision maker are independent parties to an economic exchange.
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43

Vanderheiden, G. C. "Nonvisual Alternative Display Techniques for Output from Graphics-Based Computers". Journal of Visual Impairment & Blindness 83, n.º 8 (octubre de 1989): 383–90. http://dx.doi.org/10.1177/0145482x8908300806.

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In the past, computer displays consisted mostly of unformatted text or simple row-column displays of information. This made providing access for persons who were blind a relatively straightforward task. As computers become more visually complex, however, new strategies are needed to augment the standard approaches to provide access. This article reviews the different types of information that are currently presented visually on computer systems and then discusses possible alternative display mechanisms for each that would be usable by blind persons. Some of the techniques described are commercially available; some exist as research prototypes; others, however, are still conceptual in nature. This article provides an overview and a summary of techniques identified as a result of the planning conference. The information present was compiled as a part of a state-of-the-art session, held in Madison, Wisconsin, on access to visual graphic computer interfaces by blind persons; the session was cosponsored by the Trace R&D Center, the Veterans Administration, the National Federation of the Blind, the American Foundation for the Blind, and Smith-Kettlewell Institute.
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44

Lee, Wei-Tsong, Tin-Yu Wu, Yu-Chieh Cheng, Yue-Ru Chuang y Shiann-Tsong Sheu. "Using the Kalman Filter for Auto Bit-rate H.264 Streaming Based on Human Interaction". International Journal of Technology and Human Interaction 9, n.º 4 (octubre de 2013): 58–74. http://dx.doi.org/10.4018/ijthi.2013100104.

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Human Machine Interface (HMI) and interactive systems applications are complex and diversified but human machine interaction in networks is even more complex. To design an interactive system, the designers must consider factors including design, technologies, people, activities and contexts. As the intermediary for human and machines, the interactive system takes charge of not only data transmission, display, storage and convertion, but also reactions to human behaviors. Based on human interaction, this paper focuses on the popular video streaming. As one of the most commonly used compression video formats, H.264 provides better quality at lower bit-rates than its previous standards in transmitting video/audio data. However, the quality of networked multimedia streaming easily fluctuates with the bit-rate variation. In order to maintain good video quality, this paper proposes to use the Kalman filter to implement the Auto bit-rate technique, which can regulate the bit-rate of the video/audio data automatically when the bit-rate is insufficient, and simultaneously guarantee the video quality. The experimental result proves that our proposed Auto bit-rate scheme can regulate the bit-rate to achieve the optimal visual quality and offer the best quality of service at the same time.
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45

Finger, Larry W., Martin Kroeker y Brian H. Toby. "DRAWxtl, an open-source computer program to produce crystal structure drawings". Journal of Applied Crystallography 40, n.º 1 (12 de enero de 2007): 188–92. http://dx.doi.org/10.1107/s0021889806051557.

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The computer programDRAWxtlproduces crystal structure drawings in the form of an interactive screen representation, as well as VRML files for use on web pages and in classroom teaching, and creates input files for the popularPersistence of Vision Raytracer(POV-Ray) rendering program for publication-quality graphics, including generation of stereo pairs.DRAWxtloutput produces the standard kinds of graphical representations: spheres, ellipsoids, bonds and polyhedra of any complexity. In addition, it can draw arrows to represent magnetic moments, show capped cones to indicate the location of lone-pair electrons and display Fourier contours in three dimensions. A unique feature of this program is the ability to plot incommensurately modulated and composite structures. This open-source program can be used with operating systems as diverse as Windows (9X, NT, 2000 and XP), Mac OS X, Linux and most other varieties of Unix.
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46

Matthews, Paul y Judith Aston. "Interactive multimedia ethnography". Journal on Computing and Cultural Heritage 5, n.º 4 (diciembre de 2012): 1–13. http://dx.doi.org/10.1145/2399180.2399182.

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47

Morse, Emile, Michael Lewis y Kai A. Olsen. "Testing visual information retrieval methodologies case study: Comparative analysis of textual, icon, graphical, and ?spring? displays". Journal of the American Society for Information Science and Technology 53, n.º 1 (2001): 28–40. http://dx.doi.org/10.1002/asi.10006.

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48

Dull, Richard B. y David P. Tegarden. "A Comparison of Three Visual Representations of Complex Multidimensional Accounting Information". Journal of Information Systems 13, n.º 2 (1 de septiembre de 1999): 117–31. http://dx.doi.org/10.2308/jis.1999.13.2.117.

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This study investigates the relationship between three visual representations (two-dimensional, three-dimensional fixed, and three-dimensional rotatable) of multidimensional data, and the subjects' ability to make predictions based on the data. Output of a momentum accounting system was simulated and graphics were rendered based on that information. An interactive computer program was developed and used to administer the laboratory experiment and collect results. Subjects made prediction decisions based on the graphics produced for four companies. Each subject made predictions for one type of graphics representation for each of the four companies. Subjects using three-dimensional data that could be rotated provided the most accurate predictions. This finding is significant in a systems environment where visualizations and graphics are steadily increasing. The results should be considered when developing systems to provide accounting system users with information for making decisions, especially when the information to be presented is multidimensional in nature.
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49

HURLEY, W. DAVID. "A TOOL FOR CONSTRUCTING INTERACTIVE SOFTWARE". International Journal of Software Engineering and Knowledge Engineering 01, n.º 01 (marzo de 1991): 75–98. http://dx.doi.org/10.1142/s0218194091000081.

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The Tailor is a research tool for refining and evaluating a design representation for software systems that have a high degree of textual and graphical interaction. The design representation incorporates both software engineering and knowledge engineering techniques, providing a set of conventions for describing software design information and software construction knowledge. The Tailor demonstrates that the design representation, when embedded in a productivity tool, overcomes limitations of current generation user interface tools. For example, the Tailor has the capability to foresee construction difficulties arising from earlier design decisions. It uses this capability to provide active guidance in producing a software design that avoids problems otherwise overlooked during software specification and design.
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50

ETIENNE, F. "The Impact of Modern Graphics Tools on Science, and their Limitations". International Journal of Modern Physics C 02, n.º 01 (marzo de 1991): 58–65. http://dx.doi.org/10.1142/s012918319100007x.

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Within the last few years the range of scientific applications for which computer graphics is used has become extremely large. However, not all scientists require the same level of computing power. Until recently the software interface to graphics display systems has been provided by the manufacturers of the hardware. This generated interest in the possibility of using graphics standards. Another important issue is related to the deluge of data generated by super-computers and high-volume data sources which make it impossible for users to have an overall knowledge of either the data structures or the application programs. Partial solutions can be found in emerging products providing an interactive computational environment for scientific visualization. Some of the characteristics required for graphics hardware are presented. From a hardware perspective, graphics computing involves the use of a graphical computer system with sufficient power and functionality that the user can manipulate and interact with displayed objects. To achieve such a level of performance computers are usually designed as networked workstations with access to local graphics capabilities. Finally, it is made clear that the main computer graphics applications are scientific activities. From high energy physics experiments with wireframe event displays up to medical imaging with interactive volume rendering, scientific visualization is not simply displaying data from data intensive sources. Fields of computer graphics like image processing, computer aided design, signal processing and user interfaces provide tools helping researchers to understand and steer scientific computation.
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