Author: Joaquim Jorge
Publisher: Springer Science & Business Media
ISBN: 1848828128
Category : Computers
Languages : en
Pages : 404
Book Description
The field of sketch-based interfaces and modeling (SBIM) is concerned with developing methods and techniques to enable users to interact with a computer through sketching - a simple, yet highly expressive medium. SBIM blends concepts from computer graphics, human-computer interaction, artificial intelligence, and machine learning. Recent improvements in hardware, coupled with new machine learning techniques for more accurate recognition, and more robust depth inferencing techniques for sketch-based modeling, have resulted in an explosion of both sketch-based interfaces and pen-based computing devices. Presenting the first coherent, unified overview of SBIM, this unique text/reference bridges the two complementary research areas of user interaction (sketch-based interfaces), and graphical modeling and construction (sketch-based modeling). The book discusses the state of the art of this rapidly evolving field, with contributions from an international selection of experts. Also covered are sketch-based systems that allow the user to manipulate and edit existing data - from text, images, 3D shapes, and video - as opposed to modeling from scratch. Topics and features: reviews pen/stylus interfaces to graphical applications that avoid reliance on user interface modes; describes systems for diagrammatic sketch recognition, mathematical sketching, and sketch-based retrieval of vector drawings; examines pen-based user interfaces for engineering and educational applications; presents a set of techniques for sketch recognition that rely strictly on spatial information; introduces the Teddy system; a pioneering sketching interface for designing free-form 3D models; investigates a range of advanced sketch-based systems for modeling and designing 3D objects, including complex contours, clothing, and hair-styles; explores methods for modeling from just a single sketch or using only a few strokes. This text is an essential resource for researchers, practitioners and graduate students involved in human-factors and user interfaces, interactive computer graphics, and intelligent user interfaces and AI.
Sketch-based Interfaces and Modeling
Tabletops - Horizontal Interactive Displays
Author: Christian Müller-Tomfelde
Publisher: Springer Science & Business Media
ISBN: 1849961131
Category : Computers
Languages : en
Pages : 464
Book Description
The objects displayed on a table can take multiple forms. In meetings, it is still very often printed paper although its content was originally created on a computer. The content can also be a “table”, but now in the mathematical sense, showing, e. g. , the budget of a project. Then, we have a “table” on the table. Most often, the computer-generated contents are subject of frequent changes or dynamic in nature. It is a logical consequence to avoid the detour and the inherent media break by transforming the surface of the table into a display able to show media that are active and can be computer-generated and computer-controlled. At the same time, it is desirable to maintain the inherent features and affordances of working with the objects and the contents while sitting or standing around a table. Electronic Meeting Rooms On the basis of these and other elaborate considerations, we started to design in 1992/1993 an electronic meeting room in Darmstadt at GMD-IPSI (later Fraunhofer IPSI). The setup of our custom-built DOLPHIN-System consisted of a “traditional” large rectangular wooden table with four physically integrated workstation-like computers with at screens. This set-up was complemented by linking a large ver- cal pen-operated interactive display, at that time the rst LiveBoard outside of Xerox PARC (two of which I was able to get to Darmstadt after my stay at Xerox PARC in 1990).
Publisher: Springer Science & Business Media
ISBN: 1849961131
Category : Computers
Languages : en
Pages : 464
Book Description
The objects displayed on a table can take multiple forms. In meetings, it is still very often printed paper although its content was originally created on a computer. The content can also be a “table”, but now in the mathematical sense, showing, e. g. , the budget of a project. Then, we have a “table” on the table. Most often, the computer-generated contents are subject of frequent changes or dynamic in nature. It is a logical consequence to avoid the detour and the inherent media break by transforming the surface of the table into a display able to show media that are active and can be computer-generated and computer-controlled. At the same time, it is desirable to maintain the inherent features and affordances of working with the objects and the contents while sitting or standing around a table. Electronic Meeting Rooms On the basis of these and other elaborate considerations, we started to design in 1992/1993 an electronic meeting room in Darmstadt at GMD-IPSI (later Fraunhofer IPSI). The setup of our custom-built DOLPHIN-System consisted of a “traditional” large rectangular wooden table with four physically integrated workstation-like computers with at screens. This set-up was complemented by linking a large ver- cal pen-operated interactive display, at that time the rst LiveBoard outside of Xerox PARC (two of which I was able to get to Darmstadt after my stay at Xerox PARC in 1990).
Wave Propagation in Materials for Modern Applications
Author: Andrey Petrin
Publisher: BoD – Books on Demand
ISBN: 9537619656
Category : Science
Languages : en
Pages : 555
Book Description
In the recent decades, there has been a growing interest in micro- and nanotechnology. The advances in nanotechnology give rise to new applications and new types of materials with unique electromagnetic and mechanical properties. This book is devoted to the modern methods in electrodynamics and acoustics, which have been developed to describe wave propagation in these modern materials and nanodevices. The book consists of original works of leading scientists in the field of wave propagation who produced new theoretical and experimental methods in the research field and obtained new and important results. The first part of the book consists of chapters with general mathematical methods and approaches to the problem of wave propagation. A special attention is attracted to the advanced numerical methods fruitfully applied in the field of wave propagation. The second part of the book is devoted to the problems of wave propagation in newly developed metamaterials, micro- and nanostructures and porous media. In this part the interested reader will find important and fundamental results on electromagnetic wave propagation in media with negative refraction index and electromagnetic imaging in devices based on the materials. The third part of the book is devoted to the problems of wave propagation in elastic and piezoelectric media. In the fourth part, the works on the problems of wave propagation in plasma are collected. The fifth, sixth and seventh parts are devoted to the problems of wave propagation in media with chemical reactions, in nonlinear and disperse media, respectively. And finally, in the eighth part of the book some experimental methods in wave propagations are considered. It is necessary to emphasize that this book is not a textbook. It is important that the results combined in it are taken “from the desks of researchers“. Therefore, I am sure that in this book the interested and actively working readers (scientists, engineers and students) will find many interesting results and new ideas.
Publisher: BoD – Books on Demand
ISBN: 9537619656
Category : Science
Languages : en
Pages : 555
Book Description
In the recent decades, there has been a growing interest in micro- and nanotechnology. The advances in nanotechnology give rise to new applications and new types of materials with unique electromagnetic and mechanical properties. This book is devoted to the modern methods in electrodynamics and acoustics, which have been developed to describe wave propagation in these modern materials and nanodevices. The book consists of original works of leading scientists in the field of wave propagation who produced new theoretical and experimental methods in the research field and obtained new and important results. The first part of the book consists of chapters with general mathematical methods and approaches to the problem of wave propagation. A special attention is attracted to the advanced numerical methods fruitfully applied in the field of wave propagation. The second part of the book is devoted to the problems of wave propagation in newly developed metamaterials, micro- and nanostructures and porous media. In this part the interested reader will find important and fundamental results on electromagnetic wave propagation in media with negative refraction index and electromagnetic imaging in devices based on the materials. The third part of the book is devoted to the problems of wave propagation in elastic and piezoelectric media. In the fourth part, the works on the problems of wave propagation in plasma are collected. The fifth, sixth and seventh parts are devoted to the problems of wave propagation in media with chemical reactions, in nonlinear and disperse media, respectively. And finally, in the eighth part of the book some experimental methods in wave propagations are considered. It is necessary to emphasize that this book is not a textbook. It is important that the results combined in it are taken “from the desks of researchers“. Therefore, I am sure that in this book the interested and actively working readers (scientists, engineers and students) will find many interesting results and new ideas.
VR Developer Gems
Author: William R. Sherman
Publisher: CRC Press
ISBN: 1351654616
Category : Computers
Languages : en
Pages : 676
Book Description
This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.
Publisher: CRC Press
ISBN: 1351654616
Category : Computers
Languages : en
Pages : 676
Book Description
This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.
Classification of User Tasks by the User Behavior
Author: Anne Gutschmidt
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832534237
Category : Business & Economics
Languages : en
Pages : 268
Book Description
On-line newspapers have become an important source of information for many people. Readers of on-line newspapers may regularly check the news in general, they may follow the news concerning a certain topic, e.g. when people wanted to get all information that was available on September 11, or they may just check for certain facts such as stock prices or the weather forecast. This thesis deals with the question of whether it is possible to recognize the kind of task a Web user is performing by just looking at the user's behavior. Two studies were conducted to examine whether behavioral aspects, such as mouse and scroll movement, mouse clicks or page view duration, give hint on the surfing mode which may be just browsing, information gathering or fact finding. This thesis is meant to provide a basis for the personalization of Websites such as on-line newspapers where personalization is not only based on the analysis of content information or general topic preferences, but, additionally, on the current context represented by the kind of task a user is performing at the very moment.
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832534237
Category : Business & Economics
Languages : en
Pages : 268
Book Description
On-line newspapers have become an important source of information for many people. Readers of on-line newspapers may regularly check the news in general, they may follow the news concerning a certain topic, e.g. when people wanted to get all information that was available on September 11, or they may just check for certain facts such as stock prices or the weather forecast. This thesis deals with the question of whether it is possible to recognize the kind of task a Web user is performing by just looking at the user's behavior. Two studies were conducted to examine whether behavioral aspects, such as mouse and scroll movement, mouse clicks or page view duration, give hint on the surfing mode which may be just browsing, information gathering or fact finding. This thesis is meant to provide a basis for the personalization of Websites such as on-line newspapers where personalization is not only based on the analysis of content information or general topic preferences, but, additionally, on the current context represented by the kind of task a user is performing at the very moment.
Comptes Rendus - Interface Graphique
Whole Body Interaction with Public Displays
Author: Robert Walter
Publisher: Springer
ISBN: 9811044570
Category : Technology & Engineering
Languages : en
Pages : 126
Book Description
This book develops valuable new approaches to digital out-of-home media and digital signage in urban environments. It offers solutions for communicating interactive features of digital signage to passers-by. Digital out-of-home media and digital signage screens are becoming increasingly interactive thanks to touch input technology and gesture recognition. To optimize their conversion rate, interactive public displays must 1) attract attention, 2) communicate to passers-by that they are interactive, 3) explain the interaction, and 4) provide a motivation for passers-by to interact. This book highlights solutions to problems 2 and 3 above. The focus is on whole-body interaction, where the positions and orientations of users and their individual body parts are captured by specialized sensors (e.g., depth cameras). The book presents revealing findings from a field study on communicating interactivity, a laboratory on analysing visual attention, a field study on mid-air gestures, and a field study on using mid-air gestures to select items on interactive public displays.
Publisher: Springer
ISBN: 9811044570
Category : Technology & Engineering
Languages : en
Pages : 126
Book Description
This book develops valuable new approaches to digital out-of-home media and digital signage in urban environments. It offers solutions for communicating interactive features of digital signage to passers-by. Digital out-of-home media and digital signage screens are becoming increasingly interactive thanks to touch input technology and gesture recognition. To optimize their conversion rate, interactive public displays must 1) attract attention, 2) communicate to passers-by that they are interactive, 3) explain the interaction, and 4) provide a motivation for passers-by to interact. This book highlights solutions to problems 2 and 3 above. The focus is on whole-body interaction, where the positions and orientations of users and their individual body parts are captured by specialized sensors (e.g., depth cameras). The book presents revealing findings from a field study on communicating interactivity, a laboratory on analysing visual attention, a field study on mid-air gestures, and a field study on using mid-air gestures to select items on interactive public displays.
Geometric Modelling, Numerical Simulation, and Optimization:
Author: Geir Hasle
Publisher: Springer Science & Business Media
ISBN: 3540687831
Category : Mathematics
Languages : en
Pages : 559
Book Description
This edited volume addresses the importance of mathematics for industry and society by presenting highlights from contract research at the Department of Applied Mathematics at SINTEF, the largest independent research organization in Scandinavia. Examples range from computer-aided geometric design, via general purpose computing on graphics cards, to reservoir simulation for enhanced oil recovery. Contributions are written in a tutorial style.
Publisher: Springer Science & Business Media
ISBN: 3540687831
Category : Mathematics
Languages : en
Pages : 559
Book Description
This edited volume addresses the importance of mathematics for industry and society by presenting highlights from contract research at the Department of Applied Mathematics at SINTEF, the largest independent research organization in Scandinavia. Examples range from computer-aided geometric design, via general purpose computing on graphics cards, to reservoir simulation for enhanced oil recovery. Contributions are written in a tutorial style.
Computing Handbook, Third Edition
Author: Teofilo Gonzalez
Publisher: CRC Press
ISBN: 1439898529
Category : Mathematics
Languages : en
Pages : 2330
Book Description
Computing Handbook, Third Edition: Computer Science and Software Engineering mirrors the modern taxonomy of computer science and software engineering as described by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS). Written by established leading experts and influential young researchers, the first volume of this popular handbook examines the elements involved in designing and implementing software, new areas in which computers are being used, and ways to solve computing problems. The book also explores our current understanding of software engineering and its effect on the practice of software development and the education of software professionals. Like the second volume, this first volume describes what occurs in research laboratories, educational institutions, and public and private organizations to advance the effective development and use of computers and computing in today’s world. Research-level survey articles provide deep insights into the computing discipline, enabling readers to understand the principles and practices that drive computing education, research, and development in the twenty-first century.
Publisher: CRC Press
ISBN: 1439898529
Category : Mathematics
Languages : en
Pages : 2330
Book Description
Computing Handbook, Third Edition: Computer Science and Software Engineering mirrors the modern taxonomy of computer science and software engineering as described by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS). Written by established leading experts and influential young researchers, the first volume of this popular handbook examines the elements involved in designing and implementing software, new areas in which computers are being used, and ways to solve computing problems. The book also explores our current understanding of software engineering and its effect on the practice of software development and the education of software professionals. Like the second volume, this first volume describes what occurs in research laboratories, educational institutions, and public and private organizations to advance the effective development and use of computers and computing in today’s world. Research-level survey articles provide deep insights into the computing discipline, enabling readers to understand the principles and practices that drive computing education, research, and development in the twenty-first century.
Computing Handbook
Author: Allen Tucker
Publisher: CRC Press
ISBN: 1439898456
Category : Computers
Languages : en
Pages : 3851
Book Description
This two volume set of the Computing Handbook, Third Edition (previously theComputer Science Handbook) provides up-to-date information on a wide range of topics in computer science, information systems (IS), information technology (IT), and software engineering. The third edition of this popular handbook addresses not only the dramatic growth of computing as a discipline but also the relatively new delineation of computing as a family of separate disciplines as described by the Association for Computing Machinery (ACM), the IEEE Computer Society (IEEE-CS), and the Association for Information Systems (AIS). Both volumes in the set describe what occurs in research laboratories, educational institutions, and public and private organizations to advance the effective development and use of computers and computing in today's world. Research-level survey articles provide deep insights into the computing discipline, enabling readers to understand the principles and practices that drive computing education, research, and development in the twenty-first century. Chapters are organized with minimal interdependence so that they can be read in any order and each volume contains a table of contents and subject index, offering easy access to specific topics. The first volume of this popular handbook mirrors the modern taxonomy of computer science and software engineering as described by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS). Written by established leading experts and influential young researchers, it examines the elements involved in designing and implementing software, new areas in which computers are being used, and ways to solve computing problems. The book also explores our current understanding of software engineering and its effect on the practice of software development and the education of software professionals. The second volume of this popular handbook demonstrates the richness and breadth of the IS and IT disciplines. The book explores their close links to the practice of using, managing, and developing IT-based solutions to advance the goals of modern organizational environments. Established leading experts and influential young researchers present introductions to the current status and future directions of research and give in-depth perspectives on the contributions of academic research to the practice of IS and IT development, use, and management.
Publisher: CRC Press
ISBN: 1439898456
Category : Computers
Languages : en
Pages : 3851
Book Description
This two volume set of the Computing Handbook, Third Edition (previously theComputer Science Handbook) provides up-to-date information on a wide range of topics in computer science, information systems (IS), information technology (IT), and software engineering. The third edition of this popular handbook addresses not only the dramatic growth of computing as a discipline but also the relatively new delineation of computing as a family of separate disciplines as described by the Association for Computing Machinery (ACM), the IEEE Computer Society (IEEE-CS), and the Association for Information Systems (AIS). Both volumes in the set describe what occurs in research laboratories, educational institutions, and public and private organizations to advance the effective development and use of computers and computing in today's world. Research-level survey articles provide deep insights into the computing discipline, enabling readers to understand the principles and practices that drive computing education, research, and development in the twenty-first century. Chapters are organized with minimal interdependence so that they can be read in any order and each volume contains a table of contents and subject index, offering easy access to specific topics. The first volume of this popular handbook mirrors the modern taxonomy of computer science and software engineering as described by the Association for Computing Machinery (ACM) and the IEEE Computer Society (IEEE-CS). Written by established leading experts and influential young researchers, it examines the elements involved in designing and implementing software, new areas in which computers are being used, and ways to solve computing problems. The book also explores our current understanding of software engineering and its effect on the practice of software development and the education of software professionals. The second volume of this popular handbook demonstrates the richness and breadth of the IS and IT disciplines. The book explores their close links to the practice of using, managing, and developing IT-based solutions to advance the goals of modern organizational environments. Established leading experts and influential young researchers present introductions to the current status and future directions of research and give in-depth perspectives on the contributions of academic research to the practice of IS and IT development, use, and management.