/[fenfire]/journals/plans/SA_2003.rst
ViewVC logotype

Diff of /journals/plans/SA_2003.rst

Parent Directory Parent Directory | Revision Log Revision Log | View Patch Patch

revision 1.73 by hemppah, Tue May 13 08:12:41 2003 UTC revision 1.74 by jvk, Tue May 13 08:18:02 2003 UTC
# Line 267  Flexible focus+context views such as fis Line 267  Flexible focus+context views such as fis
267  allow more context to be shown but also induce  allow more context to be shown but also induce
268  usability issues that need to be solved.  usability issues that need to be solved.
269    
270    Dynamical context
271    ~~~~~~~~~~~~~~~~~
272    
273  One of the most important tasks in maintaining user orientation  One of the most important tasks in maintaining user orientation
274  is good layout and non-disruptive, fluid animation between views.  is good layout and non-disruptive, fluid animation between views.
275  We are researching multiple methods for dynamically visualizing  We are researching multiple methods for dynamically visualizing
# Line 275  the structure. Line 278  the structure.
278  We use buoys as link targets floating around the focus.  We use buoys as link targets floating around the focus.
279  What we call *buoy* is a commonly used tool in technical diagrams:  What we call *buoy* is a commonly used tool in technical diagrams:
280  placing a label at the edge of the image and connecting the label  placing a label at the edge of the image and connecting the label
281  to the relevant location (anchor) by a line (see Fig. [ref-fignasa]_)..  to the relevant location (anchor) by a line (see Fig. [ref-fignasa]_).
282  We research the geometry and layout of the buoy placement  We research the geometry and layout of the buoy placement
283  for coherent views and animation.  for coherent views and animation.
284    
# Line 300  the shapes of the break lines need to be Line 303  the shapes of the break lines need to be
303     freehand lines are drawn to indicate that     freehand lines are drawn to indicate that
304     the depicted object extends beyond the section shown.     the depicted object extends beyond the section shown.
305    
306    
307    Rendering text
308    ~~~~~~~~~~~~~~
309    
310  Rendering text using the 3D hardware is problematic because  Rendering text using the 3D hardware is problematic because
311  the texturing algorithms are mainly designed for photorealistic  the texturing algorithms are mainly designed for photorealistic
312  rendering. The triliniear filtering and mip-mapping  rendering. The triliniear filtering and mip-mapping
313  cause artifacts and reduce readability in rendered text.  cause artifacts and reduce readability of the rendered text.
314  We plan to develop a better filtering method for  We plan to develop a better filtering method for
315  rendering text.  rendering text.
316  As one theoretical approach for modeling the readability  As one theoretical approach for modeling the readability
# Line 311  we can use the correlation function of t Line 318  we can use the correlation function of t
318  In this approach, we can apply the earlier experience  In this approach, we can apply the earlier experience
319  on the MCMC and other sampling and modeling methods.  on the MCMC and other sampling and modeling methods.
320    
321    Theoretical aspects of controllers
322    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
323    
324  Custom controllers can offer new ways to navigate and control the information  Custom controllers can offer new ways to navigate and control the information
325  flow on the screen.  flow on the screen.
326  They are many usability aspects in the configuration of the degrees of freedom  They are many usability aspects in the configuration of the degrees of freedom
327  provided by the controller that can be theoretically modeled and experimentally  provided by the controller that can be theoretically modeled and experimentally
328  tested.  tested.
329    
330    Unique background textures
331    ~~~~~~~~~~~~~~~~~~~~~~~~~~
332    
333  The hardware algorithm for rendering the unique background textures  The hardware algorithm for rendering the unique background textures
334  currently uses ad hoc distributions in    currently uses ad hoc distributions in the sampling of the texture
335                    features. Although the distributions (e.g., for choosing the texture
336      colors)  are qualitatively based on
337    general principles for making the texture distinguishable and
338    recognizable, their exact values are not rigorously justified.
339    We plan to obtain justification for different aspect of the algorithm
340    experimentally and to further evaulate the recognizability.
341    
342    
343  Hypotheses and research methods  Hypotheses and research methods
344  -------------------------------  -------------------------------
345        

Legend:
Removed from v.1.73  
changed lines
  Added in v.1.74

savannah-hackers-public@gnu.org
ViewVC Help
Powered by ViewVC 1.1.26