260 |
Our goal is to build a Peer-to-Peer system that allows one to perform a *global* |
Our goal is to build a Peer-to-Peer system that allows one to perform a *global* |
261 |
data lookups and fetch a block if *anybody* has published it in the Internet. |
data lookups and fetch a block if *anybody* has published it in the Internet. |
262 |
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263 |
User interfaces |
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''''''''''''''' |
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264 |
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265 |
Flexible focus+context views such as fisheye distortions |
Flexible focus+context views such as fisheye distortions |
266 |
allow more context to be shown but also induce |
allow more context to be shown but also induce |
267 |
usability issues that need to be solved. |
usability issues that need to be solved. |
268 |
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269 |
**Dynamical context:** |
Geometry |
270 |
|
'''''''' |
271 |
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272 |
One of the most important tasks in maintaining user orientation |
One of the most important tasks in maintaining user orientation |
273 |
is good layout and non-disruptive, fluid animation between views. |
is good layout and non-disruptive, fluid animation between views. |
274 |
We are researching multiple methods for dynamically visualizing |
We are researching multiple methods for dynamically visualizing |
281 |
We research the geometry and layout of the buoy placement |
We research the geometry and layout of the buoy placement |
282 |
for coherent views and animation. |
for coherent views and animation. |
283 |
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284 |
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*Nadir* |
285 |
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286 |
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Break lines |
287 |
|
''''''''''' |
288 |
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|
289 |
*Break lines* are a technique used in technical drawing |
*Break lines* are a technique used in technical drawing |
290 |
for indicating |
for indicating |
291 |
where an object extends beyond what is drawn in the current |
where an object extends beyond what is drawn in the current |
307 |
freehand lines are drawn to indicate that |
freehand lines are drawn to indicate that |
308 |
the depicted object extends beyond the section shown. |
the depicted object extends beyond the section shown. |
309 |
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|
310 |
**Perception of shape:** |
Fillets |
311 |
- fillets, nadir, etc. |
''''''' |
312 |
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313 |
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Rendering text |
314 |
|
'''''''''''''' |
315 |
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**Rendering text:** |
|
316 |
Rendering text using the 3D hardware is problematic because |
Rendering text using the 3D hardware is problematic because |
317 |
the texturing algorithms are mainly designed for photorealistic |
the texturing algorithms are mainly designed for photorealistic |
318 |
rendering. The triliniear filtering and mip-mapping |
rendering. The triliniear filtering and mip-mapping |
324 |
In this approach, we can apply the earlier experience |
In this approach, we can apply the earlier experience |
325 |
on the MCMC and other sampling and modeling methods. |
on the MCMC and other sampling and modeling methods. |
326 |
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|
327 |
**Theoretical aspects of controllers:** |
Controllers |
328 |
|
''''''''''' |
329 |
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|
330 |
Custom controllers can offer new ways to navigate and control the information |
Custom controllers can offer new ways to navigate and control the information |
331 |
flow on the screen. |
flow on the screen. |
332 |
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 |
333 |
provided by the controller that can be theoretically modeled and experimentally |
provided by the controller that can be theoretically modeled and experimentally |
334 |
tested. |
tested. |
335 |
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|
336 |
**Unique background textures:** |
Unique background textures |
337 |
|
'''''''''''''''''''''''''' |
338 |
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|
339 |
The hardware algorithm for rendering the unique background textures |
The hardware algorithm for rendering the unique background textures |
340 |
currently uses ad hoc distributions in the sampling of the texture |
currently uses ad hoc distributions in the sampling of the texture |
341 |
features. Although the distributions (e.g., for choosing the texture |
features. Although the distributions (e.g., for choosing the texture |
346 |
experimentally and to further evaluate the recognizability of the generated |
experimentally and to further evaluate the recognizability of the generated |
347 |
textures. |
textures. |
348 |
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**Vob framework:** |
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Fenfire's Vob graphics model provides a simple way of |
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specifying geometry and automatic animation between views. |
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A vob is a visual object that knows how to draw itself in |
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one or more coordinate systems (for example, a connection line |
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vob draws a line between the origins of two coordinate systems). |
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Views place vobs and coordinate systems into *vob scenes* |
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(rendered keyframes). |
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When the user moves from one scene to another, |
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the coordinate systems of the first view are |
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interpolated to the corresponding coordinate systems of the |
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following view, resulting in smooth animation. |
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Furthermore, many source code changes yield immediate effects |
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without rebuilding. |
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Our aim is to obtain a theoretical foundation for the framework |
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regarding the performance vs. dynamical compiling |
|
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and rapid development aspects tradeoff |
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of the code as well as results about the generality and properties |
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of the coordinate systems and transformations. |
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|
349 |
Hypotheses and research methods |
Hypotheses and research methods |
350 |
------------------------------- |
------------------------------- |
351 |
|
|
461 |
Task & 1 & 2 & 3 & 4 & 1 & 2 & 3 & 4 & 1 & 2 & 3 & 4 \\ |
Task & 1 & 2 & 3 & 4 & 1 & 2 & 3 & 4 & 1 & 2 & 3 & 4 \\ |
462 |
\hline |
\hline |
463 |
Peer-to-Peer & X & & & & & & & & & & & \\ |
Peer-to-Peer & X & & & & & & & & & & & \\ |
|
Vob framework &---&---&---&---& & & & & & & & \\ |
|
464 |
Text rendering &---&---&---&---&---&---& & & & & & \\ |
Text rendering &---&---&---&---&---&---& & & & & & \\ |
465 |
Bg textures &---&---&---& & & & & & & & & \\ |
Bg textures &---&---&---& & & & & & & & & \\ |
466 |
Fillets &---& & & & & & & & & & & \\ |
Fillets &---& & & & & & & & & & & \\ |
572 |
.. - nadir: a natural layout for multiple pieces of data by small rotations |
.. - nadir: a natural layout for multiple pieces of data by small rotations |
573 |
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574 |
|
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- vobs: rapid prototyping of radically different user interfaces, with animation |
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- theoretical foundation for the framework (performance vs. dynamical compiling |
|
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and rapid development aspects of the code) |
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|
575 |
- storm |
- storm |
576 |
|
|
577 |
- saving data in permanent blocks, requiring |
- saving data in permanent blocks, requiring |