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We present an example application that shows PDF documents |
We present an example application that shows PDF documents |
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with connections and annotations using the new techniques. |
with connections and annotations using the new techniques. |
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The application is based on xanalogical structure and |
The application is based on xanalogical structure and, |
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an orthogonal canvas structure, that allows user to |
orthogonal to it, on a spatial canvas structure that allows user to |
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enter annotations and transclusions from the documents |
enter annotations and transclusions from the documents |
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on a virtual canvas. Xanalogical links are allow the user |
on a virtual canvas. Xanalogical links are allow the user |
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to connect associated parts of documents. |
to connect associated parts of documents. |
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User-interface techniques enabled by fast hardware |
User-interface techniques enabled by fast hardware |
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In this section we present several visual techniques that |
In this section we describe several visual techniques that |
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have become possible on commodity hardware. |
have only recently become possible on commodity hardware. |
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Of these techniques, only the first seems to have been used |
Of these techniques, only the first seems to have been used |
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prior to this work (XXX two papers in review process) |
prior to this work (XXX two papers in review process) |
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Distortion-oriented Focus+Context view of virtual paper |
Distortion-oriented Focus+Context view of virtual paper |
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- Already well-known, much work, ... |
Distortion-oriented Focus+Context views are already well-known |
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[fc-fisheye]_ XXXmorerefs. |
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[fc-fisheye]_ XXXmorerefs |
We use a continuous fisheye distortion as a focus on large documents. |
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The magnification and size of the focus is user-adjustable and |
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it can me moved independent of the focus (node) in the connection structure. |
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Anisotropic filtering[REF] is one of the features of modern |
Anisotropic filtering[REF] is one of the features of modern |
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graphics processors which is vital for implementing distortions |
graphics processors which is vital for implementing distortions |
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Buoys |
Buoys |
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- usually everything is in either the coordinate system of the |
Usually everything is either in the coordinate system of the |
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virtual paper (e.g. the margins of the web page being scrolled) |
virtual paper (e.g., the margins of the web page being scrolled) |
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or in the outside coordinate system, independent of the page. |
or in the outside coordinate system, independent of the page. |
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This is originally because of performance: it is most efficient to update |
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- this originally because of performance: easiest to update |
a single, rectangular (or rectangular, rectangularly obscured) area |
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single, rectangular (or rectangular, rectangularly obscured) |
of screen. |
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area |
With fast hardware, there is no need to be limited to rectangular sections |
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because the whole screen can always be drawn. |
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- no need with fast hardware, because whole screen always drawn |
Thus, it is possible to place objects in different, interconnected |
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--> can have different coordsys |
coordinate systems. |
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- buoy = common idea from technical diagrams: draw a line to the |
What we call *buoy* is a common idea from technical diagrams: |
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relevant point and place the label in the margin |
draw a line to the relevant point and place the label in the margin |
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(see Fig. [ref-fignasa]_). |
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- can smoothly adjust buoy size and location |
The scale and location of the buoy and the document can be |
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smoothly adjusted, independent of each other, with the connection |
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We draw the link targets as buoys around the focus. |
line cross-cutting the view. |
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Layout requirements: |
We use buoys as link targets floating around the focus. |
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For the layout of the buoys, several desirable layout constraints |
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can be enumerated: |
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- buoys should not be placed over the focus |
- buoys should not be placed directly on the focus |
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- buoys should be placed close to their anchors |
- buoys should be placed close to their anchors |
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