scholarly journals NextflowWorkbench: Reproducible and Reusable Workflows for Beginners and Experts

2016 ◽  
Author(s):  
Jason P. Kurs ◽  
Manuele Simi ◽  
Fabien Campagne

ABSTRACTComputational workflows and pipelines are often created to automate series of processing steps. For instance, workflows enable one to standardize analysis for large projects or core facilities, but are also useful for individual biologists who need to perform repetitive data processing. Some workflow systems, designed for beginners, offer a graphical user interface and have been very popular with biologists. In practice, these tools are infrequently used by more experienced bioinformaticians, who may require more flexibility or performance than afforded by the user interfaces, and seem to prefer developing workflows with scripting or command line tools. Here, we present a workflow system, the NextflowWorkbench (NW), which was designed for both beginners and experts, and blends the distinction between user interface and scripting language. This system extends and reuses the popular Nextflow workflow description language and shares its advantages. In contrast to Nextflow, NextflowWorkbench offers an integrated development environment that helps complete beginners get started with workflow development. Auto-completion helps beginners who do not know the syntax of the Nextflow language. Reusable processes provide modular workflows. Programmers will benefit from unique interactive features that help users work more productively with docker containers. We illustrate this tool with a workflow to estimate RNA-Seq counts using Kallisto. We found that beginners can be taught how to assemble this workflow in a two hours training session. NW workflows are portable and can execute on laptop/desktop computers with docker, on a lab cluster, or in the cloud to facilitate training. NextflowWorkbench is open-source and available at http://workflow.campagnelab.org.

2021 ◽  
Vol 2 ◽  
pp. 52-62
Author(s):  
Igor Košťál ◽  
Martin Mišút

Almost every Android user application has some kind of user interface. Android programmers who create Xamarin.Forms applications and who uses the Microsoft Visual Studio development environment to do so can create user interfaces in the XAML (the Extensible Application Markup Language) or in the C# programming language. This paper deals with a comparison of creating this user interface by the first and the second way. We demonstrate the differences in the creation of Android application user interfaces in XAML and in C# by way of using two of our Android applications which were created by the Microsoft Visual Studio 2019 Enterprise, which work as text editors with the ability to store text to disc, and have user interfaces that are visually identical. However, the user interface of the first Android application was created in XAML with a C# support code, whereas the user interface of the second Android application was created entirely in C#. While comparing the source codes of the user interfaces of both these Android applications, we identify the advantages and disadvantages of both approaches to creating a user interface and we try to find out which of these approaches is better for maintaining and modifying user interfaces. In this study, we also contrast the processes of handling events of controls of a user interface created in the XAML code for the first Android application as well as that of the same user interface created in the C# code for the second Android application. Furthermore, we were interested in determining whether the different ways of creating user interfaces affected the execution time of basic operations that included disc files that were performed on the same data by both the applications. We assume that it does not fundamentally affect the execution time, and so, we performed an experiment to confirm or refute our assumption.


2020 ◽  
pp. 37-41
Author(s):  
ANNA SERGEEVNA GERMAN ◽  
◽  
ELENA MIKHAILOVNA VESELOVA ◽  

The article is devoted to the problem of creating graphical user interfaces in the VBA development environment. The main requirements for the development of user interfaces are formulated, taking into account the specifics of using interfaces in VBA programs. The prototype of an application framework for creating user interfaces is made, which should save developers time.


Seminar.net ◽  
2016 ◽  
Vol 12 (2) ◽  
Author(s):  
Yngve Nordkvelle

Most of the world has learned to ”see to Finland” over the last decade, beacuse of its reputation as a leading nation in educational achievement, as well as its many creative and diligent approaches in technology. Since 1990 Finnish researchers in media, technology and education have met annually to discuss research matters and further advances in the area. For the conference of 2016, held 13-15th April in Hämeenlinna, Finland, we were asked to have the best papers published in Seminar.net. After a rigourous review process we will print six papers, four in this issue and two in the next.Antti Syvänen, Jaana-Piia Mäkiniemi, Sannu Syrjä, Kirsi Heikkilä-Tammi and Jarmo Viteli, all of the University of Tampere, present the paper “When does the educational use of ICT become a source of technostress for Finnish teachers?» This interesting paper is based on the analysis of questionnaires filled in by 2741 Finnish teachers. It provides significant insight into what causes teachers to experience stress and alienation when using information and communication technologies (ICT) in their classrooms.Tuulikki Keskitalo and Heli Ruokamo of Lapland University present a paper dealing with “Students’ Expectations and Experiences of Meaningful Simulation-Based Medical Education». Simulation in nursing education is a very rapidly developing area, and the students – as well as their teachers – have high expectation. This project is about student’s expectations and the very positive result from this study was that their experiences were even higher than their expectations.Hanna Vuojärvi, of the University of Lapland and Miikka Eriksson, of the University of Eastern Finland, have written the article «Using Mobile Tools to Support Meaningful Work-based Learning in Vocational Education» together. Their case study focused on meaningful work-based learning (WBL) and the pedagogical use of mobile information and communication technologies (ICTs) in vocational tourism education. It demonstrates how the use of smartphones was applied in the project and its usefulness in the student’s work with the learning material.Antero Lindstedt, Kristian Kiili, Pauliina Tuomi and Arttu Perttula, all from Tampere University of Technology, Pori department provide the paper called “A user experience case study: two embodied cognition user interface solutions for a math learning game». They have used a particular game development environment, Semideus, to test out how different user interfaces influenced. They found interesting differences, mainly in favour of the «tilting user interface».


2020 ◽  
Author(s):  
Andre Roger Rodrigues ◽  
Ana Flávia Peixoto de Camargos ◽  
Daniel Rodrigues de Araújo Júnior ◽  
Willian Félix Souza Silva

O objetivo deste artigo é apresentar uma interface gráfica de usuário (GUI-Graphical User Interface) como ferramenta computacional para projeto eletromecânico de linhas de transmissão. A GUI foi desenvolvida empregando-se o ambiente GUIDE (Graphical User Interfaces Development Environment) do software MATLAB, permitindo ao usuário realizar o cálculo da ampacidade e o cálculo da flecha e da tração nos cabos considerando a influência tanto da velocidade de vento de projeto quanto da temperatura de operação do cabo. O algoritmo computacional da GUI foi baseado nos critérios e procedimentos para projeto eletromecânico de linhas de transmissão contidos em Labegalini et al. (1992). É permitido ao usuário considerar as condições de rugosidade do terreno e de tempo de resposta dos cabos das linhas de transmissão para o cálculo da velocidade do vento de projeto. Como resultados, são obtidos os valores das grandezas mecânicas tais como ângulo de balanço e comprimento real dos cabos, altura mínima das torres, além de serem plotadas as curvas de tração por ampacidade, flecha por ampacidade e temperatura do cabo por ampacidade. Dessa forma, a GUI constitui uma ferramenta auxiliar de ensino e aprendizagem, permitindo o emprego da metodologia de aprendizagem baseada em projeto para capacitar os alunos quanto aos fundamentos do projeto eletromecânico de linhas de transmissão. Para validação dos resultados obtidos pela GUI é apresentado um estudo de projeto de linha de transmissão de 138 kV em operação no sistema elétrico brasileiro, levando-se em consideração tanto as características climáticas e a variação estatística destes parâmetros, bem como as condições geográficas da região onde a linha de transmissão está instalada. Os resultados evidenciam que os recursos e funcionalidades implementados na GUI atendem aos requisitos normativos e técnicos para o projeto eletromecânico de linhas de transmissão de energia elétrica permitindo uma análise mais realista e precisa dos principais aspectos que determinam as limitações operacionais e, a partir destes, o refinamento de critérios de projetos.


Author(s):  
Joran Deschamps ◽  
Jonas Ries

Advanced light microscopy methods are becoming increasingly popular in biological research. Their ease of use depends, besides experimental aspects, on intuitive user interfaces. The open-source software Micro-Manager offers a universal interface for microscope control but requires implementing plugins to further tailor it to specific systems. Since even similar devices can have different Micro-Manager properties (such as power percentage versus absolute power), transferring user interfaces to other systems is usually very restricted.We developed Easier Micro-Manager User interface (EMU), a Micro-Manager plugin, to simplify building flexible and reconfigurable user interfaces. EMU offers a choice of interfaces that are rapidly ready to use thanks to an intuitive configuration menu. In particular, the configuration menu allows mapping device properties to the various functions of the interface in a few clicks. Exchanging or adding new devices to the microscope no longer requires rewriting code. The EMU framework also simplifies implementing a new interface by providing the configuration and device interaction mechanisms. The user interface can be built by using a drag-and-drop tool in one’s favorite Java development environment and writing a few lines of code for compatibility with EMU.Micro-Manager users now have a powerful tool to improve the user experience on their instruments. EMU interfaces can be easily transferred to new microscopes and shared with other research groups. In the future, newly developed interfaces will be added to EMU to benefit the whole community.


Information ◽  
2021 ◽  
Vol 12 (4) ◽  
pp. 162
Author(s):  
Soyeon Kim ◽  
René van Egmond ◽  
Riender Happee

In automated driving, the user interface plays an essential role in guiding transitions between automated and manual driving. This literature review identified 25 studies that explicitly studied the effectiveness of user interfaces in automated driving. Our main selection criterion was how the user interface (UI) affected take-over performance in higher automation levels allowing drivers to take their eyes off the road (SAE3 and SAE4). We categorized user interface (UI) factors from an automated vehicle-related information perspective. Short take-over times are consistently associated with take-over requests (TORs) initiated by the auditory modality with high urgency levels. On the other hand, take-over requests directly displayed on non-driving-related task devices and augmented reality do not affect take-over time. Additional explanations of take-over situation, surrounding and vehicle information while driving, and take-over guiding information were found to improve situational awareness. Hence, we conclude that advanced user interfaces can enhance the safety and acceptance of automated driving. Most studies showed positive effects of advanced UI, but a number of studies showed no significant benefits, and a few studies showed negative effects of advanced UI, which may be associated with information overload. The occurrence of positive and negative results of similar UI concepts in different studies highlights the need for systematic UI testing across driving conditions and driver characteristics. Our findings propose future UI studies of automated vehicle focusing on trust calibration and enhancing situation awareness in various scenarios.


Author(s):  
Randall Spain ◽  
Jason Saville ◽  
Barry Lui ◽  
Donia Slack ◽  
Edward Hill ◽  
...  

Because advances in broadband capabilities will soon allow first responders to access and use many forms of data when responding to emergencies, it is becoming critically important to design heads-up displays to present first responders with information in a manner that does not induce extraneous mental workload or cause undue interaction errors. Virtual reality offers a unique medium for envisioning and testing user interface concepts in a realistic and controlled environment. In this paper, we describe a virtual reality-based emergency response scenario that was designed to support user experience research for evaluating the efficacy of intelligent user interfaces for firefighters. We describe the results of a usability test that captured firefighters’ feedback and reactions to the VR scenario and the prototype intelligent user interface that presented them with task critical information through the VR headset. The paper concludes with lessons learned from our development process and a discussion of plans for future research.


2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-29
Author(s):  
Arthur Sluÿters ◽  
Jean Vanderdonckt ◽  
Radu-Daniel Vatavu

Intra-platform plasticity regularly assumes that the display of a computing platform remains fixed and rigid during interactions with the platform in contrast to reconfigurable displays, which can change form depending on the context of use. In this paper, we present a model-based approach for designing and deploying graphical user interfaces that support intra-platform plasticity for reconfigurable displays. We instantiate the model for E3Screen, a new device that expands a conventional laptop with two slidable, rotatable, and foldable lateral displays, enabling slidable user interfaces. Based on a UML class diagram as a domain model and a SCRUD list as a task model, we define an abstract user interface as interaction units with a corresponding master-detail design pattern. We then map the abstract user interface to a concrete user interface by applying rules for the reconfiguration, concrete interaction, unit allocation, and widget selection and implement it in JavaScript. In a first experiment, we determine display configurations most preferred by users, which we organize in the form of a state-transition diagram. In a second experiment, we address reconfiguration rules and widget selection rules. A third experiment provides insights into the impact of the lateral displays on a visual search task.


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