scholarly journals Adaptive Graphical User Interface for Web Applications Using Aspect Oriented Component Engineering

2013 ◽  
Vol 10 (2) ◽  
pp. 1384-1392 ◽  
Author(s):  
Atif Zaman ◽  
Mudassar Ahmad ◽  
Shafique Ahamd ◽  
Tasleem Mustafa

Graphical User Interface (GUI) is considered to be an essential part in any web applications development. Aspect-Oriented Component Engineering (AOCE) is new approach for developing more and higher quality reusable and adaptable software or web applications components. AOCE uses the idea of providing and requiring services. Adaptable user interface for AOCE based development has not yet been considered to web applications. Simple and easy user interface facilitate users by which application or web interface can be operated effectively. The purpose of this study is to discuss popular user interfaces and suggestions for adaptable GUI designing. The example of adaptation at different levels includes architecture, presentation, extension and composition. Furthermore the AOCE common systemic aspects are discussed for web interfaces adaptivity.

2017 ◽  
Vol 4 ◽  
pp. 117-121
Author(s):  
Piotr Paweł Suwała ◽  
Beata Pańczyk

The basic technology for creating a graphical user interface (GUI) for Java Enterprise Edition web applications is JavaServer Pages (JSP). However, the capabilities offered by JSP are not sufficient, which has resulted in many extensions that assist the programmer in quickly creating modern GUI. The paper presents the results of comparison JavaServer Faces, Rich Faces and Prime Faces libraries.


2016 ◽  
Vol 10 (2) ◽  
pp. 128-147
Author(s):  
Pavel Koukal

In this paper the author addresses the issue of collective administration of graphical user interfaces according to the impact of the CJEU decision in BSA v. Ministry of Culture on the case-law in one of EU Member states (Czech Republic). The author analyses the decision of the Czech Supreme Court where this Court concluded that visitors of Internet cafés use graphical user interface actively, which represents relevant usage of a copyrighted works within the meaning of Art. 18 the Czech Copyright Act. In this paper, attention is first paid to the definition of graphical user interface, its brief history and possible regimes of intellectual property protection. Subsequently, the author focuses on copyright protection of graphical user interfaces in the Czech law and interprets the BSA decision from the perspective of collective administration of copyright. Although the graphical user interfaces are independent objects of the copyright protection, if they are used while running the computer program the legal regulation of computer programs has priority. Based on conclusions reached by the Supreme Administrative Court of the Czech Republic in the BSA case, the author claims that collective administration of graphical user interfaces is neither reasonable nor effective.


2020 ◽  
Vol 30 (5) ◽  
pp. 949-982 ◽  
Author(s):  
Henrietta Jylhä ◽  
Juho Hamari

Abstract Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.


2019 ◽  
Vol 52 (2) ◽  
pp. 468-471
Author(s):  
Daniel Kratzert ◽  
Ingo Krossing

With the program StructureFinder it is possible to find single-crystal diffraction measurements stored in any location on a computer. StructureFinder collects the unit-cell information and other data from previous measurements and stores them in a database. Searching is performed via a graphical user interface, and both a stand-alone program and a web interface are available.


Author(s):  
Merissa Walkenstein ◽  
Ronda Eisenberg

This paper describes an experimental study that compares a graphical user interface for a computer-telephony product designed without the involvement of a human factors engineer to a redesign of that interface designed with a human factors engineer late in the development cycle. Both interfaces were usability tested with target customers. Results from a number of measures, both subjective and objective, indicate that the interface designed with the human factors engineer was easier to use than the interface designed without the human factors engineer. The results of this study show the benefits of involving human factors engineers in the design of graphical user interfaces even towards the end of a development cycle. However, this involvement is most effective when human factors engineers are included as an integral part of the design and development process even at this late stage in the process.


Author(s):  
Leon D. Segal ◽  
Anthony D. Andre

This paper presents a review of human factors (HF) efforts toward the introduction of a graphical user interface (GUI) designed for operators in the control room of the world's largest wind tunnel at NASA's Ames Research Center, located in Moffett Field, California. Design of GUIs for the control room of this facility involved application of HF principles at many different levels of the design program: the design process itself, the environmental context for design, and the actual content of the graphical interface. This paper presents the particular challenges associated with transforming a control room from analog to digital, as well as the specific advantages and drawbacks of using GUIs in the context of large, multi-operator, environments.


2020 ◽  
Vol 15 ◽  
pp. 139-142
Author(s):  
Mateusz Kaproń ◽  
Beata Pańczyk

The goal of the article is to compare the three most commonly used tools for creating a graphical user interface in web applications. The analysis was carried out for the currently most popular tools: Angular, React and Vue. Test applications with identical user interface, implemented in three technologies, were used for the research. The article compares, above all, the performance related to page loading time and memory usage.


2015 ◽  
Author(s):  
Zeeshan Ahmed

Software design and its engineering is essential for bioinformatics software impact. We propose a new approach ‘Butterfly’, for the betterment of modeling of scientific software solutions by targeting key developmental points: intuitive, graphical user interface design, stable methodical implementation and comprehensive output presentation. The focus of research was to address following three key points: 1) differences and different challenges required to change from traditional to scientific software engineering, 2) scientific software solution development needs feedback and control loops following basic engineering principles for implementation and 3) software design with new approach which helps in developing and implementing a comprehensive scientific software solution. We validated the approach by comparing old and new bioinformatics software solutions. Moreover, we have successfully applied our approach in the design and engineering of different well applied and published Bioinformatics and Neuroinformatics tools including DroLIGHT, LS-MIDA, Isotopo, Ant-App-DB, GenomeVX and Lipid-Pro.


Author(s):  
Michael Cohen ◽  
Elizabeth M. Wenzel

Early computer terminals allowed only textual I/O. Because the user read and wrote vectors of character strings, this mode of I/O (character-based user interface, or “CUI”) could be thought of as one-dimensional, 1D. As terminal technology improved, users could manipulate graphical objects (via a graphical user interface, or “GUI”) in 2D. Although the I/O was no longer unidimensional, it was still limited to the planar dimensionality of a CRT or tablet. Now there exist 3D spatial pointers and 3D graphics devices; this latest phase of I/O devices (Blattner, 1992; Blattner and Dannenberg, 1992; Robinett, 1992) approaches the way that people deal with “the real world.” 3D audio (in which the sound has a spatial attribute, originating, virtually or actually, from an arbitrary point with respect to the listener) and more exotic spatial I/O modalities are under development. The evolution of I/O devices can be roughly grouped into generations that also correspond to the number of dimensions. Representative instances of each technology are shown in Table 8-1. This chapter focuses on the italicized entries in the third-generation aural sector. Audio alarms and signals of various types have been with us since long before there were computers, but even though music and visual arts are considered sibling muses, a disparity exists between the exploitation of sound and graphics in interfaces. (Most people think that it would be easier to be hearing- than sight-impaired, even though the incidence of disability-related cultural isolation is higher among the deaf than the blind.) For whatever reasons, the development of user interfaces has historically been focused more on visual modes than aural. This imbalance is especially striking in view of the increasing availability of sound in current technology platforms. Sound is frequently included and utilized to the limits of its availability or affordability in personal computers. However, computer-aided exploitation of audio bandwidth is only beginning to rival that of graphics. General sound capability is slowly being woven into the fabric of applications. Indeed, some of these programs are inherently dependent on sound—voicemail, or voice annotation to electronic mail, teleconferencing, audio archiving—while other applications use sound to complement their underlying functionality.


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