Rich and Dynamic Library Catalogs

Author(s):  
Jesse Prabawa Gozali ◽  
Min-Yen Kan

The authors redesign the user interface of an online library catalog, leveraging current Web technologies that allow dynamic and fine-grained user interaction. Over the course of their iterative design and test cycle, they identified four key areas where such dynamic Web technologies can be used to improve the support for typical information seeking strategies, namely: 1) the use of overview + details, 2) a tabular data display, 3) using tabs as a history mechanism, and 4) embedding a suggestion bar. The authors believe that the revised affordances created by their changes in these four areas will inform the design of future search interfaces.

2020 ◽  
Vol 9 (10) ◽  
pp. 563
Author(s):  
Alejandro Zunino ◽  
Guillermo Velázquez ◽  
Juan Pablo Celemín ◽  
Cristian Mateos ◽  
Matías Hirsch ◽  
...  

Recent Web technologies such as HTML5, JavaScript, and WebGL have enabled powerful and highly dynamic Web mapping applications executing on standard Web browsers. Despite the complexity for developing such applications has been greatly reduced by Web mapping libraries, developers face many choices to achieve optimal performance and network usage. This scenario is even more complex when considering different representations of geographical data (raster, raw data or vector) and variety of devices (tablets, smartphones, and personal computers). This paper compares the performance and network usage of three popular JavaScript Web mapping libraries for implementing a Web map using different representations for geodata, and executing on different devices. In the experiments, Mapbox GL JS achieved the best overall performance on mid and high end devices for displaying raster or vector maps, while OpenLayers was the best for raster maps on all devices. Vector-based maps are a safe bet for new Web maps, since performance is on par with raster maps on mid-end smartphones, with significant less network bandwidth requirements.


2021 ◽  
pp. 1-12
Author(s):  
Gokay Saldamli ◽  
Richard Chow ◽  
Hongxia Jin

Social networking services are increasingly accessed through mobile devices. This trend has prompted services such as Facebook and Google+to incorporate location as a de facto feature of user interaction. At the same time, services based on location such as Foursquare and Shopkick are also growing as smartphone market penetration increases. In fact, this growth is happening despite concerns (growing at a similar pace) about security and third-party use of private location information (e.g., for advertising). Nevertheless, service providers have been unwilling to build truly private systems in which they do not have access to location information. In this paper, we describe an architecture and a trial implementation of a privacy-preserving location sharing system called ILSSPP. The system protects location information from the service provider and yet enables fine grained location-sharing. One main feature of the system is to protect an individual’s social network structure. The pattern of location sharing preferences towards contacts can reveal this structure without any knowledge of the locations themselves. ILSSPP protects locations sharing preferences through protocol unification and masking. ILSSPP has been implemented as a standalone solution, but the technology can also be integrated into location-based services to enhance privacy.


Author(s):  
Min-Yen Kan

This chapter examines the techniques behind a user interface that computes a multi-document summary of documents retrieved by a search. As a user’s query can retrieve thousands of relevant documents, it is paramount that they be logically organized. In digital libraries, documents are traditionally represented as a ranked list of documents ordered by computed relevance and do not take into account presentation techniques used by information professionals (such as librarians) in the physical library. This chapter examines a framework used in a consumer healthcare digital library that incorporates techniques used by librarians. It brings together commonalities between documents and highlights their salient differences to target the needs of users using the browsing and searching modes of information seeking. It achieves this by discovering common and unique topics among its input from a combination of structural and lexical cues.


Author(s):  
Nan Jing ◽  
Yong Yao ◽  
Yanbo Ru

Context-aware advertising is one of the most critical components in the Internet ecosystem today because most WWW publisher’s revenue highly depends on the relevance of the displayed advertisement to the context of the user interaction. Existing research works in context-aware advertising mainly focus on analyzing either the content of the web page (in which it is also called contextual advertising), or the keywords of the user search. However, we have identified the limitations of these works when being extended into mobile web, which has become a major platform for users to access Internet with thanks to the new lightweight web technologies and the development of mobile devices. These mobile devices are equipped with networking capabilities and sensors that provide versatile contexts including physical environment, user internal and social community. These contexts, which are far beyond just page content and search keywords, should be well organized and utilized for online advertising to gain better user experience and reaction. In this chapter, we point out the aforementioned limitations of the existing works in context-aware advertising when being applied for mobile platforms. We also discuss the characteristics of the contexts that are available on mobile devices and clearly describe the challenges of utilizing these contexts to optimize the advertisement on mobile platforms. We then present a context-aware advertising framework that collects and integrates the user contexts to select, generate, and present advertising content. The purpose of this framework is to provide the mobile users with targeted and purposeful advertisement. Finally, we discuss the implementation aspects and one specific application of this framework and outline our future plans.


Author(s):  
Benjamin K.S. Khoo

A major limitation in traditional class lectures that use textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach, which allows students to experience user interface design by letting them “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.


2006 ◽  
pp. 334-363 ◽  
Author(s):  
Athanasios Tsounis ◽  
Christos Anagnostopoulos ◽  
Stathes Hadjiethymiades ◽  
Izambo Karali

Pervasive computing is a broad and compelling research topic in computer science that focuses on the applications of technology to assist users in everyday life situations. It seeks to provide proactive and self-tuning environments and devices to seamlessly augment a person’s knowledge and decision making ability, while requiring as little direct user interaction as possible. Its vision is the creation of an environment saturated with seamlessly integrated devices with computing and communication capabilities. The realisation of this vision requires that a very large number of devices and software components interoperate seamlessly. As these devices and the associated software will pervade everyday life, an increasing number of software and hardware providers will deploy functionality in pervasive computing environments (PCE). That poses a very important interoperability issue, as it cannot be assumed that the various hardware and software components share common communication and data schemes. We argue that the use of Semantic Web technologies, namely the ontologies, present a intriguing way of resolving such issues and, therefore, their application in the deployment of PCE is a highly important research issue.


Author(s):  
Billy Charlton ◽  
Janek Laudan

There are many tools available for analyzing MATSim transport simulation results, both open-source and commercial. This research builds a new open-source visualization platform for MATSim outputs that is entirely web-based. After initial experiments with many different web technologies, a client-server platform design emerges which leverages the advanced user interface capabilities of modern browsers on the front-end, and relies on back-end server processing for more processor-intensive tasks. The initial platform is now operational and includes several aggregate-level visualizations including origin–destination flows, transit supply, and emissions levels as well as a fully disaggregate traffic animation visualization. These visualizations are general enough to be useful for various projects. Further work is needed to make them more compelling and the platform more useful for practitioners.


2018 ◽  
Vol 25 (6) ◽  
Author(s):  
C. Gillan ◽  
J. Papadakos ◽  
J. Brual ◽  
N. Harnett ◽  
A. Hogan ◽  
...  

Background e-Learning is an underutilized tool in education for the health professions, and radiation medicine, given its reliance on technology for clinical practice, is well-suited to training simulation in online environments. The purpose of the present study was to evaluate the knowledge impact and user interface satisfaction of high- (hf) compared with low-fidelity (lf) e-learning modules (e-modules) in radiation oncology training.Methods Two versions of an e-module on lung radiotherapy (lf and hf) were developed. Radiation oncology residents and fellows were invited to be randomized to complete either the lf or the hf module through individual online accounts over a 2-week period. A 25-item multiple-choice knowledge assessment was administered before and after module completion, and user interface satisfaction was measured using the Questionnaire for User Interaction Satisfaction (quis) tool.Results Of 18 trainees, 8 were randomized to the lf module, and 10, to the hf module. Overall, knowledge assessment performance increased (11%, p < 0.05), with hf-group participants reporting a 13% improvement (p = 0.02), and senior participants reporting an almost 15% improvement (p < 0.01). Scores on the quis indicated that participants were satisfied with various aspects of the user interface.Conclusions The hf e-module had a greater impact on knowledge acquisition, and users expressed satisfaction with the interface in both the hf and lf situations. The use of e-learning in a competency-based curriculum could have educational advantages; participants expressed benefits and drawbacks. Preferences for e-learning integration in education for the health professions should be explored further.


Author(s):  
Zoya Yu. Petrova ◽  
◽  
Natalia A. Rebetskaya ◽  
Natalia A. Fateeva ◽  
◽  
...  

The dictionary was created on the basis of the multivolume lexicographic work «Materials for the dictionary of metaphors and similes of the XIX-XX centuries Russian literature». Software consisting of two parts: a user interface and a database, has been developed. User interaction with content is implemented through different types of queries. It is shown how queries of different types are used in the research of the metaphorical world image of the language of Russian literature.


2012 ◽  
Vol 22 ◽  
pp. 90-97 ◽  
Author(s):  
Josefina García-Guerrero ◽  
Juan González-Calleros ◽  
Jean Vanderdonckt

Task Models describe how to perform activities to reach users' goals. Task models represent the intersection between user interface design and more systematic approaches. Task models can be represented at various abstraction levels. When designers want to specify only requirements regarding how activities should be performed, they consider only the main high-level tasks. On the other hand, when designers aim to provide precise design indications then the activities are represented at a small granularity, thus including aspects related to the dialogue model of a user interface (which defines how system and user actions can be sequenced). In this paper a comparative analysis of selected models involving multiple users in an interaction is provided in order to identify concepts which are underexplored in today's multi-user interaction task modeling. This comparative analysis is based on three families of criteria: information criteria, conceptual coverage, and expressiveness. Merging the meta-models of the selected models enables to come up with a broader meta-model that could be instantiated in most situations involving multi-user interaction, like workflow information systems, CSCW.


Sign in / Sign up

Export Citation Format

Share Document