graphical user interfaces
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2022 ◽  
pp. 194-228

In the open-shared teaching and learning space, the complexity of the shared learning contents vary. These range from stand-alone items and digital learning objects to full learning sequences and sets of resources. One humble object is the animated GIF, lightweight motion images used in graphical user interfaces (GUIs), expressive memes and commentary, emoticons, and other applications. Animated GIFs are fairly easy to create; they may be integrated into learning documents (handouts, slideshows, articles) and other objects, and it plays offline (and without the need for any downloadable player). This work involves an analysis of some available animated GIFs for education in social imagery collections. Based on findings, this work explores the viability of animated GIFs for various open-shared learning applications globally and some potential strategies and tactics, given real-world limits.


2021 ◽  
Author(s):  
◽  
Jack Voldemars Purvis

<p>Live coding focuses on improvising content by coding in textual interfaces, but this reliance on low level text editing impairs usability by not allowing for high level manipulation of content. VJing focuses on remixing existing content with graphical user interfaces and hardware controllers, but this focus on high level manipulation does not allow for fine-grained control where content can be improvised from scratch or manipulated at a low level. This thesis proposes the code jockey practice (CJing), a new hybrid practice that combines aspects of live coding and VJing practice. In CJing, a performer known as a code jockey (CJ) interacts with code, graphical user interfaces and hardware controllers to create or manipulate real-time visuals. CJing harnesses the strengths of live coding and VJing to enable flexible performances where content can be controlled at both low and high levels. Live coding provides fine-grained control where content can be improvised from scratch or manipulated at a low level while VJing provides high level manipulation where content can be organised, remixed and interacted with. To illustrate CJing, this thesis contributes Visor, a new environment for live visual performance that embodies the practice. Visor's design is based on key ideas of CJing and a study of live coders and VJs in practice. To evaluate CJing and Visor, this thesis reflects on the usage of Visor in live performances and feedback gathered from creative coders, live coders, and VJs who experimented with the environment.</p>


2021 ◽  
Author(s):  
◽  
Jack Voldemars Purvis

<p>Live coding focuses on improvising content by coding in textual interfaces, but this reliance on low level text editing impairs usability by not allowing for high level manipulation of content. VJing focuses on remixing existing content with graphical user interfaces and hardware controllers, but this focus on high level manipulation does not allow for fine-grained control where content can be improvised from scratch or manipulated at a low level. This thesis proposes the code jockey practice (CJing), a new hybrid practice that combines aspects of live coding and VJing practice. In CJing, a performer known as a code jockey (CJ) interacts with code, graphical user interfaces and hardware controllers to create or manipulate real-time visuals. CJing harnesses the strengths of live coding and VJing to enable flexible performances where content can be controlled at both low and high levels. Live coding provides fine-grained control where content can be improvised from scratch or manipulated at a low level while VJing provides high level manipulation where content can be organised, remixed and interacted with. To illustrate CJing, this thesis contributes Visor, a new environment for live visual performance that embodies the practice. Visor's design is based on key ideas of CJing and a study of live coders and VJs in practice. To evaluate CJing and Visor, this thesis reflects on the usage of Visor in live performances and feedback gathered from creative coders, live coders, and VJs who experimented with the environment.</p>


Author(s):  
Omar Farhan Al-Hardanee ◽  
İlyas Çankaya ◽  
Abdulmuttalib A. Muhsen ◽  
Huseyin Canbolat

The core of a typical hydroelectric power plant is the turbine. Vibration and overheating in a turbine occur when water flows through it, and with increased vibration and high temperature, it will cause the turbine blade to break. In this study, the control and monitoring system is designed to predict and avoid any error before it occurs. This process is achieved by measuring vibration and temperature using sensors and sending signals through the Arduino to the graphical user interfaces (GUI), the system compares the signals taken from the sensors with the permissible limits, and when the permissible limits are exceeded, the processor takes appropriate measures to open and close the turbine gates, where the data is displayed in matrix laboratory graphical user interfaces (MATLAB’s GUI) screen. In this way, monitoring is done, and the appropriate action are taken to avoid mistakes.


2021 ◽  
Author(s):  
◽  
Pippin Barr

<p>User-interface metaphors are a widely used, but poorly understood, technique employed in almost all graphical user-interfaces. Although considerable research has gone into the applications of the technique, little work has been performed on the analysis of the concept itself. In this thesis, user-interface metaphor is defined and classified in considerable detail so as to make it more understandable to those who use it. The theoretical approach is supported by practical exploration of the concepts developed.</p>


2021 ◽  
Author(s):  
◽  
Pippin Barr

<p>User-interface metaphors are a widely used, but poorly understood, technique employed in almost all graphical user-interfaces. Although considerable research has gone into the applications of the technique, little work has been performed on the analysis of the concept itself. In this thesis, user-interface metaphor is defined and classified in considerable detail so as to make it more understandable to those who use it. The theoretical approach is supported by practical exploration of the concepts developed.</p>


2021 ◽  
Vol 2096 (1) ◽  
pp. 012076
Author(s):  
Y Sineshchuk ◽  
S Terekhin ◽  
I Saenko ◽  
I Kotenko

Abstract The paper discusses the problem of poor quality of graphical user interfaces used for various software products. The provided analysis shows that modern software has poor-quality interfaces, and there are no flexible programs for evaluating such interfaces. The paper highlights and describes the characteristics that are used to assess the quality of interfaces, such as operator speed, error rates, skill retention, and subjective satisfaction. A formalized approach to assess the speed of searching for information and functional objects is proposed. It is based on such characteristics as the time of fixation of the gaze, movement of the eye, the volume of a person’s operative memory, the zone of clear vision, the path of the user’s gaze information search. An algorithm for estimating the speed of searching for information and functional elements is proposed. This algorithm can be implemented and used for further design of a software application based on it. The algorithm makes it possible to automatically evaluate both a particular interface and to compare the interfaces of different programs.


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