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Controlling user interaction 控制用户交互
D. Kasik
The user of an interactive application is in an anamolous position, especially if he is not one of the elite class known as "computer bums". This mythical user is at the end of a process totally controlled by a computer and a program. His communications with the program may suffer greatly because of this total dependence.Control of communication in the batch environment is much more a one-way street. Here the user supplies the program data, and the batch program informs him if something has gone wrong by evicting his run from the machine. The user then consults available documentation (if it exists) or a computer expert (if one exists) for help in solving the problem. The communication between program and user is not critical in this environment; the user is expected to know what to do before he starts the run and can seek assistance outside of the computer.The interactive environment, however, has the user totally at the mercy of the program for diagnostic and prompting information. Even sophisticated graphics-oriented applications, which provide large amounts of useful information through pictures, may not adequately control the user's interaction. The user needs direction imposed on him to successfully solve his problem. At the same time, the system must provide flexibility, i.e., he must not be constrained to a single path of action that may only suit the code's implementor. No user's manual can capture a flow of this nature because of the inherently static nature of words on paper. Furthermore, paging back and forth in a manual to decipher what is to be done next destroys the spontaneity implicit in a successful interactive system.The user must be the main concern of the interactive system for it to be successful. With this goal in mind, Battelle-Columbus has developed a structured approach to controlling user interaction. The approach benefits the implementor as well as the user. It places emphasis on design and checkout of interaction as the first, rather than the last, step in an interactive application.
交互式应用程序的用户处于一个匿名的位置,特别是如果他不是被称为“计算机迷”的精英阶层之一。这个虚构的用户处于一个完全由计算机和程序控制的过程的末尾。由于这种完全的依赖,他与程序的交流可能会受到很大的影响。批处理环境中的通信控制更像是一条单行道。在这里,用户提供程序数据,批处理程序通过从机器中驱逐他的运行来通知他是否出了问题。然后,用户查阅可用的文档(如果有的话)或计算机专家(如果有的话)以寻求解决问题的帮助。在这种环境中,程序和用户之间的通信并不重要;用户在开始运行之前应该知道要做什么,并且可以在计算机之外寻求帮助。然而,在交互式环境中,用户完全受程序诊断和提示信息的支配。即使是复杂的面向图形的应用程序(通过图片提供大量有用的信息)也可能无法充分控制用户的交互。用户需要别人的指导才能成功地解决问题。同时,系统必须提供灵活性,也就是说,他必须不受限于可能只适合代码实现者的单一操作路径。由于纸上文字固有的静态特性,任何用户手册都无法捕捉到这种性质的流程。此外,在手册中来回翻页来破译下一步要做什么,破坏了成功交互系统中隐含的自发性。用户必须是交互系统成功的主要关注点。考虑到这一目标,Battelle-Columbus开发了一种结构化的方法来控制用户交互。这种方法对实现者和用户都有好处。它强调交互的设计和检验是交互应用程序中的第一步,而不是最后一步。
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引用次数: 12
Affordability of computer graphics for planning networks in DOD program management 在国防部项目管理中规划网络的计算机图形的可负担性
J. Potoczniak, M. Kosmin, R. Larkin, J. Callahan, R. M. Dunn
This report represents data relative to the alternative consideration involved in selecting a configuration for the Interactive Graphics Networking System, (IGNS). The IGNS permits a user to interactively view a network, modify it, if needed, analyze various management options and view their impact upon the data contained in the network, and, finally receive network plots and management reports.A prototype of this system was developed and tested for feasibility. Having proven the feasibility, the purpose of this report is to provide the data necessary for a user to decide the individual optimum system configuration which may be used to facilitate an interactive networking reporting capability.
该报告表示了与选择交互式图形网络系统(igs)配置所涉及的备选考虑相关的数据。igs允许用户交互式地查看网络,根据需要对其进行修改,分析各种管理选项并查看它们对网络中包含的数据的影响,最后接收网络图和管理报告。开发了该系统的原型并进行了可行性测试。在证明了可行性之后,本报告的目的是为用户提供必要的数据,以决定个人的最佳系统配置,这些配置可用于促进交互式网络报告功能。
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引用次数: 2
The HRD-1 laser display system HRD-1激光显示系统
P. Woodsford
The Laser-Scan HRD-1 is both a large screen, high resolution interactive storage display and a high quality precision film plotter. It is therefore relevant to both the interactive editing and the production aspects of computer graphics systems, and its characteristics are particularly suited to application areas such as automated cartography, in which large amounts of graphical data have to be displayed and manipulated.
激光扫描hdd -1是一个大屏幕,高分辨率的交互式存储显示器和一个高质量的精密电影绘图仪。因此,它与计算机图形系统的交互编辑和制作方面都有关,它的特点特别适合应用领域,例如必须显示和操作大量图形数据的自动制图。
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引用次数: 10
Texture and reflection in computer generated images 计算机生成图像的纹理和反射
J. Blinn, Martin E. Newell
In 1974 Ed Catmull developed a new algorithm for rendering images of bivariate surface patches. This paper describes extensions of this algorithm in the areas of texture simulation and lighting models.The parametrization of a patch defines a coordinate system which is used as a key for mapping patterns onto the surface. The parametric values within each picture element are input to a pattern definition function. A weighted average of the values of this function over the picture element scales the intensity of that picture element. By suitably defining the pattern function, various surfaces textures can be simulated. The shape and size of this weighting function is chosen using digital signal processing theory.The other problem addressed here concerns lighting models. The patch rendering algorithm allows accurate computation of the surface.
1974年,埃德·卡特穆尔(Ed Catmull)开发了一种新的算法,用于绘制二元表面斑块的图像。本文描述了该算法在纹理模拟和光照模型领域的扩展。贴片的参数化定义了一个坐标系统,该系统用作将图案映射到表面上的关键。每个图像元素中的参数值被输入到模式定义函数中。该函数在图像元素上的值的加权平均值表示该图像元素的强度。通过适当地定义图案函数,可以模拟各种表面纹理。利用数字信号处理理论选择该加权函数的形状和大小。这里要解决的另一个问题是照明模型。补丁绘制算法允许精确计算表面。
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引用次数: 45
Animation on a satellite graphics system 卫星图形系统上的动画
R. M. Sowar
Although animation processing capability can be extremely valuable in certain graphics programs, its application is generally limited to users of stand alone, single user graphics systems. This paper describes an organization of software which enables a host program to define and control animations for an intelligent satellite graphics system. The discussion centers around the particular system on which it was implemented, but the technique should be general enough to have wide application. The results have significantly enhanced the operating characteristics of programs in the host-satellite environment.
虽然动画处理能力在某些图形程序中非常有价值,但它的应用通常仅限于独立的单用户图形系统的用户。本文介绍了一种使主程序能够定义和控制智能卫星图形系统的动画的软件组织。讨论的中心是实现该技术的特定系统,但是该技术应该具有足够的通用性以获得广泛的应用。结果显著提高了主星环境下程序的运行特性。
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引用次数: 1
A conversational extensible system for the animation of shaded images 用于阴影图像动画的对话可扩展系统
R. Baecker
The terms "conversational" and "extensible" are defined and shown to be useful properties of computer animation systems. A conversational extensible system for the animation of shaded images is then described. With this system, implemented on a minicomputer, the animator can sketch images and movements freehand, or can define them algorithmically via the Smalltalk language. The system is itself implemented in Smalltalk, and hence can be easily extended or mcdified to suit the animator's personal style.
术语“对话”和“可扩展”被定义并显示为计算机动画系统的有用属性。然后描述了用于阴影图像动画的会话可扩展系统。有了这个在微型计算机上实现的系统,动画师可以徒手绘制图像和动作,或者可以通过Smalltalk语言通过算法定义它们。系统本身是在Smalltalk中实现的,因此可以很容易地扩展或修改以适应动画师的个人风格。
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引用次数: 19
A digital video information storage and retrieval system 一种数字视频信息存储检索系统
A. J. Myers
A concept of general purpose systems which generate, store, retrieve, process and display raster-scan format images is developed. The general purpose nature of such systems allows the handling of static and dynamic images from multiple sources as well as system synthesized images while precluding the use of special function hardware. A particular system implementation is described. The implementationwas accomplished with standard digital computer and video hardware with the exception of one special hybrid subsystem. Most of the equipment belongs to the digital computer class with the only video hardware being a standard broadcast television receiver. The system has application to many areas including computer animation, medicine, computerized picture libraries and the study of the mechanisms of visual perception. Problems and future developments are discussed.This research was supported in part by the National Science Foundation Division of Mathematical and Computer Sciences under grant DCR 74-00768A01.
提出了一种生成、存储、检索、处理和显示光栅扫描格式图像的通用系统的概念。这种系统的通用性质允许处理来自多个来源的静态和动态图像以及系统合成图像,同时排除使用特殊功能硬件。描述了一个特定的系统实现。除了一个特殊的混合子系统外,该实现是在标准的数字计算机和视频硬件上完成的。大多数设备属于数字计算机类,唯一的视频硬件是标准的广播电视接收器。该系统已广泛应用于计算机动画、医学、计算机图片库和视觉感知机制研究等领域。讨论了存在的问题和未来的发展。这项研究得到了美国国家科学基金数学与计算机科学部的部分支持,基金编号为DCR 74-00768A01。
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引用次数: 9
Typer: an editor for the online composition of text 打字员:在线排版文字的编辑器
Richard P. Sonderegger
After experiments with more traditional editors, TYPER, an editor designed specifically for the online composition and editing of text, was developed. TYPER uses the 20 lines of a CRT terminal screen to implement a window onto the writer's text that can be moved at will. All normal typewriter functions are available plus special functions for the easy insertion, deletion, and modification of text. A non-destructive cursor can be moved about the screen and acts as a pointer to the text. Any printable character typed is immediately placed in the text at the position indicated by the cursor and the change is reflected on the screen. Insertion and deletion of text is accomplished with simple keystrokes. After an insertion or deletion, any extra space between words and space at the end of short lines is filled by "closing" the text. Successive words are placed so that they are separated by one space and extra space at the end of a line is filled with words from the succeeding line.Response to TYPER has been excellent. Non-programmers and even those with no computer experience learn its use quickly and are loath to go back to typewriters after using it. In addition, programmers are using it to edit their program code.
在对更传统的编辑器进行了实验之后,专门为在线编写和编辑文本而设计的编辑器TYPER被开发出来。TYPER使用阴极射线管终端屏幕的20行来实现一个可随意移动的文本窗口。所有正常的打字机功能,加上特殊功能,方便插入,删除和修改文本。非破坏性的光标可以在屏幕上移动,并充当指向文本的指针。输入的任何可打印字符都会立即被放在光标指示的文本位置,并且变化会反映在屏幕上。插入和删除文本是完成简单的击键。在插入或删除之后,单词之间的多余空间和短行末尾的空间将通过“关闭”文本来填充。连续的单词以一个空格隔开,并且行尾的额外空格由下一行的单词填充。对TYPER的反应非常好。非程序员,甚至那些没有计算机经验的人很快就学会了它的用法,并且在使用它之后不愿意回到打字机那里。此外,程序员用它来编辑程序代码。
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引用次数: 1
Sequential/parallel matrix picture languages 顺序/并行矩阵图像语言
P. Wang, W. Grosky
A new system, that of matrix grammars, for two-dimensional picture processing, is introduced. A hierarchy, induced on Chomsky's is found. Language operations such as union, catenation (row and column), Kleene's closure (row and column), and homomorphisms are investigated. It is found that the smallest class of these languages may serve as the class of arrays, which is defined as the smallest class of arrays closed under union, catenation (row and column) and Kleene's closure (row and column). Eight possible ways of defining a matrix language are discussed and it is suggested that one of them may lead to a normal form of matrix grammars. The method is advantageous over others on several points. Perhaps the most interesting of all is that it provides a compromise between purely sequential methods, which take too much time for large arrays and purely parallel methods, which usually take too much hardware for large arrays.
介绍了一种新的二维图像处理系统——矩阵语法系统。在乔姆斯基的基础上发现了一个层次结构。语言操作,如并集,串列(行和列),Kleene闭包(行和列),和同态的研究。发现这些语言中最小的类可以作为数组类,定义为在并并、串连(行和列)和Kleene闭包(行和列)下闭合的最小的数组类。本文讨论了定义矩阵语言的八种可能方法,并建议其中一种方法可能导致矩阵语法的标准形式。这种方法在几个方面优于其他方法。也许最有趣的是,它在纯顺序方法和纯并行方法之间提供了一种折衷方案,前者对于大型数组占用太多时间,后者对于大型数组占用太多硬件。
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引用次数: 0
Hierarchical geometric models for visible-surface algorithms 可见曲面算法的层次几何模型
James H. Clark
The research described in this paper addresses the problems associated with the design of systems for efficiently producing computer-generated pictures and picture sequences of very complex, three-dimensional environments. The thesis of the research is that the geometric structure inherent in the definition of the shapes of three-dimensional objects and environments must be used not just to define their relative motion and placement but also to assist in solving many other problems of systems for producing pictures by computer.The implications are that by using an extension of traditional structure information, or a geometric hierarchy, five significant improvements to current techniques are possible. First, the range of complexity of an environment is greatly increased while the visible complexity of any given scene is kept within a fixed upper limit. Second, a meaningful way is provided to vary the amount of detail presented in a scene both according to the screen area occupied by the objects in the scene and according to camera and object motions. Third, by using the geometric hierarchy, "clipping" becomes a very fast logarithmic search for the resolvable parts of the environment within the field-of-view. Fourth, by using this positional hierarchy in conjunction with a storage hierarchy of the sort used in virtual memory computing systems, frame-to-frame coherence and clipping define a graphical "working set", or fraction of the total structure that should be present in primary store for immediate access by the visible-surface algorithms. Finally, the proposed structural framework suggests a new recursive descent visible-surface algorithm in which the computation time grows almost linearly with a scene's visible complexity rather than as a worse than linear function of its object-space complexity.
本文描述的研究解决了与系统设计相关的问题,这些问题可以有效地产生非常复杂的三维环境的计算机生成的图像和图像序列。本研究的主旨是,三维物体和环境的形状定义中固有的几何结构不仅必须用于定义它们的相对运动和位置,而且还必须用于帮助解决计算机图像生成系统的许多其他问题。这意味着,通过使用传统结构信息的扩展或几何层次,可以对当前技术进行五项重大改进。首先,大大增加了环境的复杂性范围,同时将任何给定场景的可见复杂性保持在固定的上限内。其次,提供了一种有意义的方法来根据场景中物体所占据的屏幕面积以及根据相机和物体的运动来改变场景中呈现的细节量。第三,通过使用几何层次,“裁剪”成为一个非常快速的对数搜索,在视野范围内的环境的可解析部分。第四,通过将这种位置层次结构与虚拟内存计算系统中使用的存储层次结构结合使用,帧对帧的一致性和裁剪定义了一个图形化的“工作集”,或者说是总结构的一部分,它应该存在于主存储中,以便可视表面算法立即访问。最后,提出了一种新的递归下降可见曲面算法,该算法的计算时间几乎与场景的可见复杂度呈线性增长,而不是与目标空间复杂度呈线性增长。
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引用次数: 758
期刊
Proceedings of the 3rd annual conference on Computer graphics and interactive techniques
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