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Innovative Design and Creation of Visual Interfaces

Book Description

Computer graphics and digital design have come a long way in recent years, and it is difficult to keep up with the latest trends in software development and output.
Innovative Design and Creation of Visual Interfaces: Advancements and Trends offers the cutting-edge in research, development, technologies, case studies, frameworks, and methodologies within the field of visual interfaces. The book has collected research from around the world to offer a holistic picture of the state of the art in the field. In order to stay abreast of the latest trends, this volume offers a vital resource for practitioners and academics alike.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. International Editorial Review Board
  5. Preface
    1. VOLUME 1
    2. VOLUME 2
    3. SUMMARY
  6. Section 1: Volume 1
    1. Chapter 1: NRU (“near you”)
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CHALLENGES OF MOBILE USER INTERFACES FOR LOCATION-BASED SYSTEMS
      4. IMPLEMENTATION TECHNOLOGIES
      5. THE NRU CONCEPT
      6. THE NRU USER INTERFACE
      7. CONTENT SOURCES
      8. LESSONS LEARNED
      9. CONCLUSION
    2. Chapter 2: Aesthetic Expectations for Information Visualization
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CHANGING LANDSCAPE OF CREATIVE ENDEAVORS
      4. VISUAL LITERACY AND VISUAL SCIENCE
      5. METAPHORICAL THINKING ABOUT CONCEPTS AND DATA
      6. A SHIFT IN THE POSITION OF AESTHETICS IN NEW MEDIA ART AND INFORMATION VISUALIZATION
      7. ENHANCING ARTISTIC INFLUENCE ON TECHNICAL IMPLEMENTATIONS
      8. VISUAL PROBLEM SOLVING IN DISPLAYING INFORMATION AND DATA
      9. CONCLUSION
    3. Chapter 3: Organix
      1. ABSTRACT
      2. 1.0 INTRODUCTION
      3. 2.0 RELATED WORK
      4. 3.0 MODEL
      5. 4.0 RESULTS
      6. 5.0 FUTURE WORK
      7. 6.0 CONCLUSION
    4. Chapter 4: Tangible Interfaces for Art Restoration
      1. ABSTRACT
      2. INTRODUCTION
      3. ART DIAGNOSTICS
      4. GRAPHIC TECHNIQUES
      5. MUSEUM INTERFACES
      6. WETPAINT
      7. PICTOUCH
      8. TOUCH SCREEN
      9. USE SCENARIO
      10. FUTURE WORK
      11. CONCLUSION
    5. Chapter 5: Calligraphic Video
      1. ABSTRACT
      2. INTRODUCTION: COMPLEX DISPLAYS IN THE LIMIT
      3. AN APPROACH BASED ON KINESTHETIC INTUITION
      4. KINESTHETIC INTUITION COMPLEMENTS COGNITIVE WORK
      5. PHENOMENOLOGY AND GESTURE
      6. COMPUTATIONAL PHYSICS
      7. INTRODUCTION TO LATTICE METHODS: HEAT
      8. MATTER INTUITION: NAVIER-STOKES MODEL OF FLUIDS
      9. LIMITS OF PHYSICAL INTUITION: MAGNETIC SPIN MODELS
      10. IMPLEMENTATION
      11. SENSING HUMAN ACTIVITY
      12. LINKING INSTRUMENTS TOGETHER
      13. BALANCING CPU AND GPU
      14. APPLICATIONS
      15. RELATED WORK
      16. CONCLUSION
    6. Chapter 6: World-in-Miniature Interaction for Complex Virtual Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. PREVIOUS WORK
      4. OUR APPROACH
      5. RESULTS AND DISCUSSION
      6. CONCLUSION AND FUTURE WORK
    7. Chapter 7: TagClusters
      1. ABSTRACT
      2. INTRODUCTION
      3. TAGCLOUDS
      4. LIMITATIONS OF TAGCLOUDS
      5. IMPROVEMENTS OF TAGCLOUDS
      6. PRACTICAL TAG USAGE IN LAST.FM
      7. TAGCLUSTERS: SUPPORTING THE SEMANTIC UNDERSTANDING OF TAGS
      8. UNDERLYING SEMANTIC ANALYSIS
      9. USER STUDY
      10. DISCUSSION
      11. CONCLUSION AND FUTURE WORK
    8. Chapter 8: Magnet Mail
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. MAGNET MAIL
      5. TESTS AND RESULTS
      6. CONCLUSION
    9. Chapter 9: An Assistant Interface to Design and Produce a Pop-Up Card
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. ASSISTED POP-UP CARD DESIGN
      5. IMPLEMENTATION
      6. RESULTS
      7. CONCLUSION
    10. Chapter 10: Organ Augmented Reality
      1. ABSTRACT
      2. INTRODUCTION
      3. VISUAL AUGMENTATION OF INSTRUMENTS
      4. VIRTUAL AND AUGMENTED REALITY FOR THE ARTS AT LIMSI-CNRS
      5. ORA ARTISTIC DESIGN
      6. ARCHITECTURE AND IMPLEMENTATION
      7. CONCLUSION AND PERSPECTIVES
  7. Section 2: Volume 2
    1. Chapter 11: Line Drawings that Appear Unsharp
      1. ABSTRACT
      2. INTRODUCTION
      3. REMARKS ON THE PROBLEM
      4. UNSHARP IMAGES IN THE CONTEXT OF ART
      5. UNSHARP LINE DRAWINGS
      6. EXPERIMENTAL APPROACH
      7. ADDRESSING PARTITIONS
      8. ADDRESSING SINGLE LINES
      9. A MEASURE OF UNSHARPNESS
      10. CONCLUSION
    2. Chapter 12: Materials of the Data Map
      1. ABSTRACT
      2. INTRODUCTION
      3. DATA MAPPING
      4. THE INFORMATION FOOD CHAIN
      5. HOW WE READ THE WORLD (THE EXPERIENTIAL CHAIN)
      6. BRIDGING THE DISTANCES (NAVIGATING INTENTION)
      7. THE METAPHORIC LOOP
      8. THE STRUCTURES OF CONNECTION
      9. CONCLUSION
    3. Chapter 13: Digital Images
      1. ABSTRACT
      2. INTRODUCTION
      3. IMAGING SPACE
      4. MATERIALIZING THE ANAMORPHIC VIEW
      5. EXPLOITING TECHNOLOGY
      6. CONCLUSION
    4. Chapter 14: Creative Interfaces
      1. ABSTRACT
      2. INTRODUCTION
      3. 1. DEVELOPMENT OF NEW CREATIVE INTERFACES
      4. 2. FOCUS AREAS
      5. 3. MACRO TRENDS
      6. 4. AUGMENTED REALITY, TELE-PRESENCE AND MOBILE IMMERSION
      7. SUMMARY
      8. SUMMARY
      9. Appendix A.
      10. Appendix B.
    5. Chapter 15: Criteria for the Creation of Aesthetic Images for Human-Computer Interfaces
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. CRITERIA FOR THE CREATION AND ASSESSMENT OF IMAGES IN TERMS OF AESTHETICS
      4. 3. FOUNDATIONS OF THE PROPOSED CRITERIA IN THE HUMAN VISUAL SYSTEM
      5. 4. CONCLUSION
    6. Chapter 16: On Not Being Able to Draw a Mousetrap
      1. ABSTRACT
      2. THE INAUTHENTIC DIGITAL DRAWING
      3. OBSERVING THE MOUSETRAP
      4. DIGITAL DE-SKILLING
      5. MASTERPIECES OF DIGITAL DRAWING
      6. NO PLACE FOR DIGITAL DRAWING
      7. DRAWING BOOKS, THE MISSING CHAPTER
      8. CHEATING
      9. REALITY CHECK
      10. DIAGRAMS AND OVERHEAD VIEWS
      11. CONCLUSION
    7. Chapter 17: User Experiences and Differences in Viewing Architectural Images with Various Interfaces
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. METHODOLOGY AND IMPLEMENTATION
      5. PHASE 3: IMAGE QUALITY IN ARCHITECTURE IMAGES, NORMAL ENVIRONMENT VS. IMMERSIVE DISPLAYS, AND USER EXPERIENCE RESULTS
      6. PHASE 3: OVERALL RESULTS
      7. PHASE 3: INFOGRAPHIC IMAGES
      8. PHASE 3: PHOTOGRAPHIC IMAGES
      9. PHASE 3: COMPOSITION PANELS
      10. CONCLUSION
    8. Chapter 18: Rain Simulation in Dynamic Scenes
      1. ABSTRACT
      2. INTRODUCTION
      3. PREVIOUS WORK
      4. GENERAL FEATURES
      5. RAIN MODEL
      6. RESULTS
      7. CONCLUSION
    9. Chapter 19: A Simple Physically-Based 3D Liquids Surface Tracking Algorithm
      1. ABSTRACT
      2. INTRODUCTION
      3. FLUID SIMULATOR
      4. SURFACE TRACKING AND RENDERING
      5. CONCLUSION AND FUTURE WORK
    10. Chapter 20: Accurate Infrared Tracking System for Immersive Virtual Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. SYSTEM OVERVIEW
      5. FEATURE SEGMENTATION AND IDENTIFICATION
      6. 3D RECONSTRUCTION VIA TRIANGULATION
      7. MODEL FITTING
      8. RESULTS AND DISCUSSION
      9. DISCUSSION
      10. CONCLUSIONS AND FUTURE WORK
  8. Compilation of References
  9. About the Contributors
  10. Index