The document discusses designing experiences for the mobile web. It notes that the mobile web is profoundly different than the desktop experience due to different contexts and portability. Some key decisions for mobile web design include whether to have a single or dual-site approach, how to structure navigation and content for smaller screens, and usability testing approaches. It also describes a case study of redesigning a website for mobile and some of the challenges encountered.
This document discusses multimedia system architecture and components. It describes how multimedia systems integrate various technologies in real-time, including add-on devices, software drivers, and high-resolution graphics displays. It also covers multimedia workstation architecture, with layers including applications, multimedia extensions, drivers, operating systems, and hardware. Network architectures for multimedia are also discussed.
Ray casting is a rendering technique used in computer graphics and computational geometry. It is capable of creating a three-dimensional perspective in a two-dimensional map. Developed by scientists at the Mathematical Applications Group in the 1960. it is considered one of the most basic graphics-rendering algorithms. Ray casting makes use of the same geometric algorithm as ray tracing. Advantage: Ray casting is fast, as only a single computation is needed for every vertical line of the screen. Compared to ray tracing, ray casting is faster, as it is limited by one or more geometric constraints. his is one of the reasons why ray casting was the most popular rendering tool in early 3-D video games.
RGB color stands for RED,GREEN and BLUE. This color model is used in computer monitors, television sets, and theater. It's an additive color model. CMYK refers to the four inks used in some color printing: cyan, magenta, yellow and key (black).
User Interface Design - Module 1 Introduction Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
Screen based controls in Human Computer interaction Types of screen based controls.choosing proper controls
This document describes a case study of the Command Center Processing and Display System - Replacement (CCPDS-R) project led by TRW Space and Defense for the U.S. Air Force. The CCPDS-R was developed to replace the primary missile warning system at Cheyenne Mountain and included a 48-month development schedule using Ada. Key aspects of the CCPDS-R project included: 1) Developing a common subsystem with six software components, 2) Using an incremental design and development approach split into builds, and 3) Conducting demonstrations at major milestones to assess requirements and architectural risks. The project was completed on time and within budget to customer satisfaction.
This lecture provide a detail concepts of user interface development design and evaluation. This lecture have complete guideline toward UI development. The interesting thing about this lecture is Software User Interface Design trends.
The document discusses prototyping techniques for software development. It defines prototyping as an essential element of user-centered design that involves testing design ideas with users early in the development process. Different types of prototyping are appropriate for different stages, from paper-based prototypes to test initial ideas to software-based prototypes that provide limited functionality for further testing. The goal of prototyping is to identify and address design errors and user requirements before significant development effort.
This document discusses image segmentation techniques, specifically linking edge points through local and global processing. Local processing involves linking edge-detected pixels that are similar in gradient strength and direction within a neighborhood. Global processing uses the Hough transform to link edge points into lines by mapping points in the image space to the parameter space of slope-intercept or polar coordinates. Thresholding in parameter space identifies coherent lines composed of edge points. The Hough transform allows finding lines even if there are gaps or other defects in detected edge points.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
The document discusses drag and drop interactions from the perspectives of users, events, actors, and purposes. It outlines key questions about how users perceive draggable objects and valid drop targets. It also lists common drag and drop events like hover, drag initiation, and entering/exiting targets. The actors involved include objects, cursors, and containers. Finally, it describes using drag and drop for rearranging modules, lists, changing object relationships, and invoking actions.
A brief introduction to OpenCV 2.x for the Computer Vision Course at Politecnico di Torino (academic year 2012/2013).
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
OpenCV is an open-source library for computer vision and machine learning. The document discusses OpenCV's features including its modular structure, common computer vision algorithms like Canny edge detection, Hough transform, and cascade classifiers. Code examples are provided to demonstrate how to implement these algorithms using OpenCV functions and data types.
This document discusses interface design for mobile devices. It covers topics like developing a mobile strategy, interface elements like context, messaging, look and feel, layout, color, typography, and graphics. For each element, it provides descriptions and examples. It discusses how context, user needs, and constraints should drive design. Elements like layout must work across device orientations. Color palettes and legible typography are also important. Graphics can communicate actions and supplement content. Overall, the document provides guidance on user-centered mobile interface design principles.
Chapter 12: Cognitive models from Dix, Finlay, Abowd and Beale (2004). Human-Computer Interaction, third edition. Prentice Hall. ISBN 0-13-239864-8. http://www.hcibook.com/e3/
Digital image processing involves performing operations on digital images using computer algorithms. It has several functional categories including image restoration to remove noise and distortions, enhancement to modify the visual impact, and information extraction to analyze images. The main steps are acquisition, enhancement, restoration, color processing, compression, segmentation, and filtering using techniques like pixelization, principal components analysis, and neural networks. It has applications in medical imaging, film, transmission, sensing, and robotics. The advantages are noise removal, flexibility in format and manipulation, and easy storage and retrieval. The disadvantages can include high initial costs and potential data loss if storage devices fail.
This document provides an overview of mobile web development. It discusses trends in mobile usage, definitions of mobile web and applications, options for developing mobile content like native, web and hybrid apps. It also covers strategies for mobile websites like responsive design and considerations for mobile design like touch interfaces. Development tools, frameworks and best practices for mobile web are also mentioned.
[ http://tier10lab.com/2012/11/15/5-reasons-responsive-design/ ] Responsive web design is a methodology that incorporates flexible layouts, images and CSS media query components. Through the use of media query "breakpoints," the CSS can detect the current screen size of the browser. This guarantees the design functions correctly at any screen size ...
Workshop Trendy Web Designs & prototyping Presentado por los diseñadores: Jorge López, Laura Martínez y Toni Camí
According to the International Telecommunication Union, at the end of 2011 there were more than 1 billion mobile‐broadband subscriptions worldwide! With more of your library users using mobile devices to access information they will assume that your library can be available from anywhere, at any time, and on most any device. Now is the time to be ready for this demand. In this webinar: - Explore some innovative library mobile website designs and see how they were built. - Understand how HTML, CSS, and JavaScript work together to build mobile websites. - Learn what a mobile framework is and why they are used. - Provide some existing mobile services/apps that can be included in library-created mobile websites. - Acquire best practices in mobile Web development from start to finish.
This is the story of how a small college with a department of 4 and a zero-based budget, developed a mobile solution that is affordable and provides vital information to future and current students, faculty, and staff.
A review of the many opportunities available to search marketers in the native application ecosystem, presented by Rachel Pasqua, Co-Founder of Token, October 2013
Caridy Patiño presented on the challenges of building mobile HTML5 applications. Some key challenges include browser fragmentation across devices, network failures, and the need to optimize applications for different runtime environments and adapt them for varying screen sizes and features. Patiño advocated writing applications using a single language, JavaScript, and customizing output per runtime and context while adapting the UI per form factor and feature detection. The goal is to build flexible applications that can run on multiple platforms.
This document discusses creating mobile websites with Drupal. It covers technology trends in mobile, reasons to go mobile, complexity issues around device fragmentation and standards, examples of mobile Drupal sites, recommendations for bringing users to the mobile site, tools for mobile site creation, and content adaptation techniques.
Mobile web development is important because over 6.8 billion people in the world use mobile devices. There are currently over 3.4 billion people with mobile phones, making mobile the 7th mass media. When developing for mobile, it is best to target WebKit-based browsers like those used on Android and iOS devices to ensure compatibility with newer HTML5 features. Websites should be optimized for mobile with a responsive design or separate mobile sites at m.domain.com to provide the best experience for touchscreen smartphones and limited feature phones.
This document discusses bridging the gap between desktop and mobile publishing with Drupal. It covers supporting low-end devices, transcoding desktop sites for mobile, using open standards like HTML5 and CSS3. It also discusses Drupal modules that can help like Mobile Tools, Context and Panels. Specific strategies are presented for different types of sites from basic informational sites to highly customized applications. Testing mobile sites across different devices is also emphasized.
A brief presentation for the Missouri State Digital Media Developer group on cutting through the hype surrounding mobile development and responsive design.
This document summarizes Nathan Gerber's presentation on mobile web strategies for higher education institutions. It discusses how mobile usage is growing rapidly, especially among students. It emphasizes that institutions need to shift from just making their sites work on mobile to designing for the unique needs of mobile users. The presentation provides recommendations on starting small with high priority content, using responsive design, leveraging content management systems, and testing on various devices. It also highlights tools like QR codes, analytics, and emulators to help institutions begin developing their mobile web presence.
This document discusses responsive, adaptive, and device-specific design strategies for mobile websites. Responsive design uses CSS to resize layout and content based on screen size, requiring only one code base. Adaptive design detects the device and loads optimized content, requiring more technical skills. Device-specific sites redirect to separate mobile pages, best as launching points not full sites. The best solution uses all three together based on content needs. Designing for small screens first optimizes the mobile experience.
The document discusses responsive web design, which is an approach where design and development respond to the user's behavior and environment based on screen size, platform, and orientation. It involves flexible grids and layouts, images, and media queries to automatically adjust the website for different devices like laptops and iPads. The goal is for the website to have technology that automatically responds to the user's preferences as they switch devices.
(1) The document discusses making mobile websites, including trends in mobile technology, challenges in development, and examples of mobile sites built with content management systems like Drupal and Joomla. (2) Key challenges in mobile development include device fragmentation, usability issues like screen size and navigation, and optimizing content for smaller screens and slower connections. (3) The presentation provides examples of mobile sites built with Drupal and Joomla, and introduces new solutions like the Osmobi plugin and template to more easily build mobile sites within existing CMS platforms.
The browser has been called the "most hostile software development environment imaginable." While at the same time, the ubiquity of the browser is exactly what makes a web application so powerful. A good web application is designed to run everywhere and for everyone. Today that means supporting more browsers on more devices than any time in history. This session will explore the challenges (and fun) of building sites in a multi-platform and multi-device world while still enabling features of the Open Web like HTML5 and CSS3.