Direct Manipulation
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Direct Manipulation
In computer science, human–computer interaction, and interaction design, direct manipulation is an approach to interfaces which involves continuous representation of objects of interest together with rapid, reversible, and incremental actions and feedback. As opposed to other interaction styles, for example, the command language, the intention of direct manipulation is to allow a user to manipulate objects presented to them, using actions that correspond at least loosely to manipulation of physical objects. An example of direct manipulation is resizing a graphical shape, such as a rectangle, by dragging its corners or edges with a mouse. Having real-world metaphors for objects and actions can make it easier for a user to learn and use an interface (some might say that the interface is more natural or intuitive), and rapid, incremental feedback allows a user to make fewer errors and complete tasks in less time, because they can see the results of an action before completing ...
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Computer Science
Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical disciplines (including the design and implementation of Computer architecture, hardware and Computer programming, software). Computer science is generally considered an area of research, academic research and distinct from computer programming. Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and for preventing Vulnerability (computing), security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Progr ...
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GUI Widget
A graphical widget (also graphical control element or control) in a graphical user interface is an element of interaction, such as a button or a scroll bar. Controls are software components that a computer user interacts with through direct manipulation to read or edit information about an application. User interface libraries such as Windows Presentation Foundation, Qt, GTK, and Cocoa, contain a collection of controls and the logic to render these. Each widget facilitates a specific type of user-computer interaction, and appears as a visible part of the application's GUI as defined by the theme and rendered by the rendering engine. The theme makes all widgets adhere to a unified aesthetic design and creates a sense of overall cohesion. Some widgets support interaction with the user, for example labels, buttons, and check boxes. Others act as containers that group the widgets added to them, for example windows, panels, and tabs. Structuring a user interface with widget to ...
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Object Action Interface
Object may refer to: General meanings * Object (philosophy), a thing, being, or concept ** Object (abstract), an object which does not exist at any particular time or place ** Physical object, an identifiable collection of matter * Goal, an aim, target, or objective * Object (grammar), a sentence element, such as a direct object or an indirect object Science, technology, and mathematics Computing * 3D model, a representation of a physical object * Object (computer science), a language mechanism for binding data with methods that operate on that data ** Object-orientation, in which concepts are represented as objects *** Object-oriented programming (OOP), in which an object is an instance of a class or array ** Object (IBM i), the fundamental unit of data storage in the IBM i operating system * Object (image processing), a portion of an image interpreted as a unit * Object file, the output of a compiler or other translator program (also known as "object code") * Object, an in ...
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Scientific Visualization
Scientific visualization ( also spelled scientific visualisation) is an interdisciplinary branch of science concerned with the visualization of scientific phenomena.Michael Friendly (2008)"Milestones in the history of thematic cartography, statistical graphics, and data visualization" It is also considered a subset of computer graphics, a branch of computer science. The purpose of scientific visualization is to graphically illustrate scientific data to enable scientists to understand, illustrate, and glean insight from their data. Research into how people read and misread various types of visualizations is helping to determine what types and features of visualizations are most understandable and effective in conveying information. History One of the earliest examples of three-dimensional scientific visualisation was Maxwell's thermodynamic surface, sculpted in clay in 1874 by James Clerk Maxwell. This prefigured modern scientific visualization techniques that use computer graph ...
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Inverse Kinematics
In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a given position and orientation relative to the start of the chain. Given joint parameters, the position and orientation of the chain's end, e.g. the hand of the character or robot, can typically be calculated directly using multiple applications of trigonometric formulas, a process known as forward kinematics. However, the reverse operation is, in general, much more challenging. Inverse kinematics is also used to recover the movements of an object in the world from some other data, such as a film of those movements, or a film of the world as seen by a camera which is itself making those movements. This occurs, for example, where a human actor's filmed movements are to be duplicated by an animated character. Robotics In robotics, inverse ...
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Scale (ratio)
The scale ratio of a model represents the proportional ratio of a linear dimension of the model to the same feature of the original. Examples include a 3-dimensional scale model of a building or the scale drawings of the elevations or plans of a building. In such cases the scale is dimensionless and exact throughout the model or drawing. The scale can be expressed in four ways: in words (a lexical scale), as a ratio, as a fraction and as a graphical (bar) scale. Thus on an architect's drawing one might read 'one centimeter to one meter', 1:100, 1/100, or . A bar scale would also normally appear on the drawing. Colon may also be substituted with a specific, slightly raised ratio symbol , ie. . General representation In general a representation may involve more than one scale at the same time. For example, a drawing showing a new road in elevation might use different horizontal and vertical scales. An elevation of a bridge might be annotated with arrows with a length proport ...
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Rotation
Rotation, or spin, is the circular movement of an object around a '' central axis''. A two-dimensional rotating object has only one possible central axis and can rotate in either a clockwise or counterclockwise direction. A three-dimensional object has an infinite number of possible central axes and rotational directions. If the rotation axis passes internally through the body's own center of mass, then the body is said to be ''autorotating'' or '' spinning'', and the surface intersection of the axis can be called a ''pole''. A rotation around a completely external axis, e.g. the planet Earth around the Sun, is called ''revolving'' or ''orbiting'', typically when it is produced by gravity, and the ends of the rotation axis can be called the ''orbital poles''. Mathematics Mathematically, a rotation is a rigid body movement which, unlike a translation, keeps a point fixed. This definition applies to rotations within both two and three dimensions (in a plane and in space, ...
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Translation (geometry)
In Euclidean geometry, a translation is a geometric transformation that moves every point of a figure, shape or space by the same distance in a given direction. A translation can also be interpreted as the addition of a constant vector to every point, or as shifting the origin of the coordinate system. In a Euclidean space, any translation is an isometry. As a function If \mathbf is a fixed vector, known as the ''translation vector'', and \mathbf is the initial position of some object, then the translation function T_ will work as T_(\mathbf)=\mathbf+\mathbf. If T is a translation, then the image of a subset A under the function T is the translate of A by T . The translate of A by T_ is often written A+\mathbf . Horizontal and vertical translations In geometry, a vertical translation (also known as vertical shift) is a translation of a geometric object in a direction parallel to the vertical axis of the Cartesian coordinate system. Often, vertical translations a ...
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Transformation (mathematics)
In mathematics, a transformation is a function ''f'', usually with some geometrical underpinning, that maps a set ''X'' to itself, i.e. . Examples include linear transformations of vector spaces and geometric transformations, which include projective transformations, affine transformations, and specific affine transformations, such as rotations, reflections and translations. Partial transformations While it is common to use the term transformation for any function of a set into itself (especially in terms like "transformation semigroup" and similar), there exists an alternative form of terminological convention in which the term "transformation" is reserved only for bijections. When such a narrow notion of transformation is generalized to partial functions, then a partial transformation is a function ''f'': ''A'' → ''B'', where both ''A'' and ''B'' are subsets of some set ''X''. Algebraic structures The set of all transformations on a given base set, together with function ...
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WIMP (computing)
In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer. Though the acronym has fallen into disuse, it has often been likened to the term ''graphical user interface (GUI)''. Any interface that uses graphics can be called a GUI, and WIMP systems derive from such systems. However, while all WIMP systems use graphics as a key element (the icon and pointer elements), and therefore are GUIs, the reverse is not true. Some GUIs are not based in windows, icons, menus, and pointers. For example, most mobile phones represent actions as icons and menus, but often do not rely on a conventional pointer or containerized windows to host program interactions. WIMP interaction was developed at Xerox PARC (see Xerox Alto, developed in 1973) and popularized wi ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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Desktop Metaphor
In computing, the desktop metaphor is an interface metaphor which is a set of unifying concepts used by graphical user interfaces to help users interact more easily with the computer. The desktop metaphor treats the computer monitor as if it is the top of the user's writing desk, desk, upon which ''objects'' such as documents and File folder, folders of documents can be placed. A document can be opened into a window (computing), window, which represents a paper copy of the document placed on the desktop. Small applications called Desk accessory, desk accessories are also available, such as a desk calculator or notepad, etc. The desktop metaphor itself has been extended and stretched with various implementations of desktop environments, since access to features and usability of the computer are usually more important than maintaining the 'purity' of the metaphor. Hence one can find trash cans on the desktop, as well as disks and network volumes (which can be thought of as filing ca ...
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