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Research and Development in Digital MediaVisual Information Interfaces

Research and Development in Digital Media: Visual Information Interfaces [Advances in technology have brought faster processors, more memory, and faster communications. These have enabled users to operate with larger and more complex data sets such as those corresponding to Big Data. This has placed greater pressure on the traditional methods by which the user interacts with both 2D and 3D environments in the computer. In addition, increased power and functionality along with the reduction in physical size of many electronic components has increased the trend toward mobile working. This could involve “hot-desking” with a laptop, or using a fully mobile, handheld device such as a tablet or mobile phone. This again increases the importance of a good visual interface to the user as it has to cater for user interaction requests in a relatively small screen space on a small device compared to more traditional ways of working (e.g., using a PC or workstation with a large screen). These latter configurations are more appropriate for CAD where users need to see large amounts of detail at any one time such as that corresponding to the architectural plans for a building. Using virtual reality technology (e.g., a CAVE system) it is now possible to also offer the user a walk-in environment where they are able to see this kind of detail in a simulated 3D environment and do a walk-through to see how the designed environment actually appears to the designer when it is being used. This helps to identify areas which need to be changed because they are not having the effect in real world that the user intended in the initial design. This is a means of avoiding expensive mistakes in the design and planning of major 3D buildings and other similar environments, and ensuring that they are able to optimally fulfill their original purpose.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Research and Development in Digital MediaVisual Information Interfaces

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References (10)

Publisher
Springer International Publishing
Copyright
© The Author(s) 2018
ISBN
978-3-319-73079-0
Pages
47 –62
DOI
10.1007/978-3-319-73080-6_4
Publisher site
See Chapter on Publisher Site

Abstract

[Advances in technology have brought faster processors, more memory, and faster communications. These have enabled users to operate with larger and more complex data sets such as those corresponding to Big Data. This has placed greater pressure on the traditional methods by which the user interacts with both 2D and 3D environments in the computer. In addition, increased power and functionality along with the reduction in physical size of many electronic components has increased the trend toward mobile working. This could involve “hot-desking” with a laptop, or using a fully mobile, handheld device such as a tablet or mobile phone. This again increases the importance of a good visual interface to the user as it has to cater for user interaction requests in a relatively small screen space on a small device compared to more traditional ways of working (e.g., using a PC or workstation with a large screen). These latter configurations are more appropriate for CAD where users need to see large amounts of detail at any one time such as that corresponding to the architectural plans for a building. Using virtual reality technology (e.g., a CAVE system) it is now possible to also offer the user a walk-in environment where they are able to see this kind of detail in a simulated 3D environment and do a walk-through to see how the designed environment actually appears to the designer when it is being used. This helps to identify areas which need to be changed because they are not having the effect in real world that the user intended in the initial design. This is a means of avoiding expensive mistakes in the design and planning of major 3D buildings and other similar environments, and ensuring that they are able to optimally fulfill their original purpose.]

Published: Jan 31, 2018

Keywords: Digital technologies; Moore’s law; Post-silicon technologies; Post-wimp interfaces; Virtual reality; Augmented reality; 2D and 3D environments; Simulated walk-throughs; Mobile interfaces; Big data

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