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[Gzz-commits] manuscripts/xupdf article.rst


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/xupdf article.rst
Date: Fri, 14 Feb 2003 10:16:55 -0500

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Tuomas J. Lukka <address@hidden>        03/02/14 10:16:55

Modified files:
        xupdf          : article.rst 

Log message:
        reorg,dir

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/xupdf/article.rst.diff?tr1=1.100&tr2=1.101&r1=text&r2=text

Patches:
Index: manuscripts/xupdf/article.rst
diff -u manuscripts/xupdf/article.rst:1.100 manuscripts/xupdf/article.rst:1.101
--- manuscripts/xupdf/article.rst:1.100 Fri Feb 14 10:06:11 2003
+++ manuscripts/xupdf/article.rst       Fri Feb 14 10:16:55 2003
@@ -176,19 +176,7 @@
 
 In this article, we take the ideas seen in the above references
 a logical step further. 
-We begin from three simple principles [XXXrefs???]:
-
-- the user should always see [fragments of] all link targets
-  "you should see where you can go to"
-
-- the link transition should be fluidly animated, so that the 
-  visible link target comes to the focus
-  "you should see how you go there"
-
-- the link transition and resulting view should make it obvious to the user how
-  to go back, without a "back button" [implies bidirectional links] 
-  "once you get there, you should see how you can get back".
-
+We begin from simple design principles
 
 
 we apply some well-known, and develope a number of new user interface 
techniques
@@ -198,13 +186,9 @@
 several visual effects that merely five years ago were only possible on 
expensive
 graphics workstations. 
 
-The interface requires less rigid structure of the view than
+The interface has less rigid structure of the view than
 earlier interfaces. 
 
-To be able to show all the connected information near the focus,
-only the relevant fragments of the linked documents can be shown.
-Therefore, we must be able to fluidly animate a fragment to
-a whole document. 
 The new visual tecniques include link targets
 floating around the focus called *buoys*; *break lines*, a way of showing
 and animating a document fragment as a torn-off piece of the whole;
@@ -232,8 +216,33 @@
 
 In the following sections, we ...
 
-User-interface techniques enabled by fast hardware
-==================================================
+The BuoyOING user interface
+===========================
+
+The design of our user interface starts from
+three simple principles [XXXrefs???]:
+
+- the user should always see all link targets
+  "you should see where you can go to"
+
+- the link transition should be fluidly animated
+  "you should see how you go there"
+
+- the link transition and resulting view should make it obvious to the user how
+  to go back, without a "back button" [implies bidirectional links] 
+  "once you get there, you should see how you can get back".
+
+To be able to show all the link targets near the focus,
+only the *relevant fragments* (the immediate surroundings of the other
+end of the link) of the target nodes can be shown.
+
+In order to make this work from a user interface perspective,
+we need to be able to help the user recognize the target documents,
+since document fragments can be confusing.
+
+
+Therefore, we must be able to fluidly animate a fragment to
+a whole document. 
 
 In this section we describe several visual techniques that
 have only recently become possible on commodity hardware.
@@ -241,8 +250,16 @@
 Of these techniques, only the first seems to have been used
 prior to this work (XXX two papers in review process)
 
-Buoys
------
+In the following subsections, we discuss the details
+of the main components of the interface: buoy placement, unique backgrounds, 
+and following that, some techniques which are not as essential but
+support this type of interface by clarifying the graphical appearance:
+break lines,
+nadir rotations and 
+fisheye.
+
+Buoy placement
+--------------
 
 Usually everything is either in the coordinate system of the
 virtual paper (e.g., the margins of the web page being scrolled)
@@ -270,6 +287,8 @@
 - buoys should be placed close to their anchors
 - buoys anchored closer to the focus should be larger
 - the view should animate continuously when the focus moves
+- the user should be able to understand and predict the motion
+  of the buoys.
 
 Furthermore,
 it is important to maintain orientation locally,
@@ -346,6 +365,59 @@
 the simplest way to meet the layout requirements.
 
 
+
+
+
+Paper
+-----
+
+Although the silhuettes of the buoys are different,
+the fragments of the documents still seem quite similar.
+The user could identify the related documents by
+reading the text of a fragment, but that requires attention.
+
+Using a unique background texture for each document changes the 
+situation dramatically: the user can perceive the identity
+of the most familiar documents at a glance, 
+even when only fragments are shown.
+Furthermore, when moving from node to node, the pre-attentive
+cues of identity help the user maintain a sense of direction.
+
+The background textures are randomly chosen using the identity as a seed. 
+That is, each document has a unique backround texture, but the texture 
+is not in any way related to the contents of the document (except
+that a hash of the contents could be used as an identity of an immutable
+document).
+That way, the textures in any view are as different as possible,
+even if the documents are similar.
+Furthermore, the unique background of any document can be instantly drawn,
+as soon as the identity inside the system is known.
+
+The distribution of the textures is designed to be maximally 
+diverse and recognizable with respect to a rough, qualitative model 
+of visual perception.
+For example, backgrounds with random pixels (noise) would all
+look the same, because the pixels are not perceived individually.
+However, shapes and overall colors should be independently random to 
+maximize diversity.
+Making the backgrounds repeating creates well-defined patterns
+and improves recognizability when fragments are shown.
+
+Our hardware implementation (libpaper) uses a small set
+of *basis textures*, which are non-linearly combined on the 
+GPU to create a large set of recognizable shapes. 
+The coordinates of the component textures are 
+randomly chosen affine functions of the paper location,
+but repeating with a randomly chosen *repeating unit* 
+(a parallelogram).
+
+At each pixel, the combined values of the basis textures 
+are used for interpolating between the colors
+of a small, randomly chosen palette of *compatible* colors. 
+That way, the colors and shapes are independently random 
+and the palette can be restricted to light colors to 
+maintain readability. 
+
 Break lines
 -----------
 
@@ -438,60 +510,6 @@
   distinguished preattentively (REF; see fillets article)
 
 
-
-
-
-Paper
------
-
-Although the silhuettes of the buoys are different,
-the fragments of the documents still seem quite similar.
-The user could identify the related documents by
-reading the text of a fragment, but that requires attention.
-
-Using a unique background texture for each document changes the 
-situation dramatically: the user can perceive the identity
-of the most familiar documents at a glance, 
-even when only fragments are shown.
-Furthermore, when moving from node to node, the pre-attentive
-cues of identity help the user maintain a sense of direction.
-
-The background textures are randomly chosen using the identity as a seed. 
-That is, each document has a unique backround texture, but the texture 
-is not in any way related to the contents of the document (except
-that a hash of the contents could be used as an identity of an immutable
-document).
-That way, the textures in any view are as different as possible,
-even if the documents are similar.
-Furthermore, the unique background of any document can be instantly drawn,
-as soon as the identity inside the system is known.
-
-The distribution of the textures is designed to be maximally 
-diverse and recognizable with respect to a rough, qualitative model 
-of visual perception.
-For example, backgrounds with random pixels (noise) would all
-look the same, because the pixels are not perceived individually.
-However, shapes and overall colors should be independently random to 
-maximize diversity.
-Making the backgrounds repeating creates well-defined patterns
-and improves recognizability when fragments are shown.
-
-Our hardware implementation (libpaper) uses a small set
-of *basis textures*, which are non-linearly combined on the 
-GPU to create a large set of recognizable shapes. 
-The coordinates of the component textures are 
-randomly chosen affine functions of the paper location,
-but repeating with a randomly chosen *repeating unit* 
-(a parallelogram).
-
-At each pixel, the combined values of the basis textures 
-are used for interpolating between the colors
-of a small, randomly chosen palette of *compatible* colors. 
-That way, the colors and shapes are independently random 
-and the palette can be restricted to light colors to 
-maintain readability. 
-
-
 Distortion-oriented Focus+Context view of virtual paper
 -------------------------------------------------------
 
@@ -505,6 +523,7 @@
 graphics processors which is vital for implementing distortions
 of images: the default isotropic bi/trilinear texture filtering mode
 does not give satisfactory results, since the distorted regions are too 
blurred.
+
 
 
 Implementation on the Gzz platform




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