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[Gzz-commits] journals/plans SA_2003.rst


From: Janne V. Kujala
Subject: [Gzz-commits] journals/plans SA_2003.rst
Date: Wed, 14 May 2003 03:57:31 -0400

CVSROOT:        /cvsroot/fenfire
Module name:    journals
Changes by:     Janne V. Kujala <address@hidden>        03/05/14 03:57:31

Modified files:
        plans          : SA_2003.rst 

Log message:
        buoys and break lines

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/fenfire/journals/plans/SA_2003.rst.diff?tr1=1.108&tr2=1.109&r1=text&r2=text

Patches:
Index: journals/plans/SA_2003.rst
diff -u journals/plans/SA_2003.rst:1.108 journals/plans/SA_2003.rst:1.109
--- journals/plans/SA_2003.rst:1.108    Wed May 14 03:08:38 2003
+++ journals/plans/SA_2003.rst  Wed May 14 03:57:31 2003
@@ -217,10 +217,18 @@
 
 Buoys are a user interface technique invented within the Fenfire
 project.
-
-The placement of buoys is governed by simple geometric rules.
-
-*Nadir*
+What we call *buoy* is a commonly used tool in technical diagrams: 
+placing a label at the edge of the image and connecting the label
+to the relevant location (anchor) by a line (see Fig. [ref-fignasa]_).
+
+The placement of buoys is governed by simple geometric rules
+designed to show the most relevant related information close
+to the focus of the view. 
+
+.. *Nadir* rotations is a related technique which can be used to
+   make the buoys visually distinct by rotating them
+   so that their virtual y-axis points toward a *nadir*
+   at approximately one screen height below the physical screen.
 
 The research goals related to buoys are first of all to characterize
 the qualitative and quantitative differences between
@@ -256,9 +264,6 @@
     the structure.
 
     We use buoys as link targets floating around the focus.
-    What we call *buoy* is a commonly used tool in technical diagrams: 
-    placing a label at the edge of the image and connecting the label
-    to the relevant location (anchor) by a line (see Fig. [ref-fignasa]_).
     We research the geometry and layout of the buoy placement
     for coherent views and animation.
 
@@ -275,8 +280,13 @@
 (wiggly freehand line, see Fig. [ref-fignasa]_).
 We apply this technique by drawing the buoys as 
 non-photorealistical pieces torn off the target document. 
+
 To allow for fluid animation,
 the shapes of the break lines need to be carefully designed.
+For example, animating a fragment to a full document
+should not look like the edge just gliding
+over the document, but rather as if larger and 
+larger parts were magically torn off the original document. 
 
 .. figure:: ../../manuscripts/xupdf/mercury5part2
    :width: 8.45cm
@@ -288,9 +298,14 @@
    freehand lines are drawn to indicate that 
    the depicted object extends beyond the section shown.
 
-The concrete research goals are to perform usability experiments
-to evaluate the practical value of break lines as implemented
-in the Fenfire project. Especially the properties of the animation ...
+The concrete research goals are to evaluate the practical value of
+break lines as implemented in the Fenfire project and
+to study more formally the perceptual properties
+of different types of torn edges.
+Especially the properties of the animation are interesting, 
+because it looks somewhat natural even though 
+there is no real-world analogue.
+
 
 Fillets
 '''''''
@@ -329,12 +344,13 @@
 JVK, HH
 
 Most user interfaces only use pre-rendered character
-bitmaps for text, which forces text to be 
-rendered on straight horizontal lines with constant size
+bitmaps of the font, which forces text to be 
+drawn on straight horizontal lines with constant size
 scaled in discrete steps.
 
 The Fenfire interface uses text more freely than conventional
-user interfaces, applying rotation,  and fisheye transforms
+user interfaces, applying rotation, fisheye distortion and
+smooth animation.
 
 Rendering text using the 3D hardware is problematic because
 the texturing algorithms are mainly designed for full-color image
@@ -346,10 +362,12 @@
 of per-pixel operations has been increased considerably; it is now
 possible to run small *fragment programs* for each rendered pixel.
 This flexibility allows us to overcome the restrictions in the
+texture filtering.
 
 However, designing such filters in an *ad hoc* fashion is 
 extremely cumbersome and error-prone. What is needed is a suitable
-mathematical framework for 
+mathematical framework for modeling the
+*perceptual* qualities of rendered text.
 
 The goals in this area are the development of the mathematical framework
 for qualitatively 




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