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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Positioning systems and windowed environment
    HCI & Computer GraphicsTopic 47 of 73

    Positioning systems and windowed environment

    4 minread
    737words
    Beginnerlevel

    1. Positioning Systems

    Definition: A positioning system in computer graphics and HCI is a mechanism that specifies the location of objects or the cursor on a display. It defines a reference framework for placing and interacting with graphical elements.

    Types of Positioning Systems:

    A. Absolute Positioning

    • Objects or the cursor are located using fixed coordinates relative to the origin of the display or workspace.
    • Example: Touchscreen coordinates, tablet input.
    • Advantages: Direct and simple to compute.
    • Disadvantages: Not flexible for window resizing or different screen resolutions.

    B. Relative Positioning

    • The position is specified relative to a reference point or previous location.
    • Commonly used in mouse input devices: the cursor moves relative to its current position.
    • Advantages: Works well for dynamic input devices.

    C. Logical Positioning

    • Uses a logical coordinate system, independent of device resolution.
    • Coordinates are mapped to device coordinates when rendering.
    • Enables portability and scalability across different devices and screen sizes.

    D. Coordinate Systems

    1. World Coordinates: Define positions in the virtual scene.
    2. Normalized Device Coordinates (NDC): Scale coordinates to a unit square for device-independent rendering.
    3. Device Coordinates: Map to actual pixels on the display.

    2. Windowed Environment

    Definition: A windowed environment is a graphical interface paradigm where the display screen is divided into multiple rectangular regions (windows), each capable of showing different content or applications.

    Key Concepts:

    A. Window

    • A rectangular portion of the screen for rendering graphics or GUI elements.
    • Can contain text, graphics, images, or interactive elements.

    B. Viewport

    • Defines a sub-region of the window where objects are actually displayed.
    • Supports zooming, panning, and scaling independent of the full window.

    C. Clipping

    • Ensures that only the portion of objects inside the window or viewport is rendered.
    • Prevents graphics from overflowing beyond window boundaries.

    D. Coordinate Mapping

    1. Window Coordinates: Logical coordinates defining the scene boundaries.
    2. Viewport Coordinates: Device coordinates defining the screen region where the scene is displayed.
    • Mapping from window → viewport allows resizing and flexible display.

    Window-to-Viewport Transformation Formula:

    xv=xvmin+(xw−xwmin)(xvmax−xvmin)xwmax−xwminx_v = x_{vmin} + \frac{(x_w - x_{wmin})(x_{vmax}-x_{vmin})}{x_{wmax}-x_{wmin}}xv​=xvmin​+xwmax​−xwmin​(xw​−xwmin​)(xvmax​−xvmin​)​ yv=yvmin+(yw−ywmin)(yvmax−yvmin)ywmax−ywminy_v = y_{vmin} + \frac{(y_w - y_{wmin})(y_{vmax}-y_{vmin})}{y_{wmax}-y_{wmin}}yv​=yvmin​+ywmax​−ywmin​(yw​−ywmin​)(yvmax​−yvmin​)​

    Where:

    • (xw,yw)(x_w, y_w)(xw​,yw​) = window coordinates
    • (xv,yv)(x_v, y_v)(xv​,yv​) = viewport coordinates
    • (wmin,wmax,vmin,vmax)(wmin, wmax, vmin, vmax)(wmin,wmax,vmin,vmax) = min and max of window and viewport coordinates

    3. Advantages of Windowed Environment

    • Multitasking: Multiple applications or views can coexist.
    • Flexible Interaction: Windows can be resized, moved, or minimized.
    • Viewport Mapping: Supports zooming, panning, and different resolutions.
    • Clipping: Improves efficiency by rendering only visible portions.

    4. Examples in HCI and Graphics

    • GUI Systems: Windows, dialogs, and panels in operating systems.
    • Graphics Applications: CAD software uses multiple windows for modeling, rendering, and tool palettes.
    • Web Browsers: Each tab or panel acts as a separate window with independent content.

    5. Key Takeaways

    • Positioning systems provide reference frames for accurate placement of objects or cursors.
    • Windowed environments allow flexible, multi-view interaction with graphical content.
    • Mapping window coordinates to viewport coordinates is fundamental for device-independent rendering.
    • Together, these concepts form the foundation of interactive graphics and GUI design.
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      Est. reading time4 min
      Word count737
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      DifficultyBeginner