Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
Assets '96 Proceedings of the second annual ACM conference on Assistive technologies
Automated user interface engineering with a pattern reflecting programming language
Automated Software Engineering
Towards dynamic and cooperative multi-device personal computing
The disappearing computer
Complex components abstraction in graphical user interfaces
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: design and development approaches - Volume Part I
Visual interfaces design simplification through components reuse
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: human-centred design approaches, methods, tools, and environments - Volume Part I
An interface prototyper supporting free design components specification
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: human-centred design approaches, methods, tools, and environments - Volume Part I
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Today, there are numerous software patterns for the software engineering of User Interfaces through interaction object classes that can be automatically retargeted to different graphical environments. Such methods are usually deployed in implementing multi-platform User Interface libraries, delivering Application Programming Interfaces (APIs) typically split in two layers: (a) the top layer, encompassing the platform independent programming elements available to client programmers; and (b) the bottom layer, delivering the platform specific bindings, implemented differently for each distinct graphical environment. While multi-platform interaction objects primarily constitute programming generalizations of graphical interaction elements, virtual interaction objects play the role of abstractions defined above any particular physical realization or dialogue metaphor. In this context, a sub-set of a User Interface programming language is presented, providing programming facilities for: (a) the definition of virtual interaction object classes; and (b) the specification of the mapping-logic to physically bind virtual object classes across different target platforms.