A cookbook for using the model-view controller user interface paradigm in Smalltalk-80
Journal of Object-Oriented Programming
Applying model-based techniques to the development of UIs for mobile computers
Proceedings of the 6th international conference on Intelligent user interfaces
Proceedings of the conference on Visualization '00
Mobile Adaptive Applications for Ubiquitous Collaboration in Heterogeneous Environments
ICDCSW '02 Proceedings of the 22nd International Conference on Distributed Computing Systems
UbiComp '01 Proceedings of the 3rd international conference on Ubiquitous Computing
Model-based user interface engineering with design patterns
Journal of Systems and Software
The Visual Computer: International Journal of Computer Graphics
The Design of Everyday Things
Virtual try on: an application in need of GPU optimization
Proceedings of the ATIP/A*CRC Workshop on Accelerator Technologies for High-Performance Computing: Does Asia Lead the Way?
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Through a multitude of different devices, such as phones, tablets, desktop systems etc., we are able to exchange data across the world, independently of location, time and the device used. Almost by default applications are extended with networking capabilities, either deployed locally on the client device and connecting to a server or, as the trend is now, fully hosted on the Internet (servers) as a service (cloud services). However many 3D applications are still restricted to a single platform, as it is costly in terms of developing, maintaining, adapting and providing support for multiple platforms (software as well for hardware dependencies). Therefore applications that we see now available on a variety of devices are either single-platform, single-user, non-real-time collaborative or graphically not demanding. By using an adaptive remote rendering approach it is feasible to take advantage of these new devices and provide means for old and new 3D oriented applications to be used in collaborative environments. In this paper, we look at the conversion of a single user 3D application into a multi-user service. Analyse the requirements needed for adapting the software for being integrated into the "Herd framework". Offering remote rendering to end devices, a single instance accessible to multiple users and in order to optimize each instance of the application for different devices the user interface representation is handled in a dynamically using a device profile, as well for handling different input techniques.