Proceedings of the 21st International Conference on Association Francophone d'Interaction Homme-Machine 2009
DOI: 10.1145/1629826.1629875
|View full text |Cite
|
Sign up to set email alerts
|

Outils d'aide à la conception de rendus graphiques

Abstract: RESUMECet article décrit un outil de spécification de propriétés visuelles pour des interfaces graphiques complexes. À partir d'exemples réels de scènes graphiques, nos outils proposent des interactions pour manipuler, structurer et contraindre les propriétés graphiques. Les propriétés graphiques contrôlées correspondent aux trois dimensions de la couleur : luminosité, saturation et teinte. Par rapport aux outils existants, nos outils permettent d'ajuster et de vérifier de façon plus précise et efficace le ren… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0
1

Year Published

2011
2011
2015
2015

Publication Types

Select...
1
1

Relationship

1
1

Authors

Journals

citations
Cited by 2 publications
(2 citation statements)
references
References 16 publications
0
1
0
1
Order By: Relevance
“…Based on a number of proposals carried out, a main graphical user interface of the game was defined, as seen in Figure 4, where such activities were included as: definition of the theme, elements of interaction, characters, learning strategies, communication channels, input and output variables of the system, and difficulty levels, among others. The psychological effect that different colors that can have on children also intruded in the design of the interface (Meier, 1988;Tabart et al, 2009), so that colors such as green (represents harmony and sense of calm), blue (produces tranquility), and red (stimulates action, energy and vitality) were taken an account in the user interface of game.…”
Section: Game Design + Technical Designmentioning
confidence: 99%
“…Based on a number of proposals carried out, a main graphical user interface of the game was defined, as seen in Figure 4, where such activities were included as: definition of the theme, elements of interaction, characters, learning strategies, communication channels, input and output variables of the system, and difficulty levels, among others. The psychological effect that different colors that can have on children also intruded in the design of the interface (Meier, 1988;Tabart et al, 2009), so that colors such as green (represents harmony and sense of calm), blue (produces tranquility), and red (stimulates action, energy and vitality) were taken an account in the user interface of game.…”
Section: Game Design + Technical Designmentioning
confidence: 99%
“…Modifier le Master permettait alors de modifier chacune des instances. De même, Kabuki[21] permet de spécifier lors de la duplication d'une couleur s'il s'agit d'une copie, ou d'un « clonage ». La modification ultérieure d'une copie ne modifie pas l'objet copié, alors que la modification d'un clone modifie l'ensemble des clones liés.…”
unclassified