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MY'STORY

The MOVE Fire

This is a personal recollection on the Move fire on May 13, 1985 Philadelphia police fired thousands of rounds at the MOVE house, city officials approved dropping an explosive device on the roof, the resulting fire was allowed to burn, 11 people—including five children—died, and 61 homes were destroyed. Philadelphia City Council later called it a “brutal attack carried out by the City of Philadelphia on its own citizens” and acknowledged that no individual faced criminal consequences for the bombing. One timeline correction worth preserving for the BHP record: the major previous MOVE-police confrontation was August 8, 1978, about seven years before the bombing, not a year or two earlier. Officer James Ramp was killed, other police and firefighters were wounded, nine MOVE members were later convicted, and television cameras recorded police beating Delbert Africa during his arrest. The 1985 MOVE Commission later specifically criticized city planners for failing to adequately use lessons from that 1978 confrontation. And that actually strengthens the point you’re making: 1985 did not happen without precedent or institutional memory. There had already been a deadly confrontation with MOVE, years of conflict, negotiations and police involvement before Osage Avenue.

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BLACK FACTS
The Truths They Never Taught You...

Ruler of the Mali Empire in the 14th century

Mansa Musa was the ruler of the Mali Empire in West Africa. Details recorded here should be sourced; unknown information is left blank.

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BHP gathered finds from its connected research sources. Showing the 4 strongest Black History matches.
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Wikipedia

Zooming user interface

Example of a ZUI

In computing, a zooming user interface or zoomable user interface (ZUI, pronounced zoo-ee) is a type of graphical user interface (GUI) on which users can change the scale of the viewed area in order to see more detail or less, and browse through different documents. Information elements appear directly on an infinite virtual desktop (usually created using vector graphics), instead of in windows. Users can pan across the virtual surface in two dimensions and zoom into objects of interest. For example, as the user zooms into a text object, it may be represented as a small dot, then a page thumbnail, then a full-size page, and finally a magnified view of the page.

ZUIs use zooming as the main metaphor for browsing through hyperlinked or multivariate information. Objects present inside a zoomed page can, in turn, be zoomed themselves to reveal further detail, allowing for recursive nesting and an arbitrary level of zoom.

Researchers have described the ZUI paradigm as a Post-WIMP interface and potential successor to the traditional windowing GUI.[1]

The term ZUI was coined by Franklin Servan-Schreiber while working at Sony Research Laboratories, in partnership with Ben Bederson and Ken Perlin of New York University.[2]

History

[edit]

In 1962, Ivan Sutherland presented the first program for zooming through and creating graphical structures with constraints and instancing, on a CRT in his Sketchpad program.[3]

A more general interface was developed by the Architecture Machine Group at MIT in the 1970s. Hand tracking, touchscreen, joystick, and voice control were employed to control an infinite plane of projects, documents, contacts, video, and interactive programs. One of the instances of this project was called Spatial Dataland.[4]

Another GUI environment of the '70s, which used the zooming idea was Smalltalk at Xerox PARC, which had infinite desktops (only later named such by Apple Computer), that could be zoomed in upon from a birds-eye view after the user had recognized a miniature of the window setup for the project.[citation needed]

The longest running effort to create a ZUI has been the Pad++ project begun by Ken Perlin, Jim Hollan, and Ben Bederson at New York University[5][1] and continued at the University of New Mexico under Hollan's direction. After Pad++, Bederson developed Jazz, then Piccolo,[6] and now Piccolo2D[7] at the University of Maryland, College Park, which is maintained in Java and C#.

More recent ZUI efforts include Archy by the late Jef Raskin, ZVTM developed at INRIA (which uses the Sigma lens[8] technique),[9] and the simple ZUI of the Squeak Smalltalk programming environment and language.

GeoPhoenix, a startup associated with the MIT Media Lab, founded by Julian Orbanes, Adriana Guzman, and Max Riesenhuber, released a mass-marketed commercial Zoomspace in 2002–03 on the Sony CLIÉ personal digital assistant (PDA) handheld, with Ken Miura of Sony.[citation needed]

In 2002, Pieter Muller extended the Oberon System with a zooming user interface and named it Active Object System (AOS).[10] In 2005, due to copyright issues, it was renamed to Bluebottle, and in 2008, to A2.

In 2005, Franklin Servan-Schreiber founded Zoomorama, based on work he did at the Sony Research Laboratories in the mid-1990s. The Zooming Browser for Collage of High Resolution Images was released in Alpha in October 2007. Zoomorama's browser is all Flash-based. In 2010, project development ended, but many examples remain on the site.[citation needed]

In 2006, Hillcrest Labs introduced the HoME television navigation system, the first graphical, zooming interface for television.[11]

In 2007, Microsoft's Live Labs released a zooming UI for web browsing called Microsoft Live Labs Deepfish for the Windows Mobile 5 platform.[citation needed]

Apple's iPhone (premiered June 2007) uses a stylized form of ZUI, in which panning and zooming are performed through a touch user interface (TUI). A more fully realized ZUI is present in the iOS home screen (as of iOS 7), with zooming from the home screen into folders and, finally, into apps. The photo app zooms out from a single photo to moments, collections, and years, and similarly, the calendar app zooms out from day, month, and year views.[12] It is not a full ZUI implementation since these operations are applied to bounded spaces (such as web pages or photos) and have a limited range of zooming and panning.

From 2008 to 2010, GNOME Shell used a zooming user interface for virtual workspaces management.[13] This ZUI was eventually replaced by a different, scrolling-based design.[citation needed]

Prezi, a web-based presentation tool built on a single zoomable canvas, launched in 2009. Rather than build slides, users place content on an open surface and define a sequence of frames that the software navigates by panning, zooming, and rotating during playback. It was the first ZUI to reach mainstream adoption, surpassing 50 million users by 2014.[14][15]

Stack Zooming, launched in 2010, was designed to navigate one-dimensional datasets such as time series by combining zooming and layering to keep the full dataset visible.[16] In 2012, PolyZoom extended the Stack Zooming concept to two-dimensional spaces.[17]

In 2017, bigpictu.re offered an infinite (pan and zoom) notepad as a web application based on one of the first ZUI open-source libraries.[18]

In 2017, Zircle UI was released. It is an open-source UI library that uses zoomable navigation and circular shapes.[19]

Types of zooming

[edit]

Zooming interfaces have implemented several types of zooming behaviors, including:

  • Geometric zooming scales objects in direct proportion to the zoom level,[1] and is the most common zoom method in zoomable user interfaces.[20]
  • Semantic zooming changes the representation of an object based on scale, rather than simply resizing it.[5][21] In Pad's multiscale calendar, zooming out shows a grid of years while zooming in reveals individual days;[5] in Pad++, a digital clock shows hours and minutes at normal size, seconds when zoomed in, and just the hour when zoomed out.[1]
  • Fisheye zooming preserves the area of focus in full detail while compressing surrounding elements more with distance.[22] Furnas demonstrated the technique using a botanical taxonomy, in which nodes far from the current focus were removed entirely from the display when their degree of interest fell below a threshold.[22]
    • Logical fisheye zooming shows the focus in full detail and filters everything else by a degree-of-interest score based on structural distance rather than screen position.[22][23] Implemented in Furnas's C program viewer, which shows the current line in full detail while removing distant code below the degree-of-interest threshold.[22]
    • Graphical fisheye zooming distorts coordinate space so nearby elements enlarge and distant ones compress, with each element's pre-assigned importance also shaping how much space and detail it receives.[24] Implemented in Sarkar & Brown's interactive graph browser.[24]
    • Intelligent zooming combines fisheye zooming with adaptive presentation; the system determines the most appropriate display format for each element.[25] Implemented in Bartram et al.'s network supervisory control interface for telecommunications.[25]
    • Semantic fisheye zooming extends fisheye views by using semantic distance metrics, preserving the area of focus in full detail and de-emphasizing other elements based on how closely each element relates to the current task, rather than by physical distance on-screen.[26] Implemented in a tabular flight itinerary browser,[26] and an experimental VUE-based concept map interface.[27]
  • Topological zooming uses graph structure to calibrate detail. The focus node renders at full resolution; everything farther out is replaced with coarser, precomputed approximations of the graph.[28] Implemented in Gansner et al.'s topological zooming tool for visualizing large graphs.[28]

See also

[edit]

References

[edit]
  1. ^ a b c d Bederson, Benjamin B.; Hollan, James D.; Perlin, Ken; Meyer, Jon; Bacon, David; Furnas, George (March 1996). "Pad++: A zoomable graphical sketchpad for exploring alternate interface physics". Journal of Visual Languages & Computing. 7 (1): 3–32. doi:10.1006/jvlc.1996.0002.
  2. ^ Bederson, Benjamin B. (2011). "The promise of zoomable user interfaces". Behaviour & Information Technology. 30 (6): 853–866. doi:10.1080/0144929X.2011.586724.
  3. ^ Sutherland, Ivan Edward (September 2003), Sketchpad: A man-machine graphical communication system (PDF), ISSN 1476-2986
  4. ^ Dataland: the MIT's '70s media room concept that influenced the Mac
  5. ^ a b c Perlin, Ken; Fox, David (1993). "Pad: An alternative approach to the computer interface". Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques. pp. 57–64. doi:10.1145/166117.166125.
  6. ^ Piccolo (formerly Jazz): ZUI toolkit for Java and C# (no longer actively maintained)
  7. ^ Piccolo2D: Piccolo's successor.
  8. ^ Pietriga, Emmanuel; Appert, Caroline (2008). Sigma lenses: focus-context transitions combining space, time and translucence. Proceedings of the twenty-sixth annual SIGCHI conference on Human factors in computing systems. doi:10.1145/1357054.1357264.
  9. ^ ZVTM
  10. ^ Muller, Pieter Johannes (2002). The active object system design and multiprocessor implementation (PDF) (PhD). Swiss Federal Institute of Technology, Zürich (ETH Zurich). Archived from the original (PDF) on 28 May 2016. Retrieved 1 February 2021.
  11. ^ Derene, Glen (2007). "Wii 2.0: Loop Remote Lets You Click by Gesture". Popular Mechanics. Retrieved 11 November 2011.
  12. ^ "iOS 7". Archived from the original on 6 September 2013. Retrieved 19 September 2017.
  13. ^ "GNOME Shell, 2010-02-20 build: a Zoomable User Interface". YouTube. 20 February 2010. Archived from the original on 12 December 2021. Retrieved 26 December 2020.
  14. ^ Anthes, Gary (1 December 2012). "Zoom In, Zoom Out". Communications of the ACM.
  15. ^ Butcher, Mike (19 November 2014). "Prezi Secures $57M Growth Round from Spectrum and Accel, Passes 50M Users". TechCrunch.
  16. ^ Javed, Waqas; Elmqvist, Niklas (2010). "Stack zooming for multi-focus interaction in time-series data visualization". Proceedings of the IEEE Pacific Visualization Symposium. pp. 33–40. doi:10.1109/PACIFICVIS.2010.5429613.
  17. ^ Javed, Waqas; Ghani, Sohaib; Elmqvist, Niklas (2012). "PolyZoom: Multiscale and multifocus exploration in 2D visual spaces". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. doi:10.1145/2207676.2207716.
  18. ^ "bigpicture.js, a library that allows infinite panning and infinite zooming in HTML pages". GitHub. 2015.
  19. ^ "Zircle UI: A frontend library to develop zoomable user interfaces". GitHub. 2017–2021.
  20. ^ Hornbæk, Kasper; Bederson, Benjamin B.; Plaisant, Catherine (December 2002). "Navigation patterns and usability of zoomable user interfaces with and without an overview". ACM Transactions on Computer-Human Interaction. 9 (4): 362–389. doi:10.1145/586081.586086. ISSN 1073-0516. Most common is geometric zoom, where the scale linearly determines the apparent size of the object.
  21. ^ Bright, Peter (13 September 2011). "Hands-on with Windows 8: A PC operating system for the tablet age". Ars Technica.
  22. ^ a b c d Furnas, George W. (1 April 1986). "Generalized fisheye views". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. pp. 16–23. doi:10.1145/22627.22342.
  23. ^ Sander, Georg (6 April 1999). "Graph layout for applications in compiler construction". Theoretical Computer Science. 217 (2): 175–214. doi:10.1016/s0304-3975(98)00270-9.
  24. ^ a b Sarkar, Manojit; Brown, Marc H. (1 June 1992). "Graphical fisheye views of graphs". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. pp. 83–91. doi:10.1145/142750.142763.
  25. ^ a b Bartram, Lyn; Ovans, Russell; Dill, John; Dyck, Michael; Ho, Albert; Havens, William S. (1994). "Contextual assistance in user interfaces to complex, time-critical systems: The intelligent zoom". Proceedings of Graphics Interface '94. Canadian Information Processing Society. pp. 216–224. doi:10.20380/GI1994.26.
  26. ^ a b Janecek, Paul; Pu, Pearl (22 May 2002). "A framework for designing fisheye views to support multiple semantic contexts". Proceedings of the Working Conference on Advanced Visual Interfaces. pp. 51–58. doi:10.1145/1556262.1556269.
  27. ^ Afram, Andrew J.; Briedis, John; Fujiwara, Daisuke; Jacob, Robert J. K.; Cao, Caroline G. L.; Kahle, David (October 2007). "Evaluation of Semantic Fisheye Zooming to Provide Focus+Context". Proceedings of the Human Factors and Ergonomics Society Annual Meeting. 51 (5): 459–463. doi:10.1177/154193120705100507.
  28. ^ a b Gansner, Emden R.; Koren, Yehuda; North, Stephen C. (31 August 2005). "Topological fisheye views for visualizing large graphs". IEEE Transactions on Visualization and Computer Graphics. 11 (4): 457–468. Bibcode:2005ITVCG..11..457G. doi:10.1109/TVCG.2005.66. PMID 16138555.
[edit]

Source: Wikipedia. Article content is retrieved live through the MediaWiki API.

Wikipedia

Zooming user interface

In computing, a zooming user interface or zoomable user interface (ZUI, pronounced zoo-ee) is a type of graphical user interface (GUI) on which users can change the scale of the viewed area in order to see more detail or less, and browse through different documents. Information elements appear directly on an infinite virtual desktop (usually created using vector graphics), instead of in windows. Users can pan across the virtual surface in two dimensions and zoom into objects of interest. For example, as the user zooms into a text object, it may be represented as a small dot, then a page thumbnail, then a full-size page, and finally a magnified view of the page. ZUIs use zooming as the main metaphor for browsing through hyperlinked or multivariate information. Objects present inside a zoomed page can, in turn, be zoomed themselves to reveal further detail, allowing for recursive nesting and an arbitrary level of zoom. Researchers have described the ZUI paradigm as a Post-WIMP interface and potential successor to the traditional windowing GUI. The term ZUI was coined by Franklin Servan-Schreiber while working at Sony Research Laboratories, in partnership with Ben Bederson and Ken Perlin of New York University.

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Wikipedia

Graphical user interface

A graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of text-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games (where heads-up displays (HUDs) are preferred), or not including flat screens like volumetric displays because the term is restricted to the scope of 2D display screens able to describe generic information, in the tradition of the computer science research at the Xerox Palo Alto Research Center.

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Wikipedia

History of the graphical user interface

The history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles. Several vendors have created their own windowing systems based on independent code, but with basic elements in common that define the WIMP "window, icon, menu and pointing device" paradigm. There have been important technological achievements, and enhancements to the general interaction in small steps over prior systems. There have been a few significant breakthroughs in use, but the same organizational interface metaphors and interaction idioms are still in use. Desktop computers are often controlled by computer mice and/or keyboards while laptops often have a pointing stick or touchpad, and smartphones and tablet computers have a touchscreen. The influence of game computers and joystick operation has been omitted.

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Wikipedia

User interface

In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the user. User interfaces are composed of one or more layers, including a human–machine interface (HMI) that typically interfaces machines with physical input hardware (such as keyboards, mice, or game pads) and output hardware (such as computer monitors, speakers, and printers). A device that implements an HMI is called a human interface device (HID). User interfaces that dispense with the physical movement of body parts as an intermediary step between the brain and the machine use no input or output devices except electrodes alone; they are called brain–computer interfaces (BCIs) or brain–machine interfaces (BMIs). Other terms for human–machine interfaces are man–machine interface (MMI) and, when the machine in question is a computer, human–computer interface. Additional UI layers may interact with one or more human senses, including: tactile UI (touch), visual UI (sight), auditory UI (sound), olfactory UI (smell), equilibria UI (balance), and gustatory UI (taste). Composite user interfaces (CUIs) are UIs that interact with two or more senses. The most common CUI is a graphical user interface (GUI), which is composed of a tactile UI and a visual UI capable of displaying graphics. When sound is added to a GUI, it becomes a multimedia user interface (MUI). There are three broad categories of CUI: standard, virtual and augmented. Standard CUI use standard human interface devices like keyboards, mice, and computer monitors. When the CUI blocks out the real world to create a virtual reality, the CUI is virtual and uses a virtual reality interface. When the CUI does not block out the real world and creates augmented reality, the CUI is augmented and uses an augmented reality interface. When a UI interacts with all human senses, it is called a qualia interface, named after the theory of qualia. CUI may also be classified by how many senses they interact with as either an X-sense virtual reality interface or X-sense augmented reality interface, where X is the number of senses interfaced with. For example, a Smell-O-Vision is a 3-sense (3S) Standard CUI with visual display, sound and smells; when virtual reality interfaces interface with smells and touch it is said to be a 4-sense (4S) virtual reality interface; and when augmented reality interfaces interface with smells and touch it is said to be a 4-sense (4S) augmented reality interface.

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TOPIC OF THE DAY

Greenwood / Black Wall Street

Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.

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TRIVIA QUESTION OF THE DAY

Who became the first Black woman to travel into space?

Mae Jemison, aboard Space Shuttle Endeavour in 1992.