Storyline visualization techniques have progressed significantly to generate illustrations of complex stories automatically. However, the visual layouts of storylines are not enhanced accordingly despite the improvement in the performance and extension of its application area. Existing methods attempt to achieve several shared optimization goals, such as reducing empty space and minimizing line crossings and wiggles. However, these goals do not always produce optimal results when compared to hand-drawn storylines. We conducted a preliminary study to learn how users translate a narrative into a hand-drawn storyline and check whether the visual elements in hand-drawn illustrations can be mapped back to appropriate narrative contexts. We also compared the hand-drawn storylines with storylines generated by the state-of-the-art methods and found they have significant differences. Our findings led to a design space that summarizes 1) how artists utilize narrative elements and 2) the sequence of actions artists follow to portray expressive and attractive storylines. We developed iStoryline, an authoring tool for integrating high-level user interactions into optimization algorithms and achieving a balance between hand-drawn storylines and automatic layouts. iStoryline allows users to create novel storyline visualizations easily according to their preferences by modifying the automatically generated layouts. The effectiveness and usability of iStoryline are studied with qualitative evaluations.
Abstract-Mobile learning management systems are very important for training purpose. But considering the present scenario, the learners are equipped with a number of mobile devices that run by different operating systems with diverse device features. Therefore, developing a mobile application for different platforms is a cumbersome task if appropriate tools and techniques are not practiced. There are three categories of mobile application namely native, web based and hybrid. For mobile learning system, hybrid is an appropriate choice. In order to avoid re-implementation of the same hybrid application for different platform separately, several tools are proposed for example: PhoneGap, Adobe Air, Sencha Touch and QT, each with their own strength. With proper use of the strength of individual framework or the combination of frameworks, more compatible and more stable, cross-platform mobile learning application specifically for quizzes and assignments can be developed.
Requirements for mobile apps and their development process considerably differs from software developed for desktop computer or web applications. Beside many other reasons, lack of efforts for requirement gathering and inappropriate app development processes creates significant challenges for app developers and sometimes results in app failure. Extracting user requirement for an educational app was the main objective of this research. In the research we understand requirement of users and the environment in which they will use this app in the future. We collected data from teachers in three different languages using an online questionnaire and printed questionnaire. Analysis of the results reveals that most of the teachers have the same preferences for app functional features, user interface and usability requirements. From analyses and literature review, we identified challenges that an app developer can face, studied the implications of requirement gathering on software development and users' expectation of app quality.
The Unified Modeling Language is one of the popular traditional tools used for designing a model for software designing. But there are a few aspects which cannot be described by UML while developing the design model for mobile application development. So to describe all the aspects of mobile app model a modified version of UML is defined called M-UML. For initial design of the model use case are used to show the relationship between the various users in the project. The use case helps to depict the task done by various users and relationship of the task among each other graphically. In this paper, we will discuss the implementation of use case diagrams with detailed model of the project as a case study. Use case being the most basic step of creating a model for the project discusses in detail.
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