Abstract-According to software quality models published usability is an important quality attribute to measure how usable and effective/useful is the software system. Concept of usability has been applied to improve the quality of software systems, human computer interaction, software process improvement, and software process descriptions. Over the years different usability models have been proposed listing the factors, criteria and metrics to measure the usability of software systems, software processes, and software process descriptions. Since usability evaluation is a difficult task varioususability evaluation methods (UEM) have been proposed to describe different processes for systematic and effective way for usability evaluation. Concept of usability can be applied to software engineering methodologies to find how usable and useful a methodology is for software engineers or software development organizations, and it can also be used by method engineers or meta-model developers for method engineering to improve the usability of software engineering methods. Usability models and Usability evaluation methods proposed for software systems cannot be applied directly to software engineering methodologies due to difference of domains, concepts, and end users. In this work a usability evaluation framework is proposed which comprises usability factors and their description, criteria and their description to measure factors, importance and grading of criteria fulfillment, guidelines to apply the framework and overall evaluation process.
Virtual globes render planetary-scale terrain and have limited support for 3D applications development. Game engines provide development environment for interactive 3D applications development and have limited support for world-scale terrain rendering. The game engine based terrain rendering methods lacks hardware based tessellation for high-performance. This work presents a novel method for a high-performance large-scale terrain rendering for high-fidelity display systems using game engine. The proposed method performs patch-based hierarchical culling of a multi-resolution terrain model to reduce rendering load. A view-based algorithm simplifies the patches with error control on GPU. Simplified patches are efficiently submitted for drawing using indirect mesh instancing feature of game engine. The proposed method utilizes hardware tessellation feature for high-performance model tessellation and accurate earth's surface construction using displacement mapping. The proposed method is evaluated by rendering scenes for high-quality output on consumer-level hardware. Flights are performed with various settings and results are compared with clipmap-based and state-of-the-art hardware tessellation based adaptive methods. The proposed method achieved 750, 575, and 540 frames-per-second for HD, full-HD, and ultra-HD display resolutions.
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