Looking at Workstation Architectures from the Viewpoint of Interaction

dc.contributor.authorKrömker, Detlefen_US
dc.contributor.editorW. Strasseren_US
dc.date.accessioned2014-02-06T13:58:12Z
dc.date.available2014-02-06T13:58:12Z
dc.date.issued1986en_US
dc.description.abstractToday's design of sophisticated graphics workstations may be characterized by the terms 3D-system, user driven, object-oriented user interfaceand multiple-windows system with the challenge to create high levelinterfaces for the application programmers. All these properties requirea great amount of computing power, especially if we look at 3D-systemswith high images quality. On the other hand it is well-known that speed,which means system response time, is the most important aspect of interactive systems. More than any other attributes, speed decides whether a new system or technique is acceptable or not. "Not only did the speed make the user happier, but productivity went up." /Brad-85/This will be the first point of discussion treated in this article followed bya preview of current architectures, a short analysis of interaction, anobservation of implementation techniques and finally pointing out a newhardware approach for the implementation of very fast interactive systems.en_US
dc.description.seriesinformationEurographics workshop on Graphics Hardwareen_US
dc.identifier.isbn3-540-18222-5en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH86/027-037en_US
dc.publisherThe Eurographics Associationen_US
dc.titleLooking at Workstation Architectures from the Viewpoint of Interactionen_US
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