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  • <div><p>This adds the functionality for a multicopter to face towards a ROI (set by <code>MAV_CMD_NAV_ROI</code> or <code>MAV_CMD_DO_SET_ROI). Useful e.g. for vehicles with a camera that does not have...
  • 第二次参加建模,觉得建模太有趣了,用几天的时间,迅速学习新知识,并解决实际问题。 ——————————————————————————————————————————————————————————...

    第二次参加建模,觉得建模太有趣了,用几天的时间,迅速学习新知识,并解决实际问题。

    ————————————————————————————————————————————————————————————————————

    Will the world run out of clean water? According to the United Nations, 1.6 billion people (one quarter of the world's population) experience water scarcity. Water use has been growing at twice the rate of population over the last century. Humans require water resources for industrial, agricultural, and residential purposes. There are two primary causes for water scarcity: physical scarcity and economic scarcity. Physical scarcity is where there is inadequate water in a region to meet demand. Economic scarcity is where water exists but poor management and lack of infrastructure limits the availability of clean water. Many scientists see this water scarcity problem becoming exacerbated with climate change and population increase. The fact that water use is increasing at twice the rate of population suggests that there is another cause of scarcity is it increasing rates of personal consumption, or increasing rates of industrial consumption, or increasing pollution which depletes the supply of fresh water, or what? **

    Is it possible to provide clean fresh water to all? The supply of water must take into account the physical availability of water (e.g., natural water source, technological advances such as desalination plants or rainwater harvesting techniques). Understanding water availability is an inherently interdisciplinary problem. One must not only understand the environmental constraints on water supply, but also how social factors influence availability and distribution of clean water. For example, lack of adequate sanitation can cause a decrease in water quality. Human population increase also places increased burden on the water supply within a region. When analyzing issues of water scarcity, the following types of questions must be considered. How have humans historically exacerbated or alleviated water scarcity? What are the geological, topographical, and ecological reasons for water scarcity, and how can we accurately predict future water availability? What is the potential for new or alternate sources of water (for example, desalinization plants, water harvesting techniques or undiscovered aquifers)? What are the demographic and health related problems tied to water scarcity?

    Problem Statement

    The International Clean water Movement (ICM) wants your team to help them solve the world’s water problems. Can you help improve access to clean, fresh water?

    Task 1: Develop a model that provides a measure of the ability of a region to provide clean water to meet the needs of its population. You may need to consider the dynamic nature of the factors that affect both supply and demand in your modeling process.

    Task 2: Using the UN water scarcity map (http://www.unep.org/dewa/vitalwater/jpg/0222- waterstress-overuse-EN.jpg) pick one country or region where water is either heavily or moderately overloaded. Explain why and how water is scarce in that region. Make sure to explain both the social and environmental drivers by addressing physical and/or economic scarcity.

    Task 3: In your chosen region from Task 2, use your model from Task 1 to show what the water situation will be in 15 years. How does this situation impact the lives of citizens of this region? Be sure to incorporate the environmental drivers’ effects on the model components.

    Task 4: For your chosen region, design an intervention plan taking all the drivers of water scarcity into account. Any intervention plan will inevitably impact the surrounding areas, as well

    as the entire water ecosystem. Discuss this impact and the overall strengths and weaknesses of the plan in this larger context. How does your plan mitigate water scarcity?

    Task 5: Use the intervention you designed in Task 4 and your model to project water availability into the future. Can your chosen region become less susceptible to water scarcity? Will water become a critical issue in the future? If so, when will this scarcity occur?

    Task 6: Write a 20-page report (the one-page summary sheet does not count in the 20 pages) that explains your model, water scarcity in your region with no intervention, your intervention, and the effect of your intervention on your region’s and the surrounding area’s water availability. Be sure to detail the strengths and weaknesses of your model. The ICM will use your report to help with its mission to produce plans to provide access to clean water for all citizens of the world. Good luck in your modeling work!

     

    ——————————————————————————————————————————————————————————————————————————

    世界将来有一天会缺失水资源吗?根据UN的说法,1.6百万的人口正在经历水匮乏问题,这已将近世界四分之一的人口。相对于上个世纪而言,水资源的使用正以两倍于人口增长的速率递增。人类在工业、农业以及生活居住方面都需要用水。如今有两种类型的水资源匮乏起因:物理型以及经济型。物理型缺水是指这片区域没有足够的供水来满足需求。经济型缺水是指在这片区域中存在水资源,但是由于管理的乏力以及公共设施的缺失限制了净水资源的获取。随着气候的变化与人口的增长,许多科学家愈加觉得水匮乏问题正变得愈加严重。水资源的使用正以两倍于人口增长的速率增长的显示告诉我们,引起水资源的匮乏或许有另外的因素:会是个人使用的增长,还是工业使用的增长,甚至会是日益严重的污染情况锐减了净水资源的供应吗?抑或还会有其他的原因呢?

    将净水资源提供给所有人是一个可行的将来吗?水资源的供给必须考虑水资源本身的物理获取(比如说是自然水资源还是科技获水)。我们需要知道水资源的获取在本质上是一个跨学科的问题。我们不止需要了解水资源供应的环境方面的限制,还需要了解社会因素是如何影响净水资源的获取与分配的。比如说,缺乏适当的卫生设施会使得水质的下降。在一个区域内,人口资源的上升也会加重水资源供给的负担。在分析水匮乏问题时,以下问题必须考虑在内:历史上,人类采取了什么措施加剧了亦或是减轻了水资源匮乏的问题?导致缺水的地质,地形和生态的原因是什么,以及我们如何能够准确地预测未来水的供应?新的或者是可替代水资源,他们潜力几何?和水资源匮乏相关的人口统计学问题以及健康问题有哪些?

     

    Can you help improve access to clean,fresh water? 你能帮忙提升净水资源的获取吗?
    Task 1:设计一个模型。这个模型提供的是一个测量一个地区能够供给净水资源的来满足人口需求的能力。在构造模型的步骤中,需要将影响供求关系的因素的动态性考虑进去。

    Task2:http://www.unep.org/dewa/vitalwater/jpg/0222- waterstress-overuse-EN.jpg,在这里寻找一个heavily or moderately的城市,解释在该城市水资源是如何被污染的。确保从物理型以及经济型出发分析社会以及环境因素。

    Task3:在你选择的这个城市,用task1模型展示水资源在15年后会呈现什么状态?这个状态将会如何影响该城市的居民生活?在模型的构件中确保要有环境驱使的因素存在。

    Task4:为该城市设计一个干预措施,需要将影响水资源匮乏的所有诱因都囊括进来。任何干预计划都会不可避免地影响到周遭地区甚至是整个水生态。在这样一个更大的环境下来探讨这个影响的优劣何在。我们的计划将如何缓解水资源的匮乏?

    Task5:使用你设计的干预计划以及模型来投射出未来水资源的获取情况。该城市会对水资源匮乏的问题变得不再那么敏感吗?水资源问题会变成未来一个至关重要的问题吗?如果会的话,那么这个匮乏问题会在什么时候出现呢?

    Task6:写一篇20页左右的论文,包含模型是什么,没有干预计划下该城市的水资源匮乏情况,我们的干预计划,干预计划针对该城市以及周遭地区的水获取的影响。确保要将模型的优劣都具体写出来。

    转载于:https://www.cnblogs.com/jisijie/p/5169174.html

    展开全文
  • generator-wp-make, 用来制作WordPress东西的文书生成器 - WARNING- WP-Make is currently undergoing a rewrite, heading towards version 1. The- stable version of WP
  • E: Are we heading towards a thirsty planet? Will the world run out of clean water? According to the United Nations, 1.6 billion people (one quarter of the world's population) ...

    PROBLEM E: Are we heading towards a thirsty planet?

    Will the world run out of clean water? According to the United Nations, 1.6 billion people (one quarter of the world's population) experience water scarcity. Water use has been growing at twice the rate of population over the last century. Humans require water resources for industrial, agricultural, and residential purposes. There are two primary causes for water scarcity: physical scarcity and economic scarcity. Physical scarcity is where there is inadequate water in a region to meet demand. Economic scarcity is where water exists but poor management and lack of infrastructure limits the availability of clean water. Many scientists see this water scarcity problem becoming exacerbated with climate change and population increase. The fact that water use is increasing at twice the rate of population suggests that there is another cause of scarcity – is it increasing rates of personal consumption, or increasing rates of industrial consumption, or increasing pollution which depletes the supply of fresh water, or what? **

    Is it possible to provide clean fresh water to all? The supply of water must take into account the physical availability of water (e.g., natural water source, technological advances such as desalination plants or rainwater harvesting techniques). Understanding water availability is an inherently interdisciplinary problem. One must not only understand the environmental constraints on water supply, but also how social factors influence availability and distribution of clean water. For example, lack of adequate sanitation can cause a decrease in water quality. Human population increase also places increased burden on the water supply within a region. When analyzing issues of water scarcity, the following types of questions must be considered. How have humans historically exacerbated or alleviated water scarcity? What are the geological, topographical, and ecological reasons for water scarcity, and how can we accurately predict future water availability?

    What is the potential for new or alternate sources of water (for example, desalinization plants, water harvesting techniques or undiscovered aquifers)?

    What are the demographic and health related problems tied to water scarcity?

    Problem Statement

    The International Clean water Movement (ICM) wants your team to help them solve the world’s water problems. Can you help improve access to clean, fresh water?

    Task 1: Develop a model that provides a measure of the ability of a region to provide clean water to meet the needs of its population. You may need to consider the dynamic nature of the factors that affect both supply and demand in your modeling process.

    Task 2: Using the UN water scarcity map (http://www.unep.org/dewa/vitalwater/jpg/0222-waterstress-overuse-EN.jpg) pick one country or region where water is either heavily or moderately overloaded. Explain why and how water is scarce in that region. Make sure to explain both the social and environmental drivers by addressing physical and/or economic scarcity.

    Task 3: In your chosen region from Task 2, use your model from Task 1 to show what the water situation will be in 15 years. How does this situation impact the lives of citizens of this region? Be sure to incorporate the environmental drivers’ effects on the model components.

    Task 4: For your chosen region, design an intervention plan taking all the drivers of water scarcity into account. Any intervention plan will inevitably impact the surrounding areas, as well

    as the entire water ecosystem. Discuss this impact and the overall strengths and weaknesses of the plan in this larger context. How does your plan mitigate water scarcity?

    Task 5: Use the intervention you designed in Task 4 and your model to project water availability into the future. Can your chosen region become less susceptible to water scarcity?

    Will water become a critical issue in the future?

    If so, when will this scarcity occur?

    Task 6: Write a 20-page report (the one-page summary sheet does not count in the 20 pages) that explains your model, water scarcity in your region with no intervention, your intervention, and the effect of your intervention on your region’s and the surrounding area’s water availability. Be sure to detail the strengths and weaknesses of your model. The ICM will use your report to help with its mission to produce plans to provide access to clean water for all citizens of the world. Good luck in your modeling work!

    Possible Resources

    An Overview of the State of the World’s Fresh and Marine Waters. 2nd Edition, 2008. (http://www.unep.org/dewa/vitalwater/index.html).

    The World’s Water: Information on the World’s Freshwater Resources. (http://worldwater.org).

    AQUASTAT. Food and Agriculture Organization of the United Nations. FAO Water Resources. (http://www.fao.org/nr/water/aquastat/water_res/index.stm).

    The State of the World's Land and Water Resources for food and agriculture. 2011. (http://www.fao.org/docrep/017/i1688e/i1688e00.htm).

    GrowingBlue: Water. Economics. Life. (http://growingblue.com).

    World Resources Institute. www.wri.org.

    **Note that the 2013 Mathematical Competition in Modeling (Problem B) and the 2009 High School Modeling Competition in Modeling (Problem A) were related to modeling different aspects of water scarcity.

    Your ICM submission should consist of a 1 page Summary Sheet and your solution cannot exceed 20 pages for a maximum of 21 pages. Note: The appendix and references do not count toward the 20 page limit.


    E: 将世界上跑出干净的水?依据联合国,1.6十亿人(四分之中的一个世界人口的)经验的水资源短缺。用水一直在增长,在人口上个世纪增长率的两倍。人类须要水的资源用于工业,农业和住宅用途。有两个基本的原因水资源短缺:物理稀缺性和经济匮乏。

    物理稀缺性是有水的地方不足的区域,以满足需求。经济稀缺性就是存在水。但管理不善和缺乏基础设施限制了清洁水的供应。

    很多科学家看到这种水资源短缺问题变得更加恶化与气候变化和人口增长。

    水的使用越来越多,在人口增长率的两倍。这一事实表明。有稀缺性的还有一个原因 - 它是添加个人消费率,或添加工业消费率。或添加污染,消耗新奇水,或者是供应? **

    能否够提供清洁的食水就完了吗?供水必须考虑水的物理可用性(比如,天然水源,技术进步,如海水淡化厂或雨水收集技术)。了解水的供应是一种固有的跨学科的问题。

    当中不仅要了解供水环境的制约。又受社会因素怎样影响可用性和干净的水分布。比如,缺乏足够的卫生设施会导致水质下降。

    人类人口的添加也对地方的供水区域内负担添加。

    在分析水资源短缺的问题,问题例如以下类型必须加以考虑。怎样有人类历史上加剧或缓解水资源短缺?什么是地质,地形和生态原因。水资源短缺,怎样才干准确地预測未来水的供应?什么是新的或备用水源(比如,海水淡化工厂,集水技术或未被发现的含水层)的潜力?什么是绑在水资源短缺的人口与健康有关的问题?

     

    问题陈述

    国际清洁水运动(ICM)希望你的团队,帮助他们解决全球水问题。

    你能帮助改善获得清洁,新奇的水?

    任务1:建立一个模型,它提供了一个地区提供清洁的水。以满足人民的须要的能力的度量。您可能须要考虑的影响在建模过程中供需双方面的因素的动态性。

    任务2:使用联合国水资源短缺的地图(http://www.unep.org/dewa/vitalwater/jpg/0222- waterstress-过度-EN.jpg)选择一个国家或地区的水要么是严重或中度超载。

    解释为何以及怎样缺水在该地区。确保通过解决物理和/或经济稀缺性来解释的社会和环境的驱动程序。

    任务3:从任务2您所选择的地区。使用任务1中的模型表明缺水状况将在15年内是什么。请问这个情况影响该地区人民的生活水平?一定要结合对模型组件的环境司机的影响。

    任务4:对于您所选择的地区。设计以水资源短缺的全部驱动程序在内的干估计划。

    不论什么干估计划将不可避免地影响到周边地区,以及

    作为整个水生生态系统。讨论此影响,并在此大背景中计划的总体优势和劣势。

    请问你的计划,缓解水资源短缺?

    任务5:使用在任务4设计的干预和你的模型来预測水供应到未来。你所选择的区域能够变得不那么easy缺水?将水成为未来的关键问题?假设是的话,什么时候才干稀缺性发生的呢?

    任务6:写一个20页的报告(单页的汇总表并没有在20页计算),说明你的模型,缺水的地区,没有干预。您的干预。和你的干预对您所在地区的影响及周边地区的水供应。一定要具体模型的好处和短处。该ICM将使用您的报告,以帮助其使命,生产计划,提供清洁的水世界的全部公民。好运气在你的建模工作!


    做E题的朋友欢迎来群,
     欢迎增加2016美赛E题完美诠释,群号码:535480555 

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  • The user interface has been natural in its evolution and strategically heading towards the 3D-projection holographic interface (3D-PHI) era.用户界面在其发展过程中一直很自然,并且在战略上正朝着3D投影...

    The user interface has been natural in its evolution and strategically heading towards the 3D-projection holographic interface (3D-PHI) era.

    用户界面在其发展过程中一直很自然,并且在战略上正朝着3D投影全息界面( 3D-PHI )时代迈进。

    Since its conception (~1960) user interface have been evolving for very much to work intuitively for 3D-PHI. User interface growth and improvements has been consistent with technology, human behaviours and learnings for seamless adoptability for the start of 3D-PHI in near future (~2030).

    自从其概念(〜1960年)以来,用户界面一直在不断发展,以直观地用于3D-PHI。 用户界面的增长和改进与技术,人类行为和学习相吻合,以在不久的将来(〜2030年)启动3D-PHI。

    Movie Clip of ‘Iron Man’ showing Holographic Projected UI

    The UI evolution has been like,

    UI的演变就像

    1. Flat numerical, textual UI and no graphics (~1960)

      平面数字,文本UI和无图形(〜1960)
    2. Then icons and graphics (~1972)

      然后是图标和图形(〜1972)
    3. Then flat graphical UI elements with shadows (~1985)

      然后是带有阴影的平面图形用户界面元素(〜1985)
    4. Colourful visual design elements with shadows (~1995)

      带有阴影的多彩视觉设计元素(〜1995年)
    5. Bubbly UI elements with shiny gloss (~2000)

      带有光泽的气泡UI元素(约2000个)
    6. Flat transparent UI elements with gradients and border (~2008)

      具有渐变和边框的平面透明UI元素(〜2008)
    7. Flat UI elements with solid fill and border (~2011)

      具有实心填充和边框的平面UI元素(〜2011)
    8. Flat transparent UI elements with solid fill and no border (~2016)

      具有实心填充且无边框的平面透明UI元素(〜2016)
    9. Start of flat UI elements with thin borders, no fill, lesser content(~2018)

      带有窄边框,无填充,内容较少的平面UI元素的开始(〜2018)
    10. Dark mode, thin, simple and minimum elements(~2019)

      暗模式,薄,简单和最少的元素(〜2019)

    I think the upcoming would be,

    我认为即将到来的是

    11. Neon colour themes over dark mode (~2022)

    11.深色模式下的霓虹灯颜色主题(〜2022)

    12. Monochrome neon themes over dark mode (~2025)

    12.在黑暗模式下的单色霓虹灯主题(〜2025)

    13. Start of maturity in gestural interfaces (~2026)

    13.手势界面的成熟开始(〜2026)

    14. Baby steps towards 3d-projected interactive user interface (~2026)

    14. Baby迈向3D投影的交互式用户界面(约2026年)

    15. Combination of matured gestural and 3d-projected hologram technologies for 3D-PHI (~2030).

    15.将成熟的手势和3D投影全息技术相结合的3D-PHI(约2030年)。

    All these continuum changes in UI from 1 to 10 have been and 11 to 15 would be a meaningful evolution to reach 3D-PHI. It seems 70% of this journey is already covered to reach to 3D-PHI.

    从1到10的UI中所有这些连续变化都已经达到,从11到15的变化将是实现3D-PHI的有意义的演变。 似乎已经涵盖了70%的旅程,可以到达3D-PHI。

    UI演变 (The UI Evolution)

    Lets go through UI’s step-by-step evolution which have been changing with technology, business-users needs and user learnings. Also, how various design oriented jobs have been identified or came in need with time.

    让我们经历UI的逐步发展,随着技术,业务用户需求和用户学习的变化而不断变化。 同样,随着时间的推移,如何确定或需要进行各种面向设计的工作。

    ~1960 to 1978- Data Interface computers

    ~1960 to 1978— Data Interface computers.

    大约1960年至1978年-数据接口计算机。

    ~1983–1990- Pixel based graphical UI elements.

    ~1983-1990— Pixel based graphical UI elements. Desktop applications. Icon designer roles came in demand. Design field is introduced as UX and user centric design practices.

    大约1983-1990年-基于像素的图形UI元素。 桌面应用程序。 偶像设计师的角色迫在眉睫。 设计领域是作为UX和以用户为中心的设计实践而引入的。

    ~1995–2001 — Flat graphical UI elements with tabs and shadows.

    ~1995-2001 — Flat graphical UI elements with tabs and shadows. Desktop applications. Visual designers and graphic designers role came in demand by competitive business needs.

    〜1995-2001 —带有选项卡和阴影的平面图形UI元素。 桌面应用程序。 竞争激烈的业务需求迫切要求视觉设计师和图形设计师的角色。

    ~1997–2003 — Mobile phone technology is innovated.

    ~1997–2003 — Mobile phone technology is innovated. Web applications. Mobile and Web GUI. Designer roles like interaction designer, visual designer, UI designer, UX designer took baby steps for business growth and design values.

    〜1997–2003年—移动电话技术得到了创新。 Web应用程序。 移动和Web GUI。 诸如交互设计师,视觉设计师,UI设计师,UX设计师等设计师角色为实现业务增长和设计价值迈出了第一步。

    ~2001–2006 — Trend of bubbly UI elements with shiny gloss.

    ~2001–2006 — Trend of bubbly UI elements with shiny gloss. Designers roles had established like UX designer, interaction designer, visual designer, UI designer and gone well realised and defined slowly depending upon companies design values and awareness.

    〜2001–2006年—具有闪亮光泽的气泡UI元素的趋势。 已经建立了设计师角色,例如UX设计师,交互设计师,视觉设计师,UI设计师,并且随着公司的设计价值和认知度的提高,这些角色的认识和定义缓慢。

    ~2007–2011- Touch-gesture technology.

    ~2007-2011— Touch-gesture technology. Smart Phones. Skeuomorphic UI. Boom in UX design field and job roles due to raised market competition. Boom in designers demand. Start of mass move towards UX design profession.

    〜2007-2011年—触摸手势技术。 智能手机。 拟态UI。 由于日益激烈的市场竞争,UX设计领域和工作岗位蓬勃发展。 设计师需求旺盛。 大众开始转向UX设计专业。

    ~2010–2018 -Flat, transparent, simple UI trends.

    ~2010–2018 —Flat, transparent, simple UI trends. Speed up in slow paced earlier found technologies like AI, AR, VR, voice. Start of tool oriented narrowed jobs for designers like SketchApp, InVision expert designers. All due to competitive market, work loads in organisations, so the agile methods.

    〜2010–2018 —平坦,透明,简单的UI趋势。 以慢节奏的,较早发现的技术加速,例如AI,AR,VR,语音。 开始面向工具的缩小范围的工作,供SketchApp,InVision专业设计师等设计师使用。 所有这些都是由于竞争激烈的市场,组织的工作量,因此采用敏捷方法。

    ~2019 — Strategical move towards the trend of dark mode and simplicity.

    ~2019 — Strategical move towards the trend of dark mode and simplicity. Increase in demand of tool oriented jobs. Need of SketchApp, InVision, Figma expert in job descriptions. Entrepreneurship(s). UX is been covered mostly during research and rest been taken care by smart design tools. (Start of AI steps)

    〜2019年—向暗模式和简单性趋势发展的战略举措。 面向工具的工作需求增加。 职位描述中需要SketchApp,InVision和Figma专家。 创业精神。 在研究期间,UX大部分被涵盖,其余部分则由智能设计工具来照顾。 (AI步骤开始)

    ~2019–2030 — UI evolution have been very systematic and meaningful till here. Now in next steps to head towards 3D-PHI…

    〜2019–2030 —到目前为止, UI的发展一直是非常系统和有意义的。 现在,下一步将朝着3D-PHI迈进。

    “The vital requirements of holographic UI to make it meaningful , there has to be no background, there has to be thin border UI elements with no fill, there has to be neon or monochrome visuals, there has to be mature gestural technology. All of the above — humans has to be learned every aspect of it ‘bit by bit’ before reaching there and be familiar, adjusted with 3d-projection interface system with time (A seamless zero learning continuum journey).”

    “全息UI使其有意义的关键要求,必须没有背景,必须有没有填充的薄边框UI元素,必须有霓虹灯或单色视觉效果,必须有成熟的手势技术。 以上所有这些-在到达那里并熟悉之前,必须“一点一点”地学习人类的各个方面,并随着时间的流逝而进行3d投影界面系统的调整(无缝的零学习连续过程)。”

    A clip from movie ‘Ironman’ showing holographic project UI.

    UI的持续发展基于技术,商机,用户需求和学习而具有战略性和自然性。 (Continuum evolution of UI is strategical and natural based on technology, business opportunities, user needs and learnings.)

    Lets go through some more specific examples of UI’s evolution and reasonings behind them, which have been very logical to meet with improving technologies, growing business opportunities, changing user needs and learnings.

    让我们来看一下UI演变的一些更具体的示例以及其背后的推理,这些逻辑对于满足不断提高的技术,不断增长的商机,不断变化的用户需求和学习非常合乎逻辑。

    1.从白色到深色模式 (1. From white to dark mode)

    This change trended as day-night mode, eye health, background recedes etc. Which is again meaningful in particular time period of UI journey but its also part of long journey, where it makes users to learn and be familiar to filter the background and focus only on UI elements (no interrupting elements, backgrounds). Slowly users will forget there was any background used to be in UI. Dark mode helps in this human learning. If tomorrow UI is projected in 3d-space, user would already be habitual to focus only on UI elements. This also logical from technology and intuitiveness perspective as projected UI don’t need background. Background or white background in 3d-projected UI will make the projected UI meaningless and counterintuitive in 3d space.

    这种变化趋势表现为昼夜模式,眼睛健康,背景消退等。这在UI旅程的特定时间段中再次有意义,但这也是漫长旅程的一部分,在这种旅程中,用户可以学习并熟悉过滤背景和焦点仅适用于UI元素(无干扰元素,背景)。 慢慢地,用户会忘记UI中曾经有任何背景。 暗模式有助于这种人类学习。 如果明天的UI投影在3d空间中,则用户已经习惯于仅关注UI元素。 从技术和直观性的角度来看,这也是合乎逻辑的,因为投影的UI不需要背景。 3d投影的UI中的背景或白色背景将使投影的UI在3d空间中变得毫无意义且违反直觉。

    2.从固体UI元素到细边框,无填充透明UI元素 (2. From solid UI elements to thin border, no fill, transparent UI elements)

    This change trended as simplicity and cleaner UI, which is again meaningful in particular time period of UI journey, but in long term its also part of step by step natural process towards evolution of 3D-PHI. Holographic projection UI elements makes sense with thin border, no fill and transparency. Imagine if UI’s of 2000 could be projected in 3d-space, would it be meaningful, intuitive or even UX legible?

    这种变化趋向于简单和更简洁的UI,这在UI旅程的特定时间段内再次有意义,但是从长远来看,这也是逐步向3D-PHI演进的自然过程的一部分。 全息投影UI元素具有细边框,无填充和透明的意义。 想象一下,如果可以将2000年的UI投影在3d空间中,那么它是否有意义,直观甚至UX清晰可见?

    3.从触摸技术到成熟手势技术的“添加” (3. From touch technology to ‘addition’ of matured gestural technology)

    Soon parallel to AI and other methods of human commands to machines and computers, we may soon see the great leap in maturity of gestural technology . Which anyway taken baby steps in form of AR, VR and MR. Which could take inputs from face expressions, types of movements and it is advancing. AR, VR and MR in today’s time are great technologies but not being used as vital piece of user interface but touch technology is. Because its part of natural evolution that we are developing gesture technology in parts to combine them as fully grown gestural technology of tomorrow and for highly meaningful implementation of it with 3d-projection holographic UI.

    与AI和其他对机器和计算机进行人工命令的方法并行的不久,我们很快就会看到手势技术的成熟度有了巨大飞跃。 无论如何,AR,VR和MR都采取了一些措施。 它可以从面部表情,动作类型中获取输入,并且还在不断发展。 如今,AR,VR和MR都是伟大的技术,但并未用作重要的用户界面,而触摸技术才是。 由于手势进化是自然发展的一部分,因此我们正在逐步开发手势技术,以将它们整合为明天完全成熟的手势技术,并通过3D投影全息UI对其进行有意义的实现。

    A clip from movie ‘iRobot’ showing 3d projected video.

    Already a lot of conceptualisation, research and technology works are happening in parts around the globe towards this development and will be combined together at right time in near future based on business growth steps, user learnings and viable establishment of holographic interface technical systems.

    全球各地已经有许多概念化,研究和技术工作正在朝着这一发展方向发展,并将在不久的将来基于业务增长步骤,用户学习和全息接口技术系统的可行建立而将它们组合在一起。

    Thank you.

    谢谢。

    翻译自: https://medium.com/@abhishek.chitranshi/uis-continuum-evolution-towards-3d-projection-holographic-interface-9cb70824f417

    展开全文
  • unity 全息ui素材The user interface has been natural in its evolution and strategically heading towards the 3D-projection holographic interface (3D-PHI) era. 用户界面在其发展过程中一直很自然,并且在...

    unity 全息交互ui

    The user interface has been natural in its evolution and strategically heading towards the 3D-projection holographic interface (3D-PHI) era.

    用户界面在其发展过程中一直很自然,并且在战略上正朝着3D投影全息界面( 3D-PHI )时代迈进。

    Since its conception (~1960) user interface have been evolving for very much to work intuitively for 3D-PHI. User interface growth and improvements has been consistent with technology, human behaviours and learnings for seamless adoptability for the start of 3D-PHI in near future (~2030).

    自从其概念(〜1960年)以来,用户界面一直在不断发展,以直观地用于3D-PHI。 用户界面的增长和改进与技术,人类行为和学习相吻合,以在不久的将来(〜2030年)启动3D-PHI。

    Movie Clip of ‘Iron Man’ showing Holographic Projected UI

    The UI evolution has been like,

    UI的演变就像

    1. Flat numerical, textual UI and no graphics (~1960)

      平面数字,文本UI和无图形(〜1960)
    2. Then icons and graphics (~1972)

      然后是图标和图形(〜1972)
    3. Then flat graphical UI elements with shadows (~1985)

      然后是带有阴影的平面图形用户界面元素(〜1985)
    4. Colourful visual design elements with shadows (~1995)

      带有阴影的多彩视觉设计元素(〜1995年)
    5. Bubbly UI elements with shiny gloss (~2000)

      带有光泽的气泡UI元素(约2000个)
    6. Flat transparent UI elements with gradients and border (~2008)

      具有渐变和边框的平面透明UI元素(〜2008)
    7. Flat UI elements with solid fill and border (~2011)

      具有实心填充和边框的平面UI元素(〜2011)
    8. Flat transparent UI elements with solid fill and no border (~2016)

      具有实心填充且无边框的平面透明UI元素(〜2016)
    9. Start of flat UI elements with thin borders, no fill, lesser content(~2018)

      带有薄边框,没有填充,内容较少的平面UI元素的开始(〜2018)
    10. Dark mode, thin, simple and minimum elements(~2019)

      暗模式,薄,简单和最少的元素(〜2019)

    I think the upcoming would be,

    我认为即将到来的是

    11. Neon colour themes over dark mode (~2022)

    11.深色模式下的霓虹灯颜色主题(〜2022)

    12. Monochrome neon themes over dark mode (~2025)

    12.在黑暗模式下的单色霓虹灯主题(〜2025)

    13. Start of maturity in gestural interfaces (~2026)

    13.手势界面的成熟开始(〜2026)

    14. Baby steps towards 3d-projected interactive user interface (~2026)

    14. Baby迈向3D投影的交互式用户界面(约2026年)

    15. Combination of matured gestural and 3d-projected hologram technologies for 3D-PHI (~2030).

    15. 3D-PHI的成熟手势和3D投影全息技术的组合(约2030年)。

    All these continuum changes in UI from 1 to 10 have been and 11 to 15 would be a meaningful evolution to reach 3D-PHI. It seems 70% of this journey is already covered to reach to 3D-PHI.

    从1到10的UI中所有这些连续变化都已经达到,从11到15的变化将是实现3D-PHI的有意义的演变。 似乎已经涵盖了70%的旅程,可以到达3D-PHI。

    UI演变 (The UI Evolution)

    Lets go through UI’s step-by-step evolution which have been changing with technology, business-users needs and user learnings. Also, how various design oriented jobs have been identified or came in need with time.

    让我们经历UI的逐步发展,随着技术,业务用户需求和用户学习的变化而不断变化。 同样,随着时间的推移,如何确定或需要进行各种面向设计的工作。

    ~1960 to 1978- Data Interface computers

    ~1960 to 1978— Data Interface computers.

    大约1960年至1978年-数据接口计算机。

    ~1983–1990- Pixel based graphical UI elements.

    ~1983-1990— Pixel based graphical UI elements. Desktop applications. Icon designer roles came in demand. Design field is introduced as UX and user centric design practices.

    大约1983-1990年-基于像素的图形UI元素。 桌面应用程序。 偶像设计师的角色很受欢迎。 设计领域是作为UX和以用户为中心的设计实践而引入的。

    ~1995–2001 — Flat graphical UI elements with tabs and shadows.

    ~1995-2001 — Flat graphical UI elements with tabs and shadows. Desktop applications. Visual designers and graphic designers role came in demand by competitive business needs.

    〜1995-2001 —带有选项卡和阴影的平面图形UI元素。 桌面应用程序。 竞争激烈的业务需求迫切要求视觉设计师和图形设计师的角色。

    ~1997–2003 — Mobile phone technology is innovated.

    ~1997–2003 — Mobile phone technology is innovated. Web applications. Mobile and Web GUI. Designer roles like interaction designer, visual designer, UI designer, UX designer took baby steps for business growth and design values.

    〜1997–2003年—移动电话技术得到了创新。 Web应用程序。 移动和Web GUI。 诸如交互设计师,视觉设计师,UI设计师,UX设计师等设计师角色为业务增长和设计价值迈出了第一步。

    ~2001–2006 — Trend of bubbly UI elements with shiny gloss.

    ~2001–2006 — Trend of bubbly UI elements with shiny gloss. Designers roles had established like UX designer, interaction designer, visual designer, UI designer and gone well realised and defined slowly depending upon companies design values and awareness.

    〜2001–2006年 —具有闪亮光泽的气泡UI元素的趋势。 已经建立了设计师角色,例如UX设计师,交互设计师,视觉设计师,UI设计师,并且随着公司的设计价值和认知度的提高,这些角色逐渐被很好地实现和定义。

    ~2007–2011- Touch-gesture technology.

    ~2007-2011— Touch-gesture technology. Smart Phones. Skeuomorphic UI. Boom in UX design field and job roles due to raised market competition. Boom in designers demand. Start of mass move towards UX design profession.

    〜2007-2011年—触摸手势技术。 智能手机。 拟态UI。 由于日益激烈的市场竞争,UX设计领域和工作岗位蓬勃发展。 设计师需求旺盛。 大众开始向UX设计专业发展。

    ~2010–2018 -Flat, transparent, simple UI trends.

    ~2010–2018 —Flat, transparent, simple UI trends. Speed up in slow paced earlier found technologies like AI, AR, VR, voice. Start of tool oriented narrowed jobs for designers like SketchApp, InVision expert designers. All due to competitive market, work loads in organisations, so the agile methods.

    〜2010–2018 —平坦,透明,简单的UI趋势。 以缓慢的节奏,较早发现的技术(如AI,AR,VR,语音)加速。 开始面向工具的缩小范围的工作,供SketchApp,InVision专业设计师等设计师使用。 所有这些都是由于竞争激烈的市场,组织的工作量,因此采用敏捷方法。

    ~2019 — Strategical move towards the trend of dark mode and simplicity.

    ~2019 — Strategical move towards the trend of dark mode and simplicity. Increase in demand of tool oriented jobs. Need of SketchApp, InVision, Figma expert in job descriptions. Entrepreneurship(s). UX is been covered mostly during research and rest been taken care by smart design tools. (Start of AI steps)

    〜2019年—朝着黑暗模式和简洁趋势发展的战略举措。 面向工具的工作需求增加。 职位描述中需要SketchApp,InVision和Figma专家。 创业精神。 在研究期间,UX大部分被涵盖,其余部分则由智能设计工具来照顾。 (AI步骤开始)

    ~2019–2030 — UI evolution have been very systematic and meaningful till here. Now in next steps to head towards 3D-PHI…

    〜2019–2030 —到目前为止, UI的发展一直是非常系统和有意义的。 现在,下一步将朝着3D-PHI迈进。

    “The vital requirements of holographic UI to make it meaningful , there has to be no background, there has to be thin border UI elements with no fill, there has to be neon or monochrome visuals, there has to be mature gestural technology. All of the above — humans has to be learned every aspect of it ‘bit by bit’ before reaching there and be familiar, adjusted with 3d-projection interface system with time (A seamless zero learning continuum journey).”

    “全息UI使其有意义的关键要求,必须没有背景,必须有没有填充的薄边框UI元素,必须有霓虹灯或单色视觉效果,必须有成熟的手势技术。 以上所有-在到达那里并熟悉之前,必须“一点一点”地学习人类的各个方面,并随着时间的流逝(通过无缝的零学习连续过程)进行3d投影界面系统的调整。”

    A clip from movie ‘Ironman’ showing holographic project UI.

    UI的持续发展基于技术,商机,用户需求和学习而具有战略性和自然性。 (Continuum evolution of UI is strategical and natural based on technology, business opportunities, user needs and learnings.)

    Lets go through some more specific examples of UI’s evolution and reasonings behind them, which have been very logical to meet with improving technologies, growing business opportunities, changing user needs and learnings.

    让我们来看一下UI演变和其背后原因的一些更具体的示例,这些逻辑对于满足不断发展的技术,不断增长的商机,不断变化的用户需求和学习非常合乎逻辑。

    1.从白色到深色模式 (1. From white to dark mode)

    This change trended as day-night mode, eye health, background recedes etc. Which is again meaningful in particular time period of UI journey but its also part of long journey, where it makes users to learn and be familiar to filter the background and focus only on UI elements (no interrupting elements, backgrounds). Slowly users will forget there was any background used to be in UI. Dark mode helps in this human learning. If tomorrow UI is projected in 3d-space, user would already be habitual to focus only on UI elements. This also logical from technology and intuitiveness perspective as projected UI don’t need background. Background or white background in 3d-projected UI will make the projected UI meaningless and counterintuitive in 3d space.

    这种变化趋势表现为昼夜模式,眼睛健康,背景消退等。这在UI旅程的特定时间段同样有意义,但也是漫长旅程的一部分,在这种旅程中,用户可以学习并熟悉过滤背景和焦点仅适用于UI元素(无干扰元素,背景)。 慢慢地,用户会忘记UI中曾经有任何背景。 暗模式有助于这种人类学习。 如果明天的UI投影在3d空间中,则用户已经习惯于仅关注UI元素。 从技术和直观性的角度来看,这也是合乎逻辑的,因为预计的UI不需要背景。 3d投影的UI中的背景或白色背景将使投影的UI在3d空间中变得毫无意义且违反直觉。

    2.从固体UI元素到细边框,无填充透明UI元素 (2. From solid UI elements to thin border, no fill, transparent UI elements)

    This change trended as simplicity and cleaner UI, which is again meaningful in particular time period of UI journey, but in long term its also part of step by step natural process towards evolution of 3D-PHI. Holographic projection UI elements makes sense with thin border, no fill and transparency. Imagine if UI’s of 2000 could be projected in 3d-space, would it be meaningful, intuitive or even UX legible?

    这种变化趋向于简单和更简洁的UI,这在UI旅程的特定时间段内再次有意义,但从长远来看,这也是逐步向3D-PHI演进的自然过程的一部分。 全息投影UI元素具有细边框,无填充和透明的意义。 想象一下,如果可以将2000年的UI投影在3d空间中,那么它是否有意义,直观甚至UX清晰可见?

    3.从触摸技术到成熟手势技术的“添加” (3. From touch technology to ‘addition’ of matured gestural technology)

    Soon parallel to AI and other methods of human commands to machines and computers, we may soon see the great leap in maturity of gestural technology . Which anyway taken baby steps in form of AR, VR and MR. Which could take inputs from face expressions, types of movements and it is advancing. AR, VR and MR in today’s time are great technologies but not being used as vital piece of user interface but touch technology is. Because its part of natural evolution that we are developing gesture technology in parts to combine them as fully grown gestural technology of tomorrow and for highly meaningful implementation of it with 3d-projection holographic UI.

    与AI和其他对机器和计算机进行人工命令的方法并行的不久,我们很快就会看到手势技术的成熟度有了巨大飞跃。 无论如何,AR,VR和MR都采取了一些措施。 它可以从面部表情,动作类型中获取输入,并且还在不断发展。 如今,AR,VR和MR都是伟大的技术,但并未用作重要的用户界面,而触摸技术才是。 由于手势进化是自然发展的一部分,因此我们正在逐步开发手势技术,以将它们整合为明天完全成熟的手势技术,并通过3D投影全息UI对其进行有意义的实现。

    A clip from movie ‘iRobot’ showing 3d projected video.

    Already a lot of conceptualisation, research and technology works are happening in parts around the globe towards this development and will be combined together at right time in near future based on business growth steps, user learnings and viable establishment of holographic interface technical systems.

    全球各地已经有许多概念,研究和技术工作正在朝着这一发展方向发展,并将在不久的将来基于业务增长步骤,用户学习和可行的全息界面技术系统,在适当的时候结合在一起。

    Thank you.

    谢谢。

    翻译自: https://uxdesign.cc/uis-continuum-evolution-towards-3d-projection-holographic-interface-9cb70824f417

    unity 全息交互ui

    展开全文
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