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The latest advances in the field of smart card technologies allow modern cards to be more than just simple security tokens. Recent developments facilitate the use of interactive components like buttons, displays or even touch-sensors within the cards body thus conquering whole new areas of application. With interactive functionalities the usability aspect becomes the most important one for designing secure and popularly accepted products. Unfortunately the usability can only be tested fully with completely integrated hence expensive smart card prototypes. This restricts application specific research, case studies of new smart card user interfaces, concerning applications and the performance of useability tests in smart card development. Rapid development and simulation of smart card interfaces and applications can help to avoid this restriction. This paper presents SCUIDtextsuperscript{Sim} a tool for rapid user-centric development of new smart card interfaces and applications based on common smartphone technology.
In contrast to projection-based systems, large, high resolution multi-display systems offer a high pixel density on a large visualization area. This enables users to step up to the displays and see a small but highly detailed area. If the users move back a few steps they don't perceive details at pixel level but will instead get an overview of the whole visualization. Rendering techniques for design evaluation and review or for visualizing large volume data (e.g. Big Data applications) often use computationally expensive ray-based methods. Due to the number of pixels and the amount of data, these methods often do not achieve interactive frame rates.
A view direction based (VDB) rendering technique renders the user's central field of view in high quality whereas the surrounding is rendered with a level-of-detail approach depending on the distance to the user's central field of view. This approach mimics the physiology of the human eye and conserves the advantage of highly detailed information when standing close to the multi-display system as well as the general overview of the whole scene. In this paper we propose a prototype implementation and evaluation of a focus-based rendering technique based on a hybrid ray tracing/sparse voxel octree rendering approach.
Rendering techniques for design evaluation and review or for visualizing large volume data often use computationally expensive ray-based methods. Due to the number of pixels and the amount of data, these methods often do not achieve interactive frame rates. A view direction based rendering technique renders the users central field of view in high quality whereas the surrounding is rendered with a level of detail approach depending on the distance to the users central field of view thus giving the opportunity to increase rendering efficiency. We propose a prototype implementation and evaluation of a focus-based rendering technique based on a hybrid ray tracing/sparse voxel octree rendering approach.