20, ఫిబ్రవరి 2025, గురువారం

A LOVE SONG IS A SONG THAT EXPRESSES LOVE OR IS ABOUT LOVE, INCLUDING THE FEELINGS THAT COME WITH FALLING IN LOVE, HEARTBREAK, AND OTHER EXPERIENCES. LOVE SONGS CAN BE FOUND IN MANY DIFFERENT MUSIC GENRES AND STYLES.

 The below is the one of that type form the telugu ………………..by ramu on his free time .......

లేత చలిగాలులు హోయ్ దోచుకోరాదురా

లేత చలిగాలులు హోయ్ దోచుకోరాదురా
చలి వెలుగు వెన్నెలలు నిను తాకగా తగవురా
లేత చలిగాలులు దోచుకోలేవులే
మన వలపువాకిలిని అవి తాకగలేవులే

లేత చలిగాలులు హోయ్ దోచుకోరాదురా

అందాల నా కురులతో వింజామరలు వీచనా (2)
రాగం భావం స్నేహం మోహం నిన్నే వేడనా

నీ కురులవీవదలకు నా హ్రుదయమర్పించనా
రూపం దీపం శిల్పం నాట్యం నీలో చూడనా
కనుల భాష్పాలు కలల భాష్యాలు
వలపుగా సాగి వలలుగా మూగి కాలాన్ని బంధించగా

లేత చలిగాలులు హోయ్ దోచుకోరాదురా
చలి వెలుగు వెన్నెలలు నిను తాకగా తగవురా
లేత చలిగాలులు దోచుకోలేవులే

అధరాల కావ్యాలకు ఆవేశమందించనా(2)
వలపే పిలుపై వయసే ముడుపై నిన్నే చేరనా
మందార ముకుళాలతో పాదాలు పూజించనా
అలనై కలనై విరినై ఝురినై నిన్నే కోరనా
హృదయనాదాల మధురరాగాల
చిగురు సరసాల నవవసంతాల విరిలెన్నో అందించగా

లేత చలిగాలులు దోచుకోలేవులే
మన వలపువాకిలిని అవి తాకగలేవులే

ఆహ హాహాహా హోయ్ హుహు హుహుహు

16, ఫిబ్రవరి 2025, ఆదివారం

CSS FILTERS........................................

 

list impl using CSS........

 


Css fonts........websafe ..........The font-size property sets the size of the text.

 








17 styles implementation for the cursor in css ...............In addition, links can be styled differently depending on what state they are in. The four links states are: a:link ...............- a normal, unvisited link ..............a:visited - a link the user has visited ..............a:hover - a link when the user mouses over it ...................a:active - a link the moment it is clicked by using Css implementation for hyperlinks...............

 

15, ఫిబ్రవరి 2025, శనివారం

styles for the webpages ..................

 


Css some of the concepts to discuss.......................

 

QUANTUM COMPUTING, ARTIFICIAL INTELLIGENCE (AI)..........upcomming , QUANTUM COMPUTING IS A MULTIDISCIPLINARY FIELD COMPRISING ASPECTS OF COMPUTER SCIENCE, PHYSICS, AND MATHEMATICS THAT UTILIZES QUANTUM MECHANICS TO SOLVE COMPLEX PROBLEMS FASTER THAN ON CLASSICAL COMPUTERS. THE FIELD OF QUANTUM COMPUTING INCLUDES HARDWARE RESEARCH AND APPLICATION DEVELOPMENT

 Artificial intelligence (AI) is expected to have a significant impact on society in the future. Some predictions about the future of AI include: 

·         Personalization: AI will become more sophisticated at understanding individual preferences, leading to tailored experiences. 

·         Improved industries: AI will improve industries like healthcare, manufacturing, and customer service. 

·         Enhanced efficiency: AI will help workers collaborate with technology to improve workplace efficiency and safety. 

·         Environmental impact: AI will help create a more circular and efficient economy. 

·         AI-powered homes: AI will help with elderly care and other household tasks. 

·         AI-powered workplaces: AI will help workers collaborate with technology to improve workplace efficiency and safety. 

·         AI-powered sustainability: AI used in sustainability-related contexts could add trillions of dollars to the global economy. 

 

The future of AI will be shaped by a combination of technological advancements, increased investment, and changing societal attitudes towards the technology. 

 Quantum computing is a field that uses quantum mechanics to solve complex problems faster than classical computers. It combines physics, mathematics, and computer science. 

How does it work?

·         Quantum computers use quantum bits (qubits) instead of 0s and 1s to represent information. 

·         Qubits can be entangled, meaning they can influence each other. 

·         Quantum algorithms manipulate the linked qubits to solve problems. 

What are the potential uses? 

·         Financial modeling

·         Drug development

·         Artificial intelligence

·         Cybersecurity

·         Supply chain improvement

·         Machine learning optimization

 

13, ఫిబ్రవరి 2025, గురువారం

U3 HCI...........

 Unit 3 of Human-Computer Interaction (HCI) covers menu structures, design principles, and task analysis. 

Menu structures 

Single menusNo other menus follow, requiring additional user choices
  • Hierarchical menusUsed when there are many relationships between menu options
  • Connected menusGive the user full control over the navigation flow
  • Event-trapping menusProvide background control over the system's state
Design principles 
Shneiderman's eight golden rules of interface designA set of guidelines for interface design
  • Norman's seven principles of designA set of principles for design, including the idea that the HCI cycle has execution and evaluation components
  • Jakob Nielsen's ten usability heuristics for interface designA set of heuristics for interface design
Task analysis 
Focuses on understanding the user's goals, how they achieve them, and their personal, social, and cultural characteristics
  • Considers the physical environment's influence on users
  • Defines the performance of humans, not computers
What is Human-Computer Interaction (HCI)? | IxDF
HCI is a field that helps improve the interaction between humans and computers. 

7, ఫిబ్రవరి 2025, శుక్రవారం

u2 class3 , importance of human characteristics human consideration...........H C I ......... online ............

 Perception:

         Perception is our awareness and understanding of the elements and objects of our environment through the physical sensation of our various senses like sight, sound, smell and so on.

 

We tend to match objects or sensations perceived to things we already know.

 

 

The goal in design is to utilize perceptual capabilities so screen can be structured in the most meaningful and obvious way.

Perceptual characteristics include the following:

 

Proximity: Our eyes and mind see objects as belonging together if they are near each other in space.

 

Similarity: Our eyes and mind see objects as belonging together if they share a common visual property such as color, size, shape, brightness or orientation.

 

Matching patterns: We respond similarly to the same shape in different sizes.

 

Succinctness: We see an object as having some perfect or simple shape because perfection or simplicity is easier to remember.

 

Closure: If something does not quite close itself such as circle, square, triangle, or word we see it as closed anyway.

 

 

Unity: Objects that form closed shapes are perceived as a group.

 

Continuity: Shortened lines may be automatically extended.

 

Balance: We desire stabilization or equilibrium in our viewing environment. Vertical, horizontal and right angles are the most visually satisfying and easiest to look at.

Any direction the interface is comfortable to the user

 

Expectancies: We perceive not what is there but what we expect to be there. We see not how a word is spelled but how we expect to see it spelled.

Exist, not exist

 

Context: Two drawn lines of the same length may look the same length or different lengths depending on the angle of adjacent lines or what other people have said about the size of the lines.

 

Signals versus noise: Our sensing mechanisms are bombarded by many stimuli some of which are important some of which are not. Important stimuli are called signals and not important or unwanted are called noise.

 

Stimulus …..Noise signal both   remove noise, process signal

Memory:

Memory is viewed as consisting of two components

Long-term and    short-term memory.

 

Short-term or working memory   receives information from either senses or long-term memory or from both at once as the senses being processed separately.

Information stored within short-term memory varies from 10 to 30 seconds and the memory storage capacity has gradually being lowered  from Miller’s 7±2 items to a size of 3-4 items.

 

 

Long-term memory contains the knowledge we possess. Information received in short-term memory is transferred and

Encoded to it in process known as

Learning.

 

Minimize the need for mighty memory in the design.

 

Sensory Storage:

Sensory storage is the buffer where the automatic processing of information collected from our senses takes place.

       It is an unconscious process, large, attentive to the environment, quick to detect changes and constantly being

Replaced by newly gathered stimuli.     Conscious and unconscious

 

 

Repeated and excessive stimulation can fatigue the sensory storage mechanism, making it less attentive and unable to distinguish what is important.   Put less

Eliminating interface noise will ensure that important things will be less likely to                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                be missed.

 

Visual Activity:

The capacity of the   eye to resolve   details is called visual activity.

The eye’s sensitivity increases for those characters closest to the fixation point and decreases for those characters at extreme edges of the circle.

Patterns for fill in areas of screens must be carefully chosen to avoid visual distraction as the eyes tremble slightly.

 

Foveal  retina and Peripheral Vision:

 

Foveal    vision is used to focus directly on something and peripheral vision senses anything in the area surrounding the location we are looking at.

Peripheral vision is thought to provide clues to where the eye should go next in the   visual search of a screen.

 

Patterns,

Shapes    and

Alignment

Peripherally visible can guide the eye in a systematic way through screen.

 

 

Information Processing:

There are two levels of information processing

 

Higher level    &     

Lower level.

 

Highest level is identified by consciousness and working memory which is slow, limited and sequential which is used for reading and understanding.

 

Lower level is identified without conscious effort and processes familiar information rapidly and the limit of its capacity is unknown.

 

Visual distinctiveness of a screen is strong contributor. If a screen is jammed with information and cluttered it loses its uniqueness and causes more time consuming reading process.

 

Mental Models:

 

A mental model is simply an internal representation of a person’s current understanding of something.

A person already familiar with one computer system will bring to another system a mental model containing specific visual and usage expectations.

If the new system complies with already established models it will be much easier to learn and use.

 

 

 

 

 

 

Movement Control:

Provide large objects for important functions.

Take advantage of the pinning actions of the sides, top, bottom and corners of the screen.

Unit 2 class 2

identifiy the tasks

collect first all the requiremnets from the user

the devolopers

identify tasks

and

identified tasks must be agreed by the all devolopers ....final conform

succsfully staratiges  involues

long hours of observing & interviewing users

 

task frequences & sequences , what tasks to implement ......designers conform

if we implement all this cause the interface clutter

highlevel tasks    ....decompose into middle level tasks............atomic indudival actions

like   single commnad,  menu selection or other apporopriate manner

task large ->  divide samll  ,  special actions , 

frequent tasks      assign    functional keys   inser delete fashion

less frequent actions     with single letter    + del or ins ...............

3)infrequent  (or)   complex actions

 

sequence  of menu actions         or       form fill based

ex         printing format    in Os  ,             revice network protocols   ........latest

ex2     mobile user    frequent dail,     family    ,...................

 

next

 

choose an interactive style

direct manipulation                                       visual presentation for the world of actions

Explain about the diagram

Desktop metaphors

Drawing tools

Air traffic control systems ATC’s

games impel

*..........menu selection

Form fill in

Command language

Natural language  ..........command language, phrases, sentences as input

Explain the web form with verities of input..............

The eight golden rules   for interface design

Shneiderman's Eight Golden Rules of Interface Design

1. Strive for Consistency

2. Enable Frequent Users to Use Shortcuts

3. Offer Informative Feedback

4. Design Dialog to Yield Closure

5. Offer Simple Error Handling

6. Permit Easy Reversal of Actions

7. Support Internal Locus of Control

8. Reduce Short-Term Memory Load