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English Level III 2011 Graphic User Interfaces and Multimedia

Graphic User Interfaces and Multimedia


Introduction
We will present the graphic user interfaces (GUI) and also the multimedia technology. First we will describe the basic features of graphic user interfaces and then the characteristics of multimedia technology. In conclusion we will try to show the relationship between them.

User Interfaces
1. Introduction This class is an introduction to the world of User Interface, there are basic concepts and principles that will relate more about the subject. 2. Interface Concepts Lewis and Rieman man computer interfaces defined as: The basic user interfaces are those that include things such as menus, windows, keyboard, mouse, beeps and some other sounds that the computer does, in general, all those channels which allows communication between man and computer. The fundamental idea in the concept of interface is the mediation between man and machine. The interface is to facilitate communication, interaction between two systems of different nature, typically a human being and a machine like a computer. This implies that it is a translation system, since both "speak" different languages: verbal-iconic in the case of man and binary in the case of electronic processor. On a more technical user interface defined as a set of components used by users to communicate with computers. The user directs the operation of the machine with instructions, known generically entries. The entries are introduced by various devices, such as a keyboard, and turn into electronic signals that can be processed by computer. These signals are transmitted through channels known as bus, and are coordinated and controlled by the central processing unit and a software called operating system. Once the UPC has executed the instructions, may communicate the results through electronic signals, or outputs, which are transmitted by the bus to one or more output devices, such as a printer or monitor. 3. Classification Within the User Interface are two basic types:

English Level III 2011 Graphic User Interfaces and Multimedia

* A hardware interface at the level of the devices used to input, process and deliver data: keyboard, mouse and display screen * A software interface, designed to provide information about the control processes and tools through which the user usually seen on the screen. The evolution of user interfaces running in parallel with the operating system, in fact, the interface is now one of the main elements of an operating system

Command Line Interfaces (command-line user interfaces, CUIs). Is the characteristic of the DOS, the operating system of the first PC. The user enters orders using a formal language with a vocabulary and syntax of its own. Using a keyboard and the orders are designed to perform an action. The user does not receive much information from the system and must know how the computer and where are the programs. Interfaces menu. A menu is a list of options displayed on screen or in a display window for users to choose the option you want. The menus allow two things: navigate through a system, showing routes leading from one place to another, and select items from a list, which represent properties or actions that users want to perform on an object. There are different types of menus. The first were the full-screen menus, hierarchically structured. Full screen menu (Norton Utilities) The menu bar located at the top of the screen, are widely used in current applications. Contain a list of generic actions that lead to drop-down menus where the possibilities. Menu bar and pull-down menu These menus can lead to another, are cascading menus. Be changed dynamically, and disable options are not available at any given time usually tagged in gray. Cascading menus of the Windows start bar 95: Palettes or toolbars are graphical menu with actions, tools and options that can be placed on the screen. They are widely used in graphics programs. Tool Palettes in Microsoft Powerpoint: Contain only the options that are applicable to the selected object, plus some high frequency are also accessible from the menu bar. Context menu of an icon on the desktop of Windows 95:

English Level III 2011 Graphic User Interfaces and Multimedia

The menu interfaces, well structured, are good for beginners or occasional users. They are easy to learn and remember. There may be simple and advanced menus to suit the type of user.

GUI (graphical user interfaces, GUIs). Originally developed by Xerox, but made famous by Apple

4. Features of a GUI:
1. It has a high resolution graphics monitor. 2. It has a pointing device (typically a mouse). 3. Promotes consistency of the interface between programs. 4. Users can see on the screen as graphics and text will be printed. 5. Follows the paradigm of object-action interaction. 6. Allows the transfer of information between programs. 7. You can manipulate on screen objects directly and information. 8. Provides standard interface elements such as menus and dialogs. 9. There is a visual display of information and objects (icons and windows). 10. Provides visual feedback to user actions. 11. There is visual information activities and modes of user-system (menus, pallets). 12. There are graphical controls (widgets) for the selection and introduction of information. 13. Allows users to customize the interface and interactions. 14. Provides flexibility in the use of input devices (keyboard / mouse). An important feature is that the GUI also lets you manipulate objects and information of the screen. To use a GUI, users must know a number of concepts, system organization, different types of icons and effect of actions on them, basic elements of a window, use of GUI controls, use the mouse. Metaphor of the camera: Object-oriented interfaces (object oriented user interfaces, OOUIs). Its appearance is similar to the GUIs. The difference is in the underlying model: the GUIs are application-oriented interfaces, while OOUIs are object oriented. The following table shows the main differences between the two styles of interface:

English Level III 2011 Graphic User Interfaces and Multimedia

Interfaces orientadas a la aplicacin La aplicacin consiste en un icono, una ventana principal y varias secundarias Los iconos representan aplicaciones o ventanas abiertas Los usuarios deben abrir una aplicacin antes de trabajar con objetos Proporciona al usuario las funciones necesarias para realizar las tareas Se centra en la tarea principal determinada por la aplicacin Las tareas relacionadas son soportadas por otras aplicaciones Estructura rgida: funcin Los usuarios pueden quedar atrapados en una tarea Los usuarios deben seguir la estructura de la aplicacin Se requieren muchas aplicaciones: una por tarea

Interfaces orientadas a objetos

El producto consiste en una coleccin de objetos que cooperan y vistas de dichos objetos Los iconos representan objetos que se pueden manipular directamente Los usuarios abren objetos como vistas en el escritorio Proporciona al usuario los materiales necesarios para realizar las tareas Se centra en las entradas y salidas de los objetos y tareas Las tareas relacionadas son soportadas por el uso de otros objetos Estructura flexible: objeto Los usuarios no deben quedar atrapados en una tarea Los usuarios pueden realizar tareas a su propio gusto Se requieren pocos objetos, que se reutilizan en muchas tareas

The aim of the OOUI is that the user to concentrate on their tasks rather than on the computer and how to use the applications and files necessary to achieve their goals. The interaction style of OOUIs is the object-action. Objects can be classified into three categories: data, containers and devices. They are defined on different views. Define the objects and views is the most complicated interface design. The object should be familiar to the user and be related to the real world: the use of metaphors.

5. Human characteristics of interface design:


Human Factors When designing user interfaces should be taken into account the cognitive and perceptual abilities of individuals, and tailor the program to them.

English Level III 2011 Graphic User Interfaces and Multimedia

Thus, an interface can reduce the dependency of its own memory, not forcing them to remember things unnecessary or repeat operations already performed. The person has some skills other than the machine: Speed Learning .- It is intended that the person learns to use the system as soon as possible. Speed of Response .- The time required to perform an operation on the system. Rate of errors .- Percentage of errors committed by the user. Retention .- much reminds the user of the system use a period. time. Satisfaction .- It means that the user is comfortable with the system. Besides these there are others to consider: Adequacy Physical Characteristics Environment Visibility Personality Culture 6. Steps to interface design: Classic steps: In the process of designing a user interface can distinguish four main phases or steps: 1. Collect and analyze user information 2. User Interface Design 3. Building the user interface 4. Validate the user interface Collect and analyze user information: That is, specify what type of users will use the program, what tasks they will perform and how they will perform. Designing the User Interface: In this phase the objectives are defined using the program, user tasks, objects and actions of the interface, icons, and visual representations of objects, menus and windows objects. Building the user interface: It is interesting to conduct a previous prototype, a first version of the program to be carried out quickly and displays the product to test it before final encoding. Validate the user interface: Tests should be performed using the product. It is important to make a design that the user, and not the system. There are 11 steps in the design process-centric "tasks"

English Level III 2011 Graphic User Interfaces and Multimedia

1 .- Understanding who will use the system to do what. 2 .- Choose the design representative tasks. 3 .- plagiarism or copying. 4 .- Sketch a design. 5 .- Thinking about design. 6 .- Create a prototype. 7 .- Evaluate with users. 8 .- Repeat. 9 .- Built. 10 .- track it. 11 .- Change it.

Techniques and steps for designing advanced user interfaces: * Presentation of information: Do not place too many objects on the screen. Every visual element influences the user: * Items screen design and visual perception Color analysis: is the interface element that is most often misused. Color communicates information, not just decorative. Appropriate combinations should be used. The color should attract attention, but not tired after a while working. It is especially important to follow the existing design guidelines. Audio Analysis. First we must see when it is more appropriate than visual information. Second, determine the appropriate sound. Third, allow customization. As in the case of the colors are user guides. In workplaces open, can be very effective. The sound should be used to inform, not when it adds nothing new. Analysis Animation. Is defined as a change in the time of the visual appearance of a graphic element. Examples of use: Progress of actions, process status, possible actions. The animation can help emphasize important icons, display the status of a particular object or explain his behavior. International design. It should be an appropriate use of terminology. There is much work in this field. Be careful with cultural differences. Election analysis and control. Many times there is a question of what controls use. In fact there is no single right way. One aspect to consider is scalability. Example alternatives: using a menu bar or palette that lets you drag objects or not (problem: no visual indication that can drag the object, what objects can be dragged? Where you can drag? What will happen when they get there? be able to undo the action?).

English Level III 2011 Graphic User Interfaces and Multimedia

Different controls for the same data: Expert Guides: There are several design cues drawn from experts and committees, to complement the golden rules previously studied. To cite a few: Too much symmetry can make the displays difficult to read. If objects are placed in rows, it drastically. Elements of similar size and color are perceived as belonging to a group. Assuming errors in user input. Designing for the user, not to demonstrate their own technological expertise. A spectacular graphics will not save a bad interface.

7 Conclusions and Recommendations: The knowledge of these key points will allow us to better focus the study of matter. User Interfaces, a bond of immersion of man in today's technological work environment, enhance its importance in the development of new products, more effective, efficient and interactive, which is what the market demands. Points, how the evolutionary history and should be addressed more research, remember that "knowing the past is projected into the future." Other qualifying remarks be forced to investigate and propose, new qualifying distributions, useful for future career development software.

Multimedia
Multimedia Definition Multimedia is media and content that uses a combination of different content forms. The term can be used as a noun (a medium with multiple content forms) or as an adjective describing a medium as having multiple content forms. The term is used in contrast to media which only use traditional forms of printed or hand-produced material. Multimedia includes a combination of text, audio, still images, animation, video, and interactivity content forms. Multimedia is usually recorded and played, displayed or accessed by information content processing devices, such as computerized and electronic devices, but can also be part of a live performance. Multimedia (as an adjective) also describes electronic media devices used to store and experience multimedia content. Multimedia is distinguished from mixed media in fine art;

English Level III 2011 Graphic User Interfaces and Multimedia

by including audio, for example, it has a broader scope. The term "rich media" is synonymous for interactive multimedia.

Categorization of multimedia Multimedia may be broadly divided into linear and non-linear categories. - Linear active content progresses without any navigational control for the viewer such as a cinema presentation. - Non-linear content offers user interactivity to control progress as used with a computer game or used in self-paced computer based training. On the other hand: Multimedia presentations can be live or recorded. - A recorded presentation may allow interactivity via a navigation system. - A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.

Major characteristics of multimedia Multimedia presentations may be viewed by person on stage, projected, transmitted, or played locally with a media player. A broadcast may be a live or recorded multimedia presentation. Broadcasts and recordings can be either analog or digital electronic media technology. Digital online multimedia may be downloaded or streamed. Streaming multimedia may be live or ondemand. Multimedia games and simulations may be used in a physical environment with special effects, with multiple users in an online network, or locally with an offline computer, game system, or simulator. The various formats of technological or digital multimedia may be intended to enhance the users' experience, for example to make it easier and faster to convey information. Or in entertainment or art, to transcend everyday experience. Enhanced levels of interactivity are made possible by combining multiple forms of media content. Online multimedia is increasingly becoming object-oriented and data-driven, enabling applications with collaborative end-user innovation and personalization on multiple forms of content over time. Examples of these range from multiple forms of content on Web sites like photo galleries with both images (pictures) and title (text) user-updated, to simulations whose co-efficients, events, illustrations, animations or videos are modifiable, allowing the multimedia "experience" to be altered without reprogramming. In addition to seeing and hearing, Haptic technology enables virtual objects to be felt. Emerging technology involving illusions of taste and smell may also enhance the multimedia experience.

Usage

English Level III 2011 Graphic User Interfaces and Multimedia

Multimedia finds its application in various areas including, but not limited to, advertisements, art, education, entertainment, engineering, medicine, mathematics, business, scientific research and spatial temporal applications.

Images charasteristics

Image file size (expressed as the number of bytes) increases with the number of pixels
composing an image, and the color depth of the pixels.

The greater the number of rows and columns, the greater the image resolution, and the
larger the file.

Also, each pixel of an image increases in size when its color depth increasesan 8-bit pixel
(1 byte) stores 256 colors, a 24-bit pixel (3 bytes) stores 16 million colors, the latter known as truecolor.

Image compression uses algorithms to decrease the size of a file.


Images classification 1- Raster graphics or bitmap In computer graphics, a raster graphics image or bitmap is a data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Raster images are stored in image files with varying formats: ANI ANIM APNG ART BEF BMF BMP BSAVE CAL CGM CIN CPC DPX ECW EXR FITS FLIC FPX GIF HDRi ICER ICNS ICO / CUR ICS IGES ILBM JBIG JBIG2 JNG JPEG JPEG 2000 JPEG-LS JPEG-HDR JPEG XR MNG MIFF PBM PCX PGF PGM PICtor Pixel PNG PPM PSP QTVR RAD RGBE SGI TGA TIFF (TIFF/EP, TIFF/IT, Logluv TIFF) WBMP WebP XAR XBM XCF XPM Example of Bitmap image: The smiley face in the top left corner is a bitmap image. When enlarged, individual pixels appear as squares. Zooming in further, they can be analyzed, with their colors constructed by adding the values for red, green and blue.

English Level III 2011 Graphic User Interfaces and Multimedia

2- Vector Graphics Vector graphics is the use of geometrical primitives such as points, lines, curves, and shapes or polygon(s), which are all based on mathematical equations, to represent images in computer graphics. Vector graphics formats are complementary to raster graphics, which is the representation of images as an array of pixels, as is typically used for the representation of photographic images. Vector graphics are stored as mathematical expressions as opposed to bit mapped graphics which are stored as a series of mapped 'dots', also known as pixels (Picture cells). AI CDR DXF EVA EMF Gerber HVIF PGML SVG VML WMF Example showing effect of vector graphics versus raster graphics. The original vector-based illustration is at the left. The upper-right image illustrates magnification of 7x as a vector image. The lower-right image illustrates the same magnification as a bitmap image. Raster images are based on pixels and thus scale with loss of clarity, while vector-based images can be scaled indefinitely without degrading quality.

There are instances when working with vector tools and formats is the best practice, and instances when working with raster tools and formats is the best practice. There are times when both formats come together. An understanding of the advantages and limitations of each technology and the relationship between them is most likely to result in efficient and effective use of tools.

Audio file format For storing digital audio data on a computer system, is used an audio file format.

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English Level III 2011 Graphic User Interfaces and Multimedia

This data can be stored uncompressed, or compressed to reduce the file size. It can be a raw bitstream, but it is usually a container format or an audio data format with defined storage layer. Types of audio file format 1 - Uncompressed audio formats There is one major uncompressed audio format, PCM, which is usually stored in a .wav file on Windows or in a .aiff file on Mac OS. WAV and AIFF are flexible file formats designed to store more or less any combination of sampling rates or bitrates. This makes them suitable file formats for storing and archiving an original recording. BWF (Broadcast Wave Format) is a standard audio format created by the European Broadcasting Union as a successor to WAV. BWF allows metadata to be stored in the file. This is the primary recording format used in many professional audio workstations in the television and film industry. The .cda (Compact Disk Audio Track) is a small file that serves as a shortcut to the audio data for a track on a music CD. It does not contain audio data and is therefore not considered to be a proper audio file format. 2- Lossless compressed audio formats A lossless compressed format stores data in less space by eliminating unnecessary data. It requires more processing power both to compress the data and to uncompress for playback. Uncompressed audio formats encode both sound and silence with the same number of bits per unit of time. Encoding an uncompressed minute of absolute silence produces a file of the same size as encoding an uncompressed minute of symphonic orchestra music. In a lossless compressed format, however, the music would occupy a smaller portion of the file and the silence take up almost no space at all. Lossless compression formats enable the original uncompressed data to be recreated exactly. They include the common FLAC, WavPack, Monkey's Audio, ALAC/Apple Lossless). They provide a compression ratio of about 2:1 (i.e. their files take up half the space of the originals). Development in lossless compression formats aims to reduce processing time while maintaining a good compression ratio. 3- Lossy compressed audio formats Lossy compression enables even greater reductions in file size by removing some of the data. A variety of techniques are used, mainly by exploiting psychoacoustics, to remove data with minimal reduction in the quality of reproduction. For many everyday listening situations, the loss in data (and thus quality) is imperceptible. The popular MP3 format is probably the bestknown example, but Apple's AAC format is another common one. Most formats offer a range of degrees of compression, generally measured in bit rate. The lower the rate, the smaller the file and the greater the quality loss.

Container format (digital)


A container or wrapper format is a meta-file format whose specification describes how different data elements and metadata coexist in a computer file.

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English Level III 2011 Graphic User Interfaces and Multimedia Among the earliest cross-platform container formats were Distinguished Encoding Rules and the Interchange File Format. Containers are frequently used in multimedia applications.

The container file is used to identify and interleave different data types. Simpler container formats can contain different types of audio formats, while more advanced container formats can support multiple audio and video streams, subtitles, chapter-information, and meta-data (tags) along with the synchronization information needed to play back the various streams together. In most cases, the file header, most of the metadata and the synchro chunks are specified by the container format. For example, container formats exist for optimized, lowquality, internet video streaming which differs from high-quality DVD streaming requirements.

metadata.

Some containers are exclusive to audio: AIFF (IFF file format, widely used on Mac OS platform) WAV (RIFF file format, widely used on Windows platform) Other containers are exclusive to still images: TIFF (Tagged Image File Format) still images and associated

Other flexible containers can hold many types of audio and video, as well as other media. The most popular multi-media containers are: 3GP (used by many mobile phones; based on the ISO base media file format) AVI (the standard Microsoft Windows container, also based on RIFF) DVR-MS ("Microsoft Digital Video Recording", proprietary video container format developed by Microsoft based on ASF) Flash Video (FLV, F4V) (container for video and audio from Adobe Systems) Matroska (MKV) (not limited to any codec or system, as it can hold virtually anything. It is an open standard and open source container format). QuickTime File Format (standard QuickTime video container from Apple Inc.) MPEG program stream (standard container for MPEG-1 and MPEG-2 elementary streams on reasonably reliable media such as disks; used also on DVD-Video discs) MPEG-2 transport stream (a.k.a. MPEG-TS) (standard container for digital broadcasting and for transportation over unreliable media; used also on Blu-ray Disc video; typically contains multiple video and audio streams, and an electronic program guide) MP4 (standard audio and video container for the MPEG-4 multimedia portfolio, based on the ISO base media file format defined in MPEG-4 Part 12 and JPEG 2000 Part 12) which in turn was based on the QuickTime file format. RM (RealMedia; standard container for RealVideo and RealAudio) There are many other container formats, such as NUT, MXF, GXF, ratDVD, SVI, VOB and DivX Media Format

Multimedia computer A multimedia computer is a computer that is optimized for high multimedia performance, enabling rich multimedia experience.

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English Level III 2011 Graphic User Interfaces and Multimedia

Early home computers simply lacked the power and storage necessary for true multimedia. The games for these systems, along with the demo scene were able to achieve high sophistication and technical polish using only simple, blocky graphics and digitally-generated sound. The Amiga 1000 from Commodore International has been called the first multimedia computer. Its groundbreaking animation, graphics and sound technologies enabled multimedia content to flourish. Famous demos such as the Boing Ball and Juggler showed off the Amiga's abilities. Later the Atari ST series and Apple Macintosh II extended the concept; the Atari integrated a MIDI port and was the first computer under $1000USD to have 1 megabyte of RAM which is a realistic minimum for multimedia content and the Macintosh was the first computer able to display true photorealistic graphics as well as integrating a CD-ROM drive, whose high capacity was essential for delivering multimedia content in the pre-Internet era. Multimedia capabilities were not common on IBM PC compatibles until the advent of Windows 3.0 and the MPC standards in the early 1990s. The original PCs were devised as "serious" business machines and colorful graphics and powerful sound abilities weren't a priority. The few games available suffered from slow video hardware, PC speaker sound and limited color palette when compared to its contemporaries. But as PCs penetrated the home market in the late 1980s, a thriving industry arose to equip PCs to take advantage of the latest sound, graphics and animation technologies. Creative's SoundBlaster series of sound cards, as well as video cards from ATi, nVidia and Matrox soon became standard equipment for most PCs sold. Most PCs today have good multimedia features. They have dual- or single-core CPUs clocked at 3.0 GHz or faster, at least 1GB of RAM, a 128 MB or higher video card and TV Tuner card. Popular graphics cards include Nvidia Gforce or ATI Radeon. The Intel Viiv platform, and Microsoft Windows XP Media Center Edition are some of today's products aimed at multimedia computing. More recently, high-performance devices have become more compact, and multimedia computer capabilities are found in mobile devices such as the Apple iPhone and Nokia Nseries, featuring DVD-like video quality, megapixel class cameras, fully capable browser, music and video players, podcasting, blogging, as well as e-mail, instant messaging, presence and internet call (VoIP) functionality. Multiradios help to offer broadband wireless connectivity, including for instance WCDMA/HSDPA and WLAN/Wifi. Devices are also increasingly equipped with GPS receivers and maps applications, providing new capabilities for location-aware services. The Nseries devices are also expandable, allowing for the addition of multiple applications and multimedia content.

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English Level III 2011 Graphic User Interfaces and Multimedia

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English Level III 2011 Graphic User Interfaces and Multimedia

Conclution
The computer communicate to the user by using the interfaces, and the interfaces use the different types of multimedia for explain the information directly to user. As technology progressed, also advanced multimedia technology, the user interfaces then had to adapt to these changes by incorporating more and more ways to play media.

GUI Evolution 1981 2011 This is an overview of the evolution of the main graphical user environments since 1981 until today 2011. We will not see every little story, but we have an idea of how they evolved. Here we see that the resolution has been improved, and added gadgets to classify and faster access to information. Despite this some people believe that user experience has evolved little in 25 years.

1973
April 1973, the first operational Alto computer is completed at Xerox PARC. The Alto is the first system to pull together all of the elements of the modern Graphical User Interface. Features: 3-button mouse. Bit-mapped display. The use of graphical windows. Ethernet network.

1980
1980: Three Rivers Computer Corporation introduces the the Perq graphical workstation.

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English Level III 2011 Graphic User Interfaces and Multimedia

1981
1981 June: Xerox introduces the Star, the commercial successor to the Alto. Notable features: Double-clickable icons, overlapping windows, dialog boxes and a 1024*768 monochrome display.

1983
1983 January: Apple introduces the Lisa. Notable features: Pull down menus and menu bars.

Visi Corp releases Visi On, the first integrated graphical software environment for IBM PCs.

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1984

January 1984: Apple introduces the Macintosh.


English Level III 2011 Graphic User Interfaces and Multimedia

Microsoft announces their new "Windows" program for the IBM PC but does not release it until 1985. Notable features: Is supposed to have overlapping / resizable windows. September: Digital Research announces its GEM icon/desktop user interface for 8086- and DOS-based computers. It also was later ported to the Atari ST.

1985
1985: Geos released for Commodore 64 and later the Apple II.

July: Commodore introduces the Amiga 1000 with the Amiga Workbench Version 1.0.

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English Level III 2011 Graphic User Interfaces and Multimedia

August: Microsoft finally releases the first version of Windows. Features: Windows can not be overlapped, but are instead "tiled". Windows are not allowed to cover an area at the bottom of the screen that is reserved for "iconized" programs.

1987
March 1987 - Apple introduces the Apple Macintosh II, the first color Macintosh. Features: 640*480*256 color with 24 bit color card available.

Microsoft releases the second version of Windows, version 2.03. Features: Finally has resizable / overlapping windows and new windowing controls.

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English Level III 2011 Graphic User Interfaces and Multimedia

Acorn releases "Arthur" for the Acorn computer, it is the basis for RISC OS. RISC OS 2 and 3 have a similar look, but an improved feel.

1992
Spring of 1992: IBM releases OS/2 Version 2.0, a true 32-bit OS. Features a new "Workplace Shell", an object oriented user interface that is heavily integrated with the rest of the OS.

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English Level III 2011 Graphic User Interfaces and Multimedia

March: Microsoft introduces Windows 3.1. The user interface is basically the same as Windows 3.0 but now includes their "multimedia" enhancements.

September: Amiga Workbench 3 released for AGA Amigas. Features: Images for backgrounds, color pallet remapping.

1998

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English Level III 2011 Graphic User Interfaces and Multimedia

June 25, 1998: Microsoft releases Windows 98. Features: Internet Explorer Web browser application takes over the role of the Windows shell, advertising right on the desktop, entire help system replaced by Internet Explorer.

July 12, 1998: KDE 1.0 released Features: A very Windows 9x like environment for Linux.

1999

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English Level III 2011 Graphic User Interfaces and Multimedia

March 3, 1999: GNOME 1.0 released.

March 1999 - Apple releases Mac OS X Server, a Unix based OS with their Macintosh GUI.

June 1999 - RISCOS Ltd releases RISC OS 4 for RiscPC, A7000 or A7000+ machines.

2000

2000
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English Level III 2011 Graphic User Interfaces and Multimedia

January 5, 2000: Apple announces Aqua, the new look for their upcoming MacOS X client.

February 17, 2000: Microsoft Windows 2000 (AKA Windows NT 5) becomes available in stores. Features: The Internet Explorer web browser application finally takes over the Windows NT UI.

2001
October 25, 2001: Microsoft releases Windows XP (AKA Windows NT 5.1) Features: Tons of eye candy. "Product Activation" tethers XP to the existence of the Microsoft corporation. The dog from Microsoft Bob.

2003
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English Level III 2011 Graphic User Interfaces and Multimedia

April 24, 2003: Microsoft releases Windows Server 2003 (AKA Windows NT 5.2 and for a time called "Windows.NET server") Features: Drops the eye candy. Server-only release.

2004
January 2004, ReactOS 0.2.0 is released. ReactOS is a 32-bit Windows clone and can even use Windows NT device drivers. This is the first version to include its GUI shell - ReactOS Explorer. At this point ReactOS is still in early development and can only run very simple Windows applications such as Solitaire.

2007
January 30, 2007. After a long wait, Microsoft finally releases Windows Vista (Windows NT 6.0). Features: 3D hardware-rendered user interface like MacOS X. Bundles IE 7,. unremovable as always. Increased Digital Restrictions Management that tries to prevent playback or duplication of unlicensed audio and video material.

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