Dissertations / Theses on the topic 'Collaborative interaction'
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Dodds, Trevor James. "Collaborative interaction in virtual environments." Thesis, University of Leeds, 2009. http://etheses.whiterose.ac.uk/1372/.
Full textDomingues, Christophe. "Interaction 3D Collaborative en Réalité Virtuelle." Phd thesis, Université d'Evry-Val d'Essonne, 2010. http://tel.archives-ouvertes.fr/tel-00542170.
Full textBulmer, Lee Richard. "A model-driven collaborative interaction architecture." Thesis, University of Leeds, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410636.
Full textHor, Joon Suk 1976. "Social interaction in collaborative engineering environments." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80156.
Full textColás, Álvarez Joaquim. "Interaction and participation in collaborative storytelling systems." Doctoral thesis, Universitat Pompeu Fabra, 2017. http://hdl.handle.net/10803/456037.
Full textHenry, Kirk. "Students' Perceptions of Collaboration Tools in a Higher Education Online Collaborative Learning Environment." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3544.
Full textPh.D.
Department of Educational Research, Technology and Leadership
Education
Education PhD
Hauber, Joerg. "Understanding Remote Collaboration in Video Collaborative Virtual Environments." Thesis, University of Canterbury. Computer Science and Software Engineering, 2008. http://hdl.handle.net/10092/1247.
Full textChen, Hsinchun. "Collaborative Systems: Solving the vocabulary problem." IEEE, 1994. http://hdl.handle.net/10150/105966.
Full textCan on-line information retrieval systems negotiate the diverse vocabularies of different users? This article suggests a robust algorithmic solution to the vocabulary problem in collaborative systems.
Fencott, Robin. "Computer musicking : designing for collaborative digital musical interaction." Thesis, Queen Mary, University of London, 2012. http://qmro.qmul.ac.uk/xmlui/handle/123456789/8487.
Full textXu, Yicong. "Goal Based Human Swarm Interaction for Collaborative Transport." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/597.
Full textVENDITTI, Antonello. "The importance of interaction mechanisms in collaborative learning." Doctoral thesis, Università degli studi del Molise, 2019. http://hdl.handle.net/11695/90884.
Full textEuropean policies indicate the necessary competences that citizens should have to adapt easily to changes in the working world. Problem solving is one of the most important required competences and it is an important subject that interests us. In particular, we focus on the theme of collaboration, since the integration of different intelligences is more effective than individual contribution. We defined a minimal set of requirements for interaction mechanisms to support problem solving activities to be carried out in collaboration. In particular, our interest aims to define those requirements that make it possible to distinguish the contributions of a member from those of the other members of the group. In the teaching-learning context, our proposal mainly allows students to be more involved in contributing to the overall project, in order to achieve better results. Moreover, our work can also be useful in other contexts in which problem solving is strategic, as in the working world. Our definition of minimal set of requirements for interaction mechanisms does not define the software that the teacher and the students will have to use, but it indicates the requirements that the software must meet, as they define the ways in which the teacher and the students will interact to carry out the planned problem solving activities. For this reason, our definition, to be put into practice, requires choosing an existing software or develop one that meets our minimal set of requirements, after which it will be necessary to explain to the teacher and students the way in which it will be used to carry out the activities. In this work we present a first experimentation of our definition of minimal set of requirements for interaction mechanisms. In this case we used an existing software, that is GitHub, which is not a software developed to carry out e-learning activities, but we chose it because it meets our minimal set of requirements. The results of the experimentation confirmed the effectiveness of our proposal, as well as highlighting aspects to improve the proposal. Furthermore, we decided to design a software to directly implement our definition, which we called Problem Solving Support Environment (PSSE). Also in this case we performed an experimentation and the results obtained fully met the expectations. Both experiments showed that the students of the experimental group obtained better results than those of the control group, but the second experimentation involved the design of a specific software to obtain a better result in terms of usability of the system, so that it is possible to use it in the most different contexts.
Cerratto, Teresa Inés. "Activité collaborative sur réseau : une approche instrumentale de l'écriture en collaboration." Paris 8, 1999. http://www.theses.fr/1999PA082044.
Full textUllah, Sehat. "Multi-modal assistance for collaborative 3D interaction : study and analysis of performance in collaborative work." Thesis, Evry-Val d'Essonne, 2011. http://www.theses.fr/2011EVRY0003.
Full textThe recent advancement in the field oh high quality computer graphics and the capability of inexpensive computers to render realistic 3D scenes have made it possible to develop virtual environments where two more users can co-exist and work collaboratively to achieve a common goal. Such environments are called Collaborative Virtual Environnment (CVEs). The potential application domains of CVEs are many, such as military, medical, assembling, computer aided designing, teleoperation, education, games and social networks etc.. One of the problems related to CVEs is the user's low level of awareness about the status, actions and intentions of his/her collaborator, which not only reduces user's performance but also leads to non satisfactory results. In addition, collaborative tasks without using any proper computer generated assistance are very difficult to perform and are more prone to errors. The basic theme of this thesis is to provide assistance in collaborative 3D interactiion in CVEs. In this context, we study and develop the concept of multimodal (audio, visual and haptic) assistance of a user or group of users. Our study focuses on how we can assist users to collaboratively interact with the entities of CVEs. We propose here to study and analyze the contribution of multimodal assistance in collaborative (synchronous and asynchronous) interaction with objects in the virtual environment. Indeed, we propose and implement various multimodal virtual guides. Theses guides are evaluated through a series of experiments where selection/manipulation task is carried out by users both in synchronous and asynchronous mode. The experiments were carried out in LISA (Laboratoire d'Ingénierie et Systèmes Automatisés) lat at University of Angers and IBISC (Informatique, Biologie Intégrative et Systèmes complexes) lab at University of Evry. In these experiments users were asked to perform a task under various conditions (with and without guides). Analysis was done on the basis of task completion time, errors and users' learning. For subjective evaluations questionnaires were used. The findings of this research work can contribute to the development of collaborative systems for teleopreation, assembly tasks, e-learning, rehabilitation, computer aided design and entertainment
Sams, Ivan. "Using multi-touch interaction techniques to support Collaborative Information Retrieval." Thesis, Nelson Mandela Metropolitan University, 2011. http://hdl.handle.net/10948/d1020156.
Full textHarris, Amanda. "The role of Achievement goals in Children's Collaborative interaction." Thesis, University of Sussex, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.536538.
Full textBeaton, Robert John. "On Digital Drumming: Collaborative, Dyadic, Co-Located, Coordinated Interaction." Thesis, Virginia Tech, 2012. http://hdl.handle.net/10919/32890.
Full textMaster of Science
Albloushi, Shaima Abdullah. "Online Collaborative Learning and Interaction Among Pre-Service Teachers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1553088752167938.
Full textSimonsson, Huck Andreas. "Exploring gesture based interaction and visualizations for supporting collaboration." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12896.
Full textClayphan, Andrew. "Harnessing the Affordances of Interactive Tabletops for Collaborative Activities." Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/15290.
Full textChao, Crystal. "Timing multimodal turn-taking in human-robot cooperative activity." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54904.
Full textAli, Muhammad. "Contribution to decisional human-robot interaction: towards collaborative robot companions." Phd thesis, INSA de Toulouse, 2012. http://tel.archives-ouvertes.fr/tel-00719684.
Full textKorzetz, Mandy, Romina Kühn, Karl Kegel, Franz-Wilhelm Schumann, Leon Georgi, and Thomas Schlegel. "MilkyWay: A Toolbox for Prototyping Collaborative Mobile-Based Interaction Techniques." Springer, 2019. https://tud.qucosa.de/id/qucosa%3A71301.
Full textAli, Muhammad. "Contributions to decisional human-robot interaction : towards collaborative robot companions." Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0003/document.
Full textHuman Robot Interaction is entering into the interesting phase where the relationship with a robot is envisioned more as one of companionship with the human partner than a mere master-slave relationship. For this to become a reality, the robot needs to understand human behavior and not only react appropriately but also be socially proactive. A Companion Robot will also need to collaborate with the human in his daily life and will require a reasoning mechanism to manage thecollaboration and also handle the uncertainty in the human intention to engage and collaborate. In this work, we will identify key elements of such interaction in the context of a collaborative activity, with special focus on how humans successfully collaborate to achieve a joint action. We will show application of these elements in a robotic system to enrich its social human robot interaction aspect of decision making. In this respect, we provide a contribution to managing robot high-level goals and proactive behavior and a description of a coactivity decision model for collaborative human robot task. Also, a HRI user study demonstrates the importance of timing a verbal communication in a proactive human robot joint action
Chen, Chaomei. "Dynamics of writing with collaborative hypertext : analysis and modelling." Thesis, University of Liverpool, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.262385.
Full textJohansson, Martin. "Participatory inquiry : Collaborative Design." Doctoral thesis, Karlskrona : Malmö : Blekinge Institute of Technology ; School of Arts and Communication, Malmö University, 2005. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/729114bd11f9d4bcc1256f6b0045fd91?OpenDocument.
Full textAgravante, Don Joven. "Human-humanoid collaborative object transportation." Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTS224/document.
Full textHumanoid robots provide many advantages when working together with humans to perform various tasks. Since humans in general have alot of experience in physically collaborating with each other, a humanoid with a similar range of motion and sensing has the potential to do the same.This thesis is focused on enabling humanoids that can do such tasks together withhumans: collaborative humanoids. In particular, we use the example where a humanoid and a human collaboratively carry and transport objectstogether. However, there is much to be done in order to achieve this. Here, we first focus on utilizing vision and haptic information together forenabling better collaboration. More specifically the use of vision-based control together with admittance control is tested as a framework forenabling the humanoid to better collaborate by having its own notion of the task. Next, we detail how walking pattern generators can be designedtaking into account physical collaboration. For this, we create leader and follower type walking pattern generators. Finally,the task of collaboratively carrying an object together with a human is broken down and implemented within an optimization-based whole-bodycontrol framework
Martinez, Maldonado Roberto. "Analysing, visualising and supporting collaborative learning using interactive tabletops." Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/10409.
Full textShahrimin, Mohamad I. "Young children's collaborative interactions in an educational computer environment." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2001. https://ro.ecu.edu.au/theses/1515.
Full textNarayanan, Siddharth. "Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82142.
Full textMaster of Science
Billinghurst, Mark. "Shared space : explorations in collaborative augmented reality /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6056.
Full textFages, Arthur. "Collaborative Design in Augmented Reality : Supporting multiple views and parallel versions of the design space." Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG027.
Full textCollaboration is a key aspect of the design process. During the early stages, multiple designers come together to share their knowledge and expertise to solve design problems. They generate, evaluate, and compare new ideas to find the best possible solutions. Augmented Reality (AR) technologies can make this process even more effective by providing 3D digital creation tools that overlay 3D virtual content on top of the physical objects.My dissertation explores how AR technologies can enhance such collaborative design tasks. Although AR systems can present challenges due to the need to anchor virtual content to the real world, I focus on expanding the boundaries of interaction design beyond what is possible in physical world. To achieve this goal, I investigate this approach in co-located and remote collaborative situations.When designers are co-located in a same AR environment, they share the same physical space and objects. However, this can be problematic when they want to quickly explore many ideas, as they may compete for space and disturb each other. In addition, seeing each other's creations may be a source of inhibition.To overcome these limitations, I propose a conceptual framework that allows multiple versions of the virtual content to coexist in parallel virtual spaces. Designers can thus partially or fully desynchronize their virtual environment to generate their own content and then synchronize it again to share their content with others. With this framework, they can explore a range of design possibilities independently while also comparing their ideas with others. To illustrate this approach, I present a scenario where two designers sketch a virtual dress in 3D on a physical sewing mannequin.Designers are also required to work remotely in many different situations. Video conferencing tools can assist such collaborative scenarios and became extremely popular during the COVID-19 pandemic. These tools mainly rely on a single-camera viewpoint, which does not give users the freedom to inspect the remote workspace since cameras are usually fixed in space or their positioning is out of users' control. Previous research in human-computer interaction (HCI) has explored the use of 3D reconstruction to go beyond video-mediated tools. However, these techniques can be complex to set up, and require high-quality acquisition and a large network bandwidth.To explore alternatives to 3D reconstruction, I investigate solutions that rely on complementary augmented video or virtual representations, as well as different viewpoints. I first study the trade-offs between an augmented first-person view, an augmented third-person view and a fully virtual view. I then introduce ARgus, a multi-view video-mediated communication system that combines these three views through interactive tools for navigation, previewing, pointing, and annotation. I report on a second user study that observes how 12 participants used ARgus to give instructions to an AR user for arranging miniature physical furniture in a virtual house model. The results suggest that ARgus offers flexibility, allowing remote users to verify spatial constraints more efficiently and reducing their need for verbal instructions.Finally, I discuss the limitations of the chosen approach, which involves expanding the boundaries of interaction design beyond what is possible in the physical world. I then propose general considerations for interaction design in AR environments and suggest opportunities for further investigations
Gales, Mathis. "Collaborative map-exploration around large table-top displays: Designing a collaboration interface for the Rapid Analytics Interactive Scenario Explorer toolkit." Thesis, Ludwig-Maximilians-University Munich, 2018. https://eprints.qut.edu.au/115909/1/Master_Thesis_Mathis_Gales_final_opt.pdf.
Full textWaldhart, Jules. "A NEW FORMULATION AND RESOLUTION SCHEMES FOR PLANNING COLLABORATIVE HUMAN-ROBOT TASKS." Thesis, Toulouse, INSA, 2018. http://www.theses.fr/2018ISAT0047.
Full textWhen interacting with humans, robotic systems shall behave in compliance to some of our socio-cultural rules, and every component of the robot have to take them into account. When deciding an action to perform and how to perform it, the system then needs to communicate pertinent contextual information to its components so they can plan respecting these rules. It is also essential for such robot to ensure a smooth coordination with its human partners. We humans use many cues for synchronization like gaze, legible motions or speech. We are good at inferring what actions are available to our partner, helping us to get an idea of what others are going to do (or what they should do) to better plan for our own actions. Enabling the robot with such capacities is key in the domain of human-robot interaction. This thesis presents our approach to solve two tasks where humans and robots collaborate deeply: a transport problem where multiple robots and humans need to or can handover an object to bring it from one place to another, and a guiding task where the robot helps the humans to orient themselves using speech, navigation and deictic gestures (pointing). We present our implementation of components and their articulation in a architecture where contextual information is transmitted from higher levels decision components to lower ones, which use it to adapt. Our planners also plan for the human actions, as in a multi-robot system: this allows to not be waiting for humans to act, but rather be proactive in the proposal of a solution, and try to predict the actions they will take
Christiansen, Amelie. "Sharing is caring : Designing and evaluating an application for collaborative consumption." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167379.
Full textXia, Guangyu. "Expressive Collaborative Music Performance via Machine Learning." Research Showcase @ CMU, 2016. http://repository.cmu.edu/dissertations/784.
Full textSubedi, Tara Nath. "Interruption Management in ubiquitous collaborative environments : developing suitable interaction mechanisms for ASTRA." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9907.
Full textASTRA is a project that aims at studying awareness systems that help people to feel in touch with family and friends even when they are away from their computers and the existing widespread tools of today (IM, skype, twitter,...) are not enough. In this context, this thesis aims at addressing the problem of Interruption management. The focus will be on the design and development of different interaction mechanisms to support the definition of interruption rules as needed in ASTRA. This will require the extension of the existing Interruption Manager as well as the development of suitable user interfaces, also considering physical interfaces when appropriate. A limited evaluation of the proposed solutions will be evaluated with users.
Otmane, Samir. "Modèles et techniques logicielles pour l'assistance à l'interaction et à la collaboration en réalité mixte." Habilitation à diriger des recherches, Université d'Evry-Val d'Essonne, 2010. http://tel.archives-ouvertes.fr/tel-00621248.
Full textTao, Yijia. "Collaborative Learning of Independet Living : for families with Down syndrome." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173373.
Full textRoummieh, Youssef. "Génération des interfaces adaptatives pour les environnements collaboratifs et nomadiques." Thesis, Lyon 1, 2009. http://www.theses.fr/2009LYO10310.
Full textThe context of this research work lies in the prospect of a better understanding of Human-Computer Interaction engineering for collaborative and nomadic environments. Today, information systems have become increasingly collaborative and nomadic. This transformation implies two constraints to consider when designing user interfaces. First, in a collaborative application, the actors interact with each other to achieve a common project. These actors come from different disciplines and each has his own expertise. Thus, they do not share the same information on the project. Second, users are mobile and would like to access the system regardless of its geographical location, while maintaining the confidentiality of information defined in the system. This mobility requires the integration of mobile devices in the information system. However, for reasons of size and weight, mobile devices have limited resources compared to those offered by fixed stations, like PC. Given these observations, our objective is to build an interface for collaborative and mobile applications, personalized and tailored according to user profile and the interaction resources used by the terminal. In particular, our contribution is, on the one hand, the proposal of a collaborative architecture. On the other hand, the introduction of new notations, based on collaborative and nomadic environments, for the modeling of tasks that plays a key role in designing user interfaces. In addition, we proposed an approach based on models for the automatic generation of customized user interfaces to actors and adaptable to the platforms’ characteristics, composed of several levels of abstraction. The applicability of our proposal is tested by examples drawn of the healthcare application domain. We have developed a prototype of a collaborative system for monitoring nosocomial infections. The case study conducted using this system was made possible owing to the collaboration of Edouard Herriot hospital that has fed us with its expertise. Moreover, we have developed the tool AICEStudio to demonstrate the feasibility of our approach for generating customized user interfaces to actors and adaptable to the platforms’ characteristics
Merrad, Walid. "Interfaces tangibles et réalité duale pour la résolution collaborative de problèmes autour de tables interactives distribuées." Thesis, Valenciennes, Université Polytechnique Hauts-de-France, 2020. http://www.theses.fr/2020UPHF0010.
Full textIn everyday life, new interactions are gradually replacing the standard computer keyboardand mouse, by using the human body gestures (hands, fingers, head, etc.) as alternativesof interactions on surfaces and in-air. Another type of interaction resides within the manipulationof everyday objects to interact with digital systems. Interactive tabletops haveemerged as new platforms in several domains, offering better usability and facilitatingmulti-user collaboration, thanks to their large display surface and different interactiontechniques on their surfaces, such as multi-touch and tangible. Therefore, improving interaction(s) on these devices and combining it (respectively them) with other conceptscan prove more useful and helpful in the everyday life of users and designers.The topic of this thesis focuses on studying user interactions on tangible interactivetabletops, in a context of use set in a dual reality environment. Tangible User Interfacesoffer users the possibility to apprehend and grasp the meaning of digital information bymanipulating insightful tangible representations in our physical world. These interactionmetaphors are bridging both environments that constitute the dual reality: the physicalworld and the virtual world.In this perspective, this work presents a theoretical contribution along with itsapplications. We propose to combine tangible interaction on tabletops and dual realityin a conceptual framework, basically intended for application designers, that models andexplains interactions and representations, which operate in dual reality setups. First ofall, we expose various works carried out in the field of tangible interaction in general,then we focus on existing work conducted on tabletops. We also propose to list 112interactive tabletops, classified and characterized by several criteria. Next, we presentthe dual reality concept and its possible application domains. Second, we design ourproposal of the framework, illustrate and explain its composing elements, and how itcan adapt to various situations of dual reality, particularly with interactive tabletopsequipped with RFID technology. Finally, and as application contributions, we show casestudies that we designed based on our proposal, which illustrate implementations ofelements from our proposed framework. Research perspectives are finally highlighted atthe end of the manuscript
Bengeler, Benedikt. "Let's walk up and play! : design and evaluation of collaborative interactive musical experiences for public settings." Thesis, Queen Mary, University of London, 2015. http://qmro.qmul.ac.uk/xmlui/handle/123456789/9544.
Full textSudweeks, Fay. "Development and leadership in computer-mediated collaborative groups." Thesis, Sudweeks, Fay ORCID: 0000-0003-0237-3671 (2004) Development and leadership in computer-mediated collaborative groups. PhD thesis, Murdoch University, 2004. https://researchrepository.murdoch.edu.au/id/eprint/352/.
Full textSudweeks, Fay. "Development and leadership in computer-mediated collaborative groups." Sudweeks, Fay (2004) Development and leadership in computer-mediated collaborative groups. PhD thesis, Murdoch University, 2004. http://researchrepository.murdoch.edu.au/352/.
Full textManninen, T. (Tony). "Rich interaction model for game and virtual environment design." Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514272544.
Full textDuval, Thierry. "Models for design, implementation and deployment of 3D Collaborative Virtual Environments." Habilitation à diriger des recherches, Université Rennes 1, 2012. http://tel.archives-ouvertes.fr/tel-00764830.
Full textTaher, Razan. "Recherche d'Information Collaborative." Phd thesis, Université Joseph Fourier (Grenoble), 2004. http://tel.archives-ouvertes.fr/tel-00006500.
Full textRezayan, Leo A. "Making collaborative data physicalisations." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/129458/2/Leo_Rezayan_Thesis.pdf.
Full textAboucaya, William. "Collaborative systems for large scale citizen participation." Electronic Thesis or Diss., Sorbonne université, 2023. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2023SORUS461.pdf.
Full textOnline participatory platforms have become a common means to involve citizens in public decision-making, allowing for participation at a larger scale than their offline counterparts, both in the number of participants and in the geographical distribution. However, the term "participatory platform" covers a wide range of extremely different systems, implying differences in the problems encountered by platforms administrators and contributors. More precisely, such platforms face specific issues when they aim at allowing citizens to collaborate to produce common contributions or when the number of contributors involved becomes particularly high. This Ph.D. research aims at identifying issues in contemporary online citizen participation platforms and proposing technical means to create participatory platforms more collaborative and suitable for large scale online participation. My thesis is mainly based on previous works produced in the Computer-Supported Collaborative Work (CSCW) and Natural Language Processing (NLP) fields of computer science research. The contributions of this thesis are: the identification of flaws in a specific citizen participation platform and the recommendation of platform design-oriented alternatives to solve them; the representation of a participatory platform as a knowledge graph and its enrichment using a preexisting external knowledge base; the identification of the different objectives motivating the creation of participatory platforms and of the different types of features for interaction implemented based on a series of interviews; the conception and implementation of a Natural Language Inference-based method to reduce issues faced by online citizen participation when the number of contributors becomes particularly high
Shaw, Benjamin. "More than the sum of the parts : shared representations in collaborative design interaction." Thesis, Royal College of Art, 2007. http://researchonline.rca.ac.uk/1362/.
Full textTarplee, Clare. "Working on talk : the collaborative shaping of linguistic skills within child-adult interaction." Thesis, University of York, 1993. http://etheses.whiterose.ac.uk/9808/.
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