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1

Dodds, Trevor James. "Collaborative interaction in virtual environments." Thesis, University of Leeds, 2009. http://etheses.whiterose.ac.uk/1372/.

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Collaborative virtual environments (CVEs) extend existing virtual environment (VE) technology to enable it to run over a network (e.g. the Internet), and introduce mechanisms that allow multiple people to co-exist, be aware of each other’s presence (e.g. through avatars) and communicate. CVEs are useful for when teams of people want to collaborate when they are geographically separated, e.g. in games [14], social communication [65], visualisation [120], computational steering [17], or alternatively people might be spatially collocated in the real world but wish to work together in a VE, e.g. military training [99]. The dream is for interaction in CVEs to be more effective than interaction in the real world. The increase in globalisation and geographically distributed personnel who need to collaborate, act as a driving force for the development of effective collaborative technologies, which would allow businesses to save time and money, help distributed communities stay in touch, and reduce the impact on the world’s environment. The work presented in this thesis aims to make collaborative interaction in virtual environments more effective, more like that of face-to-face interaction, without unnecessarily restricting virtual collaboration to the naturalistic constraints of the ‘real world’ (cf. [79], [39]). This thesis describes the implementation and evaluation of techniques to support synchronous and asynchronous collaborations in virtual environments. The techniques were evaluated in the context of an urban planning application, where proposed developments could be modelled in 3D and evaluated by members of the public (and potentially clients, architects) to decide if they support or object to the designs (e.g. [30]). Synchronous collaborations were supported by a suite of techniques called Mobile Group Dynamics (MGDs), which were introduced and evaluated in two stages (Chapters 4 and 5). First, a novel ‘group graph’ metaphor was used to explicitly show the groups that people had formed themselves into (and help people locate the whereabouts of their collaborators), and techniques were provided to help people move around together and communicate over extended distances. The techniques were evaluated by providing one batch of participants with MGDs and another with an interface based on conventional CVEs. Participants with MGDs spent nearly twice as much time in close proximity (within 10m of their nearest neighbour), communicated seven times more than participants with a conventional interface, and exhibited real-world patterns of behaviour such as staying together over an extended period of time and regrouping after periods of separation (Chapter 4). Second, three additional techniques were introduced (teleporting, awareness and multiple views) which, when combined, produced a four times increase in the amount that participants communicated in the CVE and also significantly increased the extent to which participants communicated over extended distances in the CVE (Chapter 5). Asynchronous working in CVEs was assisted using the metaphor of Virtual Time (VT), where the utterances of previous users were embedded in a CVE as conversation tags (Chapter 6). With VT, participants chose to listen to a quarter of the conversations of their predecessors while performing the task. The embedded conversations led to a reduction in the rate at which participants travelled around, but an increase in the live communication that took place. Taken together, the studies have implications for CVE designers, because they provide quantitative and qualitative data on how group dynamics functioned in a CVE, and how synchronous and asynchronous groupwork was improved by using MGDs and VT techniques. In addition, the rich complexity of possible functionality for VT highlights a number of possibilities for future research.
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2

Domingues, Christophe. "Interaction 3D Collaborative en Réalité Virtuelle." Phd thesis, Université d'Evry-Val d'Essonne, 2010. http://tel.archives-ouvertes.fr/tel-00542170.

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Les Environnements Virtuels Collaboratifs (EVCs) sont des environnements virtuels peuplés où les utilisateurs interagissent entre eux pour réaliser des actions communes (déplacement en groupe, sélection et manipulation d'objets en commun, communication, etc.). Dans les EVCs, la complexité se situe au niveau de l'interaction d'un groupe d'utilisateurs avec les objets. En effet, il y a plusieurs contraintes à respecter notamment celles liées à la coordination des actions des différents utilisateurs et la conscience de présence d'un utilisateur par rapport aux objets de l'environnement et par rapport aux autres utilisateurs. Notre travail de recherche s'inscrit dans le cadre de l'interaction 3D et de la collaboration en Réalité Virtuelle. Il développe la notion d'assistance à l'interaction 3D collaborative et à son évaluation. Pour l'assistance à l'interaction 3D collaborative, une approche basée sur un Workflow intégrant l'anticipation et la gestion des interactions du groupe est proposée. Pour l'assistance à l'évaluation des techniques d'interaction 3D, une approche basée sur les méthodes empiriques d'évaluation intégrant les outils statistiques de recherche d'informations est proposée. L'objectif de cette thèse est de modéliser, concevoir, implémenter et évaluer un système d'assistance à l'interaction 3D collaborative.
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3

Bulmer, Lee Richard. "A model-driven collaborative interaction architecture." Thesis, University of Leeds, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410636.

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4

Hor, Joon Suk 1976. "Social interaction in collaborative engineering environments." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80156.

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5

Colás, Álvarez Joaquim. "Interaction and participation in collaborative storytelling systems." Doctoral thesis, Universitat Pompeu Fabra, 2017. http://hdl.handle.net/10803/456037.

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Storytelling is one of the oldest models of cultural expression in human history. Thanks to the evolution of information technologies, the Web 2.0 paradigm has impacted in this field: some modern audiences actively participate in their favorite narrative worlds. We define Shared Narrative spaces as informative spaces concerning narratives created, developed and maintained through the collaboration of multiple authors. Our research aims to understand the perception of SNS using a HCI (human-computer interaction) lens, and to define the determinant factors affecting users’ interaction (exploration, comprehension and contribution) with them. We approach the issues of multiple authoring as an opportunity for collaboration through a storyline paradigm grounded on classic narratology, and use it to examine the users’ perception and exploration of SNS. We propose an analysis framework that suits the comparative analysis of narrative systems of very diverse nature, which allows us to study the interplay of fundamental HCI aspects. Finally, we lay out the bases of a general model to approach the design of a wide range of collaborative narrative systems.
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6

Henry, 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.

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Higher education funding and student behavior has been changing rapidly (Dervarics,2008). Because of this, there has been an increased focus on the use of alternative tools for course delivery. One of the emerging areas of focus has been an increased interest in the use of communication and information technologies (Curtis & Lawson, 2001). Currently, there are a wide variety of flexible delivery methods that have been used as well as their associated tools. Naturally, questions have been raised about the efficacy of these tools on the quality of student-student, student-teacher, and student-content interaction (Curtis & Lawson, 2001). Interaction and Collaboration may be versatile tools within the online learning environment, but the main concern for instructional designers and instructors is improving student outcomes within the online learning environment. Unfortunately, there isn't much research to guide instructors and developers as to which online collaboration tools promote transformative pedagogy, and research appears non-existent indicating the preferences of students and faculty regarding specific online collaboration tools. A host of interactive events are possible within an online learning environment. Some are viewed as essential and others may assume a more supplemental role. Participants reported that they preferred to interact with other students and their instructor using the discussion board within the online learning environment. Additionally, the participants believe that their interaction with the text was of less importance than their interaction with the instructor. Learners indicated that the discussion board was valued over all other collaboration tools available within the course. However, it is certainly possible that in other learning environments such findings may differ. Further study is needed to determine whether the initial insights of participants reflect reasonable trends in interaction or merely an isolated instance. This study was conducted using a mixed methods research approach. Mixed methods research allows the inclusion of issues and strategies that surround methods of data collection, methods of research, and related philosophical issues (Johnson, Onwuegbuzie & Turner, 2007). When qualitative and quantitative datasets are mixed, the datasets often provide richer insights into the phenomenon than if either qualitative or quantitative datasets alone were used. Additionally, using a mixed methods approach provides strengths that offset the weaknesses inherent in each sole approach (Creswell & Plano Clark, 2007; Jick, 1979). Rather than limiting the study to a single ideology, the research was able to utilize all possible methods to explore a research problem. The results of this study provide guidelines for instructional designers developing instructional strategies for online environments. The importance of well-designed instruction was reinforced by this study. The components of "well-designed instruction" can span beyond stimulus-response or drill and practice activities to include a wide range of dynamic interactions using a wide range of increasingly specific tools. Such diverse interactions using the correct tools collectively comprise a dynamic learning environment encompassing one or more learning communities that can expand well beyond the restrictions of any single course selection, thereby connecting learners in unique ways.
Ph.D.
Department of Educational Research, Technology and Leadership
Education
Education PhD
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7

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.

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Video-mediated communication (VMC) is currently the prevalent mode of telecommunication for applications such as remote collaboration, teleconferencing, and distance learning. It is generally assumed that transmitting real-time talking-head videos of participants in addition to their audio is beneficial and desirable, enabling remote conferencing to feel almost the same as face-to-face collaboration. However, compared to being face-to-face, VMC still feels distant, artificial, cumbersome, and detached. One limitation of standard video-collaboration that contributes to this feeling is that the 3D context between people and their shared workspace given in face-to-face collaboration is lost. It is therefore not possible for participants to tell from the video what others are looking at, what they are working on, or who they are talking to. Video Collaborative Virtual Environments (video-CVEs) are novel VMC interfaces which address these problems by re-introducing a virtual 3D context into which distant users are mentally "transported" to be together and interact with the environment and with each other, represented by their spatially controllable video-avatars. To date, research efforts following this approach have primarily focused on the demonstration of working prototypes. However, maturation of these systems requires a deeper understanding of human factors that emerge during mediated collaborative processes. This thesis contributes to a deeper understanding of human factors. It investigates the hypothesis that video-CVEs can effectively support face-to-face aspects of collaboration which are absent in standard video-collaboration. This hypothesis is tested in four related comparative user studies involving teams of participants collaborating in video-CVEs, through standard video-conferencing systems, and being face-to-face. The experiments apply and extend methods from the research fields of human-computer interaction, computer-supported cooperative work, and presence. Empirical findings indicate benefits of video-CVEs for user experience dimensions such as social presence and copresence, but also highlight challenges for awareness and usability that need to be overcome to unlock the full potential of this type of interface.
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8

Chen, Hsinchun. "Collaborative Systems: Solving the vocabulary problem." IEEE, 1994. http://hdl.handle.net/10150/105966.

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Artificial Intelligence Lab, Department of MIS, University of Arizona
Can 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.
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9

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.

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This thesis is about the design of software which enables groups of people to make music together. Networked musical interaction has been an important aspect of Sound and Music Computing research since the early days, although collaborative music software has yet to gain mainstream popularity, and there is currently limited research on the design of such interfaces. This thesis draws on research from Computer Supported Cooperative Work (CSCW) to explore the design of systems for Collaborative Digital Musical Interaction (CDMI). A central focus of this research is the concept of Awareness: a person’s understanding of what is happening, and of who is doing what. A novel software interface is developed and used over three experimental studies to investigate the effects different interface designs have on the way groups of musicians collaborate. Existing frameworks from CSCW are extended to accommodate the properties of music as an auditory medium, and theories of conventional musical interaction are used to elaborate on the nature of music making as a collaborative and social activity which is focused on process-oriented creativity. This research contributes to the fields of Human-Computer Interaction (HCI), Computer Supported Cooperative Work, and Sound and Music Computing through the identification of empirically derived design implications and recommendations for collaborative musical environments. These guidelines are demonstrated through the design of a hypothetical collaborative music system. This thesis also contributes towards the methodology for evaluating such systems, and considers the distinctions between CDMI and the forms of collaboration traditionally studied within CSCW.
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10

Xu, Yicong. "Goal Based Human Swarm Interaction for Collaborative Transport." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/597.

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Human-swarm interaction is an important milestone for the introduction of swarm-intelligence based solutions into real application scenarios. One of the main hurdles towards this goal is the creation of suitable interfaces for humans to convey the correct intent to multiple robots. As the size of the swarm increases, the complexity of dealing with explicit commands for individual robots becomes intractable. This brings a great challenge for the developer or the operator to drive robots to finish even the most basic tasks. In our work, we consider a different approach that humans specify only the desired goal rather than issuing individual commands necessary to obtain this task. We explore this approach in a collaborative transport scenario, where the user chooses the target position of an object, and a group of robots moves it by adapting themselves to the environment. The main outcome of this thesis is the design of integration of a collaborative transport behavior of swarm robots and an augmented reality human interface. We implemented an augmented reality (AR) application in which a virtual object is displayed overlapped on a detected target object. Users can manipulate the virtual object to generate the goal configuration for the object. The designed centralized controller translate the goal position to the robots and synchronize the state transitions. The whole system is tested on Khepera IV robots through the integration of Vicon system and ARGoS simulator.
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11

VENDITTI, Antonello. "The importance of interaction mechanisms in collaborative learning." Doctoral thesis, Università degli studi del Molise, 2019. http://hdl.handle.net/11695/90884.

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Le politiche europee indicano le competenze necessarie che i cittadini dovrebbero avere per adattarsi facilmente ai cambiamenti nel mondo del lavoro. Il problem solving è una delle competenze più importanti richieste ed è un tema importante che ci interessa. In particolare, ci concentriamo sul tema della collaborazione, poiché l'integrazione di diverse intelligenze è più efficace del contributo individuale. Abbiamo definito un insieme minimo di requisiti per i meccanismi di interazione per supportare le attività di problem solving da svolgere in collaborazione. In particolare, il nostro interesse mira a definire quei requisiti che consentono di distinguere i contributi di un membro da quelli degli altri membri del gruppo. Nel contesto dell'insegnamento-apprendimento, la nostra proposta consente innanzitutto agli studenti di essere maggiormente coinvolti per contribuire al progetto complessivo, al fine di ottenere risultati migliori. Inoltre, il nostro lavoro può essere utile anche in altri contesti in cui il problem solving è strategico, come il mondo del lavoro. La nostra definizione di insieme minimo di requisiti per i meccanismi di interazione non definisce il software che l'insegnante e gli studenti dovranno utilizzare, ma indica i requisiti che il software deve soddisfare, in quanto essi definiscono il modo in cui l'insegnante e gli studenti interagiscono per svolgere le attività di problem solving pianificate. Per questo motivo, la nostra definizione, per essere messa in pratica, richiede la scelta di un software esistente o di svilupparne uno che soddisfi il nostro insieme minimo di requisiti, dopodiché sarà necessario spiegare all'insegnante e agli studenti il modo in cui dovrà essere utilizzato per svolgere le attività. In questo lavoro presentiamo una prima sperimentazione della nostra definizione di insieme minimo di requisiti per i meccanismi di interazione. In questo caso abbiamo utilizzato un software esistente, ovvero GitHub, che non è un software sviluppato per svolgere attività di e-learning, ma lo abbiamo scelto perché soddisfa i nostri requisiti minimi. I risultati della sperimentazione hanno confermato l'efficacia della nostra proposta ed, inoltre, oltre ad aver messo in evidenza degli aspetti per migliorare la proposta. Inoltre, abbiamo deciso di progettare un software per implementare direttamente la nostra definizione, che abbiamo chiamato Problem Solving Support Environment (PSSE). Anche in questo caso abbiamo eseguito una sperimentazione e i risultati ottenuti hanno pienamente soddisfatto le aspettative. Entrambe le sperimentazioni hanno dimostrato che gli studenti del gruppo sperimentale hanno ottenuto risultati migliori rispetto a quelli del gruppo di controllo, ma la seconda sperimentazione ha previsto la progettazione di un software specifico per ottenere un risultato migliore in termini di usabilità del sistema, in modo che sia possibile utilizzarlo nei contesti più diversi.
European 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.
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Cerratto, Teresa Inés. "Activité collaborative sur réseau : une approche instrumentale de l'écriture en collaboration." Paris 8, 1999. http://www.theses.fr/1999PA082044.

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La présente recherche s'inscrit dans la problématique du développement des usages des nouvelles technologies de communication et de la collaboration. Deux objectifs principaux ont été visés : décrire et expliquer certains des problèmes réels d'utilisation du point de vue du sujet psychologique, et contribuer d'une manière pragmatique à une réflexion psychologique et cognitive sur la conception des systèmes d'aide à la collaboration dans l'écriture. Pour ce faire nous avons mené une démarche empirique sur un terrain réel de formation qui nous a permis d'étudier certains aspects des processus d'appropriation du collecticiel dans l'activité collaborative des sujets. Le but dans cette démarche a été d'analyser les transformations que le collecticiel introduit dans l'organisation interne de l'activité collaborative des groupes, lors du processus d'appropriation. Cette analyse permet de dégager des orientations pour qu'au plan de la conception informatique, les attentes et les besoins dans l'activité humaine soient pris en compte dans le choix des développements techniques. . .
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Ullah, 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.

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Les progrès récents dans le domaine de l'infographie et la capacité des ordinateurs personnels de rendre les scènes 3D réalistes ont permis de développer des environnements virtuels dans lesquels plusieurs utilisateurs peuvent co-exister et travailler ensemble pour atteindre un objectif commun. Ces environnements sont appelés Environnements Virtuels Collaboratifs (EVCs). Les applications potentielles des EVCs sont dans les domaines militaire, médical, l'assemblage, la conception assistée par ordinateur, la téléopération, l'éducation, les jeux et les réseaux sociaux. Un des problèmes liés aux EVCs est la faible connaissance des utilisateurs concernant l'état, les actions et les intentions de leur(s) collaborateur(s). Ceci réduit non seulement la performance collective, mais conduit également à des résultats non satisfaisants. En outre, les tâches collaboratives ou coopératives réalisées sans aide ou assistance, sont plus difficiles et plus sujettes aux erreurs. Dans ce travail de thèse, nous étudions l'influence de guides multi-modaux sur la performance des utilisateurs lors de tâches collaboratives en environnement virtuel (EV). Nous proposons un certain nombre de guides basés sur les modalités visuelle, auditive et haptique. Dans ce contexte, nous étudions leur qualité de guidage et examinons leur influence sur l'awareness, la co-présence et la coordination des utilisateurs pendant la réalisation des tâches. A cette fin, nous avons développé une architecture logicielle qui permet la collaboration de deux (peut être étendue a plusieurs utilisateurs) utilisateurs (distribués ou co-localisés). En utilisant cette architecture, nous avons développé des applications qui non seulement permettent un travail collaboratif, mais fournissent aussi des assistances multi-modales aux utilisateurs. Le travail de collaboration soutenus par ces applications comprend des tâches de type "Peg-in-hole", de télé-manipulation coopérative via deux robots, de télé-guidage pour l'écriture ou le dessin. Afin d'évaluer la pertinence et l'influence des guides proposés, une série d'expériences a été effectuée au LISA (Laboratoire d'Ingénierie et Systèmes Automatisés) à l'Université d'Angers et au Laboratoire IBISC (Informatique, Biologie Intégrative et Systèmes Complexes) d'Evry. Dans ces expériences, les utilisateurs ont été invités à effectuer des tâches variées, dans des conditions différentes (avec et sans guides). L'analyse a été effectuée sur la base du temps de réalisation des tâches, des erreurs et de l'apprentissage des utilisateurs. Pour les évaluations subjectives des questionnaires ont été utilisés. Ce travail contribue de manière significative au développement de systèmes collaboratifs pour la téléopération, la simulation d'assemblage, l'apprentissage de gestes techniques, la rééducation, la conception assistée par ordinateur et le divertissement
The 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
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Sams, Ivan. "Using multi-touch interaction techniques to support Collaborative Information Retrieval." Thesis, Nelson Mandela Metropolitan University, 2011. http://hdl.handle.net/10948/d1020156.

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Collaborative Information Retrieval (CIR) is a branch of Computer Supported Cooperative Work (CSCW). CIR is the process by which people search for and retrieve information, working together and using documents as data sources. Currently, computer support for CIR is limited to single user systems. Collaboration takes place either with users working at different times or in different locations. Multi-touch interaction has recently seen a rise in prominence owing to a reduction in the cost of the technology and increased frequency of use. Multi-touch surface computing allows multiple users to interact at once around a shared display. The aim of this research was to investigate how multi-touch interaction techniques could be used to support CIR effectively in a co-located environment. An application architecture for CIR systems that incorporates multi-touch interaction techniques was proposed. A prototype, called Co-IMBRA, was developed based on this architecture that used multi-touch interaction techniques to support CIR. This prototype allows multiple users to retrieve information, using the Internet as a shared information space. Documents are represented as visual objects that can be manipulated on the multi-touch surface, as well as rated, annotated and added to folders. A user study was undertaken to evaluate Co-IMBRA and determine whether the multi-touch interaction techniques effectively supported CIR. Fifteen teams of two users each participated in the user study. High task completion rates and low task times showed that the system was effective and efficient. High levels of user satisfaction were reported in the post-test questionnaires. Participants rated the system as highly useful and several commented that it promoted collaboration and that they enjoyed the test. The successful implementation of Co-IMBRA provides evidence that multi-touch interaction techniques can effectively support CIR. The results of the user evaluation also enabled recommendations for future research to be made.
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Harris, 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.

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Beaton, Robert John. "On Digital Drumming: Collaborative, Dyadic, Co-Located, Coordinated Interaction." Thesis, Virginia Tech, 2012. http://hdl.handle.net/10919/32890.

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The use of digital technology can be seen in many aspects of daily lives. Once a symbol of business and the corporate world, digital devices such as computers and cell phones are now common artifacts to adults and children alike. While these devices become more practical and common, questions of their impact on behavior and interactions begin to arise. Digital Drumming is a series of three experiments that examined the impact of known computer participation as a partner in a dyadic creative, experience-driven task. The subjective processes associated with the task of rhythmic music production by inexperienced and experienced participants working collaboratively either with a human or computer partner to produce complex poly-rhythm sounds were investigated. Specifically, the research question asked is: How do inexperienced versus experienced drummers solve problems of what to produce when they have a human partner, versus a computer partner? This is a problem of coop- eration, synchronization, and microcoordination(Lee, Tatar, & Harrison, 2010). Data was collected through self-reported questionnaires and audio transcriptions of the actual sessions. Behavioral data and subjective experience responses suggested that participants viewed a computerâ s role differently depending on their experience level. Participants demonstrated a propensity to simultaneous interaction, often sharing a common tempo with variable rhyth- mic patterns. The importance of partner, as well as the perception of leader were influenced by the partner type, and the experience level of the participant. This work identifies differ- ent perceptions and expectations that humans of varying prior experience levels have when interacting with and responding to technology, and suggests deeper investigation into how people view technology in creative activities.
Master of Science
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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.

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Simonsson, 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.

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This thesis will introduce the concept of collaboratively using freehand gestures to interact with visualizations. It could be problematic to work with data and visualizations together with others in the traditional desktop setting because of the limited screen size and a single user input device. Therefore this thesis suggests a solution by integrating computer vision and gestures with interactive visualizations. This integration resulted in a prototype where multiple users can interact with the same visualizations simultaneously. The prototype was evaluated and tested on ten potential users. The results from the tests show that using gestures have potential to support collaboration while working with interactive visualizations. It also shows what components are needed in order to enable gestural interaction with visualizations.
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Clayphan, Andrew. "Harnessing the Affordances of Interactive Tabletops for Collaborative Activities." Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/15290.

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The key contributions of this thesis are: a greater understanding of how to harness tabletop affordances to support small-group work and collaboration; the effectiveness of tabletops compared with other forms of single display groupware; the power of computer-supported collaborative scripts; and validation of the work in real settings. These contributions are presented as a series of carefully designed user studies. Each explores a key dimension to create new forms of support for collocated individuals to work together. The thesis is in two parts. The first part presents a set of foundational studies that explored rich collaboration at interactive tabletops. This includes: comparing a tabletop with a non-digital whiteboard, with adults brainstorming in a lab setting; comparing a tabletop to both an interactive vertical display and traditional index cards, run as part of a university design class; and comparing a tabletop with an interactive whiteboard as part of a museum visit by children, where they collected content using tablets and built a shared poster at different groupware devices. The second part of the thesis reports exploration of ways to scaffold people in learning to collaborate more effectively. This was motivated by findings in the foundational studies as they highlighted difficulties people faced in coordination and complying with recommended methods. This presents a series of studies that demonstrate the effectiveness of: computer supported collaborative scripts for tabletop brainstorming; support for reflection to learn about brainstorming; and a final study which moves beyond in-the-lab prototypes to an in-the-wild multi-session tabletop setting, with a focus on the mechanisms required to support the needs of students and teachers. In summary, this thesis provides a body of research that provides a foundation for new ways to harness the affordances of tabletops to provide new forms of support for a rich class of small group collaborative activities.
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Chao, Crystal. "Timing multimodal turn-taking in human-robot cooperative activity." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54904.

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Turn-taking is a fundamental process that governs social interaction. When humans interact, they naturally take initiative and relinquish control to each other using verbal and nonverbal behavior in a coordinated manner. In contrast, existing approaches for controlling a robot's social behavior do not explicitly model turn-taking, resulting in interaction breakdowns that confuse or frustrate the human and detract from the dyad's cooperative goals. They also lack generality, relying on scripted behavior control that must be designed for each new domain. This thesis seeks to enable robots to cooperate fluently with humans by automatically controlling the timing of multimodal turn-taking. Based on our empirical studies of interaction phenomena, we develop a computational turn-taking model that accounts for multimodal information flow and resource usage in interaction. This model is implemented within a novel behavior generation architecture called CADENCE, the Control Architecture for the Dynamics of Embodied Natural Coordination and Engagement, that controls a robot's speech, gesture, gaze, and manipulation. CADENCE controls turn-taking using a timed Petri net (TPN) representation that integrates resource exchange, interruptible modality execution, and modeling of the human user. We demonstrate progressive developments of CADENCE through multiple domains of autonomous interaction encompassing situated dialogue and collaborative manipulation. We also iteratively evaluate improvements in the system using quantitative metrics of task success, fluency, and balance of control.
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Ali, Muhammad. "Contribution to decisional human-robot interaction: towards collaborative robot companions." Phd thesis, INSA de Toulouse, 2012. http://tel.archives-ouvertes.fr/tel-00719684.

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L'interaction homme-robot arrive dans une phase intéressante ou la relation entre un homme et un robot est envisage comme 'un partenariat plutôt que comme une simple relation maitre-esclave. Pour que cela devienne une réalité, le robot a besoin de comprendre le comportement humain. Il ne lui suffit pas de réagir de manière appropriée, il lui faut également être socialement proactif. Pour que ce comportement puis être mise en pratique le roboticien doit s'inspirer de la littérature déjà riche en sciences sociocognitives chez l'homme. Dans ce travail, nous allons identifier les éléments clés d'une telle interaction dans le contexte d'une tâche commune, avec un accent particulier sur la façon dont l'homme doit collaborer pour réaliser avec succès une action commune. Nous allons montrer l'application de ces éléments au cas un système robotique afin d'enrichir les interactions sociales homme-robot pour la prise de décision. A cet égard, une contribution a la gestion du but de haut niveau de robot et le comportement proactif est montre. La description d'un modèle décisionnel d'collaboration pour une tâche collaboratif avec l'humain est donnée. Ainsi, l'étude de l'interaction homme robot montre l'intéret de bien choisir le moment d'une action de communication lors des activités conjointes avec l'humain.
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Korzetz, 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.

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Beside traditional multitouch input, mobile devices provide various possibilities to interact in a physical, device-based manner due to their built-in hardware. Applying such interaction techniques allows for sharing content easily, e.g. by literally pouring content from one device into another, or accessing device functions quickly, e.g. by facing down the device to mute incoming calls. So-called mobile-based interaction techniques are characterized by movements and concrete positions in real spaces. Even though such interactions may provide many advantages in everyday life, they have limited visibility in interaction design due to the complexity of sensor processing. Hence, mobile-based interactions are often integrated, if any, at late design stages. To support testing interactive ideas in early design stages, we propose MilkyWay, a toolbox for prototyping collocated collaborative mobile-based interaction techniques. MilkyWay includes an API and a mobile application. It enables easily building up mobile interactive spaces between multiple collocated devices as well as prototyping interactions based on device sensors by a programming-by-demonstration approach. Appropriate sensors are selected and combined automatically to increase tool support. We demonstrate our approach using a proof of concept implementation of a collaborative Business Model Canvas (BMC) application.
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Ali, Muhammad. "Contributions to decisional human-robot interaction : towards collaborative robot companions." Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0003/document.

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L'interaction homme-robot arrive dans une phase intéressante ou la relation entre un homme et un robot est envisage comme 'un partenariat plutôt que comme une simple relation maitre-esclave. Pour que cela devienne une réalité, le robot a besoin de comprendre le comportement humain. Il ne lui suffit pas de réagir de manière appropriée, il lui faut également être socialement proactif. Pour que ce comportement puis être mise en pratique le roboticien doit s'inspirer de la littérature déjà riche en sciences sociocognitives chez l'homme. Dans ce travail, nous allons identifier les éléments clés d'une telle interaction dans le contexte d'une tâche commune, avec un accent particulier sur la façon dont l'homme doit collaborer pour réaliser avec succès une action commune. Nous allons montrer l'application de ces éléments au cas un système robotique afin d'enrichir les interactions sociales homme-robot pour la prise de décision. A cet égard, une contribution a la gestion du but de haut niveau de robot et le comportement proactif est montre. La description d'un modèle décisionnel d'collaboration pour une tâche collaboratif avec l'humain est donnée. Ainsi, l'étude de l'interaction homme robot montre l'intéret de bien choisir le moment d'une action de communication lors des activités conjointes avec l'humain
Human 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
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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.

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Johansson, 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.

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26

Agravante, Don Joven. "Human-humanoid collaborative object transportation." Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTS224/document.

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Les robots humanoïdes sont les plus appropriés pour travailler en coopération avec l'homme. En effet, puisque les humains sont naturellement habitués à collaborer entre eux, un robot avec des capacités sensorielles et de locomotion semblables aux leurs, sera le plus adapté. Cette thèse vise à rendre les robot humanoïdes capables d'aider l'homme, afin de concevoir des 'humanoïdes collaboratifs'. On considère ici la tâche de transport collaboratif d'objets. D'abord, on montre comment l'utilisation simultanée de vision et de données haptiques peut améliorer la collaboration. Une stratégie combinant asservissement visuel et commande en admittance est proposée, puis validée dans un scénario de transport collaboratif homme/humanoïde.Ensuite, on présente un algorithme de génération de marche, prenant intrinsèquement en compte la collaboration physique. Cet algorithme peut être spécifié suivant que le robot guide (leader) ou soit guidé (follower) lors de la tâche. Enfin, on montre comment le transport collaboratif d'objets peut être réalisé dans le cadre d'un schéma de commande optimale pour le corps complet
Humanoid 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
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Martinez, Maldonado Roberto. "Analysing, visualising and supporting collaborative learning using interactive tabletops." Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/10409.

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The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacher’s understanding about student’s collaboration and learning in small groups.
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Shahrimin, 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.

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This study investigated the collaborative interaction patterns exhibited by five-year old pre-primary children in an educational computer environment. The case study method was used in one pre-primary centre in metropolitan Perth, Western Australia, to examine the patterns of collaborative interaction among young children whilst engaged with the computer. The one event case study was of the interactions exhibited by pre-primary children whilst engaged, in dyads, with the computer within a naturalistic classroom environment. This study involved three phases of data collection. Phase I consisted of observations and videotaping sessions, compilation of written observations, narrative descriptions and relevant field notes on each participant. To assess the children's current social skills and computer competence and their general social interaction with peers, the researcher interviewed the children and their teacher using a semi-structured interview schedule to guide the discussion. Phase IT comprised reviewing and transcribing the videotapes and coding children's interactions, while Phase III consisted of analysing all the data obtained. Both observational comments and descriptions and data analyses were presented with anecdotes. 243 interactions were identified and classified into 16 interaction patterns. They were: directing partner's actions; self-monitor/repetition; providing information; declarative planning; asking for information/explanation; disagreeing with partner; accepting guidance; terminal response; exclaiming; correcting others; defending competence; showing pleasure; showing displeasure; sharing control; defending control; and suggesting ideas. Frequency of occurrence of identified interactions was analysed in the form of descriptive statistics. Factors facilitating the collaborative interaction of children whilst engaged with the computer activities were found to be: developmental appropriateness of the software; preexisting computer competency between children; children's preexisting positive attitude towards computer; mutual friendship between collaborators; children's social goals; appropriate structure of enjoyable learning environment; mutual understanding of turn-taking system; and positive non-isolated physical settings of the computer environment. Factors inhibiting collaborative interaction were identified as: non-developmentally appropriate software; lack of computer competency between children; negative attitude (on the part of both children and teacher) towards computer and learning; sense of competition between collaborators; social goals of each child; inappropriate structure to promote enjoyable learning environment; no mutual understanding of turn-taking system; and isolate physical settings of the computer environment. Associated with the findings were three major variables: (1) the classroom teacher variable (philosophy and educational beliefs, task-structure and computer management); (2) the software variable (developmentally appropriateness, content, design, and programmed task-structure); and (3) the child variable (computer competency and attitude towards computer, social goals, social skills, and personal relationship with collaborators). By identifying the collaborative interactions of children, and factors that may facilitate or inhibit these interactions, early childhood educators will be in a better position to integrate the computer into their classroom and to promote positive prosocial interaction among children whilst engaged at the computer. In general, findings suggest that computers should be integrated into all early childhood classrooms and afforded the same status as other traditional early childhood learning materials and activities.
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Narayanan, Siddharth. "Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82142.

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The research presented in this thesis concerns the contribution of virtual human (or avatar) fidelity to social interaction in virtual environments (VEs) and how sensory fusion can improve these interactions. VEs present new possibilities for mediated communication by placing people in a shared 3D context. However, there are technical constraints in creating photo realistic and behaviorally realistic avatars capable of mimicking a person's actions or intentions in real time. At the same time, previous research findings indicate that virtual humans can elicit social responses even with minimal cues, suggesting that full realism may not be essential for effective social interaction. This research explores the impact of avatar behavioral realism on people's experience of interacting with virtual humans by varying the interaction fidelity. This is accomplished through the creation of Cinemacraft, a technology-mediated immersive platform for collaborative human-computer interaction in a virtual 3D world and the incorporation of sensory fusion to improve the fidelity of interactions and realtime collaboration. It investigates interaction techniques within the context of a multiplayer sandbox voxel game engine and proposes how interaction qualities of the shared virtual 3D space can be used to further involve a user as well as simultaneously offer a stimulating experience. The primary hypothesis of the study is that embodied interactions result in a higher degree of presence and co-presence, and that sensory fusion can improve the quality of presence and co-presence. The argument is developed through research justification, followed by a user-study to demonstrate the qualitative results and quantitative metrics.This research comprises of an experiment involving 24 participants. Experiment tasks focus on distinct but interrelated questions as higher levels of interaction fidelity are introduced.The outcome of this research is the generation of an interactive and accessible sensory fusion platform capable of delivering compelling live collaborative performances and empathetic musical storytelling that uses low fidelity avatars to successfully sidestep the 'uncanny valley'. This research contributes to the field of immersive collaborative interaction by making transparent the methodology, instruments and code. Further, it is presented in non-technical terminology making it accessible for developers aspiring to use interactive 3D media to pro-mote further experimentation and conceptual discussions, as well as team members with less technological expertise.
Master of Science
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30

Billinghurst, Mark. "Shared space : explorations in collaborative augmented reality /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6056.

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31

Fages, 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.

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La collaboration est un aspect essentiel du processus de conception. Au cours de ses premières phases, plusieurs concepteurs se réunissent pour partager leurs connaissances et leur expertise afin de résoudre les problèmes de conception. Ils génèrent, évaluent et comparent de nouvelles idées pour trouver les meilleures solutions possibles. Les technologies de réalité augmentée (RA) peuvent rendre ce processus encore plus efficace en fournissant des outils de création numérique 3D qui superposent un contenu virtuel 3D aux objets physiques. Ma thèse explore comment les technologies de RA peuvent améliorer les tâches de conception collaborative. Bien que les systèmes de RA imposent d'ancrer le contenu virtuel dans le monde réel, je m'intéresse à élargir les limites de la conception d'interaction au-delà de ce qui est possible dans le monde physique. Pour cela, j'étudie cette approche dans des situations de collaboration co-localisée et à distance. Lorsque les concepteurs sont co-localisés dans un même environnement de RA, ils partagent le même espace physique. Toutefois, cela peut s'avérer problématique lorsqu'ils souhaitent explorer rapidement de nombreuses idées car ils risquent d'occuper le même espace et de se déranger mutuellement. De plus, le fait d'avoir ses créations visibles par les autres peut être une source d'inhibition. Pour surmonter ces limites, je propose un cadre conceptuel qui permet à plusieurs versions du contenu virtuel de coexister dans des espaces virtuels parallèles. Les concepteurs peuvent ainsi désynchroniser partiellement ou totalement leur environnement virtuel pour générer leur propre contenu, puis le synchroniser à nouveau pour partager ce contenu avec d'autres. Cela leur permet d'explorer plusieurs conceptions alternatives de manière indépendante tout en comparant leurs idées avec celles des autres. J'illustre cette approche avec un scénario dans lequel deux concepteurs dessinent une robe virtuelle en 3D sur un mannequin de couture physique. Les concepteurs sont également amenés à travailler à distance. Les outils de vidéoconférence peuvent faciliter ce type de collaboration et sont devenus extrêmement populaires pendant la pandémie de COVID-19 mais ils reposent principalement sur le point de vue d'une seule caméra. Ils ne donnent pas aux utilisateurs la liberté d'inspecter l'espace de travail distant car la position de cette caméra dans l'espace est généralement fixe ou non contrôlable. Des recherches antérieures dans le domaine de l'Interaction Humain-Machine (IHM) ont exploré l'utilisation de reconstruction 3D pour aller au-delà des outils reposant sur la vidéo. Cependant, ces techniques peuvent être complexes à mettre en place, nécessitent une acquisition de grande qualité et un réseau avec une large bande passante. Pour explorer des alternatives à la reconstruction 3D, j'étudie des solutions basées sur des représentations vidéo augmentées et virtuelles avec différents points de vue. J'étudie d'abord les compromis qui peuvent exister entre une vue augmentée à la première personne, une vue augmentée à la troisième personne et une vue entièrement virtuelle. Je présente ensuite ARgus, un système de communication vidéo multi-vues combinant ces trois vues et des outils interactifs de navigation, de prévisualisation, de pointage et d'annotation. J'étudie ensuite comment 12 participants ont utilisé ARgus pour communiquer des instructions à un utilisateur en RA afin de placer des meubles physiques miniatures dans une maquette virtuelle de maison. Les résultats suggèrent qu'ARgus offre une certaine flexibilité, permettant aux utilisateurs distants de vérifier plus efficacement les contraintes spatiales et réduisant leur besoin d'avoir recours à des instructions verbales. Enfin, je discute les limites de ces approches. Je propose ensuite des remarques générales sur la conception d'interaction dans les environnements de RA et suggère des opportunités pour des travaux de recherche futurs
Collaboration 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
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32

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.

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Sense-making of spatial data on an urban level and large-scale decisions on new infrastructure projects need teamwork from experts with varied backgrounds. Technology can facilitate this collaboration process and magnify the effect of collective intelligence. Therefore, this work explores new useful collaboration interactions and visualizations for map-exploration software with a strong focus on usability. Additionally, for same-time and same-place group work, interactive table-top displays serve as a natural platform. Thus, the second aim of this project is to develop a user-friendly concept for integrating table-top displays with collaborative map-exploration. To achieve these goals, we continuously adapted the user-interface of the map-exploration software RAISE. We adopted a user-centred design approach and a simple iterative interaction design lifecycle model. Alternating between quick prototyping and user-testing phases, new design concepts were assessed and consequently improved or rejected. The necessary data was gathered through continuous dialogue with users and experts, a participatory design workshop, and a final observational study. Adopting a cross-device concept, our final prototype supports sharing information between a user’s personal device and table-top display(s). We found that this allows for a comfortable and practical separation between private and shared workspaces. The tool empowers users to share the current camera-position, data queries, and active layers between devices and with other users. We generalized further findings into a set of recommendations for designing user-friendly tools for collaborative map-exploration. The set includes recommendations regarding the sharing behaviour, the user-interface design, and the idea of playfulness in collaboration.
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Waldhart, Jules. "A NEW FORMULATION AND RESOLUTION SCHEMES FOR PLANNING COLLABORATIVE HUMAN-ROBOT TASKS." Thesis, Toulouse, INSA, 2018. http://www.theses.fr/2018ISAT0047.

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Les robots interagissant avec des humains doivent se comporter en adéquation avec certaines de nos règles sociaux-culturelles, qui doivent être considérées par chaque composant du robot. Lorsqu’il décide d’une action à faire et de comment l’exécuter, le système a besoin de communiquer l’information contextuelle pertinente à chacun de ses composants afin qu’ils puissent respecter ces règles. Il est essentiel que de tels robots puissent se coordonner sans accrocs avec leur partenaires humains. Nous humains utilisons de nombreux signaux de synchronisation notamment via le regard, la lisibilité de nos gestes ou par le dialogue. Nous inférons efficacement les possibilités d’actions de nos partenaires, ce qui nous aide à anticiper ce qu’ils vont ou devraient faire afin de mieux planifier nos propres actions. Dans le domaine de l’interaction Homme-robot, ces capacités sont essentielles. Cette thèse présente notre approche pour résoudre deux tâches où humains et robots collaborent étroitement: un problème de transport d’objet où plusieurs robots et humain doivent ou peuvent se faire passer un objet de main à main pour l’amener d’un endroit à un autre, et une tâche de guide où le robot aide des humains à s’orienter en utilisant dialogue, navigation et mouvements déictiques (pointage). Nous présentons notre implantation de ces composants et de leur articulation dans le cadre d’une d’architecture où l’information contextuelle est transmise des plus hauts niveaux de décision vers les plus bas qui l’utilisent pour s’adapter. Le robot planifie aussi pour les actions des humains, comme dans un système multi-robot, ce qui lui permet de ne pas être dans l’attente des actions des humains, mais d’être proactif dans la proposition d’une solution, et d’anticiper leurs actions futures
When 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
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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.

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This study was conducted to explore the design of an application in the collaborative consumption area. To explore this, different factors that motivate users to participate in collaborative consumption were investigated. From these factors, User Experience (UX)-attributes were generated as a starting point for the researcher to create concepts and design a digital prototype. The usability of the prototype and whether the UX-attributes had been achieved were later evaluated. On the basis of the usability and interview results, the intent to use the application was explored. Five participants took part in the usability test. This test included measuring task success, user expectation measure and a SUS-questionnaire, after which an interview was conducted to explore the achievement of these attributes. The interviews were analyzed using the thematic analysis method, and the results showed that the UX-attributes that were chosen were sufficient in generating a concept for collaborative  consumption that could communicate these important factors. The results from the usability tests show that the design has well above acceptable usability, and although the interview results show that the UX-attributes were fulfilled in varying degrees, they were all fulfilled. Furthermore, by examining the usability and interview results an intent to use the application was discovered.
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35

Xia, Guangyu. "Expressive Collaborative Music Performance via Machine Learning." Research Showcase @ CMU, 2016. http://repository.cmu.edu/dissertations/784.

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Techniques of Artificial Intelligence and Human-Computer Interaction have empowered computer music systems with the ability to perform with humans via a wide spectrum of applications. However, musical interaction between humans and machines is still far less musical than the interaction between humans since most systems lack any representation or capability of musical expression. This thesis contributes various techniques, especially machine-learning algorithms, to create artificial musicians that perform expressively and collaboratively with humans. The current system focuses on three aspects of expression in human-computer collaborative performance: 1) expressive timing and dynamics, 2) basic improvisation techniques, and 3) facial and body gestures. Timing and dynamics are the two most fundamental aspects of musical expression and also the main focus of this thesis. We model the expression of different musicians as co-evolving time series. Based on this representation, we develop a set of algorithms, including a sophisticated spectral learning method, to discover regularities of expressive musical interaction from rehearsals. Given a learned model, an artificial performer generates its own musical expression by interacting with a human performer given a predefined score. The results show that, with a small number of rehearsals, we can successfully apply machine learning to generate more expressive and human-like collaborative performance than the baseline automatic accompaniment algorithm. This is the first application of spectral learning in the field of music. Besides expressive timing and dynamics, we consider some basic improvisation techniques where musicians have the freedom to interpret pitches and rhythms. We developed a model that trains a different set of parameters for each individual measure and focus on the prediction of the number of chords and the number of notes per chord. Given the model prediction, an improvised score is decoded using nearest-neighbor search, which selects the training example whose parameters are closest to the estimation. Our result shows that our model generates more musical, interactive, and natural collaborative improvisation than a reasonable baseline based on mean estimation. Although not conventionally considered to be “music,” body and facial movements are also important aspects of musical expression. We study body and facial expressions using a humanoid saxophonist robot. We contribute the first algorithm to enable a robot to perform an accompaniment for a musician and react to human performance with gestural and facial expression. The current system uses rule-based performance-motion mapping and separates robot motions into three groups: finger motions, body movements, and eyebrow movements. We also conduct the first subjective evaluation of the joint effect of automatic accompaniment and robot expression. Our result shows robot embodiment and expression enable more musical, interactive, and engaging human-computer collaborative performance.
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Subedi, 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.

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ASTRA 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.

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37

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.

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Dans ce mémoire est présentée une synthèse d'une dizaine d'années de travaux de recherche. Tous ces travaux ont un point en commun : l'assistance et deux problématiques : l'interaction et la collaboration pour utiliser ou simuler des systèmes complexes. Ces systèmes complexes peuvent être soit artificiels (cas de la robotique/télérobotique et de télétravail collaboratif) ou bien issus du vivant (cas de la simulation en biologie moléculaire). Ma recherche a consisté à étudier à la fois deux domaines de recherche qui sont la Réalité Mixte (RM) et le Travail Collaboratif (TC). Dans le domaine de la RM, les recherches sont focalisées sur l'assistance à l'interaction 3D dans des environnements qui peuvent être réels-augmentés ou virtuels, utilisant ou simulant des systèmes complexes. Ces derniers peuvent être artificiels (cas de l'interaction-homme-robot distant en réalité augmentée) ou issus du vivant (cas de l'interaction-homme-molécule en réalité virtuelle). Dans le domaine du TC, les recherches sont centrées sur l'assistance à la collaboration des utilisateurs. Ces derniers peuvent être soit en situation de télétravail avec des systèmes complexes artificiels (cas de la téléopération de robots en réalité mixte) ou encore en situation de travail dans un environnement virtuel commun (complètement simulé par ordinateur). Dans le contexte de l'assistance à l'interaction 3D, une réflexion particulière est menée sur la façon dont on peut aider l'Homme à interagir (naviguer, sélectionner, manipuler et contrôler l'application) d'une manière efficace et crédible avec son environnement. Cette réflexion nous a conduits à proposer des modèles et des techniques logicielles pour l'assistance à l'interaction 3D en réalité mixte. Dans le contexte de l'assistance à la collaboration, une attention particulière est accordée à la manière dont on peut structurer, organiser, gérer et assister une activité de collaboration. Cela nous a permis de proposer des formalismes et des modèles permettant d'assister une activité de collaboration (communication, coordination et production). Ces recherches menées conjointement dans chacun des deux domaines ont favorisé l'émergence des fondements de l'interaction collaborative en réalité mixte. En effet, l'étude des collecticiels (logiciels de collaboration sous l'angle du travail collaboratif) fournit les concepts de base que doit respecter un système de collaboration. Alors que l'étude des interactions en réalité mixte propose quant à elle des métaphores/techniques d'interaction 3D et des interfaces sensorimotrices (auditive, visuelle et haptique) dans le but d'améliorer le sentiment d'immersion des utilisateurs. Ce couplage de concepts interdisciplinaires (interaction en RM & collaboration du point de vue du TC) est très intéressant du fait de leurs interdépendances. En effet, pour collaborer, on a besoin d'interagir et pour interagir ensemble on a besoin de collaborer. Notre démarche de recherche propose donc de tirer partie de la manière la plus efficace possible des avancées scientifiques et technologiques issues des deux domaines de recherche afin de proposer des modèles permettant la conception de nouveaux systèmes d'assistance à l'interaction collaborative en réalité mixte.
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Tao, 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.

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Home adpats to different life stages of family members. It provides an envrionment for kids to explore and learn. It balances the private life between adolescent and parents. However, it is different for families with Down syndrome because of their slow life path and demaning for time. This project aims to explore how might we improve the family relationship during the transition of living together in the context of a family with Down syndrome. I concentrate on the family plan for independent living: cooking-related activities. It is a long-term life project which demands time and higher motivation. From the research, parents have control over the learning process, which can influence young adults' confidence in making decisions and parents' building trust in their abilities. How might we support the process of collaborative learning for parents and DS young adult to achieve the long-period life project? Take the food planning as an example, this project explores touchpoints of trust building, learning transfer and decision-making points. "COOKIES" is a platform that connects different learning scenarios and on-going practice together. It helps to transfer the learning from outside home to the home cooking context. It motivates young adults with DS to leveling up missions defined by themselves. Parent's ambition is balanced with DS young adult's exploration. With the ability learned in this process, it can also influence several other domains of life choices.
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39

Roummieh, Youssef. "Génération des interfaces adaptatives pour les environnements collaboratifs et nomadiques." Thesis, Lyon 1, 2009. http://www.theses.fr/2009LYO10310.

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Le contexte de cette recherche se situe dans la perspective d’une meilleure compréhension de l’ingénierie de l’Interaction Homme-Machine pour les environnements collaboratifs et nomadiques. Les systèmes d’informations d’aujourd’hui sont devenus de plus en plus collaboratifs et nomadiques. Cette transformation impose deux contraintes à prendre en considération pendant la conception d’interfaces utilisateur. D’une part, dans une application collaborative, les acteurs interagissent les uns avec les autres afin de réaliser un projet en commun. Ces acteurs interviennent dans différentes disciplines et chacun d’eux a son propre savoir-faire. Ainsi, ils ne partagent pas les mêmes informations relatives au projet. D’autre part, les utilisateurs sont mobiles et désirent avoir accès au système quel que soit sa localisation géographique, tout en conservant la confidentialité des informations définies dans le système. Cette mobilité requiert l’intégration de terminaux mobiles dans le système d’information. Cependant, pour des raisons de taille et de poids, les terminaux mobiles disposent de ressources moins importantes que celles offertes par des stations fixes. Devant ce constat, notre objectif est de construire une interface pour une application collaborative et mobile, personnalisée et adaptée en fonction du profil de l’utilisateur et des ressources d’interactions du terminal utilisé. En particulier, notre contribution est d’une part, la proposition d’une architecture pour un système coopératif, et d’autre part, l’introduction de nouvelles notations, basées sur les environnements collaboratifs, pour la modélisation des tâches. Celle-ci joue un rôle essentiel dans la conception d’interfaces utilisateur. Enfin, nous proposons une approche à base de modèles, pour la génération automatique d’interfaces utilisateur personnalisées aux acteurs et adaptables aux caractéristiques de plateformes, basé sur quatre niveaux d’abstraction. L’applicabilité de notre proposition est vérifiée par des exemples d’application dans le domaine de la santé. Nous avons développé un prototype de système collaboratif pour le suivi des infections nosocomiales. L’étude de cas menée à l’aide de ce système a été rendue possible grâce à la collaboration de l’hôpital Édouard Herriot à Lyon qui nous a transmis son savoir-faire. Ainsi, nous avons développé l’outil AICEStudio afin de montrer la faisabilité de notre approche pour la génération des interfaces utilisateur personnalisées aux acteurs et adaptables aux caractéristiques de plateformes
The 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
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40

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.

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De nouvelles modalités d’interactions reposant sur les postures et les gestes complètentprogressivement les modalités couramment employées par les ordinateurs de bureau, lestablettes et les surfaces interactives. Ces modalités peuvent être enrichies par l’adjonctiond’objets tangibles, directement tirés de la vie quotidienne ou représentant de manièresymbolique des concepts abstraits de l’interface. Les tables interactives, de par leurhorizontalité et leurs cadres d’utilisation, souvent collaboratifs voire conviviaux, sont unterritoire privilégié d’exploration des usages des objets tangibles et de la manière dont ilssont capables d’enrichir les modalités classiques d’interaction avec ces tables que sont lepointage et le toucher.Le sujet de cette thèse porte sur l’étude des interactions utilisateur avec des tablesinteractives tangibles, dans un contexte d’utilisation en environnement de réalité dualeconstitué de deux mondes symétriques, interconnectés et d’influence mutuellement. Lesinterfaces utilisateur tangibles offrent aux utilisateurs la possibilité d’appréhender et desaisir la signification des informations numériques en manipulant des représentations tangiblesjudicieuses de notre monde physique. Ces métaphores d’interaction établissent unpont entre les deux environnements qui constituent la réalité duale : le monde physiqueet le monde virtuel.Dans cette perspective, ce travail présente une contribution théorique, ainsi que sesapplications. Nous proposons de combiner l’interaction tangible sur table interactiveavec la réalité duale dans un cadre conceptuel, essentiellement destiné aux concepteursd’applications, qui modélise et explique les interactions et les représentations, quifonctionnent dans des configurations de réalité duale. Nous exposons tout d’aborddifférents travaux réalisés dans le domaine de l’interaction tangible en général, puis nousnous concentrons sur des travaux menés sur les tables interactives. Nous proposonségalement de recenser et répertorier 112 tables interactives, classées et caractérisées selonplusieurs critères. Ensuite, nous présentons le concept de la réalité duale et ses domainesd’application possibles. Ensuite, nous proposons un framework de conception, illustronset expliquons ses éléments constitutifs, et comment il peut s’adapter à diverses situationsde réalité duale, notamment avec des tables interactives équipées de la technologie RFID.Enfin, quant à nos contributions applicatives, nous montrons des études de cas que nousavons conçues sur la base de notre proposition, qui illustrent les mises en oeuvre deséléments de notre framework proposé. Les perspectives de recherche sont enfin mises enévidence à la fin du manuscrit
In 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
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41

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.

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This thesis focuses on the design and evaluation of interactive music systems that enable non-experts to experience collaborative music-making in public set- tings, such as museums, galleries and festivals. Although there has been previous research into music systems for non-experts, there is very limited research on how participants engage with collaborative music environments in public set- tings. Informed by a detailed assessment of related research, an interactive, multi-person music system is developed, which serves as a vehicle to conduct practice-based research in real-world settings. A central focus of the design is supporting each player's individual sense of control, in order to examine how this relates to their overall playing experience. Drawing on approaches from Human-Computer Interaction (HCI) and interac- tive art research, a series of user studies is conducted in public settings such as art exhibitions and festivals. Taking into account that the user experience and social dynamics around such new forms of interaction are considerably in u- enced by the context of use, this systematic assessment in real-world contexts contributes to a richer understanding of how people interact and behave in such new creative spaces. This research makes a number of contributions to the elds of HCI, interactive art and New Interfaces for Musical Expression (NIME). It provides a set of de- sign implications to aid designers of future collaborative music systems. These are based on a number of empirical ndings that describe and explain aspects of audience behaviour, engagement and mutual interaction around public, in- teractive multi-person systems. It provides empirical evidence that there is a correlation between participants' perceived level of control and their sense of cre- ative participation and enjoyment. This thesis also develops and demonstrates the application of a mixed-method approach for studying technology-mediated collaborative creativity with live audiences.
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42

Sudweeks, 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/.

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Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration. The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development. After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s. The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups. Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research - Complementary Explorative Data Analysis (CEDA) - was therefore developed and applied to the two case studies. The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted. This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities. The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning.
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43

Sudweeks, 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/.

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Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration. The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development. After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s. The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups. Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research - Complementary Explorative Data Analysis (CEDA) - was therefore developed and applied to the two case studies. The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted. This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities. The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning.
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44

Manninen, T. (Tony). "Rich interaction model for game and virtual environment design." Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514272544.

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Abstract The focus of this thesis is on perceivable interaction forms that can be utilised in multi-player computer games and Collaborative Virtual Environments (CVEs). Interaction forms are manifestations of user-user and user-environment interaction. These forms convey the actions of the user to others, and to oneself, during synchronous communication and interaction partially resembling face-to-face encounters in the physical world. The communication, co-ordination and collaboration difficulties in current 3D CVEs have yet to be overcome. The aim of this thesis is to conceptualise and delineate the available mutually perceivable interaction forms. The research analyses entertainment industry solutions and examines their potential as providers of design implications for CVE systems in general. Furthermore, games are used as platforms in the construction phases of the research. The research answers the problems of what interaction forms exist in multi-player games and what are their main characteristics and how to apply the understanding of possible interaction forms in order to help the design of games and professionally used CVEs? The problems are approached with conceptual analytical and constructive methods. Delineation and categorisation of various interaction forms in games and CVEs is presented. The gap between theoretical models and practical design is bridged by using several empirical cases as a constructive part of the research. The significance of this research is related to the increasingly important role of CVEs in global organisations and virtual enterprises, as well as in the everyday life of people. The communicational and functional enhancements of the virtual environments and multi-player games make the interpersonal interaction more usable and applicable in computer mediated settings. The research provides a deeper understanding of the concept of interaction forms in the context of CVEs and multi-player games. The results can be used to create more supportive, appealing and communicative applications by applying interaction models and theories in the form of rich interaction design guidelines. The main contributions of this research are the conceptual models of interaction forms and corresponding rich interaction design suggestions. The results reveal important and neglected aspects of interaction forms to the world of game and virtual environment designers. Combined with the descriptions of interaction design processes the overall outcome of the work is applicable to a wide audience designing or using computer systems that support communication, co-ordination and collaboration.
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45

Duval, 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.

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This work aims at providing some cues in order to address the essential requirements about the design of 3D Collaborative Virtual Environments (CVE). We have identified six essential topics that must be addressed when designing a CVE. For each of them, we present a state of the art about the solutions that can address this topic, then we show our own contributions: how we improve existing solutions and what are our new propositions. 1 - Choosing a model for the distribution of a CVE We need a distribution model to distribute as efficiently as possible the content of a CVE among all the nodes involved in its execution, including the machines of the distant users. Our proposition is to allow CVE designers to mix in a same CVE the three main distribution models usually encountered: centralized on a server, totally replicated on each site, or distributed according to a hybrid distribution model. 2 - Choosing a model for the synchronization of these nodes To maintain consistency between all the nodes involved in the execution of a CVE, we must choose between a strong synchronization or a relaxed one, or an in-between solution. Our proposition is to manage some temporary relaxation of the synchronization due to network breakdowns, with several synchronization groups of users, making them aware of these network breakdowns, and to allow some shared objects to migrate from one site to another. 3 - Adapting the Virtual Environment to various hardware systems VR applications must be adapted to the software and to the hardware input and output devices that are available at run-time, in order to be able to deploy a CVE onto di fferent kinds of hardware and software. Our solution is the PAC-C3D software architectural model which is able to deal with the three main distribution modes encountered in CVE. 4 - Designing interaction and collaboration in the VE Expressing the interactive and collaborative capabilities of the content of a CVE goes one step beyond geometric modeling, by adding interactive and collaborative features to virtual objects. We propose a unified model of dialog between interactive objects and interaction tools, with an extension to Collada in order to describe interactive and collaborative properties of these interactive objects and interaction tools. 5 - Choosing the best metaphors for collaborative interactions Most of the time single-user interaction tools and metaphors are not adapted to off er effi cient collaboration between users of a CVE. We adapt some of these tools and metaphors to collaborative interactions, and we propose new really collaborative metaphors to enhance real multi-user collaborative interactions, with dedicated collaborative feedback. 6 - Embedding the users' physical workspaces within the CVE Taking into account users' physical workspaces makes it possible to adapt a CVE to the hardware input and output devices of the users, and to make them aware of their physical limitations and of those of the other users, for better interaction and collaboration. We propose the Immersive Interactive Virtual Cabin (IIVC) concept to embed such 3D representations in CVE.
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46

Taher, Razan. "Recherche d'Information Collaborative." Phd thesis, Université Joseph Fourier (Grenoble), 2004. http://tel.archives-ouvertes.fr/tel-00006500.

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L'arrivée « World Wide Web » et la grande utilisation d'Internet ont ouvert de nouvelles perspectives pour la diffusion et le partage d'information. Nous présentons dans cette thèse une approche collaborative pour la recherche d'information. Nous définissons un environnement collaboratif dédié à un groupe d'utilisateurs désirant effectuer ensemble des recherches d'information sur un sujet commun. Cet environnement aide l'utilisateur à obtenir une meilleure qualité de l'information, et à « bénéficier » efficacement des expériences des autres membres du groupe. Différents contextes dans lesquels le soutien s'avère nécessaire sont analysés : l'aide à la formulation de requête, l'évaluation de sa recherche par rapport aux autres membres du groupe et une vision globale des résultats obtenus. Nous avons conçu et validé expérimentalement un modèle de soutien souple et adapté à la typologie de l'utilisateur pris individuellement et à la typologie du groupe d'utilisateur pris dans son ensemble. Le soutien est aussi personnalisé selon ses désirs et souhaits exprimés au moyen, entre autres, de critères de personnalisation de soutien.
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47

Rezayan, Leo A. "Making collaborative data physicalisations." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/129458/2/Leo_Rezayan_Thesis.pdf.

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This project investigated physical data presentations, physicalisations to explore ways of presenting data in physical, three-dimensional form, and understand how this would be received by users. This project first reviewed the field of tangible interaction and collaboration to identify a series of concepts to support the design of collaborative data physicalisation. Next, this research undertook a research through design and reflective approach to design, to create a new collaborative data physicalisation system. It then used observations and focus-groups to evaluate the design’s utility and explored how people employed physicalisation as part of their collaborative sense-making and meaning-making processes.
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48

Aboucaya, 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.

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Les plates-formes participatives en ligne sont devenues un moyen courant d'impliquer les citoyens dans la prise de décision publique, permettant une participation à plus grande échelle que leurs homologues hors ligne, à la fois en termes de nombre de participants et de répartition géographique. Cependant, le terme "plateforme participative" recouvre un large éventail de systèmes extrêmement différents, ce qui implique des différences dans les problèmes rencontrés par les administrateurs et les contributeurs des plateformes. Plus précisément, ces plateformes font face à des problèmes spécifiques lorsqu'elles visent à permettre aux citoyens de collaborer pour produire des contributions communes ou lorsque le nombre de contributeurs impliqués devient particulièrement élevé. Cette recherche doctorale vise à identifier les problèmes des plateformes de participation citoyenne contemporaines et à proposer des moyens techniques pour créer des plateformes participatives plus collaboratives et adaptées à une participation à grande échelle. Ma thèse s'appuie principalement sur des travaux antérieurs réalisés dans les champs de la recherche en informatique que sont le travail collaboratif assisté par ordinateur (TCAO) et le traitement automatique du langage naturel (TAL). Les contributions de cette thèse sont : l'identification des biais d'une plateforme participative spécifique et la recommandation d'alternatives centrées sur la conception de la plateforme pour les résoudre ; la représentation d'une plateforme participative sous la forme d'un graphe de connaissances (knowledge graph) et son enrichissement à partir d'une base de connaissances externe préexistantes ; l'identification des différents objectifs motivant la création de plateformes participatives et des différents types de fonctionnalités d'interaction mises en œuvre à partir d'une série d'entretiens ; la conception et la mise en œuvre d'une méthode basée sur l'inférence en langage naturel pour réduire les problèmes rencontrés par la participation citoyenne en ligne lorsque le nombre de contributeurs devient particulièrement élevé
Online 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
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49

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/.

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This dissertation presents an inquiry into the roles played by persistent, shared external representations in design collaboration. It advances an understanding of the active participation of these representations—including drawings, models and prototypes—in the collective reasoning of design teams. Interaction was analyzed using a novel network formalization to portray the accomplishment of essential work in this context. A synthesis of analyses over different time scales provides the basis for a comprehensive notion of representational support for design interaction, and a diagnostic for problems that may arise with inadequate support and/or disparities of access and participation. Data were collected during working sessions of a leading, “real-time” concurrent design practice at NASA’s Jet Propulsion Laboratory, notable for accelerated performance and the use of technologically-advanced, shared representations. Fine-grained analysis of this activity offers insights to complement those obtained from laboratory studies of individual designers, ad-hoc groups, and organizationally-situated ethnographic accounts. A microanalytic technique was developed to assess dynamic interaction between participants and representations. The resulting, novel formalization of an actor-discourse network makes concepts derived from actor-network theory operational to understand the work accomplished through design interaction. Network visualization and structural metrics highlight patterns associated with productivity in the design process. On this basis, indicators for the quality of design conversation are proposed: these include the degree of participants’ engagement, the development of design discourse, the integration of representations and the consolidation of commitment to action. Specific roles and situational attributes of representations are identified that foster and sustain advances in collective design reasoning. The dissertation advances a view of design activity in terms of temporally-evolving constellations of issues and actors, in which representations act to stabilize and anchor expanding networks of commitment. Directions for further work include technical enhancement to network metrics and visualization, extension of the actor-discourse network formalization and further exploration of theoretical and practical issues pertaining to representational actors in social situations.
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50

Tarplee, 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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