Dissertations / Theses on the topic 'Interactive computation'

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1

Thaler, Justin R. "Practical Verified Computation with Streaming Interactive Proofs." Thesis, Harvard University, 2013. http://dissertations.umi.com/gsas.harvard:11086.

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As the cloud computing paradigm has gained prominence, the need for verifiable computation has grown urgent. Protocols for verifiable computation enable a weak client to outsource difficult computations to a powerful, but untrusted, server. These protocols provide the client with a (probabilistic) guarantee that the server performed the requested computations correctly, without requiring the client to perform the computations herself.
Engineering and Applied Sciences
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2

Wetherall, David James. "An interactive programming system for media computation." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/38033.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (p. 103-106).
by David James Wetherall.
M.S.
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3

Skeith, William E. "Homomorphic encryption and non-interactive secure computation." Diss., Restricted to subscribing institutions, 2007. http://proquest.umi.com/pqdweb?did=1383474491&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.

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4

McCandless, Michael Kyle. "A model for interactive computation : applications to speech research." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/47517.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.
Includes bibliographical references (p. 157-159).
by Michael K. McCandless.
Ph.D.
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5

Silva, Marco Jorge Tome da. "Pre-computation for controlling character behavior in interactive physical simulations." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/62415.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 129-136).
The development of advanced computer animation tools has allowed talented artists to create digital actors, or characters, in films and commercials that move in a plausible and compelling way. In interactive applications, however, the artist does not have total control over the scenarios the character will experience. Unexpected changes in the environment of the character or unexpected interactions with dynamic elements of the virtual world can lead to implausible motions. This work investigates the use of physical simulation to automatically synthesize plausible character motions in interactive applications. We show how to simulate a realistic motion for a humanoid character by creating a feedback controller that tracks a motion capture recording. By applying the right forces at the right time, the controller is able to recover from a range of interesting changes to the environment and unexpected disturbances. Controlling physically simulated humanoid characters is non-trivial as they are governed by non-linear, non-smooth, and high-dimensional equations of motion. We simplify the problem by using a linearized and simplified dynamics model near a reference trajectory. Tracking a reference trajectory is an effective way of getting a character to perform a single task. However, simulated characters need to perform many tasks form a variety of possible configurations. This work also describes a method for combining existing controllers by adding their output forces to perform new tasks. This allows one to reuse existing controllers. A surprising fact is that combined controllers can perform optimally under certain conditions. These methods allow us to interactively simulate many interesting humanoid character behaviors in two and three dimensions. These characters have many more degrees of freedom than typical robot systems and move much more naturally. Simulation is fast enough that the controllers could soon be used to animate characters in interactive games. It is also possible that these simulations could be used to test robotic designs and biomechanical hypotheses.
by Marco Jorge Tome da Silva.
Ph.D.
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6

Battle, Leilani Marie. "Interactive visualization of big data leveraging databases for scalable computation." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/84906.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 55-57).
Modern database management systems (DBMS) have been designed to efficiently store, manage and perform computations on massive amounts of data. In contrast, many existing visualization systems do not scale seamlessly from small data sets to enormous ones. We have designed a three-tiered visualization system called ScalaR to deal with this issue. ScalaR dynamically performs resolution reduction when the expected result of a DBMS query is too large to be effectively rendered on existing screen real estate. Instead of running the original query, ScalaR inserts aggregation, sampling or filtering operations to reduce the size of the result. This thesis presents the design and implementation of ScalaR, and shows results for two example applications, visualizing earthquake records and satellite imagery data, stored in SciDB as the back-end DBMS.
by Leilani Marie Battle.
S.M.
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7

Poon, Chun-ho. "Efficient occlusion culling and non-refractive transparency rendering for interactive computer visualization /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B22925880.

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8

HUANG, Weixin. "PROBLEM SOLVING BEHAVIOR EMPLOYED IN APARTMENT INTERIOR WORKS DESIGN USING INTERACTIVE EVOLUTIONARY COMPUTATION." 京都大学 (Kyoto University), 2007. http://hdl.handle.net/2433/49131.

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学位授与大学:京都大学 ; 取得学位: 博士(工学) ; 学位授与年月日: 2007-09-25 ; 学位の種類: 新制・課程博士 ; 学位記番号: 工博第2855号 ; 請求記号: 新制/工/1420 ; 整理番号: 25540
Design problem solving behavior refers to the way in which people solve their creative problem of design in their mind. It is one of the basic problems in the area of design methodology, which varies greatly by cases and designers. On the other hand, there are still some general ways or commonness as the core. Because of the complexity of design problem solving behavior, it is still not understood very well. This dissertation dives into the problem of design problem solving behavior too and tried to provide a general view of it, including both the general strategies and the temporary tactics. But differs from many other researches, it employed a confined and well-structured simulation of manual design process by employing the method of interactive evolutionary computation (IEC) to extract design problem solving behavior objectively. The simulated design process provided a comparable and statistically analyzable model for exploring design problem solving behavior of people, and made the findings of this dissertation more reliable. The design problem of interior works of Chinese residents, which need little special knowledge to solve, was selected as the design problem in this dissertation. The method of IEC was applied in interior works design for helping the Chinese residents to solve the practical interior works design problems, and inducing the design problem solving behavior of them. The dissertation contains 6 chapters, including the general introduction (chapter 1), the main body (chapter 2 to 5), and the conclusion (chapter 6). The main body can be further divided into two parts. In the first part (chapter 2 and 3) the IEC interior works (IECIW) design system was developed, and evaluated by a large amount of Chinese residents on its usability and disadvantage. After the preparation of method in the first part, the second part (chapter 4 and 5) presented two parallel researches on participants’ design problem solving behavior in design process using IEC in order to approach the design problem solving behavior in common design processes. Chapter 1 introduces the background and purpose of the research, reviewed related literatures, and the frame work of the dissertation. In chapter 2, IEC method was tentatively applied in the problem of interior works design. 7 color and texture related factors of the living room of a typical apartment in Beijing were selected as design factors in the IEC IW design system. Through 3 experiments, the IEC IW design system was found effective in interior works design and heuristic for the two tested Chinese students. The effect of increasing population size was also found significantly increasing the efficiency of the system. In chapter 3, the developed IEC IW design system was tentatively used by 231 Chinese residents to evaluate its usability and disadvantage in real design problems of interior works. It was concluded that the IEC IW design system is useful for the residents, and it was also found that older participants, and those with lower education and family income levels, gave the system better evaluations. Chapter 4 started to explore problem solving behavior of people in design tasks through simulated design process for interior works using IEC. Data of design process employing IEC of 8 Chinese participants were collected. Through analysis of design problem solving process, it was revealed that people tend to do what they are certain of firstly, and make harder decisions later. It was also found that people did not tend to move their eyes to a faraway image in the interface constantly, which was considered more convenient for them. Chapter 5 continued to explore problem solving behavior of the 8 participants' interior works design process employing IEC. The method of protocol analysis was employed to analyze verbal reports of the participants. It was revealed that different parts of the interior scene have different influence on people's evaluation, and people tended to use same evaluation criterion continuously on several images, then switch to another evaluation criterion. 3 stages of design problem solving behavior along the process were also explained. Chapter 6 summarizes the findings in the dissertation, presents the general discussion and perspective, and proposed some research in the future.
Kyoto University (京都大学)
0048
新制・課程博士
博士(工学)
甲第13384号
工博第2855号
新制||工||1420(附属図書館)
25540
UT51-2007-Q785
京都大学大学院工学研究科建築学専攻
(主査)教授 宗本 順三, 教授 上谷 宏二, 教授 加藤 直樹
学位規則第4条第1項該当
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9

Poon, Chun-ho, and 潘仲豪. "Efficient occlusion culling and non-refractive transparency rendering for interactive computer visualization." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B2974328X.

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10

Woolley, Brian G. "Novelty-Assisted Interactive Evolution of Control Behaviors." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5579.

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The field of evolutionary computation is inspired by the achievements of natural evolution, in which there is no final objective. Yet the pursuit of objectives is ubiquitous in simulated evolution because evolutionary algorithms that can consistently achieve established benchmarks are lauded as successful, thus reinforcing this paradigm. A significant problem is that such objective approaches assume that intermediate stepping stones will increasingly resemble the final objective when in fact they often do not. The consequence is that while solutions may exist, searching for such objectives may not discover them. This problem with objectives is demonstrated through an experiment in this dissertation that compares how images discovered serendipitously during interactive evolution in an online system called Picbreeder cannot be rediscovered when they become the final objective of the very same algorithm that originally evolved them. This negative result demonstrates that pursuing an objective limits evolution by selecting offspring only based on the final objective. Furthermore, even when high fitness is achieved, the experimental results suggest that the resulting solutions are typically brittle, piecewise representations that only perform well by exploiting idiosyncratic features in the target. In response to this problem, the dissertation next highlights the importance of leveraging human insight during search as an alternative to articulating explicit objectives. In particular, a new approach called novelty-assisted interactive evolutionary computation (NA-IEC) combines human intuition with a method called novelty search for the first time to facilitate the serendipitous discovery of agent behaviors. In this approach, the human user directs evolution by selecting what is interesting from the on-screen population of behaviors. However, unlike in typical IEC, the user can then request that the next generation be filled with novel descendants, as opposed to only the direct descendants of typical IEC. The result of such an approach, unconstrained by a priori objectives, is that it traverses key stepping stones that ultimately accumulate meaningful domain knowledge. To establishes this new evolutionary approach based on the serendipitous discovery of key stepping stones during evolution, this dissertation consists of four key contributions: (1) The first contribution establishes the deleterious effects of a priori objectives on evolution. The second (2) introduces the NA-IEC approach as an alternative to traditional objective-based approaches. The third (3) is a proof-of-concept that demonstrates how combining human insight with novelty search finds solutions significantly faster and at lower genomic complexities than fully-automated processes, including pure novelty search, suggesting an important role for human users in the search for solutions. Finally, (4) the NA-IEC approach is applied in a challenge domain wherein leveraging human intuition and domain knowledge accelerates the evolution of solutions for the nontrivial octopus-arm control task. The culmination of these contributions demonstrates the importance of incorporating human insights into simulated evolution as a means to discovering better solutions more rapidly than traditional approaches.
ID: 031001574; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Adviser: Kenneth O. Stanley.; Title from PDF title page (viewed August 26, 2013).; Thesis (Ph.D.)--University of Central Florida, 2012.; Includes bibliographical references (p. 129-138).
Ph.D.
Doctorate
Electrical Engineering and Computing
Engineering and Computer Science
Computer Engineering
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11

Mauricio, Toro. "Structured Interactive Scores." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2012. http://tel.archives-ouvertes.fr/tel-00736021.

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La plupart des sc\'narios multimédia interactifs sont bas\'{e}s sur des sp\'cifications informelles, il n'est donc pas possible de v\'{e}rifier formellement des propri\'t\'{e}s de ces syst\'mes. Nous pr\'{e}conisons la n\'cessit\'{e} d'un mod\'le g\'{e}n\'ral et formel. Partitions interactives est un formalisme pour d\'{e}crire des sc\'narios multim\'{e}dia interactifs. Nous proposons une nouvelle s\'mantique pour les partitions interactives bas\'{e}e sur les structures d'\'v\'{e}nements temporisés. Avec une telle s\'mantique, nous pouvons sp\'{e}cifier des propri\'t\'{e}s pour le syst\'me, en particulier, des propri\'{e}t\'s sur les traces, qui sont difficiles \'{a} pr\'ciser avec la programmation par contraintes. Nous pr\'{e}sentons \'galement une s\'{e}mantique op\'rationnelle des partitions interactives bas\'{e}e sur le calcul non-d\'terministe, temporis\'{e}, concurrent, par contraintes (ntcc) et nous rapportons la s\'mantique operationelle \'{a} la semantique en structures d'\'v\'{e}nements temporisés. Avec la s\'mantique op\'{e}rationnelle, nous pouvons d\'crire formellement le comportement d'un scenario dont les dur\'{e}es des objets temporels peuvent \^{e}tre des intervalles d'entiers arbitraires. La s\'mantique op\'{e}rationnelle est obtenue \' partir de la s\'{e}mantique en structures d'\'v\'{e}nements temporisés de la partition interactive. Pour fournir une telle traduction, nous avons d'abord d\'fini la forme normale d'une structure d'\'{e}v\'nements temporisés, dans laquel les \'{e}v\'nements li\'{e}s avec une dur\'e z\'{e}ro sont regroup\'s en un seul. Nous avons \'{e}galement d\'fini la notion de structures d'\'{e}v\'nements temporisés r\'{e}partissables, de telle sorte que son graphe de contraintes peut \^{e}tre exp\'di\'{e} en se fondant uniquement sur la propagation locale. Nous croyons que la s\'mantique op\'{e}rationnelle bas\'e sur ntcc offre certains avantages par rapport \'{a} la s\'mantique des partitions interactives bas\'{e}e sur des r\'seaux de Petri; par exemple, les dur\'{e}es des objets temporels peuvent \^{e}tre des intervalles d'entiers arbitraires, tandis que dans la plupart des mod\'les de partitions interactives, les intervalles ne peut \^tre utilis\'{e}s que pour repr\'senter les relations telles que l'\'{e}galit\' et les inégalités. Nos mod\'{e}les ntcc de partitions interactives sont ex\'cut\'{e}s en utilisant Ntccrt, un interpr\'te temps r\'{e}el pour ntcc. Nos mod\'les peuvent \'{e}galement \^{e}tre v\'rifi\'{e}s automatiquement en utilisant ntccMC, un verificateur pour ntcc, de temps born\', bas\'{e}e sur les automates finis, que nous introduisons dans cette th\'se. En utilisant ntccMC, nous pouvons v\'{e}rifier des propri\'t\'{e}s de logique de temps lin\'aire avec des contrantes (CLTL). Dans cette th\'{e}se, nous introduisons deux extensions du formalisme de partitions interactives: (1) l'une pour g\'rer le traitement audio en utilisant le langage de programmation fran\c cais Faust et (2) l'autre pour traiter des condition et des branchements, permettant de sp\'{e}cifier des choix et des boucles. Pour la premi\'re extension, nous pr\'{e}sentons une s\'mantique bas\'{e}e sur les structures d'\'v\'{e}nements temporisés et des id\'es sur la fa\c con de d\'{e}finir une s\'mantique op\'{e}rationnelle. Pour la deuxi\'me extension, nous pr\'{e}sentons une mise en \oe uvre et la comparaison des r\'sultats du jitter relative moyenne d'une impl\'{e}mentation d'un arp\'ge base sur l'algorithme de Karplus-Strong par rapport aux impl\'{e}mentations existants \'crits dans Pure Data. Nous d\'{e}finissons aussi un format de sauvegarde XML pour les partitions interactives et pour la extension avec branchement conditionnel. Un format de sauvegarde est crucial pour assurer la persistance des partitions.
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12

Tscherter, Vincent. "Exorciser : Automatic generation and interactive grading of structured excercises in the theory of computation /." Zürich, 2004. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=15654.

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13

Yannakakis, Georgios N. "AI in computer games : generating interesting interactive opponents by the use of evolutionary computation." Thesis, University of Edinburgh, 2005. http://hdl.handle.net/1842/879.

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Which features of a computer game contribute to the player’s enjoyment of it? How can we automatically generate interesting and satisfying playing experiences for a given game? These are the two key questions addressed in this dissertation. Player satisfaction in computer games depends on a variety of factors; here the focus is on the contribution of the behaviour and strategy of game opponents in predator/prey games. A quantitative metric of the ‘interestingness’ of opponent behaviours is defined based on qualitative considerations of what is enjoyable in such games, and a mathematical formulation grounded in observable data is derived. Using this metric, neural-network opponent controllers are evolved for dynamic game environments where limited inter-agent communication is used to drive spatial coordination of opponent teams. Given the complexity of the predator task, cooperative team behaviours are investigated. Initial candidates are generated using off-line learning procedures operating on minimal neural controllers with the aim of maximising opponent performance. These example controllers are then adapted using on-line (i.e. during play) learning techniques to yield opponents that provide games of high interest. The on-line learning methodology is evaluated using two dissimilar predator/prey games with a number of different computer player strategies. It exhibits generality across the two game test-beds and robustness to changes of player, initial opponent controller selected, and complexity of the game field. The interest metric is also evaluated by comparison with human judgement of game satisfaction in an experimental survey. A statistically significant number of players were asked to rank game experiences with a test-bed game using perceived interestingness and their ranking was compared with that of the proposed interest metric. The results show that the interest metric is consistent with human judgement of game satisfaction. Finally, the generality, limitations and potential of the proposed methodology and techniques are discussed, and other factors affecting the player’s satisfaction, such as the player’s own strategy, are briefly considered. Future directions building on the work described herein are presented and discussed.
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14

Holmes, Tim. "Interactive evolutionary computation driven by gaze a new paradigm for experimental aesthetics and beyond." Thesis, Royal Holloway, University of London, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.528882.

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15

Grinham, Jonathan Lorne. "Appliance Architecture in the Invisible College: a Pedagogical Text." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/31240.

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This thesis presents a pedagogical framework for understanding dynamic Parametricism within the new media culture. As indicated by the title, â Appliance Architecture in the Invisible College: a Pedagogical Textâ , this paper will serve two purposes. First, appliance architecture will construct the theoretical framework that will provide the context for the four case studies presented within this thesis: an interview with Rob Ley, designer of the Reef Project; the design and development of the Eclipsis Screen for the Solar Decathlon house, Lumenhaus; the development of an architectural robotics design laboratory, Prototyping in Architectural Robotics for Technology-enriched Education (PARTeE); and workshop > no.1, a physical computing workshop held at the College of Architecture + Urban Studies (CAUS). Second, the invisible college will serve as a pedagogical framework for teaching dynamic Parametricism within appliance architecture. The invisible college will explore the emergent design typologies developed through the PARTeE laboratoryâ s first year and will culminate in the application of the teaching methodologies used for the physical computing workshop. The following serves to establish the architectural discourse within which â Appliance Architecture in the Invisible Collegeâ is embedded. In the broadest sense, this discourse is that of kinetic architecture. The word â kineticâ is used to denote motion, or the act or process of changing position of over time, where time is the unit of measurement or relativity. The â applianceâ is defined as any consumer object or assembly with embedded intelligence; it does not shy away from the modern connotation of objects such as a coffee maker, refrigerator or iPod. The appliance as an assembly, therefore, presents a part-to-whole relationship that is understood through GWF Hegelâ s organic unity, which states: â everything that exists stands in correlation, and this correlation is the veritable nature of every existence. The existent thing in this way has no being in its own, but only in something elseâ just as the whole would not be what it is but for the existence of its parts, so the parts would not be what they are but for the existence of the wholeâ (Leddy, 1991). It is this part-to-whole relationship which provides an understanding of the emergent typologies which structure the foundation for learning within the invisible colle
Master of Architecture
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16

Bhat, Nitin. "An Antenna Specific Site Modeling Tool for Interactive Computation of Coverage Regions for Indoor Wireless Communication." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/31317.

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A goal of indoor wireless communication is to strategically place RF base stations to obtain optimum signal coverage at the lowest cost and power. Traditionally, transceiver locations have been selected by human experts who rely on experience and heuristics to obtain a near-optimum placement. Current methods depend on involved on-site communication measurements and crude statistical modeling of the obtained data which is time consuming and prohibitive in cost. Given the inherent variability of the indoor environment, such a method often yields poor efficiency. As an example, it is possible that more power than required or extra number of transceivers were used. This thesis describes an interactive software system that can be used to aid transceiver placement. The tool is easy to use and is targeted at users who are not experts in wireless communication system design. Once the transceiver locations are selected by the user within a graphical floor plan, the system uses simple path-loss models to predict coverage regions for each transceiver. The coverage regions are highlighted to indicate expected coverage. Earlier work assumed isotropic transceivers and had limited directional transmitter support. This thesis describes how the tool has been enhanced to support a wide range of 3D antenna patterns as encountered in practical situations. The tool has also been expanded to accommodate more partition types and to report area of coverage. The resulting system is expected to be very useful in the practical deployment of indoor wireless systems.
Master of Science
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17

Retzepi, Theodora. "Geometric guides for interactive evolutionary design." Thesis, Loughborough University, 2018. https://dspace.lboro.ac.uk/2134/36151.

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This thesis describes the addition of novel Geometric Guides to a generative Computer-Aided Design (CAD) application that supports early-stage concept generation. The application generates and evolves abstract 3D shapes, used to inspire the form of new product concepts. It was previously a conventional Interactive Evolutionary system where users selected shapes from evolving populations. However, design industry users wanted more control over the shapes, for example by allowing the system to influence the proportions of evolving forms. The solution researched, developed, integrated and tested is a more cooperative human-machine system combining classic user interaction with innovative geometric analysis. In the literature review, different types of Interactive Evolutionary Computation (IEC), Pose Normalisation (PN), Shape Comparison, and Minimum-Volume Bounding Box approaches are compared, with some of these technologies identified as applicable for this research. Using its Application Programming Interface, add-ins for the Siemens NX CAD system have been developed and integrated with an existing Interactive Evolutionary CAD system. These add-ins allow users to create a Geometric Guide (GG) at the start of a shape exploration session. Before evolving shapes can be compared with the GG, they must be aligned and scaled (known as Pose Normalisation in the literature). Computationally-efficient PN has been achieved using geometric functions such as Bounding Box for translation and scaling, and Principle Axes for the orientation. A shape comparison algorithm has been developed that is based on the principle of non-intersecting volumes. This algorithm is also implemented with standard, readily available geometric functions, is conceptually simple, accessible to other researchers and also offers appropriate efficacy. Objective geometric testing showed that the PN and Shape Comparison methods developed are suitable for this guiding application and can be efficiently adapted to enhance an Interactive Evolutionary Design system. System performance with different population sizes was examined to indicate how best to use the new guiding capabilities to assist users in evolutionary shape searching. This was backed up by participant testing research into two user interaction strategies. A Large Background Population (LBP) approach where the GG is used to select a sub-set of shapes to show to the user was shown to be the most effective. The inclusion of Geometric Guides has taken the research from the existing aesthetic focused tool to a system capable of application to a wider range of engineering design problems. This system supports earlier design processes and ideation in conceptual design and allows a designer to experiment with ideas freely to interactively explore populations of evolving solutions. The design approach has been further improved, and expanded beyond the previous quite limited scope of form exploration.
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Eisenmann, Jonathan A. "Interactive Evolutionary Design with Region-of-Interest Selection for Spatiotemporal Ideation & Generation." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1405610355.

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19

Ambekar, Kiran. "Improving the Gameplay Experience and Guiding Bottom Players in an Interactive Mapping Game." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984203/.

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In game based learning, motivating the players to learn by providing them a desirable gameplay experience is extremely important. However, it's not an easy task considering the quality of today's commercial non-educational games. Throughout the gameplay, the player should neither get overwhelmed nor under-challenged. The best way to do so is to monitor the player's actions in the game because these actions can tell the reason behind the player's performance. They can also tell about the player's lacking competencies or knowledge. Based on this information, in-game educational interventions in the form of hints can be provided to the player. The success of such games depends on their interactivity, motivational outlook and thus player retention. UNTANGLED is an online mapping game based on crowd-sourcing, developed by Reconfigurable Computing Lab, UNT for the mapping problem of CGRAs. It is also an educational game for teaching the concepts of reconfigurable computing. This thesis performs qualitative comparative analysis on gameplays of low performing players of UNTANGLED. And the implications of this analysis are used to provide recommendations for improving the gameplay experience for these players by guiding them. The recommendations include strategies to reach a high score and a compact solution, hints in the form of preset patterns and a clustering based approach.
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Dubbin, Greg A. "Dance evolution : interactively evolving neural networks to control dancing three-dimensional models." Honors in the Major Thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1254.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Engineering and Computer Science
Computer Science
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21

Wijns, Christopher P. "Exploring conceptual geodynamic models : numerical method and application to tectonics and fluid flow." University of Western Australia. School of Earth and Geographical Sciences, 2005. http://theses.library.uwa.edu.au/adt-WU2005.0068.

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Geodynamic modelling, via computer simulations, offers an easily controllable method for investigating the behaviour of an Earth system and providing feedback to conceptual models of geological evolution. However, most available computer codes have been developed for engineering or hydrological applications, where strains are small and post-failure deformation is not studied. Such codes cannot simultaneously model large deformation and porous fluid flow. To remedy this situation in the face of tectonic modelling, a numerical approach was developed to incorporate porous fluid flow into an existing high-deformation code called Ellipsis. The resulting software, with these twin capabilities, simulates the evolution of highly deformed tectonic regimes where fluid flow is important, such as in mineral provinces. A realistic description of deformation depends on the accurate characterisation of material properties and the laws governing material behaviour. Aside from the development of appropriate physics, it can be a difficult task to find a set of model parameters, including material properties and initial geometries, that can reproduce some conceptual target. In this context, an interactive system for the rapid exploration of model parameter space, and for the evaluation of all model results, replaces the traditional but time-consuming approach of finding a result via trial and error. The visualisation of all solutions in such a search of parameter space, through simple graphical tools, adds a new degree of understanding to the effects of variations in the parameters, the importance of each parameter in controlling a solution, and the degree of coverage of the parameter space. Two final applications of the software code and interactive parameter search illustrate the power of numerical modelling within the feedback loop to field observations. In the first example, vertical rheological contrasts between the upper and lower crust, most easily related to thermal profiles and mineralogy, exert a greater control over the mode of crustal extension than any other parameters. A weak lower crust promotes large fault spacing with high displacements, often overriding initial close fault spacing, to lead eventually to metamorphic core complex formation. In the second case, specifically tied to the history of compressional orogenies in northern Nevada, exploration of model parameters shows that the natural reactivation of early normal faults in the Proterozoic basement, regardless of basement topography or rheological contrasts, would explain the subsequent elevation and gravitationally-induced thrusting of sedimentary layers over the Carlin gold trend, providing pathways and ponding sites for mineral-bearing fluids.
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22

Yan, Sen. "Personalizing facial expressions by exploring emotional mental prototypes." Electronic Thesis or Diss., CentraleSupélec, 2023. http://www.theses.fr/2023CSUP0002.

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Les expressions faciales sont une forme essentielle de communication non verbale. Aujourd’hui, les techniques de manipulation des expressions faciales (FEM) ont envahi notre quotidien. Cependant, dans le contexte de l’application, plusieurs exigences doivent être satisfaites. Diversité : les prototypes d’expression faciale doivent être multiples et différents selon les utilisateurs. Flexibilité : les expressions faciales doivent être personnalisées, c’est-à-dire que le système peut trouver le prototype d’expression faciale qui répond aux besoins des utilisateurs. Exhaustivité : la plupart des technologies FEM ne peuvent traiter que les six émotions de base, alors qu’il existe plus de 4000 émotions dans le monde réel. Absence d’expertise : le système FEM doit pouvoir être contrôlé par n’importe qui sans nécessiter de connaissances spécialisées (par exemple, des psychologues). Efficacité : le système avec interaction doit tenir compte de la fatigue de l’utilisateur. Dans cette thèse, pour répondre à toutes les exigences, nous avons proposé une approche interdisciplinaire en combinant les réseaux adversaires génératifs avec le processus de corrélation renversée psychophysique. De plus, nous avons créé un algorithme génétique microbien interactif pour optimiser l’ensemble du système
Facial expressions are an essential form of nonverbal communication. Nowfacial expression manipulation (FEM) techniques have flooded our daily lives. However,in the application context, there are several requirements that need to be addressed. Diversity: facial expression prototypes should be multiple and different between different users. Flexibility: facial expressions should be personalized, i.e., the system can find the facial expression prototype that can meet the need of the users. Exhaustiveness: most FEM technologies can only deal with the six basic emotions, whereas there are more than 4000 emotion labels. Expertise-free: the FEM system should be controllable by anyone withoutthe need for expert knowledge (e.g., psychol-ogists). Efficiency: the system with interactionshould consider user fatigue. In this thesis, to fulfill all the requirements,we proposed an interdisciplinary approach by combining generative adversarial networks with the psychophysical reverse correlation process. Moreover, we created an interactive microbial genetic algorithm to optimize the entire system
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Kreylos, Oliver. "Interactive visualization and computational steering /." For electronic version search Digital dissertations database. Restricted to UC campuses. Access is free to UC campus dissertations, 2003. http://uclibs.org/PID/11984.

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Rovatsos, Michael. "Computational interaction frames." [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=973065087.

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Okwechime, Dumebi. "Computational models of socially interactive animation." Thesis, University of Surrey, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.541433.

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Oliveira, Victor Martin de. "Evoluindo comportamentos para um artefato de arte interativa baseado em cubos." Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/7964.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
In the context of interactive art, which the spectators become interactors as well, technological development promotes new types of interaction and relations between the art and the human. The project “C³ – Cubos Interativos” (C³ project) rises in this context, created by Media Lab -- UFG with the philosophy of interpersonal and interactive relations, using art and technology. The project consists of three real cubes, which can be handled by users and produce feedback through light and sound effects. The users may communicate with one another and interact with the cubes in order to discover their behaviors and the possible reactions to the interactive activities. However, the cubes behaviors are created manually through the codification of a state machine, being a complex and time consuming task. On the other hand, the Interactive Evolutionary Computation (IEC) is an area of research that can be applied to the composition of artistic elements by using evolutionary algorithms and human interaction. One down point of the IEC is the human fatigue, what makes prohibitive the processing of many evolutionary cycles. Some techniques can be applied to avoid this problem, for example, the use of surrogate functions. This work aims to unite aspects of interactive art and interactive evolutionary computation, with the objective of providing a new way of creating behaviors that represents interesting and pleasant compositions to the C³ cubes. To achieve this goal, we propose the evolution of the C³ cubes state machines using IEC assisted by a surrogate function. A simulation environment for the C³ project was developed, in which the users can interact with virtual cubes and evaluate their behaviors, guiding the evolutionary approach. An experiment with the approach involving a group of users from UFG resulted in more complex and interesting C³ projects.
No contexto de arte interativa, em que o espectador se torna também um interator, avanços tecnológicos proporcionam novos tipos de interações e relações entre a arte e o ser humano. O projeto “C³ – Cubos Interativos” (projeto C³) surge neste contexto, criado no Media Lab -- UFG com a filosofia de relação interpessoal e interativa utilizando-se da arte e da tecnologia. Ele consiste de três cubos reais, os quais podem ser manipulados por usuários e que produzem um feedback através de efeitos luminosos e sonoros. Os usuários interagem entre si e com os cubos, a fim de descobrir seus comportamentos e as possíveis reações às atividades interativas. No entanto, a programação de comportamentos para os cubos é realizada manualmente através da codificação de uma máquina de estados, o que requer tempo e é uma tarefa complexa. Por outro lado, a computação evolutiva interativa (CEI) é uma área de pesquisa que pode ser empregada para composição de elementos artísticos pela utilização de algoritmos evolutivos e da interação humana. Uma desvantagem desta abordagem é a fadiga humana, impossibilitando assim a evolução de muitas gerações. Algumas técnicas podem ser utilizadas para contornar tal problema, como o uso de funções surrogate. Este trabalho tem por objetivo unir aspectos de arte interativa e computação evolutiva interativa, com o intuito de proporcionar uma nova forma de criação de comportamentos que caracterizem composições interessantes e agradáveis de forma automática, para os cubos do projeto C³. Para tanto, a abordagem proposta utiliza da CEI assistida por uma função surrogate, para a evolução das máquinas de estados presentes nos cubos C³. Também, é empregado um ambiente de simulação para o projeto C³, no qual usuários podem interagir com cubos virtuais e avaliar seus comportamentos, guiando o processo evolutivo. Um experimento foi realizado com um grupo de usuários da UFG, resultando em projetos C³ mais complexos e interessantes.
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27

Chrysanthou, Yiorgos. "Shadow computation for 3D interaction and animation." Thesis, Queen Mary, University of London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244505.

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28

Hoover, Amy K. "Functional Scaffolding for Musical Composition: A New Approach in Computer-Assisted Music Composition." Doctoral diss., University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6290.

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While it is important for systems intended to enhance musical creativity to define and explore musical ideas conceived by individual users, many limit musical freedom by focusing on maintaining musical structure, thereby impeding the user's freedom to explore his or her individual style. This dissertation presents a comprehensive body of work that introduces a new musical representation that allows users to explore a space of musical rules that are created from their own melodies. This representation, called functional scaffolding for musical composition (FSMC), exploits a simple yet powerful property of multipart compositions: The pattern of notes and rhythms in different instrumental parts of the same song are functionally related. That is, in principle, one part can be expressed as a function of another. Music in FSMC is represented accordingly as a functional relationship between an existing human composition, or scaffold, and an additional generated voice. This relationship is encoded by a type of artificial neural network called a compositional pattern producing network (CPPN). A human user without any musical expertise can then explore how these additional generated voices should relate to the scaffold through an interactive evolutionary process akin to animal breeding. The utility of this insight is validated by two implementations of FSMC called NEAT Drummer and MaestroGenesis, that respectively help users tailor drum patterns and complete multipart arrangements from as little as a single original monophonic track. The five major contributions of this work address the overarching hypothesis in this dissertation that functional relationships alone, rather than specialized music theory, are sufficient for generating plausible additional voices. First, to validate FSMC and determine whether plausible generated voices result from the human-composed scaffold or intrinsic properties of the CPPN, drum patterns are created with NEAT Drummer to accompany several different polyphonic pieces. Extending the FSMC approach to generate pitched voices, the second contribution reinforces the importance of functional transformations through quality assessments that indicate that some partially FSMC-generated pieces are indistinguishable from those that are fully human. While the third contribution focuses on constructing and exploring a space of plausible voices with MaestroGenesis, the fourth presents results from a two-year study where students discuss their creative experience with the program. Finally, the fifth contribution is a plugin for MaestroGenesis called MaestroGenesis Voice (MG-V) that provides users a more natural way to incorporate MaestroGenesis in their creative endeavors by allowing scaffold creation through the human voice. Together, the chapters in this dissertation constitute a comprehensive approach to assisted music generation, enabling creativity without the need for musical expertise.
Ph.D.
Doctorate
Computer Science
Engineering and Computer Science
Computer Science
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29

Impett, Jonathan. "Computational models for interactive composition/performance systems." Thesis, University of Cambridge, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.406993.

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30

Smit, Marius. "Interactive narrative generation using computational verb theory." Diss., University of Pretoria, 2009. http://hdl.handle.net/2263/27510.

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Interactive narrative extends traditional story-telling techniques by enabling previously passive observers to become active participants in the narrative events that unfold. A variety of approaches have attempted to construct such interactive narrative spaces and reconcile the goals of interactivity and dramatic story-telling. With the advent of the linguistic variable in 1972, a means was established for modelling natural language words and phrases mathematically and computationally. Over the past decade, the computational verb, first introduced in 1997, has been developed as a mathematical means of modelling natural language verbs in terms of dynamic systems, and vice versa. Computational verb theory extends the initial concept of the linguistic variable beyond being able to model adjectives, nouns, and passive states, into the realm of actions as denoted by natural language verbs. This thesis presents the framework and implementation of a system that generates interactive narrative spaces from narrative text. The concept of interactive narrative is introduced and recent developments in the area of interactive narrative are discussed. Secondly, a brief history of the development of the linguistic variable and the computational verb are provided. With the context of the computational verb (interactive) narrative generation (CVTNG) system presented, the underlying theoretical principles of the system are established. The CVTNG system principles are described in terms of fuzzy set, computational verb, and constraint satisfaction theory. The fuzzy set, computational verb, and constraint satisfaction principles are organised according to a CVTNG architecture. The CVTNG architecture is then described in terms of its subsystems, structures, algorithms, and interfaces. Each CVTNG system component is related to the overall design considerations and goals. A prototype of the CVTNG system is implemented and tested against a suite of natural language sentences. The behaviour and performance of the CVTNG system prototype are discussed in relation to the CVTNG system’s design principles. Results are calculated and stored as variable values that are dynamically and generically associated with representational means, specifically computer graphics, to illustrate the generation of interactive narrative spaces. Plans for future work are discussed to show the immense development potential of this application. The thesis concludes that the CVTNG system provides a solid and extendable base for the intuitive generation of interactive narrative spaces from narrative text, computational verb models, and freely associated media. Copyright
Dissertation (MSc)--University of Pretoria, 2010.
Computer Science
Unrestricted
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31

Peng, Zhenmin. "Interactive visualization of computational fluid dynamics data." Thesis, Swansea University, 2011. https://cronfa.swan.ac.uk/Record/cronfa42757.

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This thesis describes a literature study and a practical research in the area of flow visualization, with special emphasis on the interactive visualization of Computational Fluid Dynamics (CFD) datasets. Given the four main categories of flow visualization methodology; direct, geometric, texture-based and feature-based flow visualization, the research focus of our thesis is on the direct, geometric and feature-based techniques. And the feature-based flow visualization is highlighted in this thesis. After we present an overview of the state-of-the-art of the recent developments in the flow visualization in higher spatial dimensions (2.5D, 3D and 4D), we propose a fast, simple, and interactive glyph placement algorithm for investigating and visualizing boundary flow data based on unstructured, adaptive resolution boundary meshes from CFD dataset. Afterward, we propose a novel, automatic mesh-driven vector field clustering algorithm which couples the properties of the vector field and resolution of underlying mesh into a unified distance measure for producing high-level, intuitive and suggestive visualization of large, unstructured, adaptive resolution boundary CFD meshes based vector fields. Next we present a novel application with multiple-coordinated views for interactive information-assisted visualization of multidimensional marine turbine CFD data. Information visualization techniques are combined with user interaction to exploit our cognitive ability for intuitive extraction of flow features from CFD datasets. Later, we discuss the design and implementation of each visualization technique used in our interactive flow visualization framework, such as glyphs, streamlines, parallel coordinate plots, etc. In this thesis, we focus on the interactive visualization of the real-world CFD datasets, and present a number of new methods or algorithms to address several related challenges in flow visualization. We strongly believe that the user interaction is a crucial part of an effective data analysis and visualization of large and complex datasets such as CFD datasets we use in this thesis. In order to demonstrate the use of the proposed techniques in this thesis, CFD domain experts reviews are also provided.
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32

Antonio, R. G. "Quantum computation and communication in strongly interacting systems." Thesis, University College London (University of London), 2015. http://discovery.ucl.ac.uk/1469437/.

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Each year, the gap between theoretical proposals and experimental endeavours to create quantum computers gets smaller, driven by the promise of fundamentally faster algorithms and quantum simulations. This occurs by the combination of experimental ingenuity and ever simpler theoretical schemes. This thesis comes from the latter perspective, aiming to find new, simpler ways in which components of a quantum computer could be built. We first search for ways to create quantum gates, the primitive building blocks of a quantum computer. We find a novel, low-control way of performing a two-qubit gate on qubits encoded in a decoherence-free subspace, making use of many-body interactions that may already be present. This includes an analysis of the effect of control errors and magnetic field fluctuations on the gate. We then present novel ways to create three-qubit Toffoli and Fredkin gates in a single step using linear arrays of qubits, including an assessment of how well these gates could perform, for quantum or classical computation, using state-of-the-art ion trap and silicon donor technology. We then focus on a very different model from the normal circuit model, combining ideas from measurement-based quantum computation (MBQC) and holonomic quantum computation. We generalise an earlier model to show that all MBQC patterns with a property called gflow can be converted into a holonomic computation. The manifestation of the properties of MBQC in this adiabatically driven model is then explored. Finally, we investigate ways in which quantum information can be communicated between distant parties, using minimally engineered spin chains. The viability of using 1D Wigner crystals as a quantum channel is analysed, as well as schemes using ideal uniform spin chains with nextneighbour interactions, and edge-locking effects.
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Bosson, Maël. "Adaptive algorithms for computational chemistry and interactive modeling." Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00846458.

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At the atomic scale, interactive physically-based modeling tools are more and more in demand. Unfortunately, solving the underlying physics equations at interactive rates is computationally challenging. In this dissertation, we propose new algorithms that allow for interactive modeling of chemical structures. We first present a modeling tool to construct structural models of hydrocarbon systems. The physically-based feedbacks are based on the Brenner potential. In order to be able to interactively edit systems containing numerous atoms, we introduce a new adaptive simulation algorithm. Then, we introduce what we believe to be the first interactive quantum chemistry simulation algorithm at the Atom Superposition and Electron Delocalization Molecular Orbital (ASED-MO) level of theory. This method is based on the divide-and-conquer (D&C) approach, which we show is accurate and efficient for this non-self-consistent semi-empirical theory. We then propose a novel Block-Adaptive Quantum Mechanics (BAQM) approach to interactive quantum chemistry. BAQM constrains some nuclei positions and some electronic degrees of freedom on the fly to simplify the simulation. Finally, we demonstrate several applications, including one study of graphane formation, interactive simulation for education purposes, and virtual prototyping at the atomic scale, both on desktop computers and in virtual reality environments.
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Chen, Jing. "Computational Selection and Prioritization of Disease Candidate Genes." University of Cincinnati / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1211228557.

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Sánchez, García Elsa. "Computational study of weakly interacting complexes." [S.l.] : [s.n.], 2006. http://deposit.ddb.de/cgi-bin/dokserv?idn=981165893.

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Antic, Dragana Cebzan. "Modes of interaction in computational architecture." Thesis, Goldsmiths College (University of London), 2012. http://research.gold.ac.uk/6918/.

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This thesis is an enquiry into the importance and influence of interaction in architecture, the importance of which is observed through different modes of interaction occurring in various aspects of architectural discourse and practice. Interaction is primarily observed through the different use of software within architectural practice and in the construction of buildings, façades and systems. In turn, the kind of influences software has on architecture is one of the underlying questions of this thesis. Four qualities: Concept, Materiality, Digitization and Interactivity, are proposed as a theoretical base for the analysis and assessment of different aspects of computational architecture. These four qualities permeate and connect the diverse areas of research discussed, including architecture, cybernetics, computer science, interaction design and new media studies, which in combination provide the theoretical background. The modalities of computational architecture analysed here are, digital interior spaces, digitized design processes and communicational exterior environments. The analysis is conducted through case studies: The Fun Palace, Generator Project, Water Pavilion, Tower of Winds, Institute du Monde Arabe, The KPN building, Aegis Hyposurface, BIX Façade, Galleria Department Store, Dexia Tower, and also E:cue, Microstation, Auto-Cad, Rhino, Top Solid and GenerativeComponents software. These are important for discussion because they present different architectural concepts and thoughts about interactivity within architecture. The analytical processes used in the research distinguished and refined, eight modes of interaction: (1) interaction as a participatory process; (2) cybernetic mutualism; (3) thematic interaction; (4) human-computer interaction during architectural design production; (5) interaction during digital fabrication; (6) parametric interaction; (7) kinetic interaction with dynamic architectural forms; and (8) interaction with façades. Out of these, cybernetic mutualism is the mode of interaction proposed by this thesis.
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Yu, Haitao. "Laser Beam Interaction with Spheroidal Droplets: Computation and Measurement." Phd thesis, tuprints, 2013. https://tuprints.ulb.tu-darmstadt.de/3714/7/Dissertation.pdf.

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Sprays and droplets are involved in numerous industrial processes and in nature, e.g. fuel injection in combustion chambers, painting, spray cooling, spray coating, chemical engineering, cloud physics, etc. The understanding of the light scattering features from the droplets, or particles in general, lays the foundation for extending existing techniques or devising novel techniques for particle characterization. The optical techniques are clearly advantageous over sampling, because of their non-intrusiveness and immediacy of results. Typical particle characteristics of interest include refractive index, size, velocity, and especially for non-spherical particles, some information regarding shape or form and orientation. However, most of existing optical techniques are only available for the measurement of spherical particles. In this thesis, the light scattering from a spheroid is studied and the generalized rainbow technique is proposed for droplet non-sphericity measurement. First, the vector ray tracing (VRT) model is employed to simulate the optical caustic structures in the primary rainbow region of oblate spheroidal droplets, which includes the rainbow and hyperbolic umbilic (HU) fringes. The location of cusp caustic is calculated by use of the VRT simulation and compared with that calculated by using analytic solution, exhibiting excellent agreement. Furthermore, the evolution process of the optical caustic structures is consistent with the experimental observation. It reveals that the optical caustic structures in the primary rainbow region can be used to measure the non-sphericity of oblate droplets. The VRT model can also be used to simulate and predict the optical caustic structures observed in higher-order rainbows. As a further validation, the cusp location and optical caustic structures in the secondary rainbow region also have been studied using the VRT method. The secondary rainbow fringe, as well as the location and opening rate of the cusp caustic provide a further avenue for non-sphericity measurement of oblate droplets. Then the character of the generalized rainbow pattern from a spheroidal water droplet is investigated experimentally. In the experiment, light scattering from spheroidal water droplets in the vicinity of the primary rainbow region has been observed to contain a variety of characteristic interference patterns which are the generalization of the rainbow from a sphere. These patterns start from being a fold rainbow, change to transverse cusp caustics and then to hyperbolic umbilic catastrophe as the aspect ratio of the droplet increases. A comparison of the intensity distribution of the observed rainbow patterns in the horizontal equatorial plane with those of Airy simulation reveals that these patterns can be used for characterizing droplets, in particular for determining the refractive index and the diameter of the spheroidal droplet in the equatorial plane. According to the generalized rainbow patterns and Airy approximation, the refractive index and equatorial diameter of water droplets can be inverted from the corresponding generalized rainbow patterns. A comparison of the refractive indices inverted from the corresponding generalized rainbow patterns with that of pure water shows good agreement with absolute errors less than 0.5x10-4. The water droplet diameters in the horizontal equatorial plane are calculated from the generalized rainbow patterns and compared to that measured by direct imaging. It is shown that the relative errors of droplet diameters associated with the generalized rainbow patterns lie between -5% and 5%; hence reliable diameter estimations of droplets can be obtained from the generalized rainbow patterns. The curvatures of simulated rainbow fringes are compared with observed ones from the generalized rainbow patterns, in which good agreement is also shown. Since for a given type of droplet, the curvatures of the rainbow fringes are only a function of the aspect ratios, the non-sphericity (in terms of aspect ratio) of water droplets are inferred from the relevant generalized rainbow patterns. The relative errors of aspect ratios calculated from the generalized rainbow pattern lie between -1% and 1%. Accordingly, the complete informations of a spheroidal water droplet in terms of geometric and optical properties are obtained. Then, the evolution of the optical caustic structures for tilted spheroidal droplets is investigated. The rainbow fringes are tilted counterclockwise as the spheroidal droplet is tilted counterclockwise and vice versa. The changes of the fringes depend on the aspect ratio and tilt angle. A preliminary experiment for tilted spheroidal droplet is shown. Furthermore, Mobius’s approximation is modified to calculate the deviation between the geometrical rainbow angle for an ellipse and that for a sphere. And the vector ray tracing model is also used to compute the rainbow angle deviation for an ellipse, which agrees with modified Mobius equation for small eccentricity. Moreover, the application range of Mobius’s approximation is also investigated. It is demonstrated that, for small eccentricity (0.95≤a/c ≤1.05), the Mobius approximation can predict the rainbow angle difference of ellipse.
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Formiga, Fanals Lluís. "Optimització perceptiva dels sistemes de síntesi de la parla basats en selecció d’unitats mitjançant algorismes genètics interactius actius." Doctoral thesis, Universitat Ramon Llull, 2011. http://hdl.handle.net/10803/21796.

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Els sistemes de conversió de text en parla (CTP-SU) s'encarreguen de produir veu sintètica a partir d'un text d'entrada. Els CTP basats en selecció d'unitats (CTP-SU) recuperen la millor seqüència d'unitats de veu enregistrades prèviament en una base de dades (corpus). La recuperació es realitza mitjançant algorismes de programació dinàmica i una funció de cost ponderada. La ponderació de la funció de cost es realitza típicament de forma manual per part d'un expert. No obstant, l'ajust manual resulta costós des d'un punt de vista de coneixement prèvi, i imprecís en la seva execució. Per tal d'ajustar els pesos de la funció de cost, aquesta tesi parteix de la prova de viabilitat d'ajust perceptiu presentada per Alías (2006) que empra algorismes genètics interactius actius (active interactive Genetic Algorithm - aiGA). Aquesta tesi doctoral investiga les diferents problemàtiques que es presenten en aplicar els aiGAs en l'ajust de pesos d'un CTP-SU en un context real de selecció d'unitats. Primerament la tesi realitza un estudi de l'estat de l'art en l'ajust de pesos. Tot seguit, repassa la idoneïtat de la computació evolutiva interactiva per realitzar l'ajust revisant amb profunditat el treball previ. Llavors es presenten i es validen les propostes de millora. Les quatre línies mestres que guien les contribucions d'aquesta tesi són: la precisió en l'ajust dels pesos, la robustesa dels pesos obtinguts, l'aplicabilitat de la metodologia per qualsevol funció de cost i el consens dels pesos obtinguts incorporant el criteri de diferents usuaris. En termes de precisió la tesi proposa realitzar l'ajust perceptiu per diferents tipus (clústers) d'unitats respectant les seves peculiaritats fonètiques i contextuals. En termes de robustesa la tesi incorpora diferents mètriques evolutives (indicadors) que avaluen aspectes com l'ambigüitat en la cerca, la convergència d'un usuari o el nivell de consens entre diferents usuaris. Posteriorment, per estudiar l'aplicabilitat de la metodologia proposada s'ajusten perceptivament diferents pesos que combinen informació lingüística i simbòlica. La última contribució d'aquesta tesi estudia l'idoneïtat dels models latents per modelar les preferències dels diferents usuaris i obtenir una solució de consens. Paral•lelament, per fer el pas d'una prova de viabilitat a un entorn real de selecció d'unitats es treballa amb un corpus d'extensió mitjana (1.9h) etiquetat automàticament. La tesi permet concloure que l'aiGA a nivell de clúster és una metodologia altament competitiva respecte les altres tècniques d'ajust presents en l'estat de l'art.
Los sistemas de conversión texto-habla (CTH-SU) se encargan de producir voz sintética a partir de un texto de entrada. Los CTH basados en selección de unidades (CTH-SU) recuperan la mejor secuencia de unidades de voz grabadas previamente en una base de datos (corpus). La recuperación se realitza mediante algoritmos de programación dinámica y una función de coste ponderada. La ponderación de la función de coste se realiza típicamente de forma manual por parte de un experto. Sin embargo, el ajuste manual resulta costoso desde un punto de vista de conocimiento previo e impreciso en su ejecución. Para ajustar los pesos de la función de coste, esta tesis parte de la prueba de viabilidad de ajuste perceptivo presentada por Alías (2006) que emplea algoritmos genéticos interactivos activos (active interactive Genetic Algorithm - aiGA). Esta tesis doctoral investiga las diferentes problemáticas que se presentan al aplicar los aiGAs en el ajuste de pesos de un CTH-SU en un contexto real de selección de unidades. Primeramente la tesis realiza un estudio del estado del arte en el ajuste de pesos, posteriormente repasa la idoneidad de la computación evolutiva interactiva para realizar el ajuste revisando en profundidad el trabajo previo. Entonces se presentan y se validan las propuestas de mejora. Las cuatro líneas maestras que guían las contribuciones de esta tesis son: la precisión en el ajuste de los pesos, la robustez de los pesos obtenidos, la aplicabilidad de la metodología para cualquier función de coste y el consenso de los pesos obtenidos incorporando el criterio de diferentes usuarios. En términos de precisión la tesis propone realizar el ajuste perceptivo por diferentes tipos (clusters) de unidades respetando sus peculiaridades fonéticas y contextuales. En términos de robustez la tesis incorpora diferentes métricas evolutivas (indicadores) que evalúan aspectos como la ambigüedad en la búsqueda, la convergencia de un usuario o el nivel de consenso entre diferentes usuarios. Posteriormente, para estudiar la aplicabilidad de la metodología propuesta se ajustan perceptivamente diferentes pesos que combinan información lingüística y simbólica. La última contribución de esta tesis estudia la idoneidad de los modelos latentes para modelar las preferencias de los diferentes usuarios y obtener una solución de consenso. Paralelamente, para dar el paso de una prueba de viabilidad a un entorno real de selección de unidades se trabaja con un corpus de extensión media (1.9h) etiquetado automáticamente. La tesis permite concluir que el aiGA a nivel de cluster es una metodología altamente competitiva respecto a las otras técnicas de ajuste presentes en el estado del arte.
Text-to-Speech Systems (TTS) produce synthetic speech from an input text. Unit Selection TTS (US-TTS) systems are based on the retrieval of the best sequence of recorded speech units previously recorded into a database (corpus). The retrieval is done by means of dynamic programming algorithm and a weighted cost function. An expert typically performs the weighting of the cost function by hand. However, hand tuning is costly from a standpoint of previous training and inaccurate in terms of methodology. In order to properly tune the weights of the cost function, this thesis continues the perceptual tuning proposal submitted by Alías(2006) which uses active interactive Genetic Algorithms (aiGAs). This thesis conducts an investigation to the various problems that arise in applying aiGAs to the weight tuning of the cost function. Firstly, the thesis makes a deep revision to the state-of-the-art in weight tuning. Afterwards, the thesis outlines the suitability of Interactive Evolutionary Computation (IEC) to perform the weight tuning making a thorough review of previous work. Then, the proposals of improvement are presented. The four major guidelines pursued by this thesis are: accuracy in adjusting the weights, robustness of the weights obtained, the applicability of the methodology to any subcost distance and the consensus of weights obtained by different users. In terms of precision cluster-level perceptual tuning is proposed in order to obtain weights for different types (clusters) of units considering their phonetic and contextual properties. In terms of robustness of the evolutionary process, the thesis presents different metrics (indicators) to assess aspects such as the ambiguity within the evolutionary search, the convergence of one user or the level of consensus among different users. Subsequently, to study the applicability of the proposed methodology different weights are perceptually tuned combining linguistic and symbolic information. The last contribution of this thesis examines the suitability of latent models for modeling the preferences of different users and obtains a consensus solution. In addition, the experimentation is carried out through a medium size corpus (1.9h) automatically labelled in order fill the gap between the proof-of-principle and a real unit selection scenario. The thesis concludes that aiGAs are highly competitive in comparison to other weight tuning techniques from the state-of-the-art.
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39

Jonsson, Pall Freyr. "Computational analysis of protein-protein interaction networks." Thesis, University College London (University of London), 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.439848.

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40

Nilsson, Karl. "Numerical computations of wind turbine wakes and wake interaction." Doctoral thesis, KTH, Stabilitet, Transition, Kontroll, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166658.

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When wind turbines are placed in farms, wake effects reduce the overall power production. Also, turbine loads are significantly increased since turbulence levels are high within the wake flow. Therefore, when planning for a wind farm, it is imperative to have an understanding of the flow conditions in the farm in order to estimate the power losses and to optimize the durability of the turbines to be selected for the farm. The possibilities granted by numerical modeling and the development of computational capabilities give an opportunity to study these flow conditions in detail, which has been the key focus of this doctoral work. The actuator disc method is used for predicting the power production of the Lillgrund wind farm. The results of the simulations are compared to measurements from the actual wind farm, which are found to be in very good agreement. However, some uncertainties are identified in the modeling of the turbine. One of the uncertainties is that a generic rotor is used in the Lillgrund case. In order to quantify the errors resulting from this generalization three different rotor configurations are simulated in various flow conditions. Generally, it can be stated that the choice of rotor configuration is not crucial if the intention of the simulations is to compute the mean wake characteristics subject to turbulent inflow. Another uncertainty is that the turbines in the Lillgrund case were simulated without a power controller. Therefore, a power controller is implemented and used in simulations. Generally, the controller reduces the thrust of the turbines, reduces turbulence intensity and increases velocity levels in the wake flow. However, the use of a controller was observed to have a small impact on the power production. The effects of using the technique of imposing pregenerated turbulence and a prescribed boundary layer in the simulation are analyzed in order to verify its applicability in very long domains. It is observed that close to the plane of imposed turbulence, the conditions are mainly dependent on the imposed turbulence while far downstream the turbulence, regardless of its initial characteristics, is in near equilibrium with the prescribed wind shear. The actuator line method is validated using measurements of the near wake behind the MEXICO rotor. The analysis is performed by comparing position, size and circulation of the tip vortices, as well as velocity distributions in the wake flow. The simulations and measurements are generally found to be in good agreement apart from the tip vortex size, which is greatly overestimated in the simulations.

QC 20150519

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41

Christou, Marios. "Fully nonlinear computations of waves and wave-structure interaction." Thesis, Imperial College London, 2009. http://hdl.handle.net/10044/1/5488.

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This thesis concerns the development of an exact or fully nonlinear numerical model capable of describing surface water waves, including the occurrence of wave breaking, and their interaction with structures. The motivation for this work arose, first because of an inability to model limiting and overturning waves in directionally-spread seas and, second because of an inability to describe some of the highly nonlinear free-surface effects which arise when steep waves interact with surface-piercing columns. On both counts the available design tools were known to fall well short of accurately describing these important flows. The work has involved the development of a three-dimensional, fully nonlinear, multiple-flux Boundary Element Method (BEM) and has compared the results of this model to detailed laboratory observations. Quantitative comparisons of the numerical results to both new and existing experimental data, much of which has been gathered as part of the study, are presented. In order to accurately simulate the physical phenomenon associated with wave-wave and wave-structure interactions, it is necessary to formulate, store and solve very large systems of equations. Consequently, the three-dimensional numerical code is executed using a parallel implementation. This is not only necessary to maximise its time efficiency, but to also allow the feasible simulation of realistic problems involving significant directional spreads. The applications of the model include: (a) Solitary waves overturning on impermeable plane beach slopes. (b) Irregular (or unsteady) waves interacting with a vertical wall. (c) Waves interacting with submerged breakwaters and underwater caissons. (d) Overturning irregular waves, including descriptions of their associated water particle kinematics throughout the water column. (e) Waves interacting with surface-piercing columns, with details of the scattered waves arising. As a result of these studies, a new wave model has been fully validated, new numerical descriptions have been obtained, and improved physical insights concerning practically important problems have been realised.
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Markovic, Milan. "Utilising provenance to enhance social computation." Thesis, University of Aberdeen, 2016. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?pid=228546.

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Many online platforms employ networks of human workers to perform computational tasks that can be difficult for a machine to perform (e.g. recognising an object from an image). This approach can be referred to as social computation. However, systems that utilise social computation often suffer from a lack of transparency, which results in difficulties in the decision-making process (e.g. assessing reliability of outputs). This thesis investigates how the lack of transparency can be addressed by recording provenance, which includes descriptions of social computation workflows and their executions. In addition, it investigates the role of Semantic Web technologies in modelling and querying such provenance in order to support decision-making. Following analysis of several use-case scenarios, requirements for describing the provenance of a social computation are identified to provide the basis of the Social Computation Provenance model, SC-PROV. This model extends the W3C recommendation for modelling provenance on the Web (PROV) and the P-PLAN model for describing provenance of abstract workflows. To satisfy the identified provenance requirements, SC-PROV extends PROV and P-PLAN with a vocabulary for capturing social computation features such as social actors (e.g. workers and requesters), incentives (e.g. promises of monetary rewards received upon completion of a task), and conditions (e.g. constraints defining when an incentive should be awarded). The SC-PROV model is realised in an OWL ontology and used in a semantic annotation framework to capture the provenance of a simulated case study, which includes 46,665 diverse workflows. During the evaluation process, the SC-PROV vocabulary is used to construct provenance queries that support an example workflow selection metric based on trust assessments of various aspects of social computation workflows. The performance of the workflow selected by this metric is then evaluated against the performance of two control groups - one containing randomly selected workflows and the other containing workflows selected by a metric informed by provenance which lacks SCPROV descriptions. The examples described in this thesis establish the benefits of examining provenance as part of decision-making in the social computation domain, and illustrate the inability of current provenance models to fully support these processes. The evaluation of SC-PROV demonstrates its capabilities to produce provenance descriptions that extend to the social computation domain. The empirical evidence provided by the evaluation supports the conclusion that using SC-PROV enhances support for trust-based decision-making.
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Ligmajer, Jiří. "Hierarchické techniky pro výpočet osvětlení." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236472.

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This master thesis deals with description of hierarchical techniques in global lighting computation. Here is explaining the importance of hierarchical techniques in lighting computation and shows method, how to use these hierarchical techniques in realtime radiosity and its extension to dynamic area lighting. These two techniques are described in detail in the first part of this project. In the other part is desing and implementation of application for dynamic area lighting computation.
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Zhu, Jichen. "Intentional systems and the artificial intelligence (AI) hermeneutic network: agency and intentionality in expressive computational systems." Diss., Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/34730.

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Human interaction with technical artifacts is often mediated by treating them as if they are alive. We exclaim "my car doesn't want to start," or "my computer loves to crash." Of increasing cultural importance are software systems designed explicitly to perform tasks and/or exhibit complex behaviors usually deemed as intentional human phenomena, including creating, improvising, and learning. Compared to the instrumental programs (e.g., Adobe Photoshop), these intentional systems (e.g., George Lewis' musical system Voyager) seem to produce output that is "about" certain things in the world rather than the mere execution of algorithmic rules. This dissertation investigates such phenomena with two central research questions: (1) How is system intentionality formed? and (2) What are the design implications for building systems that utilize such intentionality as an expressive resource. In the discourse of artificial intelligence (AI) practice, system intentionality is typically seen as a technical and ontological property of a computer program, emerging from its underlying algorithms and knowledge engineering. Distilling from the areas of hermeneutics, actor-network theory, cognitive semantics theory, and philosophy of mind, this dissertation proposes a humanistic and interpretive framework called the AI hermeneutic network. It accentuates that system intentionality is narrated and interpreted by its human creators and users in their socio-cultural settings. Special attention is paid to system authors' discursive strategies, a constitutive component of AI, embedded in their source code and technical literature. The utility of the framework is demonstrated by a close analytical reading of a full-scale AI system, Copycat. The theoretical discovery leads to new design strategies, namely scale of intentionality and agency play. They provide insights for using system intentionality and agency as expressive resources that can be used to convey meanings and express ideas. The fruits of these insights are illustrated by a stream of consciousness literature inspired interactive narrative project Memory, Reverie Machine, co-developed using Harrell's GRIOT system. It portrays a protagonist whose intentionality and agency vary dynamically in service of narrative needs.
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Lirussi, Igor. "Human-Robot interaction with low computational-power humanoids." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19120/.

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This article investigates the possibilities of human-humanoid interaction with robots whose computational power is limited. The project has been carried during a year of work at the Computer and Robot Vision Laboratory (VisLab), part of the Institute for Systems and Robotics in Lisbon, Portugal. Communication, the basis of interaction, is simultaneously visual, verbal, and gestural. The robot's algorithm provides users a natural language communication, being able to catch and understand the person’s needs and feelings. The design of the system should, consequently, give it the capability to dialogue with people in a way that makes possible the understanding of their needs. The whole experience, to be natural, is independent from the GUI, used just as an auxiliary instrument. Furthermore, the humanoid can communicate with gestures, touch and visual perceptions and feedbacks. This creates a totally new type of interaction where the robot is not just a machine to use, but a figure to interact and talk with: a social robot.
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Gutwin, Karl N. (Karl Nickolai). "Computational prediction of coiled-coil interaction structure specificity." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/47880.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Biology, 2009.
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Includes bibliographical references.
The alpha-helical coiled coil is a protein sequence and structural motif that consists of two or more helices in a parallel or antiparallel orientation supercoiling around a central axis. Coiled coils have been observed in a wide range of protein families, and many studies have focused on their sequence and structural diversity over the past half-century. In particular, the observation that coiled coils can be involved in determining protein-protein interactions and protein architectures has prompted the developments of methods to predict the structure of a coiled-coil complex from sequence information alone. In this thesis, I discuss the development of a structurally annotated database of coiled-coil sequence useful for training statistics-based methods of coiled-coil structure prediction. This database was used to retrain and stringently cross-validate the Multicoil method of predicting coiled-coil oligomerization state. In addition, I describe recent work using implicit and explicit structure models to predict dimeric coiled-coil orientation and alignment. Improvements to existing models, insight into coiled-coil structure determinants, and the future of coiled-coil prediction are also discussed.
by Karl N. Gutwin.
Ph.D.
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47

Cheng, Wen. "Computational Methods for Predicting Protein-Nucleic Acids Interaction." Diss., North Dakota State University, 2015. http://hdl.handle.net/10365/25192.

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Since the inception of various proteomic projects, protein structures with unknown functions have been discovered at a fast speed. The proteins regulate many important biological processes by interacting with nucleic acids that include DNA and RNA. Traditional wet-lab methods for protein function discovery are too slow to handle this rapid increase of data. Therefore, there is a need for computational methods that can predict the interaction between proteins and nucleic acids. There are two related problems when predicting protein-nucleic interactions. One problem is to identify nucleic acid-binding sites on the protein structures, and the other problem is to predict the 3-D structure of the complex that protein and nucleic acids form during interaction. The second problem can be further divided into two steps. The first step is to generate potential structures for the protein-nucleic acids complex. The second step is to assign scores to the poses generated in the first step. This dissertation presents two computational methods that we developed to predict the protein-nucleic acids interaction. The first method is a scoring function that can discriminate native structures of protein-DNA complexes from non-native poses, which are also known as docking decoys. We analyze the distribution of protein atoms around each structural component of the DNA and develop spatial-specific scoring matrices (SSSMs) based on the observed distribution. We show that the SSSMs could be used as a knowledge-based energy function to discriminate native protein-DNA structures and various decoys. Our second method discovers the graphs that are enriched on the protein-nucleic acids interfaces and then uses the sub-graphs to predict RNA-binding sites on protein structures and to assign scores to protein-RNA poses. First, the interface area of each RNA-binding protein is represented as a graph, where each node represents an interface residue. Then, common sub-graphs being abundant in these graphs are identified. The method is able to identify RNA-binding sites on the protein surface with high accuracy. We also demonstrate that the common sub-graphs can be used as a scoring function to rank the protein-RNA poses. Our method is simple in computation, while its results are easier to interpret in biological contexts.
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48

Yildirim, Erkan. "Computational study of high speed blade-vortex interaction." Thesis, Imperial College London, 2012. http://hdl.handle.net/10044/1/10994.

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This thesis presents inviscid compressible simulations for the orthogonal blade-vortex interaction. A numerical model between the tail rotor of a helicopter and the trailing vortex system formed by the main rotor blades is assumed. The study takes a ‘building-block’ approach to investigating this problem. Firstly, the impulsive instantaneous blocking of the axial core flow by a flat plate is considered. In the second step, the three-dimensional gradual cutting of the vortex by a sharp flat-plate that moves at a finite speed through the vortex is performed. Finally the chopping of the vortex by a blunt leading edge aerofoil, which incorporates both the blocking effect and also the stretching and distortion of the vortex lines is studied. The solutions reveal that the compressibility effects are strong when the axial core flow of the vortex is impulsively blocked. This generates a weak shock-expansion structure propagating along the vortex core on opposite sides of the cutting surface. The shock and expansion waves are identified as the prominent acoustic signatures in the interaction. In a simplified, two-dimensional axisymmetric model, the modelling of the physical evolution of the vortex, including the evolution of the complex vortical structures that controls the vortex core size near the cutting surface, are studied. Furthermore, the three dimensional simulations revealed that there is a secondary and a tertiary noise sources due to compressibility effects at the blade leading edge and due to the shock-vortex interaction taking place on the blade, which is exposed to a transonic free-stream flow.
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49

Khodabakhshi, Goodarz. "Computational modelling of fluid-porous solid interaction systems." Thesis, Loughborough University, 2007. https://dspace.lboro.ac.uk/2134/35182.

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Deformation of a porous medium due to the pressure applied by an interacting fluid passing through it is a phenomenon which occurs in a number of applications such as filtration and membrane separation processes. Mathematical modelling of these systems using porous medium theory has proved to be beneficial in the design of experiments and equipments as well as gaining better insight about multi-physics phenomenon such as combined fluid flow and solid deformation regimes. In the present work the interaction of fluid and porous solid medium has been studied.
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Agwamba, Kennedy. "An Interactive Tool for the Computational Exploration of Integrodifference Population Models." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/hmc_theses/70.

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Mathematical modeling of population dynamics can provide novel insight to the growth and dispersal patterns for a variety of species populations, and has become vital to the preservation of biodiversity on a global-scale. These growth and dispersal stages can be modeled using integrodifference equations that are discrete in time and continuous in space. Previous studies have identified metrics that can determine whether a given species will persist or go extinct under certain model parameters. However, a need for computational tools to compute these metrics has limited the scope and analysis within many of these studies. We aim to create computational tools that facilitate numerical explorations for a number of associated integrodifference equations, allowing modelers to explore results using a selection of models under a robust parameter set.
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