Dissertations / Theses on the topic 'Interactive computation'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Interactive computation.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Thaler, Justin R. "Practical Verified Computation with Streaming Interactive Proofs." Thesis, Harvard University, 2013. http://dissertations.umi.com/gsas.harvard:11086.
Full textEngineering and Applied Sciences
Wetherall, David James. "An interactive programming system for media computation." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/38033.
Full textIncludes bibliographical references (p. 103-106).
by David James Wetherall.
M.S.
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.
Full textMcCandless, Michael Kyle. "A model for interactive computation : applications to speech research." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/47517.
Full textIncludes bibliographical references (p. 157-159).
by Michael K. McCandless.
Ph.D.
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.
Full textCataloged 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.
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.
Full textCataloged 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.
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.
Full textHUANG, 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.
Full textDesign 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
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.
Full textWoolley, 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.
Full textID: 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
Mauricio, Toro. "Structured Interactive Scores." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2012. http://tel.archives-ouvertes.fr/tel-00736021.
Full textTscherter, 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.
Full textYannakakis, 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.
Full textHolmes, 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.
Full textGrinham, Jonathan Lorne. "Appliance Architecture in the Invisible College: a Pedagogical Text." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/31240.
Full textMaster of Architecture
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.
Full textMaster of Science
Retzepi, Theodora. "Geometric guides for interactive evolutionary design." Thesis, Loughborough University, 2018. https://dspace.lboro.ac.uk/2134/36151.
Full textEisenmann, 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.
Full textAmbekar, 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/.
Full textDubbin, 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.
Full textBachelors
Engineering and Computer Science
Computer Science
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.
Full textYan, Sen. "Personalizing facial expressions by exploring emotional mental prototypes." Electronic Thesis or Diss., CentraleSupélec, 2023. http://www.theses.fr/2023CSUP0002.
Full textFacial 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
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.
Full textRovatsos, Michael. "Computational interaction frames." [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=973065087.
Full textOkwechime, Dumebi. "Computational models of socially interactive animation." Thesis, University of Surrey, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.541433.
Full textOliveira, 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.
Full textApproved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2017-11-13T14:26:03Z (GMT) No. of bitstreams: 2 Dissertação - Victor Martin de Oliveira - 2017.pdf: 4224923 bytes, checksum: df22172ea97d67bc99001b28fa5e6c8a (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)
Made available in DSpace on 2017-11-13T14:26:03Z (GMT). No. of bitstreams: 2 Dissertação - Victor Martin de Oliveira - 2017.pdf: 4224923 bytes, checksum: df22172ea97d67bc99001b28fa5e6c8a (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017-10-18
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.
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.
Full textHoover, 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.
Full textPh.D.
Doctorate
Computer Science
Engineering and Computer Science
Computer Science
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.
Full textSmit, Marius. "Interactive narrative generation using computational verb theory." Diss., University of Pretoria, 2009. http://hdl.handle.net/2263/27510.
Full textDissertation (MSc)--University of Pretoria, 2010.
Computer Science
Unrestricted
Peng, Zhenmin. "Interactive visualization of computational fluid dynamics data." Thesis, Swansea University, 2011. https://cronfa.swan.ac.uk/Record/cronfa42757.
Full textAntonio, R. G. "Quantum computation and communication in strongly interacting systems." Thesis, University College London (University of London), 2015. http://discovery.ucl.ac.uk/1469437/.
Full textBosson, Maël. "Adaptive algorithms for computational chemistry and interactive modeling." Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00846458.
Full textChen, Jing. "Computational Selection and Prioritization of Disease Candidate Genes." University of Cincinnati / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1211228557.
Full textSánchez, García Elsa. "Computational study of weakly interacting complexes." [S.l.] : [s.n.], 2006. http://deposit.ddb.de/cgi-bin/dokserv?idn=981165893.
Full textAntic, Dragana Cebzan. "Modes of interaction in computational architecture." Thesis, Goldsmiths College (University of London), 2012. http://research.gold.ac.uk/6918/.
Full textYu, Haitao. "Laser Beam Interaction with Spheroidal Droplets: Computation and Measurement." Phd thesis, tuprints, 2013. https://tuprints.ulb.tu-darmstadt.de/3714/7/Dissertation.pdf.
Full textFormiga, 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.
Full textLos 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.
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.
Full textNilsson, 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.
Full textQC 20150519
Christou, Marios. "Fully nonlinear computations of waves and wave-structure interaction." Thesis, Imperial College London, 2009. http://hdl.handle.net/10044/1/5488.
Full textMarkovic, Milan. "Utilising provenance to enhance social computation." Thesis, University of Aberdeen, 2016. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?pid=228546.
Full textLigmajer, 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.
Full textZhu, 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.
Full textLirussi, Igor. "Human-Robot interaction with low computational-power humanoids." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19120/.
Full textGutwin, 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.
Full textPage 224 blank.
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.
Cheng, Wen. "Computational Methods for Predicting Protein-Nucleic Acids Interaction." Diss., North Dakota State University, 2015. http://hdl.handle.net/10365/25192.
Full textYildirim, Erkan. "Computational study of high speed blade-vortex interaction." Thesis, Imperial College London, 2012. http://hdl.handle.net/10044/1/10994.
Full textKhodabakhshi, Goodarz. "Computational modelling of fluid-porous solid interaction systems." Thesis, Loughborough University, 2007. https://dspace.lboro.ac.uk/2134/35182.
Full textAgwamba, Kennedy. "An Interactive Tool for the Computational Exploration of Integrodifference Population Models." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/hmc_theses/70.
Full text