Dissertations / Theses on the topic 'Interactive computer systems'

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1

Allanson, Jennifer. "Developing support for Electrophysiologically-Interactive Computer Systems (EPICS)." Thesis, Lancaster University, 2000. http://eprints.lancs.ac.uk/11826/.

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New interactive computing applications are continually being developed in a bid to support people's changing work and recreational activities. As research focuses on one particular class of interactive systems, high level models of interaction are formulated and requirements emerge that reflect shared features or common functionality among those systems. The existence of models of interaction and shared functional requirements mean that support tools can be created which ease the subsequent development of these systems. Support tools most often take the form of architectures or frameworks that describe how a system should be structured. The type of tool that interactive systems developers are most familiar with is a library of reusable code that can be used for prototyping and building interactive applications and their interfaces. Within this thesis a new class of interactive system is identified, based on shared requirements for detection, processing and presentation of human physiological information. We have named these systems electrophysiologically interactive computer systems (EPICS) and describe in this thesis both the physiological and technological details behind their operation. A review is presented of existing research and development into this exciting new area of human-computer interaction, the aim being to establish the common requirements. These have enabled us to develop a suite of software components to support the creation of future EPIC systems. It is envisaged that the work presented in this thesis will serve as a jumping off point for others interested in exploring the potential of incorporating physiological information into the human-machine relationship.
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Stirewalt, R. E. Kurt. "Automatic generation of interactive systems from declarative models." Diss., Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/8289.

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3

Perez, Manuel A. "A language for interactive computer graphics programming." Virtual Press, 1987. http://liblink.bsu.edu/uhtbin/catkey/484784.

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The writer defines graphics-oriented data types and operators as the basis for a graphics-oriented programming language. Most of these data types are not available in today's languages. They are usually defined as structures or records composed of some other basic types. These include points, rectangles, transformations, etc. Some operators, such as vector addition, are defined to work with them.The design and implementation of an interpreter to test some of these graphics data types and operators are discussed.The writer also examines some of the tools needed in a graphics programming environment.
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Brandis, Robert Craig. "IPPM : Interactive parallel program monitor." Full text open access at:, 1986. http://content.ohsu.edu/u?/etd,111.

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5

Tsao, Lu-Ping 1959. "INTERACTIVE NONLINEAR PROGRAMMING (OPTIMIZATION, NLP, DARE/INTERACTIVE, DEVELOPMENT SYSTEM)." Thesis, The University of Arizona, 1986. http://hdl.handle.net/10150/291293.

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Cockton, Gilbert. "Architecture and abstraction in interactive systems." Thesis, Heriot-Watt University, 1992. http://hdl.handle.net/10399/1460.

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7

Boritz, James. "The effectiveness of three-dimensional interaction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0028/NQ38856.pdf.

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8

Fossa, Halldor. "Interactive configuration management for distributed systems." Thesis, Imperial College London, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.265615.

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Janis, Sean Patrick. "Interactive natural user interfaces /." Online version of thesis, 2010. http://hdl.handle.net/1850/12267.

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Butterworth, Richard J. "A formal framework for the specification of interactive systems." Thesis, Loughborough University, 1997. https://dspace.lboro.ac.uk/2134/14163.

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We are primarily concerned with interactive systems whose behaviour is highly reliant on end user activity. A framework for describing and synthesising such systems is developed. This consists of a functional description of the capabilities of a system together with a means of expressing its desired 'usability'. Previous work in this area has concentrated on capturing 'usability properties' in discrete mathematical models. We propose notations for describing systems in a 'requirements' style and a 'specification' style. The requirements style is based on a simple temporal logic and the specification style is based on Lamport's Temporal Logic of Actions (TLA) [74]. System functionality is specified as a collection of 'reactions', the temporal composition of which define the behaviour of the system. By observing and analysing interactions it is possible to determine how 'well' a user performs a given task. We argue that a 'usable' system is one that encourages users to perform their tasks efficiently (i.e. to consistently perform their tasks well) hence a system in which users perform their tasks well in a consistent manner is likely to be a usable system. The use of a given functionality linked with different user interfaces then gives a means by which interfaces (and other aspects) can be compared and suggests how they might be harnessed to bias system use so as to encourage the desired user behaviour. Normalising across different users anq different tasks moves us away from the discrete nature of reactions and hence to comfortably describe the use of a system we employ probabilistic rather than discrete mathematics. We illustrate that framework with worked examples and propose an agenda for further work.
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Rogers, Erika. "Interactive computer simulation for instruction in magnetic resonance imaging." Thesis, Georgia Institute of Technology, 1985. http://hdl.handle.net/1853/9205.

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Chen, Joseph E. "An interactive computer tool for imprecise calculations in engineering systems." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/35018.

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Bushman, James B. "Identification of an operator's associate model for cooperative supervisory control situations." Diss., Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/30992.

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Brampton, Andrew. "The impact of highly interactive workloads on video-on-demand systems." Thesis, Lancaster University, 2008. http://eprints.lancs.ac.uk/42433/.

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The traditional start-to-finish playback model is not suitable for all modern interactive video streams. Users expect support for higher levels of interactivity such as fast forward and rewind or the ability to arbitrary seek within their media quickly and efficiently. By conducting user studies we have observed start-to-finish is not applicable to many genres of video, and that different playback models fit better. We discuss how existing delivery techniques are impacted by these new observations. Novel interactive controls such as bookmarks have also highly impacted user behaviour. This has lead to the segments within the media being accessed in a uneven fashion, causing hotspots of interest to form; areas with orders of magnitudes more viewers than others. These hotspots typically began at the beginning of a bookmark, however not always, which lead us to design a dynamic bookmark positioning algorithm. As well as their position, determining the hotspot's length can be beneficial. This aids in autonomic techniques such as replication and pre-fetching as well as allowing the users to find what they want quicker. Under high level of interactivity, delivery techniques are less efficient due to the unpredictability of the users. We however developed techniques which restore some of this predictability, allowing clients or servers to predict future actions based on past user actions. These technique proves exceeding useful for pre-fetching which reduces seek latencies for client and can reduce load on servers. However knowledge of past user activities need to be gathered from network, thus we develop techniques to do this in a distributed manner.
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Yang, Jeonghwa. "Eden an interactive home network management system /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31755.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: W. Keith Edwards; Committee Member: Blair MacIntyre; Committee Member: David McDonald; Committee Member: Ellen Yi-Luen Do; Committee Member: John Stasko. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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KUO, FENG-YANG. "AN ARCHITECTURE FOR DIALOGUE MANAGEMENT SUPPORT IN INFORMATION SYSTEMS (FRAMEWORK, MODELING DYNAMIC, METHODOLOGY)." Diss., The University of Arizona, 1985. http://hdl.handle.net/10150/187932.

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The management of man-computer dialogues involves policies, procedures, and methodologies that enable users and designers to control, monitor, and enhance the user-computer interface. Effective dialogue management can be facilitated by a computer-aided work-bench of dialogue management tools that integrate pertinent environmental attributes into executable dialogue forms. Consequently, a methodology for generating dialogue designs is required. This research presents a framework for modeling user-computer interactions, or dialogues. The approach taken herein focuses on analysis of task, user, and information technology attributes. This analytical framework isolates dialogue entities and entity groupings. Together, these entities and their groupings suggest a language for information presentation and elicitation in the user-computer dialogue process. As a result, alternative dialogue models can be specified independent of hardware and software technologies. Furthermore, these models can be evaluated to ensure completeness, consistency, and integrity. Under this framework, various dialogue management functions can be integrated into a generalized dialogue management environment. Such an environment facilitates the transformation of task, user, and information technology attributes into executable dialogue definitions. The architecture of this environment is characterized by functionally layered and modularized software tools for dialogue management. The implementation of the proposed methodologies and the dialogue management architecture results in a set of dialogue management design facilities. These facilities foster effective management of dialogues within organizations and lead to a better understanding of the dialogue process.
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Katz, Heather Alicia. "The relationship between learners' goal orientation and their cognitive tool use and achievement in an interactive hypermedia environment." Access restricted to users with UT Austin EID Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3033584.

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Alexander, Heather. "Formally-based tools and techniques for human-computer dialogues." Thesis, University of Stirling, 1986. http://hdl.handle.net/1893/21133.

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With ever cheaper and more powerful technology. the proliferation of computer systems, and higher expectations of their users, the user interface is now seen as a crucial part of any interactive system. As the designers and users of interactive software have found, though, it can be both difficult and costly to create good interactive software. It is therefore appropriate to look at ways of "engineering" the interface as well as the application. which we choose to do by using the software engineering techniques of specification and prototyping. Formally specifying the user interface allows the designer to reason about its properties in the light of the many guidelines on the subject. Early availability of prototypes of the user interface allows the designer to experiment with alternative options and to elicit feedback from potential users. This thesis presents tools and techniques (collectively called SPI) for specifying and prototyping the dialogues between an interactive system and its users. They are based on a formal specification and rapid prototyping method and notation called me too. and were originally designed as an extension to me too. They have also been implemented under UNIX*. thus enabling a transition from the formal specification to its implementation. *UNIX is a trademark of AT&T Bell Laboratories.
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Osborn, Brian A. "An agent-based architecture for generating interactive stories." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2002. http://library.nps.navy.mil/uhtbin/hyperion-image/02sep%5FOsborn%5FPhD.pdf.

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Cohen, Ruth. "A demonstration of the Genigraphics : an interactive videodisc for computer graphics /." Online version of thesis, 1989. http://hdl.handle.net/1850/11465.

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Badros, Gregory Joseph. "Extending interactive graphical applications with constraints /." Thesis, Connect to this title online; UW restricted, 2000. http://hdl.handle.net/1773/6885.

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Pinnington, Ashly Hervey. "The formative evaluation of interactive video." Thesis, Henley Business School, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.292386.

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Göransson, Bengt. "User-centred systems design : designing usable interactive systems in practice /." Uppsala : Acta Universitatis Upsaliensis, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4273.

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Veerasamy, Aravindan. "Visualization and user interface techniques for interactive information retrieval systems." Diss., Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/9244.

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Wells, Evelyn Frances. "A Comparison of Interactive Color Specification Systems for Human-Computer Interfaces." Thesis, Texas A&M University, 1994. http://hdl.handle.net/1969.1/90683.

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Color specification is a time-consuming and challenging task in computer graphics applications. The purpose of this research is to examine the color specification process in the context of current human-computer interface technology, and to investigate how certain attributes of a color specification system affect its usability during a visual color matching task. Eighteen color specification systems are compared, each composed of different combinations of color space (red-green-blue, RGB; opponent channel, OPP; hue-saturation-value, HSV), slider type (plain, static, dynamic), and background context (achromatic, chromatic). A total of 83 undergraduate students, both male and female, participated in the study. Each subject completed six trials, with each trial consisting of a set of color matches using a particular system. Color matching performance was analyzed to yield measures of time, physical effort, accuracy, and convergence speed. The systems were then compared quantitatively according to these measures and qualitatively based on preference. The results indicate that the OPP color space led to greatest convergence and most user comfort, while the RGB space ranked second in terms of convergence, and the HSV space ranked second in terms of user comfort. Among the slider types, the dynamic sliders were superior according to almost every usability measure, followed by the static sliders and then the plain sliders. Context had a mixed effect in that the achromatic background led to slower but more accurate matches than did the chromatic background.
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Wilkinson, James E. "An interactive X Window system environment for demonstrating three-dimensional transformation techniques." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/958789.

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The purpose of the X-Form package is for use in the classroom as an instructional aid for teaching the algorithms and data used to represent, transform, and display objects in three-dimensional space. The program provides various areas containing graphic and textual representations of the data structures used in the creation and transformation of a three-dimensional object. Another area, containing the menu items, serves as an interface to the available demonstration items. These items include various object and viewing parameters which can be input by the user. The user then sees the result of the entered data, including animated graphics and changes in data structures. The graphic areas show the object at various stages of development, so that the user can understand the progression of the required manipulations. The textual representations are also designed to assist the user in understanding how useful information is derived from entered data. Through testing and statistical analysis, XForm has proven to be an effective tool for instruction of three-dimensional graphics.
Department of Computer Science
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27

Rangaswamy, Sudeep 1975. "Interactive editing tools for image-based rendering systems." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/47536.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science; and, Thesis (B.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.
Includes bibliographical references (p. 95-96).
by Sudeep Rangaswamy.
B.S.
M.Eng.
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Kumar, Rajesh. "Web-enabled interface for an adaptive systems' interactive book." [Gainesville, Fla.] : University of Florida, 2001. http://etd.fcla.edu/etd/uf/2001/anp4089/master.pdf.

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Thesis (M.S.)--University of Florida, 2001.
Title from first page of PDF file. Document formatted into pages; contains x, 81 p.; also contains graphics. Vita. Includes bibliographical references (p. 80).
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Raab, John A. "CATSY, computer aided teaching system : construction and implementation." Virtual Press, 1985. http://liblink.bsu.edu/uhtbin/catkey/415659.

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Computer Aided Teaching System (CATSY) is an interactive menu driven system that provides an instructor/presenter with an efficient teaching tool using microcomputer technology and a large screen projection system to enhance lecture presentations. Included in this thesis are descriptions of supporting graphics software and the computer peripherals used in the development of CATSY.The development of data structures used in CATSY is stressed in this thesis, along with their application to manipulate graphics and text. This thesis is intended to support and complement the masters thesis presented by Mr. Vincent Pedraza, which presents the system overview and system applications.
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Wellner, Pierre. "Statemaster : a user interface management system based on statecharts /." Online version of thesis, 1989. http://hdl.handle.net/1850/10447.

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Noik, Emanuel Gerald. "Automating the generation of interactive applications." Thesis, University of British Columbia, 1990. http://hdl.handle.net/2429/29690.

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As user interfaces become more powerful and easier to use they are often harder to design and implement. This has caused a great demand for interface tools. While existing tools ease interface creation, they typically do not provide mechanisms to simplify application development and are too low-level. Furthermore, existing tools do not provide effective mechanisms to port interactive applications across user interfaces. While some tools provide limited mechanisms to port applications across user interfaces which belong to the same class (e.g., the class of all standard graphical direct-manipulation user interfaces), very few can provide the ability to port applications across different interface classes (e.g., command-line, hypermedia, speech recognition and voice synthesis, virtual reality, etc.). With my approach, the programmer uses an abstract model to describe the structure of the application including the information that the application must exchange with the user, rather than describing a user interface which realizes these characteristics. By specifying application semantics at a very high level of abstraction it is possible to obtain a much greater separation between the application and the user interface. Consequently, the resulting applications can be ported not only across user interfaces which belong to a common interface class, but across interfaces which belong to distinct classes. This can be realized through simple recompilation - source code does not have to be modified. NAAG (Not Another Application Generator), a tool which embodies these ideas, enables programmers to create interactive applications with minimal effort. An application is modelled as a set of operations which manipulate objects belonging to user-defined object classes. The input to NAAG is a source program which describes classes, operations and their inputs and outputs, and the organization of operations within the application. Classes and operations are implemented as data structures and functions in a conventional programming language such as C. This model simplifies not only the specification and generation of the user interface, but the design and implementation of the underlying application. NAAG utilizes existing technology such as macro-preprocessors, compilers, make programs, and low-level interface tools, to reduce the programming task. An application that is modified by adding, removing, or reorganizing artifacts (classes, operations, and menus), can be regenerated with a single command. Traditionally, software maintenance has been a very difficult task as well. Due to the use of a simple abstract model, NAAG applications are also easier to maintain. Furthermore, this approach encourages software reuse: applications consisting of arbitrary collections of original and pre-existing artifacts can be composed easily; functions which implement abstract operations are independent of both, user interface aspects, and the context in which they are employed. Application development is further simplified in the following ways: the programmer describes the semantics of the user interface - a conventional explicit specification is not required; output primitives are defined in an interface-independent manner; many programming tasks such as resource management, event processing, and communication, are either handled directly by the tool or else simplified greatly for the programmer. NAAG is currently used by the members of the Laboratory for Computational Vision at the University of British Columbia to maintain a sophisticated image processing system.
Science, Faculty of
Computer Science, Department of
Graduate
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Ó, Duibhir Conall. "Simulating Systems : Interactive computer simulations as an educational tool for teaching about social-ecological systems." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105265.

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This study adopts an experimental design to examine the use, in practice, of interactive computer simulations as educational tools. With the accelerated use of digital learning and the urgency of implementing sustainable development, the important role of interactive computer simulations is examined. While rooted in the digital humanities, the study focuses on ecopedagogy as a theoretical lens by which to assess critical learning. Drawing on previous research, ‘Shiny’ was used to develop a simple, interactive application consisting of a tool where users can calculate the cost and carbon emissions of energy production within a specific system. This application was used as part of a participatory experiment with 47 participants, and the data returned was analysed to examine its educational merit. The findings of the study indicate positive engagement with the simulation tool used, along with important lessons for further study.
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Jensen, Carlos. "Designing for Privacy in Interactive Systems." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7588.

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People are increasingly concerned about online privacy and how computers collect, process, share, and store their personal information. Such concerns are understandable given the growing number of privacy invasions and the pervasiveness of information capture and sharing between IT systems. This situation has led to an increasingly regulated environment, limiting what systems may do, and what safeguards they must offer users. Privacy is an especially important concern in the fields of computer supported collaborative work (CSCW), Ubiquitous Computing, and e-commerce, where the nature of the applications often requires some information collection and sharing. In order to minimize risks to users it is essential to identify privacy problems early in the design process. Several methods and frameworks for accomplishing this have been proposed in the last decades. These frameworks, though based on hard-earned experience and great insight, have not seen widespread adoption despite the high level of interest in this topic. Part of the reason for this is likely the lack of evaluation and study of these frameworks. In our research we examine the key design and analysis frameworks and their elements, and compare these to the kinds of problems users face and are concerned with in terms of privacy. Based on this analysis of the relative strengths and weaknesses of existing design frameworks we derive a new design framework; STRAP (STRuctured Analysis of Privacy). In STRAP we combine light-weight goal-oriented analysis with heuristics to provide a simple yet effective design framework. We validate our analysis by demonstrating in a series of design experiments that STRAP is more efficient and effective than any one of the existing design frameworks, and provide quantitative and qualitative evidence of the value of using such frameworks as part of the design process.
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Marshall, Kenneth John. "Developing tools to assist in investigations to improve the human computer interface of interactive computer systems." Thesis, University of Hertfordshire, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.314620.

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Lau-Kee, David Andrew. "Visual and by-example interactive systems for non-programmers." Thesis, University of York, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.238670.

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Krishnamoorthi, Vengatanathan. "Efficient and Adaptive Content Delivery of Linear and Interactive Branched Videos." Licentiate thesis, Linköpings universitet, Databas och informationsteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-131030.

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Video streaming over the Internet has gained tremendous popularity over recent years and currently constitutes the majority of Internet traffic. The on-demand delivery of high quality video streaming has been enabled by a combination of consistent improvements in residential download speeds, HTTP-based Adaptive Streaming (HAS), extensive content caching, and the use of Content Distribution Networks (CDNs). However, as large-scale on-demand streaming is gaining popularity, several important questions and challenges remain unanswered, including determining how the infrastructure can best be leveraged to provide users with the best possible playback experience. In addition, it is important to develop new techniques and protocols that facilitate the next generation of streaming applications. Innovative services such as interactive branched streaming are gaining popularity and are expected to be the next big thing in on-demand entertainment. The major contributions of this thesis are in the area of efficient content delivery of video streams using HAS. To address the two challenges above, the work utilizes a combination of different methods and tools, ranging from real-world measurements, characterization of system performance, proof-of-concept implementations, protocol optimization, and evaluation under realistic environments. First, through careful experiments, we evaluate the performance impact and interaction of HAS clients with proxy caches. Having studied the typical interactions between HAS clients and caches, we then design and evaluate content-aware policies to be used by the proxy caches, which parse the client requests and prefetch the chunks that are most likely to be requested next. In addition, we also design cooperative policies in which clients and proxies share information about the playback session. Our evaluations reveal that, in general, the bottleneck location and network conditions play central roles in which policy choices are most advantageous, and the location of the bottlenecks significantly impact the relative performance differences between policy classes. We also show that careful design and policy selection is important when trying to enhance HAS performance using proxy assistance. Second, this thesis proposes, models, designs, and evaluates novel streaming applications such as interactive branched videos. In such videos, users can influence the content that is being shown to them. We design and evaluate careful prefetching policies that provides seamless playback even when the users defer their path choices to the last possible moment. We derive optimized prefetching policies using an optimization framework, design and implement effective buffer management techniques for seamless playback at branch points, and use parallel TCP connections to achieve efficient buffer workahead. Through performance evaluations, we show that our policies can effectively prefetch data of carefully adapted qualities along multiple alternative paths so to ensure seamless playback, offering users a pleasant viewing experience without playback interruptions.

The series title Linköping Studies in Science and Technology Licentiate Thesis is incorrect. The correct series title is Linköping Studies in Science and Technology Thesis.

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Her, Jiun-Jhy. "A generative framework for computer-based interactive art in mass transport systems." Thesis, Robert Gordon University, 2011. http://hdl.handle.net/10059/702.

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Over the course of the past decade the MRT (Mass Rapid Transit) stations in Taiwan have become open air art galleries: with more prominent and frequent display of various artistic creations in stations, including interactive artworks. However, unlike the audiences in more meticulously choreographed exhibition contexts, those in stations are usually involuntary. New criteria for the creation and evaluation of artworks in these context are necessary to enhance the connection between the audience and the artwork, and to elicit meaningful experience via interactivity. This research aims to uncover the critical factors that can turn an indifferent passenger into an explorative participant, subsequently leading them to obtain meaningful experiences through interaction with computer-based interactive artwork. This research focuses on artworks that are permanently installed in the stations, with three case studies conducted in MRT stations forming the backbone of the research. Field observation was the first step in each case study, conducted in order to understand the fundamentals of the interactivity between the passengers and the artworks. This was followed by in-depth interviews with the passengers and three professional interview groups. A critical Analytical Framework was formed throughout the course of the research, identifying five engaging characteristics: Incentive, Transfer, Accessibility, Play, and Challenge. These five characteristics were eventually reapplied to re-examine the case studies and the content of the interviews with the professionals. The findings of this research articulate how the Analytical Framework can be adopted in future research intended to create the conditions for more meaningful art-interactions. This Analytical Framework will assist artists, designers and researchers in their pre-planning and follow up evaluations of the degree of engagement generated by computer-based interactive artworks displayed in transport hubs. The interest that the outcomes of this research has attracted in the field suggests that the framework could be extended to the examination of various computer-based interactive artworks in similar public contexts. In this context, the framework would play a valuable role in uncovering a more dynamic paradigm used to illustrate how meaningful experiences can evolve in similar public spaces.
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Pinkerton, Michael David. "Ubiquitous computing : extending access to mobile data." Thesis, Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/8242.

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Coovert, Michael David. "The use of mental models to affect quality in human-computer interactions /." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487261553059906.

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VOLTA, ERICA. "Multisensory learning in adaptive interactive systems." Doctoral thesis, Università degli studi di Genova, 2020. http://hdl.handle.net/11567/1001795.

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The main purpose of my work is to investigate multisensory perceptual learning and sensory integration in the design and development of adaptive user interfaces for educational purposes. To this aim, starting from renewed understanding from neuroscience and cognitive science on multisensory perceptual learning and sensory integration, I developed a theoretical computational model for designing multimodal learning technologies that take into account these results. Main theoretical foundations of my research are multisensory perceptual learning theories and the research on sensory processing and integration, embodied cognition theories, computational models of non-verbal and emotion communication in full-body movement, and human-computer interaction models. Finally, a computational model was applied in two case studies, based on two EU ICT-H2020 Projects, "weDRAW" and "TELMI", on which I worked during the PhD.
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Eaton, Leslie A. "Design considerations in the development of user-friendly interfaces." Thesis, Kansas State University, 1986. http://hdl.handle.net/2097/9912.

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Hecker, Gabriele A. "A non-normal form database interface." Thesis, Kansas State University, 1986. http://hdl.handle.net/2097/9917.

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Fabre, John B., and n/a. "Designing time at the user interface a study of temporal aspects of usability." Swinburne University of Technology, 2000. http://adt.lib.swin.edu.au./public/adt-VSWT20060712.121947.

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This thesis is concerned with temporal factors from the perspective of the interactive designer/interface designer and usability as a construct for guiding design activity. The research reported herein examines the many factors which emerge when considering the name of interaction at the user interface. Temporal Aspects of Usability (TAU) is presented as a multivariate construct. It is neither a property that exists 'in the head alone' not is it an aspect of the system but rather an emergent property arising from task based interactions. From a theoretical perspective, it is argued that the inclusion of temporal considerations to the task model more fully specifies 'Usability' as a design construct. A model of TAU is evolved and validated utilizing situated interviews with designers. This resulted in an Enhanced model of TAU. A method for developing temporally informed task models, KAT-LITTER (Leveraging Interactions Through Effective Responses), provides temporal design heuristics as the confluence of, KAT (Knowledge Analysis of Task) a task analysis method, and the enhanced TAU model. As a method, KAT-LITTER is device independent, data centered, domain specific and necessarily independent of existing implementations. A process evaluation of KAT-LITTER showed that it influenced the design process in two significant ways: firstly, designers using KAT-LITTER spent more time reasoning about temporal issues than designers using KAT alone, and secondly these same designers considered a broader spectrum of temporal issues. The development of TAU, its accompanying method, KAT-LITTER, complete with a notational system for analysis represent a significant step forward.
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44

Morkel, Chantelle. "Non-interactive modeling tools and support environment for procedural geometry generation." Thesis, Rhodes University, 2006. http://eprints.ru.ac.za/242/.

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Göransson, Bengt. "User-Centred Systems Design : Designing Usable Interactive Systems in Practice." Doctoral thesis, Uppsala University, Department of Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4273.

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Have you ever been frustrated with that IT system at work that does not behave the way you expect it to? Or had problems with using the features on your new mobile phone? When systems and appliances do not support us in what we are doing, and do not behave the way we expect them to, then usability is neglected. Poor usability may be frustrating and irritating when trying out your mobile phone, but in a critical work situation poor usability may be disastrous.

In this thesis, user-centred systems design (UCSD) is advocated as an approach for facilitating the development of usable interactive systems. Systems that suit their intended use and users do not just “emerge”. They are the result of a UCSD process and a user-centred attitude during the development. This means in short that the real users and their needs, goals, context of use, abilities and limitations, drive the development – in contrast to technology-driven development. We define UCSD as: a process focusing on usability throughout the entire development process and further throughout the system life cycle. I argue that this definition along with a set of key principles do help organisations and individual projects in the process of developing usable interactive systems. The key principles include the necessity of having an explicit focus on users and making sure that users are actively involved in the process.

The thesis provides knowledge and insights gained from real-life situations about what UCSD is and how it can be put into practice. The most significant results are: the proposal of a clear definition of UCSD and a set of key principles encompassing UCSD; a process for usability design and the usability designer role. Furthermore, design cases from different domains are provided as examples and illustrations.

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Paterno, Fabio Domenico. "A method for formal specification and verification of interactive systems." Thesis, University of York, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.297141.

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Thurman, David A. "Improving operator effectiveness in monitoring complex systems : a methodology for the design of interactive monitoring and control interfaces." Thesis, Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/25086.

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Towe, James Barry. "Integration and iteration of documentation and interactive systems development via the User Action Notation (UAN)." Master's thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-12232009-020228/.

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Wang, Tsomg-Niang 1953. "A modular prolog representation of a TCP protocol finite state machine." Thesis, The University of Arizona, 1987. http://hdl.handle.net/10150/276580.

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This paper describes a Protocol Finite State Machine (PFSM) for implementing communication protocols. Our objective is to develop and implement a general model for communication protocols based on the principles of finite state machines and make the design of transport entity more modular and easier to maintain and modify. We have designed an inference method and knowledge representation, based on semantic networks, for implementing this model. We have added interactive capability and automatic error detection to check for invalid external events and other types of errors in our model. PFSM consists of one or more knowledge bases depicting the state machine model for each communication protocol, an inference engine that uses the knowledge base(s), a working memory, a knowledge acquisition subsystem to gather the data required to build the knowledge base(s), a dialog subsystem to conduct an interactive conversation with the user(s), and an explanation subsystem to explain the inferencing mechanism. (Abstract shortened with permission of author.)
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Paiva, Ana Maria Severino de Almeida e. "Dynamic user and learner modeling." Thesis, Lancaster University, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.309025.

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