Academic literature on the topic 'Interactive optimisation'

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Journal articles on the topic "Interactive optimisation"

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Azabi, Yousef, Al Savvaris, and Timoleon Kipouros. "The Interactive Design Approach for Aerodynamic Shape Design Optimisation of the Aegis UAV." Aerospace 6, no. 4 (April 8, 2019): 42. http://dx.doi.org/10.3390/aerospace6040042.

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In this work, an interactive optimisation framework—a combination of a low fidelity flow solver, Athena Vortex Lattice (AVL), and an interactive Multi-Objective Particle Swarm Optimisation (MOPSO)—is proposed for aerodynamic shape design optimisation of any aerial vehicle platform. This paper demonstrates the benefits of interactive optimisation—reduction of computational time with high optimality levels. Progress towards the most preferred solutions is made by having the Decision Maker (DM) periodically provide preference information once the MOPSO iterations are underway. By involving the DM within the optimisation process, the search is directed to the region of interest, which accelerates the process. The flexibility and efficiency of undertaking optimisation interactively have been demonstrated by comparing the interactive results with the non-interactive results of an optimum design case obtained using Multi-Objective Tabu Search (MOTS) for the Aegis UAV. The obtained results show the superiority of using an interactive approach for the aerodynamic shape design, compared to posteriori approaches. By carrying out the optimisation using interactive MOPSO it was shown to be possible to obtain similar results to non-interactive MOTS with only half the evaluations. Moreover, much of the usual complexity of post-data-analysis with posteriori approaches is avoided, since the DM is involved in the search process.
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Garai, Arindam, Palash Mandal, and Tapan Kumar Roy. "Interactive intuitionistic fuzzy technique in multi-objective optimisation." International Journal of Fuzzy Computation and Modelling 2, no. 1 (2016): 14. http://dx.doi.org/10.1504/ijfcm.2016.077872.

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Skulimowski, S., M. Badurowicz, M. Barszcz, and J. Montusiewicz. "Design and optimisation methods for interactive mobile VR visualisation." IOP Conference Series: Materials Science and Engineering 710 (December 19, 2019): 012015. http://dx.doi.org/10.1088/1757-899x/710/1/012015.

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Tabatabaei, Mohammad, Markus Hartikainen, Karthik Sindhya, Jussi Hakanen, and Kaisa Miettinen. "An interactive surrogate-based method for computationally expensive multiobjective optimisation." Journal of the Operational Research Society 70, no. 6 (May 20, 2018): 898–914. http://dx.doi.org/10.1080/01605682.2018.1468860.

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Wang, Feng-Sheng, Chi-Liang Yeh, and Yieng-Chiang Wu. "PID controller tuning by an interactive multi-objective optimisation method." Transactions of the Institute of Measurement and Control 18, no. 4 (October 1996): 183–92. http://dx.doi.org/10.1177/014233129601800403.

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Hsiao, Y. T., and C. Y. Chien. "Optimisation of capacitor allocation using an interactive trade-off method." IEE Proceedings - Generation, Transmission and Distribution 148, no. 4 (2001): 371. http://dx.doi.org/10.1049/ip-gtd:20010358.

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Yang, Jian-Bo, and Dong-Ling Xu. "Interactive minimax optimisation for integrated performance analysis and resource planning." Computers & Operations Research 46 (June 2014): 78–90. http://dx.doi.org/10.1016/j.cor.2014.01.002.

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Harding, John, and Cecilie Brandt-Olsen. "Biomorpher: Interactive evolution for parametric design." International Journal of Architectural Computing 16, no. 2 (June 2018): 144–63. http://dx.doi.org/10.1177/1478077118778579.

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Combining graph-based parametric design with metaheuristic solvers has to date focused solely on performance-based criteria and solving clearly defined objectives. In this article, we outline a new method for combining a parametric modelling environment with an interactive Cluster-Orientated Genetic Algorithm. In addition to performance criteria, evolutionary design exploration can be guided through choice alone, with user motivation that cannot be easily defined. As well as numeric parameters forming a genotype, the evolution of whole parametric definitions is discussed through the use of genetic programming. Visualisation techniques that enable mixing small populations for interactive evolution with large populations for performance-based optimisation are discussed, with examples from both academia and industry showing a wide range of applications.
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Steglich, Mike. "LogisticsLab: An academic software for decision-making in logistics." Anwendungen und Konzepte der Wirtschaftsinformatik, no. 14 (December 9, 2021): 11. http://dx.doi.org/10.26034/lu.akwi.2021.3325.

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Logistical decision problems are a part of many courses in the field of logistics, management and operations research. It makes sense to illustrate these optimisation problems using case studies, which can be reproduced by students using suitable software. Often, solver add-ins in spreadsheets programs or general optimisation software are used, which on the one hand requires a high level of knowledge in Operations Research and on the other hand does not always allow an intuitive approach. This article describes the academic software LogisticsLab with which the distributors tie in with the idea of interactive decision support systems to systematically combine the experiences and intuitions of human decision-makers with the possibilities of computer-assisted modelling and optimisation of a wide range of logistical decisions.
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Hettenhausen, Jan, Andrew Lewis, and Timoleon Kipouros. "A Web-based System for Visualisation-driven Interactive Multi-objective Optimisation." Procedia Computer Science 29 (2014): 1915–25. http://dx.doi.org/10.1016/j.procs.2014.05.176.

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Dissertations / Theses on the topic "Interactive optimisation"

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Ugail, Hassan, M. I. G. Bloor, and M. J. Wilson. "Implementing automatic design optimisation in an interactive environment." American Institute of Aeronautics and Astronautics, 2000. http://hdl.handle.net/10454/2942.

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Do, Nascimento Hugo Alexandre Dantas. "User hints for optimisation processes." University of Sydney. Information Technologies, 2003. http://hdl.handle.net/2123/591.

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Innovative improvements in the area of Human-Computer Interaction and User Interfaces have en-abled intuitive and effective applications for a variety of problems. On the other hand, there has also been the realization that several real-world optimization problems still cannot be totally auto-mated. Very often, user interaction is necessary for refining the optimization problem, managing the computational resources available, or validating or adjusting a computer-generated solution. This thesis investigates how humans can help optimization methods to solve such difficult prob-lems. It presents an interactive framework where users play a dynamic and important role by pro-viding hints. Hints are actions that help to insert domain knowledge, to escape from local minima, to reduce the space of solutions to be explored, or to avoid ambiguity when there is more than one optimal solution. Examples of user hints are adjustments of constraints and of an objective function, focusing automatic methods on a subproblem of higher importance, and manual changes of an ex-isting solution. User hints are given in an intuitive way through a graphical interface. Visualization tools are also included in order to inform about the state of the optimization process. We apply the User Hints framework to three combinatorial optimization problems: Graph Clus-tering, Graph Drawing and Map Labeling. Prototype systems are presented and evaluated for each problem. The results of the study indicate that optimization processes can benefit from human interaction. The main goal of this thesis is to list cases where human interaction is helpful, and provide an ar-chitecture for supporting interactive optimization. Our contributions include the general User Hints framework and particular implementations of it for each optimization problem. We also present a general process, with guidelines, for applying our framework to other optimization problems.
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Lynch, Paul Kieran. "The generation of knowledge based systems for interactive nonlinear constrained optimisation." Thesis, Queen's University Belfast, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.388221.

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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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Lambert, Antoine. "Visualisation interactive de graphes : élaboration et optimisation d'algorithmes à coûts computationnels élevés." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2012. http://tel.archives-ouvertes.fr/tel-00839243.

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Un graphe est un objet mathématique modélisant des relations sur un ensemble d' éléments. Il est utilisé dans de nombreux domaines a des fi ns de modélisation. La taille et la complexité des graphes manipulés de nos jours entraînent des besoins de visualisation a fin de mieux les analyser. Dans cette thèse, nous présentons différents travaux en visualisation interactive de graphes qui s'attachent a exploiter les architectures de calcul parallèle (CPU et GPU) disponibles sur les stations de travail contemporaines. Un premier ensemble de travaux s'intéresse a des problématiques de dessin de graphes. Dessiner un graphe consiste a le plonger visuellement dans un plan ou un espace. La première contribution dans cette thématique est un algorithme de regroupement d'arêtes en faisceaux appelé Winding Roads. Cet algorithme intuitif, facilement implémentable et parallélisable permet de reduire considérablement les problèmes d'occlusion dans un dessin de graphe dus aux nombreux croisements d'arêtes. La seconde contribution est une méthode permettant de dessiner un réseau métabolique complet. Ce type de reseau modélise l'ensemble des réactions biochimiques se produisant dans les cellules d'un organisme vivant. L'avantage de la méthode est de prendre en compte la décomposition du réseau en sous-ensembles fonctionnels ainsi que de respecter les conventions de dessin biologique. Un second ensemble de travaux porte sur des techniques d'infographie pour la visualisation interactive de graphes. La première contribution dans cette thématique est une technique de rendu de courbes paramétriques exploitant pleinement le processeur graphique. La seconde contribution est une méthode de rendu nommée Edge splatting permettant de visualiser la densité des faisceaux d'arêtes dans un dessin de graphe avec regroupement d'arêtes. La dernière contribution porte sur des techniques permettant de mettre en évidence des sous-graphes d'interêt dans le contexte global d'une visualisation de graphes.
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Chenu, E. "Optimisation polyédrique de terrain 3D pour une navigation interactive en temps réel." Aix-Marseille 3, 1998. http://www.theses.fr/1998AIX30039.

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Le developpement de la realite virtuelle impose de concevoir un nombre sans cesse croissant de modele 3d pour la navigation en temps reel. Les difficultes de la triangulation de surface 3d m'ont amenees a creer la methode tredo. Cette methode est basee sur deux criteres de triangulation et trois criteres d'optimisation. Les criteres de triangulation decoulent du critere de triangulation de delaunay. Le but des trois criteres d'optimisation est de construire un maillage polyedrique d'une surface 3d qui puisse etre visualise le plus rapidement possible par un ordinateur. Ces criteres sont donc issues des contraintes de la realite virtuelle et des cartes graphiques. Les modeles optimisees permettent des gains de temps de l'ordre de 25% sur des modeles non optimisees. La navigation en temps reel est ainsi plus performante.
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Zinenko, Oleksandr. "Restructuration interactive des programmes." Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLS437/document.

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Le développement des logiciels et leur restructuration deviennent de plus en plus complexes à cause de l'adoption massive des architectures parallèles, ce qui nécessite une expertise considérable de la part des développeurs. Bien que des nombreux modèles et langages de programmation permettent de créer des programmes efficaces, ils n'offrent pas de support spécifique à la restructuration des programmes existants afin d'en augmenter l'efficacité. En même temps, les approches automatiques sont trop conservatives et insuffisamment précises pour atteindre une partie substantielle de la performance du système sans que le développeur aie à fournir des informations sémantiques supplémentaires. Pour répondre à ces défis, nous adoptons l'approche de la restructuration interactive des programmes qui lie la manipulation semi-automatique des programmes avec la visualisation des logiciels. Dans cette thèse, l'approche de restructuration interactive est illustrée par l'extension du modèle polyédrique - une représentation des programmes moderne et puissante - pour permettre la manipulation de haut niveau ainsi que par la conception et l'évaluation d'une interface visuelle à manipulation directe pour la restructuration des programmes. Cette interface visualise l'information qui n'était pas immédiatement accessible dans la représentation textuelle et permet de manipuler des programmes sans en réécrire le code. Nous proposons également une représentation de l'optimisation de programme, calculée automatiquement, telle que le développeur puisse la comprendre et réutiliser facilement ainsi que la modifier d'une manière textuelle ou visuelle dans le cadre du partenariat homme-machine. Afin de représenter plusieurs aspects de la restructuration des programmes, nous concevons et évaluons une nouvelle interaction qui permet de communiquer l'information supplémentaire et non-cruciale pour la tâche à accomplir. Après une étude empirique de la distribution d'attention des développeurs face aux représentations textuelles et visuelles des programmes, nous discutons des implications pour la conception des outils d'aide à la programmation dans le cadre du modèle d'interaction instrumentale. La restructuration interactive des programmes est supposée faciliter la manipulation des programmes dans le but d'optimisation, la rendre plus efficace et plus largement adopté
Software development and program manipulation become increasingly complex with the massive adoption of parallel architectures, requiring significant expertise from developers. While numerous programming models and languages allow for creating efficient programs, they fall short at helping developers to restructure existing programs for more effective execution. At the same time, automatic approaches are overly conservative and imprecise to achieve a decent portion of the systems' performance without supplementary semantic information from the developer. To answer these challenges, we propose the interactive program restructuring approach, a bridge between semi-automatic program manipulation and software visualization. It is illustrated in this thesis by, first, extending a state-of-the-art polyhedral model for program representation so that it supports high-level program manipulation and, second, by designing and evaluating a direct manipulation visual interface for program restructuring. This interface provides information about the program that was not immediately accessible in the code and allows to manipulate programs without rewriting. We also propose a representation of an automatically computed program optimization in an understandable form, easily modifiable and reusable by the developer both visually and textually in a sort of human-machine partnership. To support different aspects of program restructuring, we design and evaluate a new interaction to communicate supplementary information, not critical for the task at hand. After an empirical study of developers' attention distribution when faced with visual and textual program representation, we discuss the implications for design of program manipulation tools in the instrumental interaction paradigm. We expect interactive program restructuring to make program manipulation for optimization more efficient and widely adopted
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Mathieu, Bérangère. "Segmentation interactive multiclasse d'images par classification de superpixels et optimisation dans un graphe de facteurs." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30290/document.

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La segmentation est l'un des principaux thèmes du domaine de l'analyse d'images. Segmenter une image consiste à trouver une partition constituée de régions, c'est-à-dire d'ensembles de pixels connexes homogènes selon un critère choisi. L'objectif de la segmentation consiste à obtenir des régions correspondant aux objets ou aux parties des objets qui sont présents dans l'image et dont la nature dépend de l'application visée. Même s'il peut être très fastidieux, un tel découpage de l'image peut être facilement obtenu par un être humain. Il n'en est pas de même quand il s'agit de créer un programme informatique dont l'objectif est de segmenter les images de manière entièrement automatique. La segmentation interactive est une approche semi-automatique où l'utilisateur guide la segmentation d'une image en donnant des indications. Les méthodes qui s'inscrivent dans cette approche se divisent en deux catégories en fonction de ce qui est recherché : les contours ou les régions. Les méthodes qui recherchent des contours permettent d'extraire un unique objet correspondant à une région sans trou. L'utilisateur vient guider la méthode en lui indiquant quelques points sur le contour de l'objet. L'algorithme se charge de relier chacun des points par une courbe qui respecte les caractéristiques de l'image (les pixels de part et d'autre de la courbe sont aussi dissemblables que possible), les indications données par l'utilisateur (la courbe passe par chacun des points désignés) et quelques propriétés intrinsèques (les courbes régulières sont favorisées). Les méthodes qui recherchent les régions groupent les pixels de l'image en des ensembles, de manière à maximiser la similarité en leur sein et la dissemblance entre les différents ensembles. Chaque ensemble correspond à une ou plusieurs composantes connexes et peut contenir des trous. L'utilisateur guide la méthode en traçant des traits de couleur qui désignent quelques pixels appartenant à chacun des ensembles. Si la majorité des méthodes ont été conçues pour extraire un objet principal du fond, les travaux menés durant la dernière décennie ont permis de proposer des méthodes dites multiclasses, capables de produire une partition de l'image en un nombre arbitraire d'ensembles. La contribution principale de ce travail de recherche est la conception d'une nouvelle méthode de segmentation interactive multiclasse par recherche des régions. Elle repose sur la modélisation du problème comme la minimisation d'une fonction de coût pouvant être représentée par un graphe de facteurs. Elle intègre une méthode de classification par apprentissage supervisé assurant l'adéquation entre la segmentation produite et les indications données par l'utilisateur, l'utilisation d'un nouveau terme de régularisation et la réalisation d'un prétraitement consistant à regrouper les pixels en petites régions cohérentes : les superpixels. L'utilisation d'une méthode de sur-segmentation produisant des superpixels est une étape clé de la méthode que nous proposons : elle réduit considérablement la complexité algorithmique et permet de traiter des images contenant plusieurs millions de pixels, tout en garantissant un temps interactif. La seconde contribution de ce travail est une évaluation des algorithmes permettant de grouper les pixels en superpixels, à partir d'un nouvel ensemble de données de référence que nous mettons à disposition et dont la particularité est de contenir des images de tailles différentes : de quelques milliers à plusieurs millions de pixels. Cette étude nous a également permis de concevoir et d'évaluer une nouvelle méthode de production de superpixels
Image segmentation is one of the main research topics in image analysis. It is the task of researching a partition into regions, i.e., into sets of connected pixels, meeting a given uniformity criterion. The goal of image segmentation is to find regions corresponding to the objects or the object parts appearing in the image. The choice of what objects are relevant depends on the application context. Manually locating these objects is a tedious but quite simple task. Designing an automatic algorithm able to achieve the same result is, on the contrary, a difficult problem. Interactive segmentation methods are semi-automatic approaches where a user guide the search of a specific segmentation of an image by giving some indications. There are two kinds of methods : boundary-based and region-based interactive segmentation methods. Boundary-based methods extract a single object corresponding to a unique region without any holes. The user guides the method by selecting some boundary points of the object. The algorithm search for a curve linking all the points given by the user, following the boundary of the object and having some intrinsic properties (regular curves are encouraged). Region-based methods group the pixels of an image into sets, by maximizing the similarity of pixels inside each set and the dissimilarity between pixels belonging to different sets. Each set can be composed of one or several connected components and can contain holes. The user guides the method by drawing colored strokes, giving, for each set, some pixels belonging to it. If the majority of region-based methods extract a single object from the background, some algorithms, proposed during the last decade, are able to solve multi-class interactive segmentation problems, i.e., to extract more than two sets of pixels. The main contribution of this work is the design of a new multi-class interactive segmentation method. This algorithm is based on the minimization of a cost function that can be represented by a factor graph. It integrates a supervised learning classification method checking that the produced segmentation is consistent with the indications given by the user, a new regularization term, and a preprocessing step grouping pixels into small homogeneous regions called superpixels. The use of an over-segmentation method to produce these superpixels is a key step in the proposed interactive segmentation method : it significantly reduces the computational complexity and handles the segmentation of images containing several millions of pixels, by keeping the execution time small enough to ensure comfortable use of the method. The second contribution of our work is an evaluation of over-segmentation algorithms. We provide a new dataset, with images of different sizes with a majority of big images. This review has also allowed us to design a new over-segmentation algorithm and to evaluate it
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Song, Xiaoxiao. "Layout optimization based on multi-objective interactive approach." Thesis, Ecole centrale de Nantes, 2022. http://www.theses.fr/2022ECDN0051.

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Dans tous les problèmes d’agencement, les contraintes de non-chevauchement entre composants et les contraintes d’appartenanceau conteneur sont présentes. Un modèle d’agencement multiobjectif avec contraintes fonctionnelles est développé. Intégrer l’accessibilité des composants comme contraintes fonctionnelles assure la maintenance ou le fonctionnement des composants. Cependant, les contraintes fonctionnelles augmentent la complexité d’optimisation d’agencement, notée indice de capacité. Par conséquent, un nouvel algorithme d’optimisation multiobjectif est proposé en utilisant le placement constructif et le recuit simulé pour rechercher des solutions de compromis entre les objectifs multiples. Ensuite, un indicateur de similarité est défini pour évaluer les similaires entre les solutions proposées par l’algorithme. Les expériences indiquent que l’approche d’optimistion proposée fonctionne bien pour garantir l’accessibilité et trouver efficacement des solutions optimales dans les problèmes industriels d’agencement d’espace à un ou plusieurs conteneurs, où l’analyse de similarité démontre une bonne diversité solutions proposées par l’algorithme, qui peut être appliqué en tant qu’outil interactif outil pour leconcepteur
The conventional layout problem is concerned with finding the arrangements of components inside the container to optimize objectives under geometrical constraints, i.e., no component overlap and no container protrusion. A multi-objective layout model with functional constraints is developed. Integrating the accessibility of components as functional constraints ensures components maintenance or proper operation. However, thefunctional constraints increase the layout optimization complexity, denoted as capacity index. Therefore, a novel multi-objective optimizationalgorithm is proposed using the constructive placement and the simulated annealing to search for compromised solutions between the multiple objectives. Thereafter, a similarity indicator is defined to evaluate how similar optimized layout designs are. The experiments indicate that the proposed optimization approach performs well in ensuring accessibility and efficiently finding high-qualified solutions in single- and multi- container layoutapplications, where the similarity analysis demonstrates good diversity of the obtained layout set, which can be applied as an interactive tool
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Oulmidi, Mustafa. "Visualisation interactive et automatique des graphes et réseaux S. A. M. G. Un système d'aide à la modélisation graphique." Tours, 1989. http://www.theses.fr/1989TOUR4004.

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Les modèles graphes et réseaux permettent la visualisation de la structure et des règles de fonctionnement du système modélisé. Ce sont des moyens de communication. La formalisation de la définition d'un graphe à permis depuis une trentaine d'années le développement de la théorie des graphes. Les langages de programmation universels déforment les algorithmes de la théorie des graphes. Ces algorithmes sont élaborés sur différentes représentations de la structure graphe. Au niveau calcul nous proposons une méthode de conception de programmes dans le cadre d'une programmation modulaire sous l'environnement turbo pascal v. 4. Les sous-programmes fournis couvrent une grande partie des problèmes lies aux propriétés structurelles d'un graphe ou d'un réseau. Au niveau dessin nous proposons un ensemble de règles de dessin. Ces règles sont élaborées sur une grille de dessin en respectant un ensemble de contraintes en mode interactif et automatique.
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Books on the topic "Interactive optimisation"

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STUDIO: STructured User-interface Design for Interaction Optimisation. New York: Prentice Hall, 1994.

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Oulasvirta, Antti, Per Ola Kristensson, Xiaojun Bi, and Andrew Howes, eds. Computational Interaction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198799603.001.0001.

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This book presents computational interaction as an approach to explaining and enhancing the interaction between humans and information technology. Computational interaction applies abstraction, automation, and analysis to inform our understanding of the structure of interaction and also to inform the design of the software that drives new and exciting human-computer interfaces. The methods of computational interaction allow, for example, designers to identify user interfaces that are optimal against some objective criteria. They also allow software engineers to build interactive systems that adapt their behaviour to better suit individual capacities and preferences. Embedded in an iterative design process, computational interaction has the potential to complement human strengths and provide methods for generating inspiring and elegant designs. Computational interaction does not exclude the messy and complicated behaviour of humans, rather it embraces it by, for example, using models that are sensitive to uncertainty and that capture subtle variations between individual users. It also promotes the idea that there are many aspects of interaction that can be augmented by algorithms. This book introduces computational interaction design to the reader by exploring a wide range of computational interaction techniques, strategies and methods. It explains how techniques such as optimisation, economic modelling, machine learning, control theory, formal methods, cognitive models and statistical language processing can be used to model interaction and design more expressive, efficient and versatile interaction.
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Williamson, John H., Antti Oulasvirta, Per Ola Kristensson, and Nikola Banovic, eds. Bayesian Methods for Interaction and Design. Cambridge University Press, 2022. http://dx.doi.org/10.1017/9781108874830.

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Intended for researchers and practitioners in interaction design, this book shows how Bayesian models can be brought to bear on problems of interface design and user modelling. It introduces and motivates Bayesian modelling and illustrates how powerful these ideas can be in thinking about human-computer interaction, especially in representing and manipulating uncertainty. Bayesian methods are increasingly practical as computational tools to implement them become more widely available, and offer a principled foundation to reason about interaction design. The book opens with a self-contained tutorial on Bayesian concepts and their practical implementation, tailored for the background and needs of interaction designers. The contributed chapters cover the use of Bayesian probabilistic modelling in a diverse set of applications, including improving pointing-based interfaces; efficient text entry using modern language models; advanced interface design using cutting-edge techniques in Bayesian optimisation; and Bayesian approaches to modelling the cognitive processes of users.
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(Editor), Hans-Joachim Bungartz, and Michael Schäfer (Editor), eds. Fluid-Structure Interaction: Modelling, Simulation, Optimisation (Lecture Notes in Computational Science and Engineering). Springer, 2006.

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Fluid-Structure Interaction: Modelling, Simulation, Optimisation (Lecture Notes in Computational Science and Engineering Book 53). Springer, 2007.

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Oulasvirta, Antti, and Andreas Karrenbauer. Combinatorial Optimization for User Interface Design. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198799603.003.0005.

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Combinatorial optimization offers a rigorous but powerful approach to user interface design problems, defining problems mathematically such that they can be algorithmically solved. Design is defined as algorithmic combination of design decisions to obtain an optimal solution defined by an objective function. There are strong rationale for this method. First, core concepts such as ’design task’, ’design objective’, and ’optimal design’ become explicit and actionable. Second, solutions work well in practice, even for some problems traditionally out of reach of manual solutions. The method can assist in the generation, refinement, and adaptation of design. However, mathematical expression of HCI problems has been challenging and curbed applications. This chapter introduces combinatorial optimisation from user interface design point of view, and addresses two core challenges: 1) mathematical definition of design problems and 2) expression of evaluative knowledge such as design heuristics and predictive models of interaction.
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Book chapters on the topic "Interactive optimisation"

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Knežević, Jovana, Ralf-Peter Mundani, and Ernst Rank. "Schedule Optimisation for Interactive Parallel Structure Simulations." In Applied Parallel and Scientific Computing, 536–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-36803-5_41.

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Albakour, M.-Dyaa, Udo Kruschwitz, Nikolaos Nanas, Dawei Song, Maria Fasli, and Anne De Roeck. "Exploring Ant Colony Optimisation for Adaptive Interactive Search." In Lecture Notes in Computer Science, 213–24. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23318-0_20.

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Brintrup, Alexandra Melike, Jeremy Ramsden, and Ashutosh Tiwari. "A Review on Design Optimisation and Exploration with Interactive Evolutionary Computation." In Advances in Intelligent and Soft Computing, 111–20. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/978-3-540-36266-1_11.

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Duenas, Alejandra, Christine Di Martinelly, and Isabelle Fagnot. "An Approach Based on an Interactive Procedure for Multiple Objective Optimisation Problems." In Lecture Notes in Computer Science, 450–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-45111-9_39.

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Stan, Adriana, Florin-Claudiu Pop, Marcel Cremene, Mircea Giurgiu, and Denis Pallez. "Interactive Intonation Optimisation Using CMA-ES and DCT Parameterisation of the F0 Contour for Speech Synthesis." In Nature Inspired Cooperative Strategies for Optimization (NICSO 2011), 57–71. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24094-2_4.

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Brintrup, Alexandra Melike, Hideyuki Takagi, and Jeremy Ramsden. "Evaluation of Sequential, Multi-objective, and Parallel Interactive Genetic Algorithms for Multi-objective Floor Plan Optimisation." In Lecture Notes in Computer Science, 586–98. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11732242_56.

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Fröhling, Robert. "Vehicle/Track Interaction Optimisation within Spoornet." In System Dynamics and Long-Term Behaviour of Railway Vehicles, Track and Subgrade, 17–34. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-45476-2_2.

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Zirpins, Christian, Kevin Schütt, and Giacomo Piccinelli. "Process-Based Optimisation of Data Exchange for B2B Interaction." In Lecture Notes in Computer Science, 118–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45745-3_10.

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de Timary, Simon, and Sean Hanna. "Interaction in Optimisation Problems: A Case Study in Truss Design." In Design Computing and Cognition '12, 185–205. Dordrecht: Springer Netherlands, 2014. http://dx.doi.org/10.1007/978-94-017-9112-0_11.

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Azevedo, Francisco, and Pedro Barahona. "Interaction of Constraint Programming and Local Search for Optimisation Problems." In Principles and Practice of Constraint Programming — CP 2001, 554–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45578-7_38.

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Conference papers on the topic "Interactive optimisation"

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Taylor, Kendall, and Xiaodong Li. "Interactive multiobjective optimisation." In GECCO '18: Genetic and Evolutionary Computation Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3205455.3205624.

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Hettenhausen, Jan, Andrew Lewis, Marcus Randall, and Timoleon Kipouros. "Interactive multi-objective particle swarm optimisation using decision space interaction." In 2013 IEEE Congress on Evolutionary Computation (CEC). IEEE, 2013. http://dx.doi.org/10.1109/cec.2013.6557988.

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Pullan, Graham, Aljaz Kotnik, and Marcus Meyer. "Interactive Visualisation of Multi-Fidelity Design Optimisation." In AIAA SCITECH 2023 Forum. Reston, Virginia: American Institute of Aeronautics and Astronautics, 2023. http://dx.doi.org/10.2514/6.2023-0913.

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Ugail, Hassan, Malcolm Bloor, and Michael Wilson. "Implementing automatic design optimisation in an interactive environment." In 8th Symposium on Multidisciplinary Analysis and Optimization. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2000. http://dx.doi.org/10.2514/6.2000-4858.

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Taylor, Kendall, Huong Ha, Minyi Li, Jeffrey Chan, and Xiaodong Li. "Bayesian preference learning for interactive multi-objective optimisation." In GECCO '21: Genetic and Evolutionary Computation Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3449639.3459299.

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Zhang, Yi. "JEA, An Interactive Optimisation Engine for Building Energy Performance Simulation." In 2017 Building Simulation Conference. IBPSA, 2017. http://dx.doi.org/10.26868/25222708.2017.607.

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Ramsden, K. W. "An Interactive Method for Teaching Turbine Design." In ASME 1999 International Gas Turbine and Aeroengine Congress and Exhibition. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/99-gt-325.

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The implementation of new technology in the gas turbine industry is accelerating at a rate which demands increasing specialisation by its engineering design staff. Simultaneously, this industry has been adopting concurrent engineering practices to reduce product lead-time. Accordingly, the industry now requires its engineers to acquire competence in a wide range of technological disciplines together with a thorough understanding of the demands of design optimisation for the whole engine. Against this background, educational providers must respond to these increasing demands with teaching programmes that enable a more rapid and deeper understanding of a very complex product. The ambition of the teacher, however, to prepare the student will continue to be limited by time constraints within lecture courses. Hitherto, this has normally resulted in class worked examples which are necessarily narrow in scope and confined to a limited range of design cases. To overcome these limitations, a portfolio of multimedia computer programs has been developed specifically for rapid and relevant learning purposes. Each is structured to facilitate in-depth understanding of the key interactions between aerodynamics, thermodynamics and mechanical integrity needed in gas turbine design and performance assessment. This paper describes an interactive teaching method for turbine design optimisation using only the multimedia turbine design and performance module. Through the example of a case study, the preliminary design of a high pressure and low pressure turbine combination is undertaken initially by hand. This first pass design leaves substantial scope for design optimisation through a series of workshops using only the software. Final design recommendations are subsequently based on comprehensive tutor led but fully interactive discussion. Particular emphasis is placed on the impact of design decisions on both the various technology issues and on the performance of other engine components.
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"Interactive optimisation modelling using OPTIMISIR to support Melbourne water supply system operation." In 19th International Congress on Modelling and Simulation. Modelling and Simulation Society of Australia and New Zealand (MSSANZ), Inc., 2011. http://dx.doi.org/10.36334/modsim.2011.i11.kularathna2.

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Lopez, Fernando, and Jose Maria Martinez. "Multimedia Content Adaptation Modelled as a Constraints Matching Problem with Optimisation." In Eighth International Workshop on Image Analysis for Multimedia Interactive Services (WIAMIS '07). IEEE, 2007. http://dx.doi.org/10.1109/wiamis.2007.61.

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Ramsden, K. W. "An Interactive Methodology for Axial Compressor Design Teaching." In ASME 1999 International Gas Turbine and Aeroengine Congress and Exhibition. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/99-gt-449.

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The implementation of new technology in the gas turbine industry is accelerating at a rate which demands increasing specialisation by its engineering design staff. Simultaneously, this industry has been adopting concurrent engineering practices to reduce product lead-time. Accordingly, the industry now requires its engineers to acquire early competence in a wide range of technological disciplines. In addition, the individual must have a thorough understanding of the impact of component design decisions on both other components and on the engine as a whole. Against this background, gas turbine educational providers must respond to these increasing demands with teaching programmes that facilitate a faster and deeper understanding of this very complex product. The ambition of the teacher, however, to adequately prepare the student will continue to be limited by time constraints within lecture courses. Hitherto, this has normally resulted in class worked examples which are necessarily narrow in scope and confined to a limited range of design cases. This paper describes a teaching methodology which is structured to facilitate in-depth understanding of the key interactions between aerodynamics, thermodynamics and mechanical integrity arising in axial compressor design optimisation. This is achieved interactively through a combination of lectures, a hand worked multistage preliminary compressor design, a series of personal computer based design optimisation workshops and a final collective design assessment.
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