Academic literature on the topic 'Interactive representation'

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Journal articles on the topic "Interactive representation"

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Karlsson, Martin. "REPRESENTATION AS INTERACTIVE COMMUNICATION." Information, Communication & Society 16, no. 8 (October 2013): 1201–22. http://dx.doi.org/10.1080/1369118x.2012.757633.

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Conversy, Stéphane, Stéphane Chatty, and Christophe Hurter. "Visual scanning as a reference framework for interactive representation design." Information Visualization 10, no. 3 (July 2011): 196–211. http://dx.doi.org/10.1177/1473871611415988.

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When designing a representation, the designer implicitly formulates a sequence of visual tasks required to understand and use the representation effectively. This paper aims at making the sequence of visual tasks explicit in order to help designers elicit their design choices. In particular, we present a set of concepts to systematically analyse what a user must theoretically do to decipher representations. The analysis consists of a decomposition of the activity of scanning into elementary visualization operations. We show how the analysis applies to various existing representations, and how expected benefits can be expressed in terms of elementary operations. The set of elementary operations form the basis of a shared language for representation designers. The decomposition highlights the challenges encountered by a user when deciphering a representation and helps designers to exhibit possible flaws in their design, justify their choices, and compare designs. We also show that interaction with a representation can be considered as facilitation to perform the elementary operations. Categories and subject descriptors H.5.2 User Interfaces – evaluation/methodology, screen design. General terms design, human factors
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Suárez, Luis Alfonso de la Fuente. "TOWARDS EXPERIENTIAL REPRESENTATION IN ARCHITECTURE." Journal of Architecture and Urbanism 40, no. 1 (April 6, 2016): 47–58. http://dx.doi.org/10.3846/20297955.2016.1163243.

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Planning and predicting the experiences that buildings will produce is an essential part of architectural design. The importance of representation lies in its ability to communicate experiences before a building is materialized. This article will treat the topic of representation of architecture works without putting aside our direct experience with edifices. By understanding the perceptual, associative and interactive phenomena that arise from the human encounter with buildings, it becomes possible to comprehend the representation of these phenomena through pictorial means. The first objective of this theoretical article is to define the inherent and unavoidable factors that are present in the creation and interpretation of all architectural representations, regardless of the technical means used. Any representation conveys two processes: the representation of experience (a creative process), and the experience of representation (an interpretive process). Furthermore, there exist two layers in any representation: the what (the architectural object) and the how (the representational medium). The second objective is to suggest alternatives to visual realism, in order to create representations that embody the particular phenomena that an architectural work will be able to produce. On the one hand, representations that pretend to copy reality produce in the observers detailed visual experiences; on the other hand, certain representations reflect the experiences themselves after they have been produced; they represent buildings as they are transformed by experience. This article focuses on those representations that are not only the reflection of an object, but also the reflection of our way of experiencing it.
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Vehkavaara, Tommi. "Natural self-interest, interactive representation, and the emergence of objects and Umwelt: An outline of basic semiotic concepts for biosemiotics." Sign Systems Studies 31, no. 2 (December 31, 2003): 547–87. http://dx.doi.org/10.12697/sss.2003.31.2.14.

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In biosemiotics, life and living phenomena are described by means of originally anthropomorphic semiotic concepts. This can be justified if we can show that living systems as self-maintaining far from equilibrium systems create and update some kind of representation about the conditions of their self-maintenance. The point of view is the one of semiotic realism where signs and representations are considered as real and objective natural phenomena without any reference to the specifically human interpreter. It is argued that the most basic concept of representation must be forward looking and that both C. Peirce’s and J. v. Uexküll’s concepts of sign assume an unnecessarily complex semiotic agent. The simplest representative systems do not have phenomenal objects or Umwelten at all. Instead, the minimal concept of representation and the source of normativity that is needed in its interpretation can be based on M. Bickhard’s interactivism. The initial normativity or natural self-interest is based on the ‘utility-concept’ of function: anything that contributes to the maintenance of a far from equilibrium system is functional to that system — every self-maintaining far from equilibrium system has a minimal natural self-interest to serve that function, it is its existential precondition. Minimal interactive representation emerges when such systems become able to switch appropriately between two or more means of maintaining themselves. At the level of such representations, a potentiality to detect an error may develop although no objects of representation for the system are provided. Phenomenal objects emerge in systems that are more complex. If a system creates a set of ongoingly updated ’situation images’ and can detect temporal invariances in the updating process, these invariances constitute objects for the system itself. Within them, a representative system gets an Umwelt and becomes capable of experiencing triadic signs. The relation between representation and its object is either iconic or indexical at this level. Correspondingly as in Peirce’s semeiotic, symbolic signs appear as more developed — for the symbolic signs, a more complex system is needed.
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VOUROS, G. A. "Knowledge representation for interactive multimedia systems." Knowledge Engineering Review 12, no. 2 (June 1997): 219–23. http://dx.doi.org/10.1017/s0269888997002075.

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Intelligent multimedia systems (IMMS) assist users in choosing the information content, and to design the information presentation, that satisfies their needs and idiosyncrasies. Towards this target, IMMSs posses and utilize knowledge concerning the means and function (purpose) of a presentation. ‘Means’ denote communication techniques (information carriers and modalities), as well as information content and information characteristics. The ‘function of a pr esentation’ denotes the communicative purpose of the presentation, methods for achieving that purpose, as well as a user's goals and tasks.
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Bogoni, Luca, and Ruzena Bajcsy. "Interactive Recognition and Representation of Functionality." Computer Vision and Image Understanding 62, no. 2 (September 1995): 194–214. http://dx.doi.org/10.1006/cviu.1995.1050.

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Moore, Melody M. "Representation issues for reengineering interactive systems." ACM Computing Surveys 28, no. 4es (December 1996): 199. http://dx.doi.org/10.1145/242224.242479.

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Zhu, Yinglin, Wenbin Zheng, and Hong Tang. "Interactive Dual Attention Network for Text Sentiment Classification." Computational Intelligence and Neuroscience 2020 (November 3, 2020): 1–11. http://dx.doi.org/10.1155/2020/8858717.

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Text sentiment classification is an essential research field of natural language processing. Recently, numerous deep learning-based methods for sentiment classification have been proposed and achieved better performances compared with conventional machine learning methods. However, most of the proposed methods ignore the interactive relationship between contextual semantics and sentimental tendency while modeling their text representation. In this paper, we propose a novel Interactive Dual Attention Network (IDAN) model that aims to interactively learn the representation between contextual semantics and sentimental tendency information. Firstly, we design an algorithm that utilizes linguistic resources to obtain sentimental tendency information from text and then extract word embeddings from the BERT (Bidirectional Encoder Representations from Transformers) pretraining model as the embedding layer of IDAN. Next, we use two Bidirectional LSTM (BiLSTM) networks to learn the long-range dependencies of contextual semantics and sentimental tendency information, respectively. Finally, two types of attention mechanisms are implemented in IDAN. One is multihead attention, which is the next layer of BiLSTM and is used to learn the interactive relationship between contextual semantics and sentimental tendency information. The other is global attention that aims to make the model focus on the important parts of the sequence and generate the final representation for classification. These two attention mechanisms enable IDAN to interactively learn the relationship between semantics and sentimental tendency information and improve the classification performance. A large number of experiments on four benchmark datasets show that our IDAN model is superior to competitive methods. Moreover, both the result analysis and the attention weight visualization further demonstrate the effectiveness of our proposed method.
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Popovic, Vesna. "Expert and Novice User Differences and Implications for Product Design and Useability." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 38 (July 2000): 933–36. http://dx.doi.org/10.1177/154193120004403869.

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This paper explores differences and similarities between novice and expert users of interactive artifacts. In order to achieve this, protocol analysis was used to identify users' cognitive categories, knowledge categories and knowledge representation. This research is based on the premises that knowledge — domain-specific knowledge in particular — plays a significant role in distinguishing a novice from an expert user, and the way in which they use technologically interactive devices. The differences between expert and novice users were compared and identified with associated knowledge and knowledge representation for each cognitive category. These constitute the features that differentiate them as they reflect the kind of processes, representations, strategies or knowledge organisation that may occur for each cognitive category during the interaction. The paper also addresses the transitional process through which a novice becomes an expert and concludes about this finding's implication to design.
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Falkner, Andreas, Alois Haselböck, Gerfried Krames, Gottfried Schenner, Herwig Schreiner, and Richard Taupe. "Solver Requirements for Interactive Configuration." JUCS - Journal of Universal Computer Science 26, no. 3 (March 28, 2020): 343–73. http://dx.doi.org/10.3897/jucs.2020.019.

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Interactive configuration includes the user as an essential factor in the configuration process. The two main components of an interactive configurator are a user interface at the front-end and a knowledge representation and reasoning (KRR) framework at the back-end. In this paper we discuss important requirements for the underlying KRR system to support an interactive configuration process. Representative of many reasoning systems and tools used for implementing product configurators, we selected MiniZinc, Choco, Potassco, Picat, CP-SAT solver, and Z3 for evaluation and reviewed them against the identified requirements. We observe that many of those requirements are not well supported by existing stand-alone solvers.
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Dissertations / Theses on the topic "Interactive representation"

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Pinhanez, Claudio S. "Representation and recognition of action in interactive spaces." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/62342.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 1999.
Includes bibliographical references (p. 246-258).
This thesis presents new theory and technology for the representation and recognition of complex, context-sensitive human actions in interactive spaces. To represent action and interaction a symbolic framework has been developed based on Roger Schank's conceptualizations, augmented by a mechanism to represent the temporal structure of the sub-actions based on Allen's interval algebra networks. To overcome the exponential nature of temporal constraint propagation in such networks, we have developed the PNF propagation algorithm based on the projection of IA-networks into simplified, 3-valued (past, now, future) constraint networks called PNF-networks. The PNF propagation algorithm has been applied to an action recognition vision system that handles actions composed of multiple, parallel threads of sub-actions, in situations that can not be efficiently dealt by the commonly used temporal representation schemes such as finite-state machines and HMMs. The PNF propagation algorithm is also the basis of interval scripts, a scripting paradigm for interactive systems that represents interaction as a set of temporal constraints between the individual components of the interaction. Unlike previously proposed non-procedural scripting methods, we use a strong temporal representation (allowing, for example, mutually exclusive actions) and perform control by propagating the temporal constraints in real-time. These concepts have been tested in the context of four projects involving story-driven interactive spaces. The action representation framework has been used in the Intelligent Studio project to enhance the control of automatic cameras in a TV studio. Interval scripts have been extensively employed in the development of "SingSong ", a short interactive performance that introduced the idea of live interaction with computer graphics characters; in "It/I", a full-length computer theater play; and in "It", an interactive art installation based on the play "It /I" that realizes our concept of immersive stages, that is, interactive spaces that can be used both by performers and public.
by Claudio Santos Pinhanez.
Ph.D.
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Ugail, Hassan, M. Robinson, M. I. G. Bloor, and M. J. Wilson. "Interactive design of complex mechanical parts using a parametric representation." Springer, 2000. http://hdl.handle.net/10454/2713.

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West, Vicky. "Towards a 3D interactive chemical-dynamical representation of the atmosphere." Thesis, University of Edinburgh, 2001. http://hdl.handle.net/1842/14651.

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Studies of atmospheric change, including the climatic effects of ozone depletion require the coupling of chemistry and general circulation models (GCMs). Such work requires that both the chemical and dynamical processes be accurately represented. We begin by showing the information that can be gained from the 2D THIN-AIR coupled model of the atmosphere, and highlight its limitations. As part of the UGAMP modelling effort we are currently involved in implementing coupled chemical-dynamical modelling in the 3D Unified Model (UM). As a first step in this process, the ability of the GCM to reproduce known transport mechanisms in the stratosphere and upper troposphere is assessed with different configurations of the model. The UM is run in troposphere-stratosphere mode and includes simulation of passive and simple-source tracers. We find that the results are very sensitive to the advection scheme implemented, with the age of stratospheric air varying from 3 years with the Roe scheme to 5.5 years with the Heun scheme. Simulations of the stratospheric tape recorder signal reveal a signal which ascends at a good speed with the Heun scheme, but does not decay with height as expected due to amplification of the signal by spurious oscillations. We find barriers to tropical - extratropical exchange which have similar properties both above and below the tropopause, and these are consistent with recent work, suggesting that the tropopause should be conceived as a ‘layer’ of several kilometres, whose properties change from being wholly tropospheric at the lower boundary, to stratospheric at its upper limits. Work presented here provides a useful framework for understanding more recent studies, which have incorporated chemical routines into the UM.
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Williams, Jeffrey A. "Interactive three-dimensional carving using a combined voxel and mesh representation." Thesis, University of Ottawa (Canada), 2008. http://hdl.handle.net/10393/27792.

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This thesis proposes an approach to provide a visually realistic interactive simulation of the effect of removing rigid bounded volumetric portions of a 3D object. The approach processes the volume removal at sufficient rates for realistic real-time rendering, while minimizing the error caused during volume removal operations. We refer to these volume removal operations as 3D carving. 3D carving is particularly applicable to the computer simulation of bone-surgery medical procedures performed with a motorized burr tool; however the methods and algorithm presented are generic enough to be used for other purposes such as 3D modeling, destructible objects in 3D games and others. Our approach represents the volume of the object being carved using voxels while displaying the object to the user using an associated polygonal mesh. We use the Ball-Pivoting Algorithm---which has been traditionally used to generate a triangle mesh from a point cloud---to generate the mesh associated with the voxels, but we present a novel extension to the algorithm, the Dynamic Ball-Pivoting Algorithm, so that local changes to the voxel set only require local changes to the mesh, whereas the standard algorithm would require a global remeshing. We demonstrate how to apply 3D and 2D textures simultaneously to provide separate external and internal textures for objects that have different skin and internal appearances, which increases the realism of the visualization. We provide measurements of the performance and accuracy of our approach.
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Lemaignan, Severin. "Grounding the interaction : knowledge management for interactive robots." Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0010/document.

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Avec le développement de la robotique cognitive, le besoin d’outils avancés pour représenter, manipuler, raisonner sur les connaissances acquises par un robot a clairement été mis en avant. Mais stocker et manipuler des connaissances requiert tout d’abord d’éclaircir ce que l’on nomme connaissance pour un robot, et comment celle-ci peut-elle être représentée de manière intelligible pour une machine. Ce travail s’efforce dans un premier temps d’identifier de manière systématique les besoins en terme de représentation de connaissance des applications robotiques modernes, dans le contexte spécifique de la robotique de service et des interactions homme-robot. Nous proposons une typologie originale des caractéristiques souhaitables des systèmes de représentation des connaissances, appuyée sur un état de l’art détaillé des outils existants dans notre communauté. Dans un second temps, nous présentons en profondeur ORO, une instanciation particulière d’un système de représentation et manipulation des connaissances, conçu et implémenté durant la préparation de cette thèse. Nous détaillons le fonctionnement interne du système, ainsi que son intégration dans plusieurs architectures robotiques complètes. Un éclairage particulier est donné sur la modélisation de la prise de perspective dans le contexte de l’interaction, et de son interprétation en terme de théorie de l’esprit. La troisième partie de l’étude porte sur une application importante des systèmes de représentation des connaissances dans ce contexte de l’interaction homme-robot : le traitement du dialogue situé. Notre approche et les algorithmes qui amènent à l’ancrage interactif de la communication verbale non contrainte sont présentés, suivis de plusieurs expériences menées au Laboratoire d’Analyse et d’Architecture des Systèmes au CNRS à Toulouse, et au groupe Intelligent Autonomous System de l’université technique de Munich. Nous concluons cette thèse sur un certain nombre de considérations sur la viabilité et l’importance d’une gestion explicite des connaissances des agents, ainsi que par une réflexion sur les éléments encore manquant pour réaliser le programme d’une robotique “de niveau humain”
With the rise of the so-called cognitive robotics, the need of advanced tools to store, manipulate, reason about the knowledge acquired by the robot has been made clear. But storing and manipulating knowledge requires first to understand what the knowledge itself means to the robot and how to represent it in a machine-processable way. This work strives first at providing a systematic study of the knowledge requirements of modern robotic applications in the context of service robotics and human-robot interaction. What are the expressiveness requirement for a robot? what are its needs in term of reasoning techniques? what are the requirement on the robot's knowledge processing structure induced by other cognitive functions like perception or decision making? We propose a novel typology of desirable features for knowledge representation systems supported by an extensive review of existing tools in our community. In a second part, the thesis presents in depth a particular instantiation of a knowledge representation and manipulation system called ORO, that has been designed and implemented during the preparation of the thesis. We elaborate on the inner working of this system, as well as its integration into several complete robot control stacks. A particular focus is given to the modelling of agent-dependent symbolic perspectives and their relations to theories of mind. The third part of the study is focused on the presentation of one important application of knowledge representation systems in the human-robot interaction context: situated dialogue. Our approach and associated algorithms leading to the interactive grounding of unconstrained verbal communication are presented, followed by several experiments that have taken place both at the Laboratoire d'Analyse et d'Architecture des Systèmes at CNRS, Toulouse and at the Intelligent Autonomous System group at Munich Technical University. The thesis concludes on considerations regarding the viability and importance of an explicit management of the agent's knowledge, along with a reflection on the missing bricks in our research community on the way towards "human level robots"
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Atolagbe, Tajudeen Abayomi. "A generic architecture for interactive intelligent tutoring systems." Thesis, Brunel University, 2001. http://bura.brunel.ac.uk/handle/2438/5013.

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This research is focused on developing a generic intelligent architecture for an interactive tutoring system. A review of the literature in the areas of instructional theories, cognitive and social views of learning, intelligent tutoring systems development methodologies, and knowledge representation methods was conducted. As a result, a generic ITS development architecture (GeNisa) has been proposed, which combines the features of knowledge base systems (KBS) with object-oriented methodology. The GeNisa architecture consists of the following components: a tutorial events communication module, which encapsulates the interactive processes and other independent computations between different components; a software design toolkit; and an autonomous knowledge acquisition from a probabilistic knowledge base. A graphical application development environment includes tools to support application development, and learning environments and which use a case scenario as a basis for instruction. The generic architecture is designed to support client-side execution in a Web browser environment, and further testing will show that it can disseminate applications over the World Wide Web. Such an architecture can be adapted to different teaching styles and domains, and reusing instructional materials automatically can reduce the effort of the courseware developer (hence cost and time) in authoring new materials. GeNisa was implemented using Java scripts, and subsequently evaluated at various commercial and academic organisations. Parameters chosen for the evaluation include quality of courseware, relevancy of case scenarios, portability to other platforms, ease of use, content, user-friendliness, screen display, clarity, topic interest, and overall satisfaction with GeNisa. In general, the evaluation focused on the novel characteristics and performances of the GeNisa architecture in comparison with other ITS and the results obtained are discussed and analysed. On the basis of the experience gained during the literature research and GeNisa development and evaluation. a generic methodology for ITS development is proposed as well as the requirements for the further development of ITS tools. Finally, conclusions are drawn and areas for further research are identified.
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Crampé, Isabelle. "Révision interactive dans une base de connaissace à objets." Université Joseph Fourier (Grenoble), 1997. https://tel.archives-ouvertes.fr/tel-00004934.

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Lorsqu'une base de connaissance est construite de maniere incrementale, le dernier ajout peut etre contradictoire avec le contenu de la base. Or, l'objectif d'une base de connaissance est de modeliser un domaine et elle doit donc etre consistante, c'est-a-dire admettre au moins un modele. Pour ajouter une connaissance inconsistante avec la base, il faut donc modifier celle-ci afin de preserver sa consistance. Cette problematique se rapproche de celle de la revision dans les langages logiques, dont le principal inconvenient est la complexite qui ne permet pas l'implementation. L'objectif est de definir une revision, dans le cadre des representations de connaissance par objets, qui puisse etre implementee, notamment en tenant compte des particularites des langages de representation par objets. Dans un premier temps, nous definissons formellement un langage d'objets : sa semantique et un systeme deductif syntaxique correct et complet par rapport a la semantique. De plus, nous definissons syntaxiquement l'inconsistance, ce qui permet de la detecter en se basant sur les proprietes de localite du langage. Contrairement aux langages logiques classiques, une inconsistance ne permet pas de tout deduire et reste donc localisee. Dans un second temps, nous definissons les bases revisees qui satisfont les postulats classiques de la revision, en particulier la minimalite, principe selon lequel il faut perdre le moins possible de connaissance. La minimalite peut s'interpreter intuitivement selon la relation d'ordre entre les classes. Cependant, elle est basee sur l'inclusion ensembliste et n'est pas un critere suffisant pour obtenir une unique base. Un algorithme, qui a ete implemente, propose donc toutes les bases revisees minimales suite a un ajout inconsistant ; il est interactif afin de maitriser la complexite inherente a la revision.
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Perkins, Rhys John. "Interactive sonification of a physics engine." Thesis, Anglia Ruskin University, 2013. http://arro.anglia.ac.uk/323077/.

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Physics engines have become increasingly prevalent in everyday technology. In the context of this thesis they are regarded as a readily available data set that has the potential to intuitively present the process of sonification to a wide audience. Unfortunately, this process is not the focus of attention when formative decisions are made concerning the continued development of these engines. This may reveal a missed opportunity when considering that the field of interactive sonification upholds the importance of physical causalities for the analysis of data through sound. The following investigation deliberates the contextual framework of this field to argue that the physics engine, as part of typical game engine architecture, is an appropriate foundation on which to design and implement a dynamic toolset for interactive sonification. The basis for this design is supported by a number of significant theories which suggest that the underlying data of a rigid body dynamics physics system can sustain an inherent audiovisual metaphor for interaction, interpretation and analysis. Furthermore, it is determined that this metaphor can be enhanced by the extraordinary potential of the computer in order to construct unique abstractions which build upon the many pertinent ideas and practices within the surrounding literature. These abstractions result in a mental model for the transformation of data to sound that has a number of advantages in contrast to a physical modelling approach while maintaining its same creative potential for instrument building, composition and live performance. Ambitions for both sonification and its creative potential are realised by several components which present the user with a range of options for interacting with this model. The implementation of these components effectuates a design that can be demonstrated to offer a unique interpretation of existing strategies as well as overcoming certain limitations of comparable work.
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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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Tamburini, Diego Romano. "The analyzable product model representation to support design-analysis integration." Diss., Georgia Institute of Technology, 1999. http://hdl.handle.net/1853/17106.

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Books on the topic "Interactive representation"

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S, Butler Brian, ed. Designing interactive worlds with words: Principles of writing as representational composition. Mahwah, N.J: Lawrence Erlbaum Associates, 2000.

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Li, Ying. Video content analysis using multimodal information: For movie content extraction, indexing, and representation. Boston, MA: Kluwer Academic Publishers, 2003.

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Guelton, Bernard. Les arts visuels, le web et la fiction: Colloque ... Université Paris 1 Panthéon-Sorbonne, CÉRAP. Paris: Publications de la Sorbonne, 2009.

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Baston, Robert J. The Penrose transform: Its interaction with representation theory. Oxford [England]: Clarendon Press, 1989.

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Gerard, Duveen, ed. Social representations: Explorations in social psychology. Cambridge: Polity, 2000.

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Social representations: Explorations in social psychology. New York: New York University Press, 2001.

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Wardle, Richard M. Representation of eddies in climate models by a potential vorticity flux. Woods Hole, Mass: Massachusetts Institute of Technology, Woods Hole Oceanographic Institution, Joint Program in Oceanography/Applied Ocean Science and Engineering, 1999.

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Transcribing talk and interaction: Issues in the representation of communication data. Amsterdam: John Benjamins Pub. Co., 2011.

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Brath, Richard Karl. Effective information visualization guidelines and metrics for 3D interactive representations of business data. [Toronto]: Brath, 1999.

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The role and representation of minimal contrast and the phonetics-phonology interaction. München: Lincom Europa, 2009.

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Book chapters on the topic "Interactive representation"

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Goguadze, George. "Representation for Interactive Exercises." In Lecture Notes in Computer Science, 294–309. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02614-0_25.

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Search, Patricia. "Interactive Multisensory Data Representation." In Design, User Experience, and Usability: Users and Interactions, 363–73. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_35.

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Howard, Kenton Taylor. "A Design Framework for Learning About Representation in Video Games Through Modification of Narrative and Gameplay." In Interactive Storytelling, 422–26. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-33894-7_46.

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Rentz, Niklas, Steven Smyth, Lewe Andersen, and Reinhard von Hanxleden. "Extracting Interactive Actor-Based Dataflow Models from Legacy C Code." In Diagrammatic Representation and Inference, 361–77. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86062-2_37.

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AbstractGraphical actor-based models provide an abstract overview of the flow of data in a system. They are well-established for the model-driven engineering (MDE) of complex software systems and are supported by numerous commercial and academic tools, such as Simulink, LabVIEW or Ptolemy. In MDE, engineers concentrate on constructing and simulating such models, before application code (or at least a large fraction thereof) is synthesized automatically. However, a significant fraction of today’s legacy system has been coded directly, often using the C language. High-level models that give a quick, accurate overview of how components interact are often out of date or do not exist. This makes it challenging to maintain or extend legacy software, in particular for new team members.To address this problem, we here propose to reverse the classic synthesis path of MDE and to synthesize actor-based dataflow models automatically from source code. Here functions in the code get synthesized into nodes that represent actors manipulating data. Second, we propose to harness the modeling-pragmatic approach, which considers visual models not as static artefacts, but allows interactive, flexible views that also link back to textual descriptions. Thus we propose to synthesize actor models that can vary in level of detail and that allow navigation in the source code. To validate and evaluate our proposals, we implemented these concepts for C analysis in the open source, Eclipse-based KIELER project and conducted a small survey.
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Sanghrajka, Rushit, and R. Michael Young. "A Knowledge Representation for Planning-Based Story Generation Applied to the Manual and Automatic Encoding of Plot." In Interactive Storytelling, 318–22. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-33894-7_31.

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Blandford, Ann, Thomas R. G. Green, Iain Connell, and Tony Rose. "Knowledge Representation Environments: An Investigation of the CASSMs between Creators, Composers and Consumers." In Engineering Interactive Systems, 53–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-92698-6_4.

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Frisch, Mathias, Jens Heydekorn, and Raimund Dachselt. "Diagram Editing on Interactive Displays Using Multi-touch and Pen Gestures." In Diagrammatic Representation and Inference, 182–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14600-8_18.

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Helmke, Stefan, Bernhard Goetze, Robert Scheffler, and Gregor Wrobel. "Interactive, Orthogonal Hyperedge Routing in Schematic Diagrams Assisted by Layout Automatisms." In Diagrammatic Representation and Inference, 20–27. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86062-2_2.

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AbstractSchematic diagrams are used in graph-based engineering systems. They focus mainly on the structure of the design object. Graph-based engineering systems help to solve a concrete design task. This is primarily realized by the application of domain-specific languages. The layout of schematic diagrams is of particular importance, and a neat representation is desirable. But automatically generated layouts cannot always fully match the intention of a modeler. To improve automatic layouts and enable a user-specific representation, an algorithm that allows interactive changes of the orthogonal hyperedge geometry was implemented. In this paper, we present this algorithm and give an overview of such interactions. Additionally, several reductions of the hyperedge geometry are shown. Furthermore, a local, automatic routing considering interactions on the hyperedge geometry is presented. The consideration of domain-specific semantics and the possibility of interactive changes is a new approach. All algorithms were implemented in a self-developed software framework.
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d’Ydewalle, Géry. "Knowledge Acquisition and Knowledge Representation." In Cognitive Modelling and Interactive Environments in Language Learning, 3–8. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-642-77575-8_1.

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Shih, Jui Hang, Teng-Wen Chang, Hui-Mei Hong, and Tian-Chiu Li. "Physical Representation Social Presence with Interactive Grass." In Online Communities and Social Computing, 176–81. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73257-0_20.

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Conference papers on the topic "Interactive representation"

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Allen, Bryce. "Information space representation in interactive systems." In the third ACM conference. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/276675.276676.

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Sheikh, Javed Anjum, Bob Fields, and Elke Duncker. "Cultural representation for Interactive Information system." In 2009 International Conference on the Current Trends in Information Technology (CTIT). IEEE, 2009. http://dx.doi.org/10.1109/ctit.2009.5423136.

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Howell, Noura. "Representation & Interpretation of Biosensing." In DIS '16: Designing Interactive Systems Conference 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2908805.2909422.

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Shiffer, Michael J. "Interactive city planning using multimedia representation aids." In Conference companion. New York, New York, USA: ACM Press, 1995. http://dx.doi.org/10.1145/223355.223437.

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Kanmani, B. "Program educational objectives: A graphical representation." In 2014 International Conference on Interactive Collaborative Learning (ICL). IEEE, 2014. http://dx.doi.org/10.1109/icl.2014.7017844.

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Schellhorn, Gerhard. "Extending ITL with Interleaved Programs for Interactive Verification." In 2011 Eighteenth International Symposium on Temporal Representation and Reasoning (TIME). IEEE, 2011. http://dx.doi.org/10.1109/time.2011.31.

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Sung Chun Lee and R. Nevatia. "Interactive 3D building modeling using a hierarchical representation." In Proceedings First IEEE International Workshop on Higher-Level Knowledge in 3D Modeling and Motion Analysis (HLK 2003). IEEE, 2003. http://dx.doi.org/10.1109/hlk.2003.1240859.

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Ranjan, Raju, Sumana Gupta, and K. S. Venkatesh. "Semi-interactive region segmentation based on sparse representation." In 2013 Annual IEEE India Conference (INDICON). IEEE, 2013. http://dx.doi.org/10.1109/indcon.2013.6726027.

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Lauterbach, Christian, Sung-Eui Yoon, and Dinesh Manocha. "Ray-Strips: A Compact Mesh Representation for Interactive Ray Tracing." In 2007 IEEE Symposium on Interactive Ray Tracing. IEEE, 2007. http://dx.doi.org/10.1109/rt.2007.4342586.

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Gao, Chenqiang, Deyu Meng, Wei Tong, Yi Yang, Yang Cai, Haoquan Shen, Gaowen Liu, Shicheng Xu, and Alexander G. Hauptmann. "Interactive Surveillance Event Detection through Mid-level Discriminative Representation." In ICMR '14: International Conference on Multimedia Retrieval. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2578726.2578765.

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Reports on the topic "Interactive representation"

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Manocha, Dinesh, and Ming C. Lin. Handling Massive Models: Representation, Real-Time Display and Interaction. Fort Belvoir, VA: Defense Technical Information Center, September 2008. http://dx.doi.org/10.21236/ada498533.

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Fessler, Daniel M. Interactive Effects of Cognitive Representations of Formidability and Technology on Aggression. Fort Belvoir, VA: Defense Technical Information Center, September 2014. http://dx.doi.org/10.21236/ada612540.

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Khain, Alexander, Vaughan Phillips, Mark Pinsky, and Barry Lynn. Improvement of Representation of the Cloud-Aerosol Interaction in Large-Scale Models. Office of Scientific and Technical Information (OSTI), December 2016. http://dx.doi.org/10.2172/1338293.

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Martin, Kathi, Nick Jushchyshyn, and Claire King. James Galanos Evening Gown c. 1957. Drexel Digital Museum, 2018. http://dx.doi.org/10.17918/jkyh-1b56.

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The URL links to a website page in the Drexel Digital Museum (DDM) fashion image archive containing a 3D interactive panorama of an evening suit by American fashion designer James Galanos with related text. This evening gown is from Galanos' Fall 1957 collection. It is embellished with polychrome glass beads in a red and green tartan plaid pattern on a base of silk . It was a gift of Mrs. John Thouron and is in The James G. Galanos Archive at Drexel University. The panorama is an HTML5 formatted version of an ultra-high resolution ObjectVR created from stitched tiles captured with GigaPan technology. It is representative the ongoing research of the DDM, an international, interdisciplinary group of researchers focused on production, conservation and dissemination of new media for exhibition of historic fashion.
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Taylor, Oliver-Denzil, Amy Cunningham,, Robert Walker, Mihan McKenna, Kathryn Martin, and Pamela Kinnebrew. The behaviour of near-surface soils through ultrasonic near-surface inundation testing. Engineer Research and Development Center (U.S.), September 2021. http://dx.doi.org/10.21079/11681/41826.

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Seismometers installed within the upper metre of the subsurface can experience significant variability in signal propagation and attenuation properties of observed arrivals due to meteorological events. For example, during rain events, both the time and frequency representations of observed seismic waveforms can be significantly altered, complicating potential automatic signal processing efforts. Historically, a lack of laboratory equipment to explicitly investigate the effects of active inundation on seismic wave properties in the near surface prevented recreation of the observed phenomena in a controlled environment. Presented herein is a new flow chamber designed specifically for near-surface seismic wave/fluid flow interaction phenomenology research, the ultrasonic near-surface inundation testing device and new vp-saturation and vs-saturation relationships due to the effects of matric suction on the soil fabric.
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Martin, Kathi, Nick Jushchyshyn, and Claire King. James Galanos, Wool Evening Suit. Fall 1984. Drexel Digital Museum, 2018. http://dx.doi.org/10.17918/6gzv-pb45.

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The URL links to a website page in the Drexel Digital Museum (DDM) fashion image archive containing a 3D interactive panorama of an evening suit by American fashion designer James Galanos with related text. This evening suit is from Galanos Fall 1984 collection. The skirt and bodice of the jacket are black and white plaid wool. The jacket sleeves are black mink with leather inserts that contrast the sheen of the leather against the luster of the mink and reduce some of the bulk of the sleeve. The suit is part of The James G. Galanos Archive at Drexel University gifted to Drexel University in 2016. The panorama is an HTML5 formatted version of an ultra-high resolution ObjectVR created from stitched tiles captured with GigaPan technology. It is representative the ongoing research of the DDM, an international, interdisciplinary group of researchers focused on production, conservation and dissemination of new media for exhibition of historic fashion.
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Martin, Kathi, Nick Jushchyshyn, and Claire King. James Galanos, Silk Chiffon Afternoon Dress c. Fall 1976. Drexel Digital Museum, 2018. http://dx.doi.org/10.17918/q3g5-n257.

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The URL links to a website page in the Drexel Digital Museum (DDM) fashion image archive containing a 3D interactive panorama of an evening suit by American fashion designer James Galanos with related text. This afternoon dress is from Galanos' Fall 1976 collection. It is made from pale pink silk chiffon and finished with hand stitching on the hems and edges of this dress, The dress was gifted to Drexel University as part of The James G. Galanos Archive at Drexel University in 2016. After it was imaged the gown was deemed too fragile to exhibit. By imaging it using high resolution GigaPan technology we are able to create an archival quality digital record of the dress and exhibit it virtually at life size in 3D panorama. The panorama is an HTML5 formatted version of an ultra-high resolution ObjectVR created from stitched tiles captured with GigaPan technology. It is representative the ongoing research of the DDM, an international, interdisciplinary group of researchers focused on production, conservation and dissemination of new media for exhibition of historic fashion.
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Martin, Kathi, Nick Jushchyshyn, and Claire King. Christian Lacroix Evening gown c.1990. Drexel Digital Museum, 2017. http://dx.doi.org/10.17918/wq7d-mc48.

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The URL links to a website page in the Drexel Digital Museum (DDM) fashion image archive containing a 3D interactive panorama of an evening gown by French fashion designer Christian Lacroix with related text. This evening gown by Christian Lacroix is from his Fall 1990 collection. It is constructed from silk plain weave, printed with an abstract motif in the bright, deep colors of the local costumes of Lacroix's native Arles, France; and embellished with diamanté and insets of handkerchief edged silk chiffon. Ruffles of pleated silk organza in a neutral bird feather print and also finished with a handkerchief edge, accentuate the asymmetrical draping of the gown. Ruching, controlled by internal drawstrings and ties, creates volume and a slight pouf, a nod to 'le pouf' silhouette Lacroix popularized in his collection for Patou in 1986. Decorative boning on the front of the bodice reflects Lacroix's early education as a costume historian and his sartorial reinterpretation of historic corsets. It is from the private collection of Mari Shaw. The panorama is an HTML5 formatted version of an ultra-high resolution ObjectVR created from stitched tiles captured with GigaPan technology. It is representative the ongoing research of the DDM, an international, interdisciplinary group of researchers focused on production, conservation and dissemination of new media for exhibition of historic fashion.
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Kelly, Luke. Characteristics of Global Health Diplomacy. Institute of Development Studies (IDS), June 2021. http://dx.doi.org/10.19088/k4d.2021.09.

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This rapid review focuses on Global Health Diplomacy and defines it as a method of interaction between the different stakeholders of the public health sector in a bid to promote representation, cooperation, promotion of the right to health and improvement of health systems for vulnerable populations on a global scale. It is the link between health and international relations. GHD has various actors including states, intergovernmental organizations, private companies, public-private partnerships and non-governmental organizations. Foreign policies can be integrated into national health in various ways i.e., designing institutions to govern practices regarding health diplomacy (i.e., health and foreign affairs ministries), creating and promoting norms and ideas that support foreign policy integration and promoting policies that deal with specific issues affecting the different actors in the GHD arena to encourage states to integrate them into their national health strategies. GHD is classified into core diplomacy – where there are bilateral and multilateral negotiations which may lead to binding agreements, multistakeholder diplomacy – where there are multilateral and bilateral negotiations which do not lead to binding agreements and informal diplomacy – which are interactions between other actors in the public health sector i.e., NGOs and Intergovernmental Organizations. The US National Security Strategy of 2010 highlighted the matters to be considered while drafting a health strategy as: the prevalence of the disease, the potential of the state to treat the disease and the value of affected areas. The UK Government Strategy found the drivers of health strategies to be self-interest (protecting security and economic interests of the state), enhancing the UK’s reputation, and focusing on global health to help others. The report views health diplomacy as a field which requires expertise from different disciplines, especially in the field of foreign policy and public health. The lack of diplomatic expertise and health expertise have been cited as barriers to integrating health into foreign policies. States and other actors should collaborate to promote the right to health globally.
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Adsit, Sarah E., Theodora Konstantinou, Konstantina Gkritza, and Jon D. Fricker. Public Acceptance of INDOT’s Traffic Engineering Treatments and Services. Purdue University, 2021. http://dx.doi.org/10.5703/1288284317280.

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As a public agency, interacting with and understanding the public’s perspective regarding agency activities is an important endeavor for the Indiana Department of Transportation (INDOT). Although INDOT conducts a biennial customer satisfaction survey, it is occasionally necessary to capture public perception regarding more specific aspects of INDOT’s activities. In particular, INDOT needs an effective way to measure and track public opinions and awareness or understanding of a select set of its traffic engineering practices. To evaluate public acceptance of specific INDOT traffic engineering activities, a survey consisting of 1.000 adults residing within the State of Indiana was conducted. The survey population was representative in terms of age and gender of the state as of the 2010 U.S. Census. The survey was administered during the months of July and August 2020. Public awareness regarding emerging treatments not currently implemented in Indiana is low and opposition to the same new technologies is prominent. Older or female drivers are less likely to be aware of emerging treatments, and older drivers are more likely to oppose potential implementation of these treatments. Although roundabouts are commonplace in Indiana, multi-lane roundabouts remain controversial among the public. Regarding maintenance and protection of traffic during work zones and considering full or partial roadway closure, public preference is for partial closure; this preference is stronger in rural areas. The public equally agrees and disagrees that INDOT minimizes construction related traffic delays. Approximately 76% of Indiana drivers believe themselves to above average drivers, while an additional 23% believe themselves to be average. Driver perceptions of average highway speeds speed are not aligned with posted speed limit as the perceived average speed on Indiana’s urban freeways and rural and urban state highways is considerably higher than the actual speed limit.
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