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Dissertations / Theses on the topic 'Interactive representation'

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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Guo, Xuan. "Discovering a Domain Knowledge Representation for Image Grouping| Multimodal Data Modeling, Fusion, and Interactive Learning." Thesis, Rochester Institute of Technology, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10603860.

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In visually-oriented specialized medical domains such as dermatology and radiology, physicians explore interesting image cases from medical image repositories for comparative case studies to aid clinical diagnoses, educate medical trainees, and support medical research. However, general image classification and retrieval approaches fail in grouping medical images from the physicians' viewpoint. This is because fully-automated learning techniques cannot yet bridge the gap between image features and domain-specific content for the absence of expert knowledge. Understanding how experts get information from medical images is therefore an important research topic.

As a prior study, we conducted data elicitation experiments, where physicians were instructed to inspect each medical image towards a diagnosis while describing image content to a student seated nearby. Experts' eye movements and their verbal descriptions of the image content were recorded to capture various aspects of expert image understanding. This dissertation aims at an intuitive approach to extracting expert knowledge, which is to find patterns in expert data elicited from image-based diagnoses. These patterns are useful to understand both the characteristics of the medical images and the experts' cognitive reasoning processes.

The transformation from the viewed raw image features to interpretation as domain-specific concepts requires experts' domain knowledge and cognitive reasoning. This dissertation also approximates this transformation using a matrix factorization-based framework, which helps project multiple expert-derived data modalities to high-level abstractions.

To combine additional expert interventions with computational processing capabilities, an interactive machine learning paradigm is developed to treat experts as an integral part of the learning process. Specifically, experts refine medical image groups presented by the learned model locally, to incrementally re-learn the model globally. This paradigm avoids the onerous expert annotations for model training, while aligning the learned model with experts' sense-making.

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12

Andrews, Daniel. "Employing branching comics to design, visualise and evaluate interactive stories." Thesis, University of Birmingham, 2015. http://etheses.bham.ac.uk//id/eprint/5759/.

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This thesis presents the case for adopting comics in the design, visualisation and evaluation of interactive stories. The potential for comics to be employed in the representation of interactive story-driven material has been identified in previous work. However, there is a lack of theory or evidence upon which an informed approach can be based. Consequently, this thesis contributes a process for employing branching comics to design and visualise interactive stories informed by previous approaches to stories, interactive stories and visualisations. It is argued that comics have several advantages over previous methods of designing interactive stories due to their inherent structural compatibility with visualising hierarchies of abstraction of story content. A series of studies are conducted to demonstrate how comics can be employed to visualise abstraction levels, and how branching comics can be employed to evaluate interactive stories. Qualitative and quantitative methods related to both user experience and comprehension are employed, which demonstrate the advantages in the use of comics to explore a range of different phenomena related to creating, interpreting and using interactive stories.
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Raggi, Daniel. "Searching the space of representations : reasoning through transformations for mathematical problem solving." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/22936.

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The role of representation in reasoning has been long and widely regarded as crucial. It has remained one of the fundamental considerations in the design of information-processing systems and, in particular, for computer systems that reason. However, the process of change and choice of representation has struggled to achieve a status as a task for the systems themselves. Instead, it has mostly remained a responsibility for the human designers and programmers. Many mathematical problems have the characteristic of being easy to solve only after a unique choice of representation has been made. In this thesis we examine two classes of problems in discrete mathematics which follow this pattern, in the light of automated and interactive mechanical theorem provers. We present a general notion of structural transformation, which accounts for the changes of representation seen in such problems, and link this notion to the existing Transfer mechanism in the interactive theorem prover Isabelle/HOL. We present our mechanisation in Isabelle/HOL of some specific transformations identified as key in the solutions of the aforementioned mathematical problems. Furthermore, we present some tools that we developed to extend the functionalities of the Transfer mechanism, designed with the specific purpose of searching efficiently the space of representations using our set of transformations. We describe some experiments that we carried out using these tools, and analyse these results in terms of how close the tools lead us to a solution, and how desirable these solutions are. The thorough qualitative analysis we present in this thesis reveals some promise as well as some challenges for the far-reaching problem of representation in reasoning, and the automation of the processes of change and choice of representation.
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14

BOUROKBA, ABDELKADER. "La representation des applications audiovisuelles interactives : outils de gestion et de traduction." Paris, ENST, 1988. http://www.theses.fr/1988ENST0001.

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Cette these a pour but de normaliser toutes les applications audiovisuelles interactives "ravi" en une representation unique et de mettre en oeuvre des outils de gestion et de traduction pour permettre l'implantation de cette representation. En premiere partie on specifie cette representation realisee en collaboration avec le comite technique de pilotage du projet "ravi". La deuxieme partie de l'etude prend en compte les principaux programmes d'edition devant generer des applications sous une forme "ravi" et met en oeuvre toute une chaine de production de ces applications, ceci quelque soit le langage source
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Koblauch, Louise. "Problem Representation and the Externalization of Borders in the Canadian Electronic Travel Authorization and Interactive Advanced Passenger Initiative." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21131.

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This paper analyzes two policies published by the Canadian Government, the Electronic Travel Visa and the Interactive Advance Passenger Information. These policies were initiated to close an integrity gap and to fight security issues resulting from globalization. These two documents are problematized by using Carol Bacchi’s analytical framework, What’s the Problem Represented to be, to dissect the underlying problem representations, the historical developments and the effects of these policies on migrants and travellers. Globalization, securitization and externalization in connection to Critical Border Studies are used for theoretical development. The results show that these policies have altered Canadian border management by pushing screening processes outside of physical sovereign boundaries and traps migrants in a web of offshore policing and securitization.
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Lemaignan, Séverin. "Ancrer l'interaction: Gestion des connaissances pour la robotique interactive." Phd thesis, INSA de Toulouse, 2012. http://tel.archives-ouvertes.fr/tel-00728775.

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Ancrer l'interaction: Gestion des connaissances pour la robotique interactive 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".
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17

Ellis, Simon K. "Indelible : a movement based practice led inquiry into memory,remembering and representation /." Connect to thesis, 2005. http://repository.unimelb.edu.au/10187/975.

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Indelible is a performance and dance research project. It has three outcomes or pathways, presented on DVD-ROM, via which the user-reader can experience multi-modal perspectives on remembering, memory, and representing performative ideas, events and actions. These pathways are video, writing and interactive and together they form a series of hypermedia framings by which the corporeal and philosophical underpinnings of the project are witnessed. The research is considered to be practice-led, in which my practice consists of choreographic strategies, physical actions, media-based processes, and writing. Within these core representations I have sought to confront the methodological and theoretical paradox affecting performance makers electing to recontextualise their work beyond live processes. How might the absence or disappearance of a so-called live work contribute to the overall design and representational practices underlying the outcomes? In this sense the three pathways that comprise Indelible generate a complex network of artistic, scholarly, poetic, and methodological layerings or enfoldings in which the user-reader is presented with possibilities for experiencing the vital subjectivity and inherent fallibility of memory and remembering. (For complete abstract open dopcument)
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Johnson, Samuel. "Document Clustering Interface." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-112878.

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This project created a first step prototype interface for a document clustering search engine. The goal is to facilitate the needs of people with reading difficulties as well as being a useful tool for general users when trying to find relevant but easy to read documents. The hypothesis is that minimizing the amount of text and focus on graphical representation will make the service easier to use for all users. The interface was developed using previously established persona and evaluated by general users (i.e. not users with reading disabilities) in order to see if the interface was easy to use and to understand without tooltips and tutorials. The results showed that even though the participants understood the interface and found it intuitive, there was still some information they thought were missing, such as an explanation for the reading indexes and how they determined readability.
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Lindgren, Helena. "Decision support in dementia care : developing systems for interactive reasoning." Doctoral thesis, Umeå : Datavetenskap Computing Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1138.

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20

Séqueira, Jean. "Modélisation interactive d'objets de forme complexe à partir de données hétérogènes : application à la représentation géométrique des organes du corps humain." Besançon, 1987. http://www.theses.fr/1987BESA2028.

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21

Ekhtiari, Amiri Sorour. "Task-specific summarization of networks: Optimization and Learning." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/100993.

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Networks (also known as graphs) are everywhere. People-contact networks, social networks, email communication networks, internet networks (among others) are examples of graphs in our daily life. The increasing size of these networks makes it harder to understand them. Instead, summarizing these graphs can reveal key patterns and also help in sensemaking as well as accelerating existing graph algorithms. Intuitively, different summarizes are desired for different purposes. For example, to stop viral infections, one may want to find an effective policy to immunize people in a people-contact network. In this case, a high-quality network summary should highlight roughly structurally important nodes. Others may want to detect communities in the same people-contact network, and hence, the summary should show cohesive groups of nodes. This implies that for each task, we should design a specific method to reveal related patterns. Despite the importance of task-specific summarization, there has not been much work in this area. Hence, in this thesis, we design task-specific summarization frameworks for univariate and multivariate networks. We start with optimization-based approaches to summarize graphs for a particular task and finally propose general frameworks which automatically learn how to summarize for a given task and generalize it to similar networks. 1. Optimization-based approaches: Given a large network and a task, we propose summarization algorithms to highlight specific characteristics of the graph (i.e., structure, attributes, labels, dynamics) with respect to the task. We develop effective and efficient algorithms for various tasks such as content-aware influence maximization and time segmentation. In addition, we study many real-world networks and their summary graphs such as people-contact, news-blogs, etc. and visualize them to make sense of their characteristics given the input task. 2. Learning-based approaches: As our next step, we propose a unified framework which learns the process of summarization itself for a given task. First, we design a generalizable algorithm to learn to summarize graphs for a set of graph optimization problems. Next, we go further and add sparse human feedback to the learning process for the given optimization task. To the best of our knowledge, we are the first to systematically bring the necessity of considering the given task to the forefront and emphasize the importance of learning-based approaches in network summarization. Our models and frameworks lead to meaningful discoveries. We also solve problems from various domains such as epidemiology, marketing, social media, cybersecurity, and interactive visualization.
Doctor of Philosophy
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22

Guérin, Clément. "Proposition d'un cadre pour l'analyse automatique, l'interprétation et la recherche interactive d'images de bande dessinée." Thesis, La Rochelle, 2014. http://www.theses.fr/2014LAROS024/document.

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Le paysage numérique de la culture française et mondiale subit de grands bouleversements depuis une quinzaine d’années avec des mutations historiques des médias, de leur format traditionnel au format numérique, tirant avantageusement parti des nouveaux moyens de communication et des dispositifs mobiles aujourd’hui popularisés. Aux côtés de formes culturelles ayant achevé, ou étant en passe d’achever, leur transition vers le numérique, la bande dessinée tâtonne encore pour trouver sa place dans l’espace du tout dématérialisé. En parallèle de l’émergence de jeunes auteurs créant spécifiquement pour ces nouveaux supports de lecture que sont ordinateurs, tablettes et smartphones, plusieurs acteurs du monde socio-économique s’intéressent à la valorisation du patrimoine existant. Les efforts se concentrent autant sur une démarche d’adaptation des œuvres aux nouveaux paradigmes de lecture que sur celle d’une indexation de leur contenu facilitant la recherche d’informations dans des bases d’albums numérisés ou dans des collections d’œuvres rares. La problématique est double, il s’agit premièrement d’être en mesure d’identifier la structure d’une planche de bande dessinée en se basant sur des extractions de primitives, issues d’une analyse d’image, validées et corrigées grâce à l’action conjointe de deux ontologies, la première manipulant les extractions d’images bas-niveau, la deuxième modélisant les règles de composition classiques de la bande dessinée franco-belge. Dans un second temps l’accent est mis sur l’enrichissement sémantique des éléments identifiés comme composants individuels d’une planche en s’appuyant sur les relations spatiales qu’ils entretiennent les uns avec les autres ainsi que sur leurs caractéristiques physiques intrinsèques. Ces annotations peuvent porter sur des éléments seuls (place d’une case dans la séquence de lecture) ou sur des liens entre éléments (texte prononcé par un personnage)
Since the beginning of the twenty-first century, the cultural industry, both in France and worldwide, has been through a massive and historical mutation. They have had to adapt to the emerging digital technology represented by the Internet and the new handheld devices such as smartphones and tablets. Although some industries successfully transfered a piece of their activity to the digital market and are about to find a sound business model, the comic books industry keeps looking for the right solution and has not yet produce anything as convincing as the music or movie offers. While many new young authors and writers use their creativity to produce specifically digital designed pieces of art, some other minds are focused on the preservation and the development of the already existing heritage. So far, efforts have been concentrated on the transfer from printed to digital support, with a special attention given to their specific features and how they can be used to create new reading conventions. There has also been some concerns about the content indexing, which is a hard task regarding the large amount of data created since the very beginning of the comics history. From a scientific point of view, there are several issues related to these goals. First, it implies to be able to identify the underlying structure of a comic books page. This comes through the extraction of the page's components, their validation and their correction based on the representation and reasoning capacities of two ontologies. The first one focus on the representation of the image analysis concepts and the second one represents the comic books domain knowledge. Secondly, a special attention is given to the semantic enhancement of the extracted elements, based on their spatial relations to each others and on their own characteristics. These annotations can be related to elements only (e.g. the position of a panel in the reading sequence), or to the bound between several elements (e.g. the text pronounced by a character)
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Nguyen, Nhu Van. "Représentations visuelles de concepts textuels pour la recherche et l'annotation interactives d'images." Phd thesis, Université de La Rochelle, 2011. http://tel.archives-ouvertes.fr/tel-00730707.

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En recherche d'images aujourd'hui, nous manipulons souvent de grands volumes d'images, qui peuvent varier ou même arriver en continu. Dans une base d'images, on se retrouve ainsi avec certaines images anciennes et d'autres nouvelles, les premières déjà indexées et possiblement annotées et les secondes en attente d'indexation ou d'annotation. Comme la base n'est pas annotée uniformément, cela rend l'accès difficile par le biais de requêtes textuelles. Nous présentons dans ce travail différentes techniques pour interagir, naviguer et rechercher dans ce type de bases d'images. Premièrement, un modèle d'interaction à court terme est utilisé pour améliorer la précision du système. Deuxièmement, en se basant sur un modèle d'interaction à long terme, nous proposons d'associer mots textuels et caractéristiques visuelles pour la recherche d'images par le texte, par le contenu visuel, ou mixte texte/visuel. Ce modèle de recherche d'images permet de raffiner itérativement l'annotation et la connaissance des images. Nous identifions quatre contributions dans ce travail. La première contribution est un système de recherche multimodale d'images qui intègre différentes sources de données, comme le contenu de l'image et le texte. Ce système permet l'interrogation par l'image, l'interrogation par mot-clé ou encore l'utilisation de requêtes hybrides. La deuxième contribution est une nouvelle technique pour le retour de pertinence combinant deux techniques classiques utilisées largement dans la recherche d'information~: le mouvement du point de requête et l'extension de requêtes. En profitant des images non pertinentes et des avantages de ces deux techniques classiques, notre méthode donne de très bons résultats pour une recherche interactive d'images efficace. La troisième contribution est un modèle nommé "Sacs de KVR" (Keyword Visual Representation) créant des liens entre des concepts sémantiques et des représentations visuelles, en appui sur le modèle de Sac de Mots. Grâce à une stratégie d'apprentissage incrémental, ce modèle fournit l'association entre concepts sémantiques et caractéristiques visuelles, ce qui contribue à améliorer la précision de l'annotation sur l'image et la performance de recherche. La quatrième contribution est un mécanisme de construction incrémentale des connaissances à partir de zéro. Nous ne séparons pas les phases d'annotation et de recherche, et l'utilisateur peut ainsi faire des requêtes dès la mise en route du système, tout en laissant le système apprendre au fur et à mesure de son utilisation. Les contributions ci-dessus sont complétées par une interface permettant la visualisation et l'interrogation mixte textuelle/visuelle. Même si pour l'instant deux types d'informations seulement sont utilisées, soit le texte et le contenu visuel, la généricité du modèle proposé permet son extension vers d'autres types d'informations externes à l'image, comme la localisation (GPS) et le temps.
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Carton, Patrice. "Acquisition et reconnaissance de messages graphiques, un systeme expert dans un systeme eao." Paris 6, 1988. http://www.theses.fr/1988PA066121.

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Apres l'analyse des principales composantes du dialogue graphique mettent en relation un auteur et un apprenant par l'intermediaire d'un didacticiel, la representation et la manipulaption des objets graphiques sont abordees sous leurs deux aspects indissociables, production et reconnaissance
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25

Sadeghi, Mohsen. "Representation and interaction of sensorimotor learning processes." Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/278611.

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Human sensorimotor control is remarkably adept at utilising contextual information to learn and recall systematic sensorimotor transformations. Here, we investigate the motor representations that underlie such learning, and examine how motor memories acquired based on different contextual information interact. Using a novel three-dimensional robotic manipulandum, the 3BOT, we examined the spatial transfer of learning across various movement directions in a 3D environment, while human subjects performed reaching movements under velocity-dependent force field. The obtained pattern of generalisation suggested that the representation of dynamic learning was most likely defined in a target-based, rather than an extrinsic, coordinate system. We further examined how motor memories interact when subjects adapt to force fields applied in orthogonal dimensions. We found that, unlike opposing fields, learning two spatially orthogonal force fields led to the formation of separate motor memories, which neither interfered with nor facilitated each other. Moreover, we demonstrated a novel, more general aspect of the spontaneous recovery phenomenon using a two-dimensional force field task: when subjects learned two orthogonal force fields consecutively, in the following phase of clamped error feedback, the expression of adaptation spontaneously rotated from the direction of the second force field, towards the direction of the first force field. Finally, we examined the interaction of sensorimotor memories formed based on separate contextual information. Subjects performed reciprocating reaching and object manipulation tasks under two alternating contexts (movement directions), while we manipulated the dynamics of the task in each context separately. The results suggested that separate motor memories were formed for the dynamics of the task in different contexts, and that these motor memories interacted by sharing error signals to enhance learning. Importantly, the extent of interaction was not fixed between the context-dependent motor memories, but adaptively changed according to the task dynamics to potentially improve overall performance. Together, our experimental and theoretical results add to the understanding of mechanisms that underlie sensorimotor learning, and the way these mechanisms interact under various tasks and different dynamics.
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26

Howard, Martin V. "Usefulness in representation design /." Linköping : Univ, 2002. http://www.bibl.liu.se/liupubl/disp/disp2002/tek753s.pdf.

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27

Hao, Xuejun. "Efficient geometry and illumination representations for interactive protein visualization." College Park, Md. : University of Maryland, 2004. http://hdl.handle.net/1903/1902.

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Thesis (Ph. D.) -- University of Maryland, College Park, 2004.
Thesis research directed by: Computer Science. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Menz, Mareike. "From dynamic sensorimotor interaction to conceptual action representation." Lübeck Zentrale Hochschulbibliothek Lübeck, 2010. http://d-nb.info/1001709381/34.

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Zinovieff, Fiona M. "Interaction of lexical-semantic and imagery representations." Thesis, Bangor University, 2000. https://research.bangor.ac.uk/portal/en/theses/interaction-of-lexicalsemantic-and-imagery-representations(75423ae6-238f-4577-a935-e08dc4219c9c).html.

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We report a series of experiments using a new methodology to investigate the relationships between visual and verbal representations and the process of acquiring new semantic associations. Transfer of associative information between stimulus modalities was investigated by training paired associations between novel pictures and novel words. Our results showed that the transfer of associations is a symbolic process, occurring only when participants are aware of the correspondence between the visual and the verbal items afforded by the name relations. We also obtained evidence to suggest that symbolic associations develop more readily from picture associations than from word associations. We argue that this is evidence that semantic knowledge is grounded in perceptual experience. Our most striking result, replicated across experiments, is that transfer of associations between modalities only occurs when subjects have specific conscious awareness about the relationships among associations. This should have implications for cognitive theories of symbolic representation. The methods we developed to expose this phenomenon can be extended to examine those implications more thoroughly. We discuss some of these implications in the terms of competing and complementary cognitive and behavioural theories relating representation to perception and symbols. Dual coding models fit our modality-transfer results more readily than single semantic store models, but neither is well suited for interpreting our awareness results, or for iv discussing perceptual grounding of representation. The models of Deacon and Barsalou both focus on systems of distributed representations grounded in perception; the role of awareness in symbol acquisition in their models is discussed and contrasted with theories from the stimulus equivalence tradition of behaviourist research. From these considerations, we argue that implicit associations underpin symbolic associations, but that semantic knowledge is conscious knowledge about the patterns of association which link representations.
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Duff, Simon Charles. "Task and device representations in the use of interactive systems." Thesis, University of Cambridge, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.359776.

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Tsui, Chi-Yan. "Teaching and Learning Genetics with Multiple Representations." Curtin University of Technology, Science and Mathematics Education Centre, 2003. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=14027.

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This study investigated the secondary school students' learning of genetics when their teachers included an interactive computer program BioLogica in classroom teaching and learning. Genetics is difficult to teach and learn at school because it is conceptually and linguistically complex for students who have little or no prior knowledge about it. Yet genetics is now central to learning and research in biomedical sciences and is essential for understanding contemporary issues such as genetic engineering and cloning. Interactive multimedia programs such as BioLogica have provided new opportunities for learning as these programs feature multiple external representations (MERs) of knowledge in different formats, including visualgraphical and verbal-textual and at different levels of organisation. Users can manipulate and observe the behaviour of these MERs. Ainsworth (1999) summarised three functions of MERs claimed by researchers in supporting learners - to provide complementary information or processes, to constrain interpretations of phenomena and to promote construction of deeper understanding of the domain. Using an interpretive, case-based research approach with multiple methods and multiple sources of data, this study was guided by two foci of inquiry - teachers' integration and implementation of BioLogica in their classroom teaching, and students' learning with BioLogica alongside other resources. The theoretical framework drew on perspectives from educational psychology, the conceptual learning model in science education, and cognitive/computational sciences.
Student learning was interpreted using a multidimensional conceptual change framework (Tyson, Venville, Harrison, & Treagust, 1997)-social/affective dimension in terms of students' interests and motivations, epistemological dimension in terms of genetics reasoning of six types (Hickey & Kindfield, 1999), and ontological dimension in terms students' gene conceptions (Venville & Treagust, 1998). Teaching and learning with BioLogica were also analysed and interpreted using Ainsworth's three functions of MERs. Necessary techniques including triangulation were used to increase the rigour of data analysis and interpretation in keeping with the qualitative research tradition. The study was conducted during the years 2001 and 2002 at six classroom sites across four senior high schools of different contexts in the metropolitan Perth area in Western Australia. Five teachers and their Year 10 students (four classes) and Year 12 students (two classes) - 117 students (90 girls and 27 boys), aged from 14 to 18, - participated in the study. Data were collected in response to the initial research questions and the reformulated case-specific research questions. The findings in terms of general assertions were generated from within-case and cross-case analyses and interpretations. Findings of the study suggest that teachers idiosyncratically incorporated (rather than integrated) BioLogica activities in their classroom teaching based on their beliefs and referents for normal classroom teaching. The teachers' implementation and scaffolding of student learning with BioLogica were affected by their knowledge of the software and beliefs about its usefulness based on the salient features of the MERs rather than their functions.
Institutional support, technical issues, and time constraints were the possible barriers for using BioLogica in teaching. The findings also suggest that most students were motivated and enjoyed learning with BioLogica but not all who were actively engaged in the activities improved their genetics reasoning. Mindfulness (Salomon & Globerson, 1987) in learning with the BioLogica MERs, learning together with peers, scaffolded learning within the zone of proximal development (Vygotsky, 1978) were deemed important to students' conceptual learning. The postinstructional gene conceptions of most students were not sophisticated and were generally intelligible-plausible (IP) but not intelligible-plausible-fruitful (IPF). While most students identified two salient features of BioLogica MERs, visualisation and instant feedback, some students who substantially improved their reasoning believed that these two features helped their understanding of genetics. Overall, students exhibited social/affective (motivational) and epistemological conceptual change but little or no ontological change. The findings have implications for further and future research. First, Thorley's status analysis is useful in analysing multidimensional conceptual change (Tyson et al., 1997). Second, MERs have provided new learning opportunities and challenges for classroom learning and science teacher education. Third, there is urgency for improving Year 10 genetics teaching and learning. Fourth, the notion of multiple representations is promising in unifying theoretical constructs in psychology, cognitive/computational sciences, science education and science teacher education.
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Tornqvist, Cecilia. "Representation av färginformation hos färgblinda." Thesis, University of Skövde, Department of Computer Science, 1997. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-301.

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Var tionde person har en defekt som gör att de inte upplever färger som andra. Denna defekt kallas för färgblindhet. Forskningen om färgblindhet har främst fokuserats kring de fysiologiska aspekterna av färgblindheten samt vilka våglängder av ljus (färger) som färgblinda förväxlar. Hur färgblinda upplever färger har sällan, eller aldrig, studerats särskilt ingående.

Denna studie fokuseras på hur färgblinda upplever färger, genom att b l a undersöka hur färgblinda kategoriserar färger och använder färgbegrepp. Studien har genomförts utifrån olika teorier om människans upplevelser, begreppsvärld och sätt att kategorisera olika typer av information (här färginformation). Studien belyser ett kognitionsvetenskapligt perspektiv av hur en färgdefekt påverkar individens sätt att uppleva färger.

Metoden som använts för att studera de färgblindas upplevelser har varit en blandning av en kvalitativ intervju och kvantitativa färguppgifter. Materialet har sedan bearbetats kvalitativt.

Resultaten visar att färgblinda inte upplever färger på det sätt som tidigare antagits och att andra faktorer än själva färgen påverkar vilken upplevelse den färgblinde får av ett färgstimuli. Resultaten belyser även hur en defekt som färgblindhet påverkar individens sätt att mentalt representera färg och bearbeta färginformation. Färgblindheten påverkar starkt färgblindas sätt att kategorisera färger. Undersökningen visar också att färgblindas mentala representationer av rött och grönt inte skiljer sig från normalseende man tidigare antagit. Färgblindas prototyper för färgerna rött, grönt, gult och blått skiljer sig inte från normalseendes. Vidare framkom att färgblinda är lika beroende av färger som ledtrådar i omgivningen som normalseende. Resultaten kan säga mycket om hur färger bör användas och inte användas.

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Dondrup, Christian. "Human-robot spatial interaction using probabilistic qualitative representations." Thesis, University of Lincoln, 2016. http://eprints.lincoln.ac.uk/28665/.

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Current human-aware navigation approaches use a predominantly metric representation of the interaction which makes them susceptible to changes in the environment. In order to accomplish reliable navigation in ever-changing human populated environments, the presented work aims to abstract from the underlying metric representation by using Qualitative Spatial Relations (QSR), namely the Qualitative Trajectory Calculus (QTC), for Human-Robot Spatial Interaction (HRSI). So far, this form of representing HRSI has been used to analyse different types of interactions online. This work extends this representation to be able to classify the interaction type online using incrementally updated QTC state chains, create a belief about the state of the world, and transform this high-level descriptor into low-level movement commands. By using QSRs the system becomes invariant to change in the environment, which is essential for any form of long-term deployment of a robot, but most importantly also allows the transfer of knowledge between similar encounters in different environments to facilitate interaction learning. To create a robust qualitative representation of the interaction, the essence of the movement of the human in relation to the robot and vice-versa is encoded in two new variants of QTC especially designed for HRSI and evaluated in several user studies. To enable interaction learning and facilitate reasoning, they are employed in a probabilistic framework using Hidden Markov Models (HMMs) for online classiffication and evaluation of their appropriateness for the task of human-aware navigation. In order to create a system for an autonomous robot, a perception pipeline for the detection and tracking of humans in the vicinity of the robot is described which serves as an enabling technology to create incrementally updated QTC state chains in real-time using the robot's sensors. Using this framework, the abstraction and generalisability of the QTC based framework is tested by using data from a different study for the classiffication of automatically generated state chains which shows the benefits of using such a highlevel description language. The detriment of using qualitative states to encode interaction is the severe loss of information that would be necessary to generate behaviour from it. To overcome this issue, so-called Velocity Costmaps are introduced which restrict the sampling space of a reactive local planner to only allow the generation of trajectories that correspond to the desired QTC state. This results in a exible and agile behaviour I generation that is able to produce inherently safe paths. In order to classify the current interaction type online and predict the current state for action selection, the HMMs are evolved into a particle filter especially designed to work with QSRs of any kind. This online belief generation is the basis for a exible action selection process that is based on data acquired using Learning from Demonstration (LfD) to encode human judgement into the used model. Thereby, the generated behaviour is not only sociable but also legible and ensures a high experienced comfort as shown in the experiments conducted. LfD itself is a rather underused approach when it comes to human-aware navigation but is facilitated by the qualitative model and allows exploitation of expert knowledge for model generation. Hence, the presented work bridges the gap between the speed and exibility of a sampling based reactive approach by using the particle filter and fast action selection, and the legibility of deliberative planners by using high-level information based on expert knowledge about the unfolding of an interaction.
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34

Sondershaus, Ralf. "Multi resolution representations and interactive visualization of huge unstructured volume meshes." [S.l. : s.n.], 2007.

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35

Neth, H. "Thinking by doing : interactive problem solving with internal and external representations." Thesis, Cardiff University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509084.

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36

Fratamico, Lauren. "Trade-offs in data representations for learner models in interactive simulations." Thesis, University of British Columbia, 2015. http://hdl.handle.net/2429/55058.

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Interactive simulations can foster student driven, exploratory learning. However, students may not always learn effectively in these unstructured environments. Due to this, it would be advantageous to provide adaptive support to those that are not effectively using the learning environment. To achieve this, it is helpful to build a user-model that can estimate the learner’s trajectories and need for help during interaction. However, this is challenging because it is hard to know a priori which behaviors are conducive to learning. It is particularly challenging in complex Exploratory Learning Environments (like in PhET’s DC Circuit Construction Kit which is used in this work) because of the large variety of ways to interact. To address this problem, we evaluate multiple representations of student interactions with the simulation that capture different amounts of granularity and feature engineering. We then apply the student modeling framework proposed in [1] to mine the student behaviors and classify learners. Our results indicate that the proposed framework is able to extend to a more complex environment in that we are able to successfully classify students and identify behaviors intuitively associated with high and low learning. We also discuss the trade-offs between the differing levels of granularity and feature engineering in the tested interaction representations in terms of their ability to evaluate learning and inform feedback. [1] Samad Kardan and Cristina Conati. 2011. A Framework for Capturing Distinguishing User Interaction Behaviours in Novel Interfaces. Proceedings of the 4th International Conference on Educational Data Mining, 159–168.
Science, Faculty of
Computer Science, Department of
Graduate
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37

Allen, Jeanette. "Effects of representation on programming behavior." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9233.

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38

Menz, Mareike [Verfasser]. "From dynamic sensorimotor interaction to conceptual action representation / Mareike Menz." Lübeck : Zentrale Hochschulbibliothek Lübeck, 2010. http://d-nb.info/1001709381/34.

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39

Heath, Claude P. R. "Drawing out interaction : lines around shared space." Thesis, Queen Mary, University of London, 2014. http://qmro.qmul.ac.uk/xmlui/handle/123456789/8817.

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Despite advances in image, video, and motion capture technologies, human interactions are frequently represented as line drawings. Intuitively, drawings provide a useful way of filtering complex, dynamic sequences to produce concise representations of interaction. They also make it possible to represent phenomena such as topic spaces, that do not have a concrete physical manifestation. However, the processes involved in producing these drawings, the advantages and limitations of line drawings as representations, and the implications of drawing as an analytic method have not previously been investigated. This thesis explores the use of drawings to represent human interaction and is informed by the prior experience and abilities of the investigator as a practising visual artist. It begins by discussing the drawing process and how it has been used to capture human activities. Key drawing techniques are identified and tested against an excerpt from an interaction between architects. A series of new drawings are constructed to depict one scene from this interaction, highlighting the contrasts between each drawing technique and their impact on the way shared spaces are represented. A second series of original drawings are produced exploring new ways of representing these spaces, leading to a proposal for a field-based approach that combines gesture paths, fields, and human figures to create a richer analytic representation. A protocol for using this approach to analyse video in practice is developed and evaluated though a sequence of three participatory workshops for researchers in human interaction. The results suggest that the field based process of drawing facilitates the production of spatially enriched graphical representations of qualitative spaces. The thesis concludes that the use of drawing to explore non-metric approaches to shared interactional space, has implications for research in human interaction, interaction design, clinical psychology, anthropology, and discourse analysis, and will find form in new new approaches to contemporary artistic practice.
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Dunn-Davies, Hywel. "A Diagrammatic Formalism for the Modular Representation of Agent Interaction Protocols." Thesis, Imperial College London, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.511872.

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von, Oldenburg Tim. "Representing bicycle-based interaction: An interaction design exploration into bicycling research." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21838.

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In public spaces, we constantly interact with each other - whether we are aware of it or not. Most of these interactions are indirect and subtle, ranging from flâneurial people-watching, over negotiation of turns in urban traffic, to passive aggression. This is not only true for pedestrians, but equally so for bicyclists.Bicycling is an embodied and social practice. When designing for cycle-based experiences, interaction designers face many problems while conducting research: mobility is always on the move and therefore hard to capture; the fleeting moments of interaction are almost imperceptible to the eye; and verbal accounts of bicyclists cannot represent the experiential qualities of a ride properly.While there exists a history of ethnographic studies into bicyclists' behaviour, it proves to be difficult to enquire into these more subtle interactions. More conventional representations of experience, such as video, fail to capture many of the qualities inherent in taking a ride and being 'out there'. It would be naive to neglect these qualities in our research when designing for cycle-based interaction.This thesis builds on the work of ethnographers and designers engaged in bicycling research. It explores new ways of enquiry that help researchers find out what really happens on the saddle and beyond.
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Olislagers, Vincent. "Phantom Physicalizations Reinterpreting Dreams Through Physical Representation." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21291.

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This thesis begins with a philosophical question: What if we could amplify our waking experience with the aesthetic qualitiesof dreams? Through a discourse on experiential dream related aspects in philosophy, design and daily life it examines what itmeans, and has meant, to dream, and how these qualities already permeate the physical world. I hypothesize that objects capable of representing dream related physiological data as physical output have the potential to amplify our waking experience. To formulate a set of considerations for the design of such objects, an ethnographic study of dream experience, comprising a survey, a cultural probe study and interviews, has been conducted. The text concludes by exploring how dream elements like ambiguity, synesthetic sensibility, and affective self-exploration may benefit interaction design, raising questions about how digital media can facilitate personal, meaningful experiences.
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Brath, Richard Karl. "Effective information visualization, guidelines and metrics for 3D interactive representations of business data." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0006/MQ45944.pdf.

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44

Gullström, Cecilia. "Pictionary Physics: En kvalitativ undersökning av ett didaktiskt verktyg i enlighet med The Scholarship of Teaching and Learning." Thesis, Uppsala universitet, Institutionen för fysik och astronomi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-212721.

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Den här undersökningen inom fysikdidaktik utförs enligt ramverket The Scholarship of Teaching and Learning (SoTL). Det didaktiska verktyget som ska utvärderas benämns Pictionary Physics. Studien börjar med en litteraturöversikt av multipla representationer och interaktivt engagemang. Översikten syftar till att utforska hur lärandet kan möjliggöras vid användningen av det didaktiska verktyget. Pictionary Physics användes sedan för att främja en interaktiv användning av multipla representationer i en grupp bestående av fyra studenter. Studenternas agerande studerades och analyserades kvalitativt, följt av en utvärdering av studenternas upplevelser när de använde det didaktiska verktyget. Utvärderingen visar att Pictionary Physics kan gynna konceptuell förståelse för begrepp inom fysik. Utvärderingen visar även att det didaktiska verktyget skulle kunna bidra till förbättrat studieresultat då studenter uppmuntras att använda multipla representationer på ett interaktivt sätt. Fortsatt förädling av Pictionary Physics föreslås. Detta är stommen för SoTL, där tanken är att konsekvent utöka var kunskap om lärandet av fysik.
This physics education research project is carried out following the framework of the Scholarship of Teaching and Learning (SoTL). The didactic instrument investigated is termed Pictionary Physics. The study begins with a literature review of research on multiple representation, and interactive engagement. This review is used to evaluate the learning potential of the intended didactic instrument. Pictionary Physics was then used to facilitate the multi-representational interaction of a group of four physics students. The students’ behavior was studied and analyzed qualitatively, followed by an evaluation of the students’ experiences when using this didactic instrument. The investigation shows that Pictionary Physics may promote conceptual understanding of physics phenomena. The investigation also implies that this didactic instrument can contribute to improved learning outcomes when students are encouraged to interact by using multiple representations. Continued refinement of the Pictionary Physics concept is suggested. Such refinement is the essence of SoTL, incrementally expanding our knowledge of the teaching and learning of physics.
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45

Caldas-Coulthard, Carmen Rosa. "Reported interaction in narrative : a study of speech representation in written discourse." Thesis, University of Cambridge, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.288815.

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46

Campos-Astorkiza, Rebeka. "The role and representation of minimal contrast and the phonetics-phonology interaction." München LINCOM Europa, 2007. http://d-nb.info/997109998/04.

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47

Fayolle, Pierre-Alain. "Reconstruction 3D d'objets par une representation fonctionnelle." Phd thesis, Université d'Orléans, 2007. http://tel.archives-ouvertes.fr/tel-00476678.

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Nous nous sommes essentiellement intéressés à la modélisation d'objets volumétriques par des champs de distance scalaire. La distance Euclidienne d'un point a un ensemble de points représentant la frontière d'un solide, correspond à la plus petite distance (définie à partir de la norme Euclidienne) entre ce point et n'importe quel point de l'ensemble. La représentation du solide par la distance à la surface du solide est une méthode concise mais relativement puissante pour définir et manipuler des solides. Dans ce cadre, nous nous sommes intéressés à la modélisation constructive de solides, et à la façon d'implémenter les opérations ensemblistes par des fonctions afin de garantir une bonne approximation de la distance ainsi que certaines propriétés de différentiabilité, nécessaire pour plusieurs classes d'opérations ou applications sur les solides. Nous avons construit différents types de fonctions implémentant les principales opérations ensemblistes (union, intersection, différence). Ces fonctions peuvent être ensuite appliquées à des primitives, définies par la distance à la surface de la primitive, afin de construire récursivement des solides complexes, définies eux-mêmes par une approximation à la distance du solide. Ces fonctions correspondent en fait à une certaine classe de R-fonctions, obtenues en lissant les points critiques des fonctions min/max (qui sont elles mêmes des R-fonctions). Ces fonctions sont appelées Signed Approximate Real Distance Functions (SARDF). Le cadre SARDF, constitue des fonctions décrites ci-dessus et de primitives définies par la fonction distance, a été utilisé pour la modélisation hétérogène de solides. La distance, ou son approximation, à la surface du solide ou des matériaux internes est utilisée comme un paramètre pour modéliser la distribution des matériaux à l'intérieur du solide. Le cadre SARDF a principalement été implémenté comme une extension de l'interpréteur d'HyperFun et à l'intérieur de l'applet Java d'HyperFun. La modélisation constructive de solides possède de nombreux avantages qui en font un outil puissant pour la modélisation de solides. Néanmoins, la définition constructive de solides peut être fastidieuse et répétitive. Nous avons étudié différents aspects pour l'automatiser. Dans un premier temps, nous avons introduit la notion de modèles template, et proposé différents algorithmes pour optimiser la forme d'un template à différentes instances correspondant à des nuages de points, sur ou aux alentours de la surface du solide. L'idée des templates vient de l'observation que les solides traditionnellement modélisés par ordinateur peuvent être regroupés en différentes classes possédant des caractéristiques communes. Par exemple, différents vases peuvent avoir une forme commune. Cette forme générale est modélisée une seule fois, et différents paramètres gouvernant les caractéristiques de la forme sont extraits. Ces paramètres sont ensuite optimisés à l'aide d'une combinaison de méta-heuristique comme le recuit simulé ou les algorithmes génétiques avec des méthodes directes du type Newton ou LevenbergMarquardt. L'utilisation du cadre SARDF pour la définition du modèle template est préférable, car donne de meilleurs résultats avec les algorithmes d'optimisation. Nous pouvons maintenant nous demander comment le modèle template est obtenu. Une première solution est d'utiliser les services d'un artiste. Néanmoins, nous pouvons aussi réfléchir pour automatiser ce processus. Nous avons essentiellement étudié deux aspects pour répondre à cette question : la première est l'utilisation de la programmation génétique pour former un modèle constructif à partir d'un nuage de points. La deuxième solution consiste à partir d'un nuage de points segmentés et une liste de primitives optimisés à ce nuage de points segmenté, d'utiliser un algorithme génétique pour déterminer l'ordre et le type d'opérations qui peuvent être appliquées à ces primitives. Ces deux solutions ont été implémentées et leurs résultats discutés.
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48

Tokgoz, Asim. "A hypermedia representation of a taxonomy of usability characteristics in virtual environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Mar%5FTokgoz.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, March 2003.
Thesis advisor(s): Rudolph P. Darken, Joseph A. Sullivan. Includes bibliographical references (p. 137-140). Also available online.
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49

Laptev, Dmitry. "Interaction of motion and perception in continuous attractor representations of position." Thesis, University College London (University of London), 2008. http://discovery.ucl.ac.uk/1444294/.

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The simple relationship of movement to position via temporal integration helps to explain some of the neural representations of position seen in the mammalian brain, such as the representations of eye-position, and of head-direction and self-location within an environment. The positional information also comes from perception, such as vision, and the two sources need not necessarily agree. I construct neuronal firing rate models (introduced in Chapter 2) that utilize both velocity and visual inputs, and test them against physiological data acquired in situations when the two inputs are put in conflict. I start with a model of the oculomotor system (Chapter 3), in which a visual target and integration of the motion signal play distinct roles. The model represents a continuous attractor, stable and unstable regimes of which are analyzed with the latter found to correspond to different clinical disorders. In Chapters 4 to 6 continuous attractors are used to model hippocampal systems for the representation of the animal's location within its environment. Chapter 4 describes the 'standard' model of the integration of self-motion information to maintain a representation of current location in the firing of hippocampal 'place cells'. I demonstrate the stability and invariance under translation of this representation under the model. Using this model, I then consider how abstracted sensory information concerning environmental location is combined with self-motion information to provide the representation of location (Chapter 5). The model is tested by simulation of experimental data on place cell firing in situations where both types of information are put into conflict. Chapter 6 investigates whether the integration of self-motion and environmental information into a single coherent representation could result from a reciprocal interaction between place cells and the recently discovered 'grid cells' in Entorhinal cortex. In this model, integration of self-motion occurs between grid cells and projections from grid cells to place cells provide the self-motion contribution to place cell firing. Conversely, sensory inputs contribute to place cell firing and projections from place cells to grid cells maintain the stability of grid cell firing relative to the environment. This model is tested against experimental data on both place cell firing and grid cell firing in situations where environmental and self-motion information are put into conflict. Testable predictions for future experimental studies are generated by the model. In Chapter 7 we discuss the relationship of our findings to other related approaches, and their implications for the neural organization of spatial behavior.
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50

Rogers, Y. "Pictorial representations of abstract concepts in relation to human-computer interaction." Thesis, Swansea University, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.380052.

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