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Journal articles on the topic 'Interactive representation'

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1

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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7

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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8

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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Banu-Demergian, Iulia Teodora, and Gheorghe Stefanescu. "Towards a Formal Representation of Interactive Systems." Fundamenta Informaticae 131, no. 3-4 (2014): 313–36. http://dx.doi.org/10.3233/fi-2014-1017.

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Lin, Wen-Chieh, Tsung-Shian Huang, Tan-Chi Ho, Yueh-Tse Chen, and Jung-Hong Chuang. "Interactive Lighting Design with Hierarchical Light Representation." Computer Graphics Forum 32, no. 4 (July 2013): 133–42. http://dx.doi.org/10.1111/cgf.12159.

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13

Heukeroth, V., and H. A. Nour Eldin. "Interactive Systems: Knowledge Representation, Organization and Automation." IFAC Proceedings Volumes 21, no. 19 (June 1988): 69–75. http://dx.doi.org/10.1016/s1474-6670(17)54473-0.

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Ma, Rui, Thomas Maugey, and Pascal Frossard. "Optimized Data Representation for Interactive Multiview Navigation." IEEE Transactions on Multimedia 20, no. 7 (July 2018): 1595–609. http://dx.doi.org/10.1109/tmm.2017.2779039.

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Maugey, Thomas, Ismael Daribo, Gene Cheung, and Pascal Frossard. "Navigation Domain Representation For Interactive Multiview Imaging." IEEE Transactions on Image Processing 22, no. 9 (September 2013): 3459–72. http://dx.doi.org/10.1109/tip.2013.2270183.

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Cortelazzo, Guido M., and David S. Taubman. "Interactive representation of still and dynamic scenes." Signal Processing: Image Communication 21, no. 9 (October 2006): 705–8. http://dx.doi.org/10.1016/j.image.2006.08.004.

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Baker, Charles, Sheelagh Carpendale, Przemyslaw Prusinkiewicz, and Michael Surette. "GeneVis: Simulation and Visualization of Genetic Networks." Information Visualization 2, no. 4 (December 2003): 201–17. http://dx.doi.org/10.1057/palgrave.ivs.9500055.

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GeneVis simulates genetic networks and visualizes the process of this simulation interactively, providing a visual environment for exploring the dynamics of genetic regulatory networks. The visualization environment supports several representational modes, which include: an individual protein representation, a protein concentration representation, and a network structure representation. The individual protein representation shows the activities of the individual proteins. The protein concentration representation illustrates the relative spread and concentrations of the different proteins in the simulation. The network structure representation depicts the genetic network dependencies that are present in the simulation. GeneVis includes several interactive viewing tools. These include animated transitions from the individual protein representation to the protein concentration representation and from the individual protein representation to the network structure representation. Three types of lenses are used to provide different views within a representation: fuzzy lenses, base pair lenses, and the network structure ring lens. With a fuzzy lens an alternate representation can be viewed in a selected region. The base pair lenses allow users to reposition genes for better viewing or to minimize interference during the simulation. The ring lens provides detail-in-context viewing of individual levels in the genetic network structure representation.
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18

Patton, Kevin. "Morphological notation for interactive electroacoustic music." Organised Sound 12, no. 2 (July 4, 2007): 123–28. http://dx.doi.org/10.1017/s1355771807001781.

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AbstractInteractive electroacoustic music that alters or extends instrumental timbre, samples it, or generates sound based upon data generated in real time by the performer presents a new set of challenges for the performing musician. Unlike tape music, interactive music can continuously vary its response and, frequently, performers are unable are to predict how the computer will react. Many, if not most, scores include no visual representation of how the computer may affect the sound of the instrument.Providing performers with a readily accessible visual representation of the sonic possibilities of interactive computer music will provide a conceptual framework within which performers can understand a piece of music. Interpretation of this type of notation by the performer will provide a perspective on how his or her acoustic instrument relates to the digital instrument. This can be especially useful when improvised or aleatoric methods are called for.This paper outlines a system of interactive computer-music descriptive notation that links pictographic representations to the system of spectromorphologies suggested by Dennis Smalley. The morphological notation (MN) uses these morphologies and adds a z-plane to the well-established time-vs-pitch schema. Ideally, MN will not only represent the sound data of the moment, but also will be an intuitive picture of the musical possibilities of a composition's electronic component.
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19

HURLEY, W. DAVID. "A TOOL FOR CONSTRUCTING INTERACTIVE SOFTWARE." International Journal of Software Engineering and Knowledge Engineering 01, no. 01 (March 1991): 75–98. http://dx.doi.org/10.1142/s0218194091000081.

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The Tailor is a research tool for refining and evaluating a design representation for software systems that have a high degree of textual and graphical interaction. The design representation incorporates both software engineering and knowledge engineering techniques, providing a set of conventions for describing software design information and software construction knowledge. The Tailor demonstrates that the design representation, when embedded in a productivity tool, overcomes limitations of current generation user interface tools. For example, the Tailor has the capability to foresee construction difficulties arising from earlier design decisions. It uses this capability to provide active guidance in producing a software design that avoids problems otherwise overlooked during software specification and design.
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20

Xu, Ruijian, Chongyang Tao, Jiazhan Feng, Wei Wu, Rui Yan, and Dongyan Zhao. "Response Ranking with Multi-types of Deep Interactive Representations in Retrieval-based Dialogues." ACM Transactions on Information Systems 39, no. 4 (October 31, 2021): 1–28. http://dx.doi.org/10.1145/3462207.

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Building an intelligent dialogue system with the ability to select a proper response according to a multi-turn context is challenging in three aspects: (1) the meaning of a context–response pair is built upon language units from multiple granularities (e.g., words, phrases, and sub-sentences, etc.); (2) local (e.g., a small window around a word) and long-range (e.g., words across the context and the response) dependencies may exist in dialogue data; and (3) the relationship between the context and the response candidate lies in multiple relevant semantic clues or relatively implicit semantic clues in some real cases. However, existing approaches usually encode the dialogue with mono-type representation and the interaction processes between the context and the response candidate are executed in a rather shallow manner, which may lead to an inadequate understanding of dialogue content and hinder the recognition of the semantic relevance between the context and response. To tackle these challenges, we propose a representation [ K ] -interaction [ L ] -matching framework that explores multiple types of deep interactive representations to build context-response matching models for response selection. Particularly, we construct different types of representations for utterance–response pairs and deepen them via alternate encoding and interaction. By this means, the model can handle the relation of neighboring elements, phrasal pattern, and long-range dependencies during the representation and make a more accurate prediction through multiple layers of interactions between the context–response pair. Experiment results on three public benchmarks indicate that the proposed model significantly outperforms previous conventional context-response matching models and achieve slightly better results than the BERT model for multi-turn response selection in retrieval-based dialogue systems.
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Gu, Ning, and Jerry Jen-Hung Tsai. "Interactive Graphical Representation for Collaborative 3D Virtual Worlds." Computer-Aided Civil and Infrastructure Engineering 25, no. 1 (January 2010): 55–68. http://dx.doi.org/10.1111/j.1467-8667.2009.00613.x.

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Richards, Nigel G. J., and Sarah L. Price. "The representation of molecular electrostatics using interactive graphics." International Journal of Quantum Chemistry 36, S16 (June 19, 2009): 73–85. http://dx.doi.org/10.1002/qua.560360708.

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Smolic, A., and P. Kauff. "Interactive 3-D Video Representation and Coding Technologies." Proceedings of the IEEE 93, no. 1 (January 2005): 98–110. http://dx.doi.org/10.1109/jproc.2004.839608.

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Henderson, Ronald W., and Edward M. Landesman. "Visualizing precalculus concepts: Interactive representation via videodisc technology." Computers & Education 17, no. 3 (January 1991): 195–202. http://dx.doi.org/10.1016/0360-1315(91)90012-g.

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Afshar, M., M. Nanard, J. Sallantin, and J. Haiech. "PCDRA: PC interactive molecular representation and modeling system." Journal of Molecular Graphics 8, no. 1 (March 1990): 39–44. http://dx.doi.org/10.1016/0263-7855(90)80068-q.

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Patel, Nitin R., L. Mohan, and S. Sudarshan. "Statistical representation on maps—An interactive graphics approach." Computers & Graphics 11, no. 2 (January 1987): 95–100. http://dx.doi.org/10.1016/0097-8493(87)90022-7.

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Coleman, Stephen. "Dysfunctional democracy vs. direct representation." Journal of Applied Journalism & Media Studies 9, no. 2 (June 1, 2020): 215–26. http://dx.doi.org/10.1386/ajms_00023_1.

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The challenge democratic politics face at the moment is not how to preserve its pristine stability from radical disturbance, but how to salvage its most fundamental norms from the prevalent drift towards authoritarianism, populism and xenophobia. If there is to be an effective salvage operation, democracies must be open to radical reconfiguration ‐ perhaps even re-invention. To realize this opportunity, however, entails confronting the fundamental mismatch that exists between governmental logic and the increasingly embedded practices of socially networked citizens. This entails drawing upon the fullest range of interactive features of the current media ecology in order to establish a permanent and ongoing conversation between representatives and the citizens they represent, while at the same time facilitating lateral interaction between citizens and between decision-making institutions and those most likely to be affected by their decisions.
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Kasik, David J., David Ebert, Guy Lebanon, Haesun Park, and William M. Pottenger. "Data Transformations and Representations for Computation and Visualization." Information Visualization 8, no. 4 (January 2009): 275–85. http://dx.doi.org/10.1057/ivs.2009.27.

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At the core of successful visual analytics systems are computational techniques that transform data into concise, human comprehensible visual representations. The general process often requires multiple transformation steps before a final visual representation is generated. This article characterizes the complex raw data to be analyzed and then describes two different sets of transformations and representations. The first set transforms the raw data into more concise representations that improve the performance of sophisticated computational methods. The second transforms internal representations into visual representations that provide the most benefit to an interactive user. The end result is a computing system that enhances an end user's analytic process with effective visual representations and interactive techniques. While progress has been made on improving data transformations and representations, there is substantial room for improvement.
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Gronau, Nurit, Maital Neta, and Moshe Bar. "Integrated Contextual Representation for Objects' Identities and Their Locations." Journal of Cognitive Neuroscience 20, no. 3 (March 2008): 371–88. http://dx.doi.org/10.1162/jocn.2008.20027.

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Visual context plays a prominent role in everyday perception. Contextual information can facilitate recognition of objects within scenes by providing predictions about objects that are most likely to appear in a specific setting, along with the locations that are most likely to contain objects in the scene. Is such identity-related (“semantic”) and location-related (“spatial”) contextual knowledge represented separately or jointly as a bound representation? We conducted a functional magnetic resonance imaging (fMRI) priming experiment whereby semantic and spatial contextual relations between prime and target object pictures were independently manipulated. This method allowed us to determine whether the two contextual factors affect object recognition with or without interacting, supporting a unified versus independent representations, respectively. Results revealed a Semantic × Spatial interaction in reaction times for target object recognition. Namely, significant semantic priming was obtained when targets were positioned in expected (congruent), but not in unexpected (incongruent), locations. fMRI results showed corresponding interactive effects in brain regions associated with semantic processing (inferior prefrontal cortex), visual contextual processing (parahippocampal cortex), and object-related processing (lateral occipital complex). In addition, activation in fronto-parietal areas suggests that attention and memory-related processes might also contribute to the contextual effects observed. These findings indicate that object recognition benefits from associative representations that integrate information about objects' identities and their locations, and directly modulate activation in object-processing cortical regions. Such context frames are useful in maintaining a coherent and meaningful representation of the visual world, and in providing a platform from which predictions can be generated to facilitate perception and action.
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Holanda, Claudia, Pedro Rebelo, and André Paz. "Soundmaps as iDocs? Modes of Interactivity for Storytelling with Sound." Leonardo Music Journal 26 (December 2016): 80–82. http://dx.doi.org/10.1162/lmj_a_00980.

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Soundmaps derive an undeniable, often originary, importance from cartographical representation. However, this article proposes to consider soundmaps through a narrative perspective, drawing on the field of interactive documentaries. Like soundmaps, interactive documentaries deal with issues of engagement, participation and interaction. In this sense, and according to Sandra Gaudenzi’s concepts, this article presents an analysis of more than 40 soundmaps focused on their modes of interaction.
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Ltifi, Hela, Emna Ben Mohamed, and Mounir ben Ayed. "Interactive visual knowledge discovery from data-based temporal decision support system." Information Visualization 15, no. 1 (February 8, 2015): 31–50. http://dx.doi.org/10.1177/1473871614567794.

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The article aims to present a generic interactive visual analytics solution that provides temporal decision support using knowledge discovery from data modules together with interactive visual representations. It bases its design decisions on classification of visual representation techniques according to the criteria of temporal data type, periodicity, and dimensionality. The design proposal is applied to an existing medical knowledge discovery from data–based decision support system aiming at assisting physicians in the fight against nosocomial infections in the intensive care units. Our solution is fully implemented and evaluated.
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Lougenia Anderson, T., Earl F. Ecklund, and David Maier. "The proteus bibliography: Representation and interactive display in databases." ACM SIGMOD Record 15, no. 3 (September 1986): 46–55. http://dx.doi.org/10.1145/15833.15838.

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De Abreu, Ana, Laura Toni, Nikolaos Thomos, Thomas Maugey, Fernando Pereira, and Pascal Frossard. "Optimal layered representation for adaptive interactive multiview video streaming." Journal of Visual Communication and Image Representation 33 (November 2015): 255–64. http://dx.doi.org/10.1016/j.jvcir.2015.09.010.

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Bærentzen, J. Andreas, Rinat Abdrashitov, and Karan Singh. "Interactive shape modeling using a skeleton-mesh co-representation." ACM Transactions on Graphics 33, no. 4 (July 27, 2014): 1–10. http://dx.doi.org/10.1145/2601097.2601226.

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Rhoades, Troy. "Beyond Technology and Representation: What Can Interactive Art Do?" Art Journal 73, no. 1 (January 2, 2014): 82–84. http://dx.doi.org/10.1080/00043249.2014.887401.

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Kruschke, John K. "An Interactive Classroom Demonstration of Propositional and Analogical Representation." Teaching of Psychology 23, no. 3 (October 1996): 162–65. http://dx.doi.org/10.1177/009862839602300306.

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In a cognitive psychology demonstration, students see a rat's-eye view of a maze, projected from a computer, and vocally vote for moves through the maze. The class takes false paths in the first run, but it avoids them in the second. The learning can be explained in terms of analogical imagery or in terms of propositions and rules for modifying them. The demonstration achieves three goals: It actively engages students, effectively explains the concepts, and provides a memorable referent for explaining other topics such as algorithms versus heuristics, production systems, and phrase-structure grammar.
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Gueguen, Lionel, and Georgios K. Ouzounis. "Hierarchical data representation structures for interactive image information mining." International Journal of Image and Data Fusion 3, no. 3 (September 2012): 221–41. http://dx.doi.org/10.1080/19479832.2012.697924.

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Dixon, Martin. "Echo's body: Play and representation in interactive music software." Contemporary Music Review 25, no. 1-2 (February 2006): 17–25. http://dx.doi.org/10.1080/07494460600647394.

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Kruschke, John K. "An interactive classroom demonstration of propositional and analogical representation." Teaching of Psychology 23, no. 3 (October 1996): 162–65. http://dx.doi.org/10.1207/s15328023top2303_4.

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Pelz, Philipp, Peter Ercius, Colin Ophus, Ian Johnson, and Mary Scott. "Real-time interactive ptychography from electron event representation data." Microscopy and Microanalysis 27, S1 (July 30, 2021): 188–89. http://dx.doi.org/10.1017/s1431927621001288.

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Anas, Lukman. "Pengembangan Sistem Aplikasi Multimedia Interaktif Pada Pelajaran (Fisika Energy) Untuk Tingkat Sekolah Menengah Atas." JTP - Jurnal Teknologi Pendidikan 21, no. 1 (April 30, 2019): 24–41. http://dx.doi.org/10.21009/jtp.v21i1.10570.

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Characteristics of learning materials physics is sometimes very difficult to understand, requires the ability to control and manage the change between the different representations simultaneously. Representation is most often used by teachers are mathematical representations that other representations are often overlooked. On learning of physics required a thorough understanding of the concept that students can solve a problem in physics with good.Then to improve the quality of student learning, researchers will create a physics-based learning development is complex interactive multimedia on the subject of physics. Multimedia development that will be developed to have six stages, namely, concept, design, content collecting material, assembly, testing and distribution, to eventually used in the development of interactive media more particularly on the subject of physics. By results of data analysis showed an increase in the first cycle of 7.69% and the second cycle of 9.12%. Increased student learning outcomes is because during the learning process, teachers use interactive multimedia learning.
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Lu, Wenpeng, Rui Yu, Shoujin Wang, Can Wang, Ping Jian, and Heyan Huang. "Sentence Semantic Matching Based on 3D CNN for Human–Robot Language Interaction." ACM Transactions on Internet Technology 21, no. 4 (July 16, 2021): 1–24. http://dx.doi.org/10.1145/3450520.

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The development of cognitive robotics brings an attractive scenario where humans and robots cooperate to accomplish specific tasks. To facilitate this scenario, cognitive robots are expected to have the ability to interact with humans with natural language, which depends on natural language understanding ( NLU ) technologies. As one core task in NLU, sentence semantic matching ( SSM ) has widely existed in various interaction scenarios. Recently, deep learning–based methods for SSM have become predominant due to their outstanding performance. However, each sentence consists of a sequence of words, and it is usually viewed as one-dimensional ( 1D ) text, leading to the existing available neural models being restricted into 1D sequential networks. A few researches attempt to explore the potential of 2D or 3D neural models in text representation. However, it is hard for their works to capture the complex features in texts, and thus the achieved performance improvement is quite limited. To tackle this challenge, we devise a novel 3D CNN-based SSM ( 3DSSM ) method for human–robot language interaction. Specifically, first, a specific architecture called feature cube network is designed to transform a 1D sentence into a multi-dimensional representation named as semantic feature cube. Then, a 3D CNN module is employed to learn a semantic representation for the semantic feature cube by capturing both the local features embedded in word representations and the sequential information among successive words in a sentence. Given a pair of sentences, their representations are concatenated together to feed into another 3D CNN to capture the interactive features between them to generate the final matching representation. Finally, the semantic matching degree is judged with the sigmoid function by taking the learned matching representation as the input. Extensive experiments on two real-world datasets demonstrate that 3DSSM is able to achieve comparable or even better performance over the state-of-the-art competing methods.
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43

Klevjer, Rune. "Virtuality and Depiction in Video Game Representation." Games and Culture 14, no. 7-8 (October 30, 2017): 724–41. http://dx.doi.org/10.1177/1555412017727688.

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This article seeks to clarify the role of the image in video game representation. I argue that virtuality is incompatible with depictive representation and that the distinction between virtual environments and interactive depiction is important in game theory and analysis. In the first part, I combine a critical modification of Kendall Walton’s concept of reflexive representation with Edmund Husserl’s concept of image consciousness, in order to clarify the ontological difference between physical models and depictive images. In the second part, I discuss the relationship between physical models and virtual things, and the difference between photographic depiction and screen-mediated prosthetic vision. Finally, I show how this theoretical framework can help clarify the nature of interactive depiction in games.
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44

Murata, Hiroshi, Takashi Onoda, and Seiji Yamada. "Comparative Analysis of Relevance for SVM-Based Interactive Document Retrieval." Journal of Advanced Computational Intelligence and Intelligent Informatics 17, no. 2 (March 20, 2013): 149–56. http://dx.doi.org/10.20965/jaciii.2013.p0149.

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Support Vector Machines (SVMs) were applied to interactive document retrieval that uses active learning. In such a retrieval system, the degree of relevance is evaluated by using a signed distance from the optimal hyperplane. It is not clear, however, how the signed distance in SVMs has characteristics of vector space model. We therefore formulated the degree of relevance by using the signed distance in SVMs and comparatively analyzed it with a conventional Rocchio-based method. Although vector normalization has been utilized as preprocessing for document retrieval, few studies explained why vector normalization was effective. Based on our comparative analysis, we theoretically show the effectiveness of normalizing document vectors in SVM-based interactive document retrieval. We then propose a cosine kernel that is suitable for SVM-based interactive document retrieval. The effectiveness of the method was compared experimentally with conventional relevance feedback for Boolean, Term Frequency and Term Frequency-Inverse Document Frequency representations of document vectors. Experimental results for a Text REtrieval Conference data set showed that the cosine kernel is effective for all document representations, especially Term Frequency representation.
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45

Haase, Sabine, and Katja Matthes. "The importance of interactive chemistry for stratosphere–troposphere coupling." Atmospheric Chemistry and Physics 19, no. 5 (March 18, 2019): 3417–32. http://dx.doi.org/10.5194/acp-19-3417-2019.

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Abstract. Recent observational and modeling studies suggest that stratospheric ozone depletion not only influences the surface climate in the Southern Hemisphere (SH), but also impacts Northern Hemisphere (NH) spring, which implies a strong interaction between dynamics and chemistry. Here, we systematically analyze the importance of interactive chemistry with respect to the representation of stratosphere–troposphere coupling and in particular the effects on NH surface climate during the recent past. We use the interactive and specified chemistry version of NCAR's Whole Atmosphere Community Climate Model coupled to an ocean model to investigate differences in the mean state of the NH stratosphere as well as in stratospheric extreme events, namely sudden stratospheric warmings (SSWs), and their surface impacts. To be able to focus on differences that arise from two-way interactions between chemistry and dynamics in the model, the specified chemistry model version uses a time-evolving, model-consistent ozone field generated by the interactive chemistry model version. We also test the effects of zonally symmetric versus asymmetric prescribed ozone, evaluating the importance of ozone waves in the representation of stratospheric mean state and variability. The interactive chemistry simulation is characterized by a significantly stronger and colder polar night jet (PNJ) during spring when ozone depletion becomes important. We identify a negative feedback between lower stratospheric ozone and atmospheric dynamics during the breakdown of the stratospheric polar vortex in the NH, which contributes to the different characteristics of the PNJ between the simulations. Not only the mean state, but also stratospheric variability is better represented in the interactive chemistry simulation, which shows a more realistic distribution of SSWs as well as a more persistent surface impact afterwards compared with the simulation where the feedback between chemistry and dynamics is switched off. We hypothesize that this is also related to the feedback between ozone and dynamics via the intrusion of ozone-rich air into polar latitudes during SSWs. The results from the zonally asymmetric ozone simulation are closer to the interactive chemistry simulations, implying that under a model-consistent ozone forcing, a three-dimensional (3-D) representation of the prescribed ozone field is desirable. This suggests that a 3-D ozone forcing, as recommended for the upcoming CMIP6 simulations, has the potential to improve the representation of stratospheric dynamics and chemistry. Our findings underline the importance of the representation of interactive chemistry and its feedback on the stratospheric mean state and variability not only in the SH but also in the NH during the recent past.
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Aranov, V., S. Van Sint Jan, V. Sholukha, M. Rooze, and M. Viceconti. "Implementation of interactive motion representation (IMR) within the data manager." Computer Methods in Biomechanics and Biomedical Engineering 8, sup1 (September 2005): 7–8. http://dx.doi.org/10.1080/10255840512331387994.

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47

Wu, Zhuojia, Yang Li, Jian Liao, Deyu Li, Xiaoli Li, and Suge Wang. "Aspect-Context Interactive Attention Representation for Aspect-Level Sentiment Classification." IEEE Access 8 (2020): 29238–48. http://dx.doi.org/10.1109/access.2020.2972697.

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48

Kulpa, R., F. Multon, and B. Arnaldi. "Morphology-independent representation of motions for interactive human-like animation." Computer Graphics Forum 24, no. 3 (September 2005): 343–51. http://dx.doi.org/10.1111/j.1467-8659.2005.00859.x.

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Babaee, Mohammadreza, Xuejie Yu, Gerhard Rigoll, and Mihai Datcu. "Immersive Interactive SAR Image Representation Using Non-negative Matrix Factorization." IEEE Journal of Selected Topics in Applied Earth Observations and Remote Sensing 9, no. 7 (July 2016): 2844–53. http://dx.doi.org/10.1109/jstars.2015.2511449.

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Chen, Pingjun, Xiaoshuang Shi, Yun Liang, Yuan Li, Lin Yang, and Paul D. Gader. "Interactive thyroid whole slide image diagnostic system using deep representation." Computer Methods and Programs in Biomedicine 195 (October 2020): 105630. http://dx.doi.org/10.1016/j.cmpb.2020.105630.

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