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Dissertations / Theses on the topic 'Interactive'

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1

Celerier, Jean-Michael. "Authoring interactive media : a logical & temporal approach." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0037/document.

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La question de la conception de médias interactifs s'est posée dès l'apparition d'ordinateurs ayant des capacités audio-visuelles. Un thème récurrent est la question de la spécification temporelle d'objets multimédia interactifs : comment peut-on créer des présentations multimédia dont le déroulé prend en compte des événements extérieurs au système.Ce problème rejoint un autre champ d'application, qui est celui de la musique et plus spécifiquement des partitions interactives : des pièces musicales dont l'interprétation pourra varier dans le temps en fonction d'indications données par la partit
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Lu, Karyn Y. "Interaction Design Principles for Interactive Television." Thesis, Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6962.

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Interactive television (iTV) is an umbrella term used to cover the convergence of television with digital media technologies such as computers, personal video recorders, game consoles, and mobile devices, enabling user interactivity. Increasingly, viewers are moving away from a "lean back" model of viewing to a more active "lean forward" one. When fully realized on a widespread scale in the United States, our current experience of watching television will be dramatically transformed. Because iTV is a new medium in its own right, however, standards for iTV programming and interaction in the Uni
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Bustos, Christian. "Implementing implicit interaction in interactive film." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30481.

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In this paper, an user study will be taken on in order to explore how different types of interaction affect the levels of immersion and experience within interactive film. The two different types of interaction that will be compared in this study are implicit interaction, and explicit interaction. The format of interactive film has not experienced too many changes the last years, and the user could experience a loss of immersion when using the format as it is shaped today. Usually, interactive films interrupt the flow of the narrative in order to give the user the time to make a choice. This m
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Zacchiroli, Stefano <1979&gt. "User interaction widgets for interactive theorem proving." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/616/1/Tesi_Zacchiroli.pdf.

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Matita (that means pencil in Italian) is a new interactive theorem prover under development at the University of Bologna. When compared with state-of-the-art proof assistants, Matita presents both traditional and innovative aspects. The underlying calculus of the system, namely the Calculus of (Co)Inductive Constructions (CIC for short), is well-known and is used as the basis of another mainstream proof assistant—Coq—with which Matita is to some extent compatible. In the same spirit of several other systems, proof authoring is conducted by the user as a goal directed proof search, using
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Zacchiroli, Stefano <1979&gt. "User interaction widgets for interactive theorem proving." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/616/.

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Matita (that means pencil in Italian) is a new interactive theorem prover under development at the University of Bologna. When compared with state-of-the-art proof assistants, Matita presents both traditional and innovative aspects. The underlying calculus of the system, namely the Calculus of (Co)Inductive Constructions (CIC for short), is well-known and is used as the basis of another mainstream proof assistant—Coq—with which Matita is to some extent compatible. In the same spirit of several other systems, proof authoring is conducted by the user as a goal directed proof search, using
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6

Murat, Mathilde. "Scénographie interactive, interfaces et interférences." Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20013/document.

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La démarche artistique à laquelle se lie ce travail de thèse est le fruit d’interrogations sur ce qui constitue les liens kinesthésiques et perceptuels à l’environnement. Ralliées à ces explorations, les technologies de l’interactivité, issues de la pensée cybernétique et de l’essor de l’informatique, permettent l’instauration de scénographies qui se construisent par interférence avec la corporéité,dans son caractère autopoïétique, au travers des dispositifs d’interfaces. L’interactivité est appréhendéeici dans son volet hypermédia. Cette thèse est l’expression d’un travail de recherches prati
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Myrick, Kimberly A. "Inside commercial interaction, audience research in interactive media." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0028/MQ30978.pdf.

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Rateau, Hanaë. "Exploring interactive sub-spaces for gestural midair interaction." Thesis, Lille 1, 2017. http://www.theses.fr/2017LIL10054/document.

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Cette thèse s'intéresse à comment utiliser les gestes dans l'air pour enrichir les l'interaction Homme-Machine en utilisant des espaces interactifs. Cette thèse s'inspire d'un concept de la communication non verbale : la proxémie. Cette théorie, introduite par Edward T. Hall, affirme entre autres que notre perception de l'espace est dynamique. Et s'accorde à l'environnement que nous percevons. En m'inspirant de cette théorie, je présente ici un nouveau concept d'interaction accompagné de son framework de design : Mimetic Interaction Space (MIS). Afin de montrer ce que le concept peut apporter
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Rivière, Guillaume. "Interaction tangible sur table interactive : application aux géosciences." Thesis, Bordeaux 1, 2009. http://www.theses.fr/2009BOR13837/document.

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Cette thèse traite des interfaces utilisateur tangibles (TUI). La première partie de ce manuscrit concerne l'interaction tangible sur table interactive. Nous introduisons tout d'abord les TUIs et les tables interactives. Nous validons une hypothèse concernant la spécialisation de la forme des interacteurs tangibles et nous en tirons les conséquences pour la conception des TUIs. Nous proposons une solution de boîtier à boutons pour y déporter certaines opérations dans le contexte d'une TUI sur table interactive. Nous abordons la construction et le développement d'un système de tables interactiv
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Mawson, Mark. "Interactive fluid-structure interaction with many-core accelerators." Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/interactive-fluidstructure-interaction-with-manycore-accelerators(a4fc2068-bac7-4511-960d-41d2560a0ea1).html.

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The use of accelerator technology, particularly Graphics Processing Units (GPUs), for scientific computing has increased greatly over the last decade. While this technology allows larger and more complicated problems to be solved faster than before it also presents another opportunity: the real-time and interactive solution of problems. This work aims to investigate the progress that GPU technology has made towards allowing fluid-structure interaction (FSI) problems to be solved in real-time, and to facilitate user interaction with such a solver. A mesoscopic scale fluid flow solver is impleme
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Lemaignan, Severin. "Grounding the interaction : knowledge management for interactive robots." Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0010/document.

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Avec le développement de la robotique cognitive, le besoin d’outils avancés pour représenter, manipuler, raisonner sur les connaissances acquises par un robot a clairement été mis en avant. Mais stocker et manipuler des connaissances requiert tout d’abord d’éclaircir ce que l’on nomme connaissance pour un robot, et comment celle-ci peut-elle être représentée de manière intelligible pour une machine. Ce travail s’efforce dans un premier temps d’identifier de manière systématique les besoins en terme de représentation de connaissance des applications robotiques modernes, dans le contexte spécifi
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Zuckerman, Orit. "Interactive portraiture : designing intimate interactive experiences." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37396.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.<br>Includes bibliographical references.<br>In this thesis I present a set of interactive portrait experiences that strive to create an intimate connection between the viewer and the portrayed subject; an emotional experience, one of personal reflection. My interactive portraits extend traditional photographic portraiture in two ways: adding motion and interaction. I present seven interactive portraits prototypes that react to viewer's presence and gender, as well
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Coffaro, Kristen. "Effects of interactive versus non-interactive communication." Connect to resource, 2006. http://hdl.handle.net/1811/24186.

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Thesis (Honors)--Ohio State University, 2006.<br>Title from first page of PDF file. Document formatted into pages: contains 27 p.; also includes graphics. Includes bibliographical references (p. 26-27). Available online via Ohio State University's Knowledge Bank.
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Ewing, Phillip Hampton Jr. "Interactive phototherapy : integrating photomedicine into interactive architecture." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/99275.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Architecture, 2015.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 111-117).<br>This thesis proposes both a physical platform and analytical model for implementing phototherapy in the context of architectural space and dynamic user behavior. By doing so, a number of problems across the fields of (I) healthcare innovation, (2) self-tracking or the "quantified self," and (3) interactive architecture would be solved. First, if healthcare systems are to gain greater insight into a number of c
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Antic, Dusan. "Encouraging social interaction in public spaces through interactive light." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21164.

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Interactive light systems create unique opportunities for different kinds of social interactions in public places. This thesis explores movement as the main interaction to discover and create new ways of engaging in social interaction as well as to encourage people of different age groups to come together and participate. To further explore and answer the questions in mind, different field studies such as interviews and user tests were implemented to gather information on how the pedestrian’s thoughts and actions were. The outcome of these field studies showed that there is a slight shyness in
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Basar, Murat. "INTERACTIVE GALLERY." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-23220.

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Today, there are many high-level interactive applications and products around the world which are developed by using programming languages or software. Basically, games, virtual museums, educational applications, interactive architectural products are the simplest examples about these interactive solutions. In this thesis, interactive gallery means moving objects in a three-dimensional room. Objects can be re-placed by using keyboard keys in this three-dimensional room. Thus, user can move these interactive objects in accordance with intended purpose. Interactive gallery is similar with a room
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Fusakul, Sompit Moi. "Interactive ornaments." Thesis, Royal College of Art, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427658.

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Husbands, Parry. "Interactive supercomputing." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/79973.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1999.<br>Includes bibliographical references (leaves 92-96).<br>by Parry Jones Reginald Husbands.<br>Ph.D.
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Zhao, Wei M. Eng Massachusetts Institute of Technology. "Interactive Robogami." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100861.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 43-46).<br>In this work, we propose a system that allows casual users to design ground robots that can be easily fabricated with a 3D printer. The system leverages a database of examples created by expert roboticists. A comp
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Brusko, Andrii, and Андрій Вадимович Бруско. "Interactive logo." Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/50239.

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WS2815 12v addressable led chip datasheet 2. https://core.telegram.org/bots/api 3. http://www.orangepi.org/orangepizero/ 4. PCA9685 16-channel, 12-bit PWM Fm+ I2C-bus LED controller Product datasheet 5. https://www.python.org/doc/<br>Nowadays the interior decor is extremely diverse and every day new creative solution appears. But the interior of educational institutions is usually ignored, instead, standard solutions are used that are cheap, purely practical, and often unaesthetic. Using the idea of IoT an interactive logo (of the faculty) with an Internet connection was developed, which
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Rochegude, Johanna A. "Interactive Dreams." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21734.

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This thesis aim was to design a new form of playful interaction engaging dreaming and awake players. In the tested concept, “Wakers” were able to influence and interact with the dreams of “Dreamers” (with the help of BCI to detect their brainwaves, emotional states and REM phases) by applying external stimuli on the dreamer (somatosensory stimulation, specifically vibrations). In the concept, the dreamer was wearing “the stimuli pajamas”, which vibrated in different ways every time the waker would poke, stroke, shake “the ball”, a prototype displaying the emotional states, sleep stages and mov
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Blanco, Lara. "Interactive TV." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23569.

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Today TV viewers are exposed to massive amounts of information. Digital TV offers a large number of channels full with different kinds of programs but the information about them is poor. The navigation through the channels can be tiring and often, viewers end up lost, having wasted up to 30 minutes changing channels and not being entertained, which is one of the main purposes of TV. Along with this issue, TV channels have plenty of material they are not using, which is not reachable to viewers who might end up looking for series online and download them illegally. !As a result, viewers are rec
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Nykl, Scott L. "Interactive Mesostructures." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1382459151.

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Asawadechsakdi, Wilai. "Interactive origami /." Online version of thesis, 1992. http://hdl.handle.net/1850/11636.

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Drummond, Jon R. "Interactive electroacoustics." Thesis, View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.

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Creating and performing electroacoustic music utilising interactive systems is now a well-established paradigm. Sensing technology can map gestures to sound generating processes, capturing the nuances of a gesture and sculpting the sound accordingly. Interactive installations enable audiences to become part of the process of realising a creative work. Yet many of the models and frameworks for interactive systems, specifically music focused systems, are strongly oriented around a MIDI event based framework, with little or no provision to accommodate the potentials of more dynamic approaches to
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Drummond, Jon R. "Interactive electroacoustics." View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.

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Thesis (Ph.D.)--University of Western Sydney, 2007.<br>A thesis presented to the University of Western Sydney, College of Arts, School of Communication Arts, in fulfilment of the requirements for the degree of Doctor of Philosophy. Title from title screen. Includes bibliographies. Thesis minus video and audio files also available online at: http://handle.uws.edu.au:8081/1959.7/35367.
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Parrott, Robert William. "Interactive Babies." OpenSIUC, 2015. https://opensiuc.lib.siu.edu/theses/1685.

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Each of the poems of Interactive Babies opens for readers a space where, instead of finding new knowledge to haul away, they may enter, cross a threshold into an unknowing, into an environment that threatens the security of knowledge possessed, to become bewildered, to be reintroduced to wonder. Each poem acts as a vehicle of initiation, creating the surrealists' "charged field of possibility" capable of freeing a reader from the sickness of habitual, dismissive perception toward the acquisition of "new eyes" that, through these primitive, infantile, provocative poems' defamiliarizations of la
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Brown, Brian Wayne. "Interactive versus non-interactive platforms for teaching plant morphology." Auburn, Ala., 2005. http://repo.lib.auburn.edu/2005%20Fall/Thesis/BROWN_BRIAN_48.pdf.

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

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Alabau, Gonzalvo Vicente. "Multimodal interactive structured prediction." Doctoral thesis, Universitat Politècnica de València, 2014. http://hdl.handle.net/10251/35135.

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This thesis presents scientific contributions to the field of multimodal interac- tive structured prediction (MISP). The aim of MISP is to reduce the human effort required to supervise an automatic output, in an efficient and ergonomic way. Hence, this thesis focuses on the two aspects of MISP systems. The first aspect, which refers to the interactive part of MISP, is the study of strate- gies for efficient human¿computer collaboration to produce error-free outputs. Multimodality, the second aspect, deals with other more ergonomic modalities of communication with the computer rather tha
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Ben, Yahia Abdelaziz. "ABY Interactive: A Business Plan for an Interactive Media Company." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/354.

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Abstract Interactive Media and Game development are experiencing an incredible growth the recent year. Digital devices are in constant evolution, and the developers/artist are glad to unleash their full potential by creating innovative content that take advantage of those capacities. Although creation and innovation is not what is limiting this field, the business side to this industry is the biggest challenge to this kind of content. Making a good product needs a team effort, and these employees will obviously need good money for their expertise, which, means the product needs to be funded to
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Kelly, Liam Patrick. "Hacking Systems, Hacking Values: Interactive Theories For An Interactive World." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/36477.

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<p> Langdon Winner's article "Do Artifacts Have Politics?" (1986) has become a classic piece within Science and Technology Studies. While Winner was certainly not the first to consider the inherently political qualities of technology, his article has assumed the role of a touchstone for both supporters and critics of the idea that artifacts embody political and social relationships. In the chapters that follow, I shall try to answer Winner and his critics, by studying a particular technology that I believe to be capable of shedding some much-needed light on the issue. My aim is provide a re
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Mohamedally, Dean. "Constructionism through Mobile Interactive Knowledge Elicitation (MIKE) in human-computer interaction." Thesis, City University London, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433674.

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Dautriche, Rémy. "Multi-scale interaction techniques for the interactive visualization of execution traces." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM046/document.

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Développer des applications de streaming multimedia pour systèmes embarqués devient une tâche de plus en plus complexe. De nouveaux standards multimedia apparaissent régulièrement sur le marché pour supporter de meilleures résolutions et délivrer du contenu multimedia de meilleure qualité. Une conséquence est la complexification des plateformes matérielles et du développement logiciel. La méthode traditionnelle de débogage pour les applications de streaming multimedia est l'utilisation de traces d'exécution. Cependant, la quantité de données générée par les logiciels modernes augmente et les o
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Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can
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Nilsson, Helander Karin. "Smart TV - a more interactive way of watching TV." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-72752.

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Smart TV, also known as Connected TV, is the new generation of television. It can be connected to the internet and enables the user to surf the web and use TV specific applications. The TV applications available today however are more like smartphone applications shown on a big screen. Applications should take advantage of the fact that they are located on a TV and make use of TV specific content. Smart TV can engage the viewer by a more interactive way of ”watching” TV. The way TV consumers watch TV today has been analysed and a changein consumer behaviour has occurred over the last decade. T
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Jørgensen, Håvard D. "Interactive Process Models." Doctoral thesis, Norwegian University of Science and Technology, Faculty of Information Technology, Mathematics and Electrical Engineering, 2004. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-4.

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<p>Contemporary business process systems are built to automate routine procedures. Automation demands well-understood domains, repetitive processes, clear organisational roles, an established terminology, and predefined plans. Knowledge work is not like that. Plans for knowledge intensive processes are elaborated and reinterpreted as the work progresses. Interactive process models are created and updated by the project participants to reflect evolving plans. The execution of such models is controlled by users and only partially automated. An interactive process system should</p><p>- Enable mod
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Mauricio, Toro. "Structured Interactive Scores." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2012. http://tel.archives-ouvertes.fr/tel-00736021.

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La plupart des sc\'narios multimédia interactifs sont bas\'{e}s sur des sp\'cifications informelles, il n'est donc pas possible de v\'{e}rifier formellement des propri\'t\'{e}s de ces syst\'mes. Nous pr\'{e}conisons la n\'cessit\'{e} d'un mod\'le g\'{e}n\'ral et formel. Partitions interactives est un formalisme pour d\'{e}crire des sc\'narios multim\'{e}dia interactifs. Nous proposons une nouvelle s\'mantique pour les partitions interactives bas\'{e}e sur les structures d'\'v\'{e}nements temporisés. Avec une telle s\'mantique, nous pouvons sp\'{e}cifier des propri\'t\'{e}s pour le syst\'me, en
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Ong, Teong Joo. "Interactive storytelling engines." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4401.

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Writing a good story requires immense patience, creativity and work from the author, and the practice of writing a story requires a good grasp of the readers' psychology to create suspense and thrills and to merge the readers' world with that of the story. In the digital writing space, authors can still adhere to these rules of thumb while being aware of the disappearance of certain constraints due to the added possibility of narrating in a nonlinear fashion. There are many overlapping approaches to interactive storytelling or authoring, but each of the approaches has its own strengths and wea
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Scharein, Robert Glenn. "Interactive topological drawing." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ27238.pdf.

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Eltannir, Akram A. "Markov interactive processes." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/30745.

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Coen, Martin David. "Interactive program derivation." Thesis, University of Cambridge, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241018.

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Collins, Sean. "Interactive cellular automata." Thesis, Lancaster University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.435877.

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Yu, Xiaoning. "Distributed interactive simulation." Thesis, Brunel University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310078.

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Gong, Han. "Interactive shadow removal." Thesis, University of Bath, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.665432.

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Shadows are ubiquitous in image and video, and their removal is of interest in both Computer Vision and Graphics. In this thesis, four methods for interactive shadow removal from single images are presented. Their improvements are made in user interaction, quality and robustness of shadow removal. We also show our state-of-the-art ground truth data set with variable scene categories for shadow removal and applications for shadow editing and its extension to video data processing.
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Perera, Roland. "Interactive functional programming." Thesis, University of Birmingham, 2013. http://etheses.bham.ac.uk//id/eprint/4209/.

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We propose a new kind of execution environment where applications can be debugged and re-programmed while they are being used. We call our overall concept interactive programming. We develop some of the key components of interactive programming in the setting of a pure, call-by-value functional language. We illustrate our ideas via a proof-of-concept implementation called lambdaCalc, but leave several important components of the overall vision, including efficient incremental update and scaling to large programs, for future work. Our specific achievements are as follows. First, we show how to
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Perry, Christopher Harton. "Synthesizing interactive fires." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/62329.

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48

Draelos, Timothy John 1961. "INTERACTIVE IMAGE SEGMENTATION." Thesis, The University of Arizona, 1987. http://hdl.handle.net/10150/276392.

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49

Meyer, Anthony. "Interactive urban environments." Kansas State University, 2011. http://hdl.handle.net/2097/8789.

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Master of Landscape Architecture<br>Department of Landscape Architecture/Regional and Community Planning<br>Jessica Canfield<br>Interactive technology is rapidly affecting our society, extending opportunities for convenience, communication, function, and pleasure. Defined as electronic or computation-based entities that reciprocate human use or action, interactive technology allows people the opportunity to personalize how something looks, how it feels, what it does, and how it is perceived. Many physical objects, such as a home thermostat system or a motion-activated sculpture, are embed
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Lebis, Evelyn. "Interactive Costume Design." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-11182.

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Is improvisation during collaboration a design choice? What is the difference between responsive inspiration and collaboration? Who is in charge of the artistic end result? And what influences the designer’s mood? These questions come across when investigating how to present wearable technology and the role of performance.
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