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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 partition.Dans les deux cas, il est nécessaire de spécifier les médias et données musicales qui seront orchestrées par le système. C'est le sujet de la première partie de cette thèse, qui présente un modèle adapté pour la conception d'applications multimédia permettant de répondre à des problématiques d'accès réparti et de contrôle à distance, ainsi que de documentation.Une fois ce modèle défini, on construit en s'inspirant des systèmes à flots de donnée courants dans les environnements adaptés à la musique en temps réel un environnement de calcul permettant de contrôler les paramètres des applications définies précédemment, ainsi que de générer des entrées & sorties sous forme audio-visuelle. En particulier, une notion d'environnement permanent dans ce modèle de données est introduite. Elle simplifie certains cas d'usages courants en informatique musicale, et améliore les performances par rapport à une solution uniquement basée sur de la communication entre nœuds explicites du système.Enfin, une structure de graphe temporel est introduite : elle permet de définir les parties du graphe de données qui vont être actives à un instant donné d'une partition interactive. En particulier, les connections entre objets du graphe de données sont étudiées dans le cadre de déroulements synchrones et différés.Un langage d'édition visuel est introduit pour l'écriture de scénarios dans un modèle graphique réunissant les éléments introduits précédemment.La structure temporelle est par la suite étudiée sous l'axe de la répartition. On montre notamment qu'il est possible d'acquérir un pouvoir expressif supplémentaire en supposant une exécution concurrente de certains objets de la structure temporelle.Enfin, on présente comment le système permet de recréer nombre de systèmes musicaux existants : séquenceurs, live-loopers, et patchers, ainsi que les nouveaux types de comportements multimédias rendus possibles
Interactive media design is a field which has been researched as soon as computers started showing audio-visual capabilities. A common research theme is the temporal specification of interactive media objects: how is it possible to create multimedia presentations whose schedule takes into account events external to the system.This problem is shared with another research field, which is interactive music and more precisely interactive scores. That is, musical works whose performance will evolve in time according to a given score.In both cases, it is necessary to specify the medias and musical data orchestrated by the system: this is the subject of the first part of this thesis, which presents a model tailored for the design of multimedia applications. This model allows to simplify distributed access and remote control questions, and solves documentation-related problems.Once this model has been defined, we construct by inspiration with well-known data-flow systems used in music programming, a computation structure able to control and orchestrate the applications defined previously, as well as handling audio-visual data input and output.Specifically, a notion of permanent environment is introduced in the data-flow model: it simplifies multiple use cases common when authoring interactive media and music, and improves performance when comparing to a purely node-based approach.Finally, a temporal graph structure is presented: it allows to score parts of the data graph in time. Especially, nodes of the data graph are studied in the context of both synchronous and delayed cases.A visual edition language is introduced to allow for authoring of interactive scores in a graphical model which unites the previously introduced elements.The temporal structure is then studied from the distribution point of view: we show in particular that it is possible to earn an additional expressive power by supposing a concurrent execution of specific objects of the temporal structure.Finally, we expose how the system is able to recreate multiple existing media systems: sequencers, live-loopers, patchers, as well as new multimedia behaviours
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2

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 United States remain undefined. This document identifies and articulates interaction design principles for interactive television programming in the United States. Chapter one presents a brief survey of the field as it stands in 2005. In chapters two and three, I categorize iTV by platforms and by persistent television genres, and present representative examples for each category. In chapter four, I provide an overview of existing design standards in related areas. Insights from chapters two, three, and four all serve to inform chapter five, in which I propose principles for iTV interaction design by looking closely at existing designs (both deployed and prototyped), conventions, and patterns of interaction. My analyses are rooted in visual culture and human-computer interaction design principles, and the design principles I offer are abstracted from the applications I analyze within this framework. Finally, in chapter six, I offer some conclusions and thoughts for future directions.
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3

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 makes the immersion get lost, and in some way, even part of the experience. In this paper, implicit interaction will be implemented within interactive film, and it will be tested by several participants from different disciplines. One hypothesis is that the users are more immersed in the narrative when trying out implicit interaction in an interactive film. The results of this paper could be useful for the community of computer entertainment, but also for the field of interaction design since this paper could reveal how users experience implicit interaction and how designers should approach to this type of interaction.
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4

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 a script for storing textual commands for the system. In the tradition of LCF, the proof language of Matita is procedural and relies on tactic and tacticals to proceed toward proof completion. The interaction paradigm offered to the user is based on the script management technique at the basis of the popularity of the Proof General generic interface for interactive theorem provers: while editing a script the user can move forth the execution point to deliver commands to the system, or back to retract (or “undo”) past commands. Matita has been developed from scratch in the past 8 years by several members of the Helm research group, this thesis author is one of such members. Matita is now a full-fledged proof assistant with a library of about 1.000 concepts. Several innovative solutions spun-off from this development effort. This thesis is about the design and implementation of some of those solutions, in particular those relevant for the topic of user interaction with theorem provers, and of which this thesis author was a major contributor. Joint work with other members of the research group is pointed out where needed. The main topics discussed in this thesis are briefly summarized below. Disambiguation. Most activities connected with interactive proving require the user to input mathematical formulae. Being mathematical notation ambiguous, parsing formulae typeset as mathematicians like to write down on paper is a challenging task; a challenge neglected by several theorem provers which usually prefer to fix an unambiguous input syntax. Exploiting features of the underlying calculus, Matita offers an efficient disambiguation engine which permit to type formulae in the familiar mathematical notation. Step-by-step tacticals. Tacticals are higher-order constructs used in proof scripts to combine tactics together. With tacticals scripts can be made shorter, readable, and more resilient to changes. Unfortunately they are de facto incompatible with state-of-the-art user interfaces based on script management. Such interfaces indeed do not permit to position the execution point inside complex tacticals, thus introducing a trade-off between the usefulness of structuring scripts and a tedious big step execution behavior during script replaying. In Matita we break this trade-off with tinycals: an alternative to a subset of LCF tacticals which can be evaluated in a more fine-grained manner. Extensible yet meaningful notation. Proof assistant users often face the need of creating new mathematical notation in order to ease the use of new concepts. The framework used in Matita for dealing with extensible notation both accounts for high quality bidimensional rendering of formulae (with the expressivity of MathMLPresentation) and provides meaningful notation, where presentational fragments are kept synchronized with semantic representation of terms. Using our approach interoperability with other systems can be achieved at the content level, and direct manipulation of formulae acting on their rendered forms is possible too. Publish/subscribe hints. Automation plays an important role in interactive proving as users like to delegate tedious proving sub-tasks to decision procedures or external reasoners. Exploiting the Web-friendliness of Matita we experimented with a broker and a network of web services (called tutors) which can try independently to complete open sub-goals of a proof, currently being authored in Matita. The user receives hints from the tutors on how to complete sub-goals and can interactively or automatically apply them to the current proof. Another innovative aspect of Matita, only marginally touched by this thesis, is the embedded content-based search engine Whelp which is exploited to various ends, from automatic theorem proving to avoiding duplicate work for the user. We also discuss the (potential) reusability in other systems of the widgets presented in this thesis and how we envisage the evolution of user interfaces for interactive theorem provers in the Web 2.0 era.
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5

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 a script for storing textual commands for the system. In the tradition of LCF, the proof language of Matita is procedural and relies on tactic and tacticals to proceed toward proof completion. The interaction paradigm offered to the user is based on the script management technique at the basis of the popularity of the Proof General generic interface for interactive theorem provers: while editing a script the user can move forth the execution point to deliver commands to the system, or back to retract (or “undo”) past commands. Matita has been developed from scratch in the past 8 years by several members of the Helm research group, this thesis author is one of such members. Matita is now a full-fledged proof assistant with a library of about 1.000 concepts. Several innovative solutions spun-off from this development effort. This thesis is about the design and implementation of some of those solutions, in particular those relevant for the topic of user interaction with theorem provers, and of which this thesis author was a major contributor. Joint work with other members of the research group is pointed out where needed. The main topics discussed in this thesis are briefly summarized below. Disambiguation. Most activities connected with interactive proving require the user to input mathematical formulae. Being mathematical notation ambiguous, parsing formulae typeset as mathematicians like to write down on paper is a challenging task; a challenge neglected by several theorem provers which usually prefer to fix an unambiguous input syntax. Exploiting features of the underlying calculus, Matita offers an efficient disambiguation engine which permit to type formulae in the familiar mathematical notation. Step-by-step tacticals. Tacticals are higher-order constructs used in proof scripts to combine tactics together. With tacticals scripts can be made shorter, readable, and more resilient to changes. Unfortunately they are de facto incompatible with state-of-the-art user interfaces based on script management. Such interfaces indeed do not permit to position the execution point inside complex tacticals, thus introducing a trade-off between the usefulness of structuring scripts and a tedious big step execution behavior during script replaying. In Matita we break this trade-off with tinycals: an alternative to a subset of LCF tacticals which can be evaluated in a more fine-grained manner. Extensible yet meaningful notation. Proof assistant users often face the need of creating new mathematical notation in order to ease the use of new concepts. The framework used in Matita for dealing with extensible notation both accounts for high quality bidimensional rendering of formulae (with the expressivity of MathMLPresentation) and provides meaningful notation, where presentational fragments are kept synchronized with semantic representation of terms. Using our approach interoperability with other systems can be achieved at the content level, and direct manipulation of formulae acting on their rendered forms is possible too. Publish/subscribe hints. Automation plays an important role in interactive proving as users like to delegate tedious proving sub-tasks to decision procedures or external reasoners. Exploiting the Web-friendliness of Matita we experimented with a broker and a network of web services (called tutors) which can try independently to complete open sub-goals of a proof, currently being authored in Matita. The user receives hints from the tutors on how to complete sub-goals and can interactively or automatically apply them to the current proof. Another innovative aspect of Matita, only marginally touched by this thesis, is the embedded content-based search engine Whelp which is exploited to various ends, from automatic theorem proving to avoiding duplicate work for the user. We also discuss the (potential) reusability in other systems of the widgets presented in this thesis and how we envisage the evolution of user interfaces for interactive theorem provers in the Web 2.0 era.
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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 pratiqueset théoriques. Le premier axe de recherche concerne directement les enjeux relationnels entre plasticité etcorporéité. Les premières lignes de notre développement sont consacrées aux modes de relations au sein de la plasticité des installations immersives. Par les scénographies interactives, corps et espace se tissent de façon complexe. Ces scénographies permettent l’apparition de nouveaux possibles kinesthésiques et sensoriels.Le second axe concerne les enjeux d’une spectatorialité spécifique. Par filiation à des démarches antérieures, on identifie un déplacement épistémologique de la notion d’espace qui s’effectue par l’intégration d’espaces computationnels hypermédias à l’espace topologique. Le spectateur devenu interacteur (Couchot, Weisseberg) accède à des conduites auctoriales. Cette idée d’auctorialité n’est-Elle pas à modérer au regard des contraintes exercées par le dispositif ? La dialectiqueentre contrainte et liberté est abordée en termes de territoires d’action programmée en rapport à des territoires d’action individualisée. Les thèses de Steigler permettent de considérer le spectateur comme praticien de l’espace plastique. L’auctorialité spectatorielle fait alors l’objet d’une poïétique de l’empreinte. Le troisième axe est consacré aux enjeux poïétiques (Passseron) des technologies interactives ralliées à une démarche plasticienne. Méta-Outils, l’interactivité et les outils numériques qu’elle sollicite dans la constitution de médias favorisent une nouvelle approche de l’atelier. La multiplicité de compétences que nécessite cette pratique ouvre des considérations poïétiques quant aux pratiquescollectives. L’identification d’une culture propre aux arts numériques comme champ transdisciplinaire souligne l’influence d’un terrain professionnel constitué autour de ces pratiques. La pratique de l’interactivité, par l’expérimentation, se singularise alors au sein d’une démarche de création-Recherche- profession
The present dissertation partakes of an ongoing inquiry into our kinesthetic experience and the influence of the environment on our perceptions. The technologies of interactivity, which stem from cybernetics and from the rise of computer technology, are major tools in this exploration, as they enable the emergence of scenographies whose specificity is the way they integrate corporeality in its autopoieticdimension, by means of the interface-Based devices.This dissertation is the product of research work of a practical and of a theoretical nature. The first part tackles the question of what is at stake, in relationships, between plasticity and corporeality. A few paragraphs are devoted to modes of interaction in the context of immersive plasticity. In interactive scenographies, body and space are complexly interconnected. The scenographies lead to the emergence of new cognitive possibilities, notably at the level of the sensory-Motor perception patterns. They are explored through the practice of installation. The second part focuses on the stakes of a specific spectaroriality. Following previous approaches, we proposeto identify an epistemological shift of the notion of space which occurs with the integration of hypermedia computationalareas into the topological field. Being thus made an interactor, the spectator becomes a potential author. The notion of auctoriality is tempered in the way of constraint caused by the apparatus. By resorting to systemic thought and relying on theanalysis of our productions, we can define the dialectic between constraint and freedom as programmed action fields inrelation with individual action fields. Steigler’s theory enables us to regard the spectator as a practician-Body in the plasticsphere. The third part deals with the poietics of interaction technologies, on which is brought to bear an approach focusingon plasticity. As metatools, the interactivity and the digital tools it requires in the constitution of media promote a new approach to the worshop. The multiplicity of skills this practice involves leads to poietic considerations as regards collective practices.The identification of a culture specific to digital art as a cross-Disciplinary field underlines the influence of a professional field established around these practices. Interactivity practice, by experimentation, stends out in a creation-Research-Profession process
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7

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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8

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 à l'interaction, en plus d'une relecture de la littérature sur l'interaction dans les airs, je propose trois instanciations de ce concept autour des trois types d'utilisation du concept. La première instanciation est pour le contrôle indirect sur un écran distant en utilisant un MIS comme une interface à part entière. La seconde instanciation d'enrichir l'interaction sur tablette en utilisant un ou des MISs l'entourant. Deux propositions d'utilisation sont faites. Une première en subdivisant le MIS en plusieurs autour de la tablette. Puis une seconde utilisation du MIS comme étant la continuité de l'écran de la tablette. La troisième instanciation se fait dans le contexte de l'interaction sur très grands écrans tactiles. Ici, un MIS a pour rôle de faire la transition continue entre l'interaction tactile et l'interaction dans les airs. Pour finir, j'introduis quelques pistes de développement pour l'avenir des MIS et je propose une réflexion sur une facette du concept des MIS qui ouvre d'importantes questions sur l'interaction basée MIS
This dissertation focuses on how to exploit gestural midair interaction to extend the possibilities of existing devices by using interactive spaces. The starting point is in the nonverbal communication theory of proxemics introduced by Eward T. Hall who stated that our perception of space is dynamic. From this, I argue that we could apply this dynamic understanding of space to interactive spaces. I propose a novel concept of interaction and an associated design framework for interactive spaces : Mimetic Interaction Space (MIS). To show the prospects MIS gives for midair interaction, I propose three instantiations of the concept that uses it in different ways. The first one is the use of MISs as a standalone interface the control of a remote display. The second instantiation is the use of one or several MIS tied up to the tablet in two ways. First by cutting out the MIS in multiple ones. The second way of using a MIS linked to the tablet is by considering it as a continuation of the tablet screen around it.The third instantiation is in the context of interaction on wall displays where a MIS is placed right in front of the screen and has the role of a transition space from touch to midair interaction. This MIS allows for a continuous transition between the physical and direct nature of touch interaction, and the more abstract nature of midair interaction. I finally conclude by discussing the future of interfaces regarding midair gestures. I also discuss a facet of MIS that opens a novel way to think about MIS interaction
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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 interactives tangibles transportables et à faible coût permettant de faire du prototypage rapide de TUIs. Nous terminons en soulignant les particularités de l'évaluation expérimentale des TUIs. La seconde partie de ce manuscrit traite un cas d'application d'une TUI pour les géosciences : GeoTUI. Nous commençons par présenter le contexte métier des géophysiciens et leurs besoins en terme de nouveaux moyens d'interaction. Nous présentons les résultats de notre conception d'une TUI pour les géosciences. Nous précisons le détail du développement de notre prototype. Pour terminer, nous présentons les deux expérimentations utilisateurs qui ont été conduites pour valider nos choix de conception
This thesis focuses on tangible user interfaces (TUI). The first part of this manuscript is about tangible interaction on tabletop. We first introduce TUIs and tabletops. We validate an hypothesis about the specialization of the form of the tangible objects, and conclude from that consequences on TUIs design. We propose the solution of a button box to deport some operations in the context of tabletop TUI. We present the construction and development of a transportable and low cost tabletop TUI system that allows rapid TUI prototyping. We end pointing out the special features of user experiments of TUIs. The second part of this manuscript deals with an application case of a TUI for geoscience: GeoTUI. We start presenting the context of the geophysicists work and their need in term of new way of interation. We present the results of our design of a TUI for geoscience. We detail the development of our prototype. To finish, we present two user experiments we conducted to validate our design choices
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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 implemented on third generation nVidia ‘Kepler’ GPUs in two and three dimensions, and its performance studied and compared with existing literature. Following careful optimisation the solvers are found to be at least as efficient as existing work, reaching peak efficiencies of 93% compared with theoretical values. These solvers are then coupled with a novel immersed boundary method, allowing boundaries defined at arbitrary coordinates to interact with the structured fluid domain through a set of singular forces. The limiting factor of the performance of this method is found to be the integration of forces and velocities over the fluid and boundaries; the arbitrary location of boundary markers makes the memory accesses during these integrations largely random, leading to poor utilisation of the available memory bandwidth. In sample cases, the efficiency of the method is found to be as low as 2.7%, although in most scenarios this inefficiency is masked by the fact that the time taken to evolve the fluid flow dominates the overall execution time of the solver. Finally, techniques to visualise the fluid flow in-situ are implemented, and used to allow user interaction with the solvers. Initially this is achieved via keyboard and mouse to control the fluid properties and create boundaries within the fluid, and later by using an image based depth sensor to import real world geometry into the fluid. The work concludes that, for 2D problems, real-time interactive FSI solvers can be implemented on a single laptop-based GPU. In 3D the memory (both size and bandwidth) of the GPU limits the solver to relatively simple cases. Recommendations for future work to allow larger and more complicated test cases to be solved in real-time are then made to complete the work.
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Lemaignan, Severin. "Grounding the interaction : knowledge management for interactive robots." Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0010/document.

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Avec le développement de la robotique cognitive, le besoin d’outils avancés pour représenter, manipuler, raisonner sur les connaissances acquises par un robot a clairement été mis en avant. Mais stocker et manipuler des connaissances requiert tout d’abord d’éclaircir ce que l’on nomme connaissance pour un robot, et comment celle-ci peut-elle être représentée de manière intelligible pour une machine. Ce travail s’efforce dans un premier temps d’identifier de manière systématique les besoins en terme de représentation de connaissance des applications robotiques modernes, dans le contexte spécifique de la robotique de service et des interactions homme-robot. Nous proposons une typologie originale des caractéristiques souhaitables des systèmes de représentation des connaissances, appuyée sur un état de l’art détaillé des outils existants dans notre communauté. Dans un second temps, nous présentons en profondeur ORO, une instanciation particulière d’un système de représentation et manipulation des connaissances, conçu et implémenté durant la préparation de cette thèse. Nous détaillons le fonctionnement interne du système, ainsi que son intégration dans plusieurs architectures robotiques complètes. Un éclairage particulier est donné sur la modélisation de la prise de perspective dans le contexte de l’interaction, et de son interprétation en terme de théorie de l’esprit. La troisième partie de l’étude porte sur une application importante des systèmes de représentation des connaissances dans ce contexte de l’interaction homme-robot : le traitement du dialogue situé. Notre approche et les algorithmes qui amènent à l’ancrage interactif de la communication verbale non contrainte sont présentés, suivis de plusieurs expériences menées au Laboratoire d’Analyse et d’Architecture des Systèmes au CNRS à Toulouse, et au groupe Intelligent Autonomous System de l’université technique de Munich. Nous concluons cette thèse sur un certain nombre de considérations sur la viabilité et l’importance d’une gestion explicite des connaissances des agents, ainsi que par une réflexion sur les éléments encore manquant pour réaliser le programme d’une robotique “de niveau humain”
With the rise of the so-called cognitive robotics, the need of advanced tools to store, manipulate, reason about the knowledge acquired by the robot has been made clear. But storing and manipulating knowledge requires first to understand what the knowledge itself means to the robot and how to represent it in a machine-processable way. This work strives first at providing a systematic study of the knowledge requirements of modern robotic applications in the context of service robotics and human-robot interaction. What are the expressiveness requirement for a robot? what are its needs in term of reasoning techniques? what are the requirement on the robot's knowledge processing structure induced by other cognitive functions like perception or decision making? We propose a novel typology of desirable features for knowledge representation systems supported by an extensive review of existing tools in our community. In a second part, the thesis presents in depth a particular instantiation of a knowledge representation and manipulation system called ORO, that has been designed and implemented during the preparation of the thesis. We elaborate on the inner working of this system, as well as its integration into several complete robot control stacks. A particular focus is given to the modelling of agent-dependent symbolic perspectives and their relations to theories of mind. The third part of the study is focused on the presentation of one important application of knowledge representation systems in the human-robot interaction context: situated dialogue. Our approach and associated algorithms leading to the interactive grounding of unconstrained verbal communication are presented, followed by several experiments that have taken place both at the Laboratoire d'Analyse et d'Architecture des Systèmes at CNRS, Toulouse and at the Intelligent Autonomous System group at Munich Technical University. The thesis concludes on considerations regarding the viability and importance of an explicit management of the agent's knowledge, along with a reflection on the missing bricks in our research community on the way towards "human level robots"
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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.
Includes bibliographical references.
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 as portraits that react to neighboring portraits. I demonstrate how interaction design decisions influence the viewer's experience and give Design Guidelines for the design of intimate interactive experiences. I ground my work in a theoretical framework called the "subject-object continuum", created for the art of portraiture (Brilliant, 1987). I show the relevancy of this framework for photographic portraiture, modern interactive portraits and intimate interactive experiences. Designers and artists follow (or consciously break) design guidelines when creating visual experiences. For example, photographers must train themselves to recognize the influence that light and composition have on the viewing experience of their portrait.
(cont.) In the same way, designers and artists of interactive experiences must inform themselves about the influence that different interaction techniques have on the viewing experience of their interactive experience. In my thesis I focus on two design factors: (1) the style of the interaction and (2) the viewer's expectations. I evaluated these design factors using interactive portraits prototypes, and based on my findings, developed a set of design guidelines that can inform interaction designers and portraiture artists about the design factors relevant for intimate interactive experiences.
by Orit Zuckerman.
S.M.
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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.
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.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 111-117).
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 conditions that are difficult to diagnose or treat, then passive monitoring and treatment methods must be expanded and improved. Second, if self-tracking devices are to become more accurate in monitoring and informing user health, then more contextual information about user positions and activities with reference to space are needed. Third, if interactive architectural systems are to have continuing relevance, then truly novel applications for augmenting the function of spaces must be explored. The development of a so-called "interactive phototherapy" would provide solutions by (i) increasing patient compliance to phototherapy regimens compared to more conventional methods, (2) improving the accuracy of monitoring information relevant to user health, and (3) expanding the functionality of architectural spaces to novel applications. Interactive phototherapy - a user interaction-oriented approach to phototherapy - is developed in three parts. First, we develop the CityHome, a project of the Changing Places group in the MIT Media Laboratory, as a physical platform capable of meeting technical prerequisites for the implementation of interactive phototherapy. Second, we explain a methodology for analyzing interactive phototherapy that is accessible to architectural designers and related practitioners. Third, we apply this methodology to evaluating hypothetical user interaction scenarios that may occur in the CityHome.
by Phillip Hampton Ewing Jr.
S.M.
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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 the Swedish people and that they need to be encouraged to start socially interacting. Which through the presented prototype and its mechanics worked and allowed the participants to express their thoughts and feelings regarding an interactive light system that could encourage social interaction in public spaces.
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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 that has furniture, door and windows. Also, this room includes interactive objects in it. The main focal point is about how these objects can be displayed interactively and how different methods are used, when these processes are started to be made. This thesis helps to solve these questions. Interactive gallery bases on model loading structure and on the following thesis, this process is parted. It starts with 3D modelling, continuous with model loading and it ends with key implementation.
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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.
Includes bibliographical references (leaves 92-96).
by Parry Jones Reginald Husbands.
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.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 43-46).
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 composition tool imbedded in this system allows the users to create new designs by composing parts from the robots in this database. The system automatically ensures that the assembled robot is fabricable and that it can locomote forward while still giving creative freedom to users. Keywords: digital fabrication, data-drive methods, design, robotics.
by Wei Zhao.
M. Eng.
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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/
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 allows anyone and anywhere to change the lighting mode, including color and animation. The device itself represents wall sign in the form of text and logo, which has the effect of contour light.
Нині декор інтер’єру надзвичайно різноманітний і кожен день новий креативний з'являється рішення. Але інтер'єр навчальних закладів, як правило, ігнорується, використовуються стандартні рішення, які є дешевими, суто практичними та часто неестетичними. Використовуючи ідею IoT, інтерактивний логотип (факультету) з Інтернетом було розроблено з’єднання, яке дозволяє будь-кому і де завгодно змінювати освітлення режим, включаючи кольори та анімацію. Сам пристрій являє собою настінний знак у формі тексту та логотип, що має ефект контурного світла.
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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 movements of the dreamer. Each time the waker would interact with the ball, feedback would be transmitted to the vibrating pajamas, thus influencing the dream and state of the dreamer, which would then be transmitted back and displayed on the ball. A new playful experience was created using sleep as a necessary component.The research was experiment-driven (with body-storming and lo-fi prototyping), and revealed touch to be a powerful and underexplored way to influence dreams. Furthermore, transmitting the emotional states of the dreamer to “the ball” helped render the abstract notion of someone else’s sleep tangible to the waker. The co-creation session organized revealed that the particular concept developed in the context of sleep was tied to interesting notions, such as bringing forward the relationships between the players, the unbalanced power relations, sensual play, abusive play and more. The concept sketches explored the design space around the main concept and shaped some of these different scenarios. All these contributions are aimed to be inspirational material for further research in the field.
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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 recurring to online TV more and more. They watch specific content through specific TV channel websites. However, the computer or tablet does not allow viewers to certain comforts TV does, and these devices may encourage user isolation since they are normally designed for the usage of one person at a time. The difference between a computer background and a TV background will be discussed further since this aspect became quite important during my research. Viewers enjoyed watching TV while relaxing on the couch, but watching on the computer seemed more efficient, even if it meant sitting down on a chair, because they got instant access to the content they chose. !This thesis will try to design the future of Interactive TV. A TV that will help the user get something worth watching the moment they turn the TV on. After weeks of research and academic reading, I concluded three should be the main characteristics of this design; a Facebook linked profile, implementation of recommender systems and social navigation, plus an adaptive interface. !The results are very promising. A second iteration of the design was made after revising the first concept. It incorporates insights from the concept validation, which I believe completed the design. A design that could work efficiently, and ultimately make the users experience something splendid.
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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 creative practice. This research seeks to address the lack of appropriate models currently available and come to a more contemporary understanding of interactive music making. My approach follows two trajectories. Firstly, I undertake a comprehensive review of interactive creative works, encompassing the live electronic music of the 1950s and 1960s, interactive installation, digital musical instruments and computer networked ensembles. Secondly, I explore and draw together proposed definitions, models and classifications of interactive systems, clarifying concepts such as mapping, processing, gesture and response. The concepts are tested in a folio of creative works that form the creative research. VIDEO AND AUDIO FILES CAN BE ACCESSED AT UWS LIBRARY
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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.
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 language and its oppressions of self, turns the world around to facilitate a new creature in the reader-- a creature unsettled, emptied, changed.
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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 than keyboard and mouse. To begin with, in sequential interaction the user is assumed to supervise the output from left-to-right so that errors are corrected in sequential order. We study the problem under the decision theory framework and define an optimum decoding algorithm. The optimum algorithm is compared to the usually ap- plied, standard approach. Experimental results on several tasks suggests that the optimum algorithm is slightly better than the standard algorithm. In contrast to sequential interaction, in active interaction it is the system that decides what should be given to the user for supervision. On the one hand, user supervision can be reduced if the user is required to supervise only the outputs that the system expects to be erroneous. In this respect, we define a strategy that retrieves first the outputs with highest expected error first. Moreover, we prove that this strategy is optimum under certain conditions, which is validated by experimental results. On the other hand, if the goal is to reduce the number of corrections, active interaction works by selecting elements, one by one, e.g., words of a given output to be supervised by the user. For this case, several strategies are compared. Unlike the previous case, the strategy that performs better is to choose the element with highest confidence, which coincides with the findings of the optimum algorithm for sequential interaction. However, this also suggests that minimizing effort and supervision are contradictory goals. With respect to the multimodality aspect, this thesis delves into techniques to make multimodal systems more robust. To achieve that, multimodal systems are improved by providing contextual information of the application at hand. First, we study how to integrate e-pen interaction in a machine translation task. We contribute to the state-of-the-art by leveraging the information from the source sentence. Several strategies are compared basically grouped into two approaches: inspired by word-based translation models and n-grams generated from a phrase-based system. The experiments show that the former outper- forms the latter for this task. Furthermore, the results present remarkable improvements against not using contextual information. Second, similar ex- periments are conducted on a speech-enabled interface for interactive machine translation. The improvements over the baseline are also noticeable. How- ever, in this case, phrase-based models perform much better than word-based models. We attribute that to the fact that acoustic models are poorer estima- tions than morphologic models and, thus, they benefit more from the language model. Finally, similar techniques are proposed for dictation of handwritten documents. The results show that speech and handwritten recognition can be combined in an effective way. Finally, an evaluation with real users is carried out to compare an interactive machine translation prototype with a post-editing prototype. The results of the study reveal that users are very sensitive to the usability aspects of the user interface. Therefore, usability is a crucial aspect to consider in an human evaluation that can hinder the real benefits of the technology being evaluated. Hopefully, once usability problems are fixed, the evaluation indicates that users are more favorable to work with the interactive machine translation system than to the post-editing system.
Alabau Gonzalvo, V. (2014). Multimodal interactive structured prediction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/35135
TESIS
Premiado
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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 make it happen. In this context I find myself in the perfect position for this kind of adventure as I both love games and I like to play the role of the entrepreneur/problem solver. As a Fulbright scholar I feel my self-obligated to help my country back with all the knowledge and the opportunities I got offered by coming here and learning from U.S professionals in the industry This brings us to the core of this thesis, by doing a Co-op job in Petricore, shadowing its CEO and surrounding myself by a huge community of professionals from the industry, researching the best way to start my own startup €œABY€� in the same industry in Tunisia. I will also using auto ethnography and interviews to collect relevant data in an ultimate goal of building a lightweight business plan to guide me in starting this adventure in my home country.
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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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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 restatement of Winner's question in the pages that follow, with the hope of getting past such problematic terms as "embodiment" and "encapsulation." My hope is to make the issue itself clearer, so that we can get to the heart of how technology, values, and human beings systematically interact.

I shall utilize in my discussion computer network scanning software. I shall first discuss the background to the question "Do Artifacts Have Politics?" and then describe some of the ethical and political forces alive in the computer security world. Next I shall closely examine two particular pieces of network scanning software and describe their interactions in terms of political and ethical motivations. Finally, I shall use this case study as a basis for a broader discussion of how values may be better conceived in terms of complex interactive systems of human beings and technologies.


Master of Science
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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 outils existants ne passent pas à l'échelle, ne permettent plus un débogage efficace. Dans cette thèse, nous nous focalisons sur de nouvelles techniques de visualisation enrichies par des résultats d'algorithmes de fouille de données afin de permettre une analyse efficace des traces d'exécution.Nous commençons par présenter les Slick Graphs, une technique de découpage et de lissage pour la visualisation de séries temporelles. Les Slick Graphs minimisent les artéfacts introduits par les techniques de lissage traditionnelles en utilisant le plus petit intervalle possible: les pixels. A travers une étude utilisateur, nous montrons que les Slick Graphs sont significativement plus rapides et plus précis avec des données périodiques. Nous proposons ensuite un nouveau système de visualisation interactive, TraceViz, pour explorer les traces d'exécution à différents niveaux de détails. Avec TraceViz, nous introduisons aussi un back-end permettant l'exploration interactive de trace d'exécution de taille importante. Nous fournissons une analyse de performance montrant que le back-end de TraceViz délivre des performances significativement meilleures que les back-end utilisés dans les outils de débogage disponibles aujourd'hui.Les traces contiennent aussi de nombreuses informations importantes qui peuvent être calculées avec des algorithmes de fouille de données comme par exemple l'existence de séquences d’événements répétées au cours de la trace ou des comportements périodiques. Cependant, même si les techniques de fouille de données permettent d'avoir une meilleure compréhension des traces d'exécution, leurs résultats sont difficiles à exploiter dû au grand nombre de motifs à examiner un par un manuellement. Nous proposons une nouvelle méthode d'analyse visuelle qui permet de visualiser les structures cachées dans une traces comme les séquences répétées et la périodicité d'un ensemble d’événements, permettant de rapidement avoir une compréhension fine de la trace. Enfin, nous montrons aussi comment notre méthode peut être appliquées à différents types de données, autres que les traces d'exécution
Developing streaming multimedia applications on embedded systems becomes increasingly complex over time. New multimedia standards reach the market to support better resolutions and overall improved quality delivered to the end-user. Consequently, hardware platforms complexify and developing the software to fully exploit them becomes harder at each new generation. The traditional debugging method for streaming applications is the usage of execution traces. However, the amount of data generated by modern software largely increases and existing tools do not allow an efficient debugging process as they become unable to tackle large amounts of data. In this thesis, we focus on new interactive visualization techniques enriched by results of data mining algorithms for a more efficient analysis of execution traces for multimedia applications.First, we introduce Slick Graphs, a binning and smoothing technique for time series visualization. Slick Graphs mitigate the quantization artifacts, introduced by the traditional smoothing techniques, by using the smallest possible binning intervals, i.e. pixels. We compared Slick Graphs to traditional smoothing techniques in a user study and show that the Slick Graphs are significantly faster and more accurate when working with periodic data. We then propose a novel interaction visualization framework, TraceViz, to explore the execution traces at different level of details and integrate the Slick Graphs to provide a global overview of the trace. With TraceViz, we also introduce a fast back-end to support the interactive browsing of huge traces. We perform a performance analysis to show that the TraceViz back-end outperforms the back-end used in state-of-the-art debugging tools for execution traces.Execution traces contain meaningful information that can be computed using data mining techniques. A wide range of patterns can be computed and provide valuable information: for example existence of repeated sequences of events or periodic behaviors. However, while pattern mining approaches provide a deeper understanding of the traces, their results is hard to understand due to the large amount of patterns that have to be examined one by one. We propose a novel visual analytics method that allows to immediately visualize hidden structures such as repeated sets/sequences and periodicity, allowing to quickly gain a deep understanding of the trace. Finally, we also show how our method can be applied with different types of data than execution traces
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35

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 affect these Pleasures. This to help interaction designers think more clearly around and make better design choices regarding interactions within interactive systems. The results of this showed that there can be many such relations, but also that they are complex. Additionally, it is discussed that Pleasures might also partly be experienced before or after the interaction with the artwork.
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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. The TV viewershave gone from a relaxed TV mood with all focus directed towards the TV to a multitasking mood, using second screens for additional activities related, as well as unrelated, to what is on the TV. People want toengage in a more interactive way of watching TV and this is especially true for so called ”borderless” consumers which include people that like and owns technical devices.In this thesis a prototype of a Smart TV application that takes advantage of the content available on the TV, called Quiz TV, was developed. It engages the user in a more interactive way of watching TV and lets the user play a quiz about what is shown on the TV while watching it. This can be done alone, together or against others. The results from a user test of the prototype show that most of the users would play the game if it existed for real and would like a more interactive way of watching TV.As people already have an active way of watching TV, and would preferan even more interactive one, the future of the Smart TV and the Quiz TV application is seen as promising.
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37

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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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

- Enable modelling by end users,

- Integrate support for ad-hoc and routine work,

- Dynamically customise functionality and interfaces, and

- Integrate learning and knowledge management in everyday work.

This thesis reports on an engineering project, where an interactive process environment called WORKWARE was developed. WORKWARE combines workflow and groupware. Following an incremental development method, multiple versions of systems have been designed, implemented and used. In each iteration, usage experience, validation data, and the organisational science literature generated requirements for the next version.

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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 particulier, des propri\'{e}t\'s sur les traces, qui sont difficiles \'{a} pr\'ciser avec la programmation par contraintes. Nous pr\'{e}sentons \'galement une s\'{e}mantique op\'rationnelle des partitions interactives bas\'{e}e sur le calcul non-d\'terministe, temporis\'{e}, concurrent, par contraintes (ntcc) et nous rapportons la s\'mantique operationelle \'{a} la semantique en structures d'\'v\'{e}nements temporisés. Avec la s\'mantique op\'{e}rationnelle, nous pouvons d\'crire formellement le comportement d'un scenario dont les dur\'{e}es des objets temporels peuvent \^{e}tre des intervalles d'entiers arbitraires. La s\'mantique op\'{e}rationnelle est obtenue \' partir de la s\'{e}mantique en structures d'\'v\'{e}nements temporisés de la partition interactive. Pour fournir une telle traduction, nous avons d'abord d\'fini la forme normale d'une structure d'\'{e}v\'nements temporisés, dans laquel les \'{e}v\'nements li\'{e}s avec une dur\'e z\'{e}ro sont regroup\'s en un seul. Nous avons \'{e}galement d\'fini la notion de structures d'\'{e}v\'nements temporisés r\'{e}partissables, de telle sorte que son graphe de contraintes peut \^{e}tre exp\'di\'{e} en se fondant uniquement sur la propagation locale. Nous croyons que la s\'mantique op\'{e}rationnelle bas\'e sur ntcc offre certains avantages par rapport \'{a} la s\'mantique des partitions interactives bas\'{e}e sur des r\'seaux de Petri; par exemple, les dur\'{e}es des objets temporels peuvent \^{e}tre des intervalles d'entiers arbitraires, tandis que dans la plupart des mod\'les de partitions interactives, les intervalles ne peut \^tre utilis\'{e}s que pour repr\'senter les relations telles que l'\'{e}galit\' et les inégalités. Nos mod\'{e}les ntcc de partitions interactives sont ex\'cut\'{e}s en utilisant Ntccrt, un interpr\'te temps r\'{e}el pour ntcc. Nos mod\'les peuvent \'{e}galement \^{e}tre v\'rifi\'{e}s automatiquement en utilisant ntccMC, un verificateur pour ntcc, de temps born\', bas\'{e}e sur les automates finis, que nous introduisons dans cette th\'se. En utilisant ntccMC, nous pouvons v\'{e}rifier des propri\'t\'{e}s de logique de temps lin\'aire avec des contrantes (CLTL). Dans cette th\'{e}se, nous introduisons deux extensions du formalisme de partitions interactives: (1) l'une pour g\'rer le traitement audio en utilisant le langage de programmation fran\c cais Faust et (2) l'autre pour traiter des condition et des branchements, permettant de sp\'{e}cifier des choix et des boucles. Pour la premi\'re extension, nous pr\'{e}sentons une s\'mantique bas\'{e}e sur les structures d'\'v\'{e}nements temporisés et des id\'es sur la fa\c con de d\'{e}finir une s\'mantique op\'{e}rationnelle. Pour la deuxi\'me extension, nous pr\'{e}sentons une mise en \oe uvre et la comparaison des r\'sultats du jitter relative moyenne d'une impl\'{e}mentation d'un arp\'ge base sur l'algorithme de Karplus-Strong par rapport aux impl\'{e}mentations existants \'crits dans Pure Data. Nous d\'{e}finissons aussi un format de sauvegarde XML pour les partitions interactives et pour la extension avec branchement conditionnel. Un format de sauvegarde est crucial pour assurer la persistance des partitions.
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39

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 weaknesses. The motivation for this research arises from the perceived need for a new hybrid approach that coalesces and extends existing approaches. Since each of the approaches empowers certain aspects of the storytelling and narration process, the result forces a new research direction which eliminates certain weaknesses exhibited by a single approach, due to the synergistic nature of the various approaches. We have developed: 1) a Hybrid Evolutionary-Fuzzy Time-based Interactive (HEFTI) storytellling engine that generates dynamic stories from a set of authored story constructs given by human authors; 2) a set of authoring tools that allow authors to generate the needed story constructs; and, 3) a storytelling environment for them to orchestrate a digital stage play with computer agents and scripts. We have conducted a usability study and system evaluation to evaluate the performance of the engine. Our experiments and usability study have shown that the authoring environment abstracted the complexity of authoring an interactive, dynamic story from the authors with the use of windows-based interfaces to help them visualize various aspects of a story. This reduces the amount of learning and knowledge required to start having the pleasure of authoring dynamic stories. The studies also revealed certain features and tools that may be reflected by authoring tools in the future to automate various aspects of the authoring process so that the authors may spend more time thinking rather than writing (or programming) their stories.
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40

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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41

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

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42

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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43

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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45

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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46

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 reify the execution of a program into a live document which can be interactively decomposed into both sequential steps and parallel slices. We give a novel characterisation of forward and backward dynamic slicing and show that for a fixed computation the two problems describe a Galois connection. Second, we introduce a novel execution indexing scheme which derives execution differences from program differences. Our scheme supports the wholesale reorganisation of a computation via operations such as moves and splices. The programmer is able to see the consequences of edits on the intensional structure of the execution. Where possible, node identity is preserved, allowing an edit to be made whilst an execution is being explored and the changes to be reflected in the user's current view of the execution.
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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
Department of Landscape Architecture/Regional and Community Planning
Jessica Canfield
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 embedded with computation that allows them to detect certain environmental influences, and respond with a purposeful action. As suggested by Malcolm McCullough, interactive technologies will be implemented into the urban environment, grounding them to a specific place and reflecting the character and context. Interactive technology will be combined with traditional urban design practices to generate an interactive urban environment. The Civic Room in Downtown St. Louis is prime for renewal. Underutilized and monotonous, the park space is seen as a tear in the urban fabric and lacks diverse program opportunities. The Civic Room will be used as a testing ground for an interactive urban environment, utilizing three dimensions of interactive technology, including information exchange, creative expression, and kinetics, as well as the specific elements of an effective urban open space (Whyte, 1980). Then, the existing site and resulting interactive urban environment will be evaluated on its potential to improve certain dimensions of performance (Lynch, 1981), and its impact on the identity and use of the space. Engaging an interactive urban environment in the St. Louis Civic Room will promote an understanding of the effects that interactive technology can begin to have in a larger context. It will activate the space, promote social collaboration, and establish a dynamic atmosphere that reflects more closely the desired intent of all users. In turn, it can propel the opportunity to approach interactive urban environments as an alternative method of urban space design.
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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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