Literatura académica sobre el tema "Interaction"

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Artículos de revistas sobre el tema "Interaction"

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Kádár, Dániel Z. "Identity Formation in Ritual Interaction". International Review of Pragmatics 7, n.º 2 (2015): 278–307. http://dx.doi.org/10.1163/18773109-00702006.

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This paper explores the (co-)construction of identities in ritual interaction, by focusing on the choice of interactional styles. ‘Interactional style’ describes a cluster of similar indexical actions within the interaction “frame” (Goffman, 1974) of a ritual. Ritual is a recurrent interaction type, which puts constraints on the individual’s “freedom” to construct their (and others’) identities, in a somewhat similar way to institutional interactions, which have been broadly studied in the field. However, the constraints posed by ritual interactions are different from institutional, and so by examining identity (co-)construction via interactional style choices in ritual contexts, this paper fills an important knowledge gap. I approach interactional style choices through the notions of “role” and “accountability”, and by placing ritual practices within Goffman’s (1981) participation framework. I use examples of heckling at performing arts events as data. By focusing on interactional style, the paper contributes to the present Special Issue dedicated to interactional styles across cultures.
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Gándara Vázquez, Manuel. "Interacción e interactividad: Manual de museografía interactiva". Intervención Revista Internacional de Conservación Restauración y Museología 1, n.º 1 (1 de mayo de 2010): 75–77. http://dx.doi.org/10.30763/intervencion.2013.7.91.

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Kulharia, Mahesh. "Geometrical and electro-static determinants of protein-protein interactions". Bioinformation 17, n.º 10 (31 de octubre de 2021): 851–60. http://dx.doi.org/10.6026/97320630017851.

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Protein-protein interactions (PPI) are pivotal to the numerous processes in the cell. Therefore, it is of interest to document the analysis of these interactions in terms of binding sites, topology of the interacting structures and physiochemical properties of interacting interfaces and the of forces interactions. The interaction interface of obligatory protein-protein complexes differs from that of the transient interactions. We have created a large database of protein-protein interactions containing over100 thousand interfaces. The structural redundancy was eliminated to obtain a non-redundant database of over 2,265 interaction interfaces. Therefore, it is of interest to document the analysis of these interactions in terms of binding sites, topology of the interacting structures and physiochemical properties of interacting interfaces and the offorces interactions. The residue interaction propensity and all of the rest of the parametric scores converged to a statistical indistinguishable common sub-range and followed the similar distribution trends for all three classes of sequence-based classifications PPInS. This indicates that the principles of molecular recognition are dependent on the preciseness of the fit in the interaction interfaces. Thus, it reinforces the importance of geometrical and electrostatic complementarity as the main determinants for PPIs.
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KURNIASARI, CECILIA INDRI. "Social Interaction on Patients with Schizophrenia in Psychiatric Hospital". Jurnal Ilmiah Kesehatan Keperawatan 15, n.º 2 (15 de enero de 2020): 25. http://dx.doi.org/10.26753/jikk.v15i2.335.

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Social interaction is one of important indicator in the recovery process of mental patients, especially in patients with schizophrenia. Active social interactions can help patients with schizophrenia to socialize, while less active social interactions can cause social isolation to the risk of suicide. The purpose of this study was to determine the social interaction of patients with schizophrenia in psychiatric hospital. The number of participant in this study were 52 patients. Sampling with a purposive sampling technique. Data were collected using Social Interaction Questionnaire and Behavior Observation Sheet consisting of 18 statements. The analysis of this study was using univariate analysis with table of frequency distribution. The results showed that social interactions in schizophrenia patients were 45 patients with less active interacting categories, 5 patients with moderately active interacting categories, and 2 patients with active interacting categories. The results of the study can be used as a reference in determining appropriate nursing therapy in increasing social interaction in schizophrenia patients in mental hospitalsKeywords: social interaction; social psychological factors; schizophrenia;
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DeBlasio, Stacy L., Juan D. Chavez, Mariko M. Alexander, John Ramsey, Jimmy K. Eng, Jaclyn Mahoney, Stewart M. Gray, James E. Bruce y Michelle Cilia. "Visualization of Host-Polerovirus Interaction Topologies Using Protein Interaction Reporter Technology". Journal of Virology 90, n.º 4 (9 de diciembre de 2015): 1973–87. http://dx.doi.org/10.1128/jvi.01706-15.

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ABSTRACTDemonstrating direct interactions between host and virus proteins during infection is a major goal and challenge for the field of virology. Most protein interactions are not binary or easily amenable to structural determination. Using infectious preparations of a polerovirus (Potato leafroll virus[PLRV]) and protein interaction reporter (PIR), a revolutionary technology that couples a mass spectrometric-cleavable chemical cross-linker with high-resolution mass spectrometry, we provide the first report of a host-pathogen protein interaction network that includes data-derived, topological features for every cross-linked site that was identified. We show that PLRV virions have hot spots of protein interaction and multifunctional surface topologies, revealing how these plant viruses maximize their use of binding interfaces. Modeling data, guided by cross-linking constraints, suggest asymmetric packing of the major capsid protein in the virion, which supports previous epitope mapping studies. Protein interaction topologies are conserved with other species in theLuteoviridaeand with unrelated viruses in theHerpesviridaeandAdenoviridae. Functional analysis of three PLRV-interacting host proteinsin plantausing a reverse-genetics approach revealed a complex, molecular tug-of-war between host and virus. Structural mimicry and diversifying selection—hallmarks of host-pathogen interactions—were identified within host and viral binding interfaces predicted by our models. These results illuminate the functional diversity of the PLRV-host protein interaction network and demonstrate the usefulness of PIR technology for precision mapping of functional host-pathogen protein interaction topologies.IMPORTANCEThe exterior shape of a plant virus and its interacting host and insect vector proteins determine whether a virus will be transmitted by an insect or infect a specific host. Gaining this information is difficult and requires years of experimentation. We used protein interaction reporter (PIR) technology to illustrate how viruses exploit host proteins during plant infection. PIR technology enabled our team to precisely describe the sites of functional virus-virus, virus-host, and host-host protein interactions using a mass spectrometry analysis that takes just a few hours. Applications of PIR technology in host-pathogen interactions will enable researchers studying recalcitrant pathogens, such as animal pathogens where host proteins are incorporated directly into the infectious agents, to investigate how proteins interact during infection and transmission as well as develop new tools for interdiction and therapy.
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Hong, Fuxing, Dongbo Huang y Ge Chen. "Interaction-Aware Factorization Machines for Recommender Systems". Proceedings of the AAAI Conference on Artificial Intelligence 33 (17 de julio de 2019): 3804–11. http://dx.doi.org/10.1609/aaai.v33i01.33013804.

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Factorization Machine (FM) is a widely used supervised learning approach by effectively modeling of feature interactions. Despite the successful application of FM and its many deep learning variants, treating every feature interaction fairly may degrade the performance. For example, the interactions of a useless feature may introduce noises; the importance of a feature may also differ when interacting with different features. In this work, we propose a novel model named Interaction-aware Factorization Machine (IFM) by introducing Interaction-Aware Mechanism (IAM), which comprises the feature aspect and the field aspect, to learn flexible interactions on two levels. The feature aspect learns feature interaction importance via an attention network while the field aspect learns the feature interaction effect as a parametric similarity of the feature interaction vector and the corresponding field interaction prototype. IFM introduces more structured control and learns feature interaction importance in a stratified manner, which allows for more leverage in tweaking the interactions on both feature-wise and field-wise levels. Besides, we give a more generalized architecture and propose Interaction-aware Neural Network (INN) and DeepIFM to capture higher-order interactions. To further improve both the performance and efficiency of IFM, a sampling scheme is developed to select interactions based on the field aspect importance. The experimental results from two well-known datasets show the superiority of the proposed models over the state-of-the-art methods.
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Pires, Mathias M. y Paulo R. Guimarães. "Interaction intimacy organizes networks of antagonistic interactions in different ways". Journal of The Royal Society Interface 10, n.º 78 (6 de enero de 2013): 20120649. http://dx.doi.org/10.1098/rsif.2012.0649.

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Interaction intimacy, the degree of biological integration between interacting individuals, shapes the ecology and evolution of species interactions. A major question in ecology is whether interaction intimacy also shapes the way interactions are organized within communities. We combined analyses of network structure and food web models to test the role of interaction intimacy in determining patterns of antagonistic interactions, such as host–parasite, predator–prey and plant–herbivore interactions. Networks describing interactions with low intimacy were more connected, more nested and less modular than high-intimacy networks. Moreover, the performance of the models differed across networks with different levels of intimacy. All models reproduced well low-intimacy networks, whereas the more elaborate models were also capable of reproducing networks depicting interactions with higher levels of intimacy. Our results indicate the key role of interaction intimacy in organizing antagonisms, suggesting that greater interaction intimacy might be associated with greater complexity in the assembly rules shaping ecological networks.
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Kawashima, Rieko, Hisashi Matsunaga y Toshiaki Sendo. "Drug interaction (22. opioid-drug interactions)". Okayama Igakkai Zasshi (Journal of Okayama Medical Association) 123, n.º 3 (2011): 239–41. http://dx.doi.org/10.4044/joma.123.239.

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Minati, Gianfranco. "Interactions and Interaction Mechanisms as Generators of Complex Systems". PROOF 2 (21 de marzo de 2022): 96–107. http://dx.doi.org/10.37394/232020.2022.2.12.

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The concept of interaction is widely used in almost all disciplinary and interdisciplinary contexts. However, such a concept is often used in simplistic ways. We concentrate on scientific aspects, particularly systemic, identifying fundamental conceptual issues and interdisciplinary extensions. For example, a process of interacting is usually considered to occur iteratively in the same way, except for parametric variations, between fixed pairs or entities when one’s behavior is assumed to depend on another’s behavior. This simplistic view then has effects on the models adopted. A more appropriate concept of interaction should include aspects such as the occurrence of variable interacting pairs, variable interactions, and multiple, in this case, clustered, pairs. Furthermore, their desynchronization, the occurrence of incomplete interactions; interchanging, the exchange of roles, the acquisition of multiple roles, passive interactions such as the maintenance of covariance and correlation, and the establishment of fields of interaction and their mutual influence should be included. The interaction observed-observer is considered here not as a perturbation but in reference to the cognitive expectancies of the observer. This is assuming stable validity of the same model and between the understanding by the active observer and the phenomenon that reacts to being treated as if it were what the observer had in mind. A more appropriate and comprehensive concept of interaction is required. This is particularly true in systems science when dealing with processes of self-organization and emergence, whose models are widely based on simplistic concepts of interaction. The usage of more appropriate representations, based, for instance, on clustering and networking, of interacting in models is expected to allow the implementation of approaches suitable to activate, deactivate, and vary interactions in complex systems, e.g., collective phenomena.
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Sun, Zheng, Shihao Li, Fuhua Li y Jianhai Xiang. "Bioinformatic Prediction of WSSV-Host Protein-Protein Interaction". BioMed Research International 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/416543.

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WSSV is one of the most dangerous pathogens in shrimp aquaculture. However, the molecular mechanism of how WSSV interacts with shrimp is still not very clear. In the present study, bioinformatic approaches were used to predict interactions between proteins from WSSV and shrimp. The genome data of WSSV (NC_003225.1) and the constructed transcriptome data ofF. chinensiswere used to screen potentially interacting proteins by searching in protein interaction databases, including STRING, Reactome, and DIP. Forty-four pairs of proteins were suggested to have interactions between WSSV and the shrimp. Gene ontology analysis revealed that 6 pairs of these interacting proteins were classified into “extracellular region” or “receptor complex” GO-terms. KEGG pathway analysis showed that they were involved in the “ECM-receptor interaction pathway.” In the 6 pairs of interacting proteins, an envelope protein called “collagen-like protein” (WSSV-CLP) encoded by an early virus gene “wsv001” in WSSV interacted with 6 deduced proteins from the shrimp, including three integrin alpha (ITGA), two integrin beta (ITGB), and one syndecan (SDC). Sequence analysis on WSSV-CLP, ITGA, ITGB, and SDC revealed that they possessed the sequence features for protein-protein interactions. This study might provide new insights into the interaction mechanisms between WSSV and shrimp.
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Tesis sobre el tema "Interaction"

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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 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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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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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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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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Battut, Alexandre. "Interaction substrates and instruments for interaction histories". Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG026.

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Dans le monde numérique comme dans le monde physique, nos interactions avec les objets laissent des traces qui racontent l'histoire qui les a façonnés au fil du temps. Ces données historiques peuvent être consultées par les utilisateurs afin de mieux comprendre les étapes qui ont conduit à l'état actuel de leur système. Elles peuvent également être re-documentées afin d'arranger l'historique d'une manière plus compréhensible pour les utilisateurs. Dans des environnements collaboratifs, les utilisateurs peuvent être amenés à partager ces données, afin de mieux coordonner ou synchroniser leur travail d'équipe.Des travaux antérieurs ont tenté de démontrer les avantages des historiques partagés entre applications, mais les implémentations actu- elles des historiques dans les systèmes interactifs continuent de confiner les historiques à leur application d'origine.Les utilisateurs ne peuvent pas croiser leur historiques pour corréler les événements qui se sont produits dans différentes applications. Dans cette thèse, je montre que concevoir des historiques de l'interaction pouvant être partagés entre les applications et les utilisateurs faciliterait la navigation, la compréhension et la réutilisation des données historiques. J'ancre le début de mes travaux dans le cas de l'écriture collaborative afin d'explorer des écologies de traces et des usages familiers, mais néanmoins complexes. J'identifie les pratiques récurrentes et les problèmes liés à l'utilisation des données historiques en interrogeant des utilisateurs habitués de l'écriture collaborative, et je mène plusieurs activités de conception basées sur les observations qui en découlent. Je décris ensuite un premier système en tant que preuve de concept intégrant deux outils résultant de ces activités de conception. Ce système intègre également la première itération d'une structure unique pour les données d'historique partagées entre applications et utilisateurs. Les résultats des études utilisateurs menées sur ce système montrent que ces derniers expriment effectivement le besoin de disposer d'historiques d'interaction unifiés et personnalisables. En compilant les données recueillies au cours de ces activités de recherche et en me basant sur des travaux antérieurs concernant les "médias dynamiques partageables" et les substrats d'interaction, je décris un cadre permettant de concevoir des historiques d'interaction plus flexibles. Je présente Steps, une structure d'unification des données historiques qui intègre un noyau d'attributs descriptifs qui préserve l'intégrité d'une trace entre les applications, et des attributs contextuels extensibles qui permettent aux utilisateurs de modeler leurs historiques en fonction de leurs besoins. Je présente ensuite OneTrace, un prototype basé sur les Steps. Son implémentation suit mon cadre descriptif pour les historiques inter-applications et définit l'historique comme un matériau numérique à façonner par l'utilisation d'outils dédiés. Je discute des opportunités offertes par cette approche pour réaliser un changement de paradigme sur la façon dont nous concevons les historiques et leurs outils
In the digital world, as in the physical world, our interactions with objects leave traces that tell the story of the actions that shaped these objects over time. This historical data can be accessed by end users to help them better understand the steps that led to the current state of their system. These traces can also be reused for activities such as re-documenting their own history to arrange it in a way that they find more understandable. Users may also be led to share these data in collaborative environments, to better coordinate and synchronize their work. While previous work has attempted to show the benefits of cross-application histories, current implementations of interaction histories in interactive systems tend to tie history data to their source application. This prevents users from cross-referencing historical data to review and correlate events that occurred in different applications.In this thesis, I argue that designing interaction histories that can be shared among applications and users would support browsing, understanding and reusing historical data. I first ground my work in the use case of collaborative writing to explore relatable yet complex traces ecologies and interaction history use. I identify recurring practices and issues with the use of history data by interviewing knowledge workers and conducting several design activities based on these observations. I describe a first proof-of-concept system integrating two history instruments resulting from these design activities, and the first iteration of a unifying structure for historical data to be shared among applications and users. The results of user studies show that users indeed express a need for unified and customizable interaction histories.Compiling the data gathered during these research activities and based on previous works about “Dynamic Shareable Media” and the Interaction Substrates and Instruments model, I describe a framework to help create more flexible interaction histories. The goal is to describe how to design interaction history systems that would help users take control of their historical data. I introduce Steps, a structure for unifying historical data that includes descriptive core attributes to preserve the integrity of a trace across applications, and extensible contextual attributes that let users reshape their histories to suit their needs. I then introduce OneTrace, a proof-of-concept prototype based on Steps that follows my descriptive framework for cross-application histories and defines interaction histories as digital material to be shaped by digital tool use. I discuss the opportunities offered by this approach to support a shift in paradigm on how we design and interact with interaction histories
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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 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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Libros sobre el tema "Interaction"

1

Kurosu, Masaaki, ed. Human-Computer Interaction: Interaction Technologies. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20916-6.

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Kurosu, Masaaki, ed. Human-Computer Interaction. Interaction Technologies. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91250-9.

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Kurosu, Masaaki, ed. Human-Computer Interaction. Interaction Contexts. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58077-7.

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Sylvester, Ron. Interaction. Walton-on-Thames: Nelson, 1989.

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Baettig, Ruth. Interaction. Genève: MetisPresses, 2012.

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Sylvester, Ron. Interaction. Walton-on-Thames: Nelson, 1989.

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Peter, Heaslip, ed. Interaction. Walton-on-Thames: Nelson, 1990.

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S, St Onge Susan, ed. Interaction. 4a ed. Boston: Heinle & Heinle, 1995.

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Bastide, Rémi, Philippe Palanque y Jörg Roth, eds. Engineering Human Computer Interaction and Interactive Systems. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/b136790.

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O'Neill, Shaleph. Interactive Media: The Semiotics of Embodied Interaction. London: Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-036-0.

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Capítulos de libros sobre el tema "Interaction"

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Proença, José y Dave Clarke. "Interactive Interaction Constraints". En Lecture Notes in Computer Science, 211–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38493-6_15.

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Leary, Rolfe A. "Interaction, “Interaction”, ‘Interaction’". En Interaction theory in forest ecology and management, 31–44. Dordrecht: Springer Netherlands, 1985. http://dx.doi.org/10.1007/978-94-009-5151-8_3.

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Fischer, Kerstin. "Chapter 7. Risk and responsibility in human-robot interaction". En Risk Discourse and Responsibility, 172–89. Amsterdam: John Benjamins Publishing Company, 2023. http://dx.doi.org/10.1075/pbns.336.07fis.

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In this chapter, I argue that interaction researchers have a large toolbox available to analyze the quality of current human-robot interactions, allowing us to identify possible risks concerning the introduction of social robots into our societies. I illustrate how interactional analyses can serve to evaluate the quality of human-robot interactions on sample studies of an interview interaction with Sophia the Robot and tutoring interactions of the iCub robot with a focus on how the interaction partners take each other into account. The results indicate potential risks even in seemingly enjoyable and tightly coordinated human-robot interactions, which suggests that interaction researchers may want to take responsibility for contributing to the risk assessment of introducing social robots into our social spaces.
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Vosmeer, Mirjam y Ben Schouten. "Interactive Cinema: Engagement and Interaction". En Interactive Storytelling, 140–47. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12337-0_14.

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de Lima, Edirlei Soares, Bruno Feijó, Cesar T. Pozzer, Angelo E. M. Ciarlini, Simone D. J. Barbosa, Antonio L. Furtado y Fabio A. Guilherme da Silva. "Social Interaction for Interactive Storytelling". En Lecture Notes in Computer Science, 1–15. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33542-6_1.

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Byun, Haewon. "Interaction for Interactive Popup Book". En Communications in Computer and Information Science, 357–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22309-9_47.

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Cavazza, Marc y Fred Charles. "User Interaction for Interactive Storytelling". En Handbook of Digital Games and Entertainment Technologies, 415–28. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_57.

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Cavazza, Marc y Fred Charles. "User Interaction for Interactive Storytelling". En Handbook of Digital Games and Entertainment Technologies, 1–14. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-52-8_57-1.

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Canela, Miguel Ángel, Inés Alegre y Alberto Ibarra. "Interaction". En Quantitative Methods for Management, 65–71. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-17554-2_7.

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Boertjes, Erik y Anton Nijholt. "Interaction". En Multimedia Retrieval, 295–320. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-72895-5_11.

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Actas de conferencias sobre el tema "Interaction"

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Keinonen, Turkka. "Industrial interaction or interactive industrial". En the second Nordic conference. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/572020.572079.

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Campos, Pedro, Nils Ehrenberg y Miguel Campos. "Designing Interactions with Furniture - Towards Multi-sensorial Interaction Design Processes for Interactive Furniture". En 20th International Conference on Enterprise Information Systems. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006759505270532.

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Teixeira, Cesar A. C., Erick L. Melo, Renan G. Cattelan y Maria da Graça C. Pimentel. "User-media interaction with interactive TV". En the 2009 ACM symposium. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1529282.1529690.

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Jain, Sumit y C. Karen Liu. "Interactive synthesis of human-object interaction". En the 2009 ACM SIGGRAPH/Eurographics Symposium. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1599470.1599476.

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Turner, Jessica. "Interactive System Testing using Interaction Sequences". En EICS '18: ACM SIGCHI Symposium on Engineering Interactive Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3220134.3220148.

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Chimento, Luis P. y Martín G. Richarte. "Interacting dark sector with transversal interaction". En II COSMOSUR: COSMOLOGY AND GRAVITATION IN THE SOUTHERN CONE. AIP Publishing LLC, 2015. http://dx.doi.org/10.1063/1.4913335.

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"Interactive Narration Requires Interaction and Emotion". En International Conference on Agents and Artificial Intelligence. SciTePress - Science and and Technology Publications, 2013. http://dx.doi.org/10.5220/0004259605270530.

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Han, Ji, Gopika Ajaykumar, Ze Li y Chien-Ming Huang. "Structuring Human-Robot Interactions via Interaction Conventions". En 2020 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN). IEEE, 2020. http://dx.doi.org/10.1109/ro-man47096.2020.9223468.

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Aldahash, Norah, Steve King y Abir Benabid. "Interaction Petri Nets for Modeling Multiagent Interactions". En 2023 Congress in Computer Science, Computer Engineering, & Applied Computing (CSCE). IEEE, 2023. http://dx.doi.org/10.1109/csce60160.2023.00339.

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Jarraya, Tarek y Zahia Guessoum. "Reuse Interaction Protocols to Develop Interactive Agents". En 2006 IEEE/WIC/ACM International Conference on Intelligent Agent Technology. IEEE, 2006. http://dx.doi.org/10.1109/iat.2006.109.

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Informes sobre el tema "Interaction"

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Bass, Len y Joelle Coutaz. Human-Machine Interaction Considerations for Interactive Software. Fort Belvoir, VA: Defense Technical Information Center, febrero de 1989. http://dx.doi.org/10.21236/ada206574.

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Pierce, Jeffrey S. y Randy Pausch. Specifying Interaction Surfaces Using Interaction Maps. Fort Belvoir, VA: Defense Technical Information Center, enero de 2001. http://dx.doi.org/10.21236/ada392084.

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Wang, Bo. PR-350-144502-R01 Assessment of Cracks Clusters with Intelligent Interaction. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), agosto de 2020. http://dx.doi.org/10.55274/r0011743.

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This project developed intelligent flaw interaction rules that can account more accurately the impact of multiple cracks without being overly conservative. These rules use the principles of equivalent impact among multiple interacting cracks and represent the magnitude of the impact by a single virtual crack. These rules do not rely on a critical spacing to determine whether there is an interaction. The magnitude of the interaction is a continuous function of the size of adjacent cracks and the spacing between them. There is a related webinar.
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Varadhan, K. BGP OSPF Interaction. RFC Editor, septiembre de 1992. http://dx.doi.org/10.17487/rfc1364.

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Varadhan, K. BGP OSPF Interaction. RFC Editor, enero de 1993. http://dx.doi.org/10.17487/rfc1403.

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Rosencrance, S. W. Concentrate Interaction Testing. Office of Scientific and Technical Information (OSTI), junio de 2002. http://dx.doi.org/10.2172/829690.

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Hartholt, Arno y Tijmen J. Muller. Interaction on Emotions. Fort Belvoir, VA: Defense Technical Information Center, enero de 2004. http://dx.doi.org/10.21236/ada459838.

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Brown, James, Meagan Gelinske, Shridhar Pennathur, Jason Matthews, John Kerwin, Sterling Wall, Senthil Ramaswamy, Iara Cruz y Steven Wall. Sponsor CDMO interaction. BioPhorum, abril de 2021. http://dx.doi.org/10.46220/2021cgt001.

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Holloway, Steven C. Manuals, Interactive Electronic Technical - General Content, Style, Format, and User-Interaction Requirements. Fort Belvoir, VA: Defense Technical Information Center, octubre de 1995. http://dx.doi.org/10.21236/ada455181.

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Peggs, S., V. Ptitsin, S. Tepikian, P. Thompson y D. Trbojevic. Interaction Region Closed Orbits. Office of Scientific and Technical Information (OSTI), diciembre de 1999. http://dx.doi.org/10.2172/1119526.

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