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1

Urbaniak, Jakub. "Why isn’t it like it should be? : Buddhist and Christian intuition of the wretchedness of the human condition in the life and writings of Emile Cioran". Brest, 2009. http://www.theses.fr/2009BRES1010.

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According to the main thesis which I try to prove within the framework of my analysis, the life and work of Emile Cioran constitutes a space in which the universal intuition of the wretchedness of the human condition, in the shape given to it by Buddhism and Christianity, expresses itself in a unique and unusually intensive way. The tension between the Buddhist and the Christian temptation seems constitutive of all the Romanian’s thought, and it reaches its apogee at the intersection of the Buddhist and the Christian vision of suffering. Cioran’s reflection on the situation of man “fallen into time” corresponds with the Buddhist experience of emptiness and the devilish vision of history, specific for Gnosticism; the doctrine of ignorance and desire as the sources of suffering and the conception of the original sin as the determinant of the condition of worldly man; the notion of nirvana as the extinction of suffering and the idea of the Last Judgement as settling accounts with history
La thèse de notre recherche pose comme objectif la démonstration que la vie et la création philosophique d’Émile Cioran sont une manifestation, unique et d’intensité extrême, de l’intuition universelle de l’infortune de la condition humaine comprise dans la forme qui lui est imposée par le bouddhisme et le christianisme. La tension entre ces traditions semble être constitutive de toute réflexion de Cioran, atteignant son apogée dans l’approche que chacun de ces systèmes fait de la question de la souffrance. L’approche cioranienne se rapporte à l’expérience bouddhiste de la vacuité ainsi qu’à une vision démoniaque de l’histoire propre au gnosticisme; à l’enseignement sur l’ignorance et le désir, considérés comme sources de la souffrance, tout aussi bien qu’au concept du péché originel, considéré comme déterminant de la condition humaine; à la notion du nirvana, compris en tant que cessation de la souffrance, ainsi qu’à l’idée du Jugement dernier en tant que récapitulation de l’histoire
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2

Lanrezac, André. "Interprétation de données expérimentales par simulation et visualisation moléculaire interactive". Electronic Thesis or Diss., Université Paris Cité, 2023. http://www.theses.fr/2023UNIP7133.

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L'objectif de l'approche des simulations moléculaires interactive (Interactive Molecular Simulations - IMS) est d'observer en direct la dynamique conformationnelle d'une simulation moléculaire en cours. Le retour visuel instantané permet un suivi instructif ainsi que l'observation des changements structurels imposés par la manipulation de l'IMS par l'utilisateur. J'ai mené une étude approfondie des connaissances pour rassembler et synthétiser l'ensemble des recherches qui ont développé l'IMS. La dynamique moléculaire interactive (Interactive Molecular Dynamics - IMD) est l'un des premiers protocoles IMS qui a posé les bases du développement de cette approche. Mon laboratoire de thèse s'est inspirée de celle-ci pour développer le moteur de simulation BioSpring basé sur le modèle de réseaux élastique. Ce modèle permet de simuler la flexibilité de grands ensembles biomoléculaires et ainsi potentiellement révéler des changements à longue échelle de temps qui ne seraient pas facilement saisis par la dynamique moléculaire. Ce moteur de simulation ainsi que le logiciel de visualisation UnityMol, développé par le biais du moteur de jeu Unity3D, et liés par l'interface de communication MDDriver ont été étendus pour les faire converger vers une suite logicielle complète. Le but est de fournir à un expérimentateur, qu'il soit expert ou profane, une boîte à outils complète pour modéliser, afficher et contrôler interactivement l'ensemble des paramètres d'une simulation. L'implémentation particulière d'un tel protocole, basé sur une communication formalisée et extensible entre les différents composants, a été pensée pour pouvoir facilement intégrer de nouvelles possibilités de manipulation interactive et des jeux de données expérimentales qui s'ajouteront aux contraintes imposées à la simulation. L'utilisateur peut donc manipuler la molécule d'intérêt sous le contrôle des propriétés biophysiques intégrés dans le modèle simulé, tout en ayant la possibilité de piloter à la volée les paramètres de simulation. Aussi, un des objectifs initiaux de cette thèse était d'intégrer la gestion des contraintes d'interaction ambigües du logiciel d'amarrage biomoléculaire HADDOCK directement dans UnityMol, rendant possible l'utilisation de ces mêmes contraintes à une variété de moteurs de simulations. Un axe principal de ces recherches était de développer un algorithme de positionnement rapide et interactif de protéines dans des membranes implicite tiré d'un modèle appelé Integrative Membrane Protein and Lipid Association Method (IMPALA) développée par l'équipe de Robert Brasseur en 1998. La première étape consistait à effectuer une recherche approfondie des conditions dans lesquelles les expériences ont été réalisées à l'époque, afin de vérifier la méthode et de valider notre propre implémentation. Nous verrons qu'elle ouvre des questions intéressantes sur la manière dont on peut reproduire les expériences scientifiques. L'étape finale qui conclue cette thèse était le développement d'une nouvelle méthode universelle d'interaction lipide-protéine, UNILIPID, qui est un modèle d'incorporation interactif de protéines dans les membranes implicites. Elle est indépendante de l'échelle de représentation, peut être appliquée à des niveaux tout atomes, gros-grains jusqu'au niveau d'un grain par acide aminé. La représentation de la dernière version Martini3[6] ainsi qu'une méthode d'échantillonnage Monte-Carlo et de simulation de dynamique des corps rigides ont été spécialement intégrés à la méthode, en plus de divers outils de préparation de systèmes. En outre, UNILIPID est une approche versatile qui reproduit précisément des termes d'hydrophobicité expérimentaux pour chaque acide aminé. En plus de membranes implicites simples, je décrirai une implémentation analytique de membranes doubles ainsi qu'une généralisation à des membranes de forme arbitraire, toutes deux s'appuyant sur des applications inédites
The goal of Interactive Molecular Simulations (IMS) is to observe the conformational dynamics of a molecular simulation in real-time. Instant visual feedback enables informative monitoring and observation of structural changes imposed by the user's manipulation of the IMS. I conducted an in-depth study of knowledge to gather and synthesize all the research that has developed IMS. Interactive Molecular Dynamics (IMD) is one of the first IMS protocols that laid the foundation for the development of this approach. My thesis laboratory was inspired by IMD to develop the BioSpring simulation engine based on the elastic network model. This model allows for the simulation of the flexibility of large biomolecular ensembles, potentially revealing long-timescale changes that would not be easily captured by molecular dynamics. This simulation engine, along with the UnityMol visualization software, developed through the Unity3D game engine, and linked by the MDDriver communication interface, has been extended to converge towards a complete software suite. The goal is to provide an experimenter, whether an expert or novice, with a complete toolbox for modeling, displaying, and interactively controlling all parameters of a simulation. The particular implementation of such a protocol, based on formalized and extensible communication between the different components, was designed to easily integrate new possibilities for interactive manipulation and sets of experimental data that will be added to the restraints imposed on the simulation. Therefore, the user can manipulate the molecule of interest under the control of biophysical properties integrated into the simulated model, while also having the ability to dynamically adjust simulation parameters. Furthermore, one of the initial objectives of this thesis was to integrate the management of ambiguous interaction constraints from the HADDOCK biomolecular docking software directly into UnityMol, making it possible to use these same restraints with a variety of simulation engines. A primary focus of this research was to develop a fast and interactive protein positioning algorithm in implicit membranes using a model called the Integrative Membrane Protein and Lipid Association Method (IMPALA), developed by Robert Brasseur's team in 1998. The first step was to conduct an in-depth search of the conditions under which the experiments were performed at the time to verify the method and validate our own implementation. We will see that this opens up interesting questions about how scientific experiments can be reproduced. The final step that concluded this thesis was the development of a new universal lipid-protein interaction method, UNILIPID, which is an interactive protein incorporation model in implicit membranes. It is independent of the representation scale and can be applied at the all-atom, coarse-grain, or grain-by-grain level. The latest Martini3 representation, as well as a Monte Carlo sampling method and rigid body dynamics simulation, have been specially integrated into the method, in addition to various system preparation tools. Furthermore, UNILIPID is a versatile approach that precisely reproduces experimental hydrophobicity terms for each amino acid. In addition to simple implicit membranes, I will describe an analytical implementation of double membranes as well as a generalization to arbitrarily shaped membranes, both of which rely on novel applications
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3

Rubinovitz, Yasmine. "News Matter : embedding human intuition in machine intelligence through interactive data visualizations". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112544.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 87-92).
In this era of luxurious information, we are free to access as many news stories as we want. However, news is so abundant that people don't have the time to consume all of it, nor the time to select which stories they want to know about. We trust editors and algorithms to decide for us, giving away our control and sometimes missing the big picture. For computers, news stories are usually not annotated or categorized, they come in as an unstructured text that for machines is hard to generalize. While numerous tools exist that use Natural Language Processing to identify features of news articles, few use NLP to help readers navigate the universe of news stories. This thesis proposes a novel interaction method, coupling principles of data visualization and user experience with an interactive machine learning approach to ease our understanding and exploration of mass information while collecting nuanced annotations for the same information. We present a human machine collaboration where the computer analyzes and renders the data, making it easier for the reader to explore. The user in turn gives annotated labels that help the computer better analyze the next data points. As a proof of concept, we present Panorama, an interface for open, transparent and collaborative exploration of news. Panorama addresses information overload, by allowing users to filter, organize and control their news feed. Panorama is also an interactive machine learning system. As the user reads and explores the news that were analyzed by machine learning models, she is encouraged to submit feedback that is sent back to these underlying models, helping them improve. This work explores the relationship between knowledge and design. It demonstrates how data visualization and interfaces help humans understand, build, control and improve a system based on machine intelligence.
by Yasmine Rubinovitz.
S.M.
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4

Blackler, Alethea Liane. "Intuitive interaction with complex artefacts". Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16219/1/Alethea_Blackler_Thesis.pdf.

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This thesis examines the role of intuition in the way that people operate unfamiliar devices, and the importance of this for designers. Intuition is a type of cognitive processing that is often non-conscious and utilises stored experiential knowledge. Intuitive interaction involves the use of knowledge gained from other products and/or experiences. Therefore, products that people use intuitively are those with features they have encountered before. This position has been supported by two initial experimental studies, which revealed that prior exposure to products employing similar features helped participants to complete set tasks more quickly and intuitively, and that familiar features were intuitively used more often than unfamiliar ones. Participants who had a higher level of familiarity with similar technologies were able to use significantly more of the features intuitively the first time they encountered them, and were significantly quicker at doing the tasks. Those who were less familiar with relevant technologies required more assistance. A third experiment was designed to test four different interface designs on a remote control in order to establish which of two variables - a feature's appearance or its location - was more important in making a design intuitive to use. As with the previous experiments, the findings of Experiment 3 suggested that performance is affected by a person's level of familiarity with similar technologies. Appearance (shape, size and labelling of buttons) seems to be the variable that most affects time spent on a task and intuitive uses. This suggests that the cues that people store in memory about a product's features depend on how the features look, rather than where on the product they are placed. Three principles of intuitive interaction have been developed. A conceptual tool has also been devised to guide designers in their planning for intuitive interaction. Designers can work with these in order to make interfaces intuitive to use, and thus help users to adapt more easily to new products and product types.
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5

Blackler, Alethea Liane. "Intuitive interaction with complex artefacts". Queensland University of Technology, 2006. http://eprints.qut.edu.au/16219/.

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This thesis examines the role of intuition in the way that people operate unfamiliar devices, and the importance of this for designers. Intuition is a type of cognitive processing that is often non-conscious and utilises stored experiential knowledge. Intuitive interaction involves the use of knowledge gained from other products and/or experiences. Therefore, products that people use intuitively are those with features they have encountered before. This position has been supported by two initial experimental studies, which revealed that prior exposure to products employing similar features helped participants to complete set tasks more quickly and intuitively, and that familiar features were intuitively used more often than unfamiliar ones. Participants who had a higher level of familiarity with similar technologies were able to use significantly more of the features intuitively the first time they encountered them, and were significantly quicker at doing the tasks. Those who were less familiar with relevant technologies required more assistance. A third experiment was designed to test four different interface designs on a remote control in order to establish which of two variables - a feature's appearance or its location - was more important in making a design intuitive to use. As with the previous experiments, the findings of Experiment 3 suggested that performance is affected by a person's level of familiarity with similar technologies. Appearance (shape, size and labelling of buttons) seems to be the variable that most affects time spent on a task and intuitive uses. This suggests that the cues that people store in memory about a product's features depend on how the features look, rather than where on the product they are placed. Three principles of intuitive interaction have been developed. A conceptual tool has also been devised to guide designers in their planning for intuitive interaction. Designers can work with these in order to make interfaces intuitive to use, and thus help users to adapt more easily to new products and product types.
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6

Duros, Vasilios. "Polyoxometalates and crystallisation space : an artificial intelligence-assisted exploration and comparison with human intuition". Thesis, University of Glasgow, 2018. http://theses.gla.ac.uk/39011/.

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The discovery of new inorganic molecules is an interesting problem since it implies an extended understanding of two contingent events: the first one is the formation of a new molecule, and the second is its crystallisation. The reason for that is that in the case of the product formation (and in order to make a discovery) the conditions under which the building blocks assemble have to be found, while in the case of crystallisation the conditions under which the product aggregates into crystals (which can be a subregion of the potential synthesis conditions) need to be identified in order to be isolated and characterised. There are a vast number of combinations of the experimental conditions and the coordination modes of the transition metals taking part in the building blocks, which means that a full exploration of the chemical space of any given compound would be impossible. As a result, the intuition of highly trained and experienced chemists is required in order to design the appropriate experiments that will determine the right conditions for the isolation of any new products. Unfortunately, intuitions of the experimenters can be biased by both the current knowledge of the field and their frame of mind, which makes important discoveries difficult to achieve. The work presented in this thesis is focused on the field of polyoxometalate chemistry and is exploring a multidisciplinary approach to probe the interaction of artificial intelligence methods with the human intuition during the process of exploring the crystallisation space. Our fundamental difference with relative work in the field is the application of active learning methods (which consist of methodologies capable of deciding what experiments to perform next in order to collect data that will improve the understanding of our system) in contrast to the data mining methods and simulations that have been employed so far. This algorithm method is compared to how human experimenters approach the exploration of the crystallisation space, and their performances are evaluated in terms of prediction accuracies and volume coverage. In this case, the human experimenters are allowed to follow whichever exploration strategy they see fit in order to address the task at hand. Finally, the same algorithm method is extended into collaborating with the human experimenters, and we will study the way the inherent biases can affect the search of the experimental space. This interaction is accomplished with the algorithm suggesting a set number of experiments and the human experimenter selecting the ones they seem appropriate to complete their task.
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7

Yaldir, Hulya. "Ibn Sina (Avicenna) and Rene Descartes on the mind and body problem". Thesis, University of Reading, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.301933.

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8

Cave, Andrew R. "Passengers' intuitive navigation in airports". Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/94935/1/Andrew_Cave_Thesis.pdf.

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This thesis examined passengers' intuitive navigation in airports. It aims to ensure that passengers can navigate fast and efficiently through these complex environments. Field research was conducted at two Australian international airports. Participants wore eye-tracking glasses while finding their way through the terminal. Insight was gained into the intuitive use of navigation elements in the airport environment. With a detailed understanding of how passengers' navigate, the findings from this research can be used to improve airport design and planning. This will assist passengers who don't regularly fly as well as those who are frequent flyers.
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9

Akan, Batu. "Human Robot Interaction Solutions for Intuitive Industrial Robot Programming". Licentiate thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-14315.

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Over the past few decades the use of industrial robots has increased the efficiency as well as competitiveness of many companies. Despite this fact, in many cases, robot automation investments are considered to be technically challenging. In addition, for most small and medium sized enterprises (SME) this process is associated with high costs. Due to their continuously changing product lines, reprogramming costs are likely to exceed installation costs by a large margin. Furthermore, traditional programming methods for industrial robots are too complex for an inexperienced robot programmer, thus assistance from a robot programming expert is often needed.  We hypothesize that in order to make industrial robots more common within the SME sector, the robots should be reprogrammable by technicians or manufacturing engineers rather than robot programming experts. In this thesis we propose a high-level natural language framework for interacting with industrial robots through an instructional programming environment for the user.  The ultimate goal of this thesis is to bring robot programming to a stage where it is as easy as working together with a colleague.In this thesis we mainly address two issues. The first issue is to make interaction with a robot easier and more natural through a multimodal framework. The proposed language architecture makes it possible to manipulate, pick or place objects in a scene through high level commands. Interaction with simple voice commands and gestures enables the manufacturing engineer to focus on the task itself, rather than programming issues of the robot. This approach shifts the focus of industrial robot programming from the coordinate based programming paradigm, which currently dominates the field, to an object based programming scheme.The second issue addressed is a general framework for implementing multimodal interfaces. There have been numerous efforts to implement multimodal interfaces for computers and robots, but there is no general standard framework for developing them. The general framework proposed in this thesis is designed to perform natural language understanding, multimodal integration and semantic analysis with an incremental pipeline and includes a novel multimodal grammar language, which is used for multimodal presentation and semantic meaning generation.
robot colleague project
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10

Zhang, Yuyan. "Toward an explanation of HR professionals' intuition-based hiring in a decision-making context". Bowling Green State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1498404980328294.

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11

Aczel, Balazs. "Attention and awareness in human learning and decision making". Thesis, University of Cambridge, 2010. https://www.repository.cam.ac.uk/handle/1810/224472.

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This dissertation presents an investigation of the modifying role of attention and awareness in human learning and decision making. A series of experiments showed that performance in a range of tests of unconscious cognition can be better explained as resulting from conscious attention rather than from implicit processes. The first three experiments utilised a modification of the Serial Reaction Time task in order to measure the interaction of implicit and explicit learning processes. The results did not show evidence for an interaction, but did exhibit an effect of explicit knowledge of the underlying rules of the task. Subsequent studies examined the role of selective attention in learning. The investigation failed to provide evidence that learning inevitably results from the simple presentation of contingent stimuli over repeated trials. Instead, the learning effects appeared to be modulated by explicit attention to the association between stimuli. The following study with a novel test designed to measure the role of selective attention in prediction learning demonstrated that learning is not an obligatory consequence of simultaneous activation of representations of the associated stimuli. Rather, learning occurred only when attention was drawn explicitly to the association between the stimuli. Finally, the Deliberation without Attention Paradigm was tested in a replication study along with two novel versions of the task. Additional assessment of the conscious status of participants' judgments indicated that explicit deliberation and memory could best explain the effect and that the original test may not be a reliable measure of intuition. In summary, the data in these studies did not require explanation in terms of unconscious cognition. These results do not preclude the possibility that unconscious processes could occur in these or other designs. However, the present work emphasises the role conscious attention plays in human learning and decision making.
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12

Daniel, Robert S. "Disciplined intuition subjective aspects of judgment and decision making in Child Protective Services /". Diss., Texas A&M University, 2003. http://hdl.handle.net/1969/160.

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13

Peng, Chen Chih. "Interfaces and control systems for intuitive crane control". Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31782.

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Thesis (M. S.)--Mechanical Engineering, Georgia Institute of Technology, 2010.
Committee Chair: Singhose, William; Committee Member: Sadegh, Nader; Committee Member: Ueda, Jun. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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14

White, Timothy J. "On the exploitation of human inductive thought and intuition in future global command and control architectures". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1993. http://handle.dtic.mil/100.2/ADA268942.

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15

Forsell, Hanna y Malin Åkebäck. "Development of an Intuitive Grader Control". Thesis, Högskolan i Skövde, Institutionen för teknik och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8076.

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This project has been carried out in cooperation with Volvo Construction Equipment. A new control intended to give an intuitive understanding for the new generation of operators of how to handle the motor grader has been developed. The project includes parts of the development process, idea to finished concept. The project started with a thorough study of the functions of motor graders not only those built by Volvo but also those from the biggest competitors. Interviews were made with operators about today’s and future controls of graders. In comparison the competitors seem to offer better controls both from ergonomic and cognitive points of view. Hitherto too little interest has been focused by design engineers in problems of the operators. Operators are exposed to wear and tear when driving the graders and they also have difficulties driving the machines all because of the design of the manoeuvring device. From the start to the final concept a great variety of people has been involved in this project e.g. young and old operators, scientists and constructors resulting in a large spread of ideas. The final concept is a new thinking control with respect to the combination of functionality, ergonomics and intuitivety.
Detta projekt har gjorts i samarbete med Volvo Construction Equipment. En ny kontroll har utvecklats som syftar till att ge en intuitiv förståelse för nästa generations väghyvelförare om hur väghyveln hanteras. Projektet inkluderar delar av designprocessen, idé till färdigt koncept. Projektet inleddes med en grundlig studie av väghyvelns funktioner, inte bara de som Volvo tillhandahåller utan även konkurrenternas. Intervjuer hölls med operatörer med frågor om dagens manövrering och framtida lösningar. I jämförelse förefaller det som att konkurrenterna tillhandahåller bättre lösningar på kontrollen ur ergonomiska och kognitiva perspektiv. Tidigare har de problem som operatören upplever inte varit i fokus i produktutvecklingsprocessen. Operatörer riskerar förslitningsskador när de kör väghyveln. De har, på grund av utformningen av styrenheten, även svårigheter att manövrera väghyveln samtidigt som de kör. Redan från start har en stor variation av människor varit inblandade i projektet t.ex. yngre och äldre förare, forskare och konstruktörer. Detta har resulterat i en stor spridning av idéer. Slutkonceptet är en nytänkande kontroll med avseende på kombination av funktionalitet, ergonomi och intuitivitet.
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16

Tullberg, Anna. "Intuitiva Gränssnitt : Utvärdering av bimodal display som potentielltstöd för helikopterpiloter". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-85333.

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Människan inhämtar och bearbetar information via sina sinnen för att skapa en bild av omvärlden. Mängden information som människan kan bearbeta är begränsad, speciellt i komplexa miljöer där flera uppgifter ska utföras. Fokus för denna studie är att reducera piloters kognitiva belastning för att underlätta i svåra flygsituationer. Ett stort problem idag är att när en pilot förlorar yttre visuella referenser så kan spatial desorientering uppstå. Ett resultat av det kan vara att helikoptern börjar driva utan att piloten märker något. Förutom en grundpanel som piloter alltid har tillgång till har fyra olika potentiella stöd, för att motverka drift, jämförts i ett experiment. Displayerna som skulle kunna ge stöd avseende drift är en visuell display, en taktil väst samt en kombination av den visuella displayen och den taktila västen, även kallad bimodal display. 12 deltagare deltog i experimentet och 8 av dem var studenter. Resultatet visar att deltagarna presterar signifikant sämre med grundpanelen än med de övriga displayerna. Resultatet visar också att prestationen med en taktil väst eller bimodal display inte skiljer sig från en visuell display. Detta är ett lovande resultat som tyder på att prestationen av att undvika drift med en taktil- eller en bimodal display är likvärdig en välbeprövad visuell display. Det i sin tur betyder att informationen skulle kunna delas upp på flera sinnen och reducera kognitiv belastning. Om informationen avseende drift kan delas upp på flera sinnen finns det resurser kvar att lägga på andra uppgifter, till exempel att spana ut i luftrummet istället för att titta på instrument inne i cockpit.
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17

Schustek, Philipp. "Probabilistic models for human judgments about uncertainty in intuitive inference tasks". Doctoral thesis, Universitat Pompeu Fabra, 2018. http://hdl.handle.net/10803/586057.

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Updating beliefs to maintain coherence with observational evidence is a cornerstone of rationality. This entails the compliance with probabilistic principles which acknowledge that real-world observations are consistent with several possible interpretations. This work presents two novel experimental paradigms and computational analyses of how human participants quantify uncertainty in perceptual inference tasks. Their behavioral responses feature non-trivial patterns of probabilistic inference such as reliability-based belief updating over hierarchical state representations of the environment. Despite characteristic generalization biases, behavior cannot be explained well by alternative heuristic accounts. These results suggest that uncertainty is an integral part of our inferences and that we indeed have the potential to resort to rational inference mechanisms that adhere to probabilistic principles. Furthermore, they appear consistent with ubiquitous representations of uncertainty posited by framework theories such as Bayesian hierarchical modeling and predictive coding.
Un pilar fundamental de la racionalidad es actualizar las creencias con la finalidad de mantener la coherencia con la evidencia observacional. Esto implica cumplir con principios probabilísticos, los cuales reconocen que las observaciones del mundo real son consistentes con varias interpretaciones posibles. Este estudio presenta dos novedosas pruebas experimentales, así como análisis computacionales, de cómo participantes humanos cuantifican la incertidumbre en tareas de inferencia perceptiva. Sus respuestas conductuales muestran patrones no triviales de inferencia probabilística, tales como la actualización de creencias basadas en la confiabilidad sobre las representaciones jerárquicas del estado del entorno. A pesar de los sesgos característicos de generalización, el comportamiento no puede ser correctamente explicado con descripciones heurísticas alternativas. Estos resultados sugieren que la incertidumbre es una parte integral de nuestras inferencias y que efectivamente tenemos el potencial para recurrir a mecanismos de inferencia racional, los cuales adhieren a principios probabilísticos. Además, dichos resultados son compatibles con la idea de que representaciones de incertidumbre internas son ubicuas, lo cual presuponen teorías generales como Bayesian hierarchical modeling y predictive coding.
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18

Sanchez, Restrepo Susana. "Intuitive, iterative and assisted virtual guides programming for human-robot comanipulation". Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30035/document.

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Pendant très longtemps, l'automatisation a été assujettie à l'usage de robots industriels traditionnels placés dans des cages et programmés pour répéter des tâches plus ou moins complexes au maximum de leur vitesse et de leur précision. Cette automatisation, dite rigide, possède deux inconvénients majeurs : elle est chronophage dû aux contraintes contextuelles applicatives et proscrit la présence humaine. Il existe désormais une nouvelle génération de robots avec des systèmes moins encombrants, peu coûteux et plus flexibles. De par leur structure et leurs modes de fonctionnement ils sont intrinsèquement sûrs ce qui leurs permettent de travailler main dans la main avec les humains. Dans ces nouveaux espaces de travail collaboratifs, l'homme peut être inclus dans la boucle comme un agent décisionnel actif. En tant qu'instructeur ou collaborateur il peut influencer le processus décisionnel du robot : on parle de robots collaboratifs (ou cobots). Dans ce nouveau contexte, nous faisons usage de guides virtuels. Ils permettent aux cobots de soulager les efforts physiques et la charge cognitive des opérateurs. Cependant, la définition d'un guide virtuel nécessite souvent une expertise et une modélisation précise de la tâche. Cela restreint leur utilité aux scénarios à contraintes fixes. Pour palier ce problème et améliorer la flexibilité de la programmation du guide virtuel, cette thèse présente une nouvelle approche par démonstration : nous faisons usage de l'apprentissage kinesthésique de façon itérative et construisons le guide virtuel avec une spline 6D. Grâce à cette approche, l'opérateur peut modifier itérativement les guides tout en gardant leur assistance. Cela permet de rendre le processus plus intuitif et naturel ainsi que de réduire la pénibilité. La modification locale d'un guide virtuel en trajectoire est possible par interaction physique avec le robot. L'utilisateur peut déplacer un point clé cartésien ou modifier une portion entière du guide avec une nouvelle démonstration partielle. Nous avons également étendu notre approche aux guides virtuels 6D, où les splines en déplacement sont définies via une interpolation Akima (pour la translation) et une 'interpolation quadratique des quaternions (pour l'orientation). L'opérateur peut initialement définir un guide virtuel en trajectoire, puis utiliser l'assistance en translation pour ne se concentrer que sur la démonstration de l'orientation. Nous avons appliqué notre approche dans deux scénarios industriels utilisant un cobot. Nous avons ainsi démontré l'intérêt de notre méthode qui améliore le confort de l'opérateur lors de la comanipulation
For a very long time, automation was driven by the use of traditional industrial robots placed in cages, programmed to repeat more or less complex tasks at their highest speed and with maximum accuracy. This robot-oriented solution is heavily dependent on hard automation which requires pre-specified fixtures and time consuming programming, hindering robots from becoming flexible and versatile tools. These robots have evolved towards a new generation of small, inexpensive, inherently safe and flexible systems that work hand in hand with humans. In these new collaborative workspaces the human can be included in the loop as an active agent. As a teacher and as a co-worker he can influence the decision-making process of the robot. In this context, virtual guides are an important tool used to assist the human worker by reducing physical effort and cognitive overload during tasks accomplishment. However, the construction of virtual guides often requires expert knowledge and modeling of the task. These limitations restrict the usefulness of virtual guides to scenarios with unchanging constraints. To overcome these challenges and enhance the flexibility of virtual guides programming, this thesis presents a novel approach that allows the worker to create virtual guides by demonstration through an iterative method based on kinesthetic teaching and displacement splines. Thanks to this approach, the worker is able to iteratively modify the guides while being assisted by them, making the process more intuitive and natural while reducing its painfulness. Our approach allows local refinement of virtual guiding trajectories through physical interaction with the robots. We can modify a specific cartesian keypoint of the guide or re- demonstrate a portion. We also extended our approach to 6D virtual guides, where displacement splines are defined via Akima interpolation (for translation) and quadratic interpolation of quaternions (for orientation). The worker can initially define a virtual guiding trajectory and then use the assistance in translation to only concentrate on defining the orientation along the path. We demonstrated that these innovations provide a novel and intuitive solution to increase the human's comfort during human-robot comanipulation in two industrial scenarios with a collaborative robot (cobot)
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19

Melidis, Christos. "Adaptive neural architectures for intuitive robot control". Thesis, University of Plymouth, 2017. http://hdl.handle.net/10026.1/9998.

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This thesis puts forward a novel way of control for robotic morphologies. Taking inspiration from Behaviour Based robotics and self-organisation principles, we present an interfacing mechanism, capable of adapting both to the user and the robot, while enabling a paradigm of intuitive control for the user. A transparent mechanism is presented, allowing for a seamless integration of control signals and robot behaviours. Instead of the user adapting to the interface and control paradigm, the proposed architecture allows the user to shape the control motifs in their way of preference, moving away from the cases where the user has to read and understand operation manuals or has to learn to operate a specific device. The seminal idea behind the work presented is the coupling of intuitive human behaviours with the dynamics of a machine in order to control and direct the machine dynamics. Starting from a tabula rasa basis, the architectures presented are able to identify control patterns (behaviours) for any given robotic morphology and successfully merge them with control signals from the user, regardless of the input device used. We provide a deep insight in the advantages of behaviour coupling, investigating the proposed system in detail, providing evidence for and quantifying emergent properties of the models proposed. The structural components of the interface are presented and assessed both individually and as a whole, as are inherent properties of the architectures. The proposed system is examined and tested both in vitro and in vivo, and is shown to work even in cases of complicated environments, as well as, complicated robotic morphologies. As a whole, this paradigm of control is found to highlight the potential for a change in the paradigm of robotic control, and a new level in the taxonomy of human in the loop systems.
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20

Richards, Mark Andrew. "An intuitive motion-based input model for mobile devices". Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16556/1/Mark_Richards_Thesis.pdf.

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Traditional methods of input on mobile devices are cumbersome and difficult to use. Devices have become smaller, while their operating systems have become more complex, to the extent that they are approaching the level of functionality found on desktop computer operating systems. The buttons and toggle-sticks currently employed by mobile devices are a relatively poor replacement for the keyboard and mouse style user interfaces used on their desktop computer counterparts. For example, when looking at a screen image on a device, we should be able to move the device to the left to indicate we wish the image to be panned in the same direction. This research investigates a new input model based on the natural hand motions and reactions of users. The model developed by this work uses the generic embedded video cameras available on almost all current-generation mobile devices to determine how the device is being moved and maps this movement to an appropriate action. Surveys using mobile devices were undertaken to determine both the appropriateness and efficacy of such a model as well as to collect the foundational data with which to build the model. Direct mappings between motions and inputs were achieved by analysing users' motions and reactions in response to different tasks. Upon the framework being completed, a proof of concept was created upon the Windows Mobile Platform. This proof of concept leverages both DirectShow and Direct3D to track objects in the video stream, maps these objects to a three-dimensional plane, and determines device movements from this data. This input model holds the promise of being a simpler and more intuitive method for users to interact with their mobile devices, and has the added advantage that no hardware additions or modifications are required the existing mobile devices.
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21

Bao, Xin. "Sketch-based intuitive 3D model deformations". Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/sketchbased-intuitive-3d-model-deformations(2c12a1f9-cf0c-45d1-926e-a5f3db0d5acb).html.

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In 3D modelling software, deformations are used to add, to remove, or to modify geometric features of existing 3D models to create new models with similar but slightly different details. Traditional techniques for deforming virtual 3D models require users to explicitly define control points and regions of interest (ROIs), and to define precisely how to deform ROIs using control points. The awkwardness of defining these factors in traditional 3D modelling software makes it difficult for people with limited experience of 3D modelling to deform existing 3D models as they expect. As applications which require virtual 3D model processing become more and more widespread, it becomes increasingly desirable to lower the "difficulty of use" threshold of 3D model deformations for users. This thesis argues that the user experience, in terms of intuitiveness and ease of use, of a user interface for deforming virtual 3D models, can be greatly enhanced by employing sketch-based 3D model deformation techniques, which require the minimal quantities of interactions, while keeping the plausibility of the results of deformations as well as the responsiveness of the algorithms, based on modern home grade computing devices. A prototype system for sketch-based 3D model deformations is developed and implemented to support this hypothesis, which allows the user to perform a deformation using a single deforming stroke, eliminating the need to explicitly select control points, the ROI and the deforming operation. GPU based accelerations have been employed to optimise the runtime performance of the system, so that the system is responsive enough for real-time interactions. The studies of the runtime performance and the usability of the prototype system are conducted to provide evidence to support the hypothesis.
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22

Awais, Muhammad [Verfasser] y Dominik [Akademischer Betreuer] Henrich. "Intuitive Human-Robot Interaction by Intention Recognition / Muhammad Awais. Betreuer: Dominik Henrich". Bayreuth : Universität Bayreuth, 2013. http://d-nb.info/1059353644/34.

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23

Bengtsson, Per. "Intuitivt kontrollschema : En möjlighet till ökad lärbarhet för spelkontroller". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13622.

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Spelare behöver lära sig kontrollera ett spel innan de kan få en god upplevelse, men det kan ofta vara svårt att lära sig använda en handkontroll. Naturlig mappning, affordance och tutorials hjälper enbart i vissa fall. Det finns dock indikationer på att intuitiva kontroller skulle kunna fungera, men ingen forskning inom området existerar. Detta arbete syftar till att jämföra lärbarheten hos två olika kontrollscheman, där det ena utvecklats för att vara intuitivt för nyblivna spelare. Kvalitativa och semistrukturerade intervjuer användes för att undersöka vad som är ett intuitivt kontrollschema. En prototyp av ett spel skapades, och denna kunde spelas med båda kontrollschemana. Genom att observera hur nyblivna spelare använde kontrollschemana utvärderades och jämfördes deras respektive lärbarhet. Resultatet visade att det intuitiva kontrollschemat förefaller ha högre lärbarhet än det alternativa kontrollschemat. Problem att hitta lämpliga deltagare samt med utvecklingen av det icke intuitiva kontrollschemat gör dock att arbetets trovärdighet är diskutabelt.
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24

Bourgy, Marthe. "L'adaptation cognitive et l’improvisation dans les environnements dynamiques : pour une intégration de l’expérience sensible dans les modèles de l’activité experte". Paris 8, 2012. http://www.theses.fr/2012PA084127.

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L’adaptation à l’imprévu est devenue un enjeu majeur de sécurité pour les systèmes complexes. La littérature reconnaît le rôle de l’improvisation dans cette forme d’adaptation. La thèse essaie de clarifier la nature de l’improvisation au niveau individuel. L’objectif appliqué est d’améliorer la prise de décision des experts en situation imprévue. La thèse montre les limites du statut accordé en psychologie cognitive à la représentation de la situation comme outil central de l’adaptation. En situation imprévue, une représentation pertinente est difficile à atteindre car le système cognitif ne peut pas s’orienter sur la base de schémas connus et ces ressources sont trop limitées pour traiter toute l’information. Le contrôle cognitif ne peut pas garantir à coup sûr cette pertinence car il se base lui aussi sur une représentation. Pour sortir de cette impasse, une extension du modèle cognitif de l’adaptation est proposée. Enracinée dans l’expérience sensible, l’intuition est une pensée en-deçà de la représentation, qui conserve la totalité et saisit les particularités des situations vécues. L’ancrage du système cognitif dans l’expérience sensible pourrait alors aider celui-ci à sélectionner les informations pertinentes en situation imprévue. Une étude sur simulateur dans le domaine de l’aviation de combat est présentée. Les variations dans la qualité des improvisations réalisées par des pilotes experts sont observées et mises en relation avec le niveau de disponibilité à l’expérience sensible de ceux-ci. D’autres facteurs plus classiques sont également analysés. Les résultats vont dans le sens d’un modèle de l’improvisation combinant représentation et expérience sensible
Dealing with the unexpected is now a major concern in complex systems. The role of improvisation in this form of adaptation is recognized in the literature. This thesis tries to clarify the nature of improvisation at the individual level. The applied goal is to improve expert decision making in unforeseen situations. The thesis points a limit of the cognitive approach of adaptation. In this view, a relevant representation of the situation at stake is a prerequisite to adaptive decision making. But such appropriate representations are difficult to build in unforeseen situations because structuring schemas are lacking and attentional resources are too limited to process all the available information. Moreover, the cognitive control function cannot entirely solve the relevance problem because it is based on representations as well. To go out of this deadlock, it is proposed to extend the cognitive model of adaptation. Rooted in sensitive experience, intuition is situated below the level of representation. It can catch both the global and unique nature of experienced situations. Consequently, anchoring the cognitive system in sensitive experience could help this one to select relevant information in unforeseen situations. A study on simulator in the field of combat aviation is presented. Differences in the quality of expert pilots’ improvisations are observed and related to differences in their level of receptivity to sensitive experience. Classic factors, such as expertise level, are also analysed. Results confirm a model of improvisation that combines representation and sensitive experience
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25

Richards, Mark Andrew. "An intuitive motion-based input model for mobile devices". Queensland University of Technology, 2006. http://eprints.qut.edu.au/16556/.

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Traditional methods of input on mobile devices are cumbersome and difficult to use. Devices have become smaller, while their operating systems have become more complex, to the extent that they are approaching the level of functionality found on desktop computer operating systems. The buttons and toggle-sticks currently employed by mobile devices are a relatively poor replacement for the keyboard and mouse style user interfaces used on their desktop computer counterparts. For example, when looking at a screen image on a device, we should be able to move the device to the left to indicate we wish the image to be panned in the same direction. This research investigates a new input model based on the natural hand motions and reactions of users. The model developed by this work uses the generic embedded video cameras available on almost all current-generation mobile devices to determine how the device is being moved and maps this movement to an appropriate action. Surveys using mobile devices were undertaken to determine both the appropriateness and efficacy of such a model as well as to collect the foundational data with which to build the model. Direct mappings between motions and inputs were achieved by analysing users' motions and reactions in response to different tasks. Upon the framework being completed, a proof of concept was created upon the Windows Mobile Platform. This proof of concept leverages both DirectShow and Direct3D to track objects in the video stream, maps these objects to a three-dimensional plane, and determines device movements from this data. This input model holds the promise of being a simpler and more intuitive method for users to interact with their mobile devices, and has the added advantage that no hardware additions or modifications are required the existing mobile devices.
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26

Boucher, Gabriel. "Utilisation d'un mécanisme parallèle à faible impédance pour une interaction humain-robot intuitive et hautement réactive". Master's thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/37614.

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Ce mémoire présente la conception d’un mécanisme parallèle passif élastique utilisé afin de contrôler un robot sériel à 5 degrés de liberté de façon sécuritaire et intuitive. Ce mémoire présente deux articles qui ont été écrits dans le cadre du projet et qui présentent dans un premier temps l’algorithme de contrôle sur lequel le concept est basé, et dans un deuxième temps le prototype du mécanisme passif servant à détecter les mouvements. L’algorithme de contrôle est inspiré par le concept de manipulateur macro/mini où l’utilisateur interagit avec un mécanisme passif à faible impédance afin de contrôler le mouvement d’un mécanisme actionné qui a une plus grande impédance. Le concept, déjà utilisé pour des manipulateurs de type portique, est étendu à un robot sériel à plusieurs degrés de liberté. L’algorithme utilise une mesure de déplacement du mini-manipulateur passif afin d’appliquer des couples aux moteurs du macromainpulateur actionné. Afin de détecter les déplacements, un capteur à 6 degrés de liberté est conçu. L’architecture du capteur, qui est basée sur la platforme de Gough-Stewart, consiste en un mécanisme parallèle assemblé sur une membrure du robot sériel. Des résultats expérimentaux sont présentés.
This thesis presents the design and experimental validation of a passive elastic parallel mechanism used to control intuitively and safely a five-degree-of-freedom serial robot. The thesis presents two articles which were written in the course of the project. The articles present, firstly, the control algorithm which is the basis of the concept, and secondly, the mechanical design of the passive mechanism. The algorithm is inspired from the macro/mini architecture where the human user interacts with a lowimpedance passive mechanism in order to control the motion of a larger actuated mechanism which has a higher impedance. This concept, used on gantry manipulators, is extended to a serial robot with multiple degrees of freedom. The algorithm uses a displacement measurement from the passive mechanism in order to compute and apply torques to the actuated mechanism. In order to measure the displacements, a passive six-degree-of-freedom mechanism is designed. The architecture of the sensor, based on the Gough-Stewart platform, is in fact a passive parallel mechanism mounted around the link of a serial robot. Experimental results are provided.
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27

Yang, Xibei y 杨曦贝. "A hand input-based approach to intuitive human-computer interactions in virtual reality". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B45160557.

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28

Dickert, Stephan, Daniel Västfjäll, Janet Kleber y Paul Slovic. "Scope Insensitivity: The Limits of Intuitive Valuation of Human Lives in Public Policy". Elsevier, 2015. http://dx.doi.org/10.1016/j.jarmac.2014.09.002.

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A critical question for government officials, managers of NGOs, and politicians is how to respond to situations in which large numbers of lives are at risk. Theories in judgment and decision making as well as economics suggest diminishing marginal utility with increasing quantities of goods. In the domain of lifesaving, this form of non-linearity implies decreasing concern for individual lives as the number of affected people increases. In this paper, we show how intuitive valuations based on prosocial emotions can lead to scope insensitivity and suboptimal responses to lives at risk. We present both normative and descriptive models of valuations of lives and discuss the underlying psychological processes as they relate to judgments and decisions made in public policy and by NGOs.
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29

Pinkney, James Bassey. "The design of an intuitive teaching interface for robot programming by human demonstration". Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/42822.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 1993.
Includes bibliographical references (leaves 99-100).
This thesis deals with the design and implementation of an intuitive, lightweight, compact, low-cost human interface for robot programming by human demonstration. The key feature of this robotic teaching device is its ability to allow the operator to transfer manual manipulation skills to a robot for the completion of contact tasks. The prototype incorporates 6 degree of freedom force and position sensing with tactile and grip position sensing. Total mass was a low 850 grams. Preliminary experimental results proved ease of use and very low error: 20.3 grf. average force error for a 1 Kgf. applied load, and 16.6 grf. average force error for a 3 Kgf. grip force.
by James Bassey Pinkney.
M.S.
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30

Yangjun, Chen. "Intuitive robot teleoperation based on haptic feedback and 3D visualization". Thesis, University of Hertfordshire, 2016. http://hdl.handle.net/2299/17214.

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Robots are required in many jobs. The jobs related to tele-operation may be very challenging and often require reaching a destination quickly and with minimum collisions. In order to succeed in these jobs, human operators are asked to tele-operate a robot manually through a user interface. The design of a user interface and of the information provided in it, become therefore critical elements for the successful completion of robot tele-operation tasks. Effective and timely robot tele-navigation mainly relies on the intuitiveness provided by the interface and on the richness and presentation of the feedback given. This project investigated the use of both haptic and visual feedbacks in a user interface for robot tele-navigation. The aim was to overcome some of the limitations observed in a state of the art works, turning what is sometimes described as contrasting into an added value to improve tele-navigation performance. The key issue is to combine different human sensory modalities in a coherent way and to benefit from 3-D vision too. The proposed new approach was inspired by how visually impaired people use walking sticks to navigate. Haptic feedback may provide helpful input to a user to comprehend distances to surrounding obstacles and information about the obstacle distribution. This was proposed to be achieved entirely relying on on-board range sensors, and by processing this input through a simple scheme that regulates magnitude and direction of the environmental force-feedback provided to the haptic device. A specific algorithm was also used to render the distribution of very close objects to provide appropriate touch sensations. Scene visualization was provided by the system and it was shown to a user coherently to haptic sensation. Different visualization configurations, from multi-viewpoint observation to 3-D visualization, were proposed and rigorously assessed through experimentations, to understand the advantages of the proposed approach and performance variations among different 3-D display technologies. Over twenty users were invited to participate in a usability study composed by two major experiments. The first experiment focused on a comparison between the proposed haptic-feedback strategy and a typical state of the art approach. It included testing with a multi-viewpoint visual observation. The second experiment investigated the performance of the proposed haptic-feedback strategy when combined with three different stereoscopic-3D visualization technologies. The results from the experiments were encouraging and showed good performance with the proposed approach and an improvement over literature approaches to haptic feedback in robot tele-operation. It was also demonstrated that 3-D visualization can be beneficial for robot tele-navigation and it will not contrast with haptic feedback if it is properly aligned to it. Performance may vary with different 3-D visualization technologies, which is also discussed in the presented work.
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31

Ramsamy, Priscilla. "An interface for intuitive & natural forms of human computer interaction in virtual environments". Thesis, University of Reading, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.533771.

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32

Bigonville, Delphine. "Association des idées et intuition: la réponse des architectes anglais à la Querelle des Anciens et des Modernes". Doctoral thesis, Universite Libre de Bruxelles, 2011. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/209775.

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Ce travail s’intéresse au problème de la relativisation de l’expression architecturale liée à la remise en question, durant le XVIIe siècle, de l’origine divine et de la valeur des canons proportionnels qui sous-tendent la tradition classique. Emblématique de la Querelle qui opposa Claude Perrault et François Blondel au sein de l’Académie royale de Paris, ce problème recevra une formulation privilégiée dans la tradition théorique anglaise qui se caractérise par la volonté de préserver une forme d’objectivité à l’expression formelle tout en cherchant à y intégrer la valeur subjective de l’usage. A travers l’étude de textes esthétiques et de théories d’architecture produits en Angleterre durant le XVIIIe siècle et le début du XIXe siècle, nous avons cherché à identifier les différentes solutions proposées par les théoriciens pour parvenir à concilier le sujet et l’objet dans la forme architecturale et ainsi aboutir à une expression qui autorise l’appropriation individuelle tout en satisfaisant à l’impératif du consensus.
Doctorat en Histoire, art et archéologie
info:eu-repo/semantics/nonPublished
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33

Videira, Rogerio Luiz da Rocha. "Acurácia diagnóstica, análise da decisão e heurísticas relacionadas à decisão clínica intuitiva de usar antagonista de bloqueador neuromuscular". Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/5/5152/tde-01022011-165044/.

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INTRODUÇÃO: A curarização residual está associada a maior risco de morte após anestesia. Erros diagnósticos após o uso de bloqueador neuromuscular (BNM) estão relacionados com prevalência de 65-88% de curarização residual pré-extubação traqueal (CRPE). Esse estudo analisou a decisão clínica intuitiva de usar antagonista de BNM antes da extubação traqueal. MÉTODOS: Após aprovação do Comitê de Ética em Pesquisa, a decisão clínica dos anestesiologistas da nossa instituição foi auditada em 150 pacientes. A participação foi voluntária e anônima. As decisões, como se fossem resultados de um teste diagnóstico, foram comparadas à aceleromiografia, com TOF < 0,9 definido como CRPE. Uma árvore de decisão foi estruturada para comparar as diferentes estratégias e uma pesquisa sequencial (Delphi), realizada entre 108 anestesiologistas, extraiu as heurísticas (regras simplificadoras) mais usadas. RESULTADOS: A prevalência de CRPE foi de 77%. A intuição clínica apresentou sensibilidade de 0,35 (0,23-0,49) e especificidade de 0,80 (0,54- 0,94) para CRPE (P= 0,0001). Em uma escala de 0-10 a utilidade esperada da intuição foi menor do que sempre antagonizar (4,1 + 4,4 vs. 8,4 + 3,0, P< 0,05). As heurísticas mais proeminentes foram O intervalo desde a última dose de BNM foi curto e O padrão respiratório está inadequado, citadas por 73% e 71% dos anestesiologistas, respectivamente. Uma hora após dose única de atracúrio comparada ao rocurônio, 69,3% vs. 47,1% (P= 0,0035) dos anestesiologistas não usam antagonista antes da extubação traqueal. Os anestesiologistas têm a percepção de que a prevalência de curarização residual clinicamente significativa é maior na prática dos seus colegas do que na sua própria prática clínica (razão de chances 7,8 (3,8-16,2) P< 0,0001). CONCLUSÕES: A intuição clínica não deve ser usada para descartar a presença de curarização residual. Sempre usar o antagonista é uma estratégia melhor do que usar a intuição clínica para decidir. Os anestesiologistas tomam a decisão intuitiva baseados em uma previsão da duração dos efeitos do BNM e no julgamento qualitativo da adequação do padrão respiratório do paciente. Eles se consideram mais capacitados para evitar a curarização residual do que os colegas. Demonstram confiança excessiva na própria capacidade de prever a duração de ação do BNM e de descartar intuitivamente a presença de CRPE
BACKGROUND: Residual curarization is associated with a higher risk of death after anesthesia. Diagnostic errors after the use of neuromuscular blocking agents (NMBA) are related to 65-88% prevalence of preextubation residual curarization (PERC). This study analyzed the clinical intuitive decision of antagonizing NMBA before tracheal extubation. METHODS: After IRB approval, this clinical decision was audited in 150 patients. Participation in the study was voluntary and anonymous. Decisions, as if a diagnostic test, were compared to acceleromyography, with TOF<0.9 defined as PERC. A decision tree was structured to compare different decision strategies. A sequential survey (Delphi) was conducted among 108 anaesthesiologists to elicit the most frequently used heuristics (rules of thumb). RESULTS: PERC prevalence was 77%. Clinical intuition presented sensitivity of 0.35 (0.23-0.49) and specificity of 0.80 (0.54-0.94) (P=0.0001). In a 0-10 rating scale, expected utility of intuition was lower than always antagonize all patients (4.1 + 4.4 vs. 8.4 + 3.0, P<0.05). The most salient heuristics were Short interval since the last NMBA dose and Breathing pattern is inadequate stated by 73% and 71% of the anesthesiologists, respectively. One hour after a single dose of atracurium compared with rocuronium, 69.3% vs. 47.1% (P= 0.0035) of the anesthesiologists do not use antagonist before tracheal extubation. They perceive that prevalence of clinically significant residual curarization is higher in their colleagues practice than in their own clinical practice (odds ratio 7.8 (3.8- 16.2), P< 0.0001). CONCLUSIONS: Clinical intuition should not be used to rule out residual curarization. Routine antagonism is a better strategy than the use of clinical intuition to make this decision. Clinicians make this intuitive decision based on a forecast of the duration of the effects of NMBA and on a qualitative judgement about the adequacy of the patients breathing pattern. They consider themselves more capable of avoiding residual curarization than their colleagues. They are overconfident in their own capacity to predict NMBA duration and intuitively rule PERC out
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34

Walden, Alice. "The Driving Factors : Evaluating intuitive interaction with a 3D-device in a car racing game". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139579.

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To investigate the topic of intuitive interaction using a 3D-device, a toy car was used as a controller with the Stylaero Board to complete one lap in a car racing game. 20 participants completed the task in 2 conditions, one using the 3D-device as a controller, and one using a standard computer keyboard. The interaction was evaluated using task completion time as a measure of learnability of the device, as well as through subjective reactions from users gathered from a tailored questionnaire with 7 statements rated on a Likert scale of 1-5, and 3 open-ended questions. The performance and attitude towards the 3D-device as a controller was compared to the performance and attitude towards using a standard keyboard. The mean task completion time was significantly lower when using the keyboard. A subscale of the enjoyability of using the device was compared between conditions indicating a significant difference where the 3D-device was rated higher than the keyboard. Furthermore, a significant correlation was found between attitude towards the control device and task completion time in the keyboard, while no significant correlation was found between the corresponding variables for the 3D-device. These results indicate a difference between what aspects are important to users when evaluating a new interface compared to a familiar one. The subjective reactions gathered from the open-ended questions were categorized and sorted into themes using thematic analysis to illustrate the various aspects that were highlighted by users for each interface. The problems faced by participants when using the 3D-device were observed and analyzed in relation to current theories of intuitive interaction to find the driving factors of interaction with a new device.
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35

O'Brien, Marita Anne. "Understanding human-technology interactions: the role of prior experience and age". Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34000.

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Everyday technologies are intended for use by everyone with no specific training and minimal instructions. Prior research (e.g., Norman, 2002; Polson&Lewis, 1990) suggests that these technologies are usable if users can leverage their prior experience. However, different users will leverage difference experiences to operate the same technologies (Blackler, Popovic,&Mahar, 2003a). This dissertation systematically examined use of prior knowledge in the operation of everyday technology by diverse users, specifically users of different ages and experience levels. In Study 1 encounters with everyday technologies were self-reported by younger adults, older adults with low technology experience, and older adults with high technology experience. Comparisons of technology repertoires for each participant group indicated similar usage between younger adults and high tech older adults that differed in expected domains. Low tech older adults used fewer technologies, but overall they used more than expected across domains. Prior experience generally helped participants have successful encounters, but in some cases introduced problems. In Study 2 video recorded observations were made during participant interactions with exemplar everyday technologies. Participants with more relevant experience generally performed better. Older adults exhibited more inter-individual variability in their performance levels. Appropriate use of prior experience, an unassuming approach to the interaction, and using information on the technology generally led to more successful performance. Results from both studies can provide theoretical and practical support for more effective design that reflects how the target population will use their prior experience.
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36

Andersson, Jonatan. "Assessment and Improvement of Initial Learnability in Complex Systems : A Qualitative Study to Promote Intuitive Software Development". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-131025.

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This Master’s Thesis aimed to assess and propose improvements for initial learnability in Sectra AB’s Picture Archiving Communication System (PACS) by integrating usability engineering and agile software development. Assessing initial learnability and re-designing complex systems is difficult as they have a high skill cap and take longer time to learn in comparison to simpler ones. Further, companies that use agile methodologies often focus on completing small items which might hide the overarching vision of a product that can lead to usability problems. While there are several methods for assessing usability, no research has specifically focused on assessing initial learnability in complex systems. This study however investigates how this may be achieved by combining current methodologies for measuring learnability with usability engineering and agile software development. Initial learnability issues and needs were assessed after evaluating Sectra PACS using 5 participants and analysed using impact mapping as well as conducting a focus group within the organisation that owns the product.
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37

Palm, Christopher. "Intuitiva Gränssnitt : Horisontell och vertikal feedback för drift i helikopter - Utvärdering av visuell och taktila displayer". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108114.

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Brownout-fenomenet ligger till grund för ungefär 75 procent av alla flygolyckor inom NATO. Olyckorna sker under start och landningssekvenser i torra klimat då sand virvlar upp och försämrar pilotens sikt utifrån helikoptern. Under brownout förlorar piloten visuella referenser utanför helikoptern vilket gör att denne omedvetet kan tappa kontrollen över helikoptern och således kan hamna i plötsligt drift. Därför har NATO i samarbete med bland annat Totalförsvarets Forskningsinstitut (FOI) försökt finna en lösning på problemen som uppstår vid brownout. Syftet med föreliggande studie är främst att undersöka om deltagares användning av taktila driftdisplayer leder till mindre drift än vid användning av en visuell driftdisplay samt undersöka med vilken av de taktila displayerna som leder till minst drift. Samtliga displayer gav feedback för horisontell och vertikal drift och utvärderades med hjälp av FOIs egna helikoptersimulator. 12 personer med tidigare erfarenhet av helikoptersimulator deltog i studien. Deltagarna hade som uppgift att undvika drift genom att hovra på en höjd av 8000 fot under 120 sekunder per display, med totalt fyra olika displayer. Prestationsmåtten visade att det inte fanns några signifikanta skillnader mellan displayerna. Trots detta kan resultatet ses som positivt då det visar att taktil display som feedback för drift fungerar lika bra som en visuell display. Resultatet från de subjektiva skattningsmåtten visade däremot att den komplexa taktila displayen skattades signifikant sämre än den visuella displayen. Detta eftersom komplexiteten antagligen var så hög att displayen inte kunde användas på ett effektivt och intuitivt sätt. Slutligen skattades den visuella displayen och den rinnande taktila displayen generellt som de lättaste displayerna vid användning som feedback för drift.
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38

PEREIRA, MARCELO MARQUES. "HUMAN KNOWLEDGE AS AN EXPRESSION OF THE WILL: ANALYSIS OF THE RELATIONSHIP BETWEEN ABSTRACT AND INTUITIVE KNOWLEDGE IN SCHOPENHAUER'S PHILOSOPHY". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=12031@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Para Schopenhauer, o conhecimento humano não se constitui apenas pelo saber racional. Pelo contrário, a própria razão - ou representação abstrata, segundo o filósofo - é derivada de uma forma de compreensão mais originária: a representação intuitiva. Esta, por sua vez, encontra seu fundamento na Vontade, conceito central à metafísica Schopenhaueriana, o qual configura a essência de todos os fenômenos particulares, como é o caso do homem. O propósito do presente trabalho é investigar as relações entre estas duas formas de conhecimento, reafirmando a importância dos elementos não racionais para a prática de vida e para uma adequada compreensão da realidade.
According to Schopenhauer, human knowledge does not concern just about rational think. Reason or, the abstract representations are products of a kind of comprehension more primitive: the intuitive representation, that takes its fundament from will. Will is the central concept to shopenhauerian metaphysics, end configures the essence to all individual phenomenon in the world. The objective of this text are to investigate the relationships between this two kinds of knowledge and, according to that, to reiterate the importance of the non-rational elements to the human being and to an adequate comprehension of the reality.
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39

Hedges, Mitchell Lawrence. "An investigation into the use of intuitive control interfaces and distributed processing for enhanced three dimensional sound localization". Thesis, Rhodes University, 2016. http://hdl.handle.net/10962/d1020615.

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This thesis investigates the feasibility of using gestures as a means of control for localizing three dimensional (3D) sound sources in a distributed immersive audio system. A prototype system was implemented and tested which uses state of the art technology to achieve the stated goals. A Windows Kinect is used for gesture recognition which translates human gestures into control messages by the prototype system, which in turn performs actions based on the recognized gestures. The term distributed in the context of this system refers to the audio processing capacity. The prototype system partitions and allocates the processing load between a number of endpoints. The reallocated processing load consists of the mixing of audio samples according to a specification. The endpoints used in this research are XMOS AVB endpoints. The firmware on these endpoints were modified to include the audio mixing capability which was controlled by a state of the art audio distribution networking standard, Ethernet AVB. The hardware used for the implementation of the prototype system is relatively cost efficient in comparison to professional audio hardware, and is also commercially available for end users. the successful implementation and results from user testing of the prototype system demonstrates how it is a feasible option for recording the localization of a sound source. The ability to partition the processing provides a modular approach to building immersive sound systems. This removes the constraint of a centralized mixing console with a predetermined speaker configuration.
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40

McEwan, Mitchell W. "The influence of naturally mapped control interfaces for video games on the player experience and intuitive interaction". Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/107983/2/Mitchell_McEwan_Thesis.pdf.

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This thesis empirically explores the influence of different types of naturally mapped control interfaces (NMCIs) for video games on the player experience and intuitive interaction. Across two repeated-measures experiments on racing and tennis games, more naturally mapped controls were shown to have largely positive effects, with some differences associated with player characteristics. The compensatory effects of natural mapping for casual players are revealed, along with some aversion to NMCIs amongst hardcore players. Overall implications are discussed, and a new NMCI Dimensions Framework presented, to aid future academic and design work leveraging NMCIs to improve video game accessibility and experiences.
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41

Neshaug, Vegar. "Computerised Methods and Device for Intuitive Use of the Human Hand for Touching and Re-shaping of Three-Dimensional Virtual Objects". Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-12606.

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Today, the use of the mouse and keyboard input devices to interfacewith the computer is common almost regardless for what end the computeris used. This is no less true for users who daily work in three-dimensionalmodelling. Because of this, there is a signicant threshold for individualsbeginning three-dimensional modelling before being able to form even themost rudimentary of objects. A possible approach to lowering this thresh-old is to bridge the gap between traditional sculpting and virtual sculptingby utilizing the full range of human hand motion when interfacing withthe computer. This work review the status of Human-Computer Interaction devicesand methods, and set out to design and implement a low-cost data gloveprototype. A polygon mesh deformation method is developed which demonstratesthe functionality of the glove and system design. The work constitutes a useful platform for further academic work inthis eld.
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42

Santos, Clebeson Canuto dos. "Proposta de uma metodologia para a obtenção de vocabulários de gestos intuitivos para a interação homem-robô". Universidade Federal de Sergipe, 2016. https://ri.ufs.br/handle/riufs/3358.

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Development in robotics has been accelerated in the last decades. Mainly due to the advancement in technology, especially computers. However, even having enough technology to create robots that can participate in the daily lives of people, robotics has not become popular, once that the most robots purchased by people still fall into the category of toys, monitoring systems, among others. The search for such robots is due to the fact that their repertoire of tasks is so much limited and predetermined, which ultimately facilitate the interaction between users and robots. Meanwhile, more sophisticated robots, in most cases, can only be used by specialized people, because they have a larger task repertoire, which needs more complex interaction mechanisms. In others areas, such as computing, the communication interface was of fundamental importance for its popularization. This way, the construction of friendly communication interfaces between people and robots can be the key to robotics can be widespread in the actual society. However, not every interface can provide an easy and e cient communication. An e ective interface should be as intuitive as possible, what, according the psycholinguistics studies, can be achieved through the use of spontaneous gestures. Therefore, knowing the di cult to nd a procedure to obtain intuitive gesture vocabularies, this master thesis proposes a methodology that, based on psycholinguistics and HCI (Human-Computer Interaction) studies, is suitable to obtain intuitive gesture vocabularies to be used in HRI (Human-Robot Interaction). Therefore, after the application of this methodology, it was possible to notice that it was able to lead to results as good as those obtained by another methodology which is already used and accepted in HCI. Moreover, the proposed methodology has some distinct characteristics, such as the possibility to obtain more complex vocabularies, that can lead to more intuitive gesture vocabularies and which, in form, are more likely to be robust. In addition, by submitting the obtained gestures to a recognizer, an average hit rate of 77,5% was obtained, which, even though it is not so high, can be considered good enough, since some of the gestures are performed with both arms, increasing the complexity of the recognition task. Thus, at the end of this master thesis, some complementary works are proposed, which must be carried out in order to move further towards the development of intuitive interfaces for human-robot interaction.
O desenvolvimento da rob otica vem ganhando acelera c~ao desde as ultimas d ecadas, motivado principalmente pelo avan co da tecnologia, sobretudo dos computadores. No entanto, mesmo tendo tecnologia su ciente para criar rob^os que possam participar do cotidiano das pessoas, a rob otica ainda n~ao se popularizou, haja vista que a maioria dos rob^os adquiridos pelas pessoas ainda se enquadram na categoria de brinquedos, sistemas de monitoramento, dentre outros. A busca por esses tipos de rob^os se deve ao fato de que seu repert orio de tarefas e bem reduzido e predeterminado, o que acaba facilitando a intera c~ao entre usu arios e rob^os. Enquanto isso, rob^os mais so sticados, por possu rem um maior repert orio de tarefas, acabam necessitando de mecanismos de intera c~ao mais complexos que, em sua maioria, s o podem ser utilizados por pessoas especializadas. Em outras areas, como a inform atica, a interface de comunica c~ao foi de fundamental import^ancia para a sua populariza c~ao. Dessa maneira, a cria c~ao de interfaces amig aveis de comunica c~ao entre pessoas e rob^os pode ser a chave para que a rob otica tamb em possa ser amplamente difundida na sociedade atual. No entanto, n~ao e qualquer interface que pode oferecer uma comunica c~ao f acil e e ciente. Para isso as mesmas devem ser o mais intuitivas poss vel, o que, segundo os estudos psicolingu sticos, pode ser alcan cado por meio de gestos espont^aneos. Logo, sabendo da di culdade de se encontrar um procedimento que ofere ca a possibilidade de se obter vocabul arios de gestos intuitivos, esta disserta c~ao de mestrado prop~oe uma metodologia que, baseada na psicolingu stica e nos estudos sobre HCI (do ingl^es - Human Computer Interaction), ofere ce facilidade no processo de obten c~ao de vocabul arios de gestos intuitivos a serem utilizados na intera c~ao entre pessoas e rob^os. Desta maneira, ap os a aplica c~ao de tal metodologia, p^ode-se perceber que a mesma, apesar de ser nova, al em de poder levar a resultados t~ao bons quanto uma outra metodologia j a utilizada e aceita em HCI, ainda possui diferenciais, como a possibilidade de obter vocabul arios mais complexos, que podem levar a vocabul arios de gestos mais intuitivos e possivelmente mais robustos. Al em disso, ao submeter os gestos obtidos a um reconhecedor, obteve-se uma taxa m edia de acertos de 77,5%, que mesmo n~ao sendo alta, pode ser considerada boa, pois, uma vez que alguns gestos obtidos s~ao realizados com os dois bra cos, a complexidade do reconhecimento e aumentada de maneria consider avel. Assim, ao nal desta disserta c~ao, s~ao apresentados v arios trabalhos complementares a este, que devem ser realizados para que se possa avan car ainda mais na dire c~ao do desenvolvimento das interfaces intuitivas para a intera c~ao homem-rob^o.
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43

Grizou, Jonathan. "Apprentissage simultané d'une tâche nouvelle et de l'interprétation de signaux sociaux d'un humain en robotique". Thesis, Bordeaux, 2014. http://www.theses.fr/2014BORD0146/document.

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Cette thèse s'intéresse à un problème logique dont les enjeux théoriques et pratiques sont multiples. De manière simple, il peut être présenté ainsi : imaginez que vous êtes dans un labyrinthe, dont vous connaissez toutes les routes menant à chacune des portes de sortie. Derrière l'une de ces portes se trouve un trésor, mais vous n'avez le droit d'ouvrir qu'une seule porte. Un vieil homme habitant le labyrinthe connaît la bonne sortie et se propose alors de vous aider à l'identifier. Pour cela, il vous indiquera la direction à prendre à chaque intersection. Malheureusement, cet homme ne parle pas votre langue, et les mots qu'il utilise pour dire ``droite'' ou ``gauche'' vous sont inconnus. Est-il possible de trouver le trésor et de comprendre l'association entre les mots du vieil homme et leurs significations ? Ce problème, bien qu'en apparence abstrait, est relié à des problématiques concrètes dans le domaine de l'interaction homme-machine. Remplaçons le vieil homme par un utilisateur souhaitant guider un robot vers une sortie spécifique du labyrinthe. Ce robot ne sait pas en avance quelle est la bonne sortie mais il sait où se trouvent chacune des portes et comment s'y rendre. Imaginons maintenant que ce robot ne comprenne pas a priori le langage de l'humain; en effet, il est très difficile de construire un robot à même de comprendre parfaitement chaque langue, accent et préférence de chacun. Il faudra alors que le robot apprenne l'association entre les mots de l'utilisateur et leur sens, tout en réalisant la tâche que l'humain lui indique (i.e.trouver la bonne porte). Une autre façon de décrire ce problème est de parler d'auto-calibration. En effet, le résoudre reviendrait à créer des interfaces ne nécessitant pas de phase de calibration car la machine pourrait s'adapter,automatiquement et pendant l'interaction, à différentes personnes qui ne parlent pas la même langue ou qui n'utilisent pas les mêmes mots pour dire la même chose. Cela veut aussi dire qu'il serait facile de considérer d’autres modalités d'interaction (par exemple des gestes, des expressions faciales ou des ondes cérébrales). Dans cette thèse, nous présentons une solution à ce problème. Nous appliquons nos algorithmes à deux exemples typiques de l'interaction homme robot et de l'interaction cerveau machine: une tâche d'organisation d'une série d'objets selon les préférences de l'utilisateur qui guide le robot par la voix, et une tâche de déplacement sur une grille guidé par les signaux cérébraux de l'utilisateur. Ces dernières expériences ont été faites avec des utilisateurs réels. Nos résultats démontrent expérimentalement que notre approche est fonctionnelle et permet une utilisation pratique d’une interface sans calibration préalable
This thesis investigates how a machine can be taught a new task from unlabeled humaninstructions, which is without knowing beforehand how to associate the human communicative signals withtheir meanings. The theoretical and empirical work presented in this thesis provides means to createcalibration free interactive systems, which allow humans to interact with machines, from scratch, using theirown preferred teaching signals. It therefore removes the need for an expert to tune the system for eachspecific user, which constitutes an important step towards flexible personalized teaching interfaces, a key forthe future of personal robotics.Our approach assumes the robot has access to a limited set of task hypotheses, which include the task theuser wants to solve. Our method consists of generating interpretation hypotheses of the teaching signalswith respect to each hypothetic task. By building a set of hypothetic interpretation, i.e. a set of signallabelpairs for each task, the task the user wants to solve is the one that explains better the history of interaction.We consider different scenarios, including a pick and place robotics experiment with speech as the modalityof interaction, and a navigation task in a brain computer interaction scenario. In these scenarios, a teacherinstructs a robot to perform a new task using initially unclassified signals, whose associated meaning can bea feedback (correct/incorrect) or a guidance (go left, right, up, ...). Our results show that a) it is possible tolearn the meaning of unlabeled and noisy teaching signals, as well as a new task at the same time, and b) itis possible to reuse the acquired knowledge about the teaching signals for learning new tasks faster. Wefurther introduce a planning strategy that exploits uncertainty from the task and the signals' meanings toallow more efficient learning sessions. We present a study where several real human subjects controlsuccessfully a virtual device using their brain and without relying on a calibration phase. Our system identifies, from scratch, the target intended by the user as well as the decoder of brain signals.Based on this work, but from another perspective, we introduce a new experimental setup to study howhumans behave in asymmetric collaborative tasks. In this setup, two humans have to collaborate to solve atask but the channels of communication they can use are constrained and force them to invent and agree ona shared interaction protocol in order to solve the task. These constraints allow analyzing how acommunication protocol is progressively established through the interplay and history of individual actions
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44

Adorno, Bruno. "Two-arm Manipulation : from Manipulators to Enhanced Human-Robot Collaboration". Thesis, Montpellier 2, 2011. http://www.theses.fr/2011MON20064/document.

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Cette thèse est consacrée à l'étude de la manipulation et de la coordination robotique à deux bras ayant pour objectif le développement d'une approche unifiée dont différentes tâches seront décrites dans le même formalisme. Afin de fournir un cadre théorique compact et rigoureux, les techniques présentées utilisent les quaternions duaux afin de représenter les différents aspects de la modélisation cinématique ainsi que de la commande.Une nouvelle représentation de la manipulation à deux bras est proposée - l'espace dual des tâches de coopération - laquelle exploite l'algèbre des quaternions duaux afin d'unifier les précédentes approches présentées dans la littérature. La méthode est étendue pour prendre en compte l'ensemble des chaînes cinématiques couplées incluant la simulation d'un manipulateur mobile.Une application originale de l'espace dual des tâches de coopération est développée afin de représenter de manière intuitive les tâches principales impliquées dans une collaboration homme-robot. Plusieurs expérimentations sont réalisées pour valider les techniques proposées. De plus, cette thèse propose une nouvelle classe de tâches d'interaction homme-robot dans laquelle le robot contrôle tout les aspects de la coordination. Ainsi, au-delà du contrôle de son propre bras, le robot contrôle le bras de l'humain par le biais de la stimulation électrique fonctionnelle (FES) dans le cadre d'applications d'interaction robot / personne handicapée.Grâce à cette approche générique développée tout au long de cette thèse, les outils théoriques qui en résultent sont compacts et capables de décrire et de contrôler un large éventail de tâches de manipulations robotiques complexes
This thesis is devoted to the study of robotic two-arm coordination/manipulation from a unified perspective, and conceptually different bimanual tasks are thus described within the same formalism. In order to provide a consistent and compact theory, the techniques presented herein use dual quaternions to represent every single aspect of robot kinematic modeling and control.A novel representation for two-arm manipulation is proposed—the cooperative dual task-space—which exploits the dual quaternion algebra to unify the various approaches found in the literature. The method is further extended to take into account any serially coupled kinematic chain, and a case study is performed using a simulated mobile manipulator. An original application of the cooperative dual task-space is proposed to intuitively represent general human-robot collaboration (HRC) tasks, and several experiments were performed to validate the proposed techniques. Furthermore, the thesis proposes a novel class of HRC taskswherein the robot controls all the coordination aspects; that is, in addition to controlling its own arm, the robot controls the human arm by means of functional electrical stimulation (FES).Thanks to the holistic approach developed throughout the thesis, the resultant theory is compact, uses a small set of mathematical tools, and is capable of describing and controlling a broad range of robot manipulation tasks
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45

Weber, Pia y Guillaume Noizet. "Artificial Intelligence : An approach for decision-making in crisis management". Thesis, Umeå universitet, Företagsekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-150150.

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The interest in crisis management is increasing for some decades now, since researchers and organizations have realized that crises can endanger them severely and that all kinds of organization are potentially under the constant threat of crises. Artificial intelligence (AI) is also in the heart of the attention as some tasks, traditionally occupied by humans, are already replaced by AI agents, and the fast development achieves more and more promising results. As the core of AI, decision-making has been identified, which itself can also completely change the outcome of a crisis. Thus, the idea to explore the junction of these two fields in the light of decision-making processes appeared to be highly inter-esting. Therefore, the purpose of this paper is: first, to find out what is really important in deci-sion-making processes in crisis management, second, to figure out abilities and limita-tions for human and artificial intelligences, and lastly, how artificial intelligence can af-fect important characteristics of decision-making processes in a foreseeable period of time. Putting all together led to the research question: How artificial intelligence can affect decision-making processes in crisis management? To guide these efforts, a qualitative method with an interpretivist approach has been cho-sen. Therefore, crisis experts (managers and consultants) and AI experts (researchers and developers) were interviewed. Also, notes were taken from a conference about artificial intelligence. As a result, it has been found out that speed and comprehensiveness are two crucial fac-tors when making decisions in crisis situations. Additionally, empirical findings figured out that this approach needs to be extended by the two decision parameters short- and long-term effect as it is not just about decision-making itself, but also about the feasibility and future consequences of decisions made. A model for ‘successful decision-making in crisis situations’ could be developed and the roles of intuition and rationality as well as abilities and limitations were clarified for both, human and artificial intelligence. Based on this understanding, artificial and human intelligence could have been placed within our model, showing the complement nature of them. Finally, an exploratory an-swer to the research question could be derived, presented as short-, medium-, and long-term perspectives. Even though crisis management can be expected to be one of the last organizational fields invested by AI, the results show that there are great benefits of ap-plying AI in crisis management, leading in a high potential that AI will change the picture dramatically.
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46

Rudigkeit, Nina [Verfasser], Marion [Akademischer Betreuer] Gebhard, Axel [Gutachter] Gräser y Walter [Gutachter] Lang. "AMiCUS - Bewegungssensor-basiertes Human-Robot Interface zur intuitiven Echtzeit-Steuerung eines Roboterarmes mit Kopfbewegungen / Nina Rudigkeit ; Gutachter: Axel Gräser, Walter Lang ; Betreuer: Marion Gebhard". Bremen : Staats- und Universitätsbibliothek Bremen, 2017. http://d-nb.info/1141861968/34.

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47

Bodiroža, Saša [Verfasser], Verena V. [Gutachter] Hafner, Yael [Gutachter] Edan y Bruno [Gutachter] Lara. "Gestures in human-robot interaction : development of intuitive gesture vocabularies and robust gesture recognition / Saša Bodiroža ; Gutachter: Verena V. Hafner, Yael Edan, Bruno Lara". Berlin : Mathematisch-Naturwissenschaftliche Fakultät, 2017. http://d-nb.info/1126553557/34.

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48

Malmqvist, Erik. "Good Parents, Better Babies : An Argument about Reproductive Technologies, Enhancement and Ethics". Doctoral thesis, Linköpings universitet, Hälsa och samhälle, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12584.

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This study is a contribution to the bioethical debate about new and possibly emerging reproductive technologies. Its point of departure is the intuition, which many people seem to share, that using such technologies to select non-disease traits – like sex and emotional stability - in yet unborn children is morally problematic, at least more so than using the technologies to avoid giving birth to children with severe genetic diseases, or attempting to shape the non-disease traits of already existing children by environmental means, like education. The study employs philosophical analysis for the purpose of making this intuition intelligible and judging whether it is justified. Different ways in which the moral problems posed by reproductive technologies are often framed in bioethical debates are criticised as inadequate for this task. In particular, it is argued that the intuition cannot fully be made sense of in terms of harm to the children that such technologies help create. The study attempts to elaborate an alternative to that broadly consequentialist approach, by drawing on Martin Heidegger’s philosophy of technology, Hans Jonas’s ethics, and Aristotle’s practical philosophy, as it has been received and developed in the hermeneutical tradition. It is suggested that reproductive choices, unlike decisions for already born children, are characterised by a peculiar one-sidedness: the future child appears to the parents as something wholly theirs to decide about, not as a concrete other with whom they must interact in a responsive and attuned way. This is problematic because it means that such choices cannot call upon the particularised moral understanding only gained in interpersonal encounters. In particular, it makes them easily shaped by various tendencies, to which parents are always susceptible, to relate to children in instrumentalising ways, and at risk of reinforcing such tendencies. However, this does not mean that all uses of reproductive technologies are equally troubling. When selecting against severe disease the parents can rely on a widely shared illness experience to escape the dangers that one-sidedness involves. It is concluded that the intuition under discussion, thus explicated and in some ways qualified, makes sense morally.
Avhandlingen är ett bidrag till den bioetiska debatten om olika reproduktionstekniker som antingen nyligen blivit tillgängliga eller som kan komma att utvecklas i framtiden. Utgångspunkten är en intuition som många verkar dela, nämligen att användningen av sådana tekniker i syfte att välja icke-sjukdomsegenskaper – som kön och känslomässig stabilitet – hos framtida barn, är mer moraliskt problematiskt än både att forma sådana egenskaper hos redan existerande barn genom exempelvis utbildning och att använda teknikerna för att undvika att barn föds med svåra sjukdomar. Studien är ett försök att genom filosofisk analys begripliggöra denna intuition och avgöra om den är berättigad. Olika sätt på vilka man i den bioetiska debatten ofta gestaltar de moraliska problem som reproduktionstekniker ger upphov till kritiseras som otillräckliga för denna uppgift. I synnerhet framhålls att intuitionen inte helt kan förstås som en oro över att de barn som sådana tekniker sätter till världen kan komma till skada. Med avsikt att utveckla ett alternativ till detta konsekvensorienterade synsätt söker sig författaren till Martin Heideggers teknikfilosofi, Hans Jonas etik och Aristoteles praktiska filosofi, som den tolkats och utvecklats i den hermeneutiska traditionen. Med hjälp av dessa teorier betonas hur reproduktiva val, till skillnad från beslut gällande redan existerande barn, kännetecknas av en slags ensidighet. Det framtida barnet framstår för föräldrarna som föremål för beslut som är odelat deras, snarare än som en konkret andre som de måste interagera med på ett lyhört, noga avpassat sätt. Detta är problematiskt eftersom det innebär att sådana val inte kan ledsagas av det slags partikulära moraliska förståelse som bara uppnås i möten mellan människor. I synnerhet innebär det att valen lätt formas av, och i sin tur riskerar att underblåsa, olika för föräldraskapet karaktäristiska tendenser som ständigt riskerar förmå föräldrar att förhålla sig till sina barn på ett instrumentaliserande sätt. Men detta betyder inte att alla användningar av reproduktionstekniker är lika problematiska. Val som syftar till att undvika svåra sjukdomar kan undgå de faror som ensidigheten öppnar för genom att åberopa en gemensam mänsklig sjukdomserfarenhet. Avhandlingens slutsats är att intuitionen som diskuteras är berättigad, med vissa reservationer, om den förstås på detta sätt.
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49

Akgun, Mahir. "The Effect Of Apologetic Error Messages And Mood States On Computer Users". Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/3/12608479/index.pdf.

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The main aim of this study, in which 310 university students participated, is to investigate whether or not computer interfaces offering human-like apologetic error messages influence users&rsquo
self-appraisals of performances and actual performances in the computerized environment. For the study, an online instructional material which includes deliberate design problems leading to user frustration was developed. The study is comprised of three phases. In the first phase, based on the CCSARP (Cross-Cultural Study of Speech Act Realization Patterns) coding manual and the studies conducted with the framework provided by the manual, apology strategy sequences were elicited from Turkish participants. Two of these apology strategy sequences were selected for producing two apology error messages. In addition to these apology messages, one plain computer error message was also developed for experimental control. The second phase of the study was conducted to determine whether these three messages were perceived as apologies. It was found out that the two apology messages were perceived as apologies and the plain computer message was not perceived as an apology. In the third phase these three messages were used to investigate the relationship between mood, self-appraisal of performance and actual performance after the transmission of the apologetic error messages. The findings of this study show that the frequencies of apology strategies preferred in the computerized environment are similar with those utilized in the social context. Statistical analyses also reveal that the influence of apology messages on self-appraisal of performance depends on participants&rsquo
mood state and the contents of the apology messages.
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50

Ekstrand, Jonathan y Oscar Hallberg. "Rekryterares uppfattning av anonymisering : Tankar kring ett första urval". Thesis, Linköpings universitet, Pedagogik och sociologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158679.

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Uppsatsen syftar till att studera verksamma HR(Human resources)-praktiker inom rekryteringsområdets uppfattning gentemot användningen av ett anonymiserat första urval i rekryteringsprocessen. För att studera detta formuleras frågeställningar kring hur ett anonymiserat urval uppfattas av dessa praktiker samt vilka negativa och positiva aspekter de kan identifiera med ett sådant arbetssätt. Studien ämnar att undersöka detta via en kvalitativ studie med en induktiv ansats. Datainsamlingen sker via semistrukturerade intervjuer där praktikernas uppfattningar kring ämnet skiljer sig markant. Anonymisering ses som ett gynnsamt verktyg för kandidater där de får en mer rättvis chans att avancera i rekryteringsprocesser på bekostnad av rekryteraren som får en större arbetsbelastning. Studien mynnar ut i att rekryteringsförfarandet präglas av en situationsbetingad paradigm där olika organisationer är i behov av olika åtgärder. Således kan ett anonymiserat urval anses behövligt i organisationer där diskriminering förekommer medan organisationer med redan standardiserade och beprövade processer kan anse det som överflödigt.
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