Tesi sul tema "Interaction Collaboratives"
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Ragoonaden, Karen. "Les interactions collaboratives dans des cours à distance sur Internet". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/NQ65329.pdf.
Testo completoSimon, Cassandre. "Interaction collaborative et multimodalité pour la formation médicale en réalité virtuelle". Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG073.
Testo completoThe traditional mentorship model in medical training raises ethical and safety concerns because novices often practice on real patients. In response to this, the Haut Autorité de Santé (HAS) established the directive "never the first time on a patient," encouraging the use of simulation as an alternative. Virtual reality (VR) has emerged as a promising solution, offering an immersive environment for students to practice without posing any risk to patients. However, current simulators primarily emphasize autonomous learning, which limits the presence of an instructor to guide learners. This raises the important question of reintroducing instructors into immersive simulators to enhance the effectiveness of training.In this thesis, we explore the design of multimodal and collaborative interactions in collaborative virtual environments (CVEs), enabling an instructor to supervise and support a learner in acquiring technical skills. We studied the interactions between instructor and learner in both real and virtual worlds, adapting a human-centered approach. Based on field analysis, we modeled these interactions and designed several collaborative virtual environments to test different communication modalities.Three experimental studies were conducted to evaluate the impact of communication modalities on the transfer of technical skills. The results of the first two studies show that visuo-haptic instructions yield the best performance in terms of speed and accuracy, while the addition of verbal modality enhances the user experience. In the third study, visual feedback accelerated task execution, while visuo-haptic feedback optimized the user experience by reducing cognitive load and enhancing collaboration.Our work provides recommendations for the design of CVEs intended for training in technical skills. It demonstrates that integrating multimodal communication significantly improves interactions between the instructor and learner, optimizing both communication and collaboration. These results provide promising avenues for effectively reintroducing instructors into virtual training environments
Aguerreche, Laurent. "Partage d'interactions en environnements virtuels : de nouvelles techniques collaboratives basées sur un protocole de dialogue générique". Phd thesis, INSA de Rennes, 2010. http://tel.archives-ouvertes.fr/tel-00514269.
Testo completoAltamimi, Loay. "Exploring information technology's potential for, and effect of, interaction and collaboration in the web survey process". Chambéry, 2010. http://www.theses.fr/2010CHAML005.
Testo completoThe World Wide Web and the rapid developments in its technologies offer promising possibilities for interaction an collaboration in the web survey process. However, there is still a deficiency in the literature in addressing this aspect. This study begins to fill this gap by exploring the potential of information technology (IT) tools for, and the effects of, interaction and collaboration in the web survey process. In doing so, it reviews the current state of the literature on the indicated topic, discusses technology developments that could support collaborative web survey process, sheds light on the potential advantages to be expected from such a process, and presents the notion of "collaborative web survey" with proposing a definition for it. Ultimately, the work presented herein empirically explores the potential of three IT tools, email, blog and a survey service for, and the effect of interaction and collaboration in two collaborative web survey projects. This exploratory study is an initial effort towards filling the gaps in the literature, and ultimately, to lay the ground for a new research area on web surveys which further and thoroughly explores the potential of technology for, and the effect of, interaction and collaboration in the web survey process
Warnier, Mathieu. "Gestion des croyances de l'homme et du robot et architecture pour la planification et contrôle de tâches collaboratives homme-robot". Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0061/document.
Testo completoGoal of this thesis was to formalize and to implement a decisional layer for a robot achieving tasks collaboratively with a human to achieve a shared goal. Some functionalities were already there or were built during my own thesis by other inside the team. My first task was to study and formalize the skills needed by the robot. Consequently some of the existing functional modules were improved by some other members of the team or myself. My first main contribution was to develop a new high level control component to integrate and manage the different robot skills according to 3 main activities : state of the world build and update; goals and plans management; manipulation motions execution and monitoring. My second main contribution was to improve geometric and temporal reasoning skills so that first, the robot could better understand and track changes in the world and second, infer when the human had some beliefs about the world that were distinct from its own beliefs
Fournier, Etienne. "Intérêt de la prise en compte des variabilités de l’activité et de l’acceptabilité dans le cadre d’une conception centrée utilisateurs des situations de travail collaboratives Humain-Robot". Electronic Thesis or Diss., Université Grenoble Alpes, 2024. http://www.theses.fr/2024GRALH011.
Testo completoThe European Commission is encouraging the use of collaborative robots (cobots) to assist humans in their work. However, cobots seem to have difficulty in favorably transforming work situations when they do not consider the variabilities of the situations. The aim of this thesis was therefore to characterize variability in the context of a cobotic implementation, and to guide a design approach focused on future users, using acceptability, acceptance and user experience approaches. An activity analysis was carried out in a chemical laboratory as part of a future cobotic implementation. 11 operators were observed during their activity and 34 took part in semi-directive interviews. The results identified glovebox activity as the workstation that would benefit most from cobotic collaboration. They also showed that certain activities were rendered invisible due to a discrepancy between prescribed work and actual activity, resulting in regular exposure to risks that could be avoided through cobotic implementation. We have thus identified several variabilities with effects on operator activity. These were used to design experimental paradigms to test the effect of cobotic collaboration. Three User Tests were carried out with a total of 212 participants, who were asked to perform industrial assembly tasks where one or more variabilities were considered in the cobotic design. The task was performed either alone, or in pairs with another human or with a cobot (ABB's YuMi). Different types of measurement were carried out: workload (assessed via NASA TLX, Hart, 2006; Hart & Staveland, 1988), number of errors, number of gestures, completion time, degree of acceptability of cobotic collaboration (assessed via TAM, Venkatesh et al., 2012) and simulated risk exposure. Cobotic collaboration reduced the negative effects of several variabilities (e.g. variability in difficulty level, variability in operator expertise) on operator mental load and task success. Participants had a higher task success rate when collaborating with a cobot, even though they otherwise took longer to complete the task. In addition, participants reported enjoying collaborating with a cobot and having confidence in the information it provided (measured via a scale of items from Martin, 2018). Finally, when the cobot adapted to the human's safety constraints, the latter exposed himself to fewer risks. From a theoretical point of view, these empirical studies made it possible to propose a framework integrating models of variability at work, and to shed light on the effects of cobotic collaboration on the human and his task. From a practical point of view, these different studies have enabled us to propose a grid for identifying variabilities and to formulate recommendations designed to support the implementation of cobotic collaboration
Dodds, Trevor James. "Collaborative interaction in virtual environments". Thesis, University of Leeds, 2009. http://etheses.whiterose.ac.uk/1372/.
Testo completoColás, Álvarez Joaquim. "Interaction and participation in collaborative storytelling systems". Doctoral thesis, Universitat Pompeu Fabra, 2017. http://hdl.handle.net/10803/456037.
Testo completoClayphan, Andrew. "Harnessing the Affordances of Interactive Tabletops for Collaborative Activities". Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/15290.
Testo completoDomingues, Christophe. "Interaction 3D Collaborative en Réalité Virtuelle". Phd thesis, Université d'Evry-Val d'Essonne, 2010. http://tel.archives-ouvertes.fr/tel-00542170.
Testo completoBulmer, Lee Richard. "A model-driven collaborative interaction architecture". Thesis, University of Leeds, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410636.
Testo completoHor, Joon Suk 1976. "Social interaction in collaborative engineering environments". Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80156.
Testo completoSimonsson, Huck Andreas. "Exploring gesture based interaction and visualizations for supporting collaboration". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12896.
Testo completoNneamaka, Chigbo Onyinyechukwu. "Exploring collaborative agreement in interactions". Thesis, University of Central Lancashire, 2017. http://clok.uclan.ac.uk/20670/.
Testo completoWan, Ngai-teck Alice, e 溫艾狄. "Collaborative interactions in knowledge building process". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256697.
Testo completoMartinez, Maldonado Roberto. "Analysing, visualising and supporting collaborative learning using interactive tabletops". Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/10409.
Testo completoChen, Hsinchun. "Collaborative Systems: Solving the vocabulary problem". IEEE, 1994. http://hdl.handle.net/10150/105966.
Testo completoCan on-line information retrieval systems negotiate the diverse vocabularies of different users? This article suggests a robust algorithmic solution to the vocabulary problem in collaborative systems.
Bengeler, Benedikt. "Let's walk up and play! : design and evaluation of collaborative interactive musical experiences for public settings". Thesis, Queen Mary, University of London, 2015. http://qmro.qmul.ac.uk/xmlui/handle/123456789/9544.
Testo completoSams, Ivan. "Using multi-touch interaction techniques to support Collaborative Information Retrieval". Thesis, Nelson Mandela Metropolitan University, 2011. http://hdl.handle.net/10948/d1020156.
Testo completoGuerchouche, Rachid. "Analyse multi-vues d'objets 3D pour interactions collaboratives". Evry, Institut national des télécommunications, 2008. http://www.theses.fr/2008TELE0022.
Testo completoThe objective of this thesis is the 3D reconstruction of real objects for collaborative interactions. Within this framework, the goal is to reconstruct an object from a small number of calibrated views (8 to 12 images), and then insert the obtained numerical models into shared collaborative environments for further visualization and manipulation. The thesis is organized as follows. First, in the general introduction, we introduce the context of the research presented in this work. We present the acquisition system developed within our laboratory, and show the relationship between the calibration of this system, the image acquisition process, and the collaborative interactions with the reconstructed objects. Then, in a first chapter, we present some aspects of 3D geometry applied to computer vision. We present the projective geometry theory, the classical linear and non-linear camera models, and some stereoscopic vision results useful for the rest of the document. The second chapter is dedicated to the issue of camera calibration. After a state-of-the-art of camera calibration methods, we propose a robust camera calibration method based on the robust estimation of the perspective projection matrix. The calibration pattern used is a cube with faces of different colours. The proposed calibration algorithm uses one image per camera to perform the calibration. However, in order to increase the accuracy of the camera parameters estimation, multiple images can also be used. Our method yields a robust estimation of the camera parameters while minimizing the amount of user interaction requested. In order to validate the method, we introduce a set of new objective criteria for evaluation and comparison of camera calibration methods. The proposed criteria are based on rectification and 3D reconstruction of an unknown coplanar point set, a virtual pattern, and the re-estimation of the known parameters of stereoscopic systems. Our calibration method is finally validated according to the proposed criteria. The third chapter3D tackles the issue of 3D reconstruction of real objects. After a comprehensive state-of-the-art of 3D reconstruction methods, we present our proposed multiresolutiuon 3D reconstruction algorithm, which is adapted to collaborative interaction tasks. Our contributions specifically concern new algorithms for voxel visibility and photo-consistency estimation. The proposed 3D reconstruction method is then tested and validated upon a set of images of real objects from existing benchmark databases. The fourth chapter handles the collaborative interactions with 3D objects. First, the calibration of our acquisition system composed of eight cameras is presented. Experimental results concerning 3D reconstruction of objects available in our laboratory are then presented. Finally, collaborative interactions with the reconstructed objects are illustrated within the framework of three existing interfaces in the France Telecom R\&D laboratories: MOWGLI, DigiTable and Spin3D. A concluding section summarizes the contributions of this thesis and opens perspectives of future work
Fencott, Robin. "Computer musicking : designing for collaborative digital musical interaction". Thesis, Queen Mary, University of London, 2012. http://qmro.qmul.ac.uk/xmlui/handle/123456789/8487.
Testo completoXu, Yicong. "Goal Based Human Swarm Interaction for Collaborative Transport". Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/597.
Testo completoVENDITTI, Antonello. "The importance of interaction mechanisms in collaborative learning". Doctoral thesis, Università degli studi del Molise, 2019. http://hdl.handle.net/11695/90884.
Testo completoEuropean policies indicate the necessary competences that citizens should have to adapt easily to changes in the working world. Problem solving is one of the most important required competences and it is an important subject that interests us. In particular, we focus on the theme of collaboration, since the integration of different intelligences is more effective than individual contribution. We defined a minimal set of requirements for interaction mechanisms to support problem solving activities to be carried out in collaboration. In particular, our interest aims to define those requirements that make it possible to distinguish the contributions of a member from those of the other members of the group. In the teaching-learning context, our proposal mainly allows students to be more involved in contributing to the overall project, in order to achieve better results. Moreover, our work can also be useful in other contexts in which problem solving is strategic, as in the working world. Our definition of minimal set of requirements for interaction mechanisms does not define the software that the teacher and the students will have to use, but it indicates the requirements that the software must meet, as they define the ways in which the teacher and the students will interact to carry out the planned problem solving activities. For this reason, our definition, to be put into practice, requires choosing an existing software or develop one that meets our minimal set of requirements, after which it will be necessary to explain to the teacher and students the way in which it will be used to carry out the activities. In this work we present a first experimentation of our definition of minimal set of requirements for interaction mechanisms. In this case we used an existing software, that is GitHub, which is not a software developed to carry out e-learning activities, but we chose it because it meets our minimal set of requirements. The results of the experimentation confirmed the effectiveness of our proposal, as well as highlighting aspects to improve the proposal. Furthermore, we decided to design a software to directly implement our definition, which we called Problem Solving Support Environment (PSSE). Also in this case we performed an experimentation and the results obtained fully met the expectations. Both experiments showed that the students of the experimental group obtained better results than those of the control group, but the second experimentation involved the design of a specific software to obtain a better result in terms of usability of the system, so that it is possible to use it in the most different contexts.
McKenzie, Monica M., e n/a. "The word amongst us : a descriptive study of the perceptions of communication problems in a traditionally hierarchical organisation moving to a more lateral form of collaborative ministry". University of Canberra. Education, 1990. http://erl.canberra.edu.au./public/adt-AUC20061003.114719.
Testo completoSinmai, Kanida. "Supporting collaborative work using interactive tabletop". Thesis, University of Newcastle upon Tyne, 2016. http://hdl.handle.net/10443/3193.
Testo completoHarris, Amanda. "The role of Achievement goals in Children's Collaborative interaction". Thesis, University of Sussex, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.536538.
Testo completoBeaton, Robert John. "On Digital Drumming: Collaborative, Dyadic, Co-Located, Coordinated Interaction". Thesis, Virginia Tech, 2012. http://hdl.handle.net/10919/32890.
Testo completoMaster of Science
Albloushi, Shaima Abdullah. "Online Collaborative Learning and Interaction Among Pre-Service Teachers". Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1553088752167938.
Testo completoUllah, Sehat. "Multi-modal assistance for collaborative 3D interaction : study and analysis of performance in collaborative work". Thesis, Evry-Val d'Essonne, 2011. http://www.theses.fr/2011EVRY0003.
Testo completoThe recent advancement in the field oh high quality computer graphics and the capability of inexpensive computers to render realistic 3D scenes have made it possible to develop virtual environments where two more users can co-exist and work collaboratively to achieve a common goal. Such environments are called Collaborative Virtual Environnment (CVEs). The potential application domains of CVEs are many, such as military, medical, assembling, computer aided designing, teleoperation, education, games and social networks etc.. One of the problems related to CVEs is the user's low level of awareness about the status, actions and intentions of his/her collaborator, which not only reduces user's performance but also leads to non satisfactory results. In addition, collaborative tasks without using any proper computer generated assistance are very difficult to perform and are more prone to errors. The basic theme of this thesis is to provide assistance in collaborative 3D interactiion in CVEs. In this context, we study and develop the concept of multimodal (audio, visual and haptic) assistance of a user or group of users. Our study focuses on how we can assist users to collaboratively interact with the entities of CVEs. We propose here to study and analyze the contribution of multimodal assistance in collaborative (synchronous and asynchronous) interaction with objects in the virtual environment. Indeed, we propose and implement various multimodal virtual guides. Theses guides are evaluated through a series of experiments where selection/manipulation task is carried out by users both in synchronous and asynchronous mode. The experiments were carried out in LISA (Laboratoire d'Ingénierie et Systèmes Automatisés) lat at University of Angers and IBISC (Informatique, Biologie Intégrative et Systèmes complexes) lab at University of Evry. In these experiments users were asked to perform a task under various conditions (with and without guides). Analysis was done on the basis of task completion time, errors and users' learning. For subjective evaluations questionnaires were used. The findings of this research work can contribute to the development of collaborative systems for teleopreation, assembly tasks, e-learning, rehabilitation, computer aided design and entertainment
Merrad, Walid. "Interfaces tangibles et réalité duale pour la résolution collaborative de problèmes autour de tables interactives distribuées". Thesis, Valenciennes, Université Polytechnique Hauts-de-France, 2020. http://www.theses.fr/2020UPHF0010.
Testo completoIn everyday life, new interactions are gradually replacing the standard computer keyboardand mouse, by using the human body gestures (hands, fingers, head, etc.) as alternativesof interactions on surfaces and in-air. Another type of interaction resides within the manipulationof everyday objects to interact with digital systems. Interactive tabletops haveemerged as new platforms in several domains, offering better usability and facilitatingmulti-user collaboration, thanks to their large display surface and different interactiontechniques on their surfaces, such as multi-touch and tangible. Therefore, improving interaction(s) on these devices and combining it (respectively them) with other conceptscan prove more useful and helpful in the everyday life of users and designers.The topic of this thesis focuses on studying user interactions on tangible interactivetabletops, in a context of use set in a dual reality environment. Tangible User Interfacesoffer users the possibility to apprehend and grasp the meaning of digital information bymanipulating insightful tangible representations in our physical world. These interactionmetaphors are bridging both environments that constitute the dual reality: the physicalworld and the virtual world.In this perspective, this work presents a theoretical contribution along with itsapplications. We propose to combine tangible interaction on tabletops and dual realityin a conceptual framework, basically intended for application designers, that models andexplains interactions and representations, which operate in dual reality setups. First ofall, we expose various works carried out in the field of tangible interaction in general,then we focus on existing work conducted on tabletops. We also propose to list 112interactive tabletops, classified and characterized by several criteria. Next, we presentthe dual reality concept and its possible application domains. Second, we design ourproposal of the framework, illustrate and explain its composing elements, and how itcan adapt to various situations of dual reality, particularly with interactive tabletopsequipped with RFID technology. Finally, and as application contributions, we show casestudies that we designed based on our proposal, which illustrate implementations ofelements from our proposed framework. Research perspectives are finally highlighted atthe end of the manuscript
Aschermann, Jennifer Leigh. "Children Teaching and Learning in Peer Collaborative Interactions". Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/31893.
Testo completoMaster of Science
Tirado-Ramos, Alfredo. "Collaborative software architectures for interactive biomedical applications". [S.l. : Amsterdam : s.n.] ; Universiteit van Amsterdam [Host], 2007. http://dare.uva.nl/document/48209.
Testo completoBayon, Molino Victor M. "Developing collaborative storytelling tools and interactive spaces". Thesis, University of Nottingham, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.268810.
Testo completoBabic, Kristopher T. "InterDraw - An Online, Interactive, Collaborative Art Program". Digital WPI, 2000. https://digitalcommons.wpi.edu/etd-theses/825.
Testo completoSeo, James Jung-Hoon 1972. "Interactive cinema : collaborative expression with digital video". Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62358.
Testo completoIncludes bibliographical references (p. 106-107).
Advances in technologies for digital video editing and streaming have lowered the barrier to entry for aspiring videomakers, and they provide an opportunity to expand the vocabulary for using and sharing video. Custom interfaces for editing and sharing video can suggest and support novel methods of collaborative production, cinematic narration, and casual dialogue with media. This thesis research presents Individeo, an online application with for video browsing and editing, and explores how interface design can enable closer collaboration among online videographers. The thesis evaluates Individeo's custom interfaces through Honeymoon, an experimental collaborative video production, in which geographically separated videomakers attempt to build a cinematic narrative together through online collaboration.
James Jung-Hoon Seo.
S.M.
Hung, Emilie 1975. "Collaborative interactive methodology for environmental site selection". Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/50022.
Testo completoAli, Muhammad. "Contribution to decisional human-robot interaction: towards collaborative robot companions". Phd thesis, INSA de Toulouse, 2012. http://tel.archives-ouvertes.fr/tel-00719684.
Testo completoKorzetz, Mandy, Romina Kühn, Karl Kegel, Franz-Wilhelm Schumann, Leon Georgi e Thomas Schlegel. "MilkyWay: A Toolbox for Prototyping Collaborative Mobile-Based Interaction Techniques". Springer, 2019. https://tud.qucosa.de/id/qucosa%3A71301.
Testo completoAli, Muhammad. "Contributions to decisional human-robot interaction : towards collaborative robot companions". Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0003/document.
Testo completoHuman Robot Interaction is entering into the interesting phase where the relationship with a robot is envisioned more as one of companionship with the human partner than a mere master-slave relationship. For this to become a reality, the robot needs to understand human behavior and not only react appropriately but also be socially proactive. A Companion Robot will also need to collaborate with the human in his daily life and will require a reasoning mechanism to manage thecollaboration and also handle the uncertainty in the human intention to engage and collaborate. In this work, we will identify key elements of such interaction in the context of a collaborative activity, with special focus on how humans successfully collaborate to achieve a joint action. We will show application of these elements in a robotic system to enrich its social human robot interaction aspect of decision making. In this respect, we provide a contribution to managing robot high-level goals and proactive behavior and a description of a coactivity decision model for collaborative human robot task. Also, a HRI user study demonstrates the importance of timing a verbal communication in a proactive human robot joint action
Chen, Chaomei. "Dynamics of writing with collaborative hypertext : analysis and modelling". Thesis, University of Liverpool, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.262385.
Testo completoNarayanan, Siddharth. "Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions". Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82142.
Testo completoMaster of Science
SIEBRA, Sandra de Albuquerque. "Contextual analysis of users interactions in collaborative learning environments". Universidade Federal de Pernambuco, 2007. https://repositorio.ufpe.br/handle/123456789/2026.
Testo completoAs interações realizadas através de Ambientes de Aprendizagem Colaborativa suportados por Computador (AAC) são um dos aspectos visíveis mais importantes da colaboração. A análise dessas interações pode dar suporte aos processos de reflexão e autoavaliação dos estudantes e às atividades dos professores. Porém, para executar o processo de análise, é importante descobrir e registrar o contexto onde cada interação ocorreu, a fim de entender o verdadeiro significado das interações dos usuários. Entretanto, faltam métodos e ferramentas para a Análise de Interações em AAC que considerem: (1) o contexto onde as interações ocorreram; (2) a diferença de necessidades do ponto de vista do professor e do estudante; e (3) a necessidade de informações históricas contextualizadas, para produzir relatórios mais completos para estudantes e professores. Neste cenário, objetivando prover suporte de boa qualidade para estudantes e professores, essa tese apresenta um Processo para Análise de Interações baseado em Contexto, que estrutura as interações, levando em consideração o contexto onde elas ocorreram. Depois disso, ele armazena as interações em um repositório multidimensional chamado LIM (Memória de Interações de Aprendizagem) e, finalmente, usa consultas analíticas para explorar e analisar as informações armazenadas sob diferentes perspectivas (dimensões), de acordo com as necessidades dos usuários. Essa tese também apresenta um Ambiente Analítico baseado em Contexto chamado SmartChat+: um ambiente para discussões colaborativas de assuntos específicos que segue o Processo baseado em Contexto definido. A experimentação inicial desse ambiente é detalhada e os resultados dos experimentos são discutidos, indicando a viabilidade do processo proposto e seu potencial para apoiar ao aprendizado
Piotti, Patrizia. "Collaborative interactions between humans and domestic dogs (Canis familiaris)". Thesis, University of Portsmouth, 2017. https://researchportal.port.ac.uk/portal/en/theses/collaborative-interactions-between-humans-and-domestic-dogs-canis-familiaris(11858e1c-55d7-4e5b-8741-f7e8ea6221f2).html.
Testo completoShahrimin, Mohamad I. "Young children's collaborative interactions in an educational computer environment". Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2001. https://ro.ecu.edu.au/theses/1515.
Testo completoRiddle, Austin Christopher. "Interactive graphical timelines as collaborative scenario management tools". Texas A&M University, 2008. http://hdl.handle.net/1969.1/85915.
Testo completoChao, Crystal. "Timing multimodal turn-taking in human-robot cooperative activity". Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54904.
Testo completoJohansson, Martin. "Participatory inquiry : Collaborative Design". Doctoral thesis, Karlskrona : Malmö : Blekinge Institute of Technology ; School of Arts and Communication, Malmö University, 2005. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/729114bd11f9d4bcc1256f6b0045fd91?OpenDocument.
Testo completoAgravante, Don Joven. "Human-humanoid collaborative object transportation". Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTS224/document.
Testo completoHumanoid robots provide many advantages when working together with humans to perform various tasks. Since humans in general have alot of experience in physically collaborating with each other, a humanoid with a similar range of motion and sensing has the potential to do the same.This thesis is focused on enabling humanoids that can do such tasks together withhumans: collaborative humanoids. In particular, we use the example where a humanoid and a human collaboratively carry and transport objectstogether. However, there is much to be done in order to achieve this. Here, we first focus on utilizing vision and haptic information together forenabling better collaboration. More specifically the use of vision-based control together with admittance control is tested as a framework forenabling the humanoid to better collaborate by having its own notion of the task. Next, we detail how walking pattern generators can be designedtaking into account physical collaboration. For this, we create leader and follower type walking pattern generators. Finally,the task of collaboratively carrying an object together with a human is broken down and implemented within an optimization-based whole-bodycontrol framework
Billinghurst, Mark. "Shared space : explorations in collaborative augmented reality /". Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6056.
Testo completoManninen, T. (Tony). "Rich interaction model for game and virtual environment design". Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514272544.
Testo completo