Tesi sul tema "Interactive"
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Celerier, Jean-Michael. "Authoring interactive media : a logical & temporal approach". Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0037/document.
Testo completoInteractive media design is a field which has been researched as soon as computers started showing audio-visual capabilities. A common research theme is the temporal specification of interactive media objects: how is it possible to create multimedia presentations whose schedule takes into account events external to the system.This problem is shared with another research field, which is interactive music and more precisely interactive scores. That is, musical works whose performance will evolve in time according to a given score.In both cases, it is necessary to specify the medias and musical data orchestrated by the system: this is the subject of the first part of this thesis, which presents a model tailored for the design of multimedia applications. This model allows to simplify distributed access and remote control questions, and solves documentation-related problems.Once this model has been defined, we construct by inspiration with well-known data-flow systems used in music programming, a computation structure able to control and orchestrate the applications defined previously, as well as handling audio-visual data input and output.Specifically, a notion of permanent environment is introduced in the data-flow model: it simplifies multiple use cases common when authoring interactive media and music, and improves performance when comparing to a purely node-based approach.Finally, a temporal graph structure is presented: it allows to score parts of the data graph in time. Especially, nodes of the data graph are studied in the context of both synchronous and delayed cases.A visual edition language is introduced to allow for authoring of interactive scores in a graphical model which unites the previously introduced elements.The temporal structure is then studied from the distribution point of view: we show in particular that it is possible to earn an additional expressive power by supposing a concurrent execution of specific objects of the temporal structure.Finally, we expose how the system is able to recreate multiple existing media systems: sequencers, live-loopers, patchers, as well as new multimedia behaviours
Lu, Karyn Y. "Interaction Design Principles for Interactive Television". Thesis, Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6962.
Testo completoBustos, Christian. "Implementing implicit interaction in interactive film". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30481.
Testo completoZacchiroli, Stefano <1979>. "User interaction widgets for interactive theorem proving". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/616/1/Tesi_Zacchiroli.pdf.
Testo completoZacchiroli, Stefano <1979>. "User interaction widgets for interactive theorem proving". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/616/.
Testo completoMurat, Mathilde. "Scénographie interactive, interfaces et interférences". Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20013/document.
Testo completoThe present dissertation partakes of an ongoing inquiry into our kinesthetic experience and the influence of the environment on our perceptions. The technologies of interactivity, which stem from cybernetics and from the rise of computer technology, are major tools in this exploration, as they enable the emergence of scenographies whose specificity is the way they integrate corporeality in its autopoieticdimension, by means of the interface-Based devices.This dissertation is the product of research work of a practical and of a theoretical nature. The first part tackles the question of what is at stake, in relationships, between plasticity and corporeality. A few paragraphs are devoted to modes of interaction in the context of immersive plasticity. In interactive scenographies, body and space are complexly interconnected. The scenographies lead to the emergence of new cognitive possibilities, notably at the level of the sensory-Motor perception patterns. They are explored through the practice of installation. The second part focuses on the stakes of a specific spectaroriality. Following previous approaches, we proposeto identify an epistemological shift of the notion of space which occurs with the integration of hypermedia computationalareas into the topological field. Being thus made an interactor, the spectator becomes a potential author. The notion of auctoriality is tempered in the way of constraint caused by the apparatus. By resorting to systemic thought and relying on theanalysis of our productions, we can define the dialectic between constraint and freedom as programmed action fields inrelation with individual action fields. Steigler’s theory enables us to regard the spectator as a practician-Body in the plasticsphere. The third part deals with the poietics of interaction technologies, on which is brought to bear an approach focusingon plasticity. As metatools, the interactivity and the digital tools it requires in the constitution of media promote a new approach to the worshop. The multiplicity of skills this practice involves leads to poietic considerations as regards collective practices.The identification of a culture specific to digital art as a cross-Disciplinary field underlines the influence of a professional field established around these practices. Interactivity practice, by experimentation, stends out in a creation-Research-Profession process
Myrick, Kimberly A. "Inside commercial interaction, audience research in interactive media". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0028/MQ30978.pdf.
Testo completoRateau, Hanaë. "Exploring interactive sub-spaces for gestural midair interaction". Thesis, Lille 1, 2017. http://www.theses.fr/2017LIL10054/document.
Testo completoThis dissertation focuses on how to exploit gestural midair interaction to extend the possibilities of existing devices by using interactive spaces. The starting point is in the nonverbal communication theory of proxemics introduced by Eward T. Hall who stated that our perception of space is dynamic. From this, I argue that we could apply this dynamic understanding of space to interactive spaces. I propose a novel concept of interaction and an associated design framework for interactive spaces : Mimetic Interaction Space (MIS). To show the prospects MIS gives for midair interaction, I propose three instantiations of the concept that uses it in different ways. The first one is the use of MISs as a standalone interface the control of a remote display. The second instantiation is the use of one or several MIS tied up to the tablet in two ways. First by cutting out the MIS in multiple ones. The second way of using a MIS linked to the tablet is by considering it as a continuation of the tablet screen around it.The third instantiation is in the context of interaction on wall displays where a MIS is placed right in front of the screen and has the role of a transition space from touch to midair interaction. This MIS allows for a continuous transition between the physical and direct nature of touch interaction, and the more abstract nature of midair interaction. I finally conclude by discussing the future of interfaces regarding midair gestures. I also discuss a facet of MIS that opens a novel way to think about MIS interaction
Rivière, Guillaume. "Interaction tangible sur table interactive : application aux géosciences". Thesis, Bordeaux 1, 2009. http://www.theses.fr/2009BOR13837/document.
Testo completoThis thesis focuses on tangible user interfaces (TUI). The first part of this manuscript is about tangible interaction on tabletop. We first introduce TUIs and tabletops. We validate an hypothesis about the specialization of the form of the tangible objects, and conclude from that consequences on TUIs design. We propose the solution of a button box to deport some operations in the context of tabletop TUI. We present the construction and development of a transportable and low cost tabletop TUI system that allows rapid TUI prototyping. We end pointing out the special features of user experiments of TUIs. The second part of this manuscript deals with an application case of a TUI for geoscience: GeoTUI. We start presenting the context of the geophysicists work and their need in term of new way of interation. We present the results of our design of a TUI for geoscience. We detail the development of our prototype. To finish, we present two user experiments we conducted to validate our design choices
Mawson, Mark. "Interactive fluid-structure interaction with many-core accelerators". Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/interactive-fluidstructure-interaction-with-manycore-accelerators(a4fc2068-bac7-4511-960d-41d2560a0ea1).html.
Testo completoLemaignan, Severin. "Grounding the interaction : knowledge management for interactive robots". Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0010/document.
Testo completoWith the rise of the so-called cognitive robotics, the need of advanced tools to store, manipulate, reason about the knowledge acquired by the robot has been made clear. But storing and manipulating knowledge requires first to understand what the knowledge itself means to the robot and how to represent it in a machine-processable way. This work strives first at providing a systematic study of the knowledge requirements of modern robotic applications in the context of service robotics and human-robot interaction. What are the expressiveness requirement for a robot? what are its needs in term of reasoning techniques? what are the requirement on the robot's knowledge processing structure induced by other cognitive functions like perception or decision making? We propose a novel typology of desirable features for knowledge representation systems supported by an extensive review of existing tools in our community. In a second part, the thesis presents in depth a particular instantiation of a knowledge representation and manipulation system called ORO, that has been designed and implemented during the preparation of the thesis. We elaborate on the inner working of this system, as well as its integration into several complete robot control stacks. A particular focus is given to the modelling of agent-dependent symbolic perspectives and their relations to theories of mind. The third part of the study is focused on the presentation of one important application of knowledge representation systems in the human-robot interaction context: situated dialogue. Our approach and associated algorithms leading to the interactive grounding of unconstrained verbal communication are presented, followed by several experiments that have taken place both at the Laboratoire d'Analyse et d'Architecture des Systèmes at CNRS, Toulouse and at the Intelligent Autonomous System group at Munich Technical University. The thesis concludes on considerations regarding the viability and importance of an explicit management of the agent's knowledge, along with a reflection on the missing bricks in our research community on the way towards "human level robots"
Zuckerman, Orit. "Interactive portraiture : designing intimate interactive experiences". Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37396.
Testo completoIncludes bibliographical references.
In this thesis I present a set of interactive portrait experiences that strive to create an intimate connection between the viewer and the portrayed subject; an emotional experience, one of personal reflection. My interactive portraits extend traditional photographic portraiture in two ways: adding motion and interaction. I present seven interactive portraits prototypes that react to viewer's presence and gender, as well as portraits that react to neighboring portraits. I demonstrate how interaction design decisions influence the viewer's experience and give Design Guidelines for the design of intimate interactive experiences. I ground my work in a theoretical framework called the "subject-object continuum", created for the art of portraiture (Brilliant, 1987). I show the relevancy of this framework for photographic portraiture, modern interactive portraits and intimate interactive experiences. Designers and artists follow (or consciously break) design guidelines when creating visual experiences. For example, photographers must train themselves to recognize the influence that light and composition have on the viewing experience of their portrait.
(cont.) In the same way, designers and artists of interactive experiences must inform themselves about the influence that different interaction techniques have on the viewing experience of their interactive experience. In my thesis I focus on two design factors: (1) the style of the interaction and (2) the viewer's expectations. I evaluated these design factors using interactive portraits prototypes, and based on my findings, developed a set of design guidelines that can inform interaction designers and portraiture artists about the design factors relevant for intimate interactive experiences.
by Orit Zuckerman.
S.M.
Coffaro, Kristen. "Effects of interactive versus non-interactive communication". Connect to resource, 2006. http://hdl.handle.net/1811/24186.
Testo completoTitle from first page of PDF file. Document formatted into pages: contains 27 p.; also includes graphics. Includes bibliographical references (p. 26-27). Available online via Ohio State University's Knowledge Bank.
Ewing, Phillip Hampton Jr. "Interactive phototherapy : integrating photomedicine into interactive architecture". Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/99275.
Testo completoCataloged from PDF version of thesis.
Includes bibliographical references (pages 111-117).
This thesis proposes both a physical platform and analytical model for implementing phototherapy in the context of architectural space and dynamic user behavior. By doing so, a number of problems across the fields of (I) healthcare innovation, (2) self-tracking or the "quantified self," and (3) interactive architecture would be solved. First, if healthcare systems are to gain greater insight into a number of conditions that are difficult to diagnose or treat, then passive monitoring and treatment methods must be expanded and improved. Second, if self-tracking devices are to become more accurate in monitoring and informing user health, then more contextual information about user positions and activities with reference to space are needed. Third, if interactive architectural systems are to have continuing relevance, then truly novel applications for augmenting the function of spaces must be explored. The development of a so-called "interactive phototherapy" would provide solutions by (i) increasing patient compliance to phototherapy regimens compared to more conventional methods, (2) improving the accuracy of monitoring information relevant to user health, and (3) expanding the functionality of architectural spaces to novel applications. Interactive phototherapy - a user interaction-oriented approach to phototherapy - is developed in three parts. First, we develop the CityHome, a project of the Changing Places group in the MIT Media Laboratory, as a physical platform capable of meeting technical prerequisites for the implementation of interactive phototherapy. Second, we explain a methodology for analyzing interactive phototherapy that is accessible to architectural designers and related practitioners. Third, we apply this methodology to evaluating hypothetical user interaction scenarios that may occur in the CityHome.
by Phillip Hampton Ewing Jr.
S.M.
Antic, Dusan. "Encouraging social interaction in public spaces through interactive light". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21164.
Testo completoBasar, Murat. "INTERACTIVE GALLERY". Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-23220.
Testo completoFusakul, Sompit Moi. "Interactive ornaments". Thesis, Royal College of Art, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427658.
Testo completoHusbands, Parry. "Interactive supercomputing". Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/79973.
Testo completoIncludes bibliographical references (leaves 92-96).
by Parry Jones Reginald Husbands.
Ph.D.
Zhao, Wei M. Eng Massachusetts Institute of Technology. "Interactive Robogami". Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100861.
Testo completoThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 43-46).
In this work, we propose a system that allows casual users to design ground robots that can be easily fabricated with a 3D printer. The system leverages a database of examples created by expert roboticists. A composition tool imbedded in this system allows the users to create new designs by composing parts from the robots in this database. The system automatically ensures that the assembled robot is fabricable and that it can locomote forward while still giving creative freedom to users. Keywords: digital fabrication, data-drive methods, design, robotics.
by Wei Zhao.
M. Eng.
Brusko, Andrii, e Андрій Вадимович Бруско. "Interactive logo". Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/50239.
Testo completoNowadays the interior decor is extremely diverse and every day new creative solution appears. But the interior of educational institutions is usually ignored, instead, standard solutions are used that are cheap, purely practical, and often unaesthetic. Using the idea of IoT an interactive logo (of the faculty) with an Internet connection was developed, which allows anyone and anywhere to change the lighting mode, including color and animation. The device itself represents wall sign in the form of text and logo, which has the effect of contour light.
Нині декор інтер’єру надзвичайно різноманітний і кожен день новий креативний з'являється рішення. Але інтер'єр навчальних закладів, як правило, ігнорується, використовуються стандартні рішення, які є дешевими, суто практичними та часто неестетичними. Використовуючи ідею IoT, інтерактивний логотип (факультету) з Інтернетом було розроблено з’єднання, яке дозволяє будь-кому і де завгодно змінювати освітлення режим, включаючи кольори та анімацію. Сам пристрій являє собою настінний знак у формі тексту та логотип, що має ефект контурного світла.
Rochegude, Johanna A. "Interactive Dreams". Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21734.
Testo completoBlanco, Lara. "Interactive TV". Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23569.
Testo completoNykl, Scott L. "Interactive Mesostructures". Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1382459151.
Testo completoAsawadechsakdi, Wilai. "Interactive origami /". Online version of thesis, 1992. http://hdl.handle.net/1850/11636.
Testo completoDrummond, Jon R. "Interactive electroacoustics". Thesis, View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.
Testo completoDrummond, Jon R. "Interactive electroacoustics". View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.
Testo completoA thesis presented to the University of Western Sydney, College of Arts, School of Communication Arts, in fulfilment of the requirements for the degree of Doctor of Philosophy. Title from title screen. Includes bibliographies. Thesis minus video and audio files also available online at: http://handle.uws.edu.au:8081/1959.7/35367.
Parrott, Robert William. "Interactive Babies". OpenSIUC, 2015. https://opensiuc.lib.siu.edu/theses/1685.
Testo completoBrown, Brian Wayne. "Interactive versus non-interactive platforms for teaching plant morphology". Auburn, Ala., 2005. http://repo.lib.auburn.edu/2005%20Fall/Thesis/BROWN_BRIAN_48.pdf.
Testo completoTsao, Lu-Ping 1959. "INTERACTIVE NONLINEAR PROGRAMMING (OPTIMIZATION, NLP, DARE/INTERACTIVE, DEVELOPMENT SYSTEM)". Thesis, The University of Arizona, 1986. http://hdl.handle.net/10150/291293.
Testo completoAlabau, Gonzalvo Vicente. "Multimodal interactive structured prediction". Doctoral thesis, Universitat Politècnica de València, 2014. http://hdl.handle.net/10251/35135.
Testo completoAlabau Gonzalvo, V. (2014). Multimodal interactive structured prediction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/35135
TESIS
Premiado
Ben, Yahia Abdelaziz. "ABY Interactive: A Business Plan for an Interactive Media Company". Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/354.
Testo completoKelly, Liam Patrick. "Hacking Systems, Hacking Values: Interactive Theories For An Interactive World". Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/36477.
Testo completoLangdon Winner's article "Do Artifacts Have Politics?" (1986) has become a classic piece within Science and Technology Studies. While Winner was certainly not the first to consider the inherently political qualities of technology, his article has assumed the role of a touchstone for both supporters and critics of the idea that artifacts embody political and social relationships. In the chapters that follow, I shall try to answer Winner and his critics, by studying a particular technology that I believe to be capable of shedding some much-needed light on the issue. My aim is provide a restatement of Winner's question in the pages that follow, with the hope of getting past such problematic terms as "embodiment" and "encapsulation." My hope is to make the issue itself clearer, so that we can get to the heart of how technology, values, and human beings systematically interact.
I shall utilize in my discussion computer network scanning software. I shall first discuss the background to the question "Do Artifacts Have Politics?" and then describe some of the ethical and political forces alive in the computer security world. Next I shall closely examine two particular pieces of network scanning software and describe their interactions in terms of political and ethical motivations. Finally, I shall use this case study as a basis for a broader discussion of how values may be better conceived in terms of complex interactive systems of human beings and technologies.
Master of Science
Mohamedally, Dean. "Constructionism through Mobile Interactive Knowledge Elicitation (MIKE) in human-computer interaction". Thesis, City University London, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433674.
Testo completoDautriche, Rémy. "Multi-scale interaction techniques for the interactive visualization of execution traces". Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM046/document.
Testo completoDeveloping streaming multimedia applications on embedded systems becomes increasingly complex over time. New multimedia standards reach the market to support better resolutions and overall improved quality delivered to the end-user. Consequently, hardware platforms complexify and developing the software to fully exploit them becomes harder at each new generation. The traditional debugging method for streaming applications is the usage of execution traces. However, the amount of data generated by modern software largely increases and existing tools do not allow an efficient debugging process as they become unable to tackle large amounts of data. In this thesis, we focus on new interactive visualization techniques enriched by results of data mining algorithms for a more efficient analysis of execution traces for multimedia applications.First, we introduce Slick Graphs, a binning and smoothing technique for time series visualization. Slick Graphs mitigate the quantization artifacts, introduced by the traditional smoothing techniques, by using the smallest possible binning intervals, i.e. pixels. We compared Slick Graphs to traditional smoothing techniques in a user study and show that the Slick Graphs are significantly faster and more accurate when working with periodic data. We then propose a novel interaction visualization framework, TraceViz, to explore the execution traces at different level of details and integrate the Slick Graphs to provide a global overview of the trace. With TraceViz, we also introduce a fast back-end to support the interactive browsing of huge traces. We perform a performance analysis to show that the TraceViz back-end outperforms the back-end used in state-of-the-art debugging tools for execution traces.Execution traces contain meaningful information that can be computed using data mining techniques. A wide range of patterns can be computed and provide valuable information: for example existence of repeated sequences of events or periodic behaviors. However, while pattern mining approaches provide a deeper understanding of the traces, their results is hard to understand due to the large amount of patterns that have to be examined one by one. We propose a novel visual analytics method that allows to immediately visualize hidden structures such as repeated sets/sequences and periodicity, allowing to quickly gain a deep understanding of the trace. Finally, we also show how our method can be applied with different types of data than execution traces
Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.
Testo completoNilsson, Helander Karin. "Smart TV - a more interactive way of watching TV". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-72752.
Testo completoJørgensen, Håvard D. "Interactive Process Models". Doctoral thesis, Norwegian University of Science and Technology, Faculty of Information Technology, Mathematics and Electrical Engineering, 2004. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-4.
Testo completoContemporary business process systems are built to automate routine procedures. Automation demands well-understood domains, repetitive processes, clear organisational roles, an established terminology, and predefined plans. Knowledge work is not like that. Plans for knowledge intensive processes are elaborated and reinterpreted as the work progresses. Interactive process models are created and updated by the project participants to reflect evolving plans. The execution of such models is controlled by users and only partially automated. An interactive process system should
- Enable modelling by end users,
- Integrate support for ad-hoc and routine work,
- Dynamically customise functionality and interfaces, and
- Integrate learning and knowledge management in everyday work.
This thesis reports on an engineering project, where an interactive process environment called WORKWARE was developed. WORKWARE combines workflow and groupware. Following an incremental development method, multiple versions of systems have been designed, implemented and used. In each iteration, usage experience, validation data, and the organisational science literature generated requirements for the next version.
Mauricio, Toro. "Structured Interactive Scores". Phd thesis, Université Sciences et Technologies - Bordeaux I, 2012. http://tel.archives-ouvertes.fr/tel-00736021.
Testo completoOng, Teong Joo. "Interactive storytelling engines". Texas A&M University, 2006. http://hdl.handle.net/1969.1/4401.
Testo completoScharein, Robert Glenn. "Interactive topological drawing". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ27238.pdf.
Testo completoEltannir, Akram A. "Markov interactive processes". Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/30745.
Testo completoCoen, Martin David. "Interactive program derivation". Thesis, University of Cambridge, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241018.
Testo completoCollins, Sean. "Interactive cellular automata". Thesis, Lancaster University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.435877.
Testo completoYu, Xiaoning. "Distributed interactive simulation". Thesis, Brunel University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310078.
Testo completoGong, Han. "Interactive shadow removal". Thesis, University of Bath, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.665432.
Testo completoPerera, Roland. "Interactive functional programming". Thesis, University of Birmingham, 2013. http://etheses.bham.ac.uk//id/eprint/4209/.
Testo completoPerry, Christopher Harton. "Synthesizing interactive fires". Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/62329.
Testo completoDraelos, Timothy John 1961. "INTERACTIVE IMAGE SEGMENTATION". Thesis, The University of Arizona, 1987. http://hdl.handle.net/10150/276392.
Testo completoMeyer, Anthony. "Interactive urban environments". Kansas State University, 2011. http://hdl.handle.net/2097/8789.
Testo completoDepartment of Landscape Architecture/Regional and Community Planning
Jessica Canfield
Interactive technology is rapidly affecting our society, extending opportunities for convenience, communication, function, and pleasure. Defined as electronic or computation-based entities that reciprocate human use or action, interactive technology allows people the opportunity to personalize how something looks, how it feels, what it does, and how it is perceived. Many physical objects, such as a home thermostat system or a motion-activated sculpture, are embedded with computation that allows them to detect certain environmental influences, and respond with a purposeful action. As suggested by Malcolm McCullough, interactive technologies will be implemented into the urban environment, grounding them to a specific place and reflecting the character and context. Interactive technology will be combined with traditional urban design practices to generate an interactive urban environment. The Civic Room in Downtown St. Louis is prime for renewal. Underutilized and monotonous, the park space is seen as a tear in the urban fabric and lacks diverse program opportunities. The Civic Room will be used as a testing ground for an interactive urban environment, utilizing three dimensions of interactive technology, including information exchange, creative expression, and kinetics, as well as the specific elements of an effective urban open space (Whyte, 1980). Then, the existing site and resulting interactive urban environment will be evaluated on its potential to improve certain dimensions of performance (Lynch, 1981), and its impact on the identity and use of the space. Engaging an interactive urban environment in the St. Louis Civic Room will promote an understanding of the effects that interactive technology can begin to have in a larger context. It will activate the space, promote social collaboration, and establish a dynamic atmosphere that reflects more closely the desired intent of all users. In turn, it can propel the opportunity to approach interactive urban environments as an alternative method of urban space design.
Lebis, Evelyn. "Interactive Costume Design". Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-11182.
Testo completo