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Artykuły w czasopismach na temat "Creative interface"
Poustinchi, Ebrahim. "Mixed Robotic Interface Г : Searching for a hybrid cyber-physical design/experience interface using virtual/actual robots". SHS Web of Conferences 64 (2019): 01008. http://dx.doi.org/10.1051/shsconf/20196401008.
Pełny tekst źródłaCatala, Alejandro, Javier Jaen, Patricia Pons i Fernando Garcia-Sanjuan. "Towards Creative Smart Learning Environments". International Journal of Creative Interfaces and Computer Graphics 6, nr 1 (styczeń 2015): 56–71. http://dx.doi.org/10.4018/ijcicg.2015010104.
Pełny tekst źródłaFarley, Kathryn, Michael Nitsche, Jay Bolter i Blair MacIntyre. "Augmenting Creative Realities: The Second Life Performance Project". Leonardo 42, nr 1 (luty 2009): 96–97. http://dx.doi.org/10.1162/leon.2009.42.1.96.
Pełny tekst źródłaSørensen, Jannick Kirk. "Exploring Constrained Creative Communication". International Journal of E-Services and Mobile Applications 9, nr 4 (październik 2017): 1–23. http://dx.doi.org/10.4018/ijesma.2017100101.
Pełny tekst źródłaMichell, Paul C. "Creativity Training: Developing the Agency‐Client Creative Interface". European Journal of Marketing 21, nr 7 (lipiec 1987): 44–56. http://dx.doi.org/10.1108/eum0000000004706.
Pełny tekst źródłaHalina, Emily, i Matthew Guzdial. "A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor". Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 17, nr 1 (4.10.2021): 240–42. http://dx.doi.org/10.1609/aiide.v17i1.18916.
Pełny tekst źródłaWang, Yani, i Yuqiang Dong. "AIGC Assisted Generation Craft Based on Dialogue Interface". Highlights in Science, Engineering and Technology 57 (11.07.2023): 242–46. http://dx.doi.org/10.54097/hset.v57i.10008.
Pełny tekst źródłaLubart, Todd, Dario Esposito, Alla Gubenko i Claude Houssemand. "Creativity in Humans, Robots, Humbots". Creativity. Theories – Research - Applications 8, nr 1 (1.06.2021): 23–37. http://dx.doi.org/10.2478/ctra-2021-0003.
Pełny tekst źródłaShaoqiang Chen. "Genetic Algorithm Based on Operator Optimization in Illustration Art Design". Journal of Electrical Systems 20, nr 6s (29.04.2024): 337–42. http://dx.doi.org/10.52783/jes.2647.
Pełny tekst źródłaAufderheide, Patricia. "Understanding the industry/state interface in creative industries studies". Media International Australia 182, nr 1 (7.10.2021): 28–34. http://dx.doi.org/10.1177/1329878x211043904.
Pełny tekst źródłaRozprawy doktorskie na temat "Creative interface"
Jones, R. "Social media/ted practice @ the interface". Thesis, University of Salford, 2013. http://usir.salford.ac.uk/29421/.
Pełny tekst źródłaGaist, Byron Jack. "Creative suffering and the wounded healer, exploring the interface of analytical psychology and Christian theology". Thesis, University of Essex, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510517.
Pełny tekst źródłaAlazemi, T. R. "Users' information seeking behaviours, their interactions and experience with the academic library web interface". Thesis, University of Salford, 2015. http://usir.salford.ac.uk/36705/.
Pełny tekst źródłaPrax, Patrick. "Co-creative Game Design as Participatory Alternative Media". Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-287659.
Pełny tekst źródłaLavault, Antoine. "Generative Adversarial Networks for Synthesis and Control of Drum Sounds". Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS614.
Pełny tekst źródłaAudio synthesizers are electronic systems capable of generating artificial sounds under parameters depending on their architecture. Even though multiple evolutions have transformed synthesizers from simple sonic curiosities in the 1960s and earlier to the main instruments in modern musical productions, two major challenges remain; the development of a system of sound synthesis with a parameter set coherent with its perception by a human and the design of a universal synthesis method, able to model any source and provide new original sounds. This thesis studies using and enhancing Generative Adversarial Networks (GAN) to build a system answering the previously-mentioned problems. The main objective is to propose a neural synthesizer capable of generating realistic drum sounds controllable by predefined timbre parameters and hit velocity. The first step in the project was to propose an approach based on the latest technological advances at the time of its conception to generate realistic drum sounds. We added timbre control capabilities to this method by exploring a different way from existing solutions, i.e., differentiable descriptors. To give experimental guarantees to our work, we performed evaluation experiments via objective metrics based on statistics and subjective and psychopĥysical evaluations on perceived quality and perception of control errors. These experiments continued to add velocity control to the timbral control. Still, with the idea of pursuing the realization of a versatile synthesizer with universal control, we have created a dataset ex-nihilo composed of drum sounds to create an exhaustive database of sounds accessible in the vast majority of conditions encountered in the context of music production. From this dataset, we present experimental results related to the control of dynamics, one of the critical aspects of musical performance but left aside by the literature. To justify the capabilities offered by the GANs synthesis method, we show that it is possible to marry classical synthesis methods with neural synthesis by exploiting the limits and particularities of GANs to obtain new and musically interesting hybrid sounds
Wilson, Brian. "The creation of a functional mailing list server with a graphical user interface". Ohio : Ohio University, 1997. http://www.ohiolink.edu/etd/view.cgi?ohiou1185208875.
Pełny tekst źródłaSilva, Daniel Corsi da. "Atos tridimensionais: manifestações da existência: interfaces entre a arquitetura e a escultura". Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-22082012-103651/.
Pełny tekst źródłaThis dissertation aims to analyze possible interfaces between Architecture and Sculpture, approaching their productions made from the second half of the twentieth century, a period that was characterized by disruption of numerous theoretical and conceptual paradigms. Considering these manifestations from their three-dimensional nature, according to a transdisciplinary approach, it seeks to establish new meanings and analysis parameters shared by both expressions, in a reciprocal process of conceptual and practical influences. The research is divided into two parts. The first part - Three-Dimensional Concepts - refers to the historical facts and philosophical concepts that have influenced the theoretical concepts of architectural and sculptural production of this period. In this part are also studied some transformations of the specific universes of these manifestations, which are considered crucial to the creation of the works later analyzed. In the second part - Three-Dimensional Processes - it is presented a reading of some architectural and sculptural works based on new productive organizations established in the studied period. From the transdisciplinary repertoire presented in the first part about the creative concepts of both manifestations analysis, parameters are defined to embrace fundamental themes of the mentioned interfaces. The concepts of Landscape, Time, Structure, Matter and Form are extended in definitions that lead to the reading of each of the selected works. Thus, new cognitive concepts of these constructions are established demonstrating how they influence each other, sharing their intentions or not. The potential arising from the proximity of these two expressions is also shown, offering theoretical and practical references so that they can be explored in future productions. Summarizing the specific procedures of these three-dimensional acts and the philosophical reading concepts, it is aimed to show, from the profundity of the chosen works, single acts of human existence.
Björk, Carl, i Per Salomonsson. "Creating Interface-Controllers using Model Driven Architecture". Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1594.
Pełny tekst źródłaI rapporten undersöks ett fall i telekominudstrin, där kombinerandet av synkrona och asynkrona interface orsakar problem. En lösning på problemet är presenterat i form av ett framework för interface controllers som är baserat på mönster som beskriver den gemensamma funktionaliten i interface controllers. Lösningen är implementerad med hjälp av fyra olika implementeringsmetoder (Java, Erlang, XDE och Executable UML), där rader kod och prestanda jämförs.
pt00cbj@student.bth.se pt00psa@student.bth.se
Stewart, Robin S. (Robin Scott). "Interfaces for creating quantitative conceptual diagrams". Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44908.
Pełny tekst źródłaThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (p. 71-73).
Modern chart-making, illustration, and mathematical tools poorly support the use of conceptual components in quantitative graphs such as Economics diagrams. The substantial time those tools require to achieve the desired results leads many people to sketch their graphs with pencil and paper instead of using a computer. In this thesis, I address the challenge of designing a software user interface that not only includes all features necessary to create a wide range of quantitative conceptual diagrams, but also is dramatically more efficient to use than existing programs. My design takes several important interaction techniques that previous applications used separately and comprehensively integrates them in order to create new, flexible capabilities. I have implemented this design as a desktop application called Graph Sketcher, and I present results of studies which show that my interface halves the time required to complete several common graph creation tasks. I also show that the 700 students, teachers, professionals, and hobbyists worldwide who choose to use Graph Sketcher in their everyday work nd the interface intuitive, enjoyable, and empowering for generating many different types of graphs.
by Robin S. Stewart.
S.M.
Ratchford, Tristan. "Creating application programming interface code templates from usage patterns". Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=106349.
Pełny tekst źródłaLes interfaces de programmation (API) encouragent la réutilisation de code en facilitant l'interaction entre les composantes du logiciel et ses librairies. Les "templates" d'API sont des scénarios d'utilisation de l'API paramétrées pour êtres rapidement instanciés par copier-coller ou par le soutien intégré des environnements de développement. Ils fournissent le squelette d'un scénario d'utilisation de l'API et laissent au développeurs la simple tâche de "remplir les espace". Malheureusement, afin de créer des "templates" pertinents, du temps et de l'expérience avec l'API sont nécessaires. Pour résoudre ces problèmes, nous présentons une technique par laquelle les "templates" d'API sont découverts en analysant des scénarios d'utilisation existants. Notre intuition est que de tels scénarios sont une base valide pour la découverte de "templates" car ils sont une représentation existante de l'API en action. Nous évaluons notre méthode en effectuant une étude rétroactive sur les projets Mammoth, ArgoUML, et Eclipse pour voir si les modèles créés à partir de versions antérieures auraient été utiles aux développeurs dans les versions ultérieures. Nos résultats illustrent que, en moyenne, chaque "template" d'API créé par notre technique aurait permis aux développeurs de créer six, neuf et douze nouvelles méthodes dans les projets Mammoth, ArgoUML, et Eclipse, respectivement. De plus, dans notre évaluation, de nombreux modèles de code API ont été créé à partir des ces trois projets, ainsi prouvant que notre technique pourrait avoir aidée les développeurs à apprendre et utiliser une API plus rapidement dans de nombreuses occasions.
Książki na temat "Creative interface"
Rosemary, Rivett, red. Science & religion: Exploring the creative interface. Birmingham: Christian Education Publications, 2003.
Znajdź pełny tekst źródłaMalcolm, Betts, i Crosfield Electronics (Firm), red. Operator interface for a creative design terminal. [UK]: Crosfield, 1986.
Znajdź pełny tekst źródłaGermany) Symposium on the Entrepreneurship-Innovation-Marketing Interface (3rd 2009 Cottbus. The entrepreneurship-innovation-marketing interface: 3rd symposium, Cottbus. Künzelsau: Swiridoff Verlag, 2010.
Znajdź pełny tekst źródłaCallard, B. G. The creative interface between design and marketing in the British carpet industry. Manchester: UMIST, 1994.
Znajdź pełny tekst źródłaMacro. Boston: Academic Press, 1988.
Znajdź pełny tekst źródłaFlavia, Zucco, i SpringerLink (Online service), red. Women in Biotechnology: Creating Interfaces. Dordrecht: Springer Science + Business Media B.V, 2008.
Znajdź pełny tekst źródłaMyers, Brad A. Creating user interfaces by demonstration. Ottawa: National Library of Canada, 1988.
Znajdź pełny tekst źródłaPlayful design: Creating game experiences in everyday interfaces. Brooklyn: Rosenfeld Media, 2012.
Znajdź pełny tekst źródła1969-, Schwarz Adam J., red. Creative 3-D display and interaction interfaces: A trans-disciplinary approach. Hoboken, N.J: John Wiley & Sons, 2005.
Znajdź pełny tekst źródłaWoods, Dan. APIs: A Strategy Guide: Creating Channels with Application Programming Interfaces. Redaktor Mary Treseler. Sebastopol, CA, USA: O'Reilly Media, 2011.
Znajdź pełny tekst źródłaCzęści książek na temat "Creative interface"
Garland, P., i D. Butler. "Interface between captive and wild populations of New Zealand fauna". W Creative Conservation, 478–85. Dordrecht: Springer Netherlands, 1994. http://dx.doi.org/10.1007/978-94-011-0721-1_29.
Pełny tekst źródłaLee, Shu-Shing, Yin-Leng Theng, Dion Hoe-Lian Goh i Schubert Shou-Boon Foo. "Creative Information Seeking and Interface Design". W Lecture Notes in Computer Science, 604–9. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27795-8_63.
Pełny tekst źródłaLee, Shu-Shing. "Creative Interface Design for Information Seeking". W Lecture Notes in Computer Science, 666–71. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27795-8_75.
Pełny tekst źródłaSoderquist, T. R., i M. Serena. "An experimental reintroduction programme for brush-tailed phascogales (Phascogale tapoatafa): the interface between captivity and the wild". W Creative Conservation, 431–38. Dordrecht: Springer Netherlands, 1994. http://dx.doi.org/10.1007/978-94-011-0721-1_25.
Pełny tekst źródłaNeveux, Julie. "From Productive -ness Word-Formation to Creative Suffix -iness: The Case of Truthiness". W Nouns and the Morphosyntax / Semantics Interface, 415–44. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-44561-3_15.
Pełny tekst źródłaHayashi, Maho, Yoshiyuki Miwa, Shiroh Itai, Hiroko Nishi i Yuto Yamakawa. "Creation of Shadow Media Using Point Cloud and Design of Co-creative Expression Space". W Human Interface and the Management of Information: Applications and Services, 256–67. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40397-7_25.
Pełny tekst źródłaBaumgartner, Wendel Henrique, i Eberhard Rothfuß. "Creative Inequality in the Mid-sized University City. Socio-spatial Reflections on the Brazilian Rural–Urban Interface: The Case of Cachoeira". W Inequalities in Creative Cities, 217–37. New York: Palgrave Macmillan US, 2016. http://dx.doi.org/10.1057/978-1-349-95115-4_9.
Pełny tekst źródłaMollá, Ramón, Virginia Santamarina-Campos, Francisco Abad i Giovanni Tipantuña. "Storyboarding as a Means of Requirements Elicitation and User Interface Design: An Application to the Drones’ Industry". W Drones and the Creative Industry, 83–97. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95261-1_6.
Pełny tekst źródłaKing, Robin G. "A Structural Model of Creative Process for Improved Interface Design". W Advances in CAD/CAM Workstations, 127–43. Boston, MA: Springer US, 1986. http://dx.doi.org/10.1007/978-1-4613-2273-3_13.
Pełny tekst źródłaRoberts, Jonathan C., Christopher J. Headleand i Panagiotis D. Ritsos. "Social, Ethical and Other Considerations to Interface Design". W Five Design-Sheets: Creative Design and Sketching for Computing and Visualisation, 85–118. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-55627-7_4.
Pełny tekst źródłaStreszczenia konferencji na temat "Creative interface"
Terry, Michael, i Elizabeth D. Mynatt. "Recognizing creative needs in user interface design". W the fourth conference. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/581710.581718.
Pełny tekst źródłaValenti, Roberto, Alejandro Jaimes i Nicu Sebe. "Facial expression recognition as a creative interface". W the 13th international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1378773.1378853.
Pełny tekst źródłaTanaka, H., i S. Kuribayashi. "Botanical interface design - creative kits, tools, and methods". W 3rd IET International Conference on Intelligent Environments (IE 07). IEE, 2007. http://dx.doi.org/10.1049/cp:20070429.
Pełny tekst źródłaXu, Jiayi, i Yujian Yin. "Brain-Computer Music Interface (BCMI): Exploring Creative Expression". W 2023 IEEE International Conference on Systems, Man, and Cybernetics (SMC). IEEE, 2023. http://dx.doi.org/10.1109/smc53992.2023.10394228.
Pełny tekst źródłaGelineck, Steven, Morten Büchert i Jesper Andersen. "Towards a more flexible and creative music mixing interface". W CHI '13 Extended Abstracts on Human Factors in Computing Systems. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2468356.2468487.
Pełny tekst źródłaYamaguchi, Tomoyuki, i Hideki Kadone. "Supporting creative dance performance by grasping-type musical interface". W 2014 IEEE International Conference on Robotics and Biomimetics (ROBIO). IEEE, 2014. http://dx.doi.org/10.1109/robio.2014.7090450.
Pełny tekst źródłaImran, Nungky Amalia, Paulus Insap Santosa i Sri Suning Kusumawardani. "Implementation of VARK Learning Styles in the MOOC User Interface Design". W International Conference on Creative Economics, Tourism & Information Management. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0009867502200223.
Pełny tekst źródłaKatsumata, Hiromi, i Bo Liu. "A drawing system with an interface that can be used to impose limits and unleash creativity". W 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001503.
Pełny tekst źródłaGonçalves, Frederica, i Pedro Campos. "Understanding and Evaluating the User Interface Design for Creative Writing". W ECCE 2017: European Conference on Cognitive Ergonomics 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3121283.3121298.
Pełny tekst źródłaBougueng Tchemeube, Renaud, Jeffrey John Ens i Philippe Pasquier. "Calliope: A Co-creative Interface for Multi-Track Music Generation". W C&C '22: Creativity and Cognition. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3527927.3535200.
Pełny tekst źródłaRaporty organizacyjne na temat "Creative interface"
Kang, Ju-Young M. Customer Interface Design for Co-Creation in the Social Era. Ames: Iowa State University, Digital Repository, listopad 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-46.
Pełny tekst źródłaIdler, Garrett W. Creating a Vibration Data Visualization and Analysis Graphical User Interface in Matlab. Office of Scientific and Technical Information (OSTI), lipiec 2013. http://dx.doi.org/10.2172/1088353.
Pełny tekst źródłaHaehnel, Robert, Scott Christensen, J. Whitlow, Andrew Bauer, Ari Meyer, Gautham Rangarajan, Yonghu Wenren i in. A computational prototyping environment interface for DoD CREATE™-AV Helios simulations. Engineer Research and Development Center (U.S.), maj 2021. http://dx.doi.org/10.21079/11681/40582.
Pełny tekst źródłaSunny, Yemuna. Redefining Sustainable Development: Co-Creation of Knowledge with the Bharia People. Indian Institute for Human Settlements, 2023. http://dx.doi.org/10.24943/tesf0706.2023.
Pełny tekst źródłaGobble, Allison N., i V. Ann Paulins. Investigating the Way Store Environment and Merchandise Assortment Interface to Create Effective Shopping Experiences. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-649.
Pełny tekst źródłaZaika, Oksana V., Tetiana A. Vakaliuk, Andrii V. Riabko, Roman P. Kukharchuk, Iryna S. Mintii i Serhiy O. Semerikov. Selection of online tools for creating math tests. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4594.
Pełny tekst źródłaHrebeniuk, Bohdan V., i Olena H. Rybalchenko. Development of an automated system for conducting, checking and evaluating programming competitions. CEUR Workshop Proceedings, marzec 2021. http://dx.doi.org/10.31812/123456789/4429.
Pełny tekst źródłaKharchenko, Yuliya V., Olena M. Babenko i Arnold E. Kiv. Using Blippar to create augmented reality in chemistry education. CEUR Workshop Proceedings, lipiec 2021. http://dx.doi.org/10.31812/123456789/4630.
Pełny tekst źródłaCamp, D. How to Create, Modify, and Interface Aspen In-House and User Databanks for System Configuration 2:. Office of Scientific and Technical Information (OSTI), październik 2000. http://dx.doi.org/10.2172/15004777.
Pełny tekst źródłaCamp, D. How to Create, Modify, and Interface Aspen In-House and User Databanks for System Configuration 1:. Office of Scientific and Technical Information (OSTI), październik 2000. http://dx.doi.org/10.2172/15004778.
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