Teses / dissertações sobre o tema "Interaction"
Crie uma referência precisa em APA, MLA, Chicago, Harvard, e outros estilos
Veja os 50 melhores trabalhos (teses / dissertações) para estudos sobre o assunto "Interaction".
Ao lado de cada fonte na lista de referências, há um botão "Adicionar à bibliografia". Clique e geraremos automaticamente a citação bibliográfica do trabalho escolhido no estilo de citação de que você precisa: APA, MLA, Harvard, Chicago, Vancouver, etc.
Você também pode baixar o texto completo da publicação científica em formato .pdf e ler o resumo do trabalho online se estiver presente nos metadados.
Veja as teses / dissertações das mais diversas áreas científicas e compile uma bibliografia correta.
Lu, Karyn Y. "Interaction Design Principles for Interactive Television". Thesis, Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6962.
Texto completo da fonteBustos, 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.
Texto completo da fonteZacchiroli, 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.
Texto completo da fonteZacchiroli, Stefano <1979>. "User interaction widgets for interactive theorem proving". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/616/.
Texto completo da fonteBattut, Alexandre. "Interaction substrates and instruments for interaction histories". Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG026.
Texto completo da fonteIn the digital world, as in the physical world, our interactions with objects leave traces that tell the story of the actions that shaped these objects over time. This historical data can be accessed by end users to help them better understand the steps that led to the current state of their system. These traces can also be reused for activities such as re-documenting their own history to arrange it in a way that they find more understandable. Users may also be led to share these data in collaborative environments, to better coordinate and synchronize their work. While previous work has attempted to show the benefits of cross-application histories, current implementations of interaction histories in interactive systems tend to tie history data to their source application. This prevents users from cross-referencing historical data to review and correlate events that occurred in different applications.In this thesis, I argue that designing interaction histories that can be shared among applications and users would support browsing, understanding and reusing historical data. I first ground my work in the use case of collaborative writing to explore relatable yet complex traces ecologies and interaction history use. I identify recurring practices and issues with the use of history data by interviewing knowledge workers and conducting several design activities based on these observations. I describe a first proof-of-concept system integrating two history instruments resulting from these design activities, and the first iteration of a unifying structure for historical data to be shared among applications and users. The results of user studies show that users indeed express a need for unified and customizable interaction histories.Compiling the data gathered during these research activities and based on previous works about “Dynamic Shareable Media” and the Interaction Substrates and Instruments model, I describe a framework to help create more flexible interaction histories. The goal is to describe how to design interaction history systems that would help users take control of their historical data. I introduce Steps, a structure for unifying historical data that includes descriptive core attributes to preserve the integrity of a trace across applications, and extensible contextual attributes that let users reshape their histories to suit their needs. I then introduce OneTrace, a proof-of-concept prototype based on Steps that follows my descriptive framework for cross-application histories and defines interaction histories as digital material to be shaped by digital tool use. I discuss the opportunities offered by this approach to support a shift in paradigm on how we design and interact with interaction histories
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.
Texto completo da fonteRateau, Hanaë. "Exploring interactive sub-spaces for gestural midair interaction". Thesis, Lille 1, 2017. http://www.theses.fr/2017LIL10054/document.
Texto completo da fonteThis 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.
Texto completo da fonteThis 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.
Texto completo da fonteLemaignan, Severin. "Grounding the interaction : knowledge management for interactive robots". Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0010/document.
Texto completo da fonteWith 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"
Sarker, Biswajit. "Organized Chaos! : Untangling multigenerational group interactions in a gamified science center". Thesis, Uppsala universitet, Människa-datorinteraktion, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-263555.
Texto completo da fonteTap, Hans. "Accountable interaction. Exploring interactional features of technology in use". Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00248.
Texto completo da fonteAntic, 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.
Texto completo da fonteEl, Jed Mehdi. "Interactions sociales en univers virtuel : Modèles pour une interaction située". Phd thesis, Université Paul Sabatier - Toulouse III, 2006. http://tel.archives-ouvertes.fr/tel-00144856.
Texto completo da fonteDans notre approche, chaque utilisateur contrôle son propre avatar (représentation de l'utilisateur dans l'environnement virtuel) et peut prendre des décisions selon ses propres perceptions, son expertise et historique. La problématique de recherche devient donc d'offrir une solution pour maintenir un contexte d'interaction 'riche' lors de la collaboration.
Nous proposons des solutions qui permettent d'enrichir l'interaction sociale en univers virtuel. D'une part, l'interface proposée permet aux interactants d'exploiter leurs références indexicales (par exemple pointer de la main des objets de l'univers, orienter le regard vers une direction, etc.). D'autre part, notre modèle d'interaction sociale permet de produire automatiquement des comportements chez les avatars qui soient pertinents par rapport au contexte de l'interaction (par exemple distribuer le regard vers ses interlocuteurs, regarder les autres avatars en marchant, effectuer des expressions gestuelles en parlant, etc.).
Nous proposons également un modèle émotionnel pour simuler les états internes des personnages virtuels en interaction.
Ces modèles s'intègrent dans une architecture multi-agents capable de fusionner de façon 'réaliste' les actions intentionnelles décidées par l'acteur humain et les comportements non-intentionnels (produits par le modèle d'interaction sociale) comme les gestes, postures, expressions émotionnelles qui dépendent du contexte dans lequel évoluent les avatars.
Kan, Viirj. "Molecular design interactions : material synthesis for human interaction with fluids". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112539.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 89-99).
[Color illustrations] Figure 0-1. Key elements within a Molecular Design Interactions interaction loop. Be it information embodied within rain, the oceans, a dinner plate, or human tears; the flow of information through fluids provides insights into the biological and chemical states of systems. Yet a large portion of our everyday experience with these systems remain inaccessible to users, designers and engineers whom operate outside the context of chemical disciplines. This thesis introduces a design framework coined Molecular Design Interactions, along with a toolbox of material based input-output devices termed Organic Primitives to facilitate the design of interactions with organic, fluid-based systems. The design methodology utilizes organic compounds from food for the development of color, odor and shape changing information displays. Activated by units of fluid information called droplets, this thesis focuses on pH signals in fluid as a model to demonstrate how molecular scale phenomena can be brought from materials into applications for interaction with a range of organic systems. A design language and vocabulary, drawing from signaling theory and molecular associations, offer designers a method with which to translate sensor-display output into meaningful experience designs for human perception. The design space showcases techniques for how the Organic Primitives can transcend beyond mere input-output devices to achieve higher order complexity. Passive and computational methods are presented to enable designers to control material interface output behaviors. An evaluation of the individual output properties of the sensors-actuators is presented to assess the rate, range, and reversibility of the changes as a function of pH 2-10. Strategies for how the materiality of objects can be augmented using Organic Primitives are investigated through several applications under four contexts: environmental, on-body, food, and interspecies. Molecular Design Interactions offers a process and toolbox to create interfaces between humans and molecules in fluids, across scales, from the nano to the macro systems.
by Viirj Kan.
S.M.
Chenaf, Nawel. "Interaction inertielle et interaction cinématique sol - pieu". Nantes, 2007. http://www.theses.fr/2007NANT2012.
Texto completo da fonteThe present work is first an experimental study of the inertial and the kinematic soil pile interaction of a single pile in a non-coherent soil through reduced scale model tests in the centrifuge. Then a numerical modelisation is built to compute the nonlinear dynamic response of the soil-pile system in the time domain. The experimental results make it possible to build a first generation of Winkler interface elements numerical models. Impacts experiments on a single pile with a pile cap provide an insight in the purely inertial interaction. Tests in the earthquake simulator embarked in the centrifuge give also experimental data about the purely kinematic interaction (without pile cap) and the combination of the two forms of interaction (with a pile cap). P-y loops (Soil reaction–Pile displacement) are established for the three different experimental conditions and reveal important differences. The numerical model is that of the 1D Winkler beam on nonlinear interface punctual elements. It implements the modified Newton algorithm and the Hilbert-Hugues-Taylor algorithm. The different interface elements based on physical parameters are chosen from the literature. They are fitted on the experimental data to reproduce the three forms of interactions. A separation of the inertial type interaction and the kinematic type has been experimentally observed for the first time in the present work
Bimbard, Erwan. "Production and interaction of photons using atomic polaritons and Rydberg interactions". Thesis, Palaiseau, Institut d'optique théorique et appliquée, 2014. http://www.theses.fr/2014IOTA0015/document.
Texto completo da fonteControllably producing optical photons and making them interact are two key requirements for the development of long-distance quantum communications, and more generally for photonic quantum information processing. This thesis presents experimental studies on possible solutions to these two problems, using the conversion of the photons into collective excitations (polaritons) in a cold atomic cloud, inside the mode of a low-finesse optical cavity (~100). Firstly, ground-state polaritons are used to store a single excitation in the cloud memory. This polariton is then efficiently converted into a single photon, whose field is characterized via homodyne tomography. The single photon state’s Wigner function is reconstructed from the experimental data and exhibits negative values, demonstrating that the photon’s degrees of freedom (spatio-temporal mode and quantum state) are well controlled. Secondly, photons can be coupled to polaritons involving Rydberg states. The strong dipolar interactions between these give rise to very strong optical dispersive nonlinearities, that are characterized in a classical excitation regime. These nonlinearities can be amplified until a single photon is enough to modify the entire system’s response, allowing in principle for the generation of effective photon-photon interactions
Carrillo, Sonia. "Father-child interaction and its relation to children's interactions with peers /". Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Texto completo da fonteMcRae, Vicki. "Output, input and interaction in formal/informal teacher interactions and in NS, NNS children's interactions". Thesis, University of British Columbia, 1987. http://hdl.handle.net/2429/26884.
Texto completo da fonteEducation, Faculty of
Graduate
Lelong, Amelie. "Convergence phonétique en interaction Phonetic convergence in interaction". Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00822871.
Texto completo da fonteLelong, Amélie. "Convergence phonétique en interaction Phonetic convergence in interaction". Thesis, Grenoble, 2012. http://www.theses.fr/2012GRENT079/document.
Texto completo da fonteThe work presented in this manuscript is based on the study of a phenomenon called phonetic convergence which postulates that two people in interaction will tend to adapt how they talk to their partner in a communicative purpose. We have developed a paradigm called “Verbal Dominoes“ to collect a large corpus to characterize this phenomenon, the ultimate goal being to fill a conversational agent of this adaptability in order to improve the quality of human-machine interactions.We have done several studies to investigate the phenomenon between pairs of unknown people, good friends, and between people coming from the same family. We expect that the amplitude of convergence is proportional to the social distance between the two speakers. We found this result. Then, we have studied the knowledge of the linguistic target impact on adaptation. To characterize the phonetic convergence, we have developed two methods: the first one is based on a linear discriminant analysis between the MFCC coefficients of each speaker and the second one used speech recognition techniques. The last method will allow us to study the phenomenon in less controlled conditions.Finally, we characterized the phonetic convergence with a subjective measurement using a new perceptual test called speaker switching. The test was performed using signals coming from real interactions but also with synthetic data obtained with the harmonic plus
Yovera, Solano Luis Ángel, e Cárdenas Julio César Luna. "Multimodal interaction". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/621880.
Texto completo da fonteThis research aims to identify all the advances, research and proposals for this technology; in which they will be from developing trends to more bold but innovative solutions proposed. Likewise, in order to understand the mechanisms that allow this interaction, it is necessary to know the best practices and standards as stipulated by the W3C (World Wide Web Consortium) and the ACM (Association for Computing Machinery). It identified all the advances and proposals shall be known as the all mechanisms NLP (Natural Language Processing), Facial Recognition, Touch and respective requirements so it can be used allowing a more natural interaction between the user and the system. Identified all existing developments on this technology and the mechanisms and requirements that allow their use, a proposed developable system that is used by Multimodal Interaction is defined.
McBurney, Peter John. "Rational interaction". Thesis, University of Liverpool, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.250477.
Texto completo da fonteCoelho, Marcelo. "Materializing interaction". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/79305.
Texto completo da fonteCataloged from PDF version of thesis. "September 2012."
Includes bibliographical references (p. 141-148).
At the boundary between people, objects and spaces, we encounter a broad range of surfaces. Their properties perform functional roles such as permeability, comfort or illumination, while conveying information such as an object's affordances, composition, or history of use. However, today surfaces are static and can neither adapt to our changing needs, nor communicate dynamic information and sense user input. As technology advances and we progress towards a world imbued with programmable materials, how will designers create physical surfaces that are adaptive and can take full advantage of our sensory apparatus? This dissertation looks at this question through the lens of a three-tier methodology consisting of the development of programmable composites; their application in design and architecture; and contextualization through a broader material and surface taxonomy. The focus is placed primarily on how materials and their aggregate surface properties can be used to engage our senses. A series of design probes and four final implementations are presented, each addressing specific programmable material and surface properties. Surflex, Sprout 1/O, and Shutters are continuous surfaces which can change shape to modify their topology, texture and permeability, and Six-Forty by Four-Eighty is a light-emitting display surface composed of autonomous and reconfigurable physical pixels. The technical and conceptual objectives of these designs are evaluated through exhibitions in a variety of public spaces, such as museums, galleries, fairs, as well as art and design festivals. This dissertation seeks to provide contributions on multiple levels, including: the development of techniques for the creation and control of programmable surfaces; the definition of a vocabulary and taxonomy to describe and compare previous work in this area; and finally, uncovering design principles for the underlying development of future programmable surface aesthetics.
by Marcelo Coelho.
Ph.D.
McMillian, Christina A. "Light interaction". Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/52581.
Texto completo da fonteMaster of Architecture
Hausen, Doris. "Peripheral interaction". Diss., Ludwig-Maximilians-Universität München, 2014. http://nbn-resolving.de/urn:nbn:de:bvb:19-167337.
Texto completo da fonteIn unserem täglichen Leben führen wir eine große Anzahl an Aktivitäten parallel aus ohne uns explizit darauf zu konzentrieren. Wir trinken Tee während wir ein Buch lesen, wir signalisieren einem Kollegen durch eine Handgeste, dass wir gerade konzentriert sind und er einen Moment warten soll oder wir gehen ein paar Schritte rückwärts während wir fotografieren. Viele dieser Aktivitäten - wie beispielsweise Trinken, Gestikulieren und Laufen - sind an sich komplex. Durch Training werden diese Tätigkeiten allerdings Teil unserer Routinen und Gewohnheiten, und beanspruchen daher nur noch wenig oder sogar keine Aufmerksamkeit. Im Gegensatz dazu, verlangen digitale Geräte meist unsere volle Aufmerksamkeit während der Interaktion. Um - oftmals nur kleine - Aufgaben durchzuführen, müssen wir Fenster wechseln, präzise Aktionen durchführen (z.B. mit dem Mauszeiger zielen) und werden dabei durch die Systeme zu einem Kontext- und Fokuswechsel gezwungen. Periphere Interaktion hingegen macht sich menschliche Fähigkeiten wie geteilte Aufmerksamkeit, das räumliche Gedächtnis und Propriozeption zu Nutze um Interaktion mit digitalen Geräten am Rande der Aufmerksamkeit also der Peripherie zu ermöglichen -- quasi-parallel zu einem anderen Primärtask. In dieser Arbeit untersuchen wir Periphere Interaktion am Computerarbeitsplatz. Dabei betrachten wir drei verschiedene Interaktionsstile: Begreifbare Interaktion (graspable), Touch Eingabe und Freiraum Gestik (freehand). StaTube untersucht Begreifbare Interaktion am Beispiel von Instant Messaging, während die Appointment Projection einfache Wischgesten nutzt, um Informationen nahender Termine verfügbar zu machen. Diese beiden Untersuchungen betrachten jeweils einen Interaktionsstil und beleuchten erste Vorteile, die durch Periphere Interaktion erzielt werden können. Aufbauend darauf führen wir zwei vergleichende Studien zwischen allen drei Interaktionsstilen durch. Als Anwendungsszenarien dienen Musiksteuerung und der Umgang mit Benachrichtigungsfenstern. Alle drei Interaktionsstile können erfolgreich für Periphere Interaktion eingesetzt werden, haben aber verschiedene Vor- und Nachteile. Die letzte Gruppe von Studien befasst sich mit dem räumlichen Gedächtnis in 2D und 3D. Das Unadorned Desk nutzt den physikalischen Raum neben dem Desktop Computer um virtuelle Objekte, beispielsweise Funktionen, Anwendungen oder Werkzeuge, zu lagern. Darüber hinaus ist die Evaluation von Peripherer Interaktion anspruchsvoll, da sich die Systeme in die Umwelt integrieren und gerade keine Aufmerksamkeit auf sich ziehen sollen. Wir schlagen eine Evaluationsmethode für das Labor vor, um die derzeitig vorherrschenden Evaluationsmethoden in diesem Forschungsfeld zu ergänzen. Die Kernbeiträge dieser Arbeit sind eine (1) umfassende Klassifizierung und ein detaillierter Blick auf manuelle Periphere Interaktion, namentlich Begreifbare Interaktion, Touch Eingabe und Freiraum Gestik. Basierend auf unseren Untersuchungen ziehen wir (2) Schlussfolgerungen, die den generellen Nutzen von Peripherer Interaktion darlegen und Bereiche wie die Erlernbarkeit und Gewöhnung, visuelle und mentale Aufmerksamkeit, Feedback so wie Händigkeit beleuchten um zukünftige Projekte im Bereich der Peripheren Interaktion zu unterstützen. Aufbauend auf den verschiedenen Nutzerstudien, diskutieren wir Evaluationsstrategien um den Entwicklungsprozess Peripherer Interaktion zu unterstützen.
Flint, Thomas Edmund. "Appropriating interaction". Thesis, Edinburgh Napier University, 2016. http://researchrepository.napier.ac.uk/Output/453421.
Texto completo da fonteDesforges, Andrew Shores. "Environmental interaction". Thesis, University of Iowa, 2014. https://ir.uiowa.edu/etd/4610.
Texto completo da fonteCelerier, Jean-Michael. "Authoring interactive media : a logical & temporal approach". Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0037/document.
Texto completo da fonteInteractive 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
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.
Texto completo da fonteDautriche, Rémy. "Multi-scale interaction techniques for the interactive visualization of execution traces". Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM046/document.
Texto completo da fonteDeveloping 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.
Texto completo da fonteErlandsson, Fredrik. "Human Interactions on Online Social Media : Collecting and Analyzing Social Interaction Networks". Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15503.
Texto completo da fonteYao, Jerry Wei-Hua. "IDK : an Interaction Development Kit to design interactions for lightweight autonomous vehicles". Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/127725.
Texto completo da fonteCataloged from PDF of thesis.
Includes bibliographical references (pages 78-80).
Various studies have demonstrated that privately owned cars will become significantly less prevalent in the city in the next 10 to 15 years. Other efficient alternatives for mobility platforms within the city are in demand around the world. One example is the emergence of the PEV (Persuasive Electric Vehicle), an agile autonomous bike-sharing platform (M Lin, 2015). Based on this trend, it is reasonable to anticipate that increasingly more mobility systems of different forms will emerge in urban areas in the future. These new mobility systems might not necessarily be similar to cars; they may instead be a new class of social robot that could blend into the city more seamlessly. Moreover, when there is no longer a driver within each vehicle, designing human-machine interface (HMI) that is simple for users to process will be more important than ever.
For example, if a pedestrian encounters a lightweight autonomous vehicle for which it is apparent that no one is in the vehicle, how can the pedestrian understand the intention of the vehicle? And how can we, as designers, make this more intuitive and seamless? This thesis presents IDK, which is an Interaction Development Kit equipped with essential tools to help facilitate the design and prototyping process. IDK could be physically installed in PEVs, thereby enabling designers and developers to prototype human-machine interactions in a rapid and intuitive manner. This thesis also identifies multiple situations that a lightweight autonomous vehicle may encounter while navigating through streets and proposes a range of interactions that can tackle these problems. All prototypes from this thesis are based on the latest version of the PEV as an interactive platform.
The proposed interactions are evaluated through outdoor testing as well as indoor exhibitions to determine how people respond to these new norms of communication. My hope is that the results of this thesis will provide useful insights for designers and developers who seek to develop interactions that allow humans to seamlessly interact with lightweight autonomous vehicles.
by Jerry Wei-Hua Yao.
S.M.
S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences
Nam, Hye In. "Multiplexed fragmentation and protein interaction reporter technology application to human cells". Pullman, Wash. : Washington State University, 2009. http://www.dissertations.wsu.edu/Thesis/Summer2009/h_nam_071509.pdf.
Texto completo da fonteTitle from PDF title page (viewed on Sept. 21, 2009). "Department of Chemistry." Includes bibliographical references (p. 60-66).
Simonsson, 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.
Texto completo da fonteVo, Dong-Bach. "Conception et évaluation de nouvelles techniques d'interaction dans le contexte de la télévision interactive". Thesis, Paris, ENST, 2013. http://www.theses.fr/2013ENST0053/document.
Texto completo da fonteTelevision has never stopped being popularized and offering new services to the viewers. These interactive services make viewers more engaged in television activities. Unlike the use of a computer, they interact on a remote screen with a remote control from their sofa which is not convenient for using a keyboard and a mouse. The remote control and the current interaction techniques associated with it are struggling to meet viewers’ expectations. To address this problem, the work of this thesis explores the possibilities offered by the gestural modality to design new interaction techniques for interactive television, taking into account its context of use. More specifically, in a first step, we present the specific context of the television usage. Then, we propose a litterature review of research trying to improve the remote control. Finally we focus on gestural interaction. To guide the design of interaction techniques based on gestural modality, we introduce a taxonomy that attempts to unify gesture interaction constrained by a surface and hand-free gesture interaction. Therefore, we propose various techniques for gestural interaction in two scopes of research : gestural instrumented interaction techniques, which improves the traditional remote control expressiveness, and hand-free gestural interaction by exploring the possibility o performing gestures on the surface of the belly to control the television set
Desai, Shital H. "Embodied intuitive interaction in children". Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/112766/8/112766.pdf.
Texto completo da fonteLeiva, Germán. "Interactive Prototyping of Interactions : from Throwaway Prototypes to Takeaway Prototyping". Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS551/document.
Texto completo da fontePrototyping is essential in any design process. During the early stages, designers rely on rapid prototyping to explore ideas. Current rapid prototyping tools and techniques focus on paper representations and their disposability. However, while these throwaway prototypes are quick to create they are difficult to iterate over. I argue that rapid prototyping tools can effectively support reusable as well as throwaway artifacts for sketching interaction in early-stage design. First, I investigate tools in the context of video prototyping. Designers experience two main barriers to use video in interaction design: the time to capture and edit the video artifacts. To aid during the capturing-phase of video prototyping I created VideoClipper. This tool embodies an integrated iterative design method that rewards discipline but permits flexibility for video prototyping. The tool provides a storyboard-style overview to organize multiple videos in story Lines. VideoClipper offers editable and reusable TitleCards, video capture for steady-state and rough stop-motion filming and the ability to recombine videos in new ways for redesign. I present informal user studies with interaction design students using VideoClipper in three design courses. Results suggest that participants spend less time capturing and editing in VideoClipper than with other video tools. However, many designers find tedious to create stop-motion videos for continuous interactions and to re-shoot clips as the design evolves. Participants continuously try to reduce re-shooting by reusing backgrounds or mixing different levels of fidelity. Inspired by this behavior, I created Montage, a prototyping tool for video prototyping that lets designers progressively augment paper prototypes with digital sketches, facilitating the creation, reuse and exploration of dynamic interactions. Montage uses chroma keying to decouple the prototyped interface from its context of use, letting designers reuse or change them independently. I describe how Montage enhances video prototyping by combining video with digital animated sketches, encourages the exploration of different contexts of use, and supports prototyping of different interaction styles. Second, I investigate how early designs start being implemented into interactive prototypes. Professional designers and developers often struggle when transitioning from the illustration of the design to the actual implementation of the system. In collaboration with Nolwenn Maudet, I conducted three studies that focused on the design and implementation of custom interactions to understand the mismatches between designers' and developers' processes, tools and representations. We find that current practices induce unnecessary rework and cause discrepancies between design and implementation and we identify three recurring types of breakdowns: omitting critical details, ignoring edge cases, and disregarding technical limitations. I propose four design principles to create tools that mitigate these problems: Provide multiple viewpoints, maintain a single source of truth, reveal the invisible and support design by enaction. We apply these principles to create Enact, an interactive live environment for prototyping touch-based interactions. We introduce two studies to assess Enact and to compare designer-developer collaboration with Enact versus current tools. Results suggest that Enact helps participants detect more edge cases, increases designers' participation and provides new opportunities for co-creation. These three prototyping tools rely on the same underlying theoretical principles: reification, polymorphism, reuse, and information substrates. Also, the presented tools outline a new prototyping approach that I call "Takeaway Prototyping". In contrast to throwaway prototypes, instead of emphasizing disposability, tools for "Takeaway Prototyping" support design by enaction and reify design artifacts to materialize the lessons learned
Chaboissier, Jonathan. "Interactions simultanées de plusieurs utilisateurs avec une table interactive". Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00672516.
Texto completo da fonteRadeau, Monique. "Interaction audio-visuelle et modularité = Auditory-visual interaction and modularity". Doctoral thesis, Universite Libre de Bruxelles, 1991. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/212982.
Texto completo da fonteJackson, Samuel. "Sustainability in Computer Science, Human-Computer Interaction, and Interaction Design". Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1329.
Texto completo da fonteMason, Alyssa M. Mason. "Do Handedness Differences in Interhemispheric Interaction Extend to Intrahemispheric Interaction?" University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1530783272012143.
Texto completo da fonteFrisk, Henrik. "Improvisation, computers and interaction : rethinking human-computer interaction through music /". Malmö : Malmö Academy of Music, Lund University, 2008. http://www.lu.se/o.o.i.s?id=12588&postid=1239899.
Texto completo da fonteWheadon, Andrew John. "Wave-turbulence interaction in shallow water numerical models : asymptotic limits, and subgrid interactions". Thesis, University of Exeter, 2018. http://hdl.handle.net/10871/34333.
Texto completo da fonteXue, Vincent. "Modeling and designing Bc1-2 family protein interactions using high-throughput interaction data". Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/120446.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 153-164).
Protein-protein interactions (PPIs) play a major role in cellular function, mediating signal processing and regulating enzymatic activity. Understanding how proteins interact is essential for predicting new binding partners and engineering new functions. Mutational analysis is one way to study the determinants of protein interaction. Traditionally, the biophysical study of protein interactions has been limited by the number of mutants that could be made and analyzed, but advances in high-throughput sequencing have enabled rapid assessment of thousands of variants. The Keating lab has developed an experimental protocol that can rank peptides based on their binding affinity for a designated receptor. This technique, called SORTCERY, takes advantage of cell sorting and deep-sequencing technologies to provide more binding data at a higher resolution than has previously been achievable. New computational methods are needed to process and analyze the high-throughput datasets. In this thesis, I show how experimental data from SORTCERY experiments can be processed, modeled, and used to design novel peptides with select specificity characteristics. I describe the computational pipeline that I developed to curate the data and regression models that I constructed from the data to relate protein sequence to binding. I applied models trained on experimental data sets to study the peptide-binding specificity landscape of the Bc1-xL, Mc1-1, and Bf1-1 anti-apoptotic proteins, and I designed novel peptides that selectively bind tightly to only one of these receptors, or to a pre-specified combination of receptors. My thesis illustrates how data-driven models combined with high-throughput binding assays provide new opportunities for rational design.
by Vincent Xue.
Ph. D.
Gil, Pascual Miriam. "Adapting Interaction Obtrusiveness: Making Ubiquitous Interactions Less Obnoxious. A Model Driven Engineering approach". Doctoral thesis, Universitat Politècnica de València, 2013. http://hdl.handle.net/10251/31660.
Texto completo da fonteIn Ubiquitous Computing environments, people are surrounded by a lot of embedded services. Since ubiquitous devices, such as mobile phones, have become a key part of our everyday life, they enable users to be always connected to the environment and interact with it. However, unlike traditional desktop interactions where users are used to request for information or input data, ubiquitous interactions have to face with variable user¿s environment, making demands on one of the most valuable resources of users: human attention. A challenge in the Ubiquitous Computing paradigm is regulating the request for user¿s attention. That is, service interactions should behave in a considerate manner by taking into account the degree in which each service intrudes the user¿s mind (i.e., the obtrusiveness degree). In order to prevent service behavior from becoming overwhelming, this work, based on Model Driven Engineering foundations and the Considerate Computing principles, is devoted to design and develop services that adapt their interactions according to user¿s attention. The main goal of the present thesis is to introduce considerate adaptation capabilities in ubiquitous services to provide non-disturbing interactions. We achieve this by means of a systematic method that covers from the services¿ design to their implementation and later adaptation of interaction at runtime
Gil Pascual, M. (2013). Adapting Interaction Obtrusiveness: Making Ubiquitous Interactions Less Obnoxious. A Model Driven Engineering approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/31660
TESIS
Ralph, Alan. "The verbal interaction analysis system: A valid measure of competence in interpersonal interactions". Thesis, Ralph, Alan (1988) The verbal interaction analysis system: A valid measure of competence in interpersonal interactions. PhD thesis, Murdoch University, 1988. https://researchrepository.murdoch.edu.au/id/eprint/50427/.
Texto completo da fonteThreadgill, James. "Unsteadiness of shock wave boundary layer interactions across multiple interaction configurations and strengths". Thesis, Imperial College London, 2016. http://hdl.handle.net/10044/1/48475.
Texto completo da fonteCoelho, Marcelo. "Materials of interaction : responsive materials in the design of transformable interactive surfaces". Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46577.
Texto completo da fonteIncludes bibliographical references (p. 94-99).
Materials that embody computational properties are reshaping the ways in which we design, interact and communicate. This thesis looks at the topic of form transformation and how to bring the programmability and versatility of digital forms into the physical world. The focus is placed on the relationship between materials, form and interaction, in particular how the behavior and properties of shape-changing materials can support the design of transformable interactive surfaces. Three design implementations are presented, each addressing a distinct subject area in the design of form transformation, namely topology, texture and permeability. Surflex is a composite that uses active and passive shape-changing materials to undergo large surface deformations. Sprout I/O implements small shape deformations and co-located input/output at a surface boundary to create a dynamic texture for communication. Shutters uses shape change to regulate a surface's permeability and control environmental exchanges between two distinct spaces. Drawing lessons from these projects, a soft mechanical alphabet and language for form transformation are derived, providing new formal possibilities for enriching human-computer interactions.
Marcelo Coelho.
S.M.