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1

Lu, Karyn Y. "Interaction Design Principles for Interactive Television". Thesis, Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6962.

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Interactive television (iTV) is an umbrella term used to cover the convergence of television with digital media technologies such as computers, personal video recorders, game consoles, and mobile devices, enabling user interactivity. Increasingly, viewers are moving away from a "lean back" model of viewing to a more active "lean forward" one. When fully realized on a widespread scale in the United States, our current experience of watching television will be dramatically transformed. Because iTV is a new medium in its own right, however, standards for iTV programming and interaction in the United States remain undefined. This document identifies and articulates interaction design principles for interactive television programming in the United States. Chapter one presents a brief survey of the field as it stands in 2005. In chapters two and three, I categorize iTV by platforms and by persistent television genres, and present representative examples for each category. In chapter four, I provide an overview of existing design standards in related areas. Insights from chapters two, three, and four all serve to inform chapter five, in which I propose principles for iTV interaction design by looking closely at existing designs (both deployed and prototyped), conventions, and patterns of interaction. My analyses are rooted in visual culture and human-computer interaction design principles, and the design principles I offer are abstracted from the applications I analyze within this framework. Finally, in chapter six, I offer some conclusions and thoughts for future directions.
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2

Bustos, 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.

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In this paper, an user study will be taken on in order to explore how different types of interaction affect the levels of immersion and experience within interactive film. The two different types of interaction that will be compared in this study are implicit interaction, and explicit interaction. The format of interactive film has not experienced too many changes the last years, and the user could experience a loss of immersion when using the format as it is shaped today. Usually, interactive films interrupt the flow of the narrative in order to give the user the time to make a choice. This makes the immersion get lost, and in some way, even part of the experience. In this paper, implicit interaction will be implemented within interactive film, and it will be tested by several participants from different disciplines. One hypothesis is that the users are more immersed in the narrative when trying out implicit interaction in an interactive film. The results of this paper could be useful for the community of computer entertainment, but also for the field of interaction design since this paper could reveal how users experience implicit interaction and how designers should approach to this type of interaction.
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3

Zacchiroli, Stefano <1979&gt. "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.

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Matita (that means pencil in Italian) is a new interactive theorem prover under development at the University of Bologna. When compared with state-of-the-art proof assistants, Matita presents both traditional and innovative aspects. The underlying calculus of the system, namely the Calculus of (Co)Inductive Constructions (CIC for short), is well-known and is used as the basis of another mainstream proof assistant—Coq—with which Matita is to some extent compatible. In the same spirit of several other systems, proof authoring is conducted by the user as a goal directed proof search, using a script for storing textual commands for the system. In the tradition of LCF, the proof language of Matita is procedural and relies on tactic and tacticals to proceed toward proof completion. The interaction paradigm offered to the user is based on the script management technique at the basis of the popularity of the Proof General generic interface for interactive theorem provers: while editing a script the user can move forth the execution point to deliver commands to the system, or back to retract (or “undo”) past commands. Matita has been developed from scratch in the past 8 years by several members of the Helm research group, this thesis author is one of such members. Matita is now a full-fledged proof assistant with a library of about 1.000 concepts. Several innovative solutions spun-off from this development effort. This thesis is about the design and implementation of some of those solutions, in particular those relevant for the topic of user interaction with theorem provers, and of which this thesis author was a major contributor. Joint work with other members of the research group is pointed out where needed. The main topics discussed in this thesis are briefly summarized below. Disambiguation. Most activities connected with interactive proving require the user to input mathematical formulae. Being mathematical notation ambiguous, parsing formulae typeset as mathematicians like to write down on paper is a challenging task; a challenge neglected by several theorem provers which usually prefer to fix an unambiguous input syntax. Exploiting features of the underlying calculus, Matita offers an efficient disambiguation engine which permit to type formulae in the familiar mathematical notation. Step-by-step tacticals. Tacticals are higher-order constructs used in proof scripts to combine tactics together. With tacticals scripts can be made shorter, readable, and more resilient to changes. Unfortunately they are de facto incompatible with state-of-the-art user interfaces based on script management. Such interfaces indeed do not permit to position the execution point inside complex tacticals, thus introducing a trade-off between the usefulness of structuring scripts and a tedious big step execution behavior during script replaying. In Matita we break this trade-off with tinycals: an alternative to a subset of LCF tacticals which can be evaluated in a more fine-grained manner. Extensible yet meaningful notation. Proof assistant users often face the need of creating new mathematical notation in order to ease the use of new concepts. The framework used in Matita for dealing with extensible notation both accounts for high quality bidimensional rendering of formulae (with the expressivity of MathMLPresentation) and provides meaningful notation, where presentational fragments are kept synchronized with semantic representation of terms. Using our approach interoperability with other systems can be achieved at the content level, and direct manipulation of formulae acting on their rendered forms is possible too. Publish/subscribe hints. Automation plays an important role in interactive proving as users like to delegate tedious proving sub-tasks to decision procedures or external reasoners. Exploiting the Web-friendliness of Matita we experimented with a broker and a network of web services (called tutors) which can try independently to complete open sub-goals of a proof, currently being authored in Matita. The user receives hints from the tutors on how to complete sub-goals and can interactively or automatically apply them to the current proof. Another innovative aspect of Matita, only marginally touched by this thesis, is the embedded content-based search engine Whelp which is exploited to various ends, from automatic theorem proving to avoiding duplicate work for the user. We also discuss the (potential) reusability in other systems of the widgets presented in this thesis and how we envisage the evolution of user interfaces for interactive theorem provers in the Web 2.0 era.
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4

Zacchiroli, Stefano <1979&gt. "User interaction widgets for interactive theorem proving". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/616/.

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Matita (that means pencil in Italian) is a new interactive theorem prover under development at the University of Bologna. When compared with state-of-the-art proof assistants, Matita presents both traditional and innovative aspects. The underlying calculus of the system, namely the Calculus of (Co)Inductive Constructions (CIC for short), is well-known and is used as the basis of another mainstream proof assistant—Coq—with which Matita is to some extent compatible. In the same spirit of several other systems, proof authoring is conducted by the user as a goal directed proof search, using a script for storing textual commands for the system. In the tradition of LCF, the proof language of Matita is procedural and relies on tactic and tacticals to proceed toward proof completion. The interaction paradigm offered to the user is based on the script management technique at the basis of the popularity of the Proof General generic interface for interactive theorem provers: while editing a script the user can move forth the execution point to deliver commands to the system, or back to retract (or “undo”) past commands. Matita has been developed from scratch in the past 8 years by several members of the Helm research group, this thesis author is one of such members. Matita is now a full-fledged proof assistant with a library of about 1.000 concepts. Several innovative solutions spun-off from this development effort. This thesis is about the design and implementation of some of those solutions, in particular those relevant for the topic of user interaction with theorem provers, and of which this thesis author was a major contributor. Joint work with other members of the research group is pointed out where needed. The main topics discussed in this thesis are briefly summarized below. Disambiguation. Most activities connected with interactive proving require the user to input mathematical formulae. Being mathematical notation ambiguous, parsing formulae typeset as mathematicians like to write down on paper is a challenging task; a challenge neglected by several theorem provers which usually prefer to fix an unambiguous input syntax. Exploiting features of the underlying calculus, Matita offers an efficient disambiguation engine which permit to type formulae in the familiar mathematical notation. Step-by-step tacticals. Tacticals are higher-order constructs used in proof scripts to combine tactics together. With tacticals scripts can be made shorter, readable, and more resilient to changes. Unfortunately they are de facto incompatible with state-of-the-art user interfaces based on script management. Such interfaces indeed do not permit to position the execution point inside complex tacticals, thus introducing a trade-off between the usefulness of structuring scripts and a tedious big step execution behavior during script replaying. In Matita we break this trade-off with tinycals: an alternative to a subset of LCF tacticals which can be evaluated in a more fine-grained manner. Extensible yet meaningful notation. Proof assistant users often face the need of creating new mathematical notation in order to ease the use of new concepts. The framework used in Matita for dealing with extensible notation both accounts for high quality bidimensional rendering of formulae (with the expressivity of MathMLPresentation) and provides meaningful notation, where presentational fragments are kept synchronized with semantic representation of terms. Using our approach interoperability with other systems can be achieved at the content level, and direct manipulation of formulae acting on their rendered forms is possible too. Publish/subscribe hints. Automation plays an important role in interactive proving as users like to delegate tedious proving sub-tasks to decision procedures or external reasoners. Exploiting the Web-friendliness of Matita we experimented with a broker and a network of web services (called tutors) which can try independently to complete open sub-goals of a proof, currently being authored in Matita. The user receives hints from the tutors on how to complete sub-goals and can interactively or automatically apply them to the current proof. Another innovative aspect of Matita, only marginally touched by this thesis, is the embedded content-based search engine Whelp which is exploited to various ends, from automatic theorem proving to avoiding duplicate work for the user. We also discuss the (potential) reusability in other systems of the widgets presented in this thesis and how we envisage the evolution of user interfaces for interactive theorem provers in the Web 2.0 era.
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5

Battut, Alexandre. "Interaction substrates and instruments for interaction histories". Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG026.

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Dans le monde numérique comme dans le monde physique, nos interactions avec les objets laissent des traces qui racontent l'histoire qui les a façonnés au fil du temps. Ces données historiques peuvent être consultées par les utilisateurs afin de mieux comprendre les étapes qui ont conduit à l'état actuel de leur système. Elles peuvent également être re-documentées afin d'arranger l'historique d'une manière plus compréhensible pour les utilisateurs. Dans des environnements collaboratifs, les utilisateurs peuvent être amenés à partager ces données, afin de mieux coordonner ou synchroniser leur travail d'équipe.Des travaux antérieurs ont tenté de démontrer les avantages des historiques partagés entre applications, mais les implémentations actu- elles des historiques dans les systèmes interactifs continuent de confiner les historiques à leur application d'origine.Les utilisateurs ne peuvent pas croiser leur historiques pour corréler les événements qui se sont produits dans différentes applications. Dans cette thèse, je montre que concevoir des historiques de l'interaction pouvant être partagés entre les applications et les utilisateurs faciliterait la navigation, la compréhension et la réutilisation des données historiques. J'ancre le début de mes travaux dans le cas de l'écriture collaborative afin d'explorer des écologies de traces et des usages familiers, mais néanmoins complexes. J'identifie les pratiques récurrentes et les problèmes liés à l'utilisation des données historiques en interrogeant des utilisateurs habitués de l'écriture collaborative, et je mène plusieurs activités de conception basées sur les observations qui en découlent. Je décris ensuite un premier système en tant que preuve de concept intégrant deux outils résultant de ces activités de conception. Ce système intègre également la première itération d'une structure unique pour les données d'historique partagées entre applications et utilisateurs. Les résultats des études utilisateurs menées sur ce système montrent que ces derniers expriment effectivement le besoin de disposer d'historiques d'interaction unifiés et personnalisables. En compilant les données recueillies au cours de ces activités de recherche et en me basant sur des travaux antérieurs concernant les "médias dynamiques partageables" et les substrats d'interaction, je décris un cadre permettant de concevoir des historiques d'interaction plus flexibles. Je présente Steps, une structure d'unification des données historiques qui intègre un noyau d'attributs descriptifs qui préserve l'intégrité d'une trace entre les applications, et des attributs contextuels extensibles qui permettent aux utilisateurs de modeler leurs historiques en fonction de leurs besoins. Je présente ensuite OneTrace, un prototype basé sur les Steps. Son implémentation suit mon cadre descriptif pour les historiques inter-applications et définit l'historique comme un matériau numérique à façonner par l'utilisation d'outils dédiés. Je discute des opportunités offertes par cette approche pour réaliser un changement de paradigme sur la façon dont nous concevons les historiques et leurs outils
In 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
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6

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.

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7

Rateau, Hanaë. "Exploring interactive sub-spaces for gestural midair interaction". Thesis, Lille 1, 2017. http://www.theses.fr/2017LIL10054/document.

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Cette thèse s'intéresse à comment utiliser les gestes dans l'air pour enrichir les l'interaction Homme-Machine en utilisant des espaces interactifs. Cette thèse s'inspire d'un concept de la communication non verbale : la proxémie. Cette théorie, introduite par Edward T. Hall, affirme entre autres que notre perception de l'espace est dynamique. Et s'accorde à l'environnement que nous percevons. En m'inspirant de cette théorie, je présente ici un nouveau concept d'interaction accompagné de son framework de design : Mimetic Interaction Space (MIS). Afin de montrer ce que le concept peut apporter à l'interaction, en plus d'une relecture de la littérature sur l'interaction dans les airs, je propose trois instanciations de ce concept autour des trois types d'utilisation du concept. La première instanciation est pour le contrôle indirect sur un écran distant en utilisant un MIS comme une interface à part entière. La seconde instanciation d'enrichir l'interaction sur tablette en utilisant un ou des MISs l'entourant. Deux propositions d'utilisation sont faites. Une première en subdivisant le MIS en plusieurs autour de la tablette. Puis une seconde utilisation du MIS comme étant la continuité de l'écran de la tablette. La troisième instanciation se fait dans le contexte de l'interaction sur très grands écrans tactiles. Ici, un MIS a pour rôle de faire la transition continue entre l'interaction tactile et l'interaction dans les airs. Pour finir, j'introduis quelques pistes de développement pour l'avenir des MIS et je propose une réflexion sur une facette du concept des MIS qui ouvre d'importantes questions sur l'interaction basée MIS
This 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
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Rivière, Guillaume. "Interaction tangible sur table interactive : application aux géosciences". Thesis, Bordeaux 1, 2009. http://www.theses.fr/2009BOR13837/document.

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Cette thèse traite des interfaces utilisateur tangibles (TUI). La première partie de ce manuscrit concerne l'interaction tangible sur table interactive. Nous introduisons tout d'abord les TUIs et les tables interactives. Nous validons une hypothèse concernant la spécialisation de la forme des interacteurs tangibles et nous en tirons les conséquences pour la conception des TUIs. Nous proposons une solution de boîtier à boutons pour y déporter certaines opérations dans le contexte d'une TUI sur table interactive. Nous abordons la construction et le développement d'un système de tables interactives tangibles transportables et à faible coût permettant de faire du prototypage rapide de TUIs. Nous terminons en soulignant les particularités de l'évaluation expérimentale des TUIs. La seconde partie de ce manuscrit traite un cas d'application d'une TUI pour les géosciences : GeoTUI. Nous commençons par présenter le contexte métier des géophysiciens et leurs besoins en terme de nouveaux moyens d'interaction. Nous présentons les résultats de notre conception d'une TUI pour les géosciences. Nous précisons le détail du développement de notre prototype. Pour terminer, nous présentons les deux expérimentations utilisateurs qui ont été conduites pour valider nos choix de conception
This 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
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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.

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The use of accelerator technology, particularly Graphics Processing Units (GPUs), for scientific computing has increased greatly over the last decade. While this technology allows larger and more complicated problems to be solved faster than before it also presents another opportunity: the real-time and interactive solution of problems. This work aims to investigate the progress that GPU technology has made towards allowing fluid-structure interaction (FSI) problems to be solved in real-time, and to facilitate user interaction with such a solver. A mesoscopic scale fluid flow solver is implemented on third generation nVidia ‘Kepler’ GPUs in two and three dimensions, and its performance studied and compared with existing literature. Following careful optimisation the solvers are found to be at least as efficient as existing work, reaching peak efficiencies of 93% compared with theoretical values. These solvers are then coupled with a novel immersed boundary method, allowing boundaries defined at arbitrary coordinates to interact with the structured fluid domain through a set of singular forces. The limiting factor of the performance of this method is found to be the integration of forces and velocities over the fluid and boundaries; the arbitrary location of boundary markers makes the memory accesses during these integrations largely random, leading to poor utilisation of the available memory bandwidth. In sample cases, the efficiency of the method is found to be as low as 2.7%, although in most scenarios this inefficiency is masked by the fact that the time taken to evolve the fluid flow dominates the overall execution time of the solver. Finally, techniques to visualise the fluid flow in-situ are implemented, and used to allow user interaction with the solvers. Initially this is achieved via keyboard and mouse to control the fluid properties and create boundaries within the fluid, and later by using an image based depth sensor to import real world geometry into the fluid. The work concludes that, for 2D problems, real-time interactive FSI solvers can be implemented on a single laptop-based GPU. In 3D the memory (both size and bandwidth) of the GPU limits the solver to relatively simple cases. Recommendations for future work to allow larger and more complicated test cases to be solved in real-time are then made to complete the work.
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Lemaignan, Severin. "Grounding the interaction : knowledge management for interactive robots". Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0010/document.

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Avec le développement de la robotique cognitive, le besoin d’outils avancés pour représenter, manipuler, raisonner sur les connaissances acquises par un robot a clairement été mis en avant. Mais stocker et manipuler des connaissances requiert tout d’abord d’éclaircir ce que l’on nomme connaissance pour un robot, et comment celle-ci peut-elle être représentée de manière intelligible pour une machine. Ce travail s’efforce dans un premier temps d’identifier de manière systématique les besoins en terme de représentation de connaissance des applications robotiques modernes, dans le contexte spécifique de la robotique de service et des interactions homme-robot. Nous proposons une typologie originale des caractéristiques souhaitables des systèmes de représentation des connaissances, appuyée sur un état de l’art détaillé des outils existants dans notre communauté. Dans un second temps, nous présentons en profondeur ORO, une instanciation particulière d’un système de représentation et manipulation des connaissances, conçu et implémenté durant la préparation de cette thèse. Nous détaillons le fonctionnement interne du système, ainsi que son intégration dans plusieurs architectures robotiques complètes. Un éclairage particulier est donné sur la modélisation de la prise de perspective dans le contexte de l’interaction, et de son interprétation en terme de théorie de l’esprit. La troisième partie de l’étude porte sur une application importante des systèmes de représentation des connaissances dans ce contexte de l’interaction homme-robot : le traitement du dialogue situé. Notre approche et les algorithmes qui amènent à l’ancrage interactif de la communication verbale non contrainte sont présentés, suivis de plusieurs expériences menées au Laboratoire d’Analyse et d’Architecture des Systèmes au CNRS à Toulouse, et au groupe Intelligent Autonomous System de l’université technique de Munich. Nous concluons cette thèse sur un certain nombre de considérations sur la viabilité et l’importance d’une gestion explicite des connaissances des agents, ainsi que par une réflexion sur les éléments encore manquant pour réaliser le programme d’une robotique “de niveau humain”
With 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"
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11

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.

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This inductive study investigates interactions within groups of visitors during a science center visit. Using simplified interaction analysis of recorded videos; I explore the group dynamics in terms of what determines who takes the lead while multigenerational groups interact with different types of experiments. From the observations, I suggest that the age of different group members and specific design aspects of the experiments play the most important roles in the emergence of leadership. Teenagers in a group tend to take the leadership and dominate during a group interaction, while young children like to explore freely leading the group from one experiment to the next without focusing on finishing them properly. As for the design aspects, if an experiment requires cognitive skills then adults and teenagers take the lead but if an experiment requires physical skills and provides immediate feedback then young children take the lead. I also suggest, instead of guiding the young children in the group, adults tend to become observers during engagements. This study will be useful for researchers and interaction designers who are focusing their work on the behavior of multigenerational groups in science center or museum settings.
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12

Tap, 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.

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Today we have computers in all kind of work places, and it is a fairly common artefact in many homes. What becomes an interesting topic when computers end up in everyday occasions and used by people who are not necessarily computer experts is how the user interface should be designed to be rendered practically useful. This thesis explores part of this problem by looking into the details of how we use technology and artifacts in our everyday activities and utilizes the insights for developing design concepts. Of particular interest is concept development for user interfaces that goes beyond the traditional desktop computer setup with a screen, keyboard and mouse as tools for interaction. The work relies on an ethnographic approach to get an understanding of moment-by-moment use of technology. Fields like Ubiquitous Computing and Computer Supported Cooperative Work are great sources for inspiration when it comes both to theoretical insights and visions about future use of computers.
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13

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.

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Interactive light systems create unique opportunities for different kinds of social interactions in public places. This thesis explores movement as the main interaction to discover and create new ways of engaging in social interaction as well as to encourage people of different age groups to come together and participate. To further explore and answer the questions in mind, different field studies such as interviews and user tests were implemented to gather information on how the pedestrian’s thoughts and actions were. The outcome of these field studies showed that there is a slight shyness in the Swedish people and that they need to be encouraged to start socially interacting. Which through the presented prototype and its mechanics worked and allowed the participants to express their thoughts and feelings regarding an interactive light system that could encourage social interaction in public spaces.
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14

El, 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.

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La recherche proposée s'intéresse au développement d'un modèle d'interaction sociale capable de prendre en compte, en univers virtuel collaboratif, une partie de la dimension émotionnelle et sociale des interactions humaines.
Dans 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.
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15

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.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 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.
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Chenaf, Nawel. "Interaction inertielle et interaction cinématique sol - pieu". Nantes, 2007. http://www.theses.fr/2007NANT2012.

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Le présent travail vise d'abord à étudier expérimentalement les interactions inertielle et cinématique sol-pieu dans un sol non-cohérent à l'aide de modèles réduits centrifugés, à construire ensuite une plate forme de modélisation numérique dynamique non-linéaire de la réponse temporelle du système sol-pieu et à proposer une première génération des modèles d'élément d'interface de type Winkler calés sur les résultats expérimentaux. Les essais sous impact en tête fournissent des données sur l'interaction inertielle pure, les essais sous séisme sans chevêtre, puis avec chevêtre permettent d'observer respectivement l'interaction cinématique pure et l'interaction couplée inertielle et cinématique. Les boucles P - réaction du sol – Y déplacement du pieu aux différentes profondeurs sont établies et analysées dans les trois situations. La modélisation numérique de type Winkler dynamique non-linéaire 1D implémente l’algorithme de Newton-Raphson et l’algorithme de Hilbert-Hugues-Taylor. Des modèles d'éléments d'interface sont choisis dans la littérature parmi ceux fondés sur des paramètres physiques. La plate-forme numérique permet de proposer un calage des paramètres de ces éléments sur les résultats expérimentaux pour reproduire les trois types d’interaction. La séparation des interactions inertielle et cinématique a été observée expérimentalement pour la première fois dans le présent travail
The 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
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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.

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Produire et faire interagir entre eux des photons optiques de façon contrôlée sont deux conditions nécessaires au développement de communications quantiques à longue distance, et plus généralement au traitement quantique d’information codée sur des photons. Cette thèse présente une étude expérimentale de solutions possibles a ces deux problèmes, en utilisant la conversion des photons en excitations collectives (polaritons) dans un nuage d’atomes froids, placé dans le mode d’une cavité optique de faible finesse (~100). Dans un premier temps, des polaritons entre états atomiques fondamentaux sont utilisés pour « mettre en mémoire » une excitation unique dans le nuage. Celle-ci est ensuite convertie efficacement en un photon unique, dont le champ est analysé par tomographie homodyne. La fonction de Wigner de l’état à un photon est reconstruite a partir des données expérimentales, et présente des valeurs négatives, démontrant que les degrés de liberté de ce photon (mode spatio-temporel et état quantique) sont complètement contrôlés. Dans un second temps, les photons sont couplés à des polaritons impliquant des états de Rydberg. Les fortes interactions dipolaires entre ces derniers se traduisent par des non-linéarités optiques dispersives très importantes, qui sont caractérisées dans un régime d’excitation classique. Ces non-linéarités peuvent être amplifiées jusqu’à ce qu’un seul photon suffise à modifier totalement la réponse du système, permettant en principe de générer des interactions effectives entre photons
Controllably 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
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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.

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McRae, 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.

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Output, input and interaction are examined in this study for a native English speaking (NS) teacher and for native and non-native English speaking (NS, NNS) young children in two situations in the classroom, child organized and teacher organized. Video tapes and transcripts of fourteen samples of interactions in teacher organized situations and fourteen samples of naturally occurring interactions in child organized situations, each limited to the first consecutive one hundred utterances, were analyzed. Output was assessed in terms of verbal participation - utterances and words. Input and interaction were assessed both for discourse features (twelve negotiating devices) and in terms of the situational structure of the contexts that existed during the interactions - their distance from the speaker and the action was assessed with measures of exophoric and anaphoric reference (twenty-four reference items). The results indicate: 1) that output or verbal participation varies for the teacher and the NS, NNS children with situation, 2) that discourse features, often used to assess input, vary in their use by the teacher and the children with the situational context, increase with verbal participation, and may not be useful measures of input, and 3) that the situational structure of the contexts that exist during teacher organized interactions and child organized interactions vary with situation - the distance of the language and the action from the speaker as well as the nature of the interaction. Individual variations amongst items, within and across groups are noted. It is concluded that: 1) output, input and interaction vary with situation, 2) data analyses concerning input and interaction are more meaningful if they are related to the output occurring in different situations, and 3) L2 researchers will benefit from moving beyond the analysis of discourse features as the sole predictors of input during interaction to examine other aspects of the interaction situation.
Education, Faculty of
Graduate
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Lelong, Amelie. "Convergence phonétique en interaction Phonetic convergence in interaction". Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00822871.

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Le travail présenté dans cette thèse est basé sur l'étude d'un phénomène appelé convergence phonétique qui postule que deux interlocuteurs en interaction vont avoir tendance à adapter leur façon de parler à leur interlocuteur dans un but communicatif. Nous avons donc mis en place un paradigme appelé " Dominos verbaux " afin de collecter un corpus large pour caractériser ce phénomène, le but final étant de doter un agent conversationnel animé de cette capacité d'adaptation afin d'améliorer la qualité des interactions homme-machine.Nous avons mené différentes études pour étudier le phénomène entre des paires d'inconnus, d'amis de longue date, puis entre des personnes provenant de la même famille. On s'attend à ce que l'amplitude de la convergence soit liée à la distance sociale entre les deux interlocuteurs. On retrouve bien ce résultat. Nous avons ensuite étudié l'impact de la connaissance de la cible linguistique sur l'adaptation. Pour caractériser la convergence phonétique, nous avons développé deux méthodes : la première basée sur une analyse discriminante linéaire entre les coefficients MFCC de chaque locuteur, la seconde utilisant la reconnaissance de parole. La dernière méthode nous permettra par la suite d'étudier le phénomène en condition moins contrôlée.Finalement, nous avons caractérisé la convergence phonétique à l'aide d'une mesure subjective en utilisant un nouveau test de perception basé sur la détection " en ligne " d'un changement de locuteur. Le test a été réalisé à l'aide signaux extraits des interactions mais également avec des signaux obtenus avec une synthèse adaptative basé sur la modélisation HNM. Nous avons obtenus des résultats comparables démontrant ainsi la qualité de notre synthèse adaptative.
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Lelong, Amélie. "Convergence phonétique en interaction Phonetic convergence in interaction". Thesis, Grenoble, 2012. http://www.theses.fr/2012GRENT079/document.

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Le travail présenté dans cette thèse est basé sur l’étude d’un phénomène appelé convergence phonétique qui postule que deux interlocuteurs en interaction vont avoir tendance à adapter leur façon de parler à leur interlocuteur dans un but communicatif. Nous avons donc mis en place un paradigme appelé « Dominos verbaux » afin de collecter un corpus large pour caractériser ce phénomène, le but final étant de doter un agent conversationnel animé de cette capacité d’adaptation afin d’améliorer la qualité des interactions homme-machine.Nous avons mené différentes études pour étudier le phénomène entre des paires d’inconnus, d’amis de longue date, puis entre des personnes provenant de la même famille. On s’attend à ce que l’amplitude de la convergence soit liée à la distance sociale entre les deux interlocuteurs. On retrouve bien ce résultat. Nous avons ensuite étudié l’impact de la connaissance de la cible linguistique sur l’adaptation. Pour caractériser la convergence phonétique, nous avons développé deux méthodes : la première basée sur une analyse discriminante linéaire entre les coefficients MFCC de chaque locuteur, la seconde utilisant la reconnaissance de parole. La dernière méthode nous permettra par la suite d’étudier le phénomène en condition moins contrôlée.Finalement, nous avons caractérisé la convergence phonétique à l’aide d’une mesure subjective en utilisant un nouveau test de perception basé sur la détection « en ligne » d’un changement de locuteur. Le test a été réalisé à l’aide signaux extraits des interactions mais également avec des signaux obtenus avec une synthèse adaptative basé sur la modélisation HNM. Nous avons obtenus des résultats comparables démontrant ainsi la qualité de notre synthèse adaptative
The 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
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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.

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El presente trabajo tiene como objetivo identificar los avances, investigaciones y propuestas referentes a esta tecnología; en la cual se verán tanto las tendencias en desarrollo como las más intrépidas pero innovadoras propuestas de soluciones. Así mismo, para poder comprender los mecanismos que permiten esta interacción, es necesario conocer las mejores prácticas y estándares como los estipulados por la W3C (World Wide Web Consortium) y la ACM (Association for Computing Machinery). Identificados todos los avances y propuestas, se procederá a conocer todos los mecanismos como Facial Recognition, Touch Recognition, Speech Recognition y los respectivos requerimientos para que pueda ser usada permitiendo una interacción más natural entre el usuario y el sistema. Identificados todos los avances existentes sobre esta tecnología así como los mecanismos y requerimiento que permiten su uso, se define la propuesta de arquitectura, para la implementación de sistemas Multimodal Interaction. Además, como parte del modelo se propone una cartera de tres (3) proyectos la cual forma parte del plan de continuidad de este trabajo y forma parte de la validación del modelo.
This 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.
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McBurney, Peter John. "Rational interaction". Thesis, University of Liverpool, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.250477.

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Coelho, Marcelo. "Materializing interaction". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/79305.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, February 2013.
Cataloged 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.
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25

McMillian, Christina A. "Light interaction". Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/52581.

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In the heart of a park, a path spirals up a hill. Follow it and the trees part to reveal a building halfway up. Its thick, rough walls are pulled apart at moments, allowing light and movement into the space. The path leads between the walls. The narrow passage continues in a counter-clockwise motion up a staircase, leading you towards the light; moving from opacity to transparency, darkness to light, thick to thin, and exploring the mo- ments between. The space marks the passage of time. You see sunrise, marked by three narrow slits oriented to capture the light on the Winter and Summer solstices, and Spring and Fall equinoxes. The curved walls leading from the white art glass windows cradle the light like a cupped hand. The midday sun illuminates the central core, translated through the medium of semi-circular, veneer screens. The light and wood interact, revealing what is hidden, allowing the glowing screens to illuminate the outer circle. On the opposite side of the space are similarly-oriented windows to capture the Summer, Spring, Fall, and Winter sunsets, completing the day. It is a space apart from the world into which only the light and the self may enter. The only view of the outside world is the changing sky at the center. It is a space looks at light and how it moves through, is captured by, or is reflected by material. Light changes the materials in the space, is changed by them and marks the passage of time -- days and the seasons.
Master of Architecture
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26

Hausen, Doris. "Peripheral interaction". Diss., Ludwig-Maximilians-Universität München, 2014. http://nbn-resolving.de/urn:nbn:de:bvb:19-167337.

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In our everyday life we carry out a multitude of activities in parallel without focusing our attention explicitly on them. We drink a cup of tea while reading a book, we signal a colleague passing by with a hand gesture, that we are concentrated right now and that he should wait one moment, or we walk a few steps backwards while taking photos. Many of these interactions - like drinking, sending signals via gestures or walking - are rather complex by themselves. By means of learning and training, however, these interactions become part of our routines and habits and therefore only consume little or no attentional resources. In contrast, when interacting with digital devices, we are often asked for our full attention. To carry out - even small and marginal tasks - we are regularly forced to switch windows, do precise interactions (e.g., pointing with the mouse) and thereby these systems trigger context and focus switches, disrupting us in our main focus and task. Peripheral interaction aims at making use of human capabilities and senses like divided attention, spatial memory and proprioception to support interaction with digital devices in the periphery of the attention, consequently quasi-parallel to another primary task. In this thesis we investigate peripheral interaction in the context of a standard desktop computer environment. We explore three interaction styles for peripheral interaction: graspable interaction, touch input and freehand gestures. StaTube investigates graspable interaction in the domain of instant messaging, while the Appointment Projection uses simple wiping gestures to access information about upcoming appointments. These two explorations focus on one interaction style each and offer first insights into the general benefits of peripheral interaction. In the following we carried out two studies comparing all three interaction styles (graspable, touch, freehand) for audio player control and for dealing with notifications. We found that all three interaction styles are generally fit for peripheral interaction but come with different advantages and disadvantages. The last set of explorative studies deals with the ability to recall spatial locations in 2D as well as 3D. The Unadorned Desk makes use of the physical space around the desktop computer and thereby offers an extended interaction space to store and retrieve virtual items such as commands, applications or tools. Finally, evaluation of peripheral interaction is not straightforward as the systems are designed to blend into the environment and not draw attention on them. We propose an additional evaluation method for the lab to complement the current evaluation practice in the field. The main contributions of this thesis are (1) an exhaustive classification and a more detailed look at manual peripheral interaction for tangible, touch and freehand interaction. Based on these exploration with all three interaction styles, we offer (2) implications in terms of overall benefits of peripheral interaction, learnability and habituation, visual and mental attention, feedback and handedness for future peripheral interaction design. Finally, derived from a diverse set of user studies, we assess (3) evaluation strategies enriching the design process for peripheral interaction.
In 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.
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Flint, Thomas Edmund. "Appropriating interaction". Thesis, Edinburgh Napier University, 2016. http://researchrepository.napier.ac.uk/Output/453421.

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This thesis is concerned with the fact that people routinely appropriate interactivetechnology. Much of the work in this project was conducted at The Public, aninteractive art gallery in West Bromwich. Examples of appropriation that arepresented range from interactive art, the game Minecraft™, to mundane objectsencountered in daily life. Research Questions posed in this study are: • What are the dynamics of appropriation? • What is the relationship of appropriation to affordance? • How do individuals experience appropriation? Appropriation is the mechanism by which we make objects in the world relevant and personal. This PhD has revealed three dimensions of appropriation namely: • Control: both in terms of ownership and virtuosity. • Ensoulment: the mechanism through which we ascribe personal significance to artefacts. • Affordance: the experiential relationship to artefacts concerned with action on and with them. Appropriation is revealed as a mechanism through which people understand potential action with technology. A traditional view is that people learn how to use a system and once its canonical use is established new uses or appropriations are discovered. What is revealed in this study is that appropriation is bound to our perception of action with technology, commonly explained through the concept of affordance. Appropriation is revealed as the initial act in human encounters with technology.
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28

Desforges, Andrew Shores. "Environmental interaction". Thesis, University of Iowa, 2014. https://ir.uiowa.edu/etd/4610.

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My pursuit of contributing a clear visual vernacular to the area of environmental education informs my research on contemporary issues surrounding the debate of current scientific findings. This has led me to explore the notion of altering behavior and correcting misconceptions regarding climate science through the presentation of information in haptic form. Parallel to this I will present non-contested scientific processes in a tactile form. Pulling from research in the field of behavioral studies, I apply a systematic approach to integrating scientific information into both haptic and tactile infographics that function based on user engagement. By addressing the misconceptions and presenting the correct information in a manner that is more retainable through interaction, I aim to create a set of educational tools that can by adopted by practitioners of environmental education.
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29

Celerier, Jean-Michael. "Authoring interactive media : a logical & temporal approach". Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0037/document.

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La question de la conception de médias interactifs s'est posée dès l'apparition d'ordinateurs ayant des capacités audio-visuelles. Un thème récurrent est la question de la spécification temporelle d'objets multimédia interactifs : comment peut-on créer des présentations multimédia dont le déroulé prend en compte des événements extérieurs au système.Ce problème rejoint un autre champ d'application, qui est celui de la musique et plus spécifiquement des partitions interactives : des pièces musicales dont l'interprétation pourra varier dans le temps en fonction d'indications données par la partition.Dans les deux cas, il est nécessaire de spécifier les médias et données musicales qui seront orchestrées par le système. C'est le sujet de la première partie de cette thèse, qui présente un modèle adapté pour la conception d'applications multimédia permettant de répondre à des problématiques d'accès réparti et de contrôle à distance, ainsi que de documentation.Une fois ce modèle défini, on construit en s'inspirant des systèmes à flots de donnée courants dans les environnements adaptés à la musique en temps réel un environnement de calcul permettant de contrôler les paramètres des applications définies précédemment, ainsi que de générer des entrées & sorties sous forme audio-visuelle. En particulier, une notion d'environnement permanent dans ce modèle de données est introduite. Elle simplifie certains cas d'usages courants en informatique musicale, et améliore les performances par rapport à une solution uniquement basée sur de la communication entre nœuds explicites du système.Enfin, une structure de graphe temporel est introduite : elle permet de définir les parties du graphe de données qui vont être actives à un instant donné d'une partition interactive. En particulier, les connections entre objets du graphe de données sont étudiées dans le cadre de déroulements synchrones et différés.Un langage d'édition visuel est introduit pour l'écriture de scénarios dans un modèle graphique réunissant les éléments introduits précédemment.La structure temporelle est par la suite étudiée sous l'axe de la répartition. On montre notamment qu'il est possible d'acquérir un pouvoir expressif supplémentaire en supposant une exécution concurrente de certains objets de la structure temporelle.Enfin, on présente comment le système permet de recréer nombre de systèmes musicaux existants : séquenceurs, live-loopers, et patchers, ainsi que les nouveaux types de comportements multimédias rendus possibles
Interactive 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
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30

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.

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31

Dautriche, Rémy. "Multi-scale interaction techniques for the interactive visualization of execution traces". Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM046/document.

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Développer des applications de streaming multimedia pour systèmes embarqués devient une tâche de plus en plus complexe. De nouveaux standards multimedia apparaissent régulièrement sur le marché pour supporter de meilleures résolutions et délivrer du contenu multimedia de meilleure qualité. Une conséquence est la complexification des plateformes matérielles et du développement logiciel. La méthode traditionnelle de débogage pour les applications de streaming multimedia est l'utilisation de traces d'exécution. Cependant, la quantité de données générée par les logiciels modernes augmente et les outils existants ne passent pas à l'échelle, ne permettent plus un débogage efficace. Dans cette thèse, nous nous focalisons sur de nouvelles techniques de visualisation enrichies par des résultats d'algorithmes de fouille de données afin de permettre une analyse efficace des traces d'exécution.Nous commençons par présenter les Slick Graphs, une technique de découpage et de lissage pour la visualisation de séries temporelles. Les Slick Graphs minimisent les artéfacts introduits par les techniques de lissage traditionnelles en utilisant le plus petit intervalle possible: les pixels. A travers une étude utilisateur, nous montrons que les Slick Graphs sont significativement plus rapides et plus précis avec des données périodiques. Nous proposons ensuite un nouveau système de visualisation interactive, TraceViz, pour explorer les traces d'exécution à différents niveaux de détails. Avec TraceViz, nous introduisons aussi un back-end permettant l'exploration interactive de trace d'exécution de taille importante. Nous fournissons une analyse de performance montrant que le back-end de TraceViz délivre des performances significativement meilleures que les back-end utilisés dans les outils de débogage disponibles aujourd'hui.Les traces contiennent aussi de nombreuses informations importantes qui peuvent être calculées avec des algorithmes de fouille de données comme par exemple l'existence de séquences d’événements répétées au cours de la trace ou des comportements périodiques. Cependant, même si les techniques de fouille de données permettent d'avoir une meilleure compréhension des traces d'exécution, leurs résultats sont difficiles à exploiter dû au grand nombre de motifs à examiner un par un manuellement. Nous proposons une nouvelle méthode d'analyse visuelle qui permet de visualiser les structures cachées dans une traces comme les séquences répétées et la périodicité d'un ensemble d’événements, permettant de rapidement avoir une compréhension fine de la trace. Enfin, nous montrons aussi comment notre méthode peut être appliquées à différents types de données, autres que les traces d'exécution
Developing 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
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32

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.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can affect these Pleasures. This to help interaction designers think more clearly around and make better design choices regarding interactions within interactive systems. The results of this showed that there can be many such relations, but also that they are complex. Additionally, it is discussed that Pleasures might also partly be experienced before or after the interaction with the artwork.
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33

Erlandsson, 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.

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Online social media, such as Facebook, Twitter, and LinkedIn, provides users with services that enable them to interact both globally and instantly. The nature of social media interactions follows a constantly growing pattern that requires selection mechanisms to find and analyze interesting data. These interactions on social media can then be modeled into interaction networks, which enable network-based and graph-based methods to model and understand users’ behaviors on social media. These methods could also benefit the field of complex networks in terms of finding initial seeds in the information cascade model. This thesis aims to investigate how to efficiently collect user-generated content and interactions from online social media sites. A novel method for data collection that is using an exploratory research, which includes prototyping, is presented, as part of the research results in this thesis.   Analysis of social data requires data that covers all the interactions in a given domain, which has shown to be difficult to handle in previous work. An additional contribution from the research conducted is that a novel method of crawling that extracts all social interactions from Facebook is presented. Over the period of the last few years, we have collected 280 million posts from public pages on Facebook using this crawling method. The collected posts include 35 billion likes and 5 billion comments from 700 million users. The data collection is the largest research dataset of social interactions on Facebook, enabling further and more accurate research in the area of social network analysis.   With the extracted data, it is possible to illustrate interactions between different users that do not necessarily have to be connected. Methods using the same data to identify and cluster different opinions in online communities have also been developed and evaluated. Furthermore, a proposed method is used and validated for finding appropriate seeds for information cascade analyses, and identification of influential users. Based upon the conducted research, it appears that the data mining approach, association rule learning, can be used successfully in identifying influential users with high accuracy. In addition, the same method can also be used for identifying seeds in an information cascade setting, with no significant difference than other network-based methods. Finally, privacy-related consequences of posting online is an important area for users to consider. Therefore, mitigating privacy risks contributes to a secure environment and methods to protect user privacy are presented.
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34

Yao, 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.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2019
Cataloged 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
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35

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.

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Thesis (M.S. in Chemistry)--Washington State University, August 2009.
Title from PDF title page (viewed on Sept. 21, 2009). "Department of Chemistry." Includes bibliographical references (p. 60-66).
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36

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.

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This thesis will introduce the concept of collaboratively using freehand gestures to interact with visualizations. It could be problematic to work with data and visualizations together with others in the traditional desktop setting because of the limited screen size and a single user input device. Therefore this thesis suggests a solution by integrating computer vision and gestures with interactive visualizations. This integration resulted in a prototype where multiple users can interact with the same visualizations simultaneously. The prototype was evaluated and tested on ten potential users. The results from the tests show that using gestures have potential to support collaboration while working with interactive visualizations. It also shows what components are needed in order to enable gestural interaction with visualizations.
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37

Vo, 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.

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La télévision n’a cessé de se populariser et d’évoluer en proposant de nouveaux services. Ces services de plus en plus interactifs rendent les téléspectateurs plus engagés dans l’activité télévisuelle. Contrairement à l’usage d’un ordinateur, ils interagissent sur un écran distant avec une télécommande et des applications depuis leur canapé peu propice à l’usage d’un clavier et d’une souris. Ce dispositif et les techniques d’interaction actuelles qui lui sont associées peinent à répondre correctement à leurs attentes. Afin de répondre à cette problématique, les travaux de cette thèse explorent les possibilités offertes par la modalité gestuelle pour concevoir de nouvelles techniques d’interaction pour la télévision interactive en tenant compte de son contexte d’usage. Dans un premier temps, nous présentons le contexte singulier de l’activité télévisuelle. Puis, nous proposons un espace de caractérisation des travaux de la littérature cherchant à améliorer la télécommande pour, finalement, nous focaliser sur l’interaction gestuelle. Nous introduisons un espace de caractérisation qui tente d’unifier l’interaction gestuelle contrainte par une surface, mains libres, et instrumentée ou non afin de guider la conception de nouvelles techniques. Nous avons conçu et évalué diverses techniques d’interaction gestuelle selon deux axes de recherche : les techniques d’interaction gestuelle instrumentées permettant d’améliorer l’expressivité interactionnelle de la télécommande traditionnelle, et les techniques d’interaction gestuelles mains libres en explorant la possibilité de réaliser des gestes sur la surface du ventre pour contrôler sa télévision
Television 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
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Desai, Shital H. "Embodied intuitive interaction in children". Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/112766/8/112766.pdf.

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Children are increasingly using complex products which makes it essential that these products should be intuitive to use. This research studied the role of Embodiment in intuitive interaction in children. Children were observed playing with Jenga (both the physical version and the app), Monkey Blocks – a gravity defying stacking toy and Osmo – a mixed reality toy. The research resulted in an interaction model that will help designers to design Embodied intuitive products for children. The outcomes build on the ongoing research in intuitive interaction and provide insight into how designers could design embodied intuitive products for children.
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Leiva, Germán. "Interactive Prototyping of Interactions : from Throwaway Prototypes to Takeaway Prototyping". Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS551/document.

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Le prototypage est une étape essentielle du processus de design. Pendant les premières phases du processus de conception, les designers utilisent le prototypage rapide pour explorer diverses idées. Les outils et techniques actuels de prototypage se concentrent en particulier sur des représentations papier et donc destinées à être jetées. Or, alors que ces prototypes jetables peuvent être créés rapidement, ils se prêtent mal au processus d'itération. Je propose donc de créer des outils de prototypage rapide qui puissent efficacement supporter la création d'artéfacts à la fois jetables et réutilisables pour esquisser de nouvelles interactions dans les premières phases du processus de design. La première partie porte sur le prototypage vidéo. Les designers font face à deux écueils majeurs à l'utilisation de la vidéo en design d'interaction: le temps nécessaire pour filmer et celui nécessaire pour éditer. J’ai développé VideoClipper pour aider le processus de création de vidéo. Cet outil intègre une méthode de design itérative qui encourage la planification et permet une vraie flexibilité pendant la création de prototypes. Je présente les résultats d'une étude utilisateur informelle de trois semaines avec des étudiants en design d'interaction. Les résultats suggèrent que les participants passent moins de temps à capturer et éditer avec VideoClipper qu'avec les autres outils vidéos. En revanche, ils trouvent parfois difficile de créer des stop-motions pour représenter des interactions continues et de re-filmer de nouveaux segments lorsque le design évolue. J'ai ensuite crée Montage, un outil de prototypage vidéo qui permet aux designers de progressivement augmenter leurs prototypes papier avec des maquettes numériques pour faciliter la création, la réutilisation et l'exploration d'interactions dynamiques. Montage utilise l'incrustation vidéo pour découpler l'interface du prototype de son contexte d'utilisation, permettant aux designers de les réutiliser ou de les modifier indépendamment. Je décris comment Montage améliore le prototypage vidéo en combinant la vidéo avec des maquettes numériques animées et encourage l'exploration d'autres contextes d'utilisation tout en permettant le prototypage de styles d'interaction différents. La deuxième partie porte sur l’implémentation de prototypes interactifs. Les designers et développeurs professionnels ont souvent du mal à effectuer la transition de la représentation du design à son implémentation concrète. Avec N. Maudet, j'ai mené trois études sur la conception et l'implémentation d'interactions non-conventionnelles pour comprendre l'écart entre les processus, les outils et les représentations des designers et des développeurs. Nous avons découvert que les pratiques actuelles entraînent des redondances entre le travail des designers et celui des développeurs et des divergences entre le design et son implémentation. Nous identifions trois types de problèmes: l'omission de détails critiques, l'ignorance des cas extrêmes et la non prise en compte des limitations techniques. Je propose quatre principes de design pour créer des outils qui limitent ces problèmes. Ces principes sont utilisés pour créer Enact, un environnement interactif de prototypage d'interactions tactiles. Les résultats de deux études suggèrent que Enact aide les participants à détecter plus de cas extrêmes, augmente la participation des designers et offre de nouvelles possibilités de co-création. Ces trois outils de prototypage reposent sur les mêmes principes théoriques sous-jacent: réification, polymorphisme, réutilisation et substrats d'information. De même, les outils présentés mettent en œuvre une approche du prototypage que je nomme “Takeaway Prototyping” ou prototypage recyclable. Par contraste avec les prototypes jetables, les outils pour le prototypage recyclable permettent le design par énaction et réifient des artefacts de conception pour matérialiser la progression du design
Prototyping 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
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40

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.

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Les travaux de cette thèse en informatique s'inscrivent dans le domaine de l'interaction homme-machine (IHM). Le sujet de ce mémoire concerne l'utilisation d'une nouvelle forme d'ordinateur appelée table interactive. Il s'agit d'une table dont le plateau est à la fois un écran et une surface de détection multi-tactile. Les tables interactives ouvrent de nouveaux usages de l'informatique en permettant des applications multi-utilisateurs en coprésence. Les utilisateurs d'une même table interactive ont naturellement envie d'interagir simultanément sur la surface partagée. Cette simultanéité est toutefois difficile à observer dans un contexte collaboratif et non artificiel. Les études existantes n'ont pas suffisamment analysé les problèmes rencontrés ni cherché comment le système peut aider à gérer les accès simultanés.Notre approche a consisté à étudier les interactions simultanées en nous orientant vers des situations originales où la couche applicative du système exerce une forte pression sur le rythme d'utilisation. Nous justifions ainsi l'utilisation d'un jeu vidéo comme outil d'exploration et d'expérimentation. Ce mémoire retrace la conception et le développement de RealTimeChess, un jeu pour 2 à 4 joueurs, adapté aux caractéristiques des tables interactives, et inspiré des échecs dans une version s'affranchissant du tour par tour. Nous rapportons les résultats d'expériences menées sur des groupes de 2 à 4 participants en situations de coopération et de compétition, qui ont permis de mettre en évidence des problèmes de gênes physiques et d'accessibilité aux objets distants ; de perception des informations importantes en contexte dynamique ; et de contrôle du rythme de l'interaction.Ce mémoire expose en outre les leçons apprises au niveau de l'interaction simultanée de plusieurs utilisateurs, des aspects de territorialité, des comportements collaboratifs et enfin en proposant des recommandations de Game Design pour tables interactives.
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41

Radeau, 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.

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42

Jackson, Samuel. "Sustainability in Computer Science, Human-Computer Interaction, and Interaction Design". Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1329.

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Sustainability is a growing concern in a world where climate change threatens to inflict massive environmental and human damage in the coming decades. As climate change becomes a global issue, researchers and professionals from many pursuits are beginning to rally around the cause of bringing about an economically and environmentally sustainable future. Computer science and the related fields of human-computer interaction and interaction design have both a moral obligation and profound opportunity to contribute to environmental sustainability. In this thesis, I will examine the efforts of computer scientists and interaction designers in sustainability so far in order to form an understanding of what computer science has contributed to the effort of curbing damage to the environment to date. While the contributions of computer science and related fields to sustainability are significant, there are many ways in which they are deficient. Therefore, I will look to the future possibilities for academic and industrial developments and improvements in sustainable technology from the perspective of computer scientists and practitioners of related disciplines, and make recommendations as to the direction these fields should take in order to best serve the global thrust toward a sustainable human civilization.
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43

Mason, 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.

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44

Frisk, 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.

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45

Wheadon, 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.

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The ability to directly simulate all atmospheric motion is currently well beyond the limits of the computers available to us. As such techniques must be developed that accurately model important processes in an affordable manner. Large-scale balanced motion is well understood, but as affordable resolution increases, models are able to resolve scales where large-scale turbulence and small-scale waves are important. This requires a new set of techniques that respect the interactions between these different kinds of motion. In this thesis we look at two ways of assessing the accuracy of models capable of representing the scales at which these interactions occur. The first approach uses asymptotic limit solutions to derive a set of terms whose scale is known. These terms can then be evaluated as the model approaches a relevant asymptotic regime, and a `good' model should reproduce the expected rate of scaling. We apply this method of asymptotic limit solutions to an Eulerian and a Lagrangian shallow water model. The former is based upon ENDGame, the model currently in use at the Met Office, and the latter is based upon a candidate model from GungHo which is seeking a replacement for ENDGame. In addition, the Eulerian model is evaluated with both small and large timesteps and the results confirm the ability of the semi-implicit scheme to retain accuracy at large timesteps. Errors in the higher-order diagnostics used in this section highlight the need to make these analytic diagnostics consistent with the discretisations of the model in question. The second method involves looking at the exchanges of energy in a spectral shallow water model in order to inform the design of subgrid models. By running a high-resolution simulation and truncating the energy at a certain wavenumber, comparing the result to a run without truncation shows the contribution of the scales below the truncation limit. We extend this by separating the total energy into separate components that may be truncated and evaluated individually in order to give a more complete picture of energy exchanges at the subgrid scale.
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46

Xue, 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.

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Thesis: Ph. D., Massachusetts Institute of Technology, Computational and Systems Biology Program, 2018.
Cataloged 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.
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47

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.

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La Computaci'on Ubicua plantea proveer de inteligencia a nuestros entornos ofreciendo servicios a los usuarios que permitan ayudarlos en su vida cotidiana. Con la inclusi'on de dispositivos ubicuos en nuestra vida (por ejemplo los dispositivos m'oviles), los usuarios hemos pasado a estar siempre conectados al entorno, pudiendo interactuar con el. Sin embargo, a diferencia de las interacciones de escritorio tradicionales donde los usuarios eran quienes ped'¿an informaci'on o introduc'¿an datos, las interacciones ubicuas tienen que lidiar con un entorno de los usuarios variable, demandando uno de los recursos mas valiosos para los usuarios: la atenci'on humana. De esta forma, un reto en el paradigma de computaci'on ubicua es regular las peticiones de atenci'on del usuario. Esto implica que las interacciones de los servicios deber'¿an comportarse de una manera ¿considerada¿ teniendo en cuenta el grado en que cada servicio se inmiscuye en la mente del usuario (el nivel de molestia). Partiendo de las bases de la Ingenier'¿a Dirigida por Modelos (MDE) y de los principios de la Computaci'on Considerada, esta tesis se orienta a dise¿nar y desarrollar servicios que sean capaces de adaptar sus interacciones de acuerdo a la atenci'on del usuario en cada momento. El principal objetivo de esta tesis es introducir capacidades de adaptaci'on considerada en los servicios ubicuos para proporcionar interacciones que no perturben al usuario. Esto lo conseguimos mediante un proceso de desarrollo que cubre desde el dise¿no de los servicios hasta su implementaci'on, centr'andose en los requisitos de adaptaci'on de la interacci'on particulares para cada usuario. Para el dise¿no del comportamiento de la interacci'on en base al nivel de molestia se han de¿nido unos modelos de intromisi'on e interacci'on independientes de la tecnolog'¿a. Estos modelos son los que posteriormente conducen la adaptaci'on de la interacci'on din'amicamente, por medio de una infraestructura aut'onoma que los usa en tiempo de ejecuci'on. Esta infraestructura es capaz de detectar cambios en la situaci'on del usuario (por ejemplo cambios en su localizaci'on, su actividad, etc.) y planear y ejecutar modi¿caciones en la interacci'on de los servicios. Cuando se detecta un cambio del contexto del usuario, los servicios se auto-adaptan para usar los componentes de interacci'on m'as apropiados de acuerdo a la nueva situaci'on y no molestar al usuario. Adem'as, como las necesidades y preferencias de los usuarios pueden cambiar con el tiempo, nuestra aproximaci'on utiliza la estrategia del aprendizaje por refuerzo para ajustar los modelos de dise¿no iniciales de forma que maximicemos la experiencia del usuario. El dise¿no inicial de la interacci'on basado en el nivel de molestia nos asegura un comportamiento inicial consistente con las necesidades de los usuarios en ese momento. Luego, este dise¿no se va re¿nando de acuerdo al comportamiento y preferencias de cada usuario por medio de su retroalimentaci'on a trav'es de la experiencia de uso. Adem'as, tambi'en proporcionamos una interfaz m'ovil que permite a los usuarios ¿nales personalizarse de forma manual los modelos en base a sus propias preferencias. El trabajo presentado en esta tesis se ha llevado a la pr'actica para su evaluaci'on desde el punto de vista de los dise¿nadores y de los usuarios ¿nales. Por una parte, el m'etodo de dise¿no se ha validado para comprobar que ayuda a los dise¿nadores a especi¿car este tipo de servicios. Pese a que el proceso de desarrollo no ofrece una automatizaci'on completa, las gu'¿as ofrecidas y la formalizaci'on de los conceptos implicados ha demostrado ser 'util a la hora de desarrollar servicios cuya interacci'on es no molesta. Por otra parte, la adaptaci'on de la interacci'on en base al nivel de molestia se ha puesto en pr'actica con usuarios para evaluar su satisfacci'on con el sistema y su experiencia de usuario. Esta validaci'on ha desvelado la importancia de considerar los aspectos de molestia en el proceso de adaptaci'on de la interacci'on para ayudar a mejorar la experiencia de usuario.
In 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
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48

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/.

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This thesis proposes a novel approach to the assessment of persons experiencing difficulties with interpersonal interactions. Conversation skills were selected as the focus of the research, these being an important element in such interactions. A broad review of psychological research associated with 4 different perspectives on this topic indicated a variety of approaches to defining, assessing and remediating problems Social, developmental, with interpersonal interactions. educational and clinical perspectives were explored. Clinically useful measurement procedures either evaluated the global effect of persons or evaluated specific structural components of their behaviour. The former provided little information about how to intervene to bring about improvements, while the latter failed to identify behaviour which consistently correlated with other indicators of competent performance. Valid measures from other domains were examined for their application to the assessment of conversation skills. An initial study analysed data from a sample of university students and job seekers to provide a benchmark for subsequent comparison with a newly developed measurement system. Results were interpreted to support previous research findings that component analysis measures were not appropriate. Sequential and interaction analysis concepts were adapted to develop the Verbal Interaction Analysis System. The VIAS measured the effect of verbal behaviour in interpersonal interactions by focusing on whether the topic of conversation was maintained and if contributions were made which developed the current topic. The VIAS was applied to a number of different dyadic interactions beginning with a reanalysis of the initial study. Scores obtained with this measure resulted in improved correlations with global judgements of competence and predicted high- and low- competent subjects. Subsequent experiments supported the validity of the VIAS. The VIAS was administered to a group of low-competent subjects during a social-skills training programme and was used in a clinical case study with a person experiencing difficulties with interpersonal interactions. In addition, experiments were carried out with university students to investigate the effects on the VIAS of manipulating the behaviour of the confederate or the subject during initial interactions. Results indicated that the VIAS (1) was easy to use with high inter-rater agreement. (2) was sensitive to improvements in the competence of one category of low-competent subjects during a social skills training programme, (3) assisted in the selection of target IV behaviour in a single-subject clinical intervention, and (4) was sensitive to manipulations of behaviour such as changing levels of responsibility for maintaining the interaction. The major advantage of the System was its flexibility. Empirically determined adjustments to the scoring procedure produced valid scores from a different type of interaction, as exemplified by a job interview. The potential of the System as a research tool is discussed firstly, in the context of determining the demands made in different interpersonal interactions and secondly, for its relevance as an aid to improving maintenance and transfer (generalisation) of treatment gains.
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49

Threadgill, 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.

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Shock Wave Boundary Layer Interactions (SWBLIs) represent complex flow phenomena that remain poorly understood despite their prevalence on high-speed vehicles, in part due to their complicated underlying physics. In particular, the mechanisms that drive the high-amplitude, low-frequency unsteadiness within the interaction have perplexed researchers for many years while remaining a limitation to vehicle performance and a potential danger to airframe integrity. This investigation has specifically examined the influence of interaction strength and configuration type on the characteristic unsteady behaviour that describes the flow environment. Until now, researchers have typically focused on testing a specific configuration in a given test facility. This approach can obscure meaningful conclusions that may be drawn due to the interference of the test environment. The present research effort therefore tackles this flaw by assessing flow behaviours across a range of SWBLIs, all tested within a common environment. Four strengths of oblique shock reflection interactions and two strengths of compression ramp interactions have been assessed and compared. Experiments have been conducted in the Imperial College Supersonic Wind Tunnel with a Mach 2 turbulent incoming boundary layer with momentum thickness Reynolds number of 8000. Using a combined approach of synchronised PIV and fast-response wall-pressure measurements the unsteady elements to the interactions have been investigated. The spectral evolutions of unsteady wall-pressure disturbances are assessed throughout each of the interactions. Results confirm that the high-frequency component of the separation shock spectral content is common across all interactions. Meanwhile, low-frequency amplitudes scale with the interaction length, acting to decrease the characteristic frequency used to describe such motion when the interaction strength is increased. Instantaneous shock structures have also been identified which confirm the presence of two unsteady mechanisms governing the dynamics of the separation shock: rotation and translation. Quasi-steady modelling of these mechanisms indicates how their relative dominance varies with interaction strength and configuration type. This body of work represents a unique assessment of valuable data that is crucial to the development of unsteady SWBLI understanding.
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50

Coelho, 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.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.
Includes 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.
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