Dissertations / Theses on the topic 'Computer arts'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Computer arts.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Saxon, Andrew Philip. "Human-computer interaction design : using an arts-based approach." Thesis, Birmingham City University, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.272093.
Full textGünzel, Stephan, Michael Liebe, and Dieter Mersch. "The medial form of computer games." Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3324/.
Full textLiboriussen, Bjarke. "The landscape aesthetics of computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2458/.
Full textKarsten, Selia. "WebStars, holistic, arts-based curriculum in a computer applications course." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0020/NQ45674.pdf.
Full textKing, Mike. "Computer media in the visual arts, and their user interfaces." Thesis, Royal College of Art, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.293932.
Full textOuren, Leslie Serine. "Integrating computer software within the Houghton Mifflin Language Arts program." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2918.
Full textBell, Stephen Charles Davenport. "Participatory art and computers : identifying, analysing and composing the characteristics of works of participatory art that use computer technology." Thesis, Loughborough University, 1991. https://dspace.lboro.ac.uk/2134/7207.
Full textGünzel, Stephan, Michael Liebe, and Dieter Mersch. "Logic and structure of the computer game." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4302/.
Full textIngram, Elizabeth Kay. "Integration of computers and language arts to benefit underachievers." CSUSB ScholarWorks, 1994. https://scholarworks.lib.csusb.edu/etd-project/897.
Full textPease, David E. "A guide to computer-based training for the graphic arts industry /." Online version of thesis, 1992. http://hdl.handle.net/1850/11242.
Full textMullan, Catherine A. "Computer and Technology Assisted Language Arts Activities for Middle School Students." UNF Digital Commons, 1991. http://digitalcommons.unf.edu/etd/105.
Full textPohl, Kirsten. "Ethical reflection and emotional involvement in computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2465/.
Full textButera, William J. (William Joseph). "Programming a paintable computer." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/61123.
Full textIncludes bibliographical references (p. 163-169).
A paintable computer is defined as an agglomerate of numerous, finely dispersed, ultra-miniaturized computing particles; each positioned randomly, running asynchronously and communicating locally. Individual particles are tightly resource bound, and processing is necessarily distributed. Yet computing elements are vanishingly cheap and are regarded as freely expendable. In this regime, a limiting problem is the distribution of processing over a particle ensemble whose topology can vary unexpectedly. The principles of material self-assembly are employed to guide the positioning of "process fragments" - autonomous, mobile pieces of a larger process. These fragments spatially position themselves and reaggregate into a running process. We present the results of simulations to show that "process self-assembly" is viable, robust and supports a variety of useful applications on a paintable computer. We describe a hardware reference platform as an initial guide to the application domain. We describe a programming model which normatively defines the term process fragment and which provides environmental support for the fragment's mobility, scheduling and data exchange. The programming model is embodied in a simulator that supports development, test and visualization on a 2D particle ensemble. Experiments on simple combinations of fragments demonstrate robustness and explore the limits of scale invariance. Process fragments are shown interacting to approximate conservative fields, and using these fields to implement scaffolded and thermodynamic self-assembly.
(cont.) Four applications demonstrate practical relevance, delineate the application domain and collectively illustrate the paintable's capacity for storage, communication and signal processing. These four applications are Audio Streaming, Holistic Data Storage, Surface Bus and Image Segmentation.
by William Joseph Butera.
Ph.D.
Cermak-Sassenrath, Daniel. "The logic of play in everyday human-computer interaction." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4272/.
Full textGünzel, Stephan. "The space-image : interactivity and spatiality of computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2456/.
Full textAchituv, Tal. "Computer mediated expression in paint." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106064.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 95-97).
of a framework for computer mediated expression. The computer's role in mediation is dual-both for enabling new forms of creative work as well as enabling creative work for populations for which it is not currently accessible, with the latter being the main focus of the work. The system consists of input, processing, and output stages. Simplicity of integration and modularity are the primary design goals which inform the architecture for the processing stage as well as the need for the interface layers to be universal and simple. Several input modalities have been realized and tested, including wearable IMU, airflow, and eye-tracking. One primary output modality has been constructed in the form of a robotic multi-color airbrush. Several evaluations were performed to assess the system's usability from a user's perspective as well as that of a developer. A survey was also conducted to evaluate the potential impact on the general publics perception of ability in the context of disability, particularly with respect to self-expression with paint.
by Tal Achituv.
S.M.
Barrett, Mark Douglas. "Teaching language arts in third grade with HyperStudio, an interactive computer program." CSUSB ScholarWorks, 1991. https://scholarworks.lib.csusb.edu/etd-project/849.
Full textNewton, Keith Randolph. "Cross-Disciplinary Integration of Musical Works and Visual Arts through Computer Technology." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1366381657.
Full textCaldwell, Craig Bernreuter. "A physically-based simulation approach to three-dimensional computer animation /." The Ohio State University, 1989. http://rave.ohiolink.edu/etdc/view?acc_num=osu148759830383988.
Full textKlein, Jonathan T. (Jonathan Tarter) 1962. "Computer response to user frustration." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/61838.
Full textVita.
Includes bibliographical references (p. 155-159).
Use of computer technology often has unpleasant side effects, some of which are strong, negative emotional states that arise in humans during interaction with computers. Frustration, confusion, anger, anxiety and similar emotional states can affect not only the interaction itself, but also productivity, learning, social relationships, and overall well-being. This thesis presents the idea of designing human-computer interaction systems to actively support human users in their ability to regulate, manage, and recover from their own negative emotional states, particularly frustration. This document describes traditional theoretical strategies for emotion regulation, the design of a human-computer interaction agent built by the author to actively help relieve frustration, and an evaluation that shows the effectiveness of the agent. A study designed to test this agent was conducted: A system was built that elicits frustration in human subjects. The interaction agent then initiated several social, emotional-content feedback strategies with some of the subjects, in an effort to help relieve their emotional state. These strategies were designed to provide many of the same cues that skilled, human listeners employ when helping relieve strong, negative emotions in others. Two control groups were exposed to the same frustrating stimuli, one of which was given no emotional support at all ; the other enabled subjects to report problems and "vent" at the computer. Subsequent behavior was then observed, and self-report data was collected. Behavioral results showed the agent was significantly more effective than the two controls in helping relieve frustration levels in subjects. These results demonstrate that strategic, social, emotional-content interaction with a computer by users who are experiencing frustration can help alleviate this negative state. They also provide evidence that humans may benefit emotionally in the short term from computers that respond in socially appropriate ways toward their emotions. The implications of this work suggest a wholly new role for computers in human life. Sociological ramifications of this new role are also discussed.
Jonathan T. Klein.
S.M.
Akdag, Salah A. A. "Discontents of computer art a discourse analysis on the intersection of arts, sciences and technology /." Diss., Restricted to subscribing institutions, 2008. http://proquest.umi.com/pqdweb?did=1608576911&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.
Full textOlofsson, Ammy. "Computer-human relation through glass : a part of the masters project “Growing Computers, Connecting Bodies, Cutting the Cord”." Thesis, Konstfack, Keramik & Glas, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6287.
Full textMaguire, Yael G. 1975. "Towards a table top quantum computer." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/61842.
Full textIncludes bibliographical references (leaves 135-139).
In the early 1990s, quantum computing proved to be an enticing theoretical possibility but a extremely difficult experimental challenge. Two advances have made experimental quantum computing demonstrable: Quantum error correction; and bulk, thermal quantum computing using nuclear magnetic resonance (NMR). Simple algorithms have been implemented on large, commercial NMR spectrometers that are expensive and cumbersome. The goal of this project is to construct a table-top quantum computer that can match and eventually exceed the performance of commercial machines. This computer should be an inexpensive, easy-to-use machine that can be considered more a computer than its "supercomputer" counterparts. For this thesis, the goal is to develop a low-cost, table-top quantum computer capable of implementing simple quantum algorithms demonstrated thus far in the community, but is also amenable to the many scaling issues of practical quantum computing. Understanding these scaling issues requires developing a theoretical understanding of the signal enhancement techniques and fundamental noise sources of this powerful but delicate system. Complementary to quantum computing, this high performance but low cost NMR machine will be useful for a number of medical, low cost sensing and tagging applications due the unique properties of NMR: the ability to sense and manipulate the information content of materials on macroscopic and microscopic scales.
Yael G. Maguire.
S.M.
Woodard, William Bryan. "A descriptive analysis of computer-based arts using content analysis and artists' statements /." The Ohio State University, 1996. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487942476409564.
Full textBickerstaff, Lisa. "Docutech open job submode simulation : a masters of fine arts thesis /." Online version of thesis, 1993. http://hdl.handle.net/1850/11965.
Full textMukherjee, Souvik. "Gameplay in the "Zone of Becoming" : locating action in the computer game." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2463/.
Full textSauls, Maxwell Martin. "A study of the integration of technology in the school arts classroom." Thesis, Nelson Mandela Metropolitan University, 2016. http://hdl.handle.net/10948/7364.
Full textColman, Alison. "Net.aesthetics, net.history, net.criticism: Introducing net.art into a computer art and graphics curriculum." The Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=osu1059151471.
Full textWang, Mingzhong. "ARTS : agent-oriented robust transactional system /." Connect to thesis, 2009. http://repository.unimelb.edu.au/10187/6778.
Full textIn this dissertation, we investigate and develop mechanisms to integrate intrinsic support for concurrency control, exception handling, recoverability, and robustness into multi-agent systems. The research covers agent specification, planning and scheduling, execution, and overall coordination, in order to reduce the impact of environmental uncertainty. Simulation results confirm that our model can improve the robustness and performance of the system, while relieving developers from dealing with the low level complexity of exception handling.
A survey, along with a taxonomy, of existing proposals and approaches for building robust multi-agent systems is provided first. In addition, the merits and limitations of each category are highlighted.
Next, we introduce the ARTS (Agent-Oriented Robust Transactional System) platform which allows agent developers to compose recursively-defined, atomically-handled tasks to specify scoped and hierarchically-organized exception-handling plans for a given goal. ARTS then supports automatic selection, execution, and monitoring of appropriate plans in a systematic way, for both normal and recovery executions. Moreover, we propose multiple-step backtracking, which extends the existing step-by-step plan reversal, to serve as the default exception handling and recovery mechanism in ARTS. This mechanism utilizes previous planning results in determining the response to a failure, and allows a substitutable path to start, prior to, or in parallel with, the compensation process, thus allowing an agent to achieve its goals more directly and efficiently. ARTS helps developers to focus on high-level business logic and relaxes them from considering low-level complexity of exception management.
One of the reasons for the occurrence of exceptions in a multi-agent system is that agents are unable to adhere to their commitments. We propose two scheduling algorithms for minimising such exceptions when commitments are unreliable. The first scheduling algorithm is trust-based scheduling, which incorporates the concept of trust, that is, the probability that an agent will comply with its commitments, along with the constraints of system budget and deadline, to improve the predictability and stability of the schedule. Trust-based scheduling supports the runtime adaptation and evolvement of the schedule by interleaving the processes of evaluation, scheduling, execution, and monitoring in the life cycle of a plan. The second scheduling algorithm is commitment-based scheduling, which focuses on the interaction and coordination protocol among agents, and augments agents with the ability to reason about and manipulate their commitments. Commitment-based scheduling supports the refactoring and parallel execution of commitments to maximize the system's overall robustness and performance. While the first scheduling algorithm needs to be performed by a central coordinator, the second algorithm is designed to be distributed and embedded into the individual agent.
Finally, we discuss the integration of our approaches into Internet-based applications, to build flexible but robust systems. Specifically, we discuss the designs of an adaptive business process management system and of robust scientific workflow scheduling.
Sparrell, Carlton James. "Coverbal iconic gesture in human-computer interaction." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/62327.
Full textKettley, Sarah. "Crafting the wearable computer : design process and user experience." Thesis, Edinburgh Napier University, 2007. http://researchrepository.napier.ac.uk/Output/2418.
Full textNaik, Nikhil (Nikhil Deepak). "Visual urban sensing : understanding cities through computer vision." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/109656.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 122-131).
This thesis introduces computer vision algorithms that harness street-level imagery to conduct automated surveys of the built environment and populations at an unprecedented resolution and scale. We introduce new tools for computing quantitative measures of urban appearance and urban change. First, we describe Streetscore, an algorithm that quantifies how safe a street block looks to a human observer, using computer vision and crowdsourcing. We extend this work with an efficient convolutional neural network-based method that is capable of computing several perceptual attributes of the built environment from thousands of cities from all six inhabited continents. Second, we introduce a computer vision algorithm to compute Streetchange-a metric for change in the built environment-from time-series street-level imagery. A positive Streetchange is indicative of urban growth; while negative Streetchange is indicative of decay. We use these tools to introduce new datasets. We use the Streetscore algorithm to generate the largest dataset of urban appearance to date, which covers more than 1 million street blocks from 21 American cities. We use the Streetchange algorithm to also generate a dataset for urban change containing more than 1.5 million street blocks from five large American cities. These datasets have enabled research studies across fields such as economics, sociology, architecture, urban planning, and public health. We utilize these datasets to provide new insights on important research questions. With the dataset on urban appearance, we show that criminal activity has a robust positive correlation with the spatial variation in architecture within neighborhoods. With the dataset on urban change, we show that positive urban change occurs in geographically and physically attractive areas with dense, highly-educated populations. Taken together, the tools, datasets, and insights described in this thesis demonstrate that computer vision-driven surveys of people and places have the potential to massively scale up studies in social science, to change the way cities are built, and to improve the design, execution, and evaluation of policy and aid interventions.
by Nikhil Naik.
Ph. D.
Liebe, Michael. "There is no magic circle : on the difference between computer games and traditional games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2459/.
Full textCostanza, Enrico. "Subtle, intimate interfaces for mobile human computer interaction." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.
Full textIncludes bibliographical references (p. 113-122).
The mobile phone is always carried with the user and is always active: it is a very personal device. It fosters and satisfies a need to be constantly connected to one's significant other, friends or business partners. At the same time, mobile devices are often used in public, where one is surrounded by others not involved in the interaction. This private interaction in public is often a cause of unnecessary disruption and distraction, both for the bystanders and even for the user. Nevertheless, mobile devices do fulfill an important function, informing of important events and urgent communications, so turning them off is often not practical nor possible. This thesis introduces Intimate Interfaces: discreet interfaces that allow subtle private interaction with mobile devices in order to minimize disruption in public and gain social acceptance. Intimate Interfaces are inconspicuous to those around the users, while still allowing them to communicate. The concept is demonstrated through the design, implementation and evaluation of two novel devices: * Intimate Communication Armband - a wearable device, embedded in an armband, that detects motionless gestures through electromyographic (EMG) sensing for subtle input and provides tactile output;
(cont.) * Notifying Glasses - a wearable notification display embedded in eyeglasses; it delivers subtle cues to the peripheral field of view of the wearer, while being invisible to others. The cues can convey a few bits of information and can be designed to meet specific levels of visibility and disruption. Experimental results show that both interfaces can be reliably used for subtle input and output. Therefore, Intimate Interfaces can be profitably used to improve mobile human-computer interaction.
by Enrico Costanza.
S.M.
Kung, David Lyn. "Milestone--computer oriented asynchronous sound and picture editing." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/61816.
Full textChiu, Kevin (Kevin Geeyoung). "Vision on tap : an online computer vision toolkit." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/67714.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student submitted PDF version of thesis.
Includes bibliographical references (p. 60-64).
In this thesis, we present an online toolkit, based on a combination of a Scratch-based programming environment and computer vision libraries, manifested as blocks within the environment, integrated with a community platform for diffusing advances in computer vision to a general populace. We show that by providing these tools, non-developers are able to create and publish computer vision applications. The visual development environment includes a collection of algorithms that, despite being well known in the computer vision community, provide capabilities to commodity cameras that are not yet common knowledge. In support of this visual development environment, we also present an online community that allows users to share applications made in the environment, assisting the dissemination of both the knowledge of camera capabilities and advanced camera capabilities to users who have not yet been exposed to their existence or comfortable with their use. Initial evaluations consist of user studies that quantify the abilities afforded to the novice computer vision users by the toolkit, baselined against experienced computer vision users.
by Kevin Chiu.
S.M.
Bickmore, Timothy W. "Relational agents : effecting change through human-computer relationships." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/36109.
Full textIncludes bibliographical references (p. 205-219).
What kinds of social relationships can people have with computers? Are there activities that computers can engage in that actively draw people into relationships with them? What are the potential benefits to the people who participate in these human-computer relationships? To address these questions this work introduces a theory of Relational Agents, which are computational artifacts designed to build and maintain long-term, social-emotional relationships with their users. These can be purely software humanoid animated agents--as developed in this work--but they can also be non-humanoid or embodied in various physical forms, from robots, to pets, to jewelry, clothing, hand-helds, and other interactive devices. Central to the notion of relationship is that it is a persistent construct, spanning multiple interactions; thus, Relational Agents are explicitly designed to remember past history and manage future expectations in their interactions with users. Finally, relationships are fundamentally social and emotional, and detailed knowledge of human social psychology--with a particular emphasis on the role of affect--must be incorporated into these agents if they are to effectively leverage the mechanisms of human social cognition in order to build relationships in the most natural manner possible. People build relationships primarily through the use of language, and primarily within the context of face-to-face conversation. Embodied Conversational Agents--anthropomorphic computer characters that emulate the experience of face-to-face conversation--thus provide the substrate for this work, and so the relational activities provided by the theory will primarily be specific types of verbal and nonverbal conversational behaviors used by people to negotiate and maintain relationships.
(cont.) This work also provides an analysis of the types of applications in which having a human-computer relationship is advantageous to the human participant. In addition to applications in which the relationship is an end in itself (e.g., in entertainment systems), human-computer relationships are important in tasks in which the human is attempting to undergo some change in behavior or cognitive or emotional state. One such application is explored here: a system for assisting the user through a month-long health behavior change program in the area of exercise adoption. This application involves the research, design and implementation of relational agents as well as empirical evaluation of their ability to build relationships and effect change over a series of interactions with users.
by Timothy Wallace Bickmore.
Ph.D.
Pasztor, Egon 1975. "A graphical environment for gestural computer-aided composition." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/62375.
Full textIncludes bibliographical references (leaves 102-103).
I have designed and implemented a software environment, a Windows application called Hyperscore, that presents a novel, easy-to-learn interface for composing richly textured music through line gestures. The program allows the user to command a set of music-manipulation algorithms written by Mary Farbood [Farbood, 2001]. The interface is both compelling and interesting for musically untrained users, and rich enough that such users, after sufficient practice, can create music that professional musicians find to be of high quality. While many musical composition programs geared for musically untrained users exist, it is its unique user interface, its use of freely drawn line-gestures, zooming navigation, and simple symbolic icons, that helps make this program unique. The program was designed to enable musically untrained children, ages ten or older, to compose three-minute pieces for a string orchestra, given only a week or so of two-hour daily workshops. The program succeeded in this, and has been presented to audiences in Berlin, Dublin, and Glasgow as a part of Toy Symphony. The program has also been made available for download.
by Egon Pasztor.
S.M.
Yang, Xiaoyang. "Visual balance--the tightrope of computer generated layout." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/63208.
Full textMolenaar, Johan. "State of the Arts in Virtual Worlds." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14648.
Full textJones, Stephen Carroll. "Freshman Placement for Computer Information Systems at a Women's Four-Year Liberal Arts College in Alabama." NSUWorks, 1994. http://nsuworks.nova.edu/gscis_etd/617.
Full textAl, Hamid Wail. "Moarabesque : the essence of Arabia : a motion graphics piece that promotes the diverse Saudi Arabian arts and culture /." Online version of thesis, 2009. http://hdl.handle.net/1850/9886.
Full textLien, Arlene Hui-Hsin. "A comparative study of 3-D computer software alias sketch 1.5 and free-hand observational drawing on adolescent subjects' representation of three dimensional objects /." Access Digital Full Text version, 1996. http://pocketknowledge.tc.columbia.edu/home.php/bybib/12027145.
Full textPuig, Mestres Luis Eloy. "ALEAR: Arte procesual-arte aleatorio. La aleatoriedad en el "computer art"." Doctoral thesis, Universitat de Barcelona, 2005. http://hdl.handle.net/10803/1262.
Full text1ª aproximación.- "Alear v_cd" se trata de un proyecto "reactivo" presentado en CD-Rom. En él no hay interacción, la máquina es quien decide todo el desarrollo de la pieza. Es una interpretación sobre diversos conceptos de la comunicación representados a través de factores aleatorios que determinarán una visualización única para cada vez que se ejecute, sin que los contenidos narrativos varíen.
2ª aproximación.- "Alear v_shots" es una edición en forma de libro de una selección de screenshots de "Alear v_cd", unas imágenes realizadas previamente al desarrollo del ejecutable y unos textos literarios adaptados a las narraciones visuales.
3ª aproximación.- "Alear Arte procesual-aleatorio" La aleatoriedad en el Computer-art es un estudio teórico y reflexivo sobre la aleatoriedad aplicada al Computer-art, incluyendo el análisis de textos y obras de otros artistas y científicos que han utilizado el concepto del azar para articular sus propios trabajos y reflexionar sobre la complejidad de nuestra realidad.
Si en épocas anteriores lo caótico, lo irregular era un referente poco sugerente, ahora con el ordenador y con una sencilla operación matemática que pueda generar aleatoriedad, ha pasado a ser un elemento crucial para entender la actualidad del arte contemporáneo. Esta tesis pretende introducir y estudiar aplicaciones artísticas y variantes teóricas derivadas de la presencia asombrosamente grande y multiforme de lo computacional, del cálculo numérico y la aleatoriedad en nuestro entorno creativo contemporáneo, y observar cómo se han convertido en un medio poderosamente condicionador de nuestras actividades artísticas.
En un primer bloque. se reflexiona entorno al azar desde la perspectiva científica, tecnológica, musical y literaria. El segundo bloque se centra en el territorio propio del Computer-art para analizar su relación con los componentes aleatorios, ver cuando se origina esa relación y porqué. "procesual-aleatorio" surge de la necesidad de dar un nombre clasificatorio al conjunto de trabajos que por un lado utilizan el microprocesador como elemento básico para su desarrollo y ejecución, y por otro lado, al conjunto que incorpora componentes aleatorios y que lo dotarán de un carácter diferenciador. Para demostrar que esta categorización estética no surge solamente por una determinación técnica, se determinan las principales características de esta nueva tipología de trabajos.
What kind of relation exists between the computer and the chance? In which way the computer uses a random components? How the Computer-art uses the chance to develop creative projects? Until which point the chance has determined the development of the Computer-art? This thesis is segmented in three approaches.
1ª approach. - "Alear v_cd" is a "reactive" presented project in CD-Rom. There is no interaction; the machine is the one that decides all the development of the piece. It is an interpretation from diverse represented concepts of the communication through random factors that will determine a unique visualization whenever it is executed, without any variety of the narrative contents.
2ª approach. - "Alear v_shots" is an edition in the form of a book with a selection of screenshots " Alear v_cd", images made previously to the development of feasible and literary texts adapted to the visual narrations.
3ª approach. - "Alear procesual-random Art" the randomness in the Computer-art is a theoretical and reflective study of the randomness applied to the Computer-art, including the analysis of texts and works of other artists and scientists who have used the concept of the chance to articulate their own works and to reflect on the complexity of our reality.
If the chaotic thing, the irregular thing was a reference merely suggestive in the previous times, the computer and one simple mathematical operation that can generate randomness becomes a crucial element to understand the present time of the contemporary art.
This thesis tries to introduce and study the artistic applications and theoretical varieties derived from the amazingly vast presence and multiform of the computational, the numerical calculation and the randomness in our contemporary creative surroundings, and to observe how they have become a powerful medium that conditions our artistic activities.
Lundwall, Clara. "Creating guidelines for game character designs : Bachelor thesis in the subject of computer graphics arts." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64970.
Full textDenna uppsatts kommer att behandla ämnet karaktärsdesign för spel. Jag kommer att undersöka hur man utvecklar en metod för att skapa en designmall som man kan använda som grundläggande riktlinjer när man utformar en karaktär. Avhandlingen innehåller forskning som undersöker hur former och färger används för att förmedla en spelkaraktärs personlighet och identitet utan dialog eller sammanhang. Hur användningen av olika poseringar och kombinationer av linjer och former hjälper till att definiera en karaktär och karaktärens roll i spelet. I uppsatsen ingår skapandet av en modul, hur den skulle användas i en karaktärsdesign pipeline, och även idéer om hur modulen skulle kunna vidareutvecklas. Modulen testas genom att användas för att skapa tre olika karaktärer och resultatet presenteras tillsammans med en utvärdering av modulens användbarhet i en designpipeline. Sammanfattningen och diskussionen behandlar hur modulen kan vara användbar för mindre erfarna konstnärer, samtidigt som den kanske är överflödiga för de mer erfarna. Hur modulen gav ett första steg och utgångspunkt i utformningen av de tre karaktärerna i denna uppsats diskuteras också.
White, Tom 1971. "Introducing liquid haptics in high bandwidth human computer interfaces." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/62938.
Full textFarbood, Morwaread Mary. "Hyperscore : a new approach to interactive, computer-generated music." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61122.
Full textIncludes bibliographical references (leaves 78-81).
This thesis discusses the design and implementation of Hyperscore, a computer-assisted composition system intended for users of all musical backgrounds. Hyperscore presents a unique graphical interface which takes input in the form of freehand drawing. The strokes in the drawing are mapped to structural and gestural elements in the music, allowing the user to describe the large scale-structure of a piece visually. Hyperscore's graphical notation also enables the depiction of musical ideas on a detailed level. Additional annotations around a main curve indicate the placement and emphasis of selected motives. These motives are short melodic fragments that are either composed by the user or selected from a set of pre-composed material. Changing qualitative aspects of the annotations such as texture and shape let the user alter different musical parameters. The ultimate goal of Hyperscore is to provide an intuitive, interactive graphical environment for creating and editing compositions.
by Mary Farbood.
S.M.
Montfort, Nick. "A conversational computer character to help children write stories." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/62140.
Full textDeault, Louise C. "Attention skills and response to a computer-based literacy intervention." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=99586.
Full textHadhrawi, Mohammad K. "The impact of computer interfaces on multi-objective negotiation problems." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106055.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 105-107).
Planning a city is a complex task that requires collaboration between multiple stakeholders who have different and often conflicting goals and objectives. Researchers have studied the role of technology in group collaboration for many years. It has been noted that when the task between collaborators increases in complexity, such as in a decision-making process, the use of computer technology could enhance, or disturb, the collaboration process. This thesis evaluates whether a Tangible User Interface (TUI) is more effective for multi-objective group decision-making than a Graphical User Interface (GUI). To examine this question, I designed and developed the CityGame framework, a web-based negotiation and decision-support game with a multi-modal interface for an urban planning scenario. The interfaces were evaluated in a within-subjects study with 31 participants of varying background, who were assigned a planning task in a gameplay session. Results show that tangible interfaces have some observable advantages over digital interfaces in this scenario.
by Mohammad K. Hadhrawi.
S.M.