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Dissertations / Theses on the topic 'Computer arts'

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1

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.

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2

Günzel, Stephan, Michael Liebe, and Dieter Mersch. "The medial form of computer games." Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3324/.

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The claim is made, that in order to analyze them sufficiently, computer games first of all have to be described according to their mediality, understood as the very form in which possible contents are presented to be interacted with. This calls for a categorical approach that defines the condition of possible actions that are determined by the program, but that can only be perceived as aesthetic features.
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3

Liboriussen, Bjarke. "The landscape aesthetics of computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2458/.

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Landscape aesthetics drawing on philosophy and psychology allow us to understand computer games from a new angle. The landscapes of computer games can be understood as environments or images. This difference creates two options: 1. We experience environments or images, or 2. We experience landscape simultaneously as both. Psychologically, the first option can be backed up by a Vygotskian framework (this option highlights certain non-mainstream subject positions), the second by a Piegatian (highlighting cognitive mapping of game worlds).
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4

Karsten, 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.

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5

King, 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.

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6

Ouren, Leslie Serine. "Integrating computer software within the Houghton Mifflin Language Arts program." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2918.

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This project was created for third grade teachers who use the Houghton Mifflin Language Arts series and want to integrate computer software into their writing curriculum. The website created includes all the writing assignments that the students are to complete and the required software used to complete the assignment.
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7

Bell, 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.

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This research was initiated to determine the essential characteristics of participatory works of art that use computer technology. Through comparing ideas and practices which emerged during the practical development of a participatory work called Smallworld with those reported by makers and critics of existing works a need was identified for a general system of analysis of these works which can be remembered easily and applied in their critical evaluation and realisation. The thesis proposes a system of analysis in which the principal characteristics are considered to be those which contribute to the degree and manner of control afforded to participants. The system can be applied in the composition of works as well as in their analysis: it is demonstrated that the characteristics identified can be composed and that works can be considered to be compositions of changing degree and manner of control. The system proposed is intended to serve as a paradigm for the development of further systems to analyse such works and to contribute to the evolution of a language with which to discuss them. Although the thesis addresses a special class of the use of interactive computer technology it is intended to contribute to the broader discussion of the use of computer technology in participatory situations.
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8

Günzel, Stephan, Michael Liebe, and Dieter Mersch. "Logic and structure of the computer game." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4302/.

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This paper comprises four parts. Firstly, an overview of the mathematics of decision logic in relation to games and of the construction of narration and characters is given. This includes specific limits of the use of decision logic pertaining to games in general and to storytelling in particular. Secondly, the rule system as the medial unconsciousness is focused on. Thirdly, remarks are made on the debate between ludology and narratology, which had to fail as it missed the crucial point: the computer game as a medium. Finally, gaming in general, as well as its relationship to chance, coincidence, emergence, and event is discussed.
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9

Ingram, Elizabeth Kay. "Integration of computers and language arts to benefit underachievers." CSUSB ScholarWorks, 1994. https://scholarworks.lib.csusb.edu/etd-project/897.

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10

Pease, David E. "A guide to computer-based training for the graphic arts industry /." Online version of thesis, 1992. http://hdl.handle.net/1850/11242.

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11

Mullan, Catherine A. "Computer and Technology Assisted Language Arts Activities for Middle School Students." UNF Digital Commons, 1991. http://digitalcommons.unf.edu/etd/105.

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Educational research indicates that integrating computers and other technologies into the curriculum, enhances student interest in learning. However, many teachers disregard these tools citing lack of time, equipment, or experience. Based on this information, the researcher designed a project which uses computers and other technologies to stimulate middle school language arts students' interest in learning. An initial survey of 166 middle school students determined that English grammar and usage is the least enjoyed portion of the language arts curriculum. The researcher then created ten computer and technology assisted learning activities which reinforce grammar-related content and skills. A seventh grade language arts class field tested the activities. They also completed several types of follow up instruments, and participated in personal interviews, which helped the researcher conclude that careful utilization of computers and other technologies to deliver unappealing portions of the curriculum may improve students interest in those areas.
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12

Pohl, Kirsten. "Ethical reflection and emotional involvement in computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2465/.

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This paper focuses on the way computer games refer to the context of their formation and ask how they might stimulate the user’s understanding of the world around him. The central question is: Do computer games have the potential to inspire our reflection about moral and ethical issues? And if so, by which means do they achieve this? Drawing on concepts of the ethical criticism in literary studies as proposed by Wayne C. Booth and Martha Nussbaum, I will argue in favor of an ethical criticism for computer games. Two aspects will be brought into focus: the ethical reflection in the artifact as a whole, and the recipient’s emotional involvement. The paper aims at evaluating the interaction of game content and game structure in order to give an adequate insight into the way computer games function and affect us.
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13

Butera, William J. (William Joseph). "Programming a paintable computer." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/61123.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.
Includes 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.
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14

Cermak-Sassenrath, Daniel. "The logic of play in everyday human-computer interaction." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4272/.

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Communication, simulation, interactive narrative and ubiquitous computing are widely accepted as perspectives in humancomputer interaction. This paper proposes play as another possible perspective. Everyday uses of the computer increasingly show signs of similarity to play. This is not discussed with regard to the so-called media society, the playful society, the growing cultural acceptance of the computer, the spread of computer games or a new version of Windows, but in view of the playful character of interaction with the computer that has always been part of it. The exploratory learning process involved with new software and the creative tasks that are often undertaken when using the computer may support this argument. Together with its high level of interactivity, these observations point to a sense of security, autonomy and freedom of the user that produce play and are, in turn, produced by play. This notion of play refers not to the playing of computer games, but to an implicit, abstract (or symbolic) process based on a certain attitude, the play spirit. This attitude is discussed regarding everyday computer use and related to the other mentioned perspectives.
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15

Günzel, Stephan. "The space-image : interactivity and spatiality of computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2456/.

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In recent computer game research a paradigmatic shift is observable: Games today are first and foremost conceived as a new medium characterized by their status as an interactive image. The shift in attention towards this aspect becomes apparent in a new approach that is, first and foremost, aware of the spatiality of games or their spatial structures. This rejects traditional approaches on the basis that the medial specificity of games can no longer be reduced to textual or ludic properties, but has to be seen in medial constituted spatiality. For this purpose, seminal studies on the spatiality of computer games are resumed and their advantages and disadvantages are discussed. In connection with this, and against the background of the philosophical method of phenomenology, we propose three steps in describing computer games as space images: With this method it is possible to describe games with respect to the possible appearance of spatiality in a pictorial medium.
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16

Achituv, Tal. "Computer mediated expression in paint." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106064.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016.
Cataloged 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.
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17

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.

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18

Newton, 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.

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19

Caldwell, 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.

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20

Klein, Jonathan T. (Jonathan Tarter) 1962. "Computer response to user frustration." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/61838.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, February 1999.
Vita.
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.
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21

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.

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22

Olofsson, 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.

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In this master project I investigate materiality, transhumanism and alternative ways of producing knowledge and new discussions in the fields of glass craft, electronics and biotechnology. I make do-it-yourself glass computers and explore the relation between body/human-machine/computer with a hacker approach.
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23

Maguire, Yael G. 1975. "Towards a table top quantum computer." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/61842.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 1999.
Includes 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.
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24

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.

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25

Bickerstaff, Lisa. "Docutech open job submode simulation : a masters of fine arts thesis /." Online version of thesis, 1993. http://hdl.handle.net/1850/11965.

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26

Mukherjee, Souvik. "Gameplay in the "Zone of Becoming" : locating action in the computer game." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2463/.

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Extending Alexander Galloway’s analysis of the action-image in videogames, this essay explores the concept in relation to its source: the analysis of cinema by the French philosopher Gilles Deleuze. The applicability of the concept to videogames will, therefore, be considered through a comparison between the First Person Shooter S.T.A.L.K.E.R. and Andrey Tarkovsky’s film Stalker. This analysis will compellingly explore the nature of videogame-action, its relation to player-perceptions and its location within the machinic and ludic schema.
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27

Sauls, 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.

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This study explores the use of Information and Communications Technology (ICT) and Educational Technology (ET) as an educational resource in the school Arts classroom. Many teachers lack the qualifications to teach the Performing Arts (PA) of the Curriculum and Policy Statement (CAPS). Therefore, teachers rely on curriculum documentation and textbooks to help guide planning of lessons and the execution thereof. Technology as a resource tool can assist teachers as they incorporate an overwhelming amount of content/concepts in lessons. In this way they could improve classroom practice in the PA disciplines. With the emergence of Operation Phakisa: ICT in Education (Department of Education [DoE] 2015), the researcher acknowledges that the integration of ET is unavoidable. Moreover, the research highlights the importance of engaging with the rising hegemony of ICT as the defining characteristic of the information society. Literature supporting the inclusivity of media and media-related resources in education are discussed. In addition, the literature review focuses on a wide variety of ET and concludes with the implementation of ET in a South African context. Teachers from the Foundation Phase (FP), Intermediate Phase (IP) and Senior Phase (SP), namely grade R – 7, were invited to participate in the study where they were observed during contact time drawing on technology to aid teaching pedagogy. The research design involved a qualitative inquiry with aspects of crystallization where the data was collected through observations, interviews and teacher’s self-assessment. The findings suggest that teachers received little or no training in one or more PA disciplines. The integration of technology in the teaching pedagogy led to an enhanced learning environment where the teacher could actively engage learners in meaningful activities. The findings furthermore revealed that the use of technology was not uniform and did not lead to neat conclusion. Instead the researcher found that a great deal of divergence in the use of technology. This divergence was found across art disciplines and the use of technology also differed among teachers. Finally, individual teachers also differed in their use of technology across the art disciplines that they taught. The learners benefited from the use of technology insofar as they displayed a better understanding of the concepts in subsequent lessons. Furthermore, by the end of the study, teachers had begun to implement the new teaching style in learning areas other than the PA.
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28

Colman, 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.

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29

Wang, Mingzhong. "ARTS : agent-oriented robust transactional system /." Connect to thesis, 2009. http://repository.unimelb.edu.au/10187/6778.

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Internet computing enables the construction of large-scale and complex applications by aggregating and sharing computational, data and other resources across institutional boundaries. The agent model can address the ever-increasing challenges of scalability and complexity, driven by the prevalence of Internet computing, by its intrinsic properties of autonomy and reactivity, which support the flexible management of application execution in distributed, open, and dynamic environments. However, the non-deterministic behaviour of autonomous agents leads to a lack of control, which complicates exception management in the system, thus threatening the robustness and reliability of the system, because improperly handled exceptions may cause unexpected system failure and crashes.
In 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.
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Sparrell, Carlton James. "Coverbal iconic gesture in human-computer interaction." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/62327.

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31

Kettley, Sarah. "Crafting the wearable computer : design process and user experience." Thesis, Edinburgh Napier University, 2007. http://researchrepository.napier.ac.uk/Output/2418.

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The purpose of the research described in this thesis was to develop a design methodology for Wearable Computing concepts that could potentially embody authenticity. The Wearables community, still firmly rooted in the disciplines of engineering and ergonomics, had made clear its aspirations to the mainstream market (DeVaul et al 2001). However, at this point, there was a distinct lack of qualitative studies on user perceptions of Wearable products. A review of the market research literature revealed significant consumer demand for authenticity in goods and services, and it was this need that drove the program of research. The researcher's experience as a contemporary jeweller led her to question the positivist design processes of Wearable Computers. The ‘borg'-like aesthetics that had come to characterise these products reflected their origins in the laboratory, and implicit configurations of the user appeared to be acting as a barrier to wider adoption. The research therefore looked to Craft as a creative process with a fundamentally different working philosophy to begin building a new methodology for Wearables. Literature reviews of authenticity and Craft were conducted to provide the theoretical framework necessary for a practice-led enquiry into the design process. Further empirical work was undertaken in the form of the comfortBlanket, a concept design project, and a small survey of makers to provide a set of protocols for craft informed design processes. Following this, a suite of wirelessly networked jewellery was designed for a friendship group of five retirement aged women, and built in collaboration with the Speckled Computing Consortium, Scotland. The user centred methodology is informed by Actor Network Theory to account for the agency of the researcher and the event of task based analyses, and includes lifeworld analysis techniques drawn from a range of disciplines such as psychology and experimental Interaction Design. Three data sets collected over the course of two years were analysed using Grounded Theory, and a novel visualisation tool was developed to illustrate potential commitment to the novel concept designs. The methodology revealed a story of what the women made of the jewellery, how they enacted these understandings, and where this process took place. It was found that evaluating concept designs for the everyday and for authenticity require different approaches and that the design process does not end with the user, but with a reflexive analysis by the designer or researcher. In many respects the proposed methodology inverts standard design practices, presenting as many questions as it seeks to resolve. The methodology is presented as a contribution to emerging communities of practice around Wearable Computing, and to those developers seeking to position their products in the everyday. It is a challenging process that embodies authenticity in its post-structural treatment of functionality, the user and evaluation. Finally, the implemented wireless jewellery network represented the first application of Speckled Computing, and it is anticipated that the theoretical frameworks arrived at will also be of interest to Interaction Design and Contemporary Craft.
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32

Naik, Nikhil (Nikhil Deepak). "Visual urban sensing : understanding cities through computer vision." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/109656.

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Thesis: Ph. D., 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 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.
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33

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/.

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This text compares the special characteristics of the game space in computer-generated environments with that in non-computerized playing-situations. Herewith, the concept of the magic circle as a deliberately delineated playing sphere with specific rules to be upheld by the players, is challenged. Yet, computer games also provide a virtual playing environment containing the rules of the game as well as the various action possibilities. But both the hardware and software facilitate the player’s actions rather than constraining them. This makes computer games fundamentally different: in contrast to traditional game spaces or limits, the computer-generated environment does not rely on the awareness of the player in upholding these rules. – Thus, there is no magic circle.
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34

Costanza, Enrico. "Subtle, intimate interfaces for mobile human computer interaction." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
Includes 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.
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35

Kung, David Lyn. "Milestone--computer oriented asynchronous sound and picture editing." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/61816.

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36

Chiu, Kevin (Kevin Geeyoung). "Vision on tap : an online computer vision toolkit." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/67714.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.
This 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.
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37

Bickmore, Timothy W. "Relational agents : effecting change through human-computer relationships." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/36109.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.
Includes 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.
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38

Pasztor, Egon 1975. "A graphical environment for gestural computer-aided composition." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/62375.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.
Includes 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.
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39

Yang, Xiaoyang. "Visual balance--the tightrope of computer generated layout." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/63208.

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Molenaar, 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.

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Virtuella världar kan vara så mycket mer än bara spel vilket jag går igenom. Frågan är då vad mer är det och till vad kan de användas? Genom studier och genomgångar av vetenskapliga visar vart det virtuella användandet står idag och till vad virtuella världar kan användas. Jag försöker också ge svar på om det bör vidareutvecklas och användas mer. Det jag går in på är bland annat virtuella obduktioner. Hur de kan användes för att snabba på polisens arbete och hitta dödsorsaker som annars skulle missats och hur personer med vissa religioner som tidigare motsagt sig obduktion kan obduceras snabb och enkelt. Hur datorspelare kan lösa medicinska problem som gäckat forskare i många år på bara några dagar. Hur dessa datorspelare lyckats rekonstruera aidsprotein som kan komma att användas för botemedel eller vaccin. Samt hur många forskare utför beteendeforskning i spel där forskningen kan kopplas till verkliga händelser. Avslutningsvis går jag igenom olika områden där virtuell forskning eller virtuella världar skulle kunna användas till olika ändamål.
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41

Jones, 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.

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Aleamoni and Dougherty (1979) support the concept that placement in the curriculum at the improper level may cause unnecessary failure or encourage lack of interest. The computer science curriculum offered in Alabama's high schools is not consistent in meeting the objectives as specified in the State Curriculum Guide (Wright, 1991). Therefore, placement testing for CIS entry level is the primary purpose of this study. A criterion reference test for CIS placement has been developed to identify the discrepancies in knowledge levels among Alabama's female high school graduates. This test offers an interpretation to the mastery/nonmastery levels of computer science as defined by the objectives of the Alabama State Board of Education. The procedures used for developing the test follow the recommendations of Aleamoni and Dougherty (1979), Berk (1980), Haladyna (1982), and Cangelosi (1990). Statistical validation (Anastasi, 1988; Gordon, 1994; Gibbons, 1985) of the test was performed using pretest and posttest scores from one group of 66 freshmen women. Item analysis was performed for difficulty and discrimination. The KOlmogorov-Smirnov test statistic (Gibbons, 1989 and Gordon, 1996) was used to determine if the set of data, pretest and posttest scores, represents a normal distribution for a random set of data. The KolmogoroviiiSmirnov test was selected because it is designed for small sample sizes. Results of these tests indicate that the scores represent a normal distribution; therefore, the CIS placement test can be considered valid. Regression analysis tests were performed to determine if there was any relationship among pretest scores and high school computer science grades, ACT composite scores, ACT math scores, or ACT science scores. Correlation coefficients ranging in value from 0.06 to 0.22 indicates that there is an extremely weak relationship. The results of this study has a significant impact on the successful implementation of the CIS major assessment plan for Judson College. The placement test scores recorded for each CIS major/ minor student will establish the foundation for assessment. Based on the model established by Aleamoni and Dougherty (1979), it is recommended that Judson College's CIS department implement the following: Recognize the CIS placement test as an important tool for proper advisement and placement of CIS majors and minors into the CIS curriculum. Establish a procedure for the administration of the test. Develop a method to e valuate the administrative procedure. Develop a procedure for periodic review and modification of the CIS placement test. It is recommended that the mastery/nonmastery scores be assigned following the guidelines of Appenzellar (1988), Anastasi (1988), Berk (1980), and Panel 1 (1979). The recommendation follows that a score of 118 - 130 be assigned mastery level a, 105 - 117 be assigned mastery level B, 92 - 104 be assigned mastery level C, and below 92 be assigned nonmastery. According to the results of this study, the CIS placement test will be beneficial in the advising function and student placement by CIS faculty at Judson College.
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42

Al, 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.

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43

Lien, 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.

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44

Puig, 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.

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¿Qué relación existe entre el ordenador y el azar?, ¿De que manera utiliza el ordenador los componentes aleatorios?, ¿Cómo el Computer-art utiliza el azar para desarrollar proyectos creativos?, ¿Hasta que punto el azar ha determinado el desarrollo del Computer-art? Esta tesis se segmenta en tres aproximaciones.
1ª 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.
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45

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.

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This thesis will address the subject of character design for games. I will look into developing a method for creating a design template that one can use as basic guidelines when designing a character. The thesis includes research work revolving the subject of how shapes and colors are used to convey a game character’s personality and identity without dialogue or context. How the use of different poses and combinations of lines and shapes help define a character and the essence of the characters role in the game. The essay includes the creation of a module, how it would be used in a character design pipeline, and also ideas on how the module could be further developed. The module is tested by being used to create three different characters and the result is presented along with an evaluation of the usability of the module in a design pipeline. The summary and discussion includes how the module might be useful for less experienced artist, whilst redundant for the more experienced. How the module gave an initial boost and starting point in the designing of the three characters in this essay is also discussed.
Denna 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.
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46

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.

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47

Farbood, Morwaread Mary. "Hyperscore : a new approach to interactive, computer-generated music." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61122.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.
Includes 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.
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48

Montfort, Nick. "A conversational computer character to help children write stories." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/62140.

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49

Deault, 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.

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Inattention is often associated with early reading difficulties and to non-responsiveness to reading interventions. The aim of the present study was to explore the relationships between attention skills and literacy skills over the course of the computer-based literacy intervention, ABRACADABRA. The design included a contrast of two interventions, Synthetic Phonics and Rime, against a classroom control, enabling a comparison of different types of literacy contexts for grade one students with varying attention skills. Attention skills, as measured by both parent ratings and a sustained attention task, were found to predict reading-related skills and students' improvement over the course of the intervention. However, the predictive power of attention changed across different literacy contexts. For students who did not participate in the intervention, sustained attention predicted growth in blending skills and inattention predicted reading comprehension improvement, while the Synthetic Phonics group no longer showed these associations. These results suggest that the literacy environment has an impact on the mapping of associations between literacy and attention skills.
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50

Hadhrawi, 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.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016.
Cataloged 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.
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