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1

Cully, Antoine. "Creative Adaptation through Learning." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066664/document.

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Les robots ont profondément transformé l’industrie manufacturière et sont susceptibles de délivrer de grands bénéfices pour la société, par exemple en intervenant sur des lieux de catastrophes naturelles, lors de secours à la personne ou dans le cadre de la santé et des transports. Ce sont aussi des outils précieux pour la recherche scientifique, comme pour l’exploration des planètes ou des fonds marins. L’un des obstacles majeurs à leur utilisation en dehors des environnements parfaitement contrôlés des usines ou des laboratoires, est leur fragilité. Alors que les animaux peuvent rapidement s’adapter à des blessures, les robots actuels ont des difficultés à faire preuve de créativité lorsqu’ils doivent surmonter un problème inattendu: ils sont limités aux capteurs qu’ils embarquent et ne peuvent diagnostiquer que les situations qui ont été anticipées par leur concepteurs. Dans cette thèse, nous proposons une approche différente qui consiste à laisser le robot apprendre de lui-même un comportement palliant la panne. Cependant, les méthodes actuelles d’apprentissage sont lentes même lorsque l’espace de recherche est petit et contraint. Pour surmonter cette limitation et permettre une adaptation rapide et créative, nous combinons la créativité des algorithmes évolutionnistes avec la rapidité des algorithmes de recherche de politique à travers trois contributions : les répertoires comportementaux, l’adaptation aux dommages et le transfert de connaissance entre plusieurs tâches. D’une manière générale, ces travaux visent à apporter les fondations algorithmiques permettant aux robots physiques d’être plus robustes, performants et autonomes
Robots have transformed many industries, most notably manufacturing, and have the power to deliver tremendous benefits to society, for example in search and rescue, disaster response, health care, and transportation. They are also invaluable tools for scientific exploration of distant planets or deep oceans. A major obstacle to their widespread adoption in more complex environments and outside of factories is their fragility. While animals can quickly adapt to injuries, current robots cannot “think outside the box” to find a compensatory behavior when they are damaged: they are limited to their pre-specified self-sensing abilities, which can diagnose only anticipated failure modes and strongly increase the overall complexity of the robot. In this thesis, we propose a different approach that considers having robots learn appropriate behaviors in response to damage. However, current learning techniques are slow even with small, constrained search spaces. To allow fast and creative adaptation, we combine the creativity of evolutionary algorithms with the learning speed of policy search algorithms through three contributions: the behavioral repertoires, the damage recovery using these repertoires and the transfer of knowledge across tasks. Globally, this work aims to provide the algorithmic foundations that will allow physical robots to be more robust, effective and autonomous
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Mzenda, Bongile. "Computational intelligence margin models for radiotherapeutic cancer treatment." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/computational-intelligence-margin-models-for-radiotherapeutic-cancer-treatment(c91a87fd-a7af-416d-9336-ada908feda33).html.

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The derivation of margins for use in external beam radiotherapy involves a complex balance between ensuring adequate tumour dose coverage that will lead to cure of the cancer whilst sufficiently sparing the surrounding organs at risk (OARs). The treatment of cancer using ionising radiation is currently witnessing unprecedented levels of new treatment techniques and equipment being introduced. These new treatment strategies, with improved imaging during treatment, are aimed at improved radiation dose conformity to dynamic targets and better sparing of the healthy tissues. However, with the adoption of these new techniques for radiotherapy, the validity of the continued use of recommended statistical model based margin formulations to calculate the treatment margins is now being questioned more than ever before. To derive margins for use in treatment planning which address present shortcomings, this study utilised novel applications of fuzzy logic and neural network techniques to the PTV margin problem. As an extension of this work a new hybrid fuzzy network technique was also adopted for use in margin derivation, a novel application of this technique which required new rule formulations and rule base manipulations. The new margin models developed in this study utilised a novel combination of the radiotherapy errors and their radiobiological effects which was previously difficult to establish using mathematical methods. This was achieved using fuzzy rules and neural network input layers. An advantage of the neural network procedure was that fewer computational steps were needed to calculate the final result whereas the fuzzy based techniques required a significant number of iterative computational steps including the definition of the fuzzy rules and membership functions prior to computation of the final result. An advantage of the fuzzy techniques was their ability to use fewer data points to deduce the relationship between the output and input parameters. In contrast the neural network model requires a large amount of training data. The previously stated limitations of currently recommended statistical techniques were addressed by application of the fuzzy and neural network models. A major advantage of the computational intelligence methods from this study is that they allow the calculation of patient-specific margins. Radiotherapy planning currently relies on the use of ‘one size fits all’ class solutions for margins for each tumour site and with the large variability in patient physiology these margins may not be suitable for use in some cases. The models from this study can be applied to other treatment sites, including brain, lung and gastric tumours.
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Hagtvedt, Lydia Paine. "Creating Artificial Intelligence: An Inductive Study of How Creative Workers Forecast the Future and Manage Present Emotions." Thesis, Boston College, 2019. http://hdl.handle.net/2345/bc-ir:108640.

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Thesis advisor: Spencer H. Harrison
Thesis advisor: Michael G. Pratt
Through an inductive, qualitative study of individuals developing new artificial intelligence (AI) technologies, this dissertation builds theory on how creative workers manage the emotions that arise from forecasting the outcomes of implementing their creations. I find that, in a context that illuminates the danger of implementing certain types of creative ideas, creative workers forecast both positive and negative outcomes arising from implementing their work, which elicits ambivalence. My work indicates that how creative workers respond to this ambivalence affects whether they impose constraints on their work as it unfolds. First, some individuals may proceed without constraints because they have resolved their ambivalence by amplifying their positive thoughts and feelings toward their work. Informants who exhibited this pattern created psychological distance (Lewin, 1951; Trope & Liberman, 2003) from the potential negative effects of their work by anchoring on the present moment and/or emphasizing potential positive outcomes. However, the majority of informants exhibited a novel “redistribution” response to ambivalence, whereby they committed to their work (Brickman et al., 1987; Pratt & Rosa, 2003; Pratt & Pradies, 2011) and shifted from a strengthening of negative thoughts and feelings toward a strengthening of positive thoughts and feelings through the use of self-imposed constraints. My work suggests that, although self-imposed constraints do not eliminate negative thoughts and feelings altogether, applying these self-determined boundaries enables individuals to reduce ambivalence and engage (Harter, Schmidt, & Hayes, 2002) more fully in their work. In addition to inducing a process model that encompasses these dynamics, I present the categories and types of self-imposed constraints that I have induced. These self-imposed constraints are not mutually exclusive, and each serves one of three broader purposes: developing a sense that one’s creation will have a positive moral valence, that one will be able to control his or her creation, or that one may trust in the quality of his or her creation. This dissertation extends theory on the role of prospective thought processes in creative work and shows how constraints, though often seen as impediments to creativity, can be used proactively by creative workers to manage the darker emotions and thought processes that have largely been overlooked in prior research. This work also contributes a novel response to ambivalence, redistribution, which entails approaching potentially harmful creative work in a heedful manner
Thesis (PhD) — Boston College, 2019
Submitted to: Boston College. Carroll School of Management
Discipline: Management and Organization
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Jungmann, Manuela. "Embodied creativity : a process continuum from artistic creation to creative participation." Thesis, University of Sussex, 2011. http://sro.sussex.ac.uk/id/eprint/7374/.

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This thesis breaks new ground by attending to two contemporary developments in art and science. In art, computer-mediated interactive artworks comprise creative engagement between collaborating practitioners and a creatively participating audience, erasing all notions of a dividing line between them. The procedural character of this type of communicative real-time interaction replaces the concept of a finished artwork with a ‘field of artistic communication'. In science, the field of creativity research investigates creative thought as mental operations that combine and reorganise extant knowledge structures. A recent paradigm shift in cognition research acknowledges that cognition is embodied. Neither embodiment in cognition nor the ‘field of artistic communication' in interactive art have been assimilated by creativity research. This thesis takes an interdisciplinary approach to examine the embodied cognitive processes in a ‘field of artistic communication' using a media artwork called Sim-Suite as a case study research strategy. This interactive installation, created and exhibited in an authentic real-world context, engages three people to play on wobble-boards. The thesis argues that creative processes related to Sim-Suite operate within a continuum, encompassing collaborative artistic creation and cooperative creative participation. This continuum is investigated via mixed methods, conducting studies with qualitative and quantitative analysis. These are interpreted through a theoretical lens of embodied cognition principles, the 4E approaches. The results obtained demonstrate that embodied cognitive processes in Sim-Suite's ‘field of artistic communication' function on a continuum. We give an account of the creative process continuum relating our findings to the ‘embedded-extended-enactive lens', empirical studies in embodied cognition and creativity research. Within this context a number of topics and sub-themes are identified. We discuss embodied communication, aspects of agency, forms of coordination, levels of evaluative processes and empathetic foundation. The thesis makes conceptual, empirical and methodological contributions to creativity research.
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Taylor, Madeline. "Technical skill, emotional intelligence, and creative labour: The collaborative work of costume realisation." Thesis, University of Melbourne, 2021. https://minerva-access.unimelb.edu.au/handle/11343/295015.

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Over the last few decades, the creative practice of costume designers, primarily responsible for conceptualising the costume design, has increasingly received welcome and deserved recognition. However, the creative practice of costume technicians responsible for planning, sourcing, and constructing the costumes are less recognised and valued. This position is predominantly due to historically determined prejudices around creativity and craft work, and the hierarchical structures of theatre-making. In response to this longstanding devaluing, this thesis asks, what does a close study of costume technicians’ work reveal about the costume workshop's creative practices and social dynamics?

The thesis hypothesises that costume technicians’ work in design realisation has three main domains: technical, emotional, and creative. In this thesis, I argue the importance and contribution of technicians’ emotional intelligence and creative labour, alongside their technical skills, in their collaboration with designers. I evidence this through exploring these two domains’ deployment in the collaborative mechanisms of costume design development.

Linguistic ethnography is used to investigate this topic. As a methodology, linguistic ethnography marries ethnographic fieldwork with linguistic analysis, which I supplement with interviews with industry practitioners and extensive design theory. Comprehensive ethnographic studies of three sizeable Australian theatre costume workshops enable a detailed examination of costume design realisation and the collaborative partnership of costume technicians and designers. This generative methodology is novel to the costume field and establishing its value for costume research is one of the new knowledge contributions this thesis makes.

This thesis contributes to costume practice and research through its explication of costume realisation’s collaborative processes. Three key findings emerged from the study. Firstly, the importance of the costume community of practice in learning the values, behaviours and boundaries of creative decision making, secondly the creative contributions costume technicians make to the design development during the costume realisation process due to their interpretive role, and thirdly how the strict hierarchies of costume labour are negotiated by the people working within them. It further identifies several collaborative mechanisms consistently used in costume realisation to simultaneously align collaborator’s various interpretations of the intended design and the trust between them. Overall, this thesis enables an expanded understanding of the design realisation process, and the emotional intelligence and creative judgement required by costume work.
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Camfield, David Alan. "The biological basis of openness to experience." Swinburne Research Bank, 2008. http://hdl.handle.net/1959.3/49815.

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Thesis (PhD) - Swinburne University of Technology, Brain Sciences Institute, 2008.
[A thesis submitted for the degree of] Doctor of Philosophy, Brain Sciences Institute, Swinburne University of Technology - 2008. Typescript. Includes bibliographical references (p. 250-272) and index.
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7

Eliasson, John. "Samband mellan kreativitet och timingvariabilitet, kontrollerat för intelligens och personlighet." Thesis, Umeå universitet, Institutionen för psykologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-174448.

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Kreativitet är en av de mest eftertraktade och värderade mänskliga förmågorna, särskilt inom konst, teknologi och vetenskap. Vetenskapliga studier av kreativitet har visat svaga samband med personlighet och intelligens, egenskaper som annars är starka prediktorer för prestation. Kreativitet är dock rimligtvis kopplad till någon typ av prestationsaspekt av hjärnans funktion. En sådan aspekt är förmågan till timing, dvs beteenden och bedömningar som har med tid och tidsprecision att göra. Syftet med denna studie var att undersöka om timing är associerat med kreativitet, kontrollerat för personlighet och intelligens. Guilford’s Alternative Uses Task användes för att mäta kreativ originalitet och Inventory of Creative Activities and Achievements för att mäta kreativ effektivitet på 66 personer mellan 20-40 år som även testades för timingförmåga, psykometrisk intelligens och personlighet (the Big Five). Trots en signifikant korrelation mellan kreativ effektivitet och timing visade en multipel regression att personlighetsdimensionen öppenhet (O) förklarade mest varians (R2 = 13%) varvid timing utgjorde 2% (icke-signifikant) av den totalt drygt 30% förklarade variansen. Kreativ originalitet uppvisade inga signifikanta korrelationer med någon annan variabel. Ytterligare forskning kring tänkbara egenskaper som skulle kunna bidra med förståelse för kreativitet är önskvärd.
Creativity is one of the most desired and valued human abilities, particularly within art, technology and science. Scientific studies of creativity exhibit weak associations with personality as well as intelligence, traits that are otherwise strong predictors for achievement. Creativity is, however, reasonably linked to some performance aspect of brains function. One such aspect is timing ability, behaviours and assessments that include time and temporal precision. The purpose of this study was to assess whether creativity is associated with creativity, controlling for intelligence and personality. Guilford’s Alternative Uses Task was used for measuring creative originality and Inventory of Creative Activities and Achievements was used for measuring creative effectiveness for 66 participants between 20 and 40 years of age, who were also tested for timing ability, psychometric intelligence, and personality (the Big Five). While there was a significant correlation between creative effectiveness and timing, multiple regression showed that the personality dimension openness (O) explained most of the variance (R2 = 13%), wherewith timing accounted for 2% of about 30% explained variance for all other variables. Creative originality exhibited no significant correlations with any other variable. Further research on traits that may influence creativity is desirable.
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Goodman, Genghis. "A Machine Learning Approach to Artificial Floorplan Generation." UKnowledge, 2019. https://uknowledge.uky.edu/cs_etds/89.

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The process of designing a floorplan is highly iterative and requires extensive human labor. Currently, there are a number of computer programs that aid humans in floorplan design. These programs, however, are limited in their inability to fully automate the creative process. Such automation would allow a professional to quickly generate many possible floorplan solutions, greatly expediting the process. However, automating this creative process is very difficult because of the many implicit and explicit rules a model must learn in order create viable floorplans. In this paper, we propose a method of floorplan generation using two machine learning models: a sequential model that generates rooms within the floorplan, and a graph-based model that finds adjacencies between generated rooms. Each of these models can be altered such that they are each capable of producing a floorplan independently; however, we find that the combination of these models outperforms each of its pieces, as well as a statistic-based approach.
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Parde, Natalie. "Reading with Robots: A Platform to Promote Cognitive Exercise through Identification and Discussion of Creative Metaphor in Books." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1248384/.

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Maintaining cognitive health is often a pressing concern for aging adults, and given the world's shifting age demographics, it is impractical to assume that older adults will be able to rely on individualized human support for doing so. Recently, interest has turned toward technology as an alternative. Companion robots offer an attractive vehicle for facilitating cognitive exercise, but the language technologies guiding their interactions are still nascent; in elder-focused human-robot systems proposed to date, interactions have been limited to motion or buttons and canned speech. The incapacity of these systems to autonomously participate in conversational discourse limits their ability to engage users at a cognitively meaningful level. I addressed this limitation by developing a platform for human-robot book discussions, designed to promote cognitive exercise by encouraging users to consider the authors' underlying intentions in employing creative metaphors. The choice of book discussions as the backdrop for these conversations has an empirical basis in neuro- and social science research that has found that reading often, even in late adulthood, has been correlated with a decreased likelihood to exhibit symptoms of cognitive decline. The more targeted focus on novel metaphors within those conversations stems from prior work showing that processing novel metaphors is a cognitively challenging task, for young adults and even more so in older adults with and without dementia. A central contribution arising from the work was the creation of the first computational method for modelling metaphor novelty in word pairs. I show that the method outperforms baseline strategies as well as a standard metaphor detection approach, and additionally discover that incorporating a sentence-based classifier as a preliminary filtering step when applying the model to new books results in a better final set of scored word pairs. I trained and evaluated my methods using new, large corpora from two sources, and release those corpora to the research community. In developing the corpora, an additional contribution was the discovery that training a supervised regression model to automatically aggregate the crowdsourced annotations outperformed existing label aggregation strategies. Finally, I show that automatically-generated questions adhering to the Questioning the Author strategy are comparable to human-generated questions in terms of naturalness, sensibility, and question depth; the automatically-generated questions score slightly higher than human-generated questions in terms of clarity. I close by presenting findings from a usability evaluation in which users engaged in thirty-minute book discussions with a robot using the platform, showing that users find the platform to be likeable and engaging.
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Brown, Natalie. "Art and consciousness in light of Maharishi Vedic science." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2011. https://ro.ecu.edu.au/theses/378.

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This research examines the field of art and consciousness in light of Maharishi Vedic Science. Maharishi Vedic Science is a complete science of consciousness and its expressions, based on ancient Vedic knowledge, as elucidated by His Holiness Maharishi Mahesh Yogi, the foremost scholar in the field of consciousness. The research explores the practical application of Maharishi‘s technologies of consciousness― the Transcendental Meditation program and TM-Sidhi program, and simultaneously the theoretical understanding of consciousness through the study of Maharishi Vedic Science. The research examines this knowledge by considering two questions- Question 1―What is the benefit of the practical technologies and theoretical knowledge of Maharishi Vedic Science for the arts and the artist? Question 2―Through my own subjective research into consciousness, how has this knowledge affected the outcome of my creative practice? This research is both an intellectual objective analysis and simultaneously a subjective investigation through my own personal experience in the development of consciousness. The research elucidates Maharishi Vedic Science and verifies it through modern scientific research, art and its foundation in creative intelligence, the history of art and its future potential, and my own personal artwork and creative process that has grown through the understanding and practical application of Maharishi Vedic Science in my daily life.
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Christensen, Kristina. "A European solution for Text and Data Mining in the development of creative Artificial Intelligence : With a specific focus on articles 3 and 4 of the Digital Signel Market Directive." Thesis, Stockholms universitet, Juridiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-195372.

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In today’s data-driven society, also called the Fourth Industrial Revolution, Text and Data Mining (TDM) has become an essential tool in managing the booming Big Data in its different sizes and forms. It is also an inherent part of AI research using machine learning, where these techniques highly depend on datasets derived from TDM to self-learn and to make autonomous decisions. Through the lens of copyright and related rights, TDM may be used to train AI for the purpose of AI-driven creativity, where AI has already helped in actualizing paintings, compose music and to produce movie trailers. However, since TDM typically involves extraction and/or copying of works and other subject matter protectable by copyright and related rights – in order to create datasets relevant to each AI project – it is at risk of infringing the exclusive right of reproduction and sui generis database right under the EU acquis. Indeed, TDM used for the purpose of AI-driven creativity may not necessarily amount to an infringement, if the restricted act is covered by prima facie an available exception or limitation. Several pre-existing exceptions and limitations under the EU acquis, i.e. temporary act of reproduction, scientific research, normal use of a database, extraction of insubstantial part from a database and the mandatory exception for computer programs, have been examined as possible candidates to screen unlicensed TDM activities from copyright and related rights infringement. However, this thesis observes that due to their narrow scope and the legal fragmentation caused by the voluntary implementation of some of the exceptions, these are not fully adapted to cover unlicensed TDM and thus creating legal uncertainties for AI developers. In this regard, in order to transfers the fundamental principle of copyright and related rights into the digital age and to compete with legal systems that offer a more friendly environment for TDM (e.g. US, Japan and UK), the European legislator adopted the Digital Single Market Directive 2019/790 (DSM Directive) comprising two obligatory TDM exceptions in articles 3 and 4. However, despite the reduction of several legal uncertainties and the diverging national implementations of the pre-existing exceptions and limitations, the adopted regime has significant shortcoming that may hinder the AI development in Europe. Ultimately, this thesis concludes that despite following an approach that better fits the digital environment, the DSM Directive fails to address the new era of the Fourth Industrial Revolution to which AI belongs.
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Catalá, Bolós Alejandro. "AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/16695.

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La creatividad es una habilidad de especial interés para el desarrollo humano dado que es una de las dimensiones que permite al individuo y en última instancia a la sociedad enfrentarse a nuevos problemas y retos de forma satisfactoria. Además de entender la creatividad como una serie de factores relativos al individuo creativo, debe tenerse en cuenta que el grado de motivación intrínseca, el entorno y otros factores sociales pueden tener un efecto relevante sobre el desarrollo de esta importante habilidad, por lo que resulta de interés explorarla en el contexto de utilización de tecnologías de la información. En particular, dado que los procesos comunicativos, el intercambio de ideas y la interacción colaborativa entre individuos son un pilar fundamental en los procesos creativos, y también que en gran medida todas ellas son características mayormente facilitadas por las mesas interactivas, una de las principales contribuciones de esta tesis consiste precisamente en la exploración de la idoneidad de las superficies interactivas en tareas creativas colaborativas de construcción en estudiantes adolescentes. Partiendo del estudio realizado, que aporta evidencia empírica acerca de la adecuación de las superficies interactivas como tecnología de potencial para el fomento de la creatividad, esta tesis presenta AGORAS: un middleware para la construcción de ecosistemas de juegos 2D para mesas interactivas, y cuya idea final es entender actividades de aprendizaje más enriquecedoras como aquellas que permiten la propia creación de juegos y su posterior consumo. En el contexto de esta tesis también se ha desarrollado un toolkit básico para construcción de interfaces de usuario para superficies interactivas, se ha desarrollado un modelo de ecosistema basado en entidades que son simulables de acuerdo a leyes físicas; y se ha dotado al modelo de aproximación basada en reglas de comportamiento enriquecidas con expresiones dataflows y de su correspondiente editor para superficies.
Catalá Bolós, A. (2012). AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/16695
Palancia
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Lealdino, Pedro. "Didactic Situations for the Development of Creative Mathematical Thinking : A study on Functions and Algorithms." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSE1254/document.

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La créativité est considérée comme une compétence cruciale pour le monde contemporain. La recherche décrite dans cette thèse a eu comme contexte principal le projet MC Squared. Réalisé entre octobre 2013 et septembre 2016. L'objectif du projet était de développer une plate-forme numérique pour le développement de C-books destinés à l'enseignement des mathématiques de manière à développer la pensée mathématique créative chez les étudiants et les auteurs. Cette thèse propose une analyse de la conception, du développement, de la mise en oeuvre et du test des activités numériques et non numériques dans le but d'améliorer et d'encourager la pensée mathématique créative ayant des fonctions et des algorithmes comme objets mathématiques à analyser. Les questions de recherche suivantes ont été soulevées à partir du problème: -Comment opérationnaliser et réviser les définitions existantes de la pensée mathématique créative? -Quels sont les composants nécessaires d'une situation ou d'un artefact permettant un processus de pensée mathématique créative? -Comment pouvons-nous évaluer l'avancement d'un processus impliquant la pensée mathématique créative?-Le modèle "Diamant de la créativité" est-il un outil d'analyse utile pour cartographier le cheminement du processus créatif? Pour répondre à ces questions, la recherche a suivi une méthodologie basée sur une recherche agile basée sur le design. Quatre activités ont été développées de manière cyclique. Le premier, appelé Function Hero, est un jeu numérique qui utilise les mouvements du corps du joueur pour évaluer la capacité de reconnaissance des fonctions. Trois autres activités appelées Binary Code, Fake Binary Code et Op'Art, visant au développement de la pensée computationnelle. Le modèle principal de cette thèse est le modèle "Diamond de créativité" pour cartographier le processus de résolution des problèmes rencontrés dans chaque activité, en évaluant le processus et les produits dérivés du travail des étudiants.Pour valider les hypothèses de recherche, nous avons collecté des données pour chaque activité et les avons analysées quantitativement et qualitativement. Les résultats montrent que les activités développées ont éveillé et engagé les étudiants dans la résolution de problèmes et que le modèle "Diamond of Creativity" peut aider à identifier et à identifier des points spécifiques du processus de création
Creativity is considered as a crucial skill for the contemporary world. The research described in this thesis had the Project MC Squared as the main context. Carried out between October 2013 and September 2016. The objective of the project was to develop a digital platform for the development of C-books for teaching mathematics in a way that develops Creative Mathematical Thinking both in the students and the authors. This thesis, entitled: Didactic Situations for the Development of Creative Mathematical Thinking proposes an analysis of the design, development, implementation, and testing of digital and non-digital activities with the aim of improving and fostering Creative Mathematical Thinking having Functions and Algorithms as mathematical objects to analyze. The following research questions raised from the problem: • How to operationalize and revise existing definitions of Creative Mathematical Thinking? • How can we assess the progress of a process involving Creative Mathematical Thinking? • How the "Diamond of Creativity" model is an useful analytic tool to map the Creative Process path? To answer such questions, the research followed a methodology based on an agile Design-Based Research. Four activities were cyclically developed. The first one, called: "Function Hero," is a digital game that uses body movements of the player to evaluate recognizability of functions. Three other activities called "Binary Code," "FakeBinary Code" and "Op’Art", aimed at the development of Computational Thinking. The main constructs of this thesis are: (a) the "Diamond of Creativity" model to map the process of solving problems found in each activity, evaluating the process and the products derived from the students’ work. (b) The digital game: "Function Hero". To validate the research hypotheses, we collected data from each activity and analyzed them quantitatively and qualitatively. The results show that developed activities have awakened and engaged students into problem-solving and that the "Diamond of Creativity" model can help in identifying and labeling specific points in the creative process
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Opas, Tommi. "An investigation into the development of a Creativity Support Tool for advertising." Click here to access this resource online, 2008. http://hdl.handle.net/10292/681.

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In recent years, there has been a strong interest in developing Creativity Support Tools for many exciting areas of research such as art and music. Yet few such tools have been developed to support creativity in advertising. This is unusual since advertising, like art and music, is a highly creative endeavour of the human mind. The goal of advertising is to transform a communicational objective of a product or a service into a creative idea. A tool that would enhance the development of creative ideas in advertising would be highly beneficial for the advertising industry and possibly shed light on the mystery behind creativity. In this thesis, I developed Creative Pad, a new Creativity Support Tool to assist advertising creative in generating creative ideas for advertising. In developing Creative Pad, I studied advertising creativity and human creative thinking. I developed a framework for analysing the advertising process, in which the process is viewed as having three distinct phases: a message, an idea, and an execution. A significant implication of this view is that the process for developing ideas for new advertisements and the process of executing those ideas and turning them into creative products are independent. Each step is the result of a significant creative process. Creative Pad is developed to assist in the development of creative ideas for new advertisements. To assist this creativity, relevant triggers are needed. Research has shown that individuals with high associative skills produce more creative advertising. Creative Pad supports the associative skills of the advertising creative and exploits the use of the Internet as a dynamic database. It finds words and sentences related to the original communicational objective, providing relevant triggers for the associative creative process in the minds of the advertising creative. Several experiments using Creative Pad were conducted with advertising creative and students with no advertising background. The results show that Creative Pad supports the generation of new ideas in two ways. First, and most important, all the subjects were able to develop interesting new ideas. In particular, the advertising creative were able to design a sketch of the advertisement from ideas generated using Creative Pad. Second, I was able to find a connection between the triggers, the words and sentences selected by the user during the creative process, and the ideas generated. Although the connection might be considered a weak one, it nonetheless demonstrates that a connection exists between the ideas developed by the advertising creative and those suggested by Creative Pad.
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Valentine-Casertano, Ann Elizabeth. "The effects of structure in instructions and materials on Montessori and traditional preschool children's creativity." Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-03242009-040737/.

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LIAO, XIAOQUN (SHERRY). "CREATIVE LEARNING FOR INTELLIGENT ROBOTS." University of Cincinnati / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1141140265.

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17

Magwele, Peter. "Teaching higher order thinking skills in the English first additional language learning classroom : a case of five intermediate classrooms in Mankweng Circuit." Thesis, University of Limpopo, 2019. http://hdl.handle.net/10386/2893.

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Thesis (M. A. (English Studies)) --University of Limpopo, 2019
There is a universal consensus among educationalists and cognitive development theorists that integration of higher order thinking (HOT) in language teaching has farreaching positive implications in learners‘ future. Their extensive body of research clearly indicates the interrelationship between language and thinking. It shows that to develop well-rounded learners who can later deal capably with varying demands of the 21st century, teaching them linguistic and cognitive skills concurrently is a prerequisite. However, there is still a dearth of language teaching classroom-based data to be collected to ascertain which language pedagogic practices promote thinking or not. Hence, a qualitative exploratory case study was conducted to address this gap. The study was undertaken in five intermediate English FAL classes in Mankweng circuit. The aim was to establish whether HOT is encouraged in the intermediate English FAL classes. The study used two data analysis techniques: firstly, Tesch‘s inductive coding technique was used to analyse semi-structured interview results sourced from five English FAL teachers. They were sampled for the study to assess their conceptualisation of HOT and its application in their language classes. Contrastingly, Anderson and Krathwohl‘s (2001) framework was used to analyse one Grade 4 English workbook. To determine if its exercises‘ instructional verbs were promoting HOT or not; to check if the questions in its exercises were equally distributed over all the six levels of Bloom's revised Taxonomy of the cognitive domain; and to evaluate if there was an incremental introduction of HOTs in its exercises through the year. The results revealed the following: the five teachers could not conceptualise HOT and showed poor knowledge of how to teach it in their classes. The instructional verbs did not comprehensively encourage HOT; those which did were only pitched at the third level of thinking i.e. apply; most of the questions were in favour of low order thinking and there was little incremental introduction of the three top levels of Bloom‘s revised taxonomy in Grade 4 English FAL workbook specifically analyse, evaluate and create/design. Key words: High order thinking skills, cognitive domain, high order thinking and Bloom‘s revised taxonomy.
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Dorminey, Sarah J. "Creating a Multiple Intelligences Landscape." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/9642.

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The built environment should facilitate a meaningful experience for a user by intellectually engaging their perceptual and cognitive abilities. In 1983, Howard Gardner published his cognitive theory of multiple intelligences. Gardner theorizes that human intelligence is not one single capacity, but is comprised of multiple capacities. Many teachers use the multiple intelligences theory as a tool to reach a larger number of students by engaging their unique learning styles. The theory of multiple intelligences is one way to interpret how an individual might understand, perceive or experience their surroundings. I used Gardner's theory as a framework to develop design criteria that can be used by designers to create landscapes or environments that engage people in an intellectual and meaningful way. By designing a site that will engage different individuals' unique methods of understanding, a landscape architect can create landscapes that will capture attention and promote a unique personal experience through the creation of sense of place. I believe that this in turn can also be used as a tool for articulating design ideas and analyzing current landscapes. My research begins with a review of Mihaly Csikszentmihalyi's theory of flow and what is needed to achieve this playful state. The answer is to engage a user with a challenge. This led me to Howard Gardner's theory of multiple intelligences. After a review of his work, I used his theory to analyze several case study landscapes. Based on this research, I developed a set of preliminary design criteria that can be used as an outline or a starting point for designers. I chose the Joe L. Evins Appalachian Center for Crafts (ACC) in Smithville, Tennessee as my site for beginning my understanding of the range of uses that the multiple intelligences possess within a landscape. The ACC is a visual arts school whose mission is to preserve and educate people about the culture and techniques of Appalachian crafts. The mediums that are taught are clay, glass, metal, fibers, and wood. My design exploration lead me to concluded that the outcome of a multiple intelligences landscape will be shaped by several factors: the personal strengths and weaknesses within the multiple intelligences of the designer, the sites will determine which intelligences should be designed for, and that the design process should be a collaborative effort. Therefore, the design solution produced is not the strength of this research project, but rather the development, process, and conclusions that reveal a strong case for the inclusion of engaging users' intellectually.
Master of Landscape Architecture
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el, Sayed Mewafy Sherif. "Investigation into the creation of an ambient intelligent physiology measurement environment to facilitate modelling of the human wellbeing." Thesis, University of South Wales, 2014. https://pure.southwales.ac.uk/en/studentthesis/investigation-into-the-creation-of-an-ambient-intelligent-physiology-measurement-environment-to-facilitate-modelling-of-the-human-wellbeing(27f3cf96-357d-49fa-a19f-cf60e9ae0347).html.

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The elderly population worldwide has an increasing expectation of wellbeing and life expectancy. The monitoring of the majority of elderly people on an individual basis, in a medical sense, will not be a viable proposition in the future due to the projected numbers of individuals requiring such activity. The expectation is that the infrastructure available will not be adequate to meet all the anticipated requirements and subsequently people will have to live at home with inadequate care. A new global objective that aims towards enhancing the quality of life of the elderly is being supported by extensive research. This research has been taking place in the field of ambient intelligence (AmI), considering factors including more comfort, improved health, enhanced security for the elderly, and facilitating the living in their homes longer. Prior research has shown a need for accelerated expansion in the ambient intelligence domain. To that end this work presents a novel learning technique for intelligent agents that can be used in Ambient Intelligent Environments (AIEs). The main objective of this work is to add knowledge to the AmI domain and to explore the practical applications within this research field. The added knowledge is accomplished through the development of an ambient intelligent health care environment that allows a practical assessment of the human well-being to take place. This is achieved by transforming the elderly living environment into an intelligent pseudo robot within which they reside to better understand the human wellbeing. The system developed aims to provide evidence that a level of automated care is both possible and practical. This care is for those with chronic physical or mental disabilities who have difficulty in their interactions with standardised living spaces. The novel integrated hardware and software architecture provides personalised environmental monitoring. It also provides control facilities based on the patient‘s physical and emotional wellness in their home. Entitled Health Adaptive Online Emotion Fuzzy Agent (HAOEFA), the system provides a non-invasive, self-learning, intelligent controlling system that constantly adapts to the requirements of an individual. The system has the ability to model and learn the user behaviour in order to control the environment on their behalf. This is achieved with respect to the changing environmental conditions as well as the user‘s health and emotional states being detected. A change of emotion can have a direct impact on the system‘s control taking place in the environment. Thus HAOEFA combines an emotion recognition system within a fuzzy logic learning and adaptation based controller. The emotion recogniser detects the occupant‘s emotions upon the changes of the physiological data being monitored. In addition to acting as an output to the occupant‘s physiological changes, the detected emotion also acts as input to the whole situation being observed by HAOEFA. This allows HAOEFA to control the Glam i-HomeCare on the user‘s behalf with respect to their emotional status. The system developed incorporates real-time, continuous adaptations to facilitate any changes to the occupant‘s behaviour within the environment. It also allows the rules to be adapted and extended online, assisting a life-long learning technique as the environmental conditions change and the user behaviour adjusts with it. HAOEFA uses the fuzzy c-means clustering methodology for extracting membership functions (MFs) before building its set of fuzzy rules. These MFs together with the rules base constitute a major part of the proposed system. It has the ability to learn and model the individual human behaviour with respect to their emotional status. Following the provided literature review and the presentation of Fuzzy logic MFs (see section 3.3). The thesis presents two chosen unobtrusive self-learning techniques that are used in the development of the intelligent fuzzy system. Each approach combines an emotion recogniser with a fuzzy logic learning and adaptation based technique for systems that can be used in AIEs. A comparison of two different MFs designs is contrasted showing the impact they have on the system learning ability. A number of carefully designed experiments were performed by volunteers in the Glam i-HomeCare test-bed at the University of South Wales to examine the system‘s ability to learn the occupant‘s behaviour with respect to their health and emotional states. The experimental procedures were performed twice by each volunteer, while maintaining the same behavioural actions to compare how much the design of fuzzy membership functions can impact the learning process and the number of rules created by the system. Besides evaluating both systems‘ emotion recognition accuracies and comparing them to one another for each occupant, the empirical outcomes show the potential of the approach in assisting the extension of independent living. The results demonstrate how the type-1 fuzzy system both learnt and adapted to each occupant‘s behaviour with respect to their health and emotional state whilst assessing multiple environmental conditions.
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Yen, Alvin Charles. "The intelligences of creative English-as-a-foreign-language learning." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2737.

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This project provides a model for incorporating creativity in teaching English as a foreign language (EFL). It includes an instructional unit comprised of six lessons followed by accompanying assessments. Culture and language cannot be separated as students learn a foreign language.
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Santos, Elder Rizzon. "Creative agency." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/28359.

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A presente tese de doutorado descreve uma pesquisa interdisciplinar nas áreas de criatividade computacional e agentes cognitivos. A motivação para a integração dessas áreas é o estudo da habilidade humana de utilizar suas experiências prévias e conhecimento geral para resolver problemas e lidar com situações a partir do momento em que as mesmas são apresentadas. Imbuídos dessa motivação, nosso propósito é ampliar a utilização do conhecimento de agentes, inspirado na forma como, nós, humanos entendemos e vivenciamos o mundo. Nossa abordagem para concretizar essa visão de pesquisa é adotar teorias e resultados das ciências cognitivas e neurociências como fundamentação para um modelo computacional de agentes capazes de atuar criativamente. Assim sendo, adotamos a teoria do concept blending (fusão conceitual – tradução do autor) (FAUCONNIER; TURNER, 1998), advinda da lingüística cognitiva e teoria da mente como a fundação de nosso modelo. O modelo de agentes criativos proposto integra uma implementação da fusão conceitual em uma estrutura BDI. Concretamente, utilizamos a implementação da linguagem AgentSpeak fornecida pelo framework Jason, para manipular o raciocínio teórico (crenças) e prático (desejos, planos e intenções) do agente. Logo, o objeto principal de estudo desta tese é a utilização da fusão conceitual em uma estrutura de agentes inteligentes visando contribuições em criatividade computacional e agentes. Considerando a área da criatividade computacional, especificamos um modelo da fusão conceitual que define explicitamente as regras necessárias para representar uma tipologia da fusão. Ademais, a integração de uma estrutura de agentes BDI ao modelo possibilita a construção automatizada das entradas e de informações de domínio para utilizar o processo de fusão. Focando na área de agentes, nossa contribuição é caracterizada pela aplicação do processo de raciocínio criativo para fornecer alternativas de uso do conhecimento prático e teórico. Dada a especificação da fusão aqui apresentada, é possível integrar diferentes estratégias de adaptação para lidar com a falha de intenções ou outras situações que requerem adaptação. Outra funcionalidade é a capacidade de utilizar diferentes representações de conhecimento, assumindo a disponibilidade de uma definição descritiva (na linguagem OWL) da representação. O modelo de fusão conceitual também é aplicado na modelagem do raciocínio de um sistema de recomendação educacional. Finalmente, nosso modelo de fusão representa um trabalho inicial em direção a um modelo cognitivo no qual fusão, agência e outras funções cognitivas (e.g. aprendizagem) interagem para simular diferentes funcionalidades do pensamento humano.
This PhD thesis describes an interdisciplinary research on computational creativity and cognitive agents. Our motivation to integrate these two areas is to study the human skill that uses previous experiences and knowledge to solve unpredicted problems and situations. Imbued by that motivation, our purpose is to improve the applicability of the agent’s knowledge, inspired in the way that we humans understand and experience the world. Our approach towards that research view is to adopt theories and results from cognitive and neural sciences as the grounding to a computational model of agents capable of acting creatively. Thus, we adopt the concept blending theory (FAUCONNIER; TURNER, 1998) – that originated from cognitive linguistics and theory of the mind – as the grounding of our model. Therefore, our proposal of creative agents integrates an implementation of concept blending into a BDI structure. In concrete terms, we use Jason’s implementation of AgentSpeak to manipulate the agent’s theoretical (beliefs) and practical (desires and intentions) reasoning. Hence, the main topic of study of this research is the utilization of concept blending in a structure of intelligent agents. Consequently, we observe our contributions under two perspectives. Regarding computational creativity, we specify a model for concept blending that explicitly defines rules to represent a blending typology. Furthermore, integrating a BDI structure to the model allows the automated construction of inputs and domain information to feed the blending process. Focusing on agents, our contribution is on the process of creative reasoning applied to supply alternative ways to use practical and theoretical knowledge. Given the blending specification defined here, it is possible to integrate different adaptation strategies to handle intention failure or other adaptation scenarios. Another feature is the possibility to work with different knowledge representations given its descriptive logics (using the OWL language) definition. The blending specification is also applied to model the reasoning of an educational recommender system. Finally, the defined model represents an initial work towards a cognition model where blending, agency and other cognitive operations (e.g. learning) interact together to simulate different features of the human thinking.
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Van, Brummelen Jessica(Jessica Raquelle). "Tools to create and democratize conversational artificial intelligence." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/122704.

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This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Thesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2019
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 189-195).
The world is becoming increasingly saturated with voice-first technology, such as Amazon Alexa and Google Home devices. As this technology becomes more complex, the skill set needed to develop conversational AI applications increases as well. This work bridges the gap, democratizes AI technology, and empowers technology consumers to become technology developers. In this thesis, I develop block-based Alexa Skill programming tools, enabling anyone -- even elementary school students --
to create complex conversational AI applications. During high school workshops, students created Alexa Skills to help others remember forgotten words, learn math concepts, ease recycling, and display Alexa's speech on screen for those hard of hearing. Additionally, I developed a conversational AI curriculum and partnered with MIT's High School Studies Program to provide workshops to the Boston community. We taught students about the capabilities, limitations, and implications of conversational AI, and explored research questions, such as "What do students believe, understand, and think about conversational agents?"; "Can students develop their own conversational AI applications?"; and "What do students envision for the future of conversational AI?" The results from a pre-workshop assessment suggested that despite not understanding how conversational agents worked, students could think of ways for conversational agents to solve problems.
The post-workshop assessment suggested that through the workshops, students learned conversational AI and machine learning concepts; could identify capabilities and limitations of conversational agents; felt proud of their project development; were interested in developing their projects further; and were generally hopeful and excited about the future of conversational AI. Through this research, students learned about the power and limitations of AI, were empowered to solve real-world problems using AI, and developed socially useful conversational AI agent applications.
by Jessica Van Brummelen.
S.M.
S.M. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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Luwes, N. J. "A creative intelligent object classification system using Google's™ images import search function." Interim : Interdisciplinary Journal, Vol 11, Issue 1: Central University of Technology Free State Bloemfontein, 2012. http://hdl.handle.net/11462/329.

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Published Article
Limits of artificial intelligent, expert systems are defined by the specific hardware limitation of the specific system. Limits can be overcome, or addressed, by giving an intelligent system web access; therefore giving it access to Google's™ vast hardware, search functions and databases. Reverse image searches can be done directly in Google's™ image search bar since October 2011. This reverse image search function is used by the proposed system to do object recognition. Computational creativity, or the ability of a program or computer to show human-level creativity and interaction, is achieved by means of a voice communication of the object identification result to the user. The proposed system interprets the result by doing a definition web search and communicating this to the user. The results show that with the novel interpretation software, it should be possible to use Google™ as an artificial intelligent, computational creative system. This proposed system thus has the ability to do object classification by accessing Google's™ vast hardware, search functions and databases, thereafter would the proposed system search a suitable definition for the classification. All of this information is communicated to the user using voice. These techniques could be used on an automatic guided vehicle, robots or expert systems
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Denmark, Heather. "A comparative review of the works of Feldman, Sternberg, Gardner and Eisner and the resulting practical application for the secondary art classroom." Honors in the Major Thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/371.

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Some fields come and go, but there will always be a need for older generations to teach the younger generations. For this reason, teachers will always be needed. The material that they choose to teach can sometimes determine the outcome of a nation. Take a look into German and Roman histories; they are littered with teachers convincing students that their way is right. I think that it is imperative that we research the full potential of what we are teaching our students. For that reason, my thesis will consist of analyzing and synthesizing the research of Feldman, Sternberg, Gardner and Eisner, gathering information on their works and applying them to art education. I will apply my findings to the modern day secondary art classroom; whether it is classroom design or visual handouts, I will use the knowledge gathered to better equip the room to the advancement of multiple intelligences in hopes of inspiring my future students to be creative and lifetime learners.
B.S.
Bachelors
Education
Art Education
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Wiley, Antoinette Marchelle. "The Familiar Stranged." Cleveland State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=csu1513009183178476.

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Kirkin, S., and K. V. Melnyk. "Intelligent Data Processing in Creating Targeted Advertising." Thesis, National Technical University "Kharkiv Polytechnic Institute", 2017. http://repository.kpi.kharkov.ua/handle/KhPI-Press/44710.

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Liang, Y. "The development of an intelligent inventory management system." Thesis, University of Salford, 1997. http://usir.salford.ac.uk/14812/.

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This thesis is concerned with the development of an intelligent inventory management system. The aim of the system is to bridge the substantial gap between the theory and the practice of inventory management and to help industrial inventory managers to achieve an effective and successful inventory management. The proposed system attempts to achieve this by providing automatic pattern identification and model selection facilities. Such a hybrid knowledge-based inventory system consists of a collection of techniques (or pattern identifier) for identifying demand and lead time patterns and a knowledge base (or rule base) for subsequent selection of a suitable inventory model taking into consideration aspects of the practical situation. There are no previous attempts in the inventory literature to develop such a system to guide model selection. In order to integrate the system into the established computer-based intelligent inventory management system and facilitate the function of the pattern identifier, a data manager has been developed to manipulate the history data required for statistical analysis and to load the data into the system from other applications. In order to establish the system's model base, the study of the modelling of inventory and the features and evolution of expert systems are reviewed. The published models which deal with similar inventory problems have been compared based on its applicability, clarity, and being suitable to be computerised. It was necessary to further develop and amend published models to fill gaps in the model base. The overall structure and salient features of the proposed system and the development of the system using Visual Basic have been described. The system has been tested using real life data supplied by the co-operating companies. Finally, achievements and shortcomings of the system are discussed and some suggestions for further research are outlined.
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Kashora, Kudzai. "Leveraging mobile business intelligence to create strategic business value." Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/13218.

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Includes bibliographical references.
Currently, there is a growing need for mobile Business Intelligence (BI) in the business world as the nature of work is changing and employees are more mobile than ever before. Mobile BI promises portability and pervasive access to BI, making it a topic high on many directors’ agendas; however the tangible and intangible benefits of mobile BI are still not well understood. Coupled with this, BI practitioners’ are sceptical about the real business value of delivering BI reports to mobile devices and how this undertaking can bring about organizational changes in the long run. As the field of mobile BI is still in its infancy, there is a lack of research which addresses the business value of mobile BI. The existing studies in this research area have been focused on adoption and implementation strategies. This study therefore attempts to address the gap by investigating how mobile BI can be utilised to enhance organizational performance and also contribute towards strategic business value. In light of this, an extensive literature review was conducted which revealed that mobile BI usage can result in benefits, such as improved employee performance management, organizational agility and customer satisfaction. A conceptual model was developed based on the literature and this model acted as the framework for investigating the research problem.
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Mohapatra, Avantika. "Designing for AI : A collaborative framework to bridge the gap between designers and data scientists, and enabling designers to create human-centered AI products and services." Thesis, KTH, Integrerad produktutveckling, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-286016.

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Emerging advances in the realm of Artificial Intelligence (AI) have had a tremendous impact on various fields around us and society as a whole. As technologies continue to evolve, so will the role of designers when it comes to using AI. It has the potential to be the next tool designers use to create human-centered products and services. To truly understand AI and harness its capabilities, it is crucial to demystify the term and its inner workings. This thesis is explorative research to shed light on collaborative intelligence and how designers can harness the capabilities of AI. It further explores how to integrate the principles of design and AI to create AI-driven products and services. In addition to background research conducted on both design and AI, the importance of both these fields’ intersection was also researched upon. The project followed the Double Diamond design process principles, consisting of four phases: discover, define, develop, and deliver. This process was then used again to design a framework that bridges the gap between AI & design principles. This research aimed to explore how designers could use AI to develop new products and services. The project resulted in a framework that guides designers on how to get acclimated to AI and uses a specific set of principles to design for AI. It contains concepts necessary to understand the different aspects of AI and aims to build a common language amongst all AI practitioners. The framework also serves as a basic outline of a workshop that provides various design methods that AI practitioners can use to ideate AI-driven solutions.
Framsteg inom Artificiell Intelligens (AI) har redan haft enorma effekter på diverse ämnesområden med direkt eller indirekt påverkan på oss människor. I och med att teknologin som utnyttjar AI kommer att utvecklas, kommer även rollen för designers att förändras. AI innehar potentialen att bli nästa verktyg som kan brukas för att skapa människocentrerade produkter och tjänster. För att förstå och nyttja AI och dess förmåga är det kritiskt att avmystifiera termen och dess potential. Detta explorativa arbete syftar till att nysta upp kollaborativ intelligens samt att undersöka hur det kan användas av designers för att nyttja AIs fulla potential. Därtill utforskar arbetet hur AI och designprinciper kan integreras för att skapa AI-baserade produkter och tjänster. Utöver forskningen inom design och AI undersöks även fältens skärningspunkter. Följande arbete använder sig av Double Diamond designprocessen och dess principer: discover, define, develop, and deliver. Denna process kommer att användas för att konstruera ett ramverk som binder samman AI och designprinciper. Arbetet syftar till att utforska hur designers kan använda AI för att skapa nya produkter och tjänster. Resultatet är ett ramverk som kan vägleda designers att acklimatisera sig med AI och dess specifika principer för att kunna applicera AI i sitt arbete. Ramverket innefattar nödvändiga koncept för att förstå olika aspekter av AI och strävar efter att bygga ett gemensamt språk för alla utövare av AI. Ramverket ger dessutom riktlinjer för att strukturera workshops som förser alla möjliga AI användare med designmetoder för att skapa AI baserade lösningar.
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Brown, Jeffrey Wardlaw. "Essential understandings exploring my personal relationships with the multiple intelligences through art /." CONNECT TO THIS TITLE ONLINE, 2007. http://etd.lib.umt.edu/theses/available/etd-07232007-123044/.

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Andersson, Maria, and Carina Pettersson. "Skola för framtiden : är entreprenöriellt lärande essentiellt för utvecklingen av kreativiteten inom skolvärlden." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-15271.

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Creativity and innovation have become two very important concepts in today’s society where the demand for these abilities are sought after. At the same time, the school system of today follows a more traditional outlook on what learning and knowledge means.The extend students ability to understand and elevate their motivation is possible through creative methods of working. In order to create a school system which can withstand the demands of the future by including creative methods in its model, a study was carried out to examine how teachers’ thoughts on creativity could mean for its development.This study took place in an elementary school in Sweden where Entreprenöriellt Lärande (EL) has been in use for the last two years. Three teachers were interview regarding subjects such as a) creativity and what it means, b) teaching and motivation and c) students abilities. The study showed that the concept of creativity had undergone some changes even though it was thought of as small ones. This in turn affected the work that was being done and the concept of teaching. At the same time, there are constraints in which the teachers are working, for instance limited recourses and having to reach certain goals. The innovative proposal this study contributes is based on those factors the teachers listed as most constraining.
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Moyer, Shawn P. "Creating a mix of spooks and suits : a new role for intelligence." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Mar%5FMoyer.pdf.

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Thesis (M.A. in National Security Affairs)--Naval Postgraduate School, March 2003.
Thesis advisor(s): Robert Simeral, Robert Looney. Includes bibliographical references (p. 105-111). Also available online.
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Toghiani-Rizi, Babak. "Evaluation of Deep Learning Methods for Creating Synthetic Actors." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324756.

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Recent advancements in hardware, techniques and data availability have resulted in major advancements within the field of Machine Learning and specifically in a subset of modeling techniques referred to as Deep Learning. Virtual simulations are common tools of support in training and decision making within the military. These simulations can be populated with synthetic actors, often controlled through manually implemented behaviors, developed in a streamlined process by domain doctrines and programmers. This process is often time inefficient, expensive and error prone, potentially resulting in actors unrealistically superior or inferior to human players. This thesis evaluates alternative methods of developing the behavior of synthetic actors through state-of-the-art Deep Learning methods. Through a few selected Deep Reinforcement Learning algorithms, the actors are trained in four different light weight simulations with objectives like those that could be encountered in a military simulation. The results show that the actors trained with Deep Learning techniques can learn how to perform simple as well as more complex tasks by learning a behavior that could be difficult to manually program. The results also show the same algorithm can be used to train several totally different types of behavior, thus demonstrating the robustness of these methods. This thesis finally concludes that Deep Learning techniques have, given the right tools, a good potential as alternative methods of training the behavior of synthetic actors, and to potentially replace the current methods in the future.
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Ву, Т. Т. Х., and T. T. H. Vu. "Проблемы и перспективы имитации письменной речи в интеллектуальных системах : магистерская диссертация." Master's thesis, б. и, 2020. http://hdl.handle.net/10995/95076.

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В работе представлен комплексный обзор состояния разработки компьютерных моделей в области литературной имитации. На основе документов, написанных искусственным интеллектом, обсуждаются ограничения в системе мышления и выражения искусственного интеллекта. В статье также изложены перспективы в области ИИ-письма как самостоятельного субъекта в творческой сети.
The paper presents a comprehensive overview of the development status of computer models in the field of literary writing imitation. On the basis of documents written by artificial intelligence, limitations in the thinking and expression system of artificial intelligence are discussed. The paper also outlines the prospects in the field of AI-writing as an autonomous entity in the creative network.
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Macasek, Michael A. "Towards teachers quickly creating tutoring systems." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-122005-162550/.

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Thesis (M.S.)--Worcester Polytechnic Institute.
Keywords: collaboration; Intelligent Tutoring System; portal; teacher tools; Assistment; Assistment Project Includes bibliographical references. (p.37-38)
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Sinaj, Jonida. "Self-Service Business Intelligence success factors that create value for business." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-100076.

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Business Intelligence and Analytics have changed the business needs, but the market requires a more data-driven decision-making environment. Self-Service Business Intelligence initiatives are currently providing more competitive advantages. The role of the users and freedom of access is one of the essential advantages that SSBI holds. Despite this fact, there is still needed analysis on how business can gain more value from SSBI, based on the technological, operational and organizational aspects. The work in this thesis serves to analysis on the SSBI requirements that bring value to business. The paper is organized starting from building knowledge on the existing literature and exploring the domain. Data will be collected by interviewing experts within the BI, SSBI and IT fields. The main findings of the study show that on the technological aspect, data is more governed and its quality is improved by implementing SSBI. Visualization is one of the features of SSBI that boosts quality and governance. On the digital capability aspect, the end-users need training and there is found a rate of impact of SSBI on the main departments in an organization. It is discussed how SSBI implementation affects the companies that do not have BI solution. The final conclusions show that in order for SSBI to be successful, a solid BI environment is necessary. This research will provide future suggestions related to the topic and the results will serve both, the companies that have implemented SSBI and the ones that want to see it as a perspective in the future.
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Lombard, Charles. "Emotional intelligence : creating a sustainable competitive advantage for the future development of leaders." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/52822.

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Thesis (MBA)--Stellenbosch University, 2002.
ENGLISH ABSTRACT: During my studies for the degree of Master in Business Administration (MBA) at the University of Stellenbosch, my lecturer, Mr. Mario Denton, introduced me to the concept of emotional intelligence. A study of literature on this concept increased my awareness that leaders should have certain abilities that will make them perform better in the workplace. Ultimately, these abilities should lead to better departmental and organisational performance and could therefore be vital for the survival of an organisation. The concept itself is fairly new and not too many leaders in the workplace are familiar with it. The term emotional intelligence is based on people and organisational issues that have been around for many years, but it has only recently been established as a separate field of study. It has now also been incorporated in the MBA curriculum at the University of Stellenbosch. As a new concept in its development phase, extensive marketing is required to establish the term emotional intelligence among the leading organisations in South Africa. Emotional intelligence can only add value if leaders in the business world understand the concept and truly believe that it can create added value within an organisation and among its people. Especially managers and human resources departments within these organisations should have a good understanding of how emotional intelligence can be incorporated in their organisations. A lack of awareness and knowledge of emotional intelligence was the motivation behind this study project. It is hoped that this research will create awareness among business leaders in South Africa and result in emotional intelligence ultimately being incorporated in organisations in order for them to create a sustainable and competitive advantage.
AFRIKAANSE OPSOMMING: Gedurende my studie (Meestersgraad in Besigheidsadministrasie) aan die Universiteit van Stellenbosch het my dosent, mnr. Mario Denton, my blootgestel aan die konsep emosionele intelligensie. 'n Literatuurstudie oor die onderwerp het getoon dat leiers spesifieke eienskappe moet besit om hul sukses in die werkplek te verbeter. Hierdie eienskappe kan uiteindelik tot beter departementele en organisasieprestasie lei. Emosionele intelligensie is dus noodsaaklik vir die voortbestaan van organisasies in hierdie uiters mededingende korporatiewe omgewing. Die konsep as sodanig is redelik nuut en min leiers verstaan dit en die voordele daarvan. Emosionele intelligensie is gebaseer op mense- en organisasiekwessies wat reeds jare lank bestaan, maar dit is eers onlangs as 'n aparte studierigting aanvaar. Emosionele intelligensie is ook onlangs by die MBA-kurrikulum van die Universiteit van Stellenbosch ingesluit. Die konsep is tans in sy ontwikkelingsfase en aktiewe bemarking is nodig om dit in Suid-Afrika se sakewereld te vestig. Emosionele intelligense kan slegs waarde toevoeg indien sakeleiers die konsep verstaan en werklik glo dat dit op 'n individuele, departementele en organisasievlak waarde kan toevoeg. Veral bestuurders en menslikehulpbronafdelings moet verstaan hoe om die konsep in hul organisasies te inkorporeer. 'n Gebrek aan 'n bewustheid en kennis van emosionele intelligensie was die hoofrede vir hierdie werkstuk. Die doel van die werkstuk is om die konsep onder Suid-Afrika se sakeleiers te bemark, wat hopelik daartoe sal lei dat emosionele intelligensie in organisasies geïnkorporeer word ten einde 'n volhoubare en kompeterende voordeel te skep.
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Vézina, Cathy. "Resituer la dimension communicationnelle de la créativité collective contextualisée : une approche par les constructions médiatrices." Thesis, Toulon, 2017. http://www.theses.fr/2017TOUL0012/document.

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Cette thèse envisage les effets occasionnés par la créativité collective contextualisée, plus particulièrement à l’échelle des groupes restreints, à partir d’une approche communicationnelle par les « constructions médiatrices ». Elle poursuit trois grands objectifs. Premièrement, elle s’inscrit dans une volonté d’éclaircissement de la notion de créativité de groupe en tant que phénomène (tel qu’abordé par Woodman, Sawyer et Griffin, 1993) et propose d’en faire la distinction par rapport à la méthode employée par le groupe de créativité (Demory, 1986; Aznar, 2011). Deuxièmement, elle cherche à clarifier les formes d’échanges et d’interactions au cours du processus de création-communication. Troisièmement, elle interroge les effets de ce phénomène collectif complexe de manière à mieux comprendre les conditions de déploiement de la créativité contextualisée.En prenant pour objet d’étude l’expérience vécue d’acteurs en situation par le biais d’un dispositif pédagogique, nous avons convié une communauté d’apprenants à vivre une expérience de création collective immersive et originale qui, par sa nature engageante et déroutante, était susceptible de heurter les habitudes et le cadre traditionnel d’apprentissage. Nous avons émis l’hypothèse que la tension créative entraine la réorganisation constante de l’activité des groupes en influençant les « constructions médiatrices » puis, que la nature de ce contexte cristallise la cohésion et l’engagement des groupes impliqués. Par une analyse de l’activité-créativité (la créactivité) de groupe, et plus particulièrement par l’observation des actions conjointes, des rapports d’interactions et de l’implication des membres, cette étude postule que la créativité collective contextualisée participe à l’émergence de formes d’interactions. Puis, que le recours aux moyens médiateurs (aux artefacts, à la division du travail et aux règles d’interactions) s’effectue dans un mouvement constant de réorganisation de l’activité par dépassements successifs des contradictions, par la formation de noeuds de médiations. Les constructions médiatrices sont ainsi le reflet du processus de transformation du sens des interactions sociales au cours de l’activité
This thesis considers the effects caused by contextualized collective creativity, especially in small groups, based on a communicational approach by “mediational constructs". It has three main objectives. First, it wishes to clarify the concept of group creativity as a phenomenon (as discussed by Woodman, Sawyer and Griffin, 1993) and to propose its distinction from the method used by creativity groups (Demory, 1986; Aznar, 2011). Secondly, it seeks to clarify the forms of exchange and interactions during the communicative-creative process. Third, it investigates the effects of this complex collective phenomenon for a better understanding of contextualized creativity conditions and deployment.Using a pedagogical framework, we have invited a community of learners to experiment an immersive and original collective creation experience which was likely to upset habits and the traditional framework of learning by its engaging and confusing nature. We hypothesized that creative tension leads to the constant reorganization of group activity by influencing " mediational constructs " and that the nature of this context crystallizes the group cohesion and commitment. Through an analysis of group activity-creativity (creactivity), and more specifically by observing joint actions, interactions relationships and the involvement of members, this study postulates that contextualized collective creativity participates in the emergence of forms of interactions. Then, that the use of meditational means (artefacts, division of labor and rules of interactions) takes place in a constant movement of activity reorganization by overcoming contradictions by successive formation of “mediation nodes”. Thus, the mediational constructs represent a reflection of the transformation process of the social interactions meaning during the activity
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Jeleń, Krzysztof. "Intelligent Tourist Information System." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1166.

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Nowadays people use mobile phones and other mobile devices. Most of us have a small computing device that is always with us. People use it example for calling, as calendar and organizer. Mobile devices with GPS receiver are also used to find paths in navigation. The main disadvantage of those systems is that we have to know places which we want to visit and they usually do not store any usable, valuable information about points of interest except phone numbers and addresses. The main idea of this thesis was to design a system that will run on most of phones and palms and will be helpful when visiting some new places and cities. This system should be able to find a route using user criteria. Those criteria should be simple and natural, like for example: a list of museums, the most famous historical objects, restaurants to visit, constraints to travel by bus and by walking. The system should find a path that fulfils those criteria, show it on screen, show names of objects, some short descriptions and photos of them and possible entrance costs. It should also be able to estimate time needed to travel from one object to the next and if it is possible, advise which bus line or other public means of transport may be used. It should be helpful for people that want to visit a city without having much information about it. Paths that are output of this system are only a proposition for trip. They will not be optimal but can not be counterintuitive and must be acceptable by the user.
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Hoppe, Magnus. "The intelligence worker as a knowledge activist : An alternative view on intelligence by the use of Burke’s pentad." Mälardalens högskola, Akademin för ekonomi, samhälle och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-19060.

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As society and business is becoming more complex, the creation and management of knowledge attracts more attention. For intelligence research it offers an alternative perspective on the art and science of intelligence that challenges a previous dominance of strategy and decision-making theories. The article is based on semi-structured interviews with intelligence personnel in four different multinational companies. Through the use of Burke’s pentad this article gives an account of important challenges encountered by intelligence personnel in modern business organizations due to an increasing dependence on different knowledge processes. These challenges are summarized in four central tasks for knowledge activists; that is to initiate and focus knowledge creation, to reduce the time and cost needed for knowledge creation, to leverage knowledge creation initiatives throughout the corporation and to guide knowledge creation by the instigation of complementary reference points. By engaging in these types of activities intelligence workers are able to stage and influence different sorts of analytical conversations, where the insights from these conversations as reformed knowledge govern an evolving strategy in dispersed circumstances. Thus, intelligence workers fulfil their purpose, which in this perspective can be viewed as creating better business in whatever process they engage in.
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Moormann, J., and C. Wilkerling. "Creating value-added services for bank customers using intelligent documents." Thesis, Українська академія банківської справи Національного банку України, 2007. http://essuir.sumdu.edu.ua/handle/123456789/60708.

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This paper presents and examines a new approach for developing valueadding services. These services are based on customer processes and the usage of intelligent documents to provide added value to the customers. Intelligent documents are appropriate means to support customer processes. The Web Mailbox is an element of a comprehensive concept for serving customer needs. Intelligent documents will not replace the individual consultation within this process but will support and strengthen the bank’s relationship to its customers significantly.
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42

Povall, Richard Mark. "Creating emotionally aware performance environments : a phenomenological exploration of inferred and invisible data space." Thesis, University of Plymouth, 2003. http://hdl.handle.net/10026.1/2674.

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The practical research undertaken for this thesis - the building of interactive and non-interactive environments for performance - posits a radical recasting of the performing body in physical and digital space. The choreographic and thematic context of the performance work has forced us', as makers, to ask questions about the nature of digital interactivity which in turn feeds the work theoretically, technically and thematically. A computer views (and attempts to interpret) motion information through a video camera, and, by way of a scripting language, converts that information into MIDI' data. As the research has developed, our company has been able to design environments which respond sensitivelyto particular artistic / performance demands. I propose to show in this research that is it possible to design an interactive system that is part of a phenomenological performance space, a mechanical system with an ontological heart. This represents a significant shift in thinking from existing systems, is at the heart of the research developments and is what I consider to be one of the primary outcomes of this research, outcomes that are original and contribute to the body of knowledge in this area. The phenomenal system allows me to use technology in a poetic way, where the poetic aesthetic is dominant - it responds to the phenomenal dancer, rather than merely to the 'physico-chemical' (Merleau-Ponty 1964 pp. 10-I I) dancer. Other artists whose work attempts phenomenological approaches to working with technology and the human body are referenced throughout the writing.
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Sandulache, Cornelia Elena. "Comment appréhender les nouvelles formes d’organisation du travail au service de l’innovation collaborative dans le cadre des territoires inscrits dans une démarche de stratégie intelligente ? - Cas des tiers - lieux collaboratifs." Thesis, La Réunion, 2019. http://www.theses.fr/2019LARE0006/document.

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Alors que la littérature scientifique décrète que l’innovation collaborative n’est pas une nouveauté, les définitions sont souvent contradictoires et sa mise en œuvre reste énigmatique. Par conséquent, cette thèse en sciences de gestion a souhaité apporter des clarifications et des premiers éléments de réponse à travers la problématique centrale suivante : " Comment appréhender les nouvelles formes d’organisation du travail au service de l’innovation collaborative dans le cadre des territoires inscrits dans une démarche de stratégie intelligente ? Le cas des espaces de coworking ". Plusieurs objectifs en ont découlé : 1. Analyser la dimension collaborative de l’organisation du travail afin de déceler son potentiel novateur ; 2. Identifier les processus de gestion qui favorisent l’innovation collaborative en utilisant le cas des espaces de coworking ; 3. Conjuguer ces processus au niveau d’un territoire afin de pouvoir proposer un modèle de gestion intégratif capable de démultiplier le potentiel d’innovation collaborative. La thèse s’est, donc, articulée autour de trois niveaux d’analyse : conceptuel, conjoncturel et territorial. La recherche empirique s’est concentrée sur plusieurs études de cas : 11 espaces de coworking en France et 6 espaces de coworking aux États-Unis. La triangulation des données à partir des entretiens semi-directifs, de l’analyse documentaire et de l’observation empirique a contribué à une meilleure qualité des résultats obtenus. L’analyse conceptuelle nous a permis de clarifier la notion de « nouveauté » associée aux nouvelles formes d’organisation de travail, ainsi que leur potentiel novateur, afin de pouvoir esquisser la grille d’analyse de l’innovation collaborative, le schéma conceptuel de la thèse. Le niveau conjoncturel de l’analyse propose, donc, un schéma conceptuel enrichi intégrant les éléments du terrain. Enfin, l’analyse territoriale a donné lieu à un modèle intégratif de gestion territoriale de l’innovation collaborative. Ces résultats visent, d’un côté, la prise de conscience de nouveaux enjeux associés au concept de travail collaboratif et son potentiel, notamment l’innovation collaborative ; et de l’autre, la prise de conscience de l’importance de l’espace et des trois types de communication - communication pour coordination, communication pour information, communication pour inspiration - dans la gestion de l’innovation collaborative afin d’envisager de nouvelles politiques (publiques) de gestion de l’innovation collaborative (territoriale)
While the scientific literature concludes that collaborative innovation is not a new concept, definitions are often contradictory and its implementation remains enigmatic. Therefore, this thesis in management aimed to address the issue by stating its main question as follows: "How do we capitalize on the new forms of work organization targeting collaborative innovation in regions supporting smart specialization strategies? The case of coworking spaces". As a consequence, the following research objectives have been formulated: 1. To analyze the collaborative dimension of the organization of work in order to detect its innovative potential; 2. To identify management processes that foster collaborative innovation using the case of coworking spaces; 3. To conjugate these processes at the level of a territory in order to propose an integrative management model capable of enhancing the potential of collaborative innovation. The thesis was articulated around three levels of analysis: conceptual, conjunctural and territorial. Empirical research has focused on several case studies: 11 coworking spaces in France and 6 coworking spaces in the United States. The triangulation of the data from semi - structured interviews, documentary analysis and empirical observation helped produce quality results. The conceptual analysis permitted to clarify the notion of "novelty" associated with the new forms of work organization, as well as their innovative potential; thus, this level of analysis aimed to outline the collaborative innovation analysis grid, the conceptual schema of the thesis. The conjunctural level of the analysis proposed an enriched conceptual diagram by integrating the elements of the fieldwork. Finally, the territorial analysis provided an integrative model of the territorial management of collaborative innovation. On the one hand, these results are meant to raise awareness of the new implications of collaborative work and its potential, particularly collaborative innovation; on the other hand, they emphasize the importance of space and the importance of the three types of communication - communication for coordination, communication for information, and communication for inspiration - in the management of collaborative innovation. Thus, they underline multiple opportunities to define new (public) policies for the management of (territorial) collaborative innovation
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Leigh, Ryan E. "Using genetic algorithms to create believable agents." abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1438914.

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Krause, Hannelie. "Creating value in the infomediary space : the application of intelligent agents." Thesis, Stellenbosch : Stellenbosch University, 2000. http://hdl.handle.net/10019.1/49672.

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Melcherson, Tim. "Image Augmentation to Create Lower Quality Images for Training a YOLOv4 Object Detection Model." Thesis, Uppsala universitet, Signaler och system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-429146.

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Research in the Arctic is of ever growing importance, and modern technology is used in news ways to map and understand this very complex region and how it is effected by climate change. Here, animals and vegetation are tightly coupled with their environment in a fragile ecosystem, and when the environment undergo rapid changes it risks damaging these ecosystems severely.  Understanding what kind of data that has potential to be used in artificial intelligence, can be of importance as many research stations have data archives from decades of work in the Arctic. In this thesis, a YOLOv4 object detection model has been trained on two classes of images to investigate the performance impacts of disturbances in the training data set. An expanded data set was created by augmenting the initial data to contain various disturbances. A model was successfully trained on the augmented data set and a correlation between worse performance and presence of noise was detected, but changes in saturation and altered colour levels seemed to have less impact than expected. Reducing noise in gathered data is seemingly of greater importance than enhancing images with lacking colour levels. Further investigations with a larger and more thoroughly processed data set is required to gain a clearer picture of the impact of the various disturbances.
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Schroeder, Jan Walter. "Creating tactile feedback with intelligent electrical stimulation to compensate for sensory impairment." Thesis, Bournemouth University, 2014. http://eprints.bournemouth.ac.uk/21781/.

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Performing daily life activities can be more challenging as a result of peripheral neuropathy in the feet and can lead to an increased risk of falls and injuries. Biofeedback, in the form of electrocutaneous stimulation, can be used as a means to transmit information about the force and pressure applied to the feet, and this can help people determine their body position in relation to the ground and the amount of sway movements. The motivation for the present work was to explore whether a wearable electrotactile feedback system (EFS) could improve life quality by supporting people with balance instability as a result of this condition. In this study a wearable EFS was designed to estimate the magnitude of pressure applied to the feet during standing and walking. The study also aimed to determine whether the EFS had an effect on posture control in standing and confidence in walking among individuals suffering from peripheral neuropathy. A wearable EFS has been developed in this work including the hardware design for an electrocutaneous stimulation and a processing unit to compute the sensor data. The EFS uses a sensor system with piezoresitive force sensors that has been developed and tested beforehand. The proposed system considers aspects of safety and portability, as well as meeting individual parameters. The latter one was assured by implementing and testing a novel calibration method for the detection of sensory thresholds and device parameters. A software for magnitude estimation and force and pressure feedback based on the centre of pressure (COP) movement was programmed and a psychophysical transfer function involving sensory thresholds and sensor system variables was implemented. A pilot study with 11 participants was carried out to evaluate the suitability of the EFS for magnitude estimation. Magnitude estimation with the EFS showed high accuracy and sensitivity and it was found that the design proposed in this work is beneficial over other solutions. The upper leg was identified as a suitable location for electrotactile feedback. A proof of concept study was undertaken among 14 individuals suffering with peripheral neuropathy and five controls in a clinical environment, testing the effects of the EFS on balancing and walking in different scenarios. It was shown that, when used by patients with neuropathy, the EFS helped improving posture control in certain scenarios and did not hinder patients during walking. A longer learning period might be necessary so that users can fully benefit from the EFS. The findings of the study contribute to the understanding of electrotactile feedback and are valuable for further developments of wearable EFS to compensate for sensory impairment and improve activities of daily life for people with sensation loss in their feet.
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Petersson, Erik, and Oscar Östergaard. "Two Styles of the Insight Creation Process : A multiple case study of how four organizations gain insights from external information." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-176559.

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Using external information to gain insights is becoming increasingly important in today’s knowledge based economies. However, from both research and practice it is somewhat unclear how organizations manage these activities. Therefore the purpose of this paper is to explore how four different organizations manage their insight creation process from external information. To do this, a literature review about insight creation is done to create an analytical framework. Based on this framework, the insight creation process is analyzed within the organizations to find characteristics of each process. Next, a cross case analysis is conducted that reveal the main differences between the organizations. The results indicate two main styles of managing the insight creation process that can be differentiated with regards to formality. As such, this paper complements previous research within the area of competitive intelligence and knowledge management in the sense that it increases the understanding of the insight creation process.
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Bilous, James Eric. "Concatenative Synthesis for Novel Timbral Creation." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1597.

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Modern day musicians rely on a variety of instruments for musical expression. Tones produced from electronic instruments have become almost as commonplace as those produced by traditional ones as evidenced by the plethora of artists who can be found composing and performing with nothing more than a personal computer. This desire to embrace technical innovation as a means to augment performance art has created a budding field in computer science that explores the creation and manipulation of sound for artistic purposes. One facet of this new frontier concerns timbral creation, or the development of new sounds with unique characteristics that can be wielded by the musician as a virtual instrument. This thesis presents Timcat, a software system that can be used to create novel timbres from prerecorded audio. Various techniques for timbral feature extraction from short audio clips, or grains, are evaluated for use in timbral feature spaces. Clustering is performed on feature vectors in these spaces and groupings are recombined using concatenative synthesis techniques in order to form new instrument patches. The results reveal that interesting timbres can be created using features extracted by both newly developed and existing signal analysis techniques, many common in other fields though not often applied to music audio signals. Several of the features employed also show high accuracy for instrument separation in randomly mixed tracks. Survey results demonstrate positive feedback concerning the timbres created by Timcat from electronic music composers, musicians, and music lovers alike.
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Anderzén, Anton, and Markus Winroth. "Automating rule creation in a Smart Home prototype with Learning Classifier System." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-234926.

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The name ”smart homes” gives a promise of intelligent behavior. Today automation of the home environment is a manual task, with the creation of rules controlling devices relying on the user. For smart homes this tedious manual task can be automated. The purpose of this thesis is development of a prototype that will help users in smart homes create rules. The rules should be automatically created by the use of a machine learning solution. A learning classifier system algorithm is found as a suitable machine learning solution. A learning classifier system is used to find and create rules from sensor data. In the prototype a Raspberry Pi is used to collect the data. This data is processedby the learning classifier system, generating a set of rules. These rules predict actions for controlling a smart lighting system. The rules are continuously updated with new sensory information from the environment constantly reevaluating the previous found rules. The learning classifier system prototype solves the problem of how rules can be generated automatically by the use of machine learning.
Uttrycket ”smarta hem” utlovar ett intelligent beteende. Idag är automatiseringen av hemmiljön en manuell uppgift, där användaren formulerar regler som styr systemet. I smarta hem kan denna uppgift bli automatiserad. Syftet med denna kandidatuppsats är att utveckla en prototyp som ska hjälpa användare i smarta hem att skapa regler. Reglerna ska skapas automatiskt med hjälp av en maskininlärningslösning. Ett självlärande klassificeringssystem bedöms uppfylla den kravställning som görs. Det självlärande klassificeringssystemet används för att skapa regler från sensordata. I prototypen används en Raspberry Pi för att samla in data. Insamlad data behandlas av det självlärande klassificeringssystem som genererar en uppsättning regler. Dessa regler används för att kontrollera ett smart ljussystem. Reglerna uppdateras kontinuerligt med ny sensorinformation från omgivningen och utvärderar de tidigare funna reglerna. Den självlärande klassificeringssystemprototypen löser problemet om hur regler kan skapas automatiskt med hjälp av maskininlärning.
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