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1

Mothersill, Philippa (Philippa Jane). "The form of emotive design." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/95611.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2014.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 141-144).
We have an unconscious understanding of the meaning of different physical objects through our extensive interactions with them. Designers can extend and adapt pre-existing symbolic meanings through the design of these objects, adding a layer of emotive expression by manipulating their forms. Novice designers can express the 'character' of the objects they want to design using familiar vocabulary, but may not be able to draw on expert design skills to transform this meaning into the medium of form. This thesis explores the physical design language encoded into objects and asks: can a CAD tool that uses descriptive adjectives as an input aid designers in creating objects that can communicate emotive character? In this thesis I explore the underlying emotive design 'grammar' of the form of objects, and through this present an emotive semantically-driven a Computer-Aided Design (CAD) tool that uses expressive words to design forms with emotive character. A quantitative framework for emotive form design is proposed and integrated into the EmotiveModeler CAD tool. Using this CAD tool, I investigated the variables of this emotive form design framework and tested the resulting designs and the software itself with both novice and experienced designers to evaluate if the tool can help these users more easily create inspirational and emotive forms using the expressive vocabulary we are all familiar with.
by Philippa Mothersill.
S.M.
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2

Muralidharan, Dilip. "Architecture for The Senses: A more-than visual approach to Museum Architecture." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1554211453833306.

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3

Blake, Benjamin R. "Sublime, Contemplation and Repose: Reawakening Nuttallburg from West Virginia’s Industrial Descent." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1554210934038553.

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4

Damm, Lisa Marie. "The architecture of emotion experience." Diss., [La Jolla] : University of California, San Diego, 2009. http://wwwlib.umi.com/cr/ucsd/fullcit?p3352255.

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Thesis (Ph. D.)--University of California, San Diego, 2009.
Title from first page of PDF file (viewed May 8, 2009). Available via ProQuest Digital Dissertations. Vita. Includes bibliographical references.
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5

Fortkamp, Sarah. "Body. Emotion. Architecture. a phenomenological reinterpretation /." Cincinnati, Ohio : University of Cincinnati, 2005. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1112128327.

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Thesis (Master of Architecture)--University of Cincinnati, 2005.
Title from electronic thesis title page (viewed Jul. 10, 2006). Includes abstract. Keywords: Body, Emotion, Experience, Phenomenology. Includes bibliographical references.
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6

FORTKAMP, SARAH A. "BODY. EMOTION. ARCHITECTURE. A PHENOMENOLOGICAL REINTERPRETATION." University of Cincinnati / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1112128327.

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7

Svetlicic, Ivan. "EMOTION BASED SUBSUMPTION ARCHITECTURE FOR AUTONOMOUS MOBILE ROBOTICS." Miami University / OhioLINK, 2004. http://rave.ohiolink.edu/etdc/view?acc_num=miami1090173118.

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8

Vinyu, Alfred. "kINetic eMOTION: Beyond the object." Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/28140.

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Challenging the idea of buildings being identified as objects that merely house human experience and inhabitation, this dissertation argues for a "building machine" that adopts the notion of "performative architecture". Programmed as a Film School, kinetic architecture allows the building to be indeterminate whereby the flexibility to reconfigure itself enables a vast potential of spatial narratives. With the use of cinematic techniques the building machine in partnership with people creates multisensory spatial dimensions in what is seen as a continuous architectural carnival.
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9

Parker, Darnell E. II. "Expressed Emotions Architecture." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/33443.

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Two primary ideas contribute to the design of this Community Art Center in the city of Milwaukee, Wisconsin, particularly, in the neighborhoods of Avenue west and Midtown. The quality of light expressed through the movement of shadows in time is casted in the interior by openings in the roof and on the exterior walls by columns surrounding the building. These exterior and interior walls of the building are the result of rigorous experimentation to maximize space for interaction. The walls and quality of light is expressed both in the interior and exterior of the building. The second main idea is center around creating a place for interaction to generate communication and collaboration within the community. The primary design is of the delicate undulating walls as it continues to define interaction space in the Community Art Center. It is the form of the walls and quality of light that express movement. As a secondary concern, these neighborhoods are on the edge of Milwaukeeâ s near west side that includes the Milwaukee High School of the Arts (MHSA). The community expresses art in the form of dance, music and creative writing. The building express art in the form of a decision. Each decision that is made expresses a quality about design. Each space is transformed into a place by the nature of its design. The building achieves a sense of community through the primary ideas expressed through the notion of emotions.
Master of Architecture
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10

Lambert, Yaminah Nzinga Lashanta. "Emotional Resonance and Transference in Architecture." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/74953.

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This thesis examines the notion of unseen factors that a user leaves behind once departing from a space. When properly engaged, an inhabitant forms an emotional attachment to a space. This attachment can be felt by later occupants as an experiential, phenomenological quality that cannot be removed from the space. This thesis asks questions such as: Which spaces lend themselves to what emotions? How does the architect compel a user to feel positive emotional attachment to a space? How does a building react to user changes over time? Can a building give off a "vibe" as an inanimate object? This thesis aims to investigate the following thesis statement: "What happens to the emotions in a building after its users leave?"
Master of Architecture
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11

Rahman, Marium. "The Architecture of Emotion and Spirit of the Site." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/87519.

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Architecture has the unique ability to use its surroundings in a way that can create a profound impact; it has the power to generate emotion. To connect with the character of a place, we need to observe it, converse with it, and learn from it. No matter what the place, understanding its spirit is essential to design for it, because every addition to the place adds to its soul, its spiritual and emotional identity. It is important to note the first users of each site are what already exists, they define the spirit of the site and these users are not limited to just people, but rather they include the landscape as well. The trees that are growing and flourishing within the site are an important part of it. Architecture should look at the existing site and not take away from it but rather add to it. This thesis explores Daingerfield Island; Located along the existing Mt Vernon bicycle trail and the Potomac River, Daingerfield Island is an ideal location for a Bicycle and Water Taxi rest stop. It is a site that is mostly forested development, however, it is in a state of disrepair. It has great potential to become a wonderful pause space in the urban environment. The project explores emotions associated with resting and waiting, in hopes to prove that architecture has the ability to repair a damaged site.
MArch
Architecture not only affects those that inhabit it, but also its surroundings. Whenever we design a building, we need to understand that it is an addition to an already existing site; this addition should make the location better. Analyzing the site is essential in order to create an appropriate design for it. The thesis project is a Bicycle and Water Taxi rest stop located on Daingerfield Island, which is located along the existing Mt Vernon bicycle trail and the Potomac River. The design began with the sole intent of understanding the site; what its history is, what its present is, what its shortcomings are, what its strengths are, and what it needs. Only then did the architectural design begin.
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Davis, Felecia. "Softbuilt : computational textiles and augmenting space through emotion." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113943.

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Thesis: Ph. D. in the field of Architecture: Design and Computation, Massachusetts Institute of Technology, Department of Architecture, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 270-284).
When we inhabit, wear, and make textiles we are in conversation with our pre-historical and historical past and in a sense already connected to what is to come by the structure of fabric that operates as a mode of understanding the world. Textiles bind us together as a species in every culture on the planet, though we humans may use and make this material in different ways. In architecture, textiles made of animal skins or plant fibres were probably used to make the first shelters, as both protective clothing and enclosing space. As a liminal space between the body and environment these textiles became places of exchange and communication of information between people and their communities through shelter and clothing. This communication is an expression of personality and mood which makes an impression on those who would look upon the shelter or clothing. This communication is directly related to the expression of the material. The hypothesis of this dissertation is that textiles communicate emotion through material expression via vision and touch. Furthermore, computation augments what designers can communicate about emotion to people by the evocative power of transforming textile expressions. I present four experiments in this dissertation that explore the emotional and expressive attributes of computational textiles - textiles that respond to their environment via programming and sensors. Two experiments begin to define computational textiles through the acts of making the textiles. Two experiments with architectural textile panels begin to look at emotions communicated to people through vision and touch using computational textiles. Softbuilt refers to things and places made using methods that connect computational material expression, space and emotion. The contributions of the dissertation are the framework, Softbuilt, for understanding what computational textiles are, methods of fabrication for computational textiles, and an understanding of emotions communicated to people from computational textile expression.
by Felecia A. Davis.
Ph. D. in the field of Architecture: Design and Computation
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13

Bill, James A. (James Alexander). "Emotion, myth and meaning in architecture : psyche's journey through a warehouse." Thesis, Massachusetts Institute of Technology, 1988. http://hdl.handle.net/1721.1/71397.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1988.
Includes bibliographical references (p. 109).
This thesis studies the creation of a series of forms to provoke physical sensations and emotional responses from the user. Designs were made that strengthened the meaning of the forms, and the emotional responses they illicit in relation to a sequence of physical experiences of form and space. This sequence was abstracted from the Greek myth of Eros and Psyche. To do this the thesis uses a family of forms, a directional form for movement, their material and structural qualities, and the inter-relationships established between each of these and with the site. The site is a set of three adjoining warehouse buildings on the East Boston waterfront. The major body of the text describes what I produced. This includes the introduction, which describes the formal considerations that are present in the final model. Next, a photographic essay describes the final model. The photographs lead the reader through the built sequence of events. The two parts that the thesis built on are then described: the myth, which is retold as reference for the previous experience and to help explain the genesis of the creation, and the site which is described. With the site description, the intervention is described in plan and the parts are exhibited.The last section of the thesis describes the process by which I moved from the myth and the site, into drawings, and through to the final model.
by James A. Bill.
M.Arch.
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14

Prodromou, Anastasia. "Emotion through theatrical lighting: Light as a psychological modifier in architecture." Thesis, KTH, Ljusdesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280078.

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15

Tomlinson, William Michael 1972. "Interactivity and emotion through cinematography." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/88315.

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16

Hirth, Jochen [Verfasser]. "Towards Socially Interactive Robots – Designing an Emotion-based Control Architecture / Jochen Hirth." München : Verlag Dr. Hut, 2012. http://d-nb.info/1028783884/34.

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17

Slater, Stuart. "E-AI : an emotion architecture for agents in games & virtual worlds." Thesis, University of Wolverhampton, 2010. http://hdl.handle.net/2436/105038.

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Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to continue is in the area of characters with emotions. To begin addressing this, the thesis focuses on answering the question “Can an emotional architecture be developed for characters in games and virtual worlds, that is built upon a foundation of formal psychology? Therefore a primary goal of the research was to both review and consolidate a range of background material based on the psychology of emotions to provide a cohesive foundation on which to base any subsequent work. Once this review was completed, a range of supplemental material was investigated including computational models of emotions, current implementations of emotions in games and virtual worlds, machine learning techniques suitable for implementing aspects of emotions in characters in virtual world, believability and the role of emotions, and finally a discussion of interactive characters in the form of chat bots and non-player characters. With these reviews completed, a synthesis of the research resulted in the defining of an emotion architecture for use with pre-existing agent behaviour systems, and a range of evaluation techniques applicable to agents with emotions. To support validation of the proposed architecture three case studies were conducted that involved applying the architecture to three very different software platforms featuring agents. The first was applying the architecture to combat bots in Quake 3, the second to a chat bot in the virtual world Second Life, and the third was to a web chat bot used for e-commerce, specifically dealing with question and answers about the companies services. The three case studies were supported with several small pilot evaluations that were intended to look at different aspects of the implemented architecture including; (1) Whether or not users noticed the emotional enhancements. Which in the two small pilot studies conducted, highlighted that the addition of emotions to characters seemed to affect the user experience when the encounter was more interactive such as in the Second Life implementation. Where the interaction occurred in a combat situation with enemies with short life spans, the user experience seemed to be greatly reduced. (2) An evaluation was conducted on how the combat effectiveness of combat bots was affected by the addition of emotions, and in this pilot study it was found that the combat effectiveness was not quite statistically reduced, even when the bots were running away when afraid, or attacking when angry even if close to death. In summary, an architecture grounded in formal psychology is presented that is suitable for interactive characters in games and virtual worlds, but not perhaps ideal for applications where user interaction is brief such as in fast paced combat situations. This architecture has been partially validated through three case studies and includes suggestions for further work especially in the mapping of secondary emotions, the emotional significance of conversations, and the need to conduct further evaluations based on the pilot studies.
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18

Hiyakumoto, Laurie Satsue 1969. "PoEM : a parser of emotion metaphors." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/61537.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 1999.
Includes bibliographical references (leaves 77-80).
Although metaphor is generally recognized as an integral component of everyday language, very few computational systems capable of understanding metaphoric utterances exist today. This thesis describes one approach to the problem and presents PoEM, a prototype system which recognizes and interprets metaphoric descriptions of emotions and mental states in single-sentence input. Building upon previous work in knowledge-based metaphor comprehension, this research adopts a goal-driven approach which assumes each metaphor is selected by a speaker for its aptness at serving a particular communicative goal. To identify these goals, an empirical analysis of metaphor distribution in song lyrics was performed, and typical communicative intentions and surface patterns were identified for the top five most frequently occurring metaphor groups. These intentions and surface patterns have been implemented as a set of metaphor templates and interpretation rules in PoEM, using the WordNet lexical database for supplemental semantic information. Evaluation of PoEM demonstrates fairly high accuracy but low recall.
Laurie Satsue Hiyakumoto.
S.M.
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19

Vercoe, G. Scott. "Moodtrack : practical methods for assembling emotion-driven music." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39923.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
Includes bibliographical references (p. 81-88).
This thesis presents new methods designed for the deconstruction and reassembly of musical works based on a target emotional contour. Film soundtracks provide an ideal testing ground for organizing music around strict timing and emotional criteria. The approach to media analysis applies Minsky's ideas of frame-arrays to the context of film music, revealing musical and emotional cue points of a work. Media deconstructions provide a framework for the assembly of new musical material, leading to the creation of soundtracks using musical commonsense.
by G. Scott Vercoe.
S.M.
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20

Bernstein, Jacob (Jacob Gold). "Multisite optical neuromodulation : invention and application to emotion circuits." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/63029.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 50-51).
A single neural circuit, such as the network of neural populations involved in learning, expressing, and regulating fear, may spread across many brain regions and show functional heterogeneity among spatially overlapping cell types within each region. These populations, represented as discrete circuit elements in models of circuit function, may also show different patterns of activity and connectivity within the circuit over time. More effective therapies for fear related diseases such as anxiety disorders and post-traumatic stress disorder could be achieved if the populations responsible for the pathology were known and could be precisely controlled to restore healthy behavior. The algae- and bacteria-derived light-activated ion channels Channelrhodopsin-2 (ChR2) and Halorhodopsin (Halo) could be used to treat circuit pathologies because they enable bidirectional control of transfected neurons with high temporal and spatial resolution. Virally delivered to mammalian neurons and expressed under cell-class specific promoters, they can be used to address neural populations which share similar morphology, connectivity, electrophysiology, and, likely, function. Furthermore, the fear circuit may be reverse-engineered by perturbing neural populations, both individually and combinatorially, over many points in the timecourse of fear behavior, to see their effect on both behavior and the electrophysiological function of other neural populations. This requires a tool for multisite optical activation in the freely-moving rodent behaviors used to study fear, which is impossible to achieve with current laser-based optical systems. We developed LED-Coupled Optical Fiber Arrays whose high power output (>200mW/mm2 at fiber tip), high packing density (>1 fiber/mm 2), low cost (~$2/fiber), low weight (1-2gms), and modular design enable highly scalable, rapid customization for networks with many circuit elements and large structures requiring many points of optical delivery for full coverage. We found that optical activation of pyramidal cells in the medial prefrontal cortex can facilitate fear extinction in mice who have learned tone-shock association, a resulted strongly suggested but unproved by electrical stimulation experiments which could not differentiate between cell classes. We also demonstrate that the Fiber Arrays are compatible with simultaneous neural recording by properly shielding electrodes and neural amplifiers from the large (-Amp) nearby LED-driving currents. Fiber Arrays constitute a flexible platform for simultaneous neural modulation and observation with exceptional temporal, spatial, and functional resolution.
by Jacob Bernstein.
S.M.
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21

Mitri, Richard. "L'inéluctable quête du spirituel en architecture." Thesis, Strasbourg, 2015. http://www.theses.fr/2015STRAC016.

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La forme suit l’esprit. Tout projet d’architecture doit se doter d’esprit. Cela fait sens, de faire démarrer le projet par ce souffle conceptuel, cet esprit qui va créer la forme. Une architectonique instaurée par le spirituel et en lien avec l’habiter, pour en faire une architecture qui a une âme, animée par une pensée ! Ceci permet de fonder une méthode à l’établissement du projet architectural. Des projets conçus à partir d’une pensée singulière forte sont étudiés afin de dégager l’essence et le sens du spirituel en architecture. Quatre types d’apports théoriques sont observés : le premier sert à l’histoire et à la théorie de l’architecture. Le deuxième sert le projet d’architecture en relatant les démarches spirituelles de six architectes modernes et contemporains. Le troisième prouve l’immuabilité des démarches spirituelles. Le quatrième dégage le facteur spirituel, commun à toutes les démarches, servant à engendrer l’œuvre architecturale singulière
Form follows spirit. Every architecture project should get hold of a spirit. It is meaningful hence to start the project with a conceptual inspiration, the spirit who will create the form. Architectonic is derived from the spiritual and related to the dwelling to attain a soulful architecture yet moved by one though.This enables the elaboration of a methodology for the architectural project.Projects that were conceived out of one and only powerful though are surveyed so as to reveal the essence and meaning of the spiritual in architecture. Four types of theoretical approaches are observed. The first caters for the history & theory of architecture. The second attends to the architectural project by narrating the respective spiritual processes of six contemporary and modernist architects. The third asserts the immutability of the spiritual processes. The fourth reveals the spiritual dimension that is common to all processes and that helps in begetting the unique architectural opus
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Blocher, Katharine Howard 1961. "Affective social quest (ASQ) : teaching emotion recognition with interactive media & wireless expressive toys." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/61106.

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Thesis (S.M.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1999.
Includes bibliographical references (leaves 88-90).
In this thesis, I investigate new ways to use affective computing and multimedia tools to augment a child's learning of emotional expression. I develop the hypothesis that these tools can be particularly useful to children with autism and their practitioners. I test the hypothesis by building a candidate research system that comprises a screen on which are shown emotionally charged animated movie clips, together with a set of stuffed dolls through which a child can interact with the movies. Each doll embodied an emotional expression: happy, angry, sad, and surprise. In operation, the test children are shown one of 200 emotive clips and they respond by touching the doll whose expression matches that of the clip. An online guide and registration system allows a therapist to control and monitor the interactions. Six volunteer test children used the system at the Dan Marino Center in Ft Lauderdale and their reactions were observed. This served as verification that a system that manipulated movies and haptic interfaces was feasible and second, such a system could augment and potentially automate some of the human-intensive, repetitive aspects of existing behavioral therapy techniques. All six children responded to and attended to the system, with five of them completing three one-hour day visits comprising multiple sessions. Some children showed improvement in their matching of emotions and one child demonstrated generalization in a home setting.
Katharine Howard Blocher.
S.M.
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23

Aoki, Yuko. "Approaches to Housing Design Focusing on Human Well-being in Japan." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/633.

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This thesis attempts to find ways in which the designs of single family residential units can be changed to increase the happiness and comfort of residents. Houses are humans' fundamental locations to start and end their days. They are places to grow a family's health and safety. By looking at a failed attempt at residential housing (Pruitt-Igoe), this thesis will try to gain insight about what design aspects are not effective. No one want the same result as what was created at Pruitt-Igoe. The main thrust of the research presented in this thesis was captured by use of a survey. The questions was designed using three (3) categories with which Happy Index uses to measure happiness, life satisfaction, life expectancy, and ecological footprint (Abdallah, Michaelson, Marks, & Steuer, 2009). The survey was given to both Japanese and American people. Japan makes us think of a very different culture and efficient use of limited space. Conducting a survey on happiness, greenery, comfort, lighting, stress, community interactions, and satisfaction of homes with total of one hundred twenty one (121) Japanese and American participants shed some light on what the most important design aspects are to be happy. For most of the participants, family makes up a huge part of their happiness. For this reason, single family homes need to be designed for more easy interaction with family members. Even with the difference of cultures, the definition of happiness is the same, but American people comment more positively in regard to comfort, satisfaction and happiness in their current homes.
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Miller, Jacob C. "Consumption, Dispersed. Techno-Malls and Embodied Assemblages at Chiloé Island, Chile." Diss., The University of Arizona, 2016. http://hdl.handle.net/10150/613225.

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In recent decades, the built environment has become a political device in new ways. To attend to these particularities, a broadly defined post-humanism has reshaped the way that geographers and other researchers think about what matters in everyday life and what those materials have to do with the question of subjectivity. The critical insights of the "cultural turn" have been updated with reference to the many ways that landscapes and built environments are always embodied experiences that emerge in relation to broader non-human and technological environments. The geographies of consumption, in particular, have been strongly impacted by new technologies that govern the flow of commodities into new spaces, including our everyday lives. This dissertation draws on recent theories of embodiment-including affect and emotion-to explore the politics of the new technological consumer landscapes that have proliferated world wide in the second half of the twentieth century. In Latin America, this expansion was made possible through militarized interventions during periods of dictatorship strongly linked to the geopolitics of the Cold War. Taking Chile as an exemplary case of a rapidly emerging mass consumer society, this dissertation charts the expansion of a dominant sector of society (retail) into new territory, the Chiloé archipelago in southern Chile. The embattled "Mall Paseo Chiloé" offers up an opportunity to explore how embodied feelings are implicated in the production of new consumer landscapes through affective, emotive and non-human interventions.
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Bek, Rim. "The Perceptual and Psychological Effects of Artificial Lighting on Peripheral Vision in Humans." Thesis, KTH, Ljusdesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-233630.

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Information processing differences between foveal and peripheral vision allow for different perceptual experiences and emotional responses. A lighting set-up was used to test the spatial perception and emotional state of 14 participants with the use of foveal and peripheral vision in a photograph and immersive environment respectively.  The space was associated with high levels of tension, inspiration, and alertness and was regarded as being more spacious, with higher light intensity, and more uniform lighting distribution when perceived with peripheral vision.
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Stenglin, Maree Kristen. "Packaging curiosities : towards a grammar of three-dimensional space." University of Sydney. Linguistics, 2004. http://hdl.handle.net/2123/635.

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Western museums are public institutions, open and accessible to all sectors of the population they serve. Increasingly, they are becoming more accountable to the governments that fund them, and criteria such as visitation figures are being used to assess their viability. In order to ensure their survival in the current climate of economic rationalism, museums need to maintain their audiences and attract an even broader demographic. To do this, they need to ensure that visitors feel comfortable, welcome and secure inside their spaces. They also need to give visitors clear entry points for engaging with and valuing the objects and knowledge on display in exhibitions. This thesis maps a grammar of three-dimensional space with a strong focus on the interpersonal metafunction. Building on the social semiotic tools developed by Halliday (1978, 1985a), Halliday and Hasan (1976), Martin (1992) and Matthiessen (1995), it identifies two interpersonal resources for organising space: Binding and Bonding. Binding is the main focus of the thesis. It theorises the way people�s emotions can be affected by the organisation of three-dimensional space. Essentially, it explores the affectual disposition that exists between a person and the space that person occupies by focussing on how a space can be organised to make an occupant feel secure or insecure. Binding is complemented by Bonding. Bonding is concerned with the way the occupants of a space are positioned interpersonally to create solidarity. In cultural institutions like museums and galleries, Bonding is concerned with making visitors feel welcome and as though they belong, not just to the building and the physical environment, but to a community of like-minded people. Such feelings of belonging are also crucial to the long-term survival of the museum. Finally, in order to present a metafunctionally diversified grammar of space, the thesis moves beyond interpersonal meanings. It concludes by exploring the ways textual and ideational meanings can be organised in three-dimensional space.
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Badr, Sherouk Tarek. "Light Memory, as a Design Tool : Is there are common light memories for users that share the same specifics of the cultureassociated to the availability of daylight? How could this specific visual light memory be used as a design tool to recreate a similaremotional experience for users?" Thesis, KTH, Ljusdesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229744.

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“Light memories” are visual episodic memories of a lighting composition that transcendedan emotional response. The study considers the memories and how they could be a wayto integrate users in the design process. Both designs and memories are considered twosubjective elements, for both designers and users. The purpose of the thesis is to firstly testif there are common light memories for users that share the same specifics of the cultureassociated to the availability of daylight and secondly to explore the possibility of creatinga design method to incorporate this light memory as a design tool, to recreate the similaremotional response of the memory in a newly designed setting. Two street typologies in Egypt were chosen to be the visual memories to be assessed. Apersonal daylight analysis was conducted to understand the designer’s perspective. And avirtual reality experiment was conducted along with descriptive questionnaire to understandthe emotional response of users to these streets. A comparison of the designer and usersresults helped in the creation of a scheme for design. The proposed method suggests theusage of perceptual tools such as the light distribution and contrast ratios and proposesthe analysis of the memory in terms of scales. The method is applied in the creation of twoexperiential models that abstract the essence of the light memories and puts them intoquestion for subjects to evaluate. The emotional response of users is recorded to evaluatethe method application. Based on the tests it was found that the existing of a common memory is possible. Theevaluation of the specific street memory through the experiential model results show that ahigh percentage among the users sharing the same daylight culture recognized the streets.Although most users had the same emotional responses to the models, but the agreementon the emotional percentage amongst them was lower than the recognition results.This indicates that the memory could be integrated into the design process but wouldn’tnecessarily have the same emotional impact on users. Having a strict design methodology isdifficult to implement yet could be an eye opener for ways to use the light memories.
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Boucenna, Sofiane. "De la reconnaissance des expressions faciales à une perception visuelle partagée : une architecture sensori-motrice pour amorcer un référencement social d'objets, de lieux ou de comportements." Phd thesis, Université de Cergy Pontoise, 2011. http://tel.archives-ouvertes.fr/tel-00660120.

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Cette thèse se concentre sur les interactions émotionnelles en robotique autonome. Le robot doit pouvoir agir et réagir dans un environnement naturel et faire face à des perturbations imprédictibles. Il est donc nécessaire que le robot puisse acquérir une autonomie comportementale à savoir la capacité d'apprentissage et d'adaptation en ligne. En particulier, nous nous proposons d'étudier quels mécanismes introduire pour que le robot ait la capacité de se constituer une perception des objets de son environnement qui puisse être partagée par celle d'un partenaire humain. Le problème sera de faire apprendre à notre robot à préférer certains objets et à éviter d'autres objets. La solution peut être trouvée en psychologie dans ce que l'on appelle "référencement social" ("social referencing") qui consiste à attribuer une valeur à un objet grâce à l'interaction avec un partenaire humain. Dans ce contexte, notre problème est de trouver comment un robot peut apprendre de manière autonome à reconnaître les expressions faciales d'un partenaire humain pour ensuite les utiliser pour donner une valence aux objets et permettre leur discrimination. Nous nous intéresserons à comprendre comment des interactions émotionnelles avec un partenaire peuvent amorcer des comportements de complexité croissante tel que le référencement social. Notre idée est que le référencement social aussi bien que la reconnaissance d'expressions faciales peut émerger d'une architecture sensori-motrice. Sans connaissance de ce que l'autre est, le robot devrait réussir à apprendre des tâches "sociales" de plus en plus complexes. Nous soutenons l'idée que le référencement social peut être amorcé par une simple cascade d'architectures sensori-motrices qui à la base ne sont pas dédiées aux interactions sociales. Cette thèse traite de plusieurs sujets qui ont comme dénominateur commun l'interaction sociale. Nous proposons tout d'abord une architecture capable d'apprendre à reconnaître de manière autonome des expressions faciales primaires grâce à un jeu d'imitation entre une tête expressive et un expérimentateur. Les interactions avec le dispositif robotique commençeraient par l'apprentissage de 5 expressions faciales prototypiques. Nous proposons ensuite une architecture capable de reproduire des mimiques faciales ainsi que leurs différents niveaux d'intensité. La tête expressive pourra reproduire des expressions secondaires par exemple une joie mêlée de colère. Nous verrons également que la discrimination de visages peut émerger de cette interaction émotionnelle à l'aide d'une rythmicité implicite qui se crée entre l'homme et le robot. Enfin, nous proposerons un modèle sensori-moteur ayant la capacité de réaliser un référencement social. Trois situations ont pu être testées: 1) un bras robotique capable d'attraper et de fuir des objets selon les interactions émotionnelles venant du partenaire humain. 2) un robot mobile capable de rejoindre ou d'éviter certaines zones de son environnement. 3) une tête expressive capable d'orienter son regard dans la même direction que l'humain tout ! en attribuant des valeurs émotionnelles aux objets via l'interaction expressive de l'expérimentateur. Nous montrons ainsi qu'une séquence développementale peut émerger d'une interaction émotionnelle de très bas niveau et que le référencement social peut s'expliquer d'abord à un niveau sensori-moteur sans nécessiter de faire appel à un modèle de théorie de l'esprit.
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Massip-Bosch, Enric. "Five forms of emotion : Kazuo Shinohara and the house as a work of art." Doctoral thesis, Universitat Politècnica de Catalunya, 2016. http://hdl.handle.net/10803/393940.

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This research presents the work of the Japanese architect Kazuo Shinohara (1925-2006) and studies five of his residential designs as epitome of his oeuvre. lts development is understood as a continuous quest to reconcile two key elements, the house and the city, in order to put emotional the heart of domestic space. These two elements were present in his preoccupations from the beginning of his career but he only managed to merge them in his last designs. lt is based on the assumption that this is one of the first in-depth research studies developed beyond the conventional segmentation and explanation of his work. lt thus considers it more important to open new perspectives on Shinohara's oeuvre than to foc us exclusively on one of them, a task that might be pursued later on. Analyzing sorne of Shinohara's first writings and using as a starting point his simultaneous design of two very different houses, House in White and House of Earth (1964-1966), this thesis delineates a connecting line among three more choice projects's panning 20 years of practice, thus shedding a new light on Shinohara's design methods and helping explain their unity behind their apparent dissimilarities: Tanikawa House (1972-1974), House in Uehara (1975-1976) and House in Yokohama (1982-1984). After a general description of Shinohara's relevance and main ideas on tradition, domesticity and the city, it continues with the argumentation of why a certain group of projects has been left out of this research and analyzes the five projects of this evolution, pointing out their common traits and their consistency with the general exploration about the house as a work of art started by Shinohara in 1964. Further original contributions of this thesis to the field of Shinohara's studies consist in the translation for the first time into English of a founding article, "The House is Art" (1961), and an abridged version of "Subjectivity of Residential Design" (1964), and the reproduction of a previously unpublished text by Shinohara, "A Discourse On Tokyo; From Tokyo, Via Kazuo Shinohara: An Objective" (1998). In a separate volume this thesis incorporates the original construction designs for the five houses, with English captions.
Aquesta investigació presenta l’obra de l’arquitecte japonès Kazuo Shinohara (1925-2006) i n’estudia cinc dels seus dissenys residencials com epítom del seu treball. El seu desenvolupament s’entén com una recerca contínua que mira de conciliar dos elements clau, la casa i la ciutat, per tal de posar l’emoció al cor de l’espai domèstic. Aquests dos elements ja eren presents en les seves preocupacions des de l’inici de la seva carrera, però només va aconseguir fusionar-los en els seus últims dissenys. Es basa en la constatació que aquest és un dels primers estudis d’investigació en profunditat desenvolupats més enllà de la segmentació i explicació convencionals del seu treball. Per tant, considera que ara és més important obrir noves perspectives sobre l’obra de Shinohara que centrar-se exclusivament en un dels seus aspectes, una tasca que pot ser desenvolupada en el futur. Analitzant alguns dels primers escrits de Shinohara i utilitzant com a punt de partida el disseny simultani de dues cases molt diferents, la Casa en Blanc i la Casa de la Terra (1964-1966), aquesta tesi traça una línia de connexió entre tres altres projectes signifi cats, abarcant vint anys de pràctica, per tal de llançar una nova llum sobre els mètodes de disseny de Shinohara i ajudar a explicar la seva unitat darrere de les seves aparents diferències: la Casa Tanikawa (1972-1974), la Casa a Uehara (1975-1976) i la Casa a Yokohama (1982-1984). Després d’una descripció general de la rellevància de Shinohara i de les seves idees principals sobre la tradició, la domesticitat i la ciutat, continua amb l’argumentació de per què un determinat grup de projectes s’ha quedat fora d’aquesta investigació i l’anàlisi dels cinc projectes d’aquesta evolució, assenyalant els trets comuns i la seva coherència amb l’exploració general, iniciada per Shinohara el 1964, de la casa com una obra d’art. Altres contribucions originals d’aquesta tesi en el camp dels estudis de Shinohara consisteixen en la traducció per primera vegada en anglès d’un article fundacional, “La casa és art” (1961), i una versió abreujada de “Subjectivitat del disseny residencial” (1964), i la reproducció d’un text inèdit de Shinohara, “Un discurs sobre Tòquio; des de Tòquio, via Kazuo Shinohara: Un objectiu“ (1998). En un volum a part s’inclouen els projectes executius originals per a les cinc cases, amb traduccions en anglès de les principals llegendes.
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Girard, Max. ""La Grande Emotion". La mise en scène des missions chrétiennes dans les expositions coloniales et universelles : France - Belgique. 1897 - 1958." Thesis, Lyon, 2019. http://www.theses.fr/2019LYSE3010.

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La France et la Belgique organisent plusieurs expositions coloniales internationales et universelles de la fin du XIXe siècle à 1958. Ces deux puissances coloniales y développent une propagande multiforme pour justifier leurs « missions civilisatrices ». Les missionnaires catholiques et protestants participent à ces grandes fêtes. La consultation d’archives des congrégations religieuses (Spiritains, Jésuites…), de l’œuvre de la Propagation de la Foi, de fonds publics français, belges, suédois et du Saint-Siège permet de comprendre comment s’organisent les missionnaires pour participer à ces expositions en France et en Belgique. De l’exposition de 1897 (Tervuren) à celles de 1935 et 1958 (Bruxelles), en passant par Paris 1900, 1931 et 1937, les missionnaires s’exposent dans des pavillons qui s’agrandissent pour devenir de véritables complexes architecturaux. Les vecteurs de la mise en scène changent et s’adaptent : les objets « indigènes » sont délaissés au profit de dioramas, de statistiques stylisées et de cartes lumineuses. L’architecture du pavillon est en elle-même un discours comme le prouve le pavillon des missions catholiques de 1931. A travers ces évolutions de la mise en scène, ce sont des changements dans les représentations missionnaires du monde qui s’observent : les colonisés et leurs cultures sont de plus en plus valorisés et le lien avec la colonisation moins affirmé
France and Belgium organised several international and colonial exhibitions, as well as universal exhibitions or World Fairs, from the end of the 20th century to 1958. Through these world exhibitions, these two great colonial powers developed various forms of propaganda to account for their “civilizing missions”. Protestant and catholic missionaries took part in those great celebrations. By reading and working on archives of religious congregations such as the congregation of the Holy Spirit, The Jesuit, and the oeuvre de la Propagation de la Foi, but also the French, Belgian and Swedish national archives and the Holy Sea archives, I was able to understand how the missionaries organized themselves to take part in those exhibitions in France and Belgium. The missionaries organised exhibitions in ever growing pavilions which would become huge architectural complexes, from the 1897 exhibition (taking place in Tervuren) to the 1935 and 1958 exhibitions (taking place in Brussels), not forgetting the 1900, 1931 and 1937 Paris exhibitions. The way missionaries staged their work changed and evolved. Indeed, “indigenous” artifacts were gradually less displayed and missionaries used dioramas, stylish statistics and lit-up maps instead. The architecture of the pavilion was in itself telling, a good example of this being the 1931 pavilion of the Catholic missions. The way missionaries staged their exhibitions reflected the changes in their worldview. The colonized populations and their cultures were more and more emphasized, while the link with the colonization was less and less asserted and straightforward
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31

Makowski, Dominique. "Cognitive neuropsychology of implicit emotion regulation through fictional reappraisal The paradox of fiction: emotional response toward fiction and the modulatory role of self-relevance The distinctive role of executive functions in implicit emotion regulation Phenomenal, bodily and brain correlates of fictional reappraisal as an implicit emotion regulation strategy Bodily, cognitive and personality determinants of implicit emotion regulation through fictional reappraisal What is the sense of reality? Part 1: origin, architecture and mechanisms." Thesis, Sorbonne Paris Cité, 2018. https://wo.app.u-paris.fr/cgi-bin/WebObjects/TheseWeb.woa/wa/show?t=1486&f=14951.

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L'objectif de cette thèse est d'examiner comment les croyances sur la réalité peuvent amener à une régulation émotionnelle. Cette discussion est centrée autour de 4 études opérationnalisant la réévaluation par la fiction comme une modulation de la nature d'un stimulus affectif (en le présentant à des participants comme étant réel ou fictionnel). Elles étudient l'effet de ce mécanisme sur l'expérience émotionnelle dans sa composante phénoménologique, physiologique et neurale, ainsi que son interaction avec le Self (études 1 et 3), les fonctions exécutives (études 2 et 4) et l'intéroception (étude 4). Les résultats suggèrent que la réévaluation par la fiction est une stratégie efficace pour atténuer l'expérience émotionnelle, englobant ses aspects subjectifs et objectifs. Bien que l'émotion soit modulée par les processus de référence à soi, nos travaux suggèrent une absence d'interaction avec la fiction. Par contre, les données soulignent le rôle des capacités exécutives et intéroceptives dans l'efficience de la réévaluation par la fiction. Ces résultats sont discutés dans le contexte de leur importance pour les sciences affectives fondamentales, leurs implications cliniques, ainsi que comme nouvelles pistes pour une science du sentiment de réalité
The aim of this thesis is to examine how, and under what circumstances, beliefs about reality can lead to emotion regulation. This discussion is centred around four studies operationalising fictional reappraisal as a modulation of the nature of an affective stimulus (presenting it to participants as real or fictional). They investigated the effect of this mechanism on phenomenal, bodily and brain markers of the emotional experience, as well as its interaction with Self-related processes (studies 1 and 3), executive functions (studies 2 and 4) or interoceptive abilities (study 4). Results suggest that fictional reappraisal is an efficient strategy to down-regulate the emotional experience, encompassing the subjective and objective aspects of the emotional response. Although emotions are modulated by Self-referential processes, no interaction with fictional reappraisal was reported. Instead, the evidence suggests that executive and interoceptive skills play a role in the effectiveness of fictional reappraisal as an implicit emotion regulation strategy. These findings are discussed in the context of their importance for fundamental affective science, their clinical implications, as well as scientific leads for a science of the sense of reality
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32

Boone, George E. "Emotion, community development, and the physical environment: An experimental investigation of measurements." UKnowledge, 2013. http://uknowledge.uky.edu/cld_etds/10.

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A wide range of research fields have studied how emotions and behavior are affected by the physical environment. This gestalt theorist approach of experimental research as well seeks to measure emotion (using the valence-arousal scale) and micro-scale community development interactions when weighted physical environment factors are adjusted. Community development (CD) interactions at the micro-scale have received but slight attention from scholars in the CD research field and this study aims partially to investigate developing objective measures from social observations. CD interactions from recordings along with self-reported emotion through surveys in four quasi-experimental groups (where the environments were constructed based on peer-reviewed literature to cause emotional reactions) and one control group made up the data collected for this experiment. While the results of this experiment displayed apparent convincing quantitative differences in both CD interactions and emotion when the physical environment was manipulated, the results of a one-way ANOVA indicated no statistical significance to either dependent variable. The conclusions suggest limiting the physical factors of the environment to produce more precise changes as a result of the manipulated quasi environments.
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33

White, Kelley. "Space: A Discovery of Visual Language." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2487.

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Space is a visual communicator. The act of perceiving space is a neurological soiree that projects and negotiates meaning in our constructed world. The poetry that we observe within space is tied directly to our emotions and to previous experience. Within ourselves, we each have particular feelings, unconscious or not, relating to height, length, and depth, as well as light and shadow. For example, a long, narrow hallway may elicit anxiety, while an open, sunlit nave in a cathedral may bring about feelings of serenity and joy. Our observations and interactions within the perceptual confines of space reveal clues to construction, movement, and play. Additionally, this participation unveils our awareness of space, and thus, reveals that our relationship with space exists in our acknowledgement of it—in our permitting of perception through conscious participation. To explore these ideas further, I will utilize typography to create immersive, sensory experiences that challenge interpretation through the application of human thought, or sensations, to non-living things and material states. This method will assist the observers to rationalize and create meaning within their own world through simplifying an experience in relation to self. Here, spatial language—like light, shadow, dimension, and proximity—will be exposed as a universal and innate part of our perception.
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Atassi, Hicham. "Rozpoznání emočního stavu z hrané a spontánní řeči." Doctoral thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2014. http://www.nusl.cz/ntk/nusl-233665.

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Dizertační práce se zabývá rozpoznáním emočního stavu mluvčích z řečového signálu. Práce je rozdělena do dvou hlavních častí, první část popisuju navržené metody pro rozpoznání emočního stavu z hraných databází. V rámci této části jsou představeny výsledky rozpoznání použitím dvou různých databází s různými jazyky. Hlavními přínosy této části je detailní analýza rozsáhlé škály různých příznaků získaných z řečového signálu, návrh nových klasifikačních architektur jako je například „emoční párování“ a návrh nové metody pro mapování diskrétních emočních stavů do dvou dimenzionálního prostoru. Druhá část se zabývá rozpoznáním emočních stavů z databáze spontánní řeči, která byla získána ze záznamů hovorů z reálných call center. Poznatky z analýzy a návrhu metod rozpoznání z hrané řeči byly využity pro návrh nového systému pro rozpoznání sedmi spontánních emočních stavů. Jádrem navrženého přístupu je komplexní klasifikační architektura založena na fúzi různých systémů. Práce se dále zabývá vlivem emočního stavu mluvčího na úspěšnosti rozpoznání pohlaví a návrhem systému pro automatickou detekci úspěšných hovorů v call centrech na základě analýzy parametrů dialogu mezi účastníky telefonních hovorů.
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35

Sharir, Yacov. "Beyond the electronic connection : the technologically manufactured cyber-human and its physical human counterpart in performance : a theory related to convergence identities." Thesis, University of Plymouth, 2013. http://hdl.handle.net/10026.1/1498.

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This thesis is an investigation of the complex processes and relationships between the physical human performer and the technologically manufactured cyber-human counterpart. I acted as both researcher and the physical human performer, deeply engaged in the moment-to-moment creation of events unfolding within a shared virtual reality environment. As the primary instigator and activator of the cyber-human partner, I maintained a balance between the live and technological performance elements, prioritizing the production of content and meaning. By way of using practice as research, this thesis argues that in considering interactions between cyber-human and human performers, it is crucial to move beyond discussions of technology when considering interactions between cyber-humans and human performers to an analysis of emotional content, the powers of poetic imagery, the trust that is developed through sensory perception and the evocation of complex relationships. A theoretical model is constructed to describe the relationship between a cyber-human and a human performer in the five works created specifically for this thesis, which is not substantially different from that between human performers. Technological exploration allows for the observation and analysis of various relationships, furthering an expanded understanding of ‘movement as content’ beyond the electronic connection. Each of the works created for this research used new and innovative technologies, including virtual reality, multiple interactive systems, six generations of wearable computers, motion capture technology, high-end digital lighting projectors, various projection screens, smart electronically charged fabrics, multiple sensory sensitive devices and intelligent sensory charged alternative performance spaces. They were most often collaboratively created in order to augment all aspects of the performance and create the sense of community found in digital live dance performances/events. These works are identified as one continuous line of energy and discovery, each representing a slight variation on the premise that a working, caring, visceral and poetic content occurs beyond the technological tools. Consequently, a shift in the physical human’s psyche overwhelms the act of performance. Scholarship and reflection on the works have been integral to my creative process throughout. The goals of this thesis, the works created and the resulting methodologies are to investigate performance to heighten the multiple ways we experience and interact with the world. This maximizes connection and results in a highly interactive, improvisational, dynamic, non-linear, immediate, accessible, agential, reciprocal, emotional, visceral and transformative experience without boundaries between the virtual and physical for physical humans, cyborgs and cyber-humans alike.
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36

Sarmento, Luís António Diniz Fernandes de Morais. "An emotion-based agent architecture." Dissertação, 2004. http://hdl.handle.net/10216/58518.

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Sarmento, Luís António Diniz Fernandes de Morais. "An emotion-based agent architecture." Master's thesis, 2004. http://hdl.handle.net/10216/58518.

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Sarmento, Luís António Diniz Fernandes de Morais. "An emotion-based agent architecture." Master's thesis, 2004. https://repositorio-aberto.up.pt/handle/10216/197.

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39

Kipp, Margaret E. I. "@toread and Cool: Tagging for Time, Task and Emotion." 2007. http://hdl.handle.net/10150/105606.

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This paper examines the use of non subject related tags in three social bookmarking tools (Del.icio.us, Connotea and Citeulike). Previous studies of Del.icio.us and Citeulike determined that many common tags are not directly subject related but are in fact affective tags dwelling on a user's emotional response to a document or are time and task related tags related to a users current projects or activities. A set of non subject tags from the previous studies was used to collect posts with non subject tags from the three listed social bookmarking tools. These tags have been analysed to examine their role in the tagging process.
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Kipp, Margaret E. I. "@toread and Cool: Tagging for Time, Task and Emotion." 2006. http://hdl.handle.net/10150/105988.

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Social Classification or tagging is increasingly a subject of interest in library and information science (and related fields) as social bookmarking tools such as del.icio.us have become increasingly popular. Simple visualisations such as sorting tags by frequency or displaying tag clouds in which tag size denotes popularity suggest that tagging systems form interesting new taxonomies or folksonomies of related terms. This study examines these tagging systems seeking elements of convergence and divergence with traditional cataloguing and classification theory and practice. This study examines the use of unusual tags which do not fit the mould of traditional cataloguing and classification, namely, that they are not subject related. These tags include two major categories: affective (emotional) tags, time and task related tags. Examples of affective tags include interesting, fun and cool. Examples of time and task related tags include @toread, todo, and tobuy. Data has been collected from del.icio.us, citeulike and connotea via python scripts designed to gather information on specific tags or URLs. The data used for this study is part of a larger study by Kipp and Campbell (2006) examining patterns in tagging. Analysis of this data showed approximately 16% of tags were time and task related. Time and task or affective tags were located in multidimensional scaling graphs of cotag (coword) data. (Kipp and Campbell 2006) Many users of del.icio.us, citeulike and connotea appear to want to store more than just the subject of the documents they are bookmarking. Tags such as @toread, tobuy, todo, fun and cool suggest that users see their relationship to these documents in different ways. While the latter tags express an emotional connection to the document, the former show evidence of a desire to attach personal information management information to documents. This desire to combine personal information management and document classification echoes findings in document use research at Xerox in which users categorised items in order to better understand their relationship to other items and to tasks the users wished to perform. (Sellen and Harper 2002) A large part of library science research is involved in the examination of how users seek and use information. Another important aspect of this is how they relate to information. (Bates 1998, 1048) Findings from this study suggest that users relate information to time related tasks, activities and their own emotional reactions. This poster was presented at 17th Annual SIG/CR Classification Research Workshop part of the Annual Meeting of the American Society for Information Science and Technology (ASIST), November 4, 2006, Austin, Texas
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41

Mozafari, Ardavan. "Desire of Union." Thesis, 2010. http://hdl.handle.net/10012/5207.

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In our modern world, a signifi cant number of traditional values have been dramatically manipulated, taking on new meanings and definitions quite diff erent from their original or natural signifi cance. Moreover, these traditional values are being replaced by new ones deemed more suitable to today’s world. Ideas such as selfl essness, humility, and longing, among others, have seemingly lost value as a consequence of the frantic pace of modern life and replaced by self-centredness, greed,aridity, exteriority, which will have a direct impact on our surrounding environment. Let’s imagine a land in which selfi shness is not a priority. Instead, replace it with a society driven by humane preferences. Would the architecture of that society still look like ours does today? Would it be as unsociable as it is in our so-called advanced civilization? This thesis investigates this query through a juxtaposition of the traditional values of a Persian art with the demands of modern life. It is a study of the calligraphic art of Iran as a transcendental practice, highly intertwined with strong emotions, wherein the intention of the research is to discover the relationship between Persian calligraphy and architecture. Presenting calligraphy as a context for understanding architecture has the potential to get beyond ourselves in the spaces we author. This research aims to allow the essence of Persian calligraphy into modern space as a means to revive the true essence of architecture: reunion of feeling and space, a concept that is given too little attention in our current architecture.
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