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Dissertations / Theses on the topic 'Human Artificial interface'

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1

Chen, Liming. "An architecture for animated human-like interface agents." Thesis, De Montfort University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.271922.

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Dowling, Jason Anthony. "Mobility enhancement using simulated artificial human vision." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16380/1/Jason_Dowling_Thesis.pdf.

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The electrical stimulation of appropriate components of the human visual system can result in the perception of blobs of light (or phosphenes) in totally blind patients. By stimulating an array of closely aligned electrodes it is possible for a patient to perceive very low-resolution images from spatially aligned phosphenes. Using this approach, a number of international research groups are working toward developing multiple electrode systems (called Artificial Human Vision (AHV) systems or visual prostheses) to provide a phosphene-based substitute for normal human vision. Despite the great pr
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3

Dowling, Jason Anthony. "Mobility enhancement using simulated artificial human vision." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16380/.

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The electrical stimulation of appropriate components of the human visual system can result in the perception of blobs of light (or phosphenes) in totally blind patients. By stimulating an array of closely aligned electrodes it is possible for a patient to perceive very low-resolution images from spatially aligned phosphenes. Using this approach, a number of international research groups are working toward developing multiple electrode systems (called Artificial Human Vision (AHV) systems or visual prostheses) to provide a phosphene-based substitute for normal human vision. Despite the great pr
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4

Mourad, Atallah. "Human interface and interaction in the WITS training system." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0027/MQ50643.pdf.

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5

ROUSE, ADAM A. "CONCEPTUALIZING CONTEXT: DYNAMIC DESIGN THROUGH TIDAL INTERFACE." University of Cincinnati / OhioLINK, 2004. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1082946784.

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6

Wu, Jaichun. "The development and implementation of an intelligent, semantic machine control system with specific reference to human-machine interface design." Thesis, Cape Peninsula University of Technology, 2005. http://hdl.handle.net/20.500.11838/2292.

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Thesis (MTech (Information Technology))--Cape Peninsula University of Technology, 2005.<br>This thesis explores the design and implementation of an intelligent semantic machine control system with specific reference to human-machine interface design. The term "intelligent" refers to machines that can execute some level of decision taking in context. The term "semantic" refers to a structured language that allows user and machine to communicate. This study will explore all the key concepts about an intelligent semantic machine control system with human-machine interface. The key concepts
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Mileros, Martin D. "A Real-Time Classification approach of a Human Brain-Computer Interface based on Movement Related Electroencephalogram." Thesis, Linköping University, Department of Mechanical Engineering, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2824.

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<p>A Real-Time Brain-Computer Interface is a technical system classifying increased or decreased brain activity in Real-Time between different body movements, actions performed by a person. Focus in this thesis will be on testing algorithms and settings, finding the initial time interval and how increased activity in the brain can be distinguished and satisfyingly classified. The objective is letting the system give an output somewhere within 250ms of a thought of an action, which will be faster than a persons reaction time. </p><p>Algorithms in the preprocessing were Blind Signal Separation a
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Olivieri, Emily, and Loredana Isacsson. "Exploring guidelines for human-centred design in the wake of AI capabilities : A qualitative study." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48072.

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Purpose – Artificial Intelligence has seen important growth in the digital area in recent years. Our aim is to explore possible guidelines that make use of AI advances to design good user experiences for digital products. Method – The proposed methods to gather the necessary qualitative data to support our claim involve open-ended interviews with UX/UI Designers working in the industry, in order to gain a deeper understanding of their thoughts and experiences. In addition, a literature review is conducted to identify the knowledge gap and build the base of our new theory. Findings – Our findin
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Cederborg, Thomas. "A Formal Approach to Social Learning: Exploring Language Acquisition Through Imitation." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2013. http://tel.archives-ouvertes.fr/tel-00937615.

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The topic of this thesis is learning through social interaction, consisting of experiments that focus on word acquisition through imitation, and a formalism aiming to provide stronger theoretical foundations. The formalism is designed to encompass essentially any situation where a learner tries to figure out what a teacher wants it to do by interaction or observation. It groups learners that are interpreting a broad range of information sources under the same theoretical framework. A teachers demonstration, it's eye gaze during a reproduction attempt and a teacher speech comment are all treate
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Gabillon, Yoann. "Composition d'interfaces homme-machine par planification automatique." Phd thesis, Université de Grenoble, 2011. http://tel.archives-ouvertes.fr/tel-00670347.

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En informatique ambiante, les objectifs de l'utilisateur peuvent émerger opportunément. Il devient, dès lors, nécessaire de générer à la volée des systèmes interactifs. Un système interactif est composé d'un noyau fonctionnel et d'une Interface Homme-Machine (IHM). Cette thèse traite de la composition d'IHM pour un objectif utilisateur et un contexte d'usage (utilisateur, plate-forme, environnement) donnés. Elle en propose un espace problème fondé sur les exigences utilisateur recueillies par une étude qualitative. Un état de l'art positionne notre travail et en montre la complémentarité par r
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Abchir, M. A. "Vers une sémantique floue : application à la géolocalisation." Phd thesis, Université Paris VIII Vincennes-Saint Denis, 2013. http://tel.archives-ouvertes.fr/tel-00909828.

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Dans le domaine du "calcul à l'aide de mots" (CW : Computing with words), les approches linguistiques floues ont démontré leur pertinence dans de nombreux problèmes de prise de décision. En effet, elles permettent de modéliser le raisonnement humain en remplaçant les mots, les évaluations, les préférences, les choix, les souhaits, etc. par des variables ad hoc, telles que les sous-ensembles flous ou des variables plus complexes. Dans cette thèse, nous partons d'un problème concret en géolocalisation : la configuration des boîtiers permettant le suivi des mobiles à surveiller et la mise en plac
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Meattini, Roberto <1989&gt. "Electromyography Based Human-Robot Interfaces for the Control of Artificial Hands and Wearable Devices." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amsdottorato.unibo.it/8592/1/Meattini_Roberto_tesi.pdf.

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The design of robotic systems is currently facing human-inspired solutions as a road to replicate the human ability and flexibility in performing motor tasks. Especially for control and teleoperation purposes, the human-in-the-loop approach is a key element within the framework know as Human-Robot Interface. This thesis reports the research activity carried out for the design of Human-Robot Interfaces based on the detection of human motion intentions from surface electromyography. The main goal was to investigate intuitive and natural control solutions for the teleoperation of both robotic ha
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Dennemont, Yannick. "Une assistance à l'interaction 3D en réalité virtuelle par un raisonnement sémantique et une conscience du contexte." Phd thesis, Université d'Evry-Val d'Essonne, 2013. http://tel.archives-ouvertes.fr/tel-00903529.

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Les tâches dans les environnements virtuels immersifs sont associées à des techniques et à des dispositifs d'interaction 3D (e.g. la sélection d'objets 3D à l'aide de la main virtuelle via un flystick). Alors que les environnements et les tâches deviennent de plus en plus complexes, les techniques ne peuvent plus être les mêmes pour chaque application, voire pour les différentes situations au sein d'une application. Une solution est d'adapter l'interaction en fonction des besoins de la situation pour améliorer l'utilisabilité. Ces adaptations peuvent être effectuées manuellement par le concept
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Thurman, David A. "Improving operator effectiveness in monitoring complex systems : a methodology for the design of interactive monitoring and control interfaces." Thesis, Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/25086.

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Martin, Cyrille. "Composition flexible par planification automatique." Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00864000.

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Nous nous positionnons dans un contexte d'informatique ambiante dans lequel il arrive que les besoins de l'utilisateur n'aient pas été prévus, notamment en situation exceptionnelle. Dans ce cas, il peut ne pas exister de système préconçu qui réponde exactement à ces besoins. Pour les satisfaire, il faut alors pouvoir composer les systèmes disponibles dans l'environnement, et le système composé doit permettre à l'utilisateur de faire des choix à l'exécution. Ainsi, l'utilisateur a la possibilité d'adapter l'exécution de la composition à son contexte. Cela signifie que la composition intègre des
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Lachi, Ricardo Luís 1977. "Chapa : um agente de interface para ferramentas de bate-papo em ambientes de ensino a distancia da Web." [s.n.], 2003. http://repositorio.unicamp.br/jspui/handle/REPOSIP/276376.

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Orientador: Heloisa Vieira da Rocha<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação<br>Made available in DSpace on 2018-08-03T16:14:44Z (GMT). No. of bitstreams: 1 Lachi_RicardoLuis_M.pdf: 2882929 bytes, checksum: 92ae4a814aace49988e977a2ab006588 (MD5) Previous issue date: 2003<br>Resumo: A educação à distância se caracteriza pelo não existência, parcial ou total, do elemento 'presencial' na relação de aprendizagem professor-aluno. Isto é, o professor e aluno encontram-se em localidades distintas (fora de uma sala de aula) e necessitam do uso de um cana
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Abolfathi, Peter Puya. "Development of an Instrumented and Powered Exoskeleton for the Rehabilitation of the Hand." Thesis, The University of Sydney, 2008. http://hdl.handle.net/2123/3690.

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With improvements in actuation technology and sensory systems, it is becoming increasingly feasible to create powered exoskeletal garments that can assist with the movement of human limbs. This class of robotics referred to as human-machine interfaces will one day be used for the rehabilitation of paralysed, damaged or weak upper and lower extremities. The focus of this project was the development of an exoskeletal interface for the rehabilitation of the hands. A novel sensor was designed for use in such a device. The sensor uses simple optical mechanisms centred on a spring to measure force a
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Abolfathi, Peter Puya. "Development of an Instrumented and Powered Exoskeleton for the Rehabilitation of the Hand." University of Sydney, 2008. http://hdl.handle.net/2123/3690.

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Doctor of Philosophy (PhD)<br>With improvements in actuation technology and sensory systems, it is becoming increasingly feasible to create powered exoskeletal garments that can assist with the movement of human limbs. This class of robotics referred to as human-machine interfaces will one day be used for the rehabilitation of paralysed, damaged or weak upper and lower extremities. The focus of this project was the development of an exoskeletal interface for the rehabilitation of the hands. A novel sensor was designed for use in such a device. The sensor uses simple optical mechanisms centred
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McGee, David R. "Augmenting environments with multimodal interaction /." Full text open access at:, 2003. http://content.ohsu.edu/u?/etd,222.

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20

Calfee, Sharif H. "Autonomous agent-based simulation of an AEGIS Cruiser combat information center performing battle air-defense commander operations." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Mar%5FCalfee.pdf.

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21

Thellman, Sam. "Social Dimensions of Robotic versus Virtual Embodiment, Presence and Influence." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130645.

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Robots and virtual agents grow rapidly in behavioural sophistication and complexity. They become better learners and teachers, cooperators and communicators, workers and companions. These artefacts – whose behaviours are not always readily understood by human intuition nor comprehensibly explained in terms of mechanism – will have to interact socially. Moving beyond artificial rational systems to artificial social systems means having to engage with fundamental questions about agenthood, sociality, intelligence, and the relationship between mind and body. It also means having to revise our the
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22

Couraud, Mathilde. "Etude du contrôle sensorimoteur dans un contexte artificiel simplifié en vue d'améliorer le contrôle des prothèses myoélectriques." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0287/document.

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L'amputation du membre supérieur, dont la prévalence est comparable à celle des maladies orphelines, induit chez les patients une perte considérable d'autonomie dans la majorité des tâches simples de la vie quotidienne. Pour pallier ces difficultés, les prothèses myoélectriques actuelles proposent une multitude de mouvements possibles. Cependant, leur contrôle non intuitif et lourd cognitivement requiert un apprentissage long et difficile, qui pousse une proportion importante de patients amputés à l'abandon de la prothèse. Dans cette thèse, nous avons cherché à identifier l'origine des difficu
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Peixoto, Cecilia Ines Sosa Arias. "Um framework multi-agentes para o projeto de interfaces homem-computador." [s.n.], 1997. http://repositorio.unicamp.br/jspui/handle/REPOSIP/260653.

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Orientador: Beatriz Mascia Daltrini<br>Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação<br>Resumo: Obter sucesso no projeto de interface de usuário requer coordenação de diversa disciplinas para criar um produto de software de alta usabilidade.Esta é a motivação deste trabalho: definir a arquitetura de um framework que permita integrar o trabalho das diversas disciplinas durante o processo de projeto. O objetivo obter um projeto de sistema interativo onde diversos usuários possam trabalho considerando um aspecto específico da interface. Nes
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Le, Pevedic Brigitte. "L'aide aux personnes en situation de handicap au cœur d'une recherche en informatique. Des outils d'interaction homme-machine au compagnon artificiel." Habilitation à diriger des recherches, Université de Bretagne Sud, 2012. http://tel.archives-ouvertes.fr/tel-00761330.

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L'interaction Homme-machine s'articule autour de plusieurs points-clés : établissement et maintien de l'échange, compréhension des signaux et réaction. Mes travaux de recherche s'inscrivent dans le thème de l'Interaction/Communication/Relation Homme-Machine avec pour fil conducteur l'aide à la personne en situation de handicap. Au cours de mes projets, j'ai traité la problématique de l'aide aux personnes en situation de handicap suivant quatre axes : * la réalisation d'aide technique dans le cadre de la communication écrite (interface de saisie de textes), * l'interaction émotionnelle (modèle
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Meeder, Ian Harris. "Intelligent Cinematic Camera Control for Real-Time Graphics Applications." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2120.

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E-sports is currently estimated to be a billion dollar industry which is only growing in size from year to year. However the cinematography of spectated games leaves much to be desired. In most cases, the spectator either gets to control their own freely-moving camera or they get to see the view that a specific player sees. This thesis presents a system for the generation of cinematically-pleasing views for spectating real-time graphics applications. A custom real-time engine has been built to demonstrate the effect of this system on several different game modes with varying visual cinematic c
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Tsui, Andrew N. "Energetic Path Finding Across Massive Terrain Data." DigitalCommons@CalPoly, 2009. https://digitalcommons.calpoly.edu/theses/111.

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Before there were airplanes, cars, trains, boats, or bicycles, the primary means of transportation was on foot. Unfortunately, many of the trails used by ancient travelers have long since been abandoned. We present a software tool which can help visualize and predict where these forgotten trails might lie through the use of a human-centered cost metric. By comparing the paths generated by our software with known historical trails, we demonstrate how the tool can indicate likely trails used by ancient travelers. In addition, this new tool provides novel visualizations to better help the user
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Steigerwald, Richard. "Computer Sketch Recognition." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/1009.

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Tens of thousands of years ago, humans drew sketches that we can see and identify even today. Sketches are the oldest recorded form of human communication and are still widely used. The universality of sketches supersedes that of culture and language. Despite the universal accessibility of sketches by humans, computers are unable to interpret or even correctly identify the contents of sketches drawn by humans with a practical level of accuracy. In my thesis, I demonstrate that the accuracy of existing sketch recognition techniques can be improved by optimizing the classification criteria. Curr
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Contreras, Aguilar David. "Integración de técnicas de personalización basadas en el comportamiento colaborativo del ser humano con interfaces de usuario inteligentes." Doctoral thesis, Universitat de Barcelona, 2017. http://hdl.handle.net/10803/458115.

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Esta tesis está enfocada en la problemática asociada a la personalización de información para usuarios que interactúan con grandes volúmenes de información. En concreto, la tesis se centra en el estudio de los sistemas de recomendación conversacionales basados en críticas como herramientas para ayudar a los usuarios en la búsqueda de productos o servicios. Los sistemas de recomendación basados en críticas permiten recoger información asociada a las preferencias del usuario a través de un proceso conversacional, en el cual el usuario puede realizar una retroalimentación a las recomendaciones re
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Greffard, Nicolas. "Visualisation stéréoscopique et interactive de structures en communautés dans des graphes." Phd thesis, Université de Nantes, 2013. http://tel.archives-ouvertes.fr/tel-01072368.

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Depuis les premiers travaux de Moreno en 1934, l'analyse de réseaux sociaux s'est toujours accompagnée de diagrammes représentant les relations entre individus. Depuis, la visualisation de graphes n'a cessé de se développer au sein des communautés de visualisation d'information et de dessin de graphes. Au-delà des travaux se concentrant sur les problèmes combinatoires et algorithmiques posés par les dessins de graphes on parle désormais de fouille visuelle de réseaux et plus généralement de visual analytics en intégrant l'utilisateur au coeur de l'analyse. Dans cette thèse nous nous concentron
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Greffard, Nicolas. "Visualisation stéréoscopique et interactive de structures en communautés dans des graphes." Phd thesis, Nantes, 2013. https://archive.bu.univ-nantes.fr/pollux/show/show?id=1a7138cf-3841-4f6d-9323-e301aebc9d4d.

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Depuis les premiers travaux de Moreno en 1934, l’analyse de réseaux sociaux s’est toujours accompagnée de diagrammes représentant les relations entre individus. Depuis, la visualisation de graphes n’a cessé de se développer au sein des communautés de visualisation d’information et de dessin de graphes. Au-delà des travaux se concentrant sur les problèmes combinatoires et algorithmiques posés par les dessins de graphes on parle désormais de fouille visuelle de réseaux et plus généralement de visual analytics en intégrant l’utilisateur au coeur de l’analyse. Dans cette thèse nous nous concentron
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Desai, Dharmesh Rajendra. "Measuring Presence in a Police Use of Force Simulation." ScholarWorks@UNO, 2017. http://scholarworks.uno.edu/td/2314.

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We have designed a simulation that can be used to train police officers. Digital simulations are more cost-effective than a human role play. Use of force decisions are complex and made quickly, so there is a need for better training and innovative methods. Using this simulation, we are measuring the degree of presence that a human experience in a virtual environment. More presence implies better training. Participants are divided into two groups in which one group performs the experiment using a screen, keyboard, and mouse, and another uses virtual reality controls. In this experiment, we use
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Boucher, Alain. "Une approche décentralisée et adaptative de la gestion d'informations en vision ; application à l'interprétation d'images de cellules en mouvement." Phd thesis, Université Joseph Fourier (Grenoble), 1999. http://tel.archives-ouvertes.fr/tel-00004805.

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Cette thèse propose une nouvelle approche de la vision par ordinateur, insistant sur le rôle joué par les différentes informations et connaissances présentes dans un système intégré de vision. Ces connaissances peuvent être vues comme un but à atteindre dans la chaine de traitement ou comme un instrument pour guider ces différents traitement. Ce double rôle est mis en évidence en insistant sur la gestion des informations disponibles à tout moment pour effectuer la tâche de reconnaissance. Une approche distribuée est proposée, sous la forme d'un système multi-agents, où chaque agent est spécial
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Gao, Jizhou. "VISUAL SEMANTIC SEGMENTATION AND ITS APPLICATIONS." UKnowledge, 2013. http://uknowledge.uky.edu/cs_etds/14.

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This dissertation addresses the difficulties of semantic segmentation when dealing with an extensive collection of images and 3D point clouds. Due to the ubiquity of digital cameras that help capture the world around us, as well as the advanced scanning techniques that are able to record 3D replicas of real cities, the sheer amount of visual data available presents many opportunities for both academic research and industrial applications. But the mere quantity of data also poses a tremendous challenge. In particular, the problem of distilling useful information from such a large repository of
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Elvir, Miguel. "EPISODIC MEMORY MODEL FOR EMBODIED CONVERSATIONAL AGENTS." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3000.

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Embodied Conversational Agents (ECA) form part of a range of virtual characters whose intended purpose include engaging in natural conversations with human users. While works in literature are ripe with descriptions of attempts at producing viable ECA architectures, few authors have addressed the role of episodic memory models in conversational agents. This form of memory, which provides a sense of autobiographic record-keeping in humans, has only recently been peripherally integrated into dialog management tools for ECAs. In our work, we propose to take a closer look at the shared characteris
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Jost, Céline. "ArCo : une Architecture informatique pour un Compagnon Artificiel en interaction avec un utilisateur." Phd thesis, Université de Bretagne Sud, 2013. http://tel.archives-ouvertes.fr/tel-00861311.

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La progression rapide de la technologie a donné lieu à un panorama riche et varié de dispositifs numériques : caméra, téléphones mobiles, GPS, tablettes tactiles, liseuses numériques, robots, télévisions, éléments de domotique... La majorité de ces appareils sont aujourd'hui connectés à Internet. Et en plus de leurs fonctionnalités principales, ils permettent à leur propriétaire de rester en contact avec " le monde " à l'aide de logiciels de communication, de personnages virtuels ou de robots. Tous ces dispositifs numériques fonctionnent indépendamment les uns des autres. La question qui se po
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Jost, Céline. "Arco : une architecture informatique pour un compagnon artificiel en interaction avec un utilisateur." Phd thesis, Lorient, 2013. http://www.theses.fr/2013LORIS285.

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La progression rapide de la technologie a donné lieu à un panorama riche et varié d’objets numériques : caméra, téléphones mobiles, GPS, tablettes tactiles, liseuses numériques, robots, télévisions, domotique. . . La majorité de ces appareils sont aujourd'hui connectés à Internet. Et en plus de leurs fonctionnalités principales, ils permettent à leur propriétaire de rester en contact avec « le monde » à l'aide de logiciels de communication, de personnages virtuels ou de robots. Tous ces dispositifs numériques fonctionnent indépendamment les uns des autres. La question qui se pose est de savoir
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Manresa, Yee Cristina Suemay. "Advanced and natural interaction system for motion-impaired users." Doctoral thesis, Universitat de les Illes Balears, 2009. http://hdl.handle.net/10803/9412.

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Human-computer interaction is an important area that searches for better and more comfortable systems to promote communication between humans and machines. Vision-based interfaces can offer a more natural and appealing way of communication. Moreover, it can help in the e-accessibility component of the e-inclusion. The aim is to develop a usable system, that is, the end-user must consider the use of this device effective, efficient and satisfactory. <br/>The research's main contribution is SINA, a hands-free interface based on computer vision techniques for motion impaired users. This interface
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Phillips, Justin M. "Functional Reactive Musical Performers." DigitalCommons@CalPoly, 2010. https://digitalcommons.calpoly.edu/theses/410.

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Computers have been assisting in recording, sound synthesis and other fields of music production for quite some time. The actual performance of music continues to be an area in which human players are chosen over computer performers. Musical performance is an area in which personalization is more important than consistency. Human players play with each other, reacting to phrases and ideas created by the players that they are playing with. Computer performers lack the ability to react to the changes in the performance that humans perceive naturally, giving the human players an advantage over th
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McCulloch, Thomas L. "Feasible Form Parameter Design of Complex Ship Hull Form Geometry." ScholarWorks@UNO, 2018. https://scholarworks.uno.edu/td/2552.

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This thesis introduces a new methodology for robust form parameter design of complex hull form geometry via constraint programming, automatic differentiation, interval arithmetic, and truncated hierarchical B- splines. To date, there has been no clearly stated methodology for assuring consistency of general (equality and inequality) constraints across an entire geometric form parameter ship hull design space. In contrast, the method to be given here can be used to produce guaranteed narrowing of the design space, such that infeasible portions are eliminated. Furthermore, we can guarantee that
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Hughes, Jennifer G. "Misheard Me Oronyminator: Using Oronyms to Validate The Correctness of Frequency Dictionaries." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/936.

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In the field of speech recognition, an algorithm must learn to tell the difference between "a nice rock" and "a gneiss rock". These identical-sounding phrases are called oronyms. Word frequency dictionaries are often used by speech recognition systems to help resolve phonetic sequences with more than one possible orthographic phrase interpretation, by looking up which oronym of the root phonetic sequence contains the most-common words.Our paper demonstrates a technique used to validate word frequency dictionary values. We chose to use frequency values from the UNISYN dictionary, which tallies
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Burk, Ieva. "Snap Scholar: The User Experience of Engaging with Academic Research Through a Tappable Stories Medium." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/cmc_theses/2156.

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With the shift to learn and consume information through our mobile devices, most academic research is still only presented in long-form text. The Stanford Scholar Initiative has explored the segment of content creation and consumption of academic research through video. However, there has been another popular shift in presenting information from various social media platforms and media outlets in the past few years. Snapchat and Instagram have introduced the concept of tappable “Stories” that have gained popularity in the realm of content consumption. To accelerate the growth of the creation o
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Amini, Reza. "Learning Data-Driven Models of Non-Verbal Behaviors for Building Rapport Using an Intelligent Virtual Agent." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/1765.

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There is a growing societal need to address the increasing prevalence of behavioral health issues, such as obesity, alcohol or drug use, and general lack of treatment adherence for a variety of health problems. The statistics, worldwide and in the USA, are daunting. Excessive alcohol use is the third leading preventable cause of death in the United States (with 79,000 deaths annually), and is responsible for a wide range of health and social problems. On the positive side though, these behavioral health issues (and associated possible diseases) can often be prevented with relatively simple lif
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Zarka, Raafat. "Trace-based reasoning for user assistance and recommendations." Thesis, Lyon, INSA, 2013. http://www.theses.fr/2013ISAL0147/document.

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Dans le domaine des environnements numériques, un enjeu particulier consiste à construire des systèmes permettant aux utilisateurs de partager et de réutiliser leurs expériences. Cette thèse s'intéresse à la problématique générale des recommandations contextuelles pour des applications web dans un contexte particulier : tâche complexes, beaucoup de données, différents types d'utilisateurs (du débutant au professionnel), etc. Nous cherchons à fournir une assistance à l'utilisateur en prenant en compte le contexte et la dynamique des tâches que l'utilisateur effectue. On cherche à fournir des re
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Chun, Yu Yung, and 游詠駿. "The Development of Human Machine Interface for Artificial Hearts." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/45702250679206711481.

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碩士<br>國立高雄應用科技大學<br>模具工程系碩士班<br>101<br>The main purpose of the study is to develop a human-machine interface for artificial hearts. We established an artificial heart cardiac output monitor and diagnostic unit (COMDU). The signal curves and data can be shown and recorded. On the other hand, the artificial heart driver is controlled by solenoid valve and directional valve, to produce heart beat along with significant systolic ratio. The human-machine interface is easy to operate, compile, manage and record data. An animal experiment has been participated to verify that human-machine interface o
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Meeker, Cassie. "Intuitive Human-Machine Interfaces for Non-Anthropomorphic Robotic Hands." Thesis, 2020. https://doi.org/10.7916/d8-0q6r-3q31.

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As robots become more prevalent in our everyday lives, both in our workplaces and in our homes, it becomes increasingly likely that people who are not experts in robotics will be asked to interface with robotic devices. It is therefore important to develop robotic controls that are intuitive and easy for novices to use. Robotic hands, in particular, are very useful, but their high dimensionality makes creating intuitive human-machine interfaces for them complex. In this dissertation, we study the control of non-anthropomorphic robotic hands by non-roboticists in two contexts: collaborative man
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Lourenço, Matheus Filipe. "Interface humano-computador com identificação de gestos da mão." Master's thesis, 2021. http://hdl.handle.net/10198/23685.

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Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do Paraná<br>A comunicação é considerada uma ferramenta de importante uso em todos os tipos de relações, que pode ser realizada de forma verbal ou não verbal. Tratando-se de uma pessoa surda, a linguagem gestual portuguesa (LGP - Portugal), ou linguagem brasileira de sinais (Libras - Brasil), contribui para a comunicação dos surdos, que enfrentam barreiras que dificultam sua comunicação, em locais de trabalho, vida social entre outros. Considerando a grande comunidade de surdos no mundo, que necessitam de ajuda pa
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Vilchis-Gonzales, Adriana. "Télé-échographie robotisée." Phd thesis, 2003. http://tel.archives-ouvertes.fr/tel-00005425.

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Ce mémoire concerne la télé-échographie robotisée, vue comme un ensemble de plusieurs modules (poste maître, poste esclave, communication, image, visio-conférence, retour haptique, etc.). Le travail s'inscrit dans le cadre de la conception, du développement et de l'évaluation d.un tel système et concerne plus spécialement le poste esclave. Une présentation générale de la télé-échographie robotisée est fournie afin d.ensuite se focaliser sur l'architecture du robot esclave dont deux prototypes TER1 et TER2 sont présentés. Le robot porte-sonde possède 6ddl (degrés de liberté). Le premier prototy
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