Dissertations / Theses on the topic 'Interaction system'
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Won, Justin. "Analyzing physical system interaction." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/9343.
Full textIncludes bibliographical references (p. 233-243).
Achieving stable manipulation in robots requires understanding of the consequences of physical contact and interaction. This thesis considers the problem of contact instability and provides a framework to analyze physical system interaction and provides the first step in building a design synthesis method, i.e. finding a stability criterion. By posing interaction in terms of interconnected port functions such as impedances and admittances, stability analysis can be treated as an input;'output analysis of a feedback system. Previous researchers have already used this framework to show how this method can be of use in showing a form of Lyapunov stability for interacting systems. The systems previously studied were purely passive in nature. No system was capable of power generation, and no power could enter through command inputs or external perturbations. As such, the stability results have a narrow range of applications. Even though passive systems may be commonplace, the inability to actively control the interaction limits their practicality. Analyzing interaction accounting for inputs is shown to be non-trivial within this thesis. The non-nodic behavior common to many physical systems constrains the structure of the feedback interconnections such that most existing 1/0 results are inapplicable. This non-nodic behavior is studied in order to form a representative model of a robot interacting with an unknown environment. Using a technique based on topologically separating the input/output space, we show that robust stability solutions can be obtained for such systems with unknown but passive environments. In addition, frameworks for analyzing active interactions are analyzed and discsed.
by Justin Won.
Ph.D.
Bladh, Johan. "Hydropower generator and power system interaction." Doctoral thesis, Uppsala universitet, Elektricitetslära, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-182188.
Full textGrossman, Mark. "Task Interaction and Control System (TICS) /." Full text open access at:, 1987. http://content.ohsu.edu/u?/etd,140.
Full textLeo, de Belmont Laura Ana. "Seminole kinship system and clan interaction." Mendoza, República Argentina : Facultad de Filosofía y Letras, Universidad Nacional de Cuyo, 1985. http://catalog.hathitrust.org/api/volumes/oclc/16078022.html.
Full textPOZZER, CESAR TADEU. "A SYSTEM FOR GENERATION, INTERACTION AND 3D VISUALIZATION OF STORIES FOR INTERACTIVE TV." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=6599@1.
Full textFINANCIADORA DE ESTUDOS E PROJETOS
Esta tese visa o desenvolvimento de um ambiente integrado para o controle da geração e representação de histórias interativas dinâmicas. A geração é realizada por um processo de simulação, resultando em um conjunto de operações parcialmente ordenado que define o enredo da história. Esta história deve então ser representada graficamente por meio de um motor gráfico. Estão sendo utilizadas técnicas cinematográficas para capturar a essência das cenas, compostas por um ambiente virtual 3D, que possuem personagens e objetos. Para o desenrolar da história, os personagens, implementados como agentes reativos, interagem entre si em um ambiente multiagente e com a cena. Cada agente encapsula recursos que os permitem fazer a representação gráfica dos eventos típicos das histórias. A arquitetura como um todo é projetada para servir como meio de geração de conteúdo para a TV interativa.
This thesis aims at the development of an integrated tool for managing both the generation and representation of dynamic interactive stories (storytelling). The story generation is accomplished by a simulation process resulting in a set of partially ordered operations that define the plot of the story. This story should then be graphically represented by means of a 3D engine. It has been used cinematographic techniques to capture the essence of the scenes, which are composed by a virtual 3D environment, including characters and objects. Characters, implemented as reactive agents, interact among each other in a multi-agent system and with the scene to accomplish the plot of the narrative. Each agent encapsulates resources that allow them to graphically represent typical events of stories. The overall architecture is designed as a source for Interactive TV content.
Georgiev, Nikolay. "Assisting physiotherapists by designing a system utilising Interactive Machine Learning." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447489.
Full textThorpe, Christopher John. "Structural analysis of MHC : peptide interaction." Thesis, Birkbeck (University of London), 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.321649.
Full textGrange, Sébastien. "M/ORIS - Medical / Operating Room Interaction System /." Lausanne : EPFL, 2007. http://library.epfl.ch/theses/?nr=3798.
Full textAndreetta, Filippo. "Serotonergic system and its interaction with neuroinflammation." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/3362/.
Full textKuschert, Gabriele Simone Viktoria. "Chemokines and their interaction with glycosaminoglycans." Thesis, University of York, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.298530.
Full textYong, Kin Fuai. "Emerging human-computer interaction interfaces : a categorizing framework for general computing." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90692.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 86).
Executive summary: The dominant design of Human-Computer Interface over last thirty years has been the combination of monitor, keyboard and mouse. However the constant miniaturization of IC and sensors and the availability of computing power has spurred incredible new dimensions of inputs (touch, gesture, voice, brain wave, etc.) and outputs (watch, glasses, phone, surface, etc.), which started the explosive growth of recombination of both inputs and outputs into new classes of devices. The design constraints have also noticeably shifted from technical to ergonomic and contextual. This thesis sets out to map these new interfaces to the use context in general computing and project the adoption path and the driving factors behind them. The theoretical foundation of this thesis is based on multiple technology innovation theories including the importance of Innovation and Technology Diffusion Models from Paul Geroski, Dominant Design from James Utterback, the Curse of Innovation from John Gourville and Lead User Innovation by Eric Von Hippel. System Architecture thinking, founded most notably by Ed Crawley and Olivier de Weck from MIT, is also applied to analyze the architecture of Human- Computer Interface. The study of Human-Computer Interface starts with a case study of the invention of the computer mouse - conceived in 1968 by Douglas Engelbart. A paper published by Engelbart compared different technologies and the mouse emerged as superior with lower fatigue and error rate yet a surprisingly short learning time. The mouse, however, was not popularized until Apple showcased the design with the first GUI1 on a personal computer on its Macintosh in 1984, and its subsequent mass adoption by Microsoft Windows in the late 1980s. The case study showed that even with the superior design of a specific HCI, a number of other factors, including holistic solution, killer application, market position and platform strategy, are required for successful adoption. The next chapter maps out developing Human-Computer Interface technologies and notable existing or developing products and their company background. The superiority of an interface depends on how well it fits into the inherent nature of a specific use context. The daily general computing domains of an average computer user include collaboration, productivity, media consumption, communication and augmentation. The clear distinction of the use context in each domain strongly correlates with the effectiveness of the Human-Computer Interface in each class of device. The chapter includes analysis of proposed frameworks that place HCI interface on a plot of interaction complexity against screen sizes. Several industry experts generally agreed on a few observations: the keyboard and mouse will remain as the primary input interface for the productivity domain, the growing importance of collaboration, the increasing emphasis on human-centered design, and the huge opportunity in the wearable market with a potential size of $50 billion. In conclusion, the projected future of adoption is: * The collaboration domain needs the combination of a low fatigue, high precision interface for productivity; a high freedom, low precision interface for creativity; and a large output screen for multiple collaborators. This will remain the frontier battleground for a variety of concepts from several giant players and niche players, each with a different competitive edge. * Productivity domain input interfaces will likely continue to be dominated by low fatigue, high precision interfaces that are not necessarily intuitive i.e. a keyboard and mouse. 3D manipulation will remain a niche interface only needed by specific industries, while a 3D general computing environment is unlikely to be realized in the short term. * The media consumption domain will be the major area of adoption for medium accuracy, highly intuitive interfaces, e.g. gesture and sound. Personal media consumption devices might be challenged by head-mounted display while group media consumption devices face an interesting challenge from bridging devices like Chromecast. * The communication domain needs an input interface that is fairly accurate and responsive, with just enough screen space. Voice recognition is rising fast to challenge typing. The dominating form factor will be the smartphone but challenged by glasses. * The augmentation domain needs an interface that is simple and fairly accurate. New input interfaces like brainwave, gaze detection, and muscle signal will be adopted here given the right context. Flexible OLED is likely to revolutionize both input and output interfaces for wearable devices. Product developers should choose technology according to their targeted domain and identify competitors using this framework. Killer applications should be developed early, internally or with partners, to ensure success, while platform strategy can leverage innovation of third-party developers to widen the application. During the course of research, other opportunities arising from the proliferation of computing are also identified in the areas of the Internet of Things, smart objects and smart healthcare. This thesis is based mainly in qualitative analysis due to the lack of comprehensive data on the new Human-Computer Interfaces. Future research can collect quantitative data based on the framework of the five domains of general computing activities and their categorical requirements. It is also possible to extend the model to other computing use cases, for example Gaming, Virtual Reality and Augmented Reality.
by Kin Fuai Yong.
S.M. in Engineering and Management
Oyeyemi, Oyebode. "Modelling HIV-1 interaction with the host system." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/modelling-hiv1-interaction-with-the-host-system(41095e34-78dd-4b75-bd25-9695a4cc768f).html.
Full textFord, Sarah Theresa. "Analysing doctor-patient interactions in oncology : the development of the medical interaction process system (MIPS)." Thesis, University College London (University of London), 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.272373.
Full textBorumand, Maryam. "Interaction of prion protein with plasminogen activation system." Thesis, University of East Anglia, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.439929.
Full textCasutt-Meyer, Salome. "Capnocytophaga canimorsus : interaction with the innate immune system /." Basel : [s.n.], 2009. http://edoc.unibas.ch/diss/DissB_8882.
Full textHwang, Bohyun. "Water-Rock Interaction in the Coso Geothermal System." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1417724456.
Full textLaferrière, Pascal. "Instrumented Compliant Wrist System for Enhanced Robotic Interaction." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/35502.
Full textSeraya, O. A. "Environmental-economy interaction within the environmental-economy system." Thesis, Вид-во СумДУ, 2007. http://essuir.sumdu.edu.ua/handle/123456789/17404.
Full textZhen, Zhao. "The Qphyl System: a web-based interactive system for phylogenetic analysis." University of Sydney, 2008. http://hdl.handle.net/2123/2691.
Full textPhylogenetic tree reconstruction is a prominent problem in computational biology. Currently, all computational methods have their limitations and work well only for simple problems of small size. No existing method can guarantee that trees constructed for real-world problems are true phylogenetic trees for large and complex problems mainly because the existing computational models are not very biologically realistic. It has become a serious issue for many important real-life applications which often desire accurate results from phylogenetic analysis. Thus, it is very crucial to effectively incorporate multi-disciplinary analyses and synthesize results from various sources when answering real-life questions. In this thesis, a novel web-based phylogeny reconstruction system with a real-time interactive environment, called Qphyl (short for quartet-based phylogenetic analysis) is introduced. The Qphyl system uses a new interactive approach to enable biologists to greatly improve the final results through effectively dynamic interaction with the computation, e.g., to move the computation back and forth to different stages so users can check the intermediate results, compare results from different methods and carry out certain manual refinements using their biological domain-specific knowledge in the decision making on how a tree should be reconstructed. Currently the alpha version of this web-based interactive system has been released and accessible through the URL: http://ww-test.it.usyd.edu.au/sogrid/qphyl/.
Lindh, Jens-Olof. "On observation of and interaction in open distributed systems /." Karlskrona : Blekinge Institute of Technology, 2006. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/269f7f2e382a0fb1c12571e3002e0614?OpenDocument.
Full textReeves, Deborah Edwards. "Interaction measures for nonsquare decentalized control structures." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/10206.
Full textButterworth, Richard J. "A formal framework for the specification of interactive systems." Thesis, Loughborough University, 1997. https://dspace.lboro.ac.uk/2134/14163.
Full textWellner, Pierre. "Statemaster : a user interface management system based on statecharts /." Online version of thesis, 1989. http://hdl.handle.net/1850/10447.
Full textMorris, John Morgan. "The effects of interaction factors in the transition from menus to commands." Diss., Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/8222.
Full textSteinicke, Frank. "Universal interaction in virtual reality systems design of multimodal metaphors for generic interaction tasks." Saarbrücken VDM Verlag Dr. Müller, 2006. http://d-nb.info/986384976/04.
Full textChen, Hsinchun, and Vasant Dhar. "Online Query Refinement on Information Retrieval Systems: A Process Model of Searched System Interactions." ACM, 1990. http://hdl.handle.net/10150/105597.
Full textThis article reports findings of empirical research that investigated information searchers online query refinement process. Prior studies have recognized the information specialists' role in helping searchers articulate and refine queries. Using a semantic network and a Problem Behavior Graph to represent the online search our study revealed that searchers also refined their own queries in an online task environment. The information retrieval system played a passive role in assisting online query refinement, which was, however, one that confirmed Taylor's four-level query formulation model. Based on our empirical findings, we proposed using process model to facilitate and improve query refinement in an online environment. We believe incorporating this model into retrieval systems can result in the design of more "intelligent" and useful information retrieval systems.
Bartkowski, Glenn D. (Glenn David) 1970. "Accounting for system level interaction in knowledge management initiatives." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/29160.
Full textIncludes bibliographical references (leaves 68-69).
An overview of the operation of a modem, high bypass ratio, dual spool turbofan engine is presented to identify the multitude of system level interactions that must be considered when developing such an engine. The Design Structure Matrix (DSM) is used to demonstrate how it maps these relationships and, if utilized in the right manner, can reduce the occurrence of escapes (i.e., a deliverable that does not meet customers' expectations). The context of this thesis is the complex system design, and development process, of a commercial aircraft gas turbine engine (specifically the Pratt & Whitney PW4000 engine family). Unlike previous gas turbine engine DSM work, the matrix created in this thesis is generated from the point of view of the Systems Engineering organizations at Pratt & Whitney. The sequenced matrix captures the non-local knowledge that is currently absent from Pratt & Whitney's existing knowledge management documentation. Testing the DSM against past instances of rework and unexpected design issues substantiates its validity as the basis for performing this function. Finally, examples are presented to demonstrate how the DSM can be used to prevent future escapes.
by Glenn D. Bartkowski.
S.M.
Sheng, Kaijie. "Investigation of a New High-speed Tabletop Interaction System." Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-129472.
Full textIn this project, we built up a high speed interactive tabletop infrared tracking system, based on the existing Qualitrack system [1] [2]. This system can detect the position, orientation and state of each infrared emitting input device in real time. The output of Qualitrack is implemented according to standard TUIO protocol. Any applications software understanding TUIO protocol can be docked with Qualitrack smoothly.
Based on the documents of the existing system, we built up the whole system architecture, the infrared pen, the infrared air hockey paddle and corresponding application software for Qualitrack system. As an in-house contribution, we created two new input devices, namely the magnifier and the color filter, to enrich the input device types of Qualitrack system.
In order to explore the influence of tracking update rate on the user interaction performance, three user experimental tasks were designed and user studies were conducted. The corresponding user study application software was also developed.
Key words: tabletop system, infrared tracking, TUIO protocol, user study
Corell, Mikael. "Neuron-glial Interaction in the Developing Peripheral Nervous System." Doctoral thesis, Uppsala universitet, Genetisk utvecklingsbiologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-157968.
Full textManresa, 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.
Full textThe research's main contribution is SINA, a hands-free interface based on computer vision techniques for motion impaired users. This interface does not require the user to use his upper body limbs, as only nose motion is considered. Besides the technical aspect, user's satisfaction when using an interface is a critical issue. The approach that we have adopted is to integrate usability evaluation at relevant points of the software development.
Jofre-Bonet, Mireia. "Health care: interaction between public system and private sector." Doctoral thesis, Universitat Pompeu Fabra, 1998. http://hdl.handle.net/10803/7392.
Full textHermansson, Patrik. "Interaction and influences in an Open-Source eco system." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1322.
Full textThe development of open source software has gone from a model characterized by skilled software developers that developed open source software for their own interest and their own needs to a model that is more business friendly and more attractive for companies and organizations. One new business model for open source software is the professional open source software model or OSS 2.0. The business model includes three roles: the open source project, the professional open source company and the user. This dissertation studies the relationship between these three roles and focuses on the development of the user role and how it may develop for a new user in a specific OSS ecosystem.
The roles in the eco system that has been studied are taken by the open source project Alfresco, the professional open source company Redpill and a user from a large international company, without any previous experience of open source software or the business model of professional open source. The result of the study showed a well developed eco system between the open source project and the professional open source company but a need of more information about the user’s role in it. Open source software is still seen by the user as an unsafe and unsecure alternative to the proprietary software available and more information about the business model of professional open source software and how the user can interact and influence the eco system is still needed.
Viebahn, Cornelia Sabine. "Interaction between the immune system and liver progenitor cells." University of Western Australia. Biochemistry and Molecular Biology Discipline Group, 2009. http://theses.library.uwa.edu.au/adt-WU2010.0055.
Full textMourad, 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.
Full textCurtis, John Chester. "Interaction of sensorimotor signals in the rat vibrissa system." Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 2008. http://wwwlib.umi.com/cr/ucsd/fullcit?p3307721.
Full textTitle from first page of PDF file (viewed July 14, 2008). Available via ProQuest Digital Dissertations. Vita. Includes bibliographical references (p. 63-69).
Ren, Kan. "System for intuitive interaction with large-scale visual databases." Thesis, University of Surrey, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.540707.
Full textCampbell, Thomas J. "Interaction through the Shared Windowed Digital World (SWDW) system." Thesis, University of Essex, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387826.
Full textFigueiredo, Sara Cristina Albuquerque. "Development of a dialog system for interaction with robots." Master's thesis, Universidade de Aveiro, 2014. http://hdl.handle.net/10773/14030.
Full textService robots operate in the same environment as humans and perform actions that a human usually performs. These robots must be able to operate autonomously in unknown and dynamic environments, as well as to maneuver with several people and know how to deal with them. By complying with these requirements, they are able to successfully address humans and fulfill their requests whenever they need assistance in a certain task. Natural language communication, including speech that is the most natural way of communication between humans, becomes relevant in the field of Human-Robot Interaction (HRI). By endowing service robots with intuitive spoken interfaces, the specification of the human required tasks is facilitated. However, this is a complicated task to achieve due to the resources involved in creating a sufficiently intuitive spoken interface and because of the difficulty of deploying it in different robots. The main objective of this thesis is the definition, implementation and evaluation of a dialogue system that can be easily integrated into any robotic platform and that functions as a flexible base for the creation of any conversational scenario in the Portuguese language. The system must meet the basic requirements for intuitive and natural communications, namely the characteristics of human-human conversations. A system was developed that functions as a base to give continuity to future work on Spoken Dialog Systems. The system incorporates the client-server architecture, where the client runs on the robot and captures what the user says. The client takes advantage on external dialogue management services. They are executed by the server, which processes the audio obtained, returning an appropriate response given the context of the dialogue. The development was based on a critical analysis of the state of the art in order for the system to be as faithful as possible to what is already done. Through the evaluation phase of the system, it was managed to obtain by few volunteers the conclusion that the main objective was accomplished: a base system was created that is flexible enough to explore different contexts of conversation, such as interacting with children or providing information on a university environment.
Os robôs de serviço operam no mesmo ambiente dos humanos e executam ações que um humano normalmente executaria. Estes robôs devem ser capazes de operar de forma autónoma em ambientes desconhecidos e dinâmicos, assim como de manobrar em ambientes com várias pessoas e de saberem lidar com elas. Ao respeitarem estes requisitos, conseguirão abordar com sucesso os humanos e cumprir as suas solicitações sempre que estes precisem de assistência em alguma tarefa. A comunicação por linguagem natural, nomeadamente a fala que é a forma mais abrangente de comunicação entre humanos, torna-se relevante na área da Interação humano-robô (IHR). Ao dotar os robôs de serviço com sistemas de voz intuitivos facilita-se a especificação das tarefas a realizar. No entanto, é uma tarefa complicada de se realizar devido aos recursos envolvidos na criação de uma interação suficientemente intuitiva e devido à dificuldade de funcionar em diversos robôs. O objetivo principal deste trabalho é a definição, implementação e avaliação de um sistema de diálogo que seja de fácil integração em qualquer sistema robótico e que funcione como uma base flexível para qualquer cenário de conversação na língua Portuguesa. Deve obedecer a requisitos base de comunicação intuitiva e natural, nomeadamente a características de conversas entre humanos. Foi desenvolvido um sistema que funciona como uma base para dar continuidade a trabalho futuro em sistemas de diálogo. O sistema incorpora a arquitetura cliente-servidor onde o cliente é executado no robô e capta o que o utilizador diz. O cliente tira partido de serviços de gestão de diálogo externos ao robô, executados pelo servidor, que processa o áudio obtido, devolvendo uma resposta ao cliente adequada ao contexto do diálogo. O desenvolvimento foi baseado numa análise crítica do estado da arte para se tentar manter fiel ao que já foi feito e de forma a se tomarem as principais decisões durante a implementação. Mediante a fase de avaliação do sistema, tanto a nível do ponto de vista da interação como do programador, conseguiu-se obter por parte de alguns voluntários que o objetivo principal foi cumprido: foi criada uma base suficientemente flexível para explorar diferentes contextos de conversação, nomeadamente interagir com crianças ou fornecimento de informações em ambiente universitário.
Uddin, Amad. "Development of an integrated interface modelling methodology to support system architecture analysis." Thesis, University of Bradford, 2016. http://hdl.handle.net/10454/15905.
Full textHuang, Shan. "Interaction between biomaterials and innate immunity with clinical implications." Doctoral thesis, Linnéuniversitetet, Institutionen för kemi och biomedicin (KOB), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-47391.
Full textBierz, Torsten. "Intuitive interaction for immersive visualization systems." München Verl. Dr. Hut, 2008. http://d-nb.info/989219283/04.
Full textSun, Jun. "User readiness to interact with information systems - a human activity perspective." Texas A&M University, 2005. http://hdl.handle.net/1969.1/4316.
Full textReichelt, Toni. "A Model Driven Approach for Service Based System Design Using Interaction Templates." Doctoral thesis, Universitätsbibliothek Chemnitz, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-85986.
Full textSun, Bo. "Modelling of Interaction Units." Thesis, Linköping University, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2859.
Full textDeveloping a model of a service system and mobile units including cellphone, PDA, Laptop is an important preliminary step of designing the systems which could provide these units some convenient and entertainment services through common short range communication like blue tooth, wireless LAN, etc.
In this project, an ontology is created to represent this model. Meanwhile, some basic service rules are also programmed and combined with this ontology can be used to simulate some interactions between items inside this model.
The description of this model (ontology) has been made through Protégé and demonstrated by using its graphical interface. The rules have been created by using Jess and implemented with the ontology by using JessTab.
Jones, Julian Lloyd. "Iterative development, system design and psychological investigation." Thesis, University of York, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.280382.
Full textShi, Jianguo. "Interaction of human CD23 with IgE and CD21." Thesis, King's College London (University of London), 1997. https://kclpure.kcl.ac.uk/portal/en/theses/interaction-of-human-cd23-with-ige-and-cd21(373685f2-b918-4cae-9404-c10d226ff134).html.
Full textKhan, Muhammad Sikandar Lal. "Enabling physical action in computer mediated communication : an embodied interaction approach." Licentiate thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-108569.
Full textLindberg, Lena. "Usability in a clinical context: Redesigning the user interface of a gait analysis system." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-135946.
Full textEfosa, Alohan. "Building a Student Information System." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-26013.
Full textHjalmarsson, Anna. "Human interaction as a model for spoken dialogue system behaviour." Doctoral thesis, KTH, Tal-kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-24258.
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