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Dissertations / Theses on the topic 'Interactive contexts'

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1

Valtolina, S. "Interactive Knowledge Management in Cultural Contexts." Doctoral thesis, Università degli Studi di Milano, 2008. http://hdl.handle.net/2434/50125.

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The research I present will focus on the design of knowledge intensive interactive systems able to facilitate an effective collection, organization, interaction, valorisation and experience of cultural heritage (CH). The effective presentation of cultural heritage information, typically complex and rich, requires sophisticated systems integrating techniques from different areas, mainly human computer interaction (HCI) and knowledge management. The key is the design of information architectures able to combine different fruition data patterns into specific interactive environments. Cultur
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Linowes, Jonathan Scott. "Spatial contexts : an interactive environment for personal design." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/78806.

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Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1986.<br>MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH<br>Bibliography: leaves 133-140.<br>by Jonathan Scott Linowes.<br>M.S.V.S.
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Zhang, Yali. "The Role of Negative Emotions in Constructing Meaning in Interactive Contexts." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132451/1/Yali_Zhang_Thesis.pdf.

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This research explores the potential of negative emotions in creating meaningful user experience. It investigates the transformation of negative emotions during interactions and its functional consequences on meaning perception. The causes of specific negative emotions in different contexts of interactions and their effects on cognition and behaviours were examined. The findings reveal the mechanism of changes in emotions over the course of interactions. The predominant role of negative emotions in the meaning-making process is demonstrated. This research outcome consists of two conceptual mod
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Moyà, Alcover Gabriel. "Scene modelling for vision-based interactive systems in rehabilitation contexts." Doctoral thesis, Universitat de les Illes Balears, 2016. http://hdl.handle.net/10803/458736.

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The aim of this thesis is to improve vision-based interaction in rehabilitation systems. We defined and evaluated a new method of modelling scenes in the RGBD space in order to generalize the use of this kind of systems in real environments. This process has been conducted through the design and development of a vision-based interactive system in a context of rehabilitation application. We first defined a vision-based interaction system, then we developed a motivational video game. After first testing, therapists concluded that the system implemented the balance rehabilitation therapy.
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Kim, Si Jung. "An Environmental User Interface (EUI) Framework to Convey Environmental Contexts In Interactive Systems Design." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/27764.

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The World Health Organization (WHO) estimates 488 million people worldwide suffer from a visual impairment and of these about 327 million have severe visual impairments. Some individuals with severe visual impairments can navigate and orient independently in well-known surroundings, but even for these people independent navigation and orientation are likely to be a challenge in unfamiliar places. To overcome these challenges, assistive technologies have been developed to support independent wayfinding tasks; however, those with severe visual impairments often experience frustration when they
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Condrat, Viorica <1979&gt. "Parallel blogging as an interactive pedagogical tool to enhance writing skills in EAP contexts." Doctoral thesis, Università Ca' Foscari Venezia, 2016. http://hdl.handle.net/10579/10349.

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The primary purpose of this study is to present the results of the action research conducted at Alecu Russo Balti State University of Moldova. It aims to understand the students’ perception of academic writing in general, on the one hand, and consider whether blogging can be used as a tool to enhance academic writing skills, on the other. Consequently, there are two main foci of interest. The first focuses on outlining whether the students realize the specificity and use of written communication in academic settings. The second examines the results of the experiment in order to show whether bl
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Hutchison, Andrew. "Techno-historical limits of the interface: the performance of interactive narrative experiences." Thesis, Curtin University, 2009. http://hdl.handle.net/20.500.11937/916.

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This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production.From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface?In order to investigate this question, this thesis develops a single methodology fr
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Hutchison, Andrew. "Techno-historical limits of the interface: the performance of interactive narrative experiences." Curtin University of Technology, School of Media, Culture, and Creative Arts, Department of Communication and Cultural Studies, 2009. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=128408.

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This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production.<br>From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface?<br>In order to investigate this question, this thesis develops a single method
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9

Huang, Chi. "Visuality and tacit knowledge the application of multiple intelligences theory to the design of user expeience in interactive multimedia contexts /." Australasian Digital Thesis Program, 2006. http://adt.lib.swin.edu.au/public/adt-VSWT20070214.163710/index.html.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2006.<br>Submitted in partial fulfilment of the requirements of the degree of Professional Doctorate in Design, Faculty of Design, Swinburne University of Technology - 2006. Typescript. Bibliography: p. 76-85.
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Huang, Chi, and n/a. "Visuality and tacit knowledge the application of multiple intelligences theory to the design of user expeience in interactive multimedia contexts." Swinburne University of Technology, 2006. http://adt.lib.swin.edu.au./public/adt-VSWT20070214.163710.

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The major challenge for multimedia designers is to create user experiences that enrich the reception of content, designer�s traditional reliance on intuition not ensuring audience�s interest or understanding. The developing philosophy of user-centred design argues that designers should begin from an appreciation of their audience. In design there are various positions on how to achieve this, ranging from traditional market research through psychological, ethnographic, anthropological and sociological research to the direct involvement of users in the design process. This study draws on establi
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Ross, Julie Jane. "The role of the artist in environmental change : an investigation into collaborative, interactive and participative art practice in organisational contexts." Thesis, University of Glasgow, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366253.

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Almisbah, Abdulghani Jaafar. "Investigating the adoption of Interactive Complex Intervention Model (ICIM) aiming at reforming the Bahrain governmental performance as an example of Islamic contexts." Thesis, Brunel University, 2017. http://bura.brunel.ac.uk/handle/2438/15838.

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There is a consensus within the United Nations (UN), as well as various governmental entities, politicians, individuals, scholars, and academic communities, on the need to reform governmental performances. However, there is no unanimity among them pertaining to a specific reforming model that is valid for all contexts worldwide. Accordingly, many performance management processes and practical techniques have been put into practice, which aim at improving governmental institutions' performance. Hence, the purpose of this research is to develop, by studying the public health services that are pr
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Johns, Johanna Elizabeth. "The impact of interactive systems on preadolescent children in out-of-school time. Issues and answers from multiple cases and diverse contexts." Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/10143.

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This research investigates the experiences of preadolescents in School Age Care contexts (popularly known as After-school Care) in New South Wales (NSW), Australia. The study finds that children primarily form identities by exploring and pursuing their interests. They need adults to facilitate this process because they lack the experience, resources and status to do so themselves. The adult–child care relationship thus conditions the efficiency and effectiveness of children’s aspirations. The core concern of the study is learner identity formation by children in their approach to high schoo
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Magnat, Emilie. "Le TBI comme instument du développement de la conscience phonémique à l'école : une approche ergonomique." Phd thesis, Université de Grenoble, 2013. http://tel.archives-ouvertes.fr/tel-00997215.

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L'objectif de cette thèse est d'étudier l'effet d'un entraînement explicite de la conscience phonémique (CP) en anglais L2 et les apports potentiels du tableau blanc interactif (TBI) comme instrument permettant de réaliser cet entraînement avec des apprenants de CE1. A partir des travaux de pédagogues tels que Borel-Maisonny et Caleb Gattegno, nous avons conçu des aides multimodales qui sont à la fois visuelles, sonores et kinesthésiques. Les couleurs de l'approche Gattegno ont été reprises pour créer des cartes de couleur auxquelles nous avons joint une représentation sonore du phonème. La ca
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Fuller, Marvin Gene. "Interactions Between Patterns of Gamer Behaviors and Time-on-Task for Mathematics Remediation in a Game-based HIVE." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/235.

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As the presence of digital game-based learning increases in United States classrooms, understanding their impact on achievement is critical. Digital games for learning offer many potential benefits, including reducing the number of students trapped in a remediation cycle, a contributor to college dropout. Despite the recognized potential of game-based learning, few researchers have explored the relationships between specific patterns of behaviors and types of digital game-based learning environments. The underlying theory for this study was patterns of gamer behaviors may predict in-game behav
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Kubicki, Sebastien. "Contribution à la prise en considération du contexte dans la conception de tables interactives sous l'angle de l'IHM, application à des contextes impliquant table interactive RFID et objets tangibles." Phd thesis, Université de Valenciennes et du Hainaut-Cambresis, 2011. http://tel.archives-ouvertes.fr/tel-00681891.

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Cette thèse s'inscrit dans le domaine de l'Interaction Homme-Machine. Elle vise à prendre en considération le contexte d'usage pour les nouvelles plateformes de type table interactive. Par la notion de table interactive, on laisse supposer un espace de travail collaboratif et co-localisé permettant de faire intervenir plusieurs utilisateurs en même temps mais également de nouvelles interactions mêlant objets tangibles, virtuels voire tactiles. C'est face à ce constat et à l'engouement accordé à ces nouvelles plateformes que nous avons proposé de caractériser puis de recenser les tables interac
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Kubicki, Sébastien. "Contribution à la prise en considération du contexte dans la conception de tables interactives sous l'angle de l'IHM : application à des contextes impliquant table interactive RFID et objets tangibles." Valenciennes, 2011. http://ged.univ-valenciennes.fr/nuxeo/site/esupversions/31b1e9e7-6f19-46ca-b546-5c5c5f816bf7.

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Cette thèse s'inscrit dans le domaine de l’Interaction Homme-Machine. Elle vise à prendre en considération le contexte d’usage pour les tables interactives. Par la notion de table interactive, on laisse supposer un espace de travail collaboratif et co-localisé permettant de faire intervenir plusieurs utilisateurs en même temps mais également de nouvelles interactions mêlant objets tangibles et/ou virtuels. C'est face à ce constat et à l'engouement accordé à ces plateformes que nous avons proposé de les caractériser puis de les recenser en nous appuyant sur un modèle que nous avons proposé. Le
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18

Vo, Dong-Bach. "Conception et évaluation de nouvelles techniques d'interaction dans le contexte de la télévision interactive." Electronic Thesis or Diss., Paris, ENST, 2013. http://www.theses.fr/2013ENST0053.

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La télévision n’a cessé de se populariser et d’évoluer en proposant de nouveaux services. Ces services de plus en plus interactifs rendent les téléspectateurs plus engagés dans l’activité télévisuelle. Contrairement à l’usage d’un ordinateur, ils interagissent sur un écran distant avec une télécommande et des applications depuis leur canapé peu propice à l’usage d’un clavier et d’une souris. Ce dispositif et les techniques d’interaction actuelles qui lui sont associées peinent à répondre correctement à leurs attentes. Afin de répondre à cette problématique, les travaux de cette thèse explorent
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Khundam, Chaowanan. "Evaluation de l'usage de la réalité virtuelle pour la promotion de patrimoine historique." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAI017/document.

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Les applications de patrimoine numérique ont été largement développées grâce aux techniques de réalité virtuelle, également appelées Virtual Museum (VM). Les appareils et les contenus numériques augmentent considérablement, ce qui permet le système d’interaction de faire immerger les utilisateurs dans la VM. Afin de développer une application interactive, une interaction est toujours définie avant la création d'une application sur la plate-forme sélectionnée. Cela dépend du contenu et des appareils, ce qui est limité s’il y a le changement d'appareil. A l’heure actuelle, les technologies de la
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Vo, Dong-Bach. "Conception et évaluation de nouvelles techniques d'interaction dans le contexte de la télévision interactive." Thesis, Paris, ENST, 2013. http://www.theses.fr/2013ENST0053/document.

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La télévision n’a cessé de se populariser et d’évoluer en proposant de nouveaux services. Ces services de plus en plus interactifs rendent les téléspectateurs plus engagés dans l’activité télévisuelle. Contrairement à l’usage d’un ordinateur, ils interagissent sur un écran distant avec une télécommande et des applications depuis leur canapé peu propice à l’usage d’un clavier et d’une souris. Ce dispositif et les techniques d’interaction actuelles qui lui sont associées peinent à répondre correctement à leurs attentes. Afin de répondre à cette problématique, les travaux de cette thèse explorent
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Reid, Lawrence. "DUNIDEDCUDIGUNADIE." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3746.

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The artist discusses his Master of Fine Arts exhibit, titled DUNIDEDCUDIGUNADIE. The exhibit is to be held at the Tipton Gallery in downtown Johnson City, TN, from April 2nd to April 10th, 2020. A live reception will be held the evening of April 3rd, featuring a performance with the work, titled Look at You! The following thesis explores the artist’s formative years – investigating how childhood experiences combine with artistic and theoretical influences to inform his art-making process.
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Service, V. "The contexts of mother-infant interaction." Thesis, Lancaster University, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.376434.

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Mahmoudian, Bigdoli Navid. "Compression for interactive communications of visual contents." Thesis, Rennes 1, 2019. http://www.theses.fr/2019REN1S072.

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Les images et vidéos interactives ont récemment vu croître leur popularité. En effet, avec ce type de contenu, les utilisateurs peuvent naviguer dans la scène et changer librement de point de vue. Les caractéristiques de ces supports posent de nouveaux défis pour la compression. D'une part, les données sont capturées en très haute résolution pour obtenir un réel sentiment d'immersion. D'autre part, seule une petite partie du contenu est visualisée par l'utilisateur lors de sa navigation. Cela induit deux caractéristiques : une compression efficace des données en exploitant les redondances au s
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Hina, Manolo Dulva. "Le paradigme d'un système multimodal multimedia ubiquitaire au contexte d'interaction." Versailles-St Quentin en Yvelines, 2010. http://www.theses.fr/2010VERS0028.

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Le contexte évolue dans le temps et l'acquisition de l'information contextuelle est essentielle. Nous tenons que le contenu de l'information contextuelle ne devrait être défini que par l'utilisateur. Ceci nous mène au concept de l'acquisition incrémental du contexte où des paramètres de contexte sont ajoutés, modifiés ou supprimés, un paramètre de contexte à la fois. Dans ce même ordre d'idée, nous élargissons la notion du contexte au contexte de l'interaction (CI). Le CI qui est employé pour se rapporter au contexte collectif de l'utilisateur, de son milieu de travail et de son système de cal
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Bouabid, Amira. "Contribution à la conception d'interfaces homme-machine distribuées sur tables interactives avec objets tangibles." Thesis, Valenciennes, 2018. http://www.theses.fr/2018VALE0004.

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Cette thèse s’inscrit dans le domaine de l’Interaction Homme-Machine. Elle vise à mettre l’accent sur les capacités collaboratives à distance des tables interactives à interaction tangible. La collaboration co-localisée sur les tables interactives a été traitée lors de plusieurs travaux antérieurs. Par contre peu d’études ont été consacrées à exploiter les capacités des tables interactives (précisément celles à interaction purement tangible) afin de faciliter la collaboration à distance. C’est face à ce constat et en raison de l’importance accordée à ces nouvelles plateformes que nous avons pr
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Lenfant, Mickaël. "L' évaluation dans la narration interactive : rappel de récits par des enfants en interaction avec un adulte." Rouen, 2005. http://www.theses.fr/2005ROUEL506.

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L'objectif de la recherche est de décrire la dimension évaluative labovienne dans des rappels de contes oraux et d'un film, par des 5-6 ans en interaction avec un adulte. Nous avons étudié les différentes narrations en nous focalisant essentiellement sur : les délimitations de zones évaluatives (orientation, coda), les distinctions entre les différents types d'évaluations définies par Labov (évaluation externe, par le dire ou par le faire), les éléments liés à la dramatisation, le contenu, le centrage de l'évaluation, la construction de la dimension évaluative (étayage de l'adulte). De cette a
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Favretto-Cristini, Nathalie. "Interaction ondes/interfaces en contexte sismique." Habilitation à diriger des recherches, Université de la Méditerranée - Aix-Marseille II, 2011. http://tel.archives-ouvertes.fr/tel-00598344.

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Certains besoins économiques, sociétaux ou environnementaux nécessitent une caractérisation approfondie des structures géologiques du sous-sol. Parmi les différentes méthodes géophysiques, la sismique est sans doute celle qui est le plus souvent privilégiée. Imager et caractériser le sous-sol à partir de données réelles acquises sur le terrain est cependant un problème inverse généralement di fficile à résoudre. Il l'est d'autant plus si le problème direct associé n'a pas été au préalable "maîtrisé" a minima, c'est-à-dire si l'on ne dispose pas d'une modélisation réaliste de la propagation des
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Nascimento, Fabiana Ferreira do. "AvanTV: Uma Abordagem para Personalização do Conteúdo de Aplicações de TV Digital Interativa Sensível ao Contexto." Universidade Federal da Paraí­ba, 2011. http://tede.biblioteca.ufpb.br:8080/handle/tede/6052.

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Made available in DSpace on 2015-05-14T12:36:29Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 2909809 bytes, checksum: 27b0cc11fa58c3080c9bf2558be74b71 (MD5) Previous issue date: 2011-08-22<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Due to particular interactivy mode performed by TV services, engines are requeried that allow to retrieve informations beyond those provided directly. In this sense, context-aware applications use relevant informations to provide support in tasks execution. To develop these kind of applications presents challenges in context capture from h
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Wik, Malin. "Using the Wizard-of-Oz technique in requirements engineering processes : A trial in a tourism context." Thesis, Karlstads universitet, Handelshögskolan, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-38098.

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The purpose of the study is to explore the possibility to use the experimental prototyping technique called Wizard of Oz as a requirements engineering technique in multimedia development with a focus on how to capture (and test) requirements for system responses in on-going GUI dialogues between user and system. The Wizard-of-Oz technique makes it possible to try interactive prototypes with users or in the development team without needing any programming to be conducted first. In a tourism context interactive prototypes made in the Wizard-of-Oz system called Ozlab were used to produce live ans
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Tavanai, Aryana. "Tracking in the context of interaction." Thesis, University of Leeds, 2016. http://etheses.whiterose.ac.uk/12960/.

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Detection, tracking and event analysis are areas of video analysis which have great importance in robotics applications and automated surveillance. Although they have been greatly studied individually, there has been little work on performing them jointly where they mutually influence and improve each other. In this thesis we present a novel approach for jointly estimating the track of a moving object and recognising the events in which it participates. The contributions are divided into three main chapters. In the first, we will introduce our geometric carried object detector which allows to
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Júnior, Roberto Fagá. "Um modelo arquitetural para captura e uso de informações de contexto em sistemas de anotações de vídeo." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-16082010-164436/.

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Diversos pesquisadores vêm investigando métodos e técnicas para tornar possível às pessoas anotarem vídeos de modo transparente. A anotação pode ser realizada com a fala, com o uso de tinta digital ou algum outro meio que possa ser capturado enquanto a pessoa assiste ao vídeo. Tais anotações podem ser compartilhadas com outras pessoas, que podem estar assistindo ao mesmo vídeo em um mesmo instante ou em momentos diferentes, sendo interessante ainda que as anotações possam ser realizadas por várias pessoas de modo colaborativo. O paradigma Watch-and-Comment (WaC) propõe a captura transparente d
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Lovett, Tom. "Sensing and interactive intelligence in mobile context aware systems." Thesis, University of Bath, 2013. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.582795.

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The ever increasing capabilities of mobile devices such as smartphones and their ubiquity in daily life has resulted in a large and interesting body of research into context awareness { the `awareness of a situation' { and how it could make people's lives easier. There are, however, diculties involved in realising and implementing context aware systems in the real world; particularly in a mobile environment. To address these diculties, this dissertation tackles the broad problem of designing and implementing mobile context aware systems in the eld. Spanning the elds of Articial Intelligence (A
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Nebhani, Naima. "Une nouvelle approche de modélisation et d'adaptation contextuelle des systèmes pervasifs : la plateforme COALA (COntext Adaptation Platform)." Thesis, Besançon, 2016. http://www.theses.fr/2016BESA2010/document.

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L’ étude de la littérature montre que la sensibilité au contexte est devenue un élément primordial pourla mise en place des services adaptatifs dans les applications interactives pervasives. Le contexten’est plus un modéle préétabli et prédéfini au moment de la conception des systèmes des applicationsinteractives mais plutôt une description dynamique des situations courantes qui peuvent êtredécouvertes dans les données de contexte et qui peuvent changer dynamiquement en fonction deschangements des exigences et des préférences des utilisateurs. Les applications pervasives doiventpouvoir s’exécu
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POOK, Stuart. "Interaction et contexte dans les interfaces zoomables." Phd thesis, Télécom ParisTech, 2001. http://tel.archives-ouvertes.fr/tel-00005779.

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La plupart des logiciels interactifs font un usage intensif des systèmes de menus. Ceux-ci permettent de sélectionner des opérations variées mais n'offrent généralement pas de moyen de contrôler leur exécution. Un second interacteur doit alors être utilisé (typiquement une boîte de dialogue) ce qui impose une décomposition d'une action unique (du point de vue de l'utilisateur) en une suite d'interactions successives. Nous proposons un nouveau type de menu, appelé Control Menu, qui permet de fluidifier l'interaction en unifiant la sélection et le contrôle des opérations.<br />L'accès interactif
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Pook, Stuart. "Interaction et contexte dans les interfaces zoomables." Paris, ENST, 2001. http://www.theses.fr/2001ENST0024.

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Pook, Stuart. "Interaction et contexte dans les interfaces zoomables /." Paris : École nationale supérieure des télécommunications, 2002. http://catalogue.bnf.fr/ark:/12148/cb388458828.

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Alsugair, Balsam Abdulaziz. "Designing to motivate interaction between peers in learning contexts." Thesis, University of Nottingham, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.718677.

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The increase of children’s interest in social media has helped facilitate interaction between peers. This interaction plays a vital role in children’s educational development. However, as children grow older, their motivation to interact - particularly to seek and provide academic support- declines. This thesis reports on the mixed methods research conducted to provide UK Key Stage 3 pupils with a motivating peer support system. The design of this system is informed by research on children’s motivation. Specifically, this work draws on the Self Determination Theory (SDT); a recent theory of mo
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Huang, Ju-Yu. "Interactive Web-based Exploration for Hydrological Data." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1306822602.

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Bakharia, Aneesha. "Interactive content analysis : evaluating interactive variants of non-negative Matrix Factorisation and Latent Dirichlet Allocation as qualitative content analysis aids." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/76535/1/Aneesha_Bakharia_Thesis.pdf.

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This thesis addressed issues that have prevented qualitative researchers from using thematic discovery algorithms. The central hypothesis evaluated whether allowing qualitative researchers to interact with thematic discovery algorithms and incorporate domain knowledge improved their ability to address research questions and trust the derived themes. Non-negative Matrix Factorisation and Latent Dirichlet Allocation find latent themes within document collections but these algorithms are rarely used, because qualitative researchers do not trust and cannot interact with the themes that are automat
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Bourgeois, Jacky. "Interactive demand-shifting in the context of domestic micro-generation." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S141/document.

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La combinaison de l'internet des objets et des nouvelles technologies liées à l'énergie transforme le paysage de l'énergie dans la maison. Les installations de micro générateurs, dominées par les panneaux solaires photovoltaïques, sont en constante progression. C'est une opportunité pour la création et l'altération des comportements énergétiques. Cependant, ces transformations créent également un nouveau challenge que l'on appelle le « différentiel énergétique » à l'échelle de la maison : la consommation et la génération d'électricité des ménages sont désynchronisées. En effet, la génération l
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Kister, Ulrike. "Interactive Visualization Lenses:." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-236782.

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Information visualization is an important research field concerned with making sense and inferring knowledge from data collections. Graph visualizations are specific techniques for data representation relevant in diverse application domains among them biology, software-engineering, and business finance. These data visualizations benefit from the display space provided by novel interactive large display environments. However, these environments also cause new challenges and result in new requirements regarding the need for interaction beyond the desktop and according redesign of analysis tools.
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Montabord, Elisabeth. "Base de connaissances, hypermédia et contexte." Rennes 1, 1996. http://www.theses.fr/1996REN10210.

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Evans, Rinelle. "Explaining low learner participation during interactive television instruction in a developing country context." Thesis, Pretoria : [s.n.], 2005. http://upetd.up.ac.za/thesis/available/etd-02282005-081708/.

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Thesis (Ph.D.(Curriculum studies)--University of Pretoria, 2005.<br>Paper copy accompanied by a CD-ROM. Includes bibliographical references (leaves 175-194) Available on the Internet via the World Wide Web.
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Crk, Igor. "Context-Aware Resource Management." Diss., The University of Arizona, 2010. http://hdl.handle.net/10150/195573.

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The demand for performance and resources that is placed on the system is dictated by the application alone in non-interactive environments, and by a combination of application and user interactions in interactive environments. Understanding user interaction can provide valuable information about which resources will be needed ahead of time. This leads to performance optimizations such as better resource allocations for applications that can utilize a given resource more productively, and transitioning devices to a more appropriate energy performance state before the demand arrives. The challe
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Rodriguez, Jean-Michel. "Adaptation interactive de documents dans le contexte de la transaction électronique." Montpellier 2, 1999. http://www.theses.fr/1999MON20066.

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Ce travail de these porte sur les techniques a mettre en oeuvre pour creer, valider, partager et faire evoluer des informations au travers d'une interaction entre agents humains et agents logiciels. Les problemes que nous abordons sont la modelisation interactive de connaissances definies par des experts, leurs mises a disposition pour un ou plusieurs utilisateurs finaux, leur controle et leur validation. A partir de l'examen des problemes de conception de contrats juridiques et de negociation de normes de qualites iso 9001 et 9002, nous avons specifie une architecture de systeme et nous avons
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Bacha, Firas. "Une approche MDA pour l'intégration de la personnalisation du contenu dans la conception et la génération des applications interactives." Phd thesis, Université de Valenciennes et du Hainaut-Cambresis, 2013. http://tel.archives-ouvertes.fr/tel-00874766.

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Les travaux de recherche présentés dans ce mémoire se situent dans les thématiques de la génération des applications interactives et de la personnalisation du contenu. Cette thèse propose une approche de type MDA (Model Driven Architecture), indépendante du domaine d'application, permettant la conception et la génération semi-automatique des applications interactives à contenus personnalisés, compte tenu des informations sur le contexte d'utilisation et l'ontologie de domaine. Cette approche met en œuvre deux méthodes de personnalisation du contenu, à savoir le remplissage automatique des form
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Mikutavičienė, Inga. "Education and social inequality interaction phenomenon: Lithuanian context." Doctoral thesis, Lithuanian Academic Libraries Network (LABT), 2009. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2009~D_20090728_092740-16257.

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The aim of the dissertation research is to identify the features of Lithuanian educational system affecting social inequality in the direction to stimulation or reduction. The role of education regarding social inequality is one of the most controversial objects of scientific discussions. Is education an effective foundation of society emancipation, equal wrights and social mobility, or on the contrary, it enhances the current structure of the society? It is an open question for scientific discussions. Researches show that education connect in itself two contradictional elements: on the one ha
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Crago, Martha B. 1945. "Cultural context in communicative interaction of inuit children." Thesis, McGill University, 1988. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=75874.

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This thesis reports on an ethnographic study of communicative interaction between young Inuit children and their caregivers. Data were derived from three sources: 80 hours of videotape of four children (aged 1,0-1,8 years at the outset) and their families, 20 ethnographic interviews of mothers, and participant observation notes. Themes emerged about the specific accommodations that Inuit caregivers made in their communication with young children. Child-centered accommodations included: (a) two special registers of affectionate talk, (b) specialized vocabulary, (c) making language more understa
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Ahmed, Hussein Mohammed. "Context Sensitive Interaction Interoperability for Distributed Virtual Environments." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/27940.

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The number and types of input devices and related interaction technique types are growing rapidly. Innovative input devices such as game controllers are no longer used just for games, propriety consoles and specific applications, they are also used in many distributed virtual environments, especially the so-called serious virtual environments. In this dissertation a distributed, service based framework is presented to offer context-sensitive interaction interoperability that can support mapping between input devices and suitable application tasks given the attributes (device, applications, us
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Dargère, Virginie. "Fondements de l’expérience identitaire des écoliers : une approche des contextes et interactions pédagogiques d’une classe de CM en milieu rural." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCH013.

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Cette thèse vise à analyser les contextes et interactions qui président à la construction de processus identitaires d’élèves de cours moyen dans une école rurale. Elle repose sur une observation participante, dans une démarche réflexive : que se passe-t-il dans l’école qui favorise l’émergence d’une identité ? Quelles modalités communicationnelles y participent ?Après avoir souligné l’importance de facteurs fortement contraignants tels que les institutions et les caractéristiques de l’interaction, l’auteur dégage quelques conduites qui ne cadrent pas avec ces facteurs. Ces conduites engendrent
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