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Dissertations / Theses on the topic 'Interactive learning'

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1

Tarasova, H. S., and O. V. Shakhmatova. "Flipped learning as interactive learning environment." Thesis, Інститут інноваційної освіти, 2019. http://repository.kpi.kharkov.ua/handle/KhPI-Press/41237.

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The use of the flipped classroom as an alternative to the traditional learning environments has been increasingly attracting the attention of researchers and educators. The advancement in technological tools such as interactive videos, interactive in-class activities, and video conference systems paves the way for the widespread use of flipped classrooms. It is even asserted that the flipped classroom, which is used to create effective teaching environments at schools, is the best model for using technology in education. Studies about the flipped classroom appear in different disciplines inclu
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Pace, Aaron J. "Guided Interactive Machine Learning." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1355.pdf.

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Fonooni, Benjamin. "Cognitive Interactive Robot Learning." Doctoral thesis, Umeå universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-97422.

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Building general purpose autonomous robots that suit a wide range of user-specified applications, requires a leap from today's task-specific machines to more flexible and general ones. To achieve this goal, one should move from traditional preprogrammed robots to learning robots that easily can acquire new skills. Learning from Demonstration (LfD) and Imitation Learning (IL), in which the robot learns by observing a human or robot tutor, are among the most popular learning techniques. Showing the robot how to perform a task is often more natural and intuitive than figuring out how to modify a
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Smith, Natalie T. (Natalie Tamika) 1978. "Interactive spectral analysis learning module." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/8600.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.<br>Includes bibliographical references (leaf 103).<br>Due to increased demand for interactive learning opportunities for engineering students, an interactive spectral analysis learning module was developed for the course Biomedical Signal and Image Processing (HST582J/6.555J/16.456J). The design of this module is based on the Star Legacy model, a pedagogical framework that promotes the creation of guided learning environments that use applications as the context for focused learn
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Kolomiiets, M. "Interactive trainers for e-learning." Thesis, Вид-во СумДУ, 2009. http://essuir.sumdu.edu.ua/handle/123456789/16989.

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Khatibi, Miandouab Ece, and Eva Cowie. "Language learning through interactive games." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29804.

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The purpose of this study was to investigate language learning through the use of interactive games. A research synthesis was considered to be the most effective method as it was our intention to explore the research available on language learning and gaming. Although various studies have investigated the employment of interactive games in language learning, this field of research is still in its infancy. We juxtaposed neural correlates of language learning with that of interactive gaming and the findings indicated that there are both similarities and differences in the brain structures activa
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Arnold, Rudolf. "Interactive learning environments for mathematical topics." Zürich : ETH, 2007. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=17479.

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Trudel, Carol-Ina. "Exploratory learning of an interactive device." Thesis, Cardiff University, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287039.

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Bignold, Adam. "Rule-based interactive assisted reinforcement learning." Thesis, Federation University Australia, 2019. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/169240.

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Reinforcement Learning (RL) has seen increasing interest over the past few years, partially owing to breakthroughs in the digestion and application of external information. The use of external information results in improved learning speeds and solutions to more complex domains. This thesis, a collection of five key contributions, demonstrates that comparable performance gains to existing Interactive Reinforcement Learning methods can be achieved using less data, sourced during operation, and without prior verifcation and validation of the information's integrity. First, this thesis introduces
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Herrington, Janice A. "Authentic learning in interactive multimedia environments." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 1997. https://ro.ecu.edu.au/theses/1478.

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The instructional technology community is in the midst of a philosophical shift from a behaviourist to a constructivist framework, a move that may begin to address the growing rift between formal school learning and real-life learning. One theory of learning which has the capacity to promote authentic learning is that of situated learning. The purpose of the study was to investigate the way students learn from an interactive multimedia package and learning environment based on a situated learning model. To do this, it was necessary to identify the critical characteristics of a situated learnin
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VOLTA, ERICA. "Multisensory learning in adaptive interactive systems." Doctoral thesis, Università degli studi di Genova, 2020. http://hdl.handle.net/11567/1001795.

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The main purpose of my work is to investigate multisensory perceptual learning and sensory integration in the design and development of adaptive user interfaces for educational purposes. To this aim, starting from renewed understanding from neuroscience and cognitive science on multisensory perceptual learning and sensory integration, I developed a theoretical computational model for designing multimodal learning technologies that take into account these results. Main theoretical foundations of my research are multisensory perceptual learning theories and the research on sensory processing and
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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.

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Millions of people throughout the world suffer from physical injuries and impairments and require physiotherapy to successfully recover. There are numerous obstacles in the way of having access to the necessary care – high costs, shortage of medical personnel and the need to travel to the appropriate medical facilities, something even more challenging during the Covid-19 pandemic. One approach to addressing this issue is to incorporate technology in the practice of physiotherapists, allowing them to help more patients. Using research through design, this thesis explores how interactive machine
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Ji, Xiao Fang. "Interactive distance learning environment with multicast support." Thesis, University of Macau, 1999. http://umaclib3.umac.mo/record=b1636975.

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Nguyen, Mai Lan. "A multimedia presentation system for interactive learning." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ39990.pdf.

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Ross, Stephane. "Interactive Learning for Sequential Decisions and Predictions." Thesis, Carnegie Mellon University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3575525.

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<p>Sequential prediction problems arise commonly in many areas of robotics and information processing: e.g., predicting a sequence of actions over time to achieve a goal in a control task, interpreting an image through a sequence of local image patch classifications, or translating speech to text through an iterative decoding procedure. </p><p> Learning predictors that can reliably perform such sequential tasks is challenging. Specifically, as predictions influence future inputs in the sequence, the data-generation process and executed predictor are inextricably intertwined. This can often l
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Gama, Claudia Amado. "Integrating metacognition instruction in interactive learning environments." Thesis, University of Sussex, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.413355.

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Waraich, Atif. "Designing motivating narratives for interactive learning environments." Thesis, University of Leeds, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.436175.

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Van, Amerom W. P. C. "Active / interactive learning facilitation in large classes." Journal for New Generation Sciences, Vol 3, Issue 2: Central University of Technology, Free State, Bloemfontein, 2005. http://hdl.handle.net/11462/483.

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Published Article<br>Anyone who has taught a large class is aware of the physical and emotional constraints upon both lecturer and students. For students the dominant problems are anonymity, passivity and a frustration of not being able to say what is happening to them. For lecturers the dominant problems are not being able to relate to students as individuals, a feeling of being driven back to traditional teaching, being overwhelmed by assessment demands, and a sense of not being in control of the class. An increase in class size requires lecturers radically to reconsider how they deliver the
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Eser, Ercan. "Criminality-oriented terrorist learning : an interactive model." Thesis, University of Nottingham, 2016. http://eprints.nottingham.ac.uk/38811/.

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This thesis, focusing on the reasons beyond immediate terrorist and criminal events, studies ‘how’ and ‘why’ terrorist organizations (TOs) and organized crime groups (OCGs) act, react and evolve. It adopts a ‘criminality oriented approach’ that puts discrete pieces of terrorism under a microscopic examination and explains terrorist learning of criminality: how tacit knowledge required for terror tactics and organized crime is processed and saved in the secret domains of TOs and OCGs and how the knowledge is accessed and learned by other illegal organizations. Using Akers’ social learning theor
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Bussa, Naga Raju. "WVU - interactive web based distance learning tool." Morgantown, W. Va. : [West Virginia University Libraries], 1999. http://etd.wvu.edu/templates/showETD.cfm?recnum=1116.

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Thesis (M.S.)--West Virginia University, 1999.<br>Title from document title page. Document formatted into pages; contains v, 245 p. : ill. (some col.). Includes abstract. Includes bibliographical references (p. 114-115).
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Cairncross, Sandra. "Interactive multimedia and learning : realising the benefits." Thesis, Edinburgh Napier University, 2002. http://researchrepository.napier.ac.uk/Output/4628.

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Interactive multimedia has the potential to create high quality learning environments that actively engage the learner. For example it can combine explanation with illustrative examples, on-line assessment with feedback and provide opportunities to practise and experiment. A range of media elements can be used to convey a given message and the learner can study at a time, place and pace convenient to them. However there is growing evidence that the potential of interactive multimedia is not being fulfilled. Early designs were often driven by technology rather than pedagogy, with a focus on the
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Lazaridou, Angeliki. "From predictive to interactive multimodal language learning." Doctoral thesis, Università degli studi di Trento, 2016. https://hdl.handle.net/11572/368956.

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The way humans learn the meaning of words is a fundamental question in many different disciplines and, from a computational perspective, an answer to this question could lead to important advances in artificial intelligence. While the details of the learning process are still an open question, what we do know is that humans make use of the very rich perceptual input present in the communicative setups in which learning takes place. In this work, we will present three models of human learning from naturalistic multi-modal input. We will start by introducing a model that assumes a purely predict
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Lazaridou, Angeliki. "From predictive to interactive multimodal language learning." Doctoral thesis, University of Trento, 2016. http://eprints-phd.biblio.unitn.it/1864/1/thesis_angeliki.pdf.

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The way humans learn the meaning of words is a fundamental question in many different disciplines and, from a computational perspective, an answer to this question could lead to important advances in artificial intelligence. While the details of the learning process are still an open question, what we do know is that humans make use of the very rich perceptual input present in the communicative setups in which learning takes place. In this work, we will present three models of human learning from naturalistic multi-modal input. We will start by introducing a model that assumes a purely predi
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Anand, Beena. "The interactive dimension of teaching and learning." Nancy 2, 1996. http://www.theses.fr/1995NAN21026.

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Cette thèse porte principalement sur le discours oral en salle de classe et sur l'analyse de la dimension interactive du discours pédagogique. La nature personnelle et affective de l'apprentissage de la communication en langue étrangère est surtout mise en valeur. À cet effet, l'accent est mis sur certains aspects psycho-sociaux du comportement langagier des apprenants. Basés sur cette observation, les portraits interactifs, à la fin de la thèse, nous permettent d'esquisser des tendances qui existant dans le domaine de l'adoption des rôles interactifs. La thèse se divise en quatre parties. La
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Ihlström, Joakim, and Fredrik Westerlund. "Interactive learning environments : The effects of interactivity in online learning environments." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73182.

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We live in an era where interactivity is gradually becoming more available, yet our schoolsare not catching up to this trend, instead we are faced with passive learning environmentswhere active construction of knowledge is limited. In this study we looked at theconstructivist approach to learning and compared it to the objectivist approach that iscommonly used in most schools of today. We looked at other successful interactive learningenvironment and how they may look like. We developed a passive educational video and aprototype of an interactive learning environment, where the interactive env
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Sabry, Khaled A. "Interactive learning systems for higher education : learning styles and students' attitude." Thesis, Brunel University, 2005. http://bura.brunel.ac.uk/handle/2438/6281.

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This dissertation reports research concerning the adaptation of learning systems to students' different learning styles (LSs), particularly in relation to the analysis and planning of Interactive Learning Systems (ILSs). Given the primacy of Interactive Learning and its pedagogical implication on educational designs, the motivation for this research is better understanding of students' different learning preferences and perceptions of Computer Mediated Learning Interactions (CMLIs), as this may present some insights into what and how interactivity can be incorporated more purposefully and effi
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Cao, Jinwei. "LEARNING WITH VIRTUAL MENTORS: HOW TO MAKE E-LEARNING INTERACTIVE AND EFFECTIVE?" Diss., Tucson, Arizona : University of Arizona, 2005. http://etd.library.arizona.edu/etd/GetFileServlet?file=file:///data1/pdf/etd/azu%5Fetd%5F1196%5F1%5Fm.pdf&type=application/pdf.

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Calma, Adrian [Verfasser]. "Active learning with uncertain annotators : towards dedicated collaborative interactive learning / Adrian Calma." Kassel : kassel university press c/o Universität Kassel - Universitätsbibliothek, 2020. http://d-nb.info/1230907955/34.

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Fernández, Beltrán Rubén. "Characterisation and adaptive learning in interactive video retrieval." Doctoral thesis, Universitat Jaume I, 2016. http://hdl.handle.net/10803/387220.

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El objetivo principal de esta tesis consiste en utilizar eficazmente los modelos de tópicos latentes para afrontar el problema de la recuperación automática de vídeo. Concretamente, se pretende mejorar tanto a nivel de eficiencia como a nivel de precisión el actual estado del arte en materia de los sitemas de recuperación automática de vídeo. En general, los modelos de tópicos latentes son un conjunto de herramientas estadísticas que permiten extraer los patrones generadores de una colección de datos. Tradicionalmente, este tipo de técnicas no han sido consideradas de gran utilidad para los s
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Wanyonyi, David Wafula. "Mobile presentations with interactive chat for m-Learning." Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_5136_1319004472.

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Using presentations in an m-Learning environment enables delivery of rich content to a mobile phone learner. This study investigated how to prepare and stream presentations from a desktop computer to a mobile phone in near-realtime. It also addressed communication between users using interactive text chat in the same environment. Our analysis of text/podcast-based m-Learning applications revealed limited interactivity and lack of diversity in content streamed. To address this, we developed a mobile-based application that uses a task-timer model to synchronize with a server every n units of tim
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Thummuri, Siddartha. "Interactive and dialogue based learning in engineering education." Diss., Rolla, Mo. : University of Missouri-Rolla, 2007. http://scholarsmine.umr.edu/thesis/pdf/Thummuri_09007dcc803cb5b8.pdf.

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Thesis (M.S.)--University of Missouri--Rolla, 2007.<br>Vita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed November 27, 2007) Includes bibliographical references.
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Yazghi, Najlae. "Interactive E-learning and Problem for Electrical Circuits." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1015.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Engineering and Computer Science<br>Electrical Engineering
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Gogia, Sumit. "Insight : interactive machine learning for complex graphics selection." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106021.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 89-91).<br>Modern vector graphics editors support the creation of a wonderful variety of complex designs and artwork. Users produce highly realistic illustrations, stylized representational art, even nuanced data visualizati
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Lees, Brian. "Learning computer architecture concepts through interactive model building." Thesis, Glasgow Caledonian University, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.380991.

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Reddy, Prashanth R. "A Low Cost Interactive System for Distance Learning." University of Toledo / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1321645829.

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Rahman, Shamsul Abdul. "A web site for narrative interactive learning environments /." Leeds, 2001. http://www.leeds.ac.uk/library/counter2/compstmsc/20002001/rahman.ps.

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Scurto, Hugo. "Designing With Machine Learning for Interactive Music Dispositifs." Electronic Thesis or Diss., Sorbonne université, 2019. http://www.theses.fr/2019SORUS356.

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La musique est une pratique culturelle permettant aux êtres humains d'exprimer sensiblement leurs intentions à travers le son. L'apprentissage machine définit un ensemble de modèles permettant de nouvelles formes d'expression au sein desdits systèmes interactifs musicaux. Cependant, en tant que discipline informatique, l'apprentissage machine demeure essentiellement appliquée à la musique du point de vue des sciences de l'ingénieur, qui, très souvent, conçoit les modèles d'apprentissage sans tenir compte des interactions musicales prenant place entre humains et systèmes. Dans cette thèse, j'en
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Fabian, Alain. "Creating an Interactive Learning Environment with Reusable HCI Knowledge." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/33339.

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This thesis proposes creating an interactive learning environment for Human Computer Interaction (HCI) to facilitate access to, and learning of, important design knowledge. By encapsulating HCI knowledge into reusable claims stored in a knowledge repository, or claims library, this learning environment aims at allowing students to effectively explore design features to limit their reliance on intuition to mold their interfaces, help them address proper design concerns, and evaluate alternatives for their designs. This learning approach is based on active learning where students create their ow
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Martinez, Maldonado Roberto. "Analysing, visualising and supporting collaborative learning using interactive tabletops." Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/10409.

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The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of th
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Gardner, David. "Evaluating user interaction with interactive video : users' perceptions of self access language learning with MultiMedia Movies." Thesis, Open University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.251394.

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Lagerkvist, Love. "Neural Novelty — How Machine Learning Does Interactive Generative Literature." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21222.

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Every day, machine learning (ML) and artificial intelligence (AI) embeds itself further into domestic and industrial technologies. Interaction de- signers have historically struggled to engage directly with the subject, facing a shortage of appropriate methods and abstractions. There is a need to find ways though which interaction design practitioners might integrate ML into their work, in order to democratize and diversify the field. This thesis proposes a mode of inquiry that considers the inter- active qualities of what machine learning does, as opposed the tech- nical specifications of wha
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McClafferty, Terence P. "Visitors' use and understanding of interactive exhibits and learning of scientific concepts." Thesis, Curtin University, 2000. http://hdl.handle.net/20.500.11937/1645.

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Visitors use and understanding of interactive exhibits and their learning of scientific concepts was investigated by three studies. The first study categorised visitors' use of a sound exhibit and found that 49% successfully used the exhibit. Understanding was described with a knowledge hierarchy and learning was measured using a pre-test and post-test. Findings indicated that many visitors had prior knowledge of the relevant concepts and 50% of visitors learnt a concept from the exhibit. The second study investigated young children's understanding and interaction with the Mitey Quarry, a coop
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Copeland, Peter. "Interactive video : Rationale, use and evaluation." Thesis, University of Sussex, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.377380.

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Atolagbe, Tajudeen Abayomi. "A generic architecture for interactive intelligent tutoring systems." Thesis, Brunel University, 2001. http://bura.brunel.ac.uk/handle/2438/5013.

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This research is focused on developing a generic intelligent architecture for an interactive tutoring system. A review of the literature in the areas of instructional theories, cognitive and social views of learning, intelligent tutoring systems development methodologies, and knowledge representation methods was conducted. As a result, a generic ITS development architecture (GeNisa) has been proposed, which combines the features of knowledge base systems (KBS) with object-oriented methodology. The GeNisa architecture consists of the following components: a tutorial events communication module,
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Beaulieu, Jason. "A Dynamic, Interactive Approach to Learning Engineering and Mathematics." Thesis, Virginia Tech, 2012. http://hdl.handle.net/10919/32165.

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The major objectives of this thesis involve the development of both dynamic and interactive applications aimed at complementing traditional engineering and science coursework, laboratory exercises, research, and providing users with easy access by publishing the applications on Wolframs Demonstration website. A number of applications have been carefully designed to meet cognitive demands as well as provide easy-to-use interactivity. Recent technology introduced by Wolfram Mathematica called CDF (Computable Document Format) provides a resource that gives ideas a communication pipeline in which
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Ollerenshaw, Alison. "Learning through multimedia : the roles of prior knowledge and approaches to learning." Thesis, The Author [Mt.Helen, Vic.] :, 1999. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/44369.

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The effects of text-supplementing illustrations have been generally well etablished (Mayer, Bove, Bryman, Mars & Tapangco, 1996). However, these effects are not universal, and are influenced by learner factors including student approaches to learning and prior knowldge (Ollerenshaw, Aidman & Kidd, 1997)....<br>Master of Applied Science (Psychology)
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Wallace, Sean. "Game theory and interactive learning computers in the classroom /." view abstract or download text of file, 2006. http://hdl.handle.net/1794/2848.

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Katayama, Kaoru. "Studies on User Support Mechanisms for Interactive Distance Learning." 京都大学 (Kyoto University), 2000. http://hdl.handle.net/2433/180903.

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Lim-Fong, Brenda Jane. "Teacher conversations : building a learning community with interactive whiteboards." Thesis, University of British Columbia, 2010. http://hdl.handle.net/2429/23753.

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Of the many forms of technology that is available for use by teachers with their students in the classroom, interactive whiteboards (IWBs) demonstrate considerable potential in helping to meet the needs of students with diverse learning styles and to engage students during the learning process. Integrating elements of text, graphics, sound, video and the capability of the user to physically interact with the objects on the screen, the IWB has offered an innovative approach to teaching and learning interactively. For over five years, teachers at an elementary school in the Lower Mainland of Bri
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Guan, Jian. "A semi-supervised learning approach to interactive visual computing." Thesis, University of Nottingham, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.493123.

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In many computer vision and computer graphics applications, it is often very difficult or maybe even impossible to develop fully automatic solutions. On the other hand, human has remarkable abilities in distinguishing different image regions and separating different classes of objects. Moreover, users may have different intentions in different application scenarios.
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