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Dissertations / Theses on the topic 'Interactive platforms'

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1

Brown, Brian Wayne. "Interactive versus non-interactive platforms for teaching plant morphology." Auburn, Ala., 2005. http://repo.lib.auburn.edu/2005%20Fall/Thesis/BROWN_BRIAN_48.pdf.

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Lopes, Rui Jorge H. C. "New platforms for interactive multimedia services." Thesis, Lancaster University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431458.

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Heitmann, (geb Peters) Nadja [Verfasser], Samarjit [Akademischer Betreuer] Chakraborty, Jeroen [Gutachter] Voeten, and Samarjit [Gutachter] Chakraborty. "Application-Aware Power Management for Interactive Android Applications on HMP Platforms / Nadja Heitmann (geb. Peters) ; Gutachter: Jeroen Voeten, Samarjit Chakraborty ; Betreuer: Samarjit Chakraborty." München : Universitätsbibliothek der TU München, 2019. http://d-nb.info/1201819792/34.

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Ziegenbein, Tim. "Designing HTML5 2D platformer for web cam based motion games." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122038.

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Movement interaction in games has over the last years been a main subject in the area of game design and recent motion based interaction systems provide many improvements over earlier systems. Research has proven that motion based games provide several benefits over general games, they increase the players’ engagement level and may induce both mental and physical health benefits. Still, not much research has been conducted in the area of motion based platform games, even though the platform game genre is one of the most popular game genres. In this thesis, a case study is conducted in order to
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Shnino, Samer. "An interactive social platform for successful ageing : What should an interactive social platform, for families, look like?" Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35333.

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VEGA, KATIA FABIOLA CANEPA. "BEAUTY TECHNOLOGY AS AN INTERACTIVE COMPUTING PLATFORM." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28700@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>Este trabalho introduz o termo de Beauty Technology como um campo emergente na computação vestível. A Computação Vestível tem mudado a maneira de como as pessoas interagem com computadores, entrelaçando dispositivos computacionais com as capacidades naturais do corpo humano. A Beauty Technology transforma o corpo numa plataforma de interação, escondendo a tecnologia em produtos de beleza para a criação de interfaces baseadas em movimentos musculares sem dar ao usuário um visua
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Souza, Danilo Duarte de. "Platform for setting up interactive virtual environments." Master's thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/12727.

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Mestrado em Sistemas de Informação<br>This dissertation presents the creation of the Platform for Setting-up Interactive Virtual Environments (pSIVE). Bearing in mind the difficulty required to create virtual environments, the platform aims to allow non-specialists to benefit from virtual environments in applications such as virtual tours as marketing or training where one could interact with elements of the environment to extract contextual information. For this, several frameworks and technologies possible of been integrated into the platform are presented, as well as which ones are more sui
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Andersson, Emelie. "Multiple Platform First : Design Guidelines for Multiple Platform Games." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160991.

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This thesis investigates the two gaming platforms PC and Console and how the interfaces of games on these platforms could be designed more efficiently making it easier to release games on multiple platforms. In other words, how could the Multiple Platform First method look. Little previous work exist on this problem so this thesis work gathers information from other industries and also research on user interfaces in games in general. By looking at games running on both platforms different best practises and common solutions were discovered. A study was conducted testing different in-game compo
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Rrustemi, Alban. "Computing surfaces : a platform for scalable interactive displays." Thesis, University of Cambridge, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.612533.

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Kuenne, Christoph W., Sabrina Adamczyk, Matthias Rass, Angelika C. Bullinger, and Kathrin M. Möslein. "IT-based Interaction Platforms to Foster Virtual Patient Communities." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-143583.

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Kuenne, Christoph W., Sabrina Adamczyk, Matthias Rass, Angelika C. Bullinger, and Kathrin M. Möslein. "IT-based Interaction Platforms to Foster Virtual Patient Communities." Technische Universität Dresden, 2011. https://tud.qucosa.de/id/qucosa%3A28075.

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12

呂定鏗 and Ting-hang Mantin Lu. "A virtual design platform for interactive product design and visualization." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31226425.

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Sawada, Dan. "Recast : an interactive platform for personal media curation and distribution." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91423.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2014.<br>78<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 93-97).<br>This thesis focuses on the design and implementation of Recast, which is an interactive media system that enables users to dynamically aggregate, curate, reconstruct, and distribute visual stories of real-world events, based on various perspectives. Visual media have long been the means for consumptive information acquisition. However, the advancement of technol
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Lu, Ting-hang Mantin. "A virtual design platform for interactive product design and visualization /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?

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Fedulov, Vitali. "Educational evaluation of an interactive multimedia learning platform : computerized educational platform in heat and power technology." Licentiate thesis, Stockholm, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-396.

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Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

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Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voi
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Krish, Karthik. "Design and Development of a Cross Platform Interactive Image Processing System." NCSU, 2005. http://www.lib.ncsu.edu/theses/available/etd-11032005-160932/.

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The objective of this thesis is to design and develop a cross-platform software system which will enable the user to perform image processing/analysis interactively. The software system will have the ability to render images of any data-type and visualize them in many different ways. The software will also integrate many commonly used image processing and analysis algorithms, that can be run on the images. The cross-platform nature of the tool will help in making sure that a uniform interface is presented to the user irrespective of the underlying architecture. The system is designed to be mod
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Lam, David M. Eng Massachusetts Institute of Technology. "Intuitive fully integrated platform for designing interactive objects in Quest Atlantis." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66435.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 56-57).<br>Quest Atlantis is a 3D multi-user narrative game used as a teaching tool for children from ages 9 to 16. It has become highly successful and used by over 15,000 4th - 8th graders worldwide. Building upon this successful Quest Atlantis project, the designers of Quest Atlantis want to develop a narrative-based programming environment where users are able to design their own objects in th
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Alstergren, Iza, Andreas Andersson, Lovisa Hedman, and Daniela Maric. "DreamScape, a Platform for Creating, Sharing and Listening to Interactive Stories." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413015.

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Storytelling has been a part of human culture ever since we gained the ability to speak. Telling stories is a way to entertain, pass along knowledge, and present moral dilemmas. Today, many people choose to enjoy stories by listening to audiobooks. With a technique called gamification, engagement in storytelling can be increased by adding certain game elements. In this report DreamScape is presented. DreamScape was created to make it easy for people to create, share, and engage in storytelling. On the DreamScape web application, users can create multiple choice stories that can have different
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Nain, Rishabh. "Origami as a platform for tuning drag force." Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAX081.

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La force de traînée augmente généralement avec la vitesse de l'écoulement, sauf dans certains cas spécifiques comme la crise de traînée ou des changements brusques de forme, comme lorsqu’un vent violent brise les branches d’un arbre. Dans ce cas, la traînée exercée sur l’arbre chute instantanément, lui permettant de maintenir son intégrité structurelle malgré l'irréversibilité du phénomène. Une alternative intéressante pour créer des changements brusques de forme est le phénomène de "snap-through" dans les structures flexibles. La technique de l’origami offre un cadre prometteur pour concevoir
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Chronis, lolanthe (lolanthe K. ). "SocialCircuits : a platform for measuring social interaction using smartphones." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61282.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 47).<br>SocialCircuits is a platform capable of measuring the face-to-face and phone-based communication network of a real-world community. This platform uses commodity mobile phones to measure social ties between individuals, and uses long- and short-term surveys to measure the shifts in individual habits, opinions, health, and friendships influenced by those ties. The flagship experiment using
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Rodríguez, Alsina Aitor. "Cross-Platform Multimedia Contents through Model Transformations: The Digital TV Case." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/98464.

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L’actual diversitat de dispositius de consum amb accés a Internet fa possible una gran varietat de plataformes multimèdia per accedir a contingut audiovisual, serveis interactius, jocs i tot tipus d’aplicacions d’usuari. El concepte de televisió digital està evolucionant des de ser considerada una tecnologia unidireccional i relativament aïllada a formar part de l’ecosistema de serveis que l’usuari te disponible des de qualsevol entorn multimèdia, com la pròpia llar. En aquest context, la convergència entre televisió, Internet i aplicacions és una realitat gràcies a extensa família de disposit
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Muller, Carlo. "<> : an object-oriented platform for interactive modeling and problem solving /." Zürich : Verlag der Fachvereine an den schweizerischen Hochschulen und Techniken, 1991. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=9396.

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Wang, K. (Kai). "The design and evaluation of an interactive “Soapbox” platform for civic engagement." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201609142781.

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This thesis presents an interactive Soapbox platform, which utilizes the networked public displays to encourage local citizens to participate in civic engagement. The Soapbox is comprised of three subsystems: Soapbox for speaker, Soapbox for audience and Shoutbox. Soapbox for speaker allows people to deliver a speech to the public. It also receives and displays the feedback sent by the audience. Soapbox for audience enables users to watch a speech and give feedback to it, such as thumbs-up, thumbs-down and report. The feedback will be synchronously sent to all connected public displays. Shoutb
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Ferreira, Inês Vale. "Real-time audiovisual and interactive applications for desktop and mobile platforms." Master's thesis, 2012. http://hdl.handle.net/10216/63475.

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Ferreira, Inês Vale. "Real-time audiovisual and interactive applications for desktop and mobile platforms." Dissertação, 2012. http://hdl.handle.net/10216/63475.

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Chang, Chun-Yu, and 張純瑜. "A Study of Interactive Functions on College Digital Platforms and Learners’ Perception." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/43w3g6.

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碩士<br>國立交通大學<br>教育研究所<br>97<br>The purposes of this study were to explore the interactivity of the digital learning platforms (DLSs), and to collect users’ perceptions of the interactive functions on major platforms. This study first reviewed the history and definitions of DLS, re-visited the concepts of interactivity, and drew a technical framework of interactive functions. Secondly, this study analyzed the distribution and the completeness of these interactive functions on six major DLSs which are commonly used in Taiwan colleges and universities: BlackBoard, e-Campus III, iCAN XP, Moodle,
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Ghezzal, Nadir. "Système de listes de vérification interactives du niveau de conformité des maquettes avec les recommandations des fabricants de plateformes mobiles." Thèse, 2011. http://hdl.handle.net/1866/6162.

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La demande d'applications pour les plateformes mobiles a explosé ces dernières années. Chaque compagnie souhaite maintenant offrir pour ces nouveaux appareils les mêmes services que ceux offerts traditionnellement sur internet. Cependant, ces entreprises n'ont bien souvent que peu ou pas de connaissances concernant le développement et le déploiement de tels services. Généralement, la solution choisie consiste à externaliser ce travail en le sous-traitant à une autre compagnie. Dans ce contexte, il est souvent compliqué de s'assurer d'une part que le sous-traitant respecte le cahier des charges
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Oliver, Michael R., and David J. Jr Stahl. "Interactive, Networked Moving Platform Simulators." Thesis, 1987. http://hdl.handle.net/10945/22306.

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Ho, Hsu-Feng, and 何旭峰. "Stewart Platform Interactive Motion Controller Design." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/96555104263395272101.

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碩士<br>國立臺灣大學<br>機械工程學研究所<br>87<br>This thesis addresses the on-line servo system design for a Stewart platform. The conventional servo design for the Stewart platform depends on the well-known inverse kinematics to calculate off-line the desired motion trajectory. The servo system then reflects the desired attitude by achieving the required leg lengths from the inverse kinematics calculation. This approach does not allow any on-line attitude feedback or any sudden change in the attitude command. In this thesis, we restructured the servo control scheme for the Stewart platform. The new design i
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Maia, João Pedro Miranda. "Interactive Collaboration Platform in Augmented Reality." Master's thesis, 2017. https://repositorio-aberto.up.pt/handle/10216/106169.

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Várias ferramentas são utilizadas para a colaboração remota. No entanto, estas restringem o utilizador a um espaço virtual reduzido e não permitem uma interação com o mundo físico remoto. Este projeto propõe uma framework de Realidade Aumentada (AR) para colaboração remota, em que o utilizador remoto cria instruções num espaço virtual 3D que imita o ambiente do utilizador local. As instruções são apresentadas ao utilizador local usando realidade aumentada, ligando o mundo real ao virtual. O utilizador local tenta executar as tarefas de acordo com as instruções virtuais. Subsequentemente, o uti
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Maia, João Pedro Miranda. "Interactive Collaboration Platform in Augmented Reality." Dissertação, 2017. https://repositorio-aberto.up.pt/handle/10216/106169.

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Várias ferramentas são utilizadas para a colaboração remota. No entanto, estas restringem o utilizador a um espaço virtual reduzido e não permitem uma interação com o mundo físico remoto. Este projeto propõe uma framework de Realidade Aumentada (AR) para colaboração remota, em que o utilizador remoto cria instruções num espaço virtual 3D que imita o ambiente do utilizador local. As instruções são apresentadas ao utilizador local usando realidade aumentada, ligando o mundo real ao virtual. O utilizador local tenta executar as tarefas de acordo com as instruções virtuais. Subsequentemente, o uti
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Wu, Chi-yu, and 吳其諭. "A Context Aware Interactive Robot Educational Platform." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/h4yu27.

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碩士<br>國立中央大學<br>資訊工程研究所<br>96<br>Many researches point out that the advantages of peer tutoring, that is also one characteristic of robot education. It is not only a toy, but also your partner. We considered integrating speech, position information and 3G cell phone, to realize a highly-interactive education platform. Teachers can design different scene with many stages for English or mathematic. Students send out his command to the robot with motions or speech the robot travels within the scene as an adventure. And the students assist the robot to solve any quizzes it meets If the adventure p
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Su, Yung-Yen, and 蘇湧硯. "The Platform Design for Interactive Stereo Painting." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/16659858241082355633.

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碩士<br>國立暨南國際大學<br>電機工程學系<br>97<br>Many artistic paintings can be found in the museum or at every corner of the street. However, not many people can understand the meaning of those paintings. This thesis combines the art and the science to achieve an interactive painting. Therefore, the paintings will not only let the viewers to easily understand the meaning but also makes science become one of the spirits of art. Currently, 3D has taken a major role in vision technology. Thus, this thesis designs an interactive stereo painting that employed the 3D technology with interaction system. The st
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Tseng, Chieng-Kuang, and 曾建光. "The study of Interactive space design platform." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/69987555493233068092.

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碩士<br>崑山科技大學<br>數位生活科技研究所<br>102<br>The main purpose of this study is to establish a platform for multiplayer interaction to assist between designers and consumers who are not in space and time limit of a pipeline can communicate quickly, based on this demand and build a network platform, this forum provides a platform designed for space planning knowledge, acquire knowledge through this platform, but also to raise questions or discuss this issue with all relevant architectural and spatial design. This study provides traditional spatial design platform 3D patterns that are not true of the show
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LIAO, KAI-LIN, and 廖凱霖. "An Interactive Dining Table Using Android Platform." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/15437918812937505149.

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碩士<br>南臺科技大學<br>電子工程系<br>104<br>In modern dining environment, we only can see the picture and price of food on the menu, but it doesn’t show the ingredients, calories, introduction of the meal and other information in the restaurant. We still need to look around the wall to get the special offer information, we are in the state of insufficient information. After ordering the meal, we still need to wait for a while to get our food cooked. During this time we will see all we family or friends are using their smartphones, people talk less and have less interaction compared with the past. People a
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Wang, Hui-Jung, and 王惠榮. "interactive service platform via internet communication interface." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/96445573043204259162.

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碩士<br>國立高雄應用科技大學<br>電子與資訊工程研究所碩士班<br>95<br>In this project, BAE YUEN INFORMATION CO. has been observed for the design and study of PC119 which animates refined service industry. Traditional maintenance market relay on manual operation, which brings about the lack of maintenance information gathering and sorting. Decentralized purchase of each cooperative maintenance center increases the stock unit and holds back the competence and operation quality. A system should be designed to assist each center on collaborative operations and help provide better services to the customers. This project will
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Kulkarni, Amit Vijay. "Instant center based kinematic and dynamic motion synthesis for planar mobile platforms." 2009. http://hdl.handle.net/2152/7846.

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For a general J wheeled mobile platform capable of up to 3-Degrees-Of-Freedom (DOF) planar motion, there are up to 2J independent input parameters yet the output of the planar platform is specified with only three independent parameters. Currently, the motion synthesis for such platforms is done with a Jacobian based “pseudo” inverse that uses a rectangular matrix for Jacobian. However, a mobile platform is a parallel mechanism and has a more direct solution to the inverse kinematics problem. To this effect, we propose a physical methodology for kinematic modeling of multi-wheeled mobile platf
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Teng, Wei-Ting, and 鄧偉廷. "Interactive Interface for Airsoft Gun Webshop Ecommerce Platform." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/2d7pgu.

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碩士<br>國立臺北科技大學<br>創新設計研究所<br>100<br>In recent years, broadband Internet technologies rapid growth of popularity and peripherals show that the Internet communities major conduit for dissemination of airsoft guns are a small variety of products manufacturing and processing an assembly of high complexity with both professional and practical experiences necessary to determine the product differentiation. The user often browses the Internet to search for information about military standard rifle styles outside of their location. However in order to sell through the Internet platform for interactive
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Huang, Chen-Shao, and 黃辰少. "Building an Interactive Virtual-Physical Social Network Platform." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/53050517601252048119.

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碩士<br>國立交通大學<br>網路工程研究所<br>99<br>Web-based social networks have attracted a lot of attention. While more physical information can be captured by wireless sensor networks, this paper incorporates remote body sensor networks (BSNs) into such web-based social networks to provide more physical interaction between users than conventional social networks. An innovative interactive virtual-physical social network platform is proposed in this work. In our platform, we design a set of BSN-based APIs to help developers design more interesting BSN-based services on social networks. By adopting these APIs
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Fraunholz, Eric W., Sebastian M. Herrmann, and Katja Kanzler. "SHRIMP - Social Hypertext Reader and Interactive Mapping Platform." 2017. https://ul.qucosa.de/id/qucosa%3A15700.

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SHRIMP http://www.shrimpp.de ist ein Lehr-Lern-Experiment, das im Rahmen von Lehrpraxis im Transfer am Institut für Amerikanistik der Universität Leipzig https:// americanstudies.uni-leipzig.de und an der Professur für Literatur Nordamerikas der TU Dresden https://tu-dresden.de/gsw/slk/ anglistik_amerikanistik/na-literatur durchgeführt wurde: Das Lehrmaterial von Seminaren an beiden Standorten wurde als gemeinsames Social Hypertext Universum umgesetzt und über eine digitale Online-Plattform in das Lehrangebot integriert. Anstatt als traditionelle, lose Blattsammlung, lesen die Studierenden die
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Yi-Lien, Wu, and 吳宜璉. "A Study on Developing an Interactive Puppet Platform." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/90369227938256662286.

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碩士<br>亞洲大學<br>數位媒體設計學系<br>100<br>A shadow play is a traditional folk art that is composed by light and shadow. Through music, dance and play, the shadow puppets have created a dazzling and fantastic shadow world. After going up and down through 200 years, the shadow play has been gradually disappearing in the modern world. With the advancement of digital multi media and the increasing trend of interactive arts, the traditional arts can be presented in many different ways. Nowadays, the interactive technology is able to realize many ideas. Through the digital multi medial technology, the uniqu
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Jensen, Sally M. "Adaptable videogame platform for interactive upper extremity rehabilitation." Thesis, 2007. http://library1.njit.edu/etd/fromwebvoyage.cfm?id=njit-etd2007-036.

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Liu, Ping-Yi, and 劉炳億. "An Experimental Platform for Smart Interactive TV-SITV." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/96189615545299300583.

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碩士<br>國立政治大學<br>資訊科學學系<br>96<br>Smart interactive TV has been the focus of much research on digital life in recent years. We regard that a good design for interactive TV should be based on better understanding of user behaviors and viewing contexts in TV watching. Therefore, in this research, on top of the Windows Media Center, we propose to build an experimental platform called Smart Interactive TV (SITV) to help us find out the characteristics of user behavior and subjective needs when watching the kind of TV. On SITV, designers are allowed to emulate broadcasting programs, schedule the prog
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Pan, Tsai-Ying, and 潘采穎. "A Virtual Interactive Interface for E-Commerce Platform." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/82972394582905773795.

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碩士<br>國立成功大學<br>工業設計學系碩博士班<br>91<br>The development of Internet, multi-media and communication technologies have changed the mode of transaction and the relationship between corporations and consumers. Corporations contact easily with millions of consumers all over the world through Internet; and thanks to Internet, consumers hold the free option of product information. The conventional transaction mode can’t satisfy consumers any more. So, the way to proceed to information communication and conversation with present and potential consumers by making good use of the new communication technolog
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Liu, Guanting, and 劉冠廷. "Platform of Real-time Duet in Interactive KTV." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/75617420604969542148.

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碩士<br>國立中正大學<br>電機工程研究所<br>100<br>As compared to traditional KTV systems, an online KTV system has many advantages, such as convenience, low expense, high safety and so on. The online KTV system has become one of leisure entertainments for many people. The currently-available network KTV system has developed a wide range of diversified features, including monthly database updating, singing tool enhancement, social network integration, etc. However, the commercial online KTV systems still do not provide real-time duet. This missing function is a great shortcoming of services for online KTV. The
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Hsieh, Han-ting, and 謝瀚霆. "A Mix-Reality-based Interactive War-Gaming Platform." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/13961075360039683684.

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碩士<br>國立中央大學<br>資訊工程學系<br>101<br>A traditional war simulation or war game is to use a game table, a map and some pieces representing different forces to build a combat simulation environment with staff officers moving pieces around on the game table to deduce, analyze, and record changes resulted from the simulated military strategies to achieve tactical planning purposes. Since the conventional war game is very time consuming and its operating environment has many limitations, computer-based war games are usually adopted to replace the traditional war games now. Although computer-based war ga
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YU, HUEI-GUAN, and 尤惠觀. "Building a Preschool Cloud-based Knowledge Interactive Platform." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/275wkz.

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碩士<br>南華大學<br>企業管理學系管理科學碩博士班<br>106<br>Since the traditional information systems used by many preschools are not only unidirectional, but also paid, it fails to satisfy the needs of interaction, sharing, and file management for preschools’ administrative. This study aims to build a cloud-based interactive platform for preschools. The platform is built based on the needs summarized by literature analysis, prototype platform and the interview results. The interviewees are major managers of five preschools of an educational institution; the platform is built by using Google application and its ad
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Weng, Zong-Xuan, and 翁宗玄. "A Study on Real-time Interactive Tutor Platform." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/3p8xr8.

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碩士<br>國立高雄第一科技大學<br>電腦與通訊工程研究所<br>105<br>The study uses Moodle as tutor platform combine with JoinNet to provide a platform for teachers that they don’t have to spend time to find student or how to collect fees, etc. They only need to focus to prepare the teaching materials. The similar platforms are currently used on campus, and this study extends the reach to the general public. As long as a teacher has an open course, members can use their computers, tablets and mobile phones to access e-learning anytime, anywhere and interact with the teacher in the classroom as long as you have questions
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Chen, Yi-Ru, and 陳羿如. "Human Robot Interaction with Motion Platform." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/43989787584905587513.

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碩士<br>國立臺灣大學<br>電機工程學研究所<br>97<br>This thesis presents an upper body tracking method with a monocular camera. The human model is defined in a high dimensional state space. We hereby propose a hierarchical structure model to solve the tracking problem by particle filter with partitioned sampling. The spatial and temporal information from the image is used to track the human body and estimate the human posture. When doing the human-robot interaction, a static monocular camera may not get plenty of information from the 2D images, so we must move the camera platform to a better position for acquir
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