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1

Ragoonaden, Karen. "Les interactions collaboratives dans des cours à distance sur Internet." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/NQ65329.pdf.

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2

Simon, Cassandre. "Interaction collaborative et multimodalité pour la formation médicale en réalité virtuelle." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG073.

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Le compagnonnage, modèle traditionnel de la formation médicale, soulève des enjeux éthiques et de sécurité car les novices s'exercent sur de vrais patients. Pour y remédier, la Haute Autorité de Santé (HAS) a instauré la directive « jamais la première fois sur un patient », encourageant l'usage de la simulation. La réalité virtuelle (RV) s'impose alors comme un outil prometteur, offrant un environnement immersif où les étudiants peuvent s'exercer sans risque pour les patients. Cependant, les simulateurs actuels sont majoritairement centrés sur l'apprentissage autonome, limitant ainsi la présen
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3

Aguerreche, Laurent. "Partage d'interactions en environnements virtuels : de nouvelles techniques collaboratives basées sur un protocole de dialogue générique." Phd thesis, INSA de Rennes, 2010. http://tel.archives-ouvertes.fr/tel-00514269.

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La réalité virtuelle permet à des utilisateurs de manipuler des objets virtuels depuis un même lieu ou des sites géographiques distants. Toutefois, un objet virtuel ne peut souvent être manipulé que par une seule personne à la fois. Dans cette thèse, nous définissons un protocole d'interaction décrivant le dialogue entre des outils d'interaction et des objets interactifs. Ce protocole basé messages gère les interactions locales ou distantes sur des objets interactifs en mono et multi-utilisateurs. Il inclut également une gestion des permissions pour les accès des outils d'interaction. Par aill
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4

Altamimi, Loay. "Exploring information technology's potential for, and effect of, interaction and collaboration in the web survey process." Chambéry, 2010. http://www.theses.fr/2010CHAML005.

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Le Web et l'évolution rapide de ses technologies offrent des possibilités prometteuses pour l'interaction et la collaboration dans le processus d'enquête sur le Web. Toutefois, il reste encore un manque dans la littérature en ce qui concerne le traitement de cet aspect. Cette étude commence à combler ce manque en explorant le potentiel des outils des technologies de l'information (TI) et leurs effets dans le cadre de l'interaction et la collaboration dans le processus d'enquête sur le Web. Ce faisant, l'étude fait le point sur l'état actuel de la littérature traitant le sujet indiqué, étudie l
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5

Warnier, Mathieu. "Gestion des croyances de l'homme et du robot et architecture pour la planification et contrôle de tâches collaboratives homme-robot." Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0061/document.

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Ce travail de thèse a eu pour objectif de définir et mettre en oeuvre l'architecture décisionnelle d'un robot réalisant une tâche en collaboration avec un homme pour atteindre un but commun. Un certain nombre de fonctionnalités existaient déjà ou ont été développées conjointement avec ce travail au sein de l'équipe. Ce travail a d'abord consisté en l'étude puis à la formalisation des différentes capacités nécessaires. Il s'est traduit concrètement par l'approfondissement de certains des modules fonctionnels existants par l'auteur ou par d'autres membres de l'équipe en lien étroit avec l'auteur
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6

Fournier, Etienne. "Intérêt de la prise en compte des variabilités de l’activité et de l’acceptabilité dans le cadre d’une conception centrée utilisateurs des situations de travail collaboratives Humain-Robot." Electronic Thesis or Diss., Université Grenoble Alpes, 2024. http://www.theses.fr/2024GRALH011.

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La Commission Européenne encourage l’utilisation de robots collaboratifs (cobots) pour assister l’humain dans son travail. Cependant, les cobots semblent avoir des difficultés à transformer favorablement les situations de travail lorsqu’ils ne prennent pas en compte les variabilités des situations. Cette thèse s’est donc donnée comme objectifs de caractériser les variabilités dans le cadre d’une l’implémentation cobotique et de guider une démarche de conception centrée sur les futurs utilisateurs en mobilisant les approches d’acceptabilité, d’acceptation et d’expérience utilisateur. Une analys
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7

Dodds, Trevor James. "Collaborative interaction in virtual environments." Thesis, University of Leeds, 2009. http://etheses.whiterose.ac.uk/1372/.

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Collaborative virtual environments (CVEs) extend existing virtual environment (VE) technology to enable it to run over a network (e.g. the Internet), and introduce mechanisms that allow multiple people to co-exist, be aware of each other’s presence (e.g. through avatars) and communicate. CVEs are useful for when teams of people want to collaborate when they are geographically separated, e.g. in games [14], social communication [65], visualisation [120], computational steering [17], or alternatively people might be spatially collocated in the real world but wish to work together in a VE, e.g. m
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8

Colás, Álvarez Joaquim. "Interaction and participation in collaborative storytelling systems." Doctoral thesis, Universitat Pompeu Fabra, 2017. http://hdl.handle.net/10803/456037.

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Storytelling is one of the oldest models of cultural expression in human history. Thanks to the evolution of information technologies, the Web 2.0 paradigm has impacted in this field: some modern audiences actively participate in their favorite narrative worlds. We define Shared Narrative spaces as informative spaces concerning narratives created, developed and maintained through the collaboration of multiple authors. Our research aims to understand the perception of SNS using a HCI (human-computer interaction) lens, and to define the determinant factors affecting users’ interaction (explorati
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9

Clayphan, Andrew. "Harnessing the Affordances of Interactive Tabletops for Collaborative Activities." Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/15290.

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The key contributions of this thesis are: a greater understanding of how to harness tabletop affordances to support small-group work and collaboration; the effectiveness of tabletops compared with other forms of single display groupware; the power of computer-supported collaborative scripts; and validation of the work in real settings. These contributions are presented as a series of carefully designed user studies. Each explores a key dimension to create new forms of support for collocated individuals to work together. The thesis is in two parts. The first part presents a set of foundationa
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10

Simonsson, Huck Andreas. "Exploring gesture based interaction and visualizations for supporting collaboration." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12896.

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This thesis will introduce the concept of collaboratively using freehand gestures to interact with visualizations. It could be problematic to work with data and visualizations together with others in the traditional desktop setting because of the limited screen size and a single user input device. Therefore this thesis suggests a solution by integrating computer vision and gestures with interactive visualizations. This integration resulted in a prototype where multiple users can interact with the same visualizations simultaneously. The prototype was evaluated and tested on ten potential users.
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11

Domingues, Christophe. "Interaction 3D Collaborative en Réalité Virtuelle." Phd thesis, Université d'Evry-Val d'Essonne, 2010. http://tel.archives-ouvertes.fr/tel-00542170.

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Les Environnements Virtuels Collaboratifs (EVCs) sont des environnements virtuels peuplés où les utilisateurs interagissent entre eux pour réaliser des actions communes (déplacement en groupe, sélection et manipulation d'objets en commun, communication, etc.). Dans les EVCs, la complexité se situe au niveau de l'interaction d'un groupe d'utilisateurs avec les objets. En effet, il y a plusieurs contraintes à respecter notamment celles liées à la coordination des actions des différents utilisateurs et la conscience de présence d'un utilisateur par rapport aux objets de l'environnement et par rap
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12

Bulmer, Lee Richard. "A model-driven collaborative interaction architecture." Thesis, University of Leeds, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410636.

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13

Hor, Joon Suk 1976. "Social interaction in collaborative engineering environments." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80156.

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14

Nneamaka, Chigbo Onyinyechukwu. "Exploring collaborative agreement in interactions." Thesis, University of Central Lancashire, 2017. http://clok.uclan.ac.uk/20670/.

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The benefits of play and collaboration in children’s learning and development cannot be overemphasized. Through play, children learn many social skills and how to be creative but children’s play is not always harmonious as it relies on power relations between groups. As children grow, they build peer groups where they prefer to play with same-sex peers and may display gender-typed behaviours, which grows stronger as they grow into adolescence. On the other hand, working in small groups enhances children’s problem solving skills and motivation, encourages development of skills of critical think
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15

Wan, Ngai-teck Alice, and 溫艾狄. "Collaborative interactions in knowledge building process." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256697.

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16

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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17

Chen, Hsinchun. "Collaborative Systems: Solving the vocabulary problem." IEEE, 1994. http://hdl.handle.net/10150/105966.

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Artificial Intelligence Lab, Department of MIS, University of Arizona<br>Can on-line information retrieval systems negotiate the diverse vocabularies of different users? This article suggests a robust algorithmic solution to the vocabulary problem in collaborative systems.
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18

Bengeler, Benedikt. "Let's walk up and play! : design and evaluation of collaborative interactive musical experiences for public settings." Thesis, Queen Mary, University of London, 2015. http://qmro.qmul.ac.uk/xmlui/handle/123456789/9544.

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This thesis focuses on the design and evaluation of interactive music systems that enable non-experts to experience collaborative music-making in public set- tings, such as museums, galleries and festivals. Although there has been previous research into music systems for non-experts, there is very limited research on how participants engage with collaborative music environments in public set- tings. Informed by a detailed assessment of related research, an interactive, multi-person music system is developed, which serves as a vehicle to conduct practice-based research in real-world settings. A
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19

Sams, Ivan. "Using multi-touch interaction techniques to support Collaborative Information Retrieval." Thesis, Nelson Mandela Metropolitan University, 2011. http://hdl.handle.net/10948/d1020156.

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Collaborative Information Retrieval (CIR) is a branch of Computer Supported Cooperative Work (CSCW). CIR is the process by which people search for and retrieve information, working together and using documents as data sources. Currently, computer support for CIR is limited to single user systems. Collaboration takes place either with users working at different times or in different locations. Multi-touch interaction has recently seen a rise in prominence owing to a reduction in the cost of the technology and increased frequency of use. Multi-touch surface computing allows multiple users to int
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20

Guerchouche, Rachid. "Analyse multi-vues d'objets 3D pour interactions collaboratives." Evry, Institut national des télécommunications, 2008. http://www.theses.fr/2008TELE0022.

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Cette thèse traite de la reconstruction 3D d'objets réels pour des applications d'interactions collaboratives. L'objectif est de reconstruire un objet 3D à partir d'un faible nombre de vues calibrées (entre 8 et 12), puis d'insérer les modèles obtenus dans des environnements collaboratifs partagés distants, où ils peuvent être visualisés et manipulés par un ensemble d'utilisateurs. En premier lieu, dans l'introduction générale, nous présentons le contexte des travaux engagés avec la description du système d'acquisition mis en œuvre au sein de notre laboratoire et en soulignant le lien entre le
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21

Fencott, Robin. "Computer musicking : designing for collaborative digital musical interaction." Thesis, Queen Mary, University of London, 2012. http://qmro.qmul.ac.uk/xmlui/handle/123456789/8487.

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This thesis is about the design of software which enables groups of people to make music together. Networked musical interaction has been an important aspect of Sound and Music Computing research since the early days, although collaborative music software has yet to gain mainstream popularity, and there is currently limited research on the design of such interfaces. This thesis draws on research from Computer Supported Cooperative Work (CSCW) to explore the design of systems for Collaborative Digital Musical Interaction (CDMI). A central focus of this research is the concept of Awareness: a pe
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22

Xu, Yicong. "Goal Based Human Swarm Interaction for Collaborative Transport." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/597.

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Human-swarm interaction is an important milestone for the introduction of swarm-intelligence based solutions into real application scenarios. One of the main hurdles towards this goal is the creation of suitable interfaces for humans to convey the correct intent to multiple robots. As the size of the swarm increases, the complexity of dealing with explicit commands for individual robots becomes intractable. This brings a great challenge for the developer or the operator to drive robots to finish even the most basic tasks. In our work, we consider a different approach that humans specify
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23

VENDITTI, Antonello. "The importance of interaction mechanisms in collaborative learning." Doctoral thesis, Università degli studi del Molise, 2019. http://hdl.handle.net/11695/90884.

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Le politiche europee indicano le competenze necessarie che i cittadini dovrebbero avere per adattarsi facilmente ai cambiamenti nel mondo del lavoro. Il problem solving è una delle competenze più importanti richieste ed è un tema importante che ci interessa. In particolare, ci concentriamo sul tema della collaborazione, poiché l'integrazione di diverse intelligenze è più efficace del contributo individuale. Abbiamo definito un insieme minimo di requisiti per i meccanismi di interazione per supportare le attività di problem solving da svolgere in collaborazione. In particolare, il nostro inte
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24

McKenzie, Monica M., and n/a. "The word amongst us : a descriptive study of the perceptions of communication problems in a traditionally hierarchical organisation moving to a more lateral form of collaborative ministry." University of Canberra. Education, 1990. http://erl.canberra.edu.au./public/adt-AUC20061003.114719.

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This paper attempts to isolate some implications for secondary and adult education emerging from an exploratory study of perceived effective interactional communication in a religious organisation. Leaders of the local parishes of the Catholic Church in Australia are in the process of moving from the traditional basic communication structure of an hierarchical model to the lateral and collaborative interaction of a more participative model of management. This descriptive study records the perceptions of a sample of parish workers in the Church throughout Australia as they describe some of the
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25

Sinmai, Kanida. "Supporting collaborative work using interactive tabletop." Thesis, University of Newcastle upon Tyne, 2016. http://hdl.handle.net/10443/3193.

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Collaborative working is a key of success for organisations. People work together around tables at work, home, school, and coffee shops. With the explosion of the internet and computer systems, there are a variety of tools to support collaboration in groups, such as groupware, and tools that support online meetings. However, in the case of co-located meetings and face-to-face situations, facial expressions, body language, and the verbal communications have significant influence on the group decision making process. Often people have a natural preference for traditional pen-and-paper-based deci
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26

Harris, Amanda. "The role of Achievement goals in Children's Collaborative interaction." Thesis, University of Sussex, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.536538.

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27

Beaton, Robert John. "On Digital Drumming: Collaborative, Dyadic, Co-Located, Coordinated Interaction." Thesis, Virginia Tech, 2012. http://hdl.handle.net/10919/32890.

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The use of digital technology can be seen in many aspects of daily lives. Once a symbol of business and the corporate world, digital devices such as computers and cell phones are now common artifacts to adults and children alike. While these devices become more practical and common, questions of their impact on behavior and interactions begin to arise. Digital Drumming is a series of three experiments that examined the impact of known computer participation as a partner in a dyadic creative, experience-driven task. The subjective processes associated with the task of rhythmic music production
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28

Albloushi, Shaima Abdullah. "Online Collaborative Learning and Interaction Among Pre-Service Teachers." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1553088752167938.

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29

Ullah, Sehat. "Multi-modal assistance for collaborative 3D interaction : study and analysis of performance in collaborative work." Thesis, Evry-Val d'Essonne, 2011. http://www.theses.fr/2011EVRY0003.

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Les progrès récents dans le domaine de l'infographie et la capacité des ordinateurs personnels de rendre les scènes 3D réalistes ont permis de développer des environnements virtuels dans lesquels plusieurs utilisateurs peuvent co-exister et travailler ensemble pour atteindre un objectif commun. Ces environnements sont appelés Environnements Virtuels Collaboratifs (EVCs). Les applications potentielles des EVCs sont dans les domaines militaire, médical, l'assemblage, la conception assistée par ordinateur, la téléopération, l'éducation, les jeux et les réseaux sociaux. Un des problèmes liés aux E
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30

Merrad, Walid. "Interfaces tangibles et réalité duale pour la résolution collaborative de problèmes autour de tables interactives distribuées." Thesis, Valenciennes, Université Polytechnique Hauts-de-France, 2020. http://www.theses.fr/2020UPHF0010.

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De nouvelles modalités d’interactions reposant sur les postures et les gestes complètentprogressivement les modalités couramment employées par les ordinateurs de bureau, lestablettes et les surfaces interactives. Ces modalités peuvent être enrichies par l’adjonctiond’objets tangibles, directement tirés de la vie quotidienne ou représentant de manièresymbolique des concepts abstraits de l’interface. Les tables interactives, de par leurhorizontalité et leurs cadres d’utilisation, souvent collaboratifs voire conviviaux, sont unterritoire privilégié d’exploration des usages des objets tangibles et
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31

Aschermann, Jennifer Leigh. "Children Teaching and Learning in Peer Collaborative Interactions." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/31893.

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This study focused on peer teaching and learning in preschool children's peer collaborative interactions. The research took place in the naturalistic setting of a preschool classroom at the Virginia Tech Child Development Laboratory, which is a university-based preschool in Blacksburg, Virginia. The children were videotaped in their collaborative interactions and the interactions were analyzed for moments of teaching and learning between the children. The study found that children use a variety of verbal and non-verbal teaching strategies when collaborating with each other. Children's learning
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32

Tirado-Ramos, Alfredo. "Collaborative software architectures for interactive biomedical applications." [S.l. : Amsterdam : s.n.] ; Universiteit van Amsterdam [Host], 2007. http://dare.uva.nl/document/48209.

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Bayon, Molino Victor M. "Developing collaborative storytelling tools and interactive spaces." Thesis, University of Nottingham, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.268810.

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Babic, Kristopher T. "InterDraw - An Online, Interactive, Collaborative Art Program." Digital WPI, 2000. https://digitalcommons.wpi.edu/etd-theses/825.

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InterDraw is an art program that facilitates the artistic collaboration of multiple users. The goal of this collaboration is the creation of one unique computer image that represents a combination of the ideas and images provided by each of the users. InterDraw extends the already collaborative nature of the World Wide Web through the use of the Java programming language, which provides InterDraw with its cross-platform capabilities. Previously, collaborative art-like programs have been developed for specific operating systems or environments. This limitation prohibits any collaboration wi
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35

Seo, James Jung-Hoon 1972. "Interactive cinema : collaborative expression with digital video." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62358.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.<br>Includes bibliographical references (p. 106-107).<br>Advances in technologies for digital video editing and streaming have lowered the barrier to entry for aspiring videomakers, and they provide an opportunity to expand the vocabulary for using and sharing video. Custom interfaces for editing and sharing video can suggest and support novel methods of collaborative production, cinematic narration, and casual dialogue with media. This thesis research presents In
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Hung, Emilie 1975. "Collaborative interactive methodology for environmental site selection." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/50022.

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Ali, Muhammad. "Contribution to decisional human-robot interaction: towards collaborative robot companions." Phd thesis, INSA de Toulouse, 2012. http://tel.archives-ouvertes.fr/tel-00719684.

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L'interaction homme-robot arrive dans une phase intéressante ou la relation entre un homme et un robot est envisage comme 'un partenariat plutôt que comme une simple relation maitre-esclave. Pour que cela devienne une réalité, le robot a besoin de comprendre le comportement humain. Il ne lui suffit pas de réagir de manière appropriée, il lui faut également être socialement proactif. Pour que ce comportement puis être mise en pratique le roboticien doit s'inspirer de la littérature déjà riche en sciences sociocognitives chez l'homme. Dans ce travail, nous allons identifier les éléments clés d'u
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Korzetz, Mandy, Romina Kühn, Karl Kegel, Franz-Wilhelm Schumann, Leon Georgi, and Thomas Schlegel. "MilkyWay: A Toolbox for Prototyping Collaborative Mobile-Based Interaction Techniques." Springer, 2019. https://tud.qucosa.de/id/qucosa%3A71301.

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Beside traditional multitouch input, mobile devices provide various possibilities to interact in a physical, device-based manner due to their built-in hardware. Applying such interaction techniques allows for sharing content easily, e.g. by literally pouring content from one device into another, or accessing device functions quickly, e.g. by facing down the device to mute incoming calls. So-called mobile-based interaction techniques are characterized by movements and concrete positions in real spaces. Even though such interactions may provide many advantages in everyday life, they have limited
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39

Ali, Muhammad. "Contributions to decisional human-robot interaction : towards collaborative robot companions." Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0003/document.

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L'interaction homme-robot arrive dans une phase intéressante ou la relation entre un homme et un robot est envisage comme 'un partenariat plutôt que comme une simple relation maitre-esclave. Pour que cela devienne une réalité, le robot a besoin de comprendre le comportement humain. Il ne lui suffit pas de réagir de manière appropriée, il lui faut également être socialement proactif. Pour que ce comportement puis être mise en pratique le roboticien doit s'inspirer de la littérature déjà riche en sciences sociocognitives chez l'homme. Dans ce travail, nous allons identifier les éléments clés d'u
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40

Chen, Chaomei. "Dynamics of writing with collaborative hypertext : analysis and modelling." Thesis, University of Liverpool, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.262385.

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41

Narayanan, Siddharth. "Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82142.

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The research presented in this thesis concerns the contribution of virtual human (or avatar) fidelity to social interaction in virtual environments (VEs) and how sensory fusion can improve these interactions. VEs present new possibilities for mediated communication by placing people in a shared 3D context. However, there are technical constraints in creating photo realistic and behaviorally realistic avatars capable of mimicking a person's actions or intentions in real time. At the same time, previous research findings indicate that virtual humans can elicit social responses even wi
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42

SIEBRA, Sandra de Albuquerque. "Contextual analysis of users interactions in collaborative learning environments." Universidade Federal de Pernambuco, 2007. https://repositorio.ufpe.br/handle/123456789/2026.

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Made available in DSpace on 2014-06-12T15:53:57Z (GMT). No. of bitstreams: 2 arquivo6411_1.pdf: 5236344 bytes, checksum: eb8f36005a668c44d22d18f4691ce07e (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2007<br>As interações realizadas através de Ambientes de Aprendizagem Colaborativa suportados por Computador (AAC) são um dos aspectos visíveis mais importantes da colaboração. A análise dessas interações pode dar suporte aos processos de reflexão e autoavaliação dos estudantes e às atividades dos professores. Porém, para executar o pr
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43

Piotti, Patrizia. "Collaborative interactions between humans and domestic dogs (Canis familiaris)." Thesis, University of Portsmouth, 2017. https://researchportal.port.ac.uk/portal/en/theses/collaborative-interactions-between-humans-and-domestic-dogs-canis-familiaris(11858e1c-55d7-4e5b-8741-f7e8ea6221f2).html.

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Domestic dogs (Canis familiaris) are ideal subjects for the comparative study of collaboration: they form stable social groups, engage in cooperative behaviour, and are characterised by human-like social skills. Moreover, dogs understand when human communication is intended for them, they obtain information about the emotional valence of human facial expressions and vocalisations, and readily form attachment bonds with humans. It has been hypothesised that, during the domestication process, dogs have been selected for collaborative activities with humans and evolved some human-like social skil
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44

Shahrimin, Mohamad I. "Young children's collaborative interactions in an educational computer environment." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2001. https://ro.ecu.edu.au/theses/1515.

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This study investigated the collaborative interaction patterns exhibited by five-year old pre-primary children in an educational computer environment. The case study method was used in one pre-primary centre in metropolitan Perth, Western Australia, to examine the patterns of collaborative interaction among young children whilst engaged with the computer. The one event case study was of the interactions exhibited by pre-primary children whilst engaged, in dyads, with the computer within a naturalistic classroom environment. This study involved three phases of data collection. Phase I consisted
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45

Riddle, Austin Christopher. "Interactive graphical timelines as collaborative scenario management tools." Texas A&M University, 2008. http://hdl.handle.net/1969.1/85915.

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Training emergency response decision makers using live, virtual and/or constructive simulations can be highly complex since certain situations can generate stimulusresponse cycles that depend significantly on unpredictable human judgments. In particular, effective training scenarios require a combination of content contributed via pre-authored scripts and content generated dynamically during the training exercise. Large-scale exercises require multiple domain experts contributing oversight and content to the scenario as it proceeds. Such real-time adaptation requires situational and group awar
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46

Chao, Crystal. "Timing multimodal turn-taking in human-robot cooperative activity." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54904.

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Turn-taking is a fundamental process that governs social interaction. When humans interact, they naturally take initiative and relinquish control to each other using verbal and nonverbal behavior in a coordinated manner. In contrast, existing approaches for controlling a robot's social behavior do not explicitly model turn-taking, resulting in interaction breakdowns that confuse or frustrate the human and detract from the dyad's cooperative goals. They also lack generality, relying on scripted behavior control that must be designed for each new domain. This thesis seeks to enable robots to coo
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47

Johansson, Martin. "Participatory inquiry : Collaborative Design." Doctoral thesis, Karlskrona : Malmö : Blekinge Institute of Technology ; School of Arts and Communication, Malmö University, 2005. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/729114bd11f9d4bcc1256f6b0045fd91?OpenDocument.

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48

Agravante, Don Joven. "Human-humanoid collaborative object transportation." Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTS224/document.

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Les robots humanoïdes sont les plus appropriés pour travailler en coopération avec l'homme. En effet, puisque les humains sont naturellement habitués à collaborer entre eux, un robot avec des capacités sensorielles et de locomotion semblables aux leurs, sera le plus adapté. Cette thèse vise à rendre les robot humanoïdes capables d'aider l'homme, afin de concevoir des 'humanoïdes collaboratifs'. On considère ici la tâche de transport collaboratif d'objets. D'abord, on montre comment l'utilisation simultanée de vision et de données haptiques peut améliorer la collaboration. Une stratégie combina
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49

Billinghurst, Mark. "Shared space : explorations in collaborative augmented reality /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6056.

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50

Manninen, T. (Tony). "Rich interaction model for game and virtual environment design." Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514272544.

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Abstract The focus of this thesis is on perceivable interaction forms that can be utilised in multi-player computer games and Collaborative Virtual Environments (CVEs). Interaction forms are manifestations of user-user and user-environment interaction. These forms convey the actions of the user to others, and to oneself, during synchronous communication and interaction partially resembling face-to-face encounters in the physical world. The communication, co-ordination and collaboration difficulties in current 3D CVEs have yet to be overcome. The aim of this thesis is to conceptualise and deli
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