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Tesi sul tema "Computer art"

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1

Buchholtz, Carol A. "The integration of computer art in the art curriculum." Online version, 1999. http://www.uwstout.edu/lib/thesis/1999/1999buchholtzc.pdf.

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2

Mao, Yuhan-Lin. "Computer art and creative tool making." Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/78802.

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Abstract (sommario):
Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1985.<br>MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.<br>Includes bibliographical references (leaves 124-126).<br>A digital paint package has been developed which places attention on the design of personal "brush " patterns. The user generates an image by iterating these pattern modules on the raster display. During the application of a pattern, it can grow, shrink, and change in opacity level under the user's control. This method of digitally creating images was developed in light of the problem of representi
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3

Greh, Deborah Ellen. "Computers in art education /." Access Digital Full Text version, 1987. http://pocketknowledge.tc.columbia.edu/home.php/bybib/10778184.

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4

Bell, Stephen Charles Davenport. "Participatory art and computers : identifying, analysing and composing the characteristics of works of participatory art that use computer technology." Thesis, Loughborough University, 1991. https://dspace.lboro.ac.uk/2134/7207.

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Abstract (sommario):
This research was initiated to determine the essential characteristics of participatory works of art that use computer technology. Through comparing ideas and practices which emerged during the practical development of a participatory work called Smallworld with those reported by makers and critics of existing works a need was identified for a general system of analysis of these works which can be remembered easily and applied in their critical evaluation and realisation. The thesis proposes a system of analysis in which the principal characteristics are considered to be those which contribute
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5

Cai, Tengjiao. "Recognizing Art Pieces in Subway using Computer Vision." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-156433.

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We present a mobile application that automatically recognizes art pieces in the subway. Users can take a photo of an art piece with their mobile phones, and by using image recognition our system retrieves information about that particular art piece. By combining the location with image data, we can delimit the dataset of photos of art pieces to speed up the image recognition. The image recognition is based on feature detection using SURF, and by matching feature points using kd-trees for storing the interest points of the training data. We propose a method for selecting good training images wh
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6

Margerison, Paul. "An algorithmic and interactive approach to computer art." Thesis, Open University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.240001.

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7

Taylor, Grant D. "The machine that made science art : the troubled history of computer art 1963-1989." University of Western Australia. Visual Arts Discipline Group, 2005. http://theses.library.uwa.edu.au/adt-WU2005.0114.

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[Truncated abstract] This thesis represents an historical account of the reception and criticism of computer art from its emergence in 1963 to its crisis in 1989, when aesthetic and ideological differences polarise and eventually fragment the art form. Throughout its history, static-pictorial computer art has been extensively maligned. In fact, no other twentieth-century art form has elicited such a negative and often hostile response. In locating the destabilising forces that affect and shape computer art, this thesis identifies a complex interplay of ideological and discursive forces that i
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8

Keating, Marla Jo Matlick. "Computers in college art and design programs /." Online version of thesis, 1992. http://hdl.handle.net/1850/11630.

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9

Hall, Jennifer A. "The human interface in three dimensional computer art space." Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/74325.

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Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1986.<br>MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH<br>Bibliography: leaves 61-68.<br>by Jennifer A. Hall.<br>M.S.V.S.
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10

Kent, Marina. "Evolving Art: Modifying Context Free Art with a Genetic Algorithm." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/1033.

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Context Free Design Grammar (CFDG) is a programming language for defining recursive structures that can be used to create art. I use CFDG as a design space for genetic programming, experimenting with various options for crossover, mutation, and fitness. In this exploratory work, multiple generations are manually assessed to determine the usefulness of the mutation strategies and fitness functions. I find that simple value mutation and fitness that alters general program structure is not enough to produce an increase of interesting images in CFDG. I discuss these findings as well as future aven
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11

Klütsch, Christoph. "Computergrafik ästhetische Experimente zwischen zwei Kulturen ; die Anfänge der Computerkunst in den 1960er Jahren /." Wien : Springer, 2007. http://site.ebrary.com/id/10214311.

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12

Morse, E. Brandon. "Interaction, communication, and inluence in computer-generated environments." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1389348748.

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13

Berman, Alan. "Generative adversarial networks for fine art generation." Master's thesis, University of Cape Town, 2020. http://hdl.handle.net/11427/32458.

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Abstract (sommario):
Generative Adversarial Networks (GANs), a generative modelling technique most commonly used for image generation, have recently been applied to the task of fine art generation. Wasserstein GANs and GANHack techniques have not been applied in GANs that generate fine art, despite their showing improved GAN results in other applications. This thesis investigates whether Wasserstein GANs and GANHack extensions to DCGANs can improve the quality of DCGAN-based fine art generation. There is also no accepted method of evaluating or comparing GANs for fine art generation. DCGAN's, Wasserstein GANs' and
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14

Lucas, Richard Edward. "Evolving aesthetic criteria for computer generated art : a Delphi study." Connect to resource, 1986. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1157038631.

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15

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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16

Davis, Paul B. "Turing-completeness as medium : art, computers and intentionality." Thesis, University of the Arts London, 2018. http://ualresearchonline.arts.ac.uk/13523/.

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Abstract (sommario):
This PhD is a practice-based study of how the computer functions in art practice, which takes on the notion of a fine art computing “medium”. Current research, while sometimes referencing the computer as a potential art medium, mostly defines it non-explicitly as a type of “hybrid” media device or some sort of “multimedia” machine. These terms leave the existence of a specific computing medium in art practice undefined and have historically led the analysis of artworks that employ computers to rely on critical frameworks that were either developed for earlier physical media, or have no structu
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17

Lambert, Nicholas. "A critical examination of computer art : its history and application." Thesis, University of Oxford, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.273456.

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18

Stewart, Marilyn Galvin. "The computer-generated image : an analysis for art education pedagogy /." The Ohio State University, 1988. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487595712158337.

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19

Shumard, Sally L. "A Collaborative PDS Project About Computer Networking in Art Education /." The Ohio State University, 1995. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487928649988749.

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20

Colman, Alison Rebecca. "Net.aesthetics, net.history, net.criticism introducing net.art into a computer art and graphics curriculum /." Columbus, Ohio : Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1059151471.

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Abstract (sommario):
Thesis (Ph. D.)--Ohio State University, 2003.<br>Title from first page of PDF file. Document formatted into pages; contains x, 322 p. Includes abstract and vita. Advisor: Vesta A.H. Daniel, Dept. of Art Education. Includes bibliographical references (p. 297-310).
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21

Sommers, Mark S. "Let wildlife live : a computer illustrated calendar of endangered species /." Online version of thesis, 1993. http://hdl.handle.net/1850/11970.

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22

Jonsson, Håkan. "Guarding art galleries with one guard." Licentiate thesis, Luleå tekniska universitet, Datavetenskap, 1995. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-17769.

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23

Hemmerla, Paul S. "Factors related to the level of instructional use of computer based technology by Missouri secondary art teachers /." free to MU campus, to others for purchase, 2000. http://wwwlib.umi.com/cr/mo/fullcit?p9999297.

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24

Matthews, Kathryn F. "The Art of Adjustment." VCU Scholars Compass, 2006. http://hdl.handle.net/10156/1863.

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25

Hahn, Michael Gerard. "Examining the creative process : electronic technology in art and design /." Online version of thesis, 1993. http://hdl.handle.net/1850/11765.

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26

Wyatt, Frank Houston. "Total animation: A multimedia computer resource program for secondary art education." CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1308.

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This HyperStudio animation project covers the basic concepts, techniques, and procedures in producing animation. The purpose of this program is to furnish the user with enough information that will serve as a basic foundation to produce a simple animation for themselves.
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27

Li, Yuk-ying Winta, and 李玉英. "Investigating the use of computer graphics in secondary school art lessons." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B29814509.

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28

Colman, Alison. "Net.aesthetics, net.history, net.criticism: Introducing net.art into a computer art and graphics curriculum." The Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=osu1059151471.

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29

Puig, Mestres Luis Eloy. "ALEAR: Arte procesual-arte aleatorio. La aleatoriedad en el "computer art"." Doctoral thesis, Universitat de Barcelona, 2005. http://hdl.handle.net/10803/1262.

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Abstract (sommario):
¿Qué relación existe entre el ordenador y el azar?, ¿De que manera utiliza el ordenador los componentes aleatorios?, ¿Cómo el Computer-art utiliza el azar para desarrollar proyectos creativos?, ¿Hasta que punto el azar ha determinado el desarrollo del Computer-art? Esta tesis se segmenta en tres aproximaciones.<br/>1ª aproximación.- "Alear v_cd" se trata de un proyecto "reactivo" presentado en CD-Rom. En él no hay interacción, la máquina es quien decide todo el desarrollo de la pieza. Es una interpretación sobre diversos conceptos de la comunicación representados a través de factores aleatorio
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30

Nelson, Christopher University of Ballarat. "Spiritual Art: evoking the numinous using a 3D computer game engine." University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/12793.

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The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey t
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31

Chang, Yina. "Transferring prior art knowledge and skills to computer graphics image-making /." The Ohio State University, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487850665556069.

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32

Nelson, Christopher. "Spiritual Art : evoking the numinous using a 3D computer game engine." Thesis, University of Ballarat, 2007. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/43390.

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Abstract (sommario):
The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey t
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33

Nelson, Christopher. "Spiritual Art: evoking the numinous using a 3D computer game engine." University of Ballarat, 2007. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/14628.

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Abstract (sommario):
The Seven Valleys is an interactive 3D installation based artwork inspired by mystical writings of the Bahá'í Faith. Created as a modification of the firstperson shooter Unreal Tournament 2003 (Epic, 2003) it subverts the original paradigm of the game to create an experience of the numinous, which in spirit, is diametrically opposed to the original intent of the gameplay design. This artwork presents an exploration of, and allusion to, the often subtle and illusive concepts found in the sacred treatise The Seven Valleys (Bahá'u'lláh, 1991) in which the user engages in an experiential journey t
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34

Robillard, Gaetan. "Des algorithmes à l’œuvre : naissance du Computer Art et environnements génératifs." Electronic Thesis or Diss., Paris 8, 2022. http://www.theses.fr/2022PA080038.

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Alors en quête d'un art programmable, l'influent poète et théoricien Max Bense publie en 1960 le livre IV de sa série Aesthetica. L'œuvre pionnière de Frieder Nake s'inscrit dans ce tournant. Algorithmique par essence, elle participe à la fondation du Computer Art. Alors que dans l’histoire de l’art et dans la théorie critique, l’algorithme s’impose désormais comme un objet problématique, l’examen des traces du Computer Art demande une attention particulière. -La thèse s'appuie sur une étude détaillée des parutions de Bense et Nake, visant à préciser la dynamique entre œuvre et algorithme. Nou
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35

Hui, King-man. "A study of computer support for collaborative learning in secondary art education /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25148503.

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36

Her, Jiun-Jhy. "A generative framework for computer-based interactive art in mass transport systems." Thesis, Robert Gordon University, 2011. http://hdl.handle.net/10059/702.

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Over the course of the past decade the MRT (Mass Rapid Transit) stations in Taiwan have become open air art galleries: with more prominent and frequent display of various artistic creations in stations, including interactive artworks. However, unlike the audiences in more meticulously choreographed exhibition contexts, those in stations are usually involuntary. New criteria for the creation and evaluation of artworks in these context are necessary to enhance the connection between the audience and the artwork, and to elicit meaningful experience via interactivity. This research aims to uncover
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37

Hwang, Guan-Jong. "Animated drawing guide for basic art education." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2355.

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38

van, Boekel Lambertus Gerardus. "Painting in the computer era: the transformation of archaic structures to contemporary formalism." The Ohio State University, 1997. http://rave.ohiolink.edu/etdc/view?acc_num=osu1382709534.

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39

Krohn, Erik Allyn. "Surveilling roads and protecting art." Diss., University of Iowa, 2009. https://ir.uiowa.edu/etd/390.

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Abstract (sommario):
Placing security cameras in buildings, finding good locations for cameras to enforce speed limits or placing guards to defend a border are some of the problems we face everyday. A nation that wishes to defend its border with armed guards wants to be sure the entire border is secure. However, hiring more guards than necessary can be costly. A start-up company moving into a new building wants to be sure every room in the building is seen by some security camera. Cameras are expensive and the company wants to install the smallest number of cameras; at the same time the company wants to be sure th
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40

許敬文 and King-man Hui. "A study of computer support for collaborative learning in secondary art education." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256272.

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41

Morbey, Mary Leigh. "From canvas to computer : Harold Cohen's artificial intelligence paradigm for art making /." The Ohio State University, 1992. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487776801320075.

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42

Mercedes, J. Dawn. "Feminist aesthetic theory as an alternative aesthetic paradigm for computer-mediated art /." The Ohio State University, 1999. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488190109867716.

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43

Darley, Andrew David. "The computer and contemporary visual culture : realism, post-realism and postmodernist aesthetics." Thesis, University of Sussex, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.259729.

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44

Isberg, Petter, and Thomas Åkerlund. "Researching Integration of ART Test Cases into JCAT." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-19227.

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Ericsson AB is a world-leading provider of telecommunications equipment and services to mobile and fixed network operators. Ericsson uses continuous integration testing to ensure that their equipment is top tier market products. The Ericsson WCDMA division has one older Erlang based software testing framework called ART and a newer Java based framework called JCAT. This thesis work aims to find a solution for JCAT to execute ART tests and evaluate and log the test results in JCAT. This report describes the research results in executing ART from JCAT, gathering ART test case result data and sen
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45

Morgan, Leah H. "Computer art methodologies for teachers how two art teachers learned to use technology and disseminate that knowledge to other teachers /." [Bloomington, Ind.] : Indiana University, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3273563.

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Thesis (Ed.D.)--Indiana University, Art Dept. of Curriculum and Instruction, 2006.<br>Title from PDF t.p. (viewed Nov. 21, 2008). Source: Dissertation Abstracts International, Volume: 68-07, Section: A, page: 2767. Adviser: Enid Zimmerman.
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46

Woodard, William Bryan. "The computer as a medium for art : aesthetics and the processes of mind." Connect to resource, 1985. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1134055426.

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47

Uhler, Richard Stephen. "Smten and the art of satisfiability-based search." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/92967.

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Abstract (sommario):
Thesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2014.<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 177-182).<br>Satisfiability (SAT) and Satisfiability Modulo Theories (SMT) have been leveraged in solving a wide variety of important and challenging combinatorial search problems, including automatic test generation, logic s
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48

Wood, Jane M. "2D special effects on the Genigraphics 100 D+ /." Online version of thesis, 1989. http://hdl.handle.net/1850/11472.

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49

Kaplan, Craig S. "Computer graphics and geometric ornamental design /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6887.

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50

Warren, John Rodger. "A visual examination of artificial life and science fiction using 3D computer graphics and animation." The Ohio State University, 1997. http://rave.ohiolink.edu/etdc/view?acc_num=osu1382949898.

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