Teses / dissertações sobre o tema "Media spaces"
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Reitberger, Wolfgang Heinrich. "Affective Dynamics in Responsive Media Spaces". Thesis, Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/4975.
Texto completo da fonteAllen, Patrick T. "Media Transformations: Framing, Multimodality and Visual Literacy in Contemporary Media Spaces". Thesis, University of Bradford, 2012. http://hdl.handle.net/10454/14285.
Texto completo da fonteAllen, Patrick Thomas. "Media transformations : framing, multimodality and visual literacy in contemporary media spaces". Thesis, University of Bradford, 2012. http://hdl.handle.net/10454/14285.
Texto completo da fonteBehrendt, Frauke. "Mobile sound : media art in hybrid spaces". Thesis, University of Sussex, 2010. http://sro.sussex.ac.uk/id/eprint/6336/.
Texto completo da fonteL'Huillier, Nicole (L'Huillier Chaparro). "Spaces that perform themselves". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/114067.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 153-155).
Building on the understanding of music and architecture as creators of spatial experience, this thesis presents a novel way of unfolding music's spatial qualities in the physical world. Spaces That Perform Themselves exposes an innovative response to the current relationship between sound and space: where we build static spaces to contain dynamic sounds. What if we change the static parameter of the spaces and start building dynamic spaces to contain dynamic sounds? A multi-sensory kinetic architectural system is built in order to augment our sonic perception through a cross-modal spatial choreography that combines sound, movement, light, color, and vibration. By breaking down boundaries between music and architecture, possibilities of a new typology that morphs responsively with a musical piece can be explored. As a result, spatial and musical composition can exist as one synchronous entity. This project seeks to contribute a novel perspective on leveraging technology, design, science, and art to provide a setting to enrich and augment the way we relate with the built environment. The objective is to enhance our perception and challenge models of thinking by presenting a post-humanistic phenomenological encounter of the world.
by Nicole L'Huillier.
S.M.
Mazalek, Alexandra 1976. "Media tables : an extensible method for developing multi-user media interaction platforms for shared spaces". Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33882.
Texto completo da fonteIncludes bibliographical references (p. 153-157).
As digital entertainment applications evolve, there is a need for new kinds of platforms that can support sociable media interactions for everyday consumers. This thesis demonstrates an extensible method and sensing framework for real-time tracking of multiple objects on an interactive table with an embedded display. This tabletop platform can support many different applications, and is designed to overcome the commercial obstacles of previous single purpose systems. The approach is supported through the design and implementation of an acoustic-based sensing system that provides a means for managing large numbers of objects and applications across multiple platform instances. The design requires precise and dynamic positioning of multiple objects in order to enable real-time multi-user interactions with media applications. Technical analysis shows the approach l:o be robust, scalable to various sizes, and accurate to a within a few millimeters of tolerance. A qualitative user evaluation of the table within a real-world setting illustrates its usability in the consumer entertainment space for digital media browsing and game play. Our observations revealed different ways of mapping physical interaction objects to the media space, as either generic controls or fixed function devices, and highlighted the issue of directionality on visual displays that are viewable from different sides.
(cont.) The thesis suggests that by providing a general purpose method for shared tabletop display platforms we give application designers the freedom to invent a broad range of media interactions and applications for everyday social environments, such as homes, classrooms and public spaces. Contributions of the thesis include: formulation of an extensible method for media table platforms; development of a novel sensing approach for dynamic object tracking on glass surfaces; a taxonomy of interface design considerations; and prototype designs for media content browsing, digital storytelling and game play applications.
Alexandra Mazalek.
Ph.D.
Harry, Drew. "Algorithmic architecture in virtual spaces". Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46579.
Texto completo da fonteIncludes bibliographical references (p. 87-92).
Much of the recent interest in virtual worlds has focused on using the immersive properties of virtual worlds to recreate an experience like that of interacting face to face with other participants. This thesis instead focuses on how we can use the distinctive properties of virtual spaces to create experiences native to virtual worlds. I present two projects that have different perspectives on this concept. The first project--Information Spaces--demonstrates how visualization of behavior in a 3d meeting space can augment the meeting process and provide participants new behavioral ways to communicate. The second project--*Space--is an abstract 2d virtual platform for prototyping and experimenting with virtual world experiences that provides a structure for changing properties of the virtual space to influence people's behavior in that space.
Drew Harry.
S.M.
Wignall, Liam. "Kinky sexual subcultures and virtual leisure spaces". Thesis, University of Sunderland, 2018. http://sure.sunderland.ac.uk/8825/.
Texto completo da fonteSigner, Beat. "Fundamental concepts for interactive paper and cross-media information spaces". Norderstedt Books on demand GmbH, 2006. http://d-nb.info/991213726/04.
Texto completo da fonteSigner, Beat. "Fundamental Concepts for Interactive Paper and Cross-Media Information Spaces". Zürich : ETH, 2005. http://e-collection.ethbib.ethz.ch/view/eth:28630.
Texto completo da fonteDing, Sue S. M. Massachusetts Institute of Technology. "Re-enchanting spaces : location-based media, participatory documentary, and augmented reality". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/111304.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 116-122).
Location-based media have always played a key role in defining both spaces and publics. Due to the proliferation of sophisticated locative technologies, location-based media are increasingly ubiquitous in areas including art, gaming, urban planning, marketing, and tourism. While location-based approaches have enormous potential, however, rapid technological change and widely dispersed communities of practice have limited critical discourse. This thesis explores how we can better theorize and create innovative and compelling location-based media. I situate location-based media within the broad category of spatial narrative, identifying key concepts and approaches through historical and contemporary examples. In showing that location-based media have always been a form of augmenting our physical environments, I argue that augmented reality as a concept is far broader than current industry discourse indicates, and suggest location-based media as a lens through which to rethink AR's affordances and potentials. In keeping with an emphasis on new forms of storytelling, I propose a taxonomy for location-based media that distinguishes three different levels of participation and user agency: Consumption, Interaction, and Participation. Participatory works that allow users to shape the narrative-becoming deeply invested as co-creators--challenge traditional notions of authorship, consumption, linearity, and temporality. They embrace the affordances of networked locative technologies, provide a platform for a multitude of voices, and draw on the profound power of both community and place. Three case studies-Round-ware, Yellow Arrow, and the 96 Acres Project-highlight the affordances and challenges of participatory location-based approaches. Throughout this thesis, I endeavor to show that participatory location-based media offer vast creative, social, and political potential. Drawing on the rich tradition of spatial narrative, as well as the affordances of locative technologies, they invite us to reexamine our conceptions of narrative, documentary, and space itself.
by Sue Ding.
S.M. in Comparative Media Studies
Turner, Jerome. "Hyperlocal Community Media Audiences: An Ethnographic Study of Local Media Spaces and Their Place in Everyday Life". Thesis, Birmingham City University, 2018. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.753287.
Texto completo da fonteKarahalios, Kyratso G. 1972. "Social catalysts : embracing communication in mediated spaces". Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28779.
Texto completo da fonteIncludes bibliographical references (p. 103-108).
Mediated communication between public spaces is a relatively new concept. One current example of this interaction is video conferencing among people within the same organization. Large scale video-conferencing walls have begun to appear in public or semi-public areas, such as workplace lobbies and kitchens. These connections provide a link via audio and/or video to another public space within the organization. When placed in public or semi-public work spaces, they are often designed for casual encounters among people within that community. Thus far, communicating via these systems has not met expectations. Some drawbacks to such systems have been lack of privacy, gaze ambiguity, spatial incongruity, and fear of appearing too social in a work environment. In this thesis we explore a different goal and approach to linking public spaces. We are not creating a substitute for face-to-face interaction, but rather new modes of conversational and physical interaction within this blended space. This is accomplished through the introduction of what we are defining as a social catalyst. We address the need for designs best suited for linking public spaces and present a series of design criteria for incorporating mediated communication between public and semi-public spaces.
Kyratso G. Karahalios.
Ph.D.
Chin, Ryan C. C. 1974. "Product grammar : construction and exploring solution spaces". Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28774.
Texto completo da fontePage 79 blank.
Includes bibliographical references (p. 77-78).
Developing a design methodology that accounts for system- and component-level parameters in the design of products is a challenge for design and manufacturing organizations. Designed products like automobiles, personal electronics, mass-customized homes, and apparel follow design processes that have evolved over time into compartmentalized approaches toward design synthesis. Many products are designed "by committee" because the nature of the problem is sufficiently sophisticated that isolating the different disciplines of engineering, design, manufacturing, and marketing has become the only way to produce a product. This thesis rethinks design methods by critically analyzing design rules and their role in product development. Systematic and unbiased mapping of possible configurations is a method employed in generative design systems. A mapping of a solution space is achieved by parameterizing the constraints of the problem in order to develop a feasible envelope of possibilities at the component and system level. Once parametric modeling begins, then a flexible hierarchical and associative assembly must be put in place to integrate components into the product structure. What results is a complex tree structure of the possible solutions that can be optimized to ergonomic, structural, aerodynamic, manufacturing and material perspectives. The tree structure is organized so that any changes in the component structure can be accommodated at any level. Subsystems can then be easily substituted in order to fit to mass-customization preferences.
by Ryan C.C. Chin.
S.M.
Mattock, Lindsay Kistler. "Media arts centers as alternative archival spaces| Investigating the development of archival practices in non-profit media organizations". Thesis, University of Pittsburgh, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3647984.
Texto completo da fonteIn the United States, archival institutions have prioritized the preservation of commercial and Hollywood cinema overlooking small-scale media production by non-professionals and independent media artists. Media arts centers, however, have played a pivotal role in the continued access, use, and preservation of materials produced by the communities that they serve. These non-profit media collectives were imagined as a distributed network of organizations supporting the production, exhibition and study of media; serving as information centers about media resources; and supporting regional preservation efforts. However, media arts centers have remained over-looked and unexplored by the archival field. This dissertation seeks to shift this balance, including these artist-run organizations as part of the network of archives and collecting institutions preserving independent media.
Using case study methodologies this study investigated the practices at three media arts centers, Pittsburgh Filmmakers, Paper Tiger Television, and the Termite Television Collective, seeking to understand the role of these organizations in the collection and preservation of independent media and the development of archival practices in non-profit media organizations. The study places each of these organizations in the wider history of media arts center movement in the United States and looks broadly at the development of archives and archival practices within these organizations. Framing media arts centers as maker-spaces and archival spaces, this dissertation argues for a critique of professional archival practices and a redefinition of the standards for preservation of audiovisual materials.
Pinhanez, Claudio S. "Representation and recognition of action in interactive spaces". Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/62342.
Texto completo da fonteIncludes bibliographical references (p. 246-258).
This thesis presents new theory and technology for the representation and recognition of complex, context-sensitive human actions in interactive spaces. To represent action and interaction a symbolic framework has been developed based on Roger Schank's conceptualizations, augmented by a mechanism to represent the temporal structure of the sub-actions based on Allen's interval algebra networks. To overcome the exponential nature of temporal constraint propagation in such networks, we have developed the PNF propagation algorithm based on the projection of IA-networks into simplified, 3-valued (past, now, future) constraint networks called PNF-networks. The PNF propagation algorithm has been applied to an action recognition vision system that handles actions composed of multiple, parallel threads of sub-actions, in situations that can not be efficiently dealt by the commonly used temporal representation schemes such as finite-state machines and HMMs. The PNF propagation algorithm is also the basis of interval scripts, a scripting paradigm for interactive systems that represents interaction as a set of temporal constraints between the individual components of the interaction. Unlike previously proposed non-procedural scripting methods, we use a strong temporal representation (allowing, for example, mutually exclusive actions) and perform control by propagating the temporal constraints in real-time. These concepts have been tested in the context of four projects involving story-driven interactive spaces. The action representation framework has been used in the Intelligent Studio project to enhance the control of automatic cameras in a TV studio. Interval scripts have been extensively employed in the development of "SingSong ", a short interactive performance that introduced the idea of live interaction with computer graphics characters; in "It/I", a full-length computer theater play; and in "It", an interactive art installation based on the play "It /I" that realizes our concept of immersive stages, that is, interactive spaces that can be used both by performers and public.
by Claudio Santos Pinhanez.
Ph.D.
Anasu, Laya S. M. Massachusetts Institute of Technology. "Exploring methodologies to capture subjective impressions of city spaces". Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119076.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 46-47).
Cities and spaces are often examined with a focus on amenities or attributes that can be quantified or explained through patterns and movements by people. There are even numerous apps and services (Yelp, FourSquare, Google Maps to name a few) that provide platforms for adults to express their subjective feelings and opinions about restaurants, bars, landmarks, and public places, but as researchers have shown', these apps don't quite capture the full picture of meaningful places or spaces for people. Consequently, urban planners and architects designing cities take a specific, commercial viewpoint into perspective, with a bias towards the response of professional adults. As adults are not the only population living in cities, it is important and interesting to understand how people of different ages and socioeconomic classes-children, teenagers, and adults-and with different goals-learning, having fun, working-perceive the city and spaces around them in contrast or similarly to each other. This thesis uses Kendall and Harvard Squares to explore methodologies intended to capture the subjective perspectives and impressions of the city by children and adults alike. Specifically, methodologies that could elicit responses about perception relating to memory, culture, state of mind, and social interactions were explored. Participants were given a series of descriptive words and were asked to record an image in the Square that matched the word. They were also asked to express their impressions of places with their own words and playfulness. The results of the methodologies helped to form potential larger scale studies that would provide a deeper view of how a wider cross-section of the population perceive the city in terms of spaces they find creative, inspirational, and playful. Ultimately, this research seeks to understand the intangible qualitative perception of people in spaces and cities.
by Laya Anasu.
S.M.
Evdoxia, Tsaousi. "Girlhood through film representation : Reconstructing spaces and places for girls". Thesis, Stockholms universitet, Barn- och ungdomsvetenskapliga institutionen, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-183372.
Texto completo da fonteCarpenter, Russell. "Political Spaces and Remediated Places: Rearticulating the Role of Technology in the Writing Center". Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2190.
Texto completo da fontePh.D.
Department of English
Arts and Humanities
Texts and Technology PhD
Watt, Diane P. "Juxtaposing Sonare and Videre Midst Curricular Spaces: Negotiating Muslim, Female Identities in the Discursive Spaces of Schooling and Visual Media Cultures". Thèse, Université d'Ottawa / University of Ottawa, 2011. http://hdl.handle.net/10393/19973.
Texto completo da fonteLoring, Mitchel Lee. "Capturing the buzz: social media as a design informant for urban civic spaces". Kansas State University, 2014. http://hdl.handle.net/2097/17635.
Texto completo da fonteDepartment of Landscape Architecture/Regional and Community Planning
Jason Brody
BACKGROUND AND PURPOSE: Civic spaces are important nodes of community life. Especially in an urban context, civic spaces provide a necessary place that people can gather for events, meet others, and experience openness in an otherwise crowded environment. However, not all civic spaces are successful in providing these opportunities to city dwellers. Washington Square in Kansas City, Missouri is one such civic space that is currently underused and unsuccessful. Traditional methods of analyzing public spaces can be supplemented by a social media-based methodology of analysis. Analyzing social media posts submitted within the geographic boundaries of a civic space offers rich insights into the public perception and usage of these places. The application of a social media-based methodology to Washington Square results in the development of solutions for addressing this space’s dilemmas and Kansas City’s goals for the area. METHODS: Instagram and Twitter posts are collected within the geographic boundaries of Washington Square and three other civic spaces—which have been identified as exhibiting characteristics of Kansas City’s goals for Washington Square. Using thematic coding, geographic analysis, and textual analysis, these posts are analyzed to discover how people are using and perceiving these civic spaces. This data is synthesized to create solutions for the redevelopment of Washington Square. FINDINGS & CONCLUSION: This research demonstrates that a social media-based analysis can effectively inform planners and designers of the ways in which people use and perceive civic spaces. The application of this methodology to Washington Square has led to the creation of nine solutions. These solutions aim to improve Washington Square’s functionality, its identity, and its interaction with the surrounding urban environment.
Zigelbaum, Jamie B. "Mending fractured spaces : external legibility and seamlessness in interface design". Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46586.
Texto completo da fonteIncludes bibliographical references (p. 97-108).
This thesis presents External Legibility: a property of user interfaces that affects the ability of non-participating observers to understand the context of a user's actions. Claims of its value are supported with arguments from the social sciences and human-computer interaction literature; research in designing tangible user interfaces; and an experiment comparing the external legibility of four interaction techniques.
by Jamie B. Zigelbaum.
S.M.
Martinez, Araiza Jorge Ulisses 1976. "Wireless transmission of power for sensors in context aware spaces". Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/28249.
Texto completo da fonteIncludes bibliographical references (leaves 116-120).
In the present thesis I create and use wireless power as an alternative to replace wiring and batteries in certain new scenarios and environments. Two specific scenarios will be highlighted and discussed that motivated this research: The Interactive Electromechanical Necklace and the Wireless-Batteryless Electronic Sensors. The objective is to wirelessly gather energy from one RF source and convert it into usable DC power that is further applied to a set of low-power-demanding electronic circuits. This idea improves the accomplishments of Radio Frequency Identification (RFID) tags systems. The RF-to-DC conversion objective is accomplished by designing and characterizing an element commonly known as a Rectenna, which consists of an antenna and an associated rectification circuitry. The rectenna is fully characterized in this dissertation and it is used for powering electronic lights, sounds, transmitters, and different types of sensors as well. The wireless power transmission system is presented in the first place with the development of a special set of wearable beads for an interactive necklace. These beads allow physical interaction between the necklace and electronic elements placed in the environment. This scenario demonstrates that passive electronics without batteries are possible. Next I also design and implement low-power sensors that will use the energy delivered from the rectennas to perform active tasks. The switching sensor provides visual/audio feedback to the user when there's a change in the state of the sensed object (i.e. LEDs lit when a stapler runs out of staples); the humidity sensor permits monitoring the humidity in the soil of a flower pot. The sensor actively transmits the information of any of two possible stages (dry soil/humid soil) to its environment. This scenario extends the capabilities of common RFID tags, where not only they transmit information but also can react to their environment in an active fashion.
by Jorge Ulises Martinez Araiza.
S.M.
Petrova, Denitsa. "Public Art 2.0 : developing shared platforms for creativity in public spaces". Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/25670.
Texto completo da fonteScott, Sasha A. Q. "Social media memorialising and the public death event". Thesis, Queen Mary, University of London, 2017. http://qmro.qmul.ac.uk/xmlui/handle/123456789/31865.
Texto completo da fontePerry, Ethan Lewis 1973. "Anthropomorphic visualization : depicting participants in online spaces using the human form". Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/26921.
Texto completo da fonteIncludes bibliographical references (p. 74-77).
Anthropomorphic visualization is a new approach to presenting information about participants in online spaces using the human form as the basis for the visualization. Various data about an individual's online behavior are mapped to different parts of a humanoid yet abstract form. I hypothesized that using a humanoid form to visualize data about people in online social spaces could serve two purposes simultaneously: communicate statistics about the individuals and evoke a social response. Using the human form in this way has both benefits and drawbacks. Users can quickly scan a set of humanoid representations and get a sense of the character of a group, and may respond socially to the other participants in the group. However, the information we are able to represent is somewhat limited, and a humanoid representation style might lead users to make incorrect assumptions about the people being represented. To investigate these tradeoffs, I created a test- bed application that visualized data from messages written in Usenet newsgroups. I conducted user studies to evaluate how users interpreted the data from the visualizations and responded to messages shown with visualizations. In this thesis, I discuss the challenges of designing effective anthropomorphic visualizations and offer guidelines to consider when using the human form to visualize information about participants in online conversations.
by Ethan Lewis Perry.
S.M.
Lee, Byron. "Tales of the Gayborhood: Mediating Philadelphia's Gay Urban Spaces". Diss., Temple University Libraries, 2014. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/267723.
Texto completo da fontePh.D.
Philadelphia, like other major North American cities, has neighborhoods that are informally known as gay neighborhoods. This project examines how Philadelphia's Gayborhood is mediated, and how representations and markings of the Gayborhood are shaped by different discourses, namely tourism and urban development. Marking Philadelphia's Gayborhood justifies the presence of LGBT individuals in the city by linking LGBT lives to economic activity and "positive" urban change. This dissertation reads media texts about Philadelphia's Gayborhood against participant observations of everyday life and events in the Gayborhood, with particular emphasis on the activities of the Philadelphia Gay Tourism Caucus (PGTC). Starting in 2002, the PGTC formed and produced specific tourism materials targeting the LGBT community, including print and television advertising campaigns, the rainbow street signs, and a dedicated map of the Gayborhood. These products highlight the Gayborhood as evidence of Philadelphia's gay-friendliness. Philadelphia's attractiveness for LGBT travelers is rooted in the visible presence of the city's LGBT community; Philadelphia's established LGBT everyday life allows LGBT travelers to come and already belong in the city. To support this message, the PGTC and the Greater Philadelphia Tourism Marketing Corporation market the city to both visitors and locals. New media platforms, namely social media, help promote events, both supporting local organizations, as well as creating visible LGBT everyday life to attract visitors. The meanings of the Gayborhood are then explored through its physical markings and LGBT events that emphasize its location. First, Philadelphia's Gayborhood is placed in the context of visibly and symbolically marking a "gay" city. While visual markers may provide indication of LGBT presence, certain symbols become stereotypical and caricatured, limiting the possible meanings of being LGBT-identified in public. Events such as the Pride Parade also serve to define the boundaries of belonging in the LGBT community. A central tension is the distinction between belonging and access, which are often conflated by an emphasis on legal, anti-discrimination discourses. LGBT history is also a central theme of Philadelphia's LGBT tourism promotion. By examining LGBT history walking tours, this project argues that not only do historical projects highlight stories that might otherwise be unseen, they also produce visibility of absences in contemporary discourse. The Gayborhood also functions as an archive exhibit, ultimately supporting a liberal project of belonging through economic and political activities. Parts of the archive are currently present, but access to the LGBT archive requires further inquiry or participation. By considering the Gayborhood as an exhibit of the LGBT archive, we also can consider aspects of the archive as restricted from the public, or still impossible to articulate intelligibly to the public. This project ends with a reconsideration of what it means to articulate and communicate ideas about LGBT identity in space. Current representations and understandings of the Gayborhood still serve a homonormative and homonationalist project that privileges the activities and everyday lives of wealthy, white, gay men. Returning to thinking about gay men's cruising and public sex, this project closes with an examination of how mobile communication technologies and methods allow for public sex to occur in new ways. Marked LGBT neighborhood spaces still have the potential to change how we understand the relationship between sexual lives and public space.
Temple University--Theses
Bratslavsky, Lauren. "From Ephemeral to Legitimate: An Inquiry into Television's Material Traces in Archival Spaces, 1950s -1970s". Thesis, University of Oregon, 2013. http://hdl.handle.net/1794/13445.
Texto completo da fonteMiller, Matthew Adam. "Semantic spaces : behavior, language and word learning in the Human Speechome corpus". Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/69805.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (p. 149-152).
The Human Speechome Project is an unprecedented attempt to record, analyze and understand the process of language acquisition. It is composed of over 90,000 hours of video and 150,000 hours of audio, capturing roughly 80% of the waking hours of a single child from his birth until age 3. This thesis proposes and develops a method for representing and analyzing a video corpus of this scale that is both compact and efficient, while retaining much of the important information about large scale behaviors of the recorded subjects. This representation is shown to be useful for the unsupervised modeling, clustering and exploration of the data, particularly when it is combined with text transcripts of the speech. Novel methods are introduced to perform Spatial Latent Semantic Analysis - extending the popular framework for topic modeling to cover behavior as well. Finally, the representation is used to analyze the inherent "spatiality" of individual words. A surprising connection is demonstrated between the uniqueness of a word's spatial distribution and how early it is learned by the child.
by Matthew Miller.
S.M.
Gullström, Charlie. "Presence Design : Mediated Spaces Extending Architecture". Doctoral thesis, KTH, Arkitektur, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-24448.
Texto completo da fonteQC 20100909
Kolovea, Varnava Aikaterini. "Light as a medium to enhance communication in urban spaces". Thesis, KTH, Ljusdesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-221665.
Texto completo da fonteBarkley, Candice. "School Leader Use of Social Media for Professional Discourse". VCU Scholars Compass, 2012. http://scholarscompass.vcu.edu/etd/2701.
Texto completo da fonteHeise, Laurie. "Precarity and Asymmetries in Media Production: How Freelancers Experience their Working Conditions as Users of Coworking Spaces". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23167.
Texto completo da fonteSá, Jorge Paulo Duarte Hipólito de. "Media na arquitetura: intervenção e experiência visual em espaço contemplativo Nimbus Radiance Gate Project". Doctoral thesis, Universidade de Évora, 2014. http://hdl.handle.net/10174/14549.
Texto completo da fonteSylvester, Nina. "Das Girl crossing spaces and spheres : the function of the girl in the Weimar Republic /". Diss., Restricted to subscribing institutions, 2006. http://proquest.umi.com/pqdweb?did=1280134271&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.
Texto completo da fonteZhou, Precious. "Gendered experiences of women journalists in male-dominated spaces : a focus on the print media industry in Zimbabwe". Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/57234.
Texto completo da fonteMini Dissertation (MSocSci)--University of Pretoria, 2015.
tm2016
Sociology
MSocSci
Unrestricted
Bhatch, Michael Shakib. "Imagining multilingual spaces through scripted 'codeswitching' in multilingual performance: a case study of '7de Laan'". Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_6224_1360931285.
Texto completo da fonteThis thesis examines how multilingual spaces in South Africa are imagined and reconstructed through the use of scripted codeswitching in 7de Laan. It explores how the socio-political discourses and other ideologies from the broader South African context shape and influence the ways in which the soap reconstructs multilingual spaces and the identities that exist within these spaces through language and language practices. In the literature presented in this study I explore various theories and case studies that examine Afrikaans and its indexicality in our 
contemporary society, the conventions of soap opera in representing &lsquo
reality&rsquo
to society, the role of codeswitching in multilingual mass communication, the policies and ideologies that govern post apartheid television and finally the link between ideology, the media, language and imagined identities.. These five overarching themes often overlap throughout this thesis. My investigation of the main questions set in this thesis is based on a triangulated analysis of (a) a five episode transcript of the soap, (b) solicited viewer perceptions gleaned from questionnaires and (c) unsolicited social media commentaries. This analysis is framed by a poststructuralist critical analysis with a specific focus on how social practices and contemporary ideologies manifest in the discourse of the soap. This approach views discourse as the juncture where identity, stereotypes and power are negotiated, enforced, imagined and challenged. In this thesis I argue that the conspicuous absence of indigenous African languages and the use of standard white Afrikaans as the lingua franca in the soap creates an unrealistic utopian portrayal of the new South Africa that naturalises white Afrikaans culture and marginalises other indigenous cultures and languages. I argue that the soap puts middle class white Afrikaners at the epicentre of South African society thus enforcing the idea that non-whites still need to conform to white Afrikaans standards and norms at the expense of their own culture and languages despite the inception of democracy. The soap offers no depictions of resistance to this dominant white Afrikaans culture, thus misleadingly portraying it as the uncontested dominant culture of the new South Africa.
Rumfelt, Catherine Coker. "The Necessity of Narrative: Personal Writing and Digital Spaces in the High School Composition Classroom". unrestricted, 2009. http://etd.gsu.edu/theses/available/etd-04162009-103704/.
Texto completo da fonteTitle from file title page. Marti Singer, committee chair; Mary Hocks, George Pullman, committee members. Description based on contents viewed Aug. 11, 2009. Includes bibliographical references (p. 55-63).
Everette, Dennis W. "The Filthiest People Alive: Productions of Urban Spaces and Populations in the Films of John Waters". Miami University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=miami1325613384.
Texto completo da fonteEarles, Jennifer. "TERF Wars: Narrative Productions of Gender and Essentialism in Radical-Feminist (Cyber)spaces". Scholar Commons, 2017. http://scholarcommons.usf.edu/etd/6696.
Texto completo da fonteKieninger, Bernd. "Iterated function systems on compact Hausdorff spaces /". Aachen : Shaker, 2002. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=010050648&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.
Texto completo da fonteSparacino, Flavia 1965. "Sto(ry)chastics : a Bayesian network architecture for combined user modeling, sensor fusion, and computational storytelling for interactive spaces". Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/17614.
Texto completo da fonteIncludes bibliographical references (p. 205-211).
This thesis presents a mathematical framework for real-time sensor-driven stochastic modeling of story and user-story interaction, which I call sto(ry)chastics. Almost all sensor-driven interactive entertainment, art, and architecture installations today rely on one-to-one mappings between content and participant's actions to tell a story. These mappings chain small subsets of scripted content, and do not attempt to understand the public's intention or desires during interaction, and therefore are rigid, ad hoc, prone to error, and lack depth in communication of meaning and expressive power. Sto(ry)chastics uses graphical probabilistic modeling of story fragments and participant input, gathered from sensors, to tell a story to the user, as a function of people's estimated intentions and desires during interaction. Using a Bayesian network approach for combined modeling of users, sensors, and story, sto(ry)chastics, as opposed to traditional systems based on one- to-one mappings, is flexible, reconfigurable, adaptive, context-sensitive, robust, accessible, and able to explain its choices. To illustrate sto(ry)chastics, this thesis describes the museum wearable, which orchestrates an audiovisual narration as a function of the visitor's interests and physical path in the museum. The museum wearable is a lightweight and small computer that people carry inside a shoulder pack. It offers an audiovisual augmentation of the surrounding environment using a small eye-piece display attached to conventional headphones. The wearable prototype described in this document relies on a custom-designed
(cont.) long-range infrared location-identification sensor to gather information on where and how long the visitor stops in the museum galleries. It uses this information as input to, or observations of, a (dynamic) Bayesian network, selected from a variety of possible models designed for this research. It then delivers an audiovisual narration to the visitor as a function of the estimated visitor type, and interactively in time and space. The network has been tested and validated on observed visitor tracking data by parameter learning using the Expectation Maximization (EM) algorithm, and by performance analysis of the model with the learned parameters. Estimation of the visitor's preferences, in addition to the type, using additional sensors, and examples of sensor fusion, are provided in a simulated environment. The main contribution of this research is to show that (dynamic) Bayesian networks are a powerful modeling technique to couple inputs to outputs for real-time sensor-driven multimedia audiovisual stories, such as those that are triggered by the body in motion in a sensor-instrumented interactive narrative space. The coarse and noisy sensor inputs are coupled to digital media outputs via a user model, and estimated probabilistically by a Bayesian network ...
by Flavia Sparacino.
Ph.D.
Roberts, Helen Victoria. "Investigating the role of social media and smart device applications in understanding human-environment relationships in urban green spaces". Thesis, University of Birmingham, 2018. http://etheses.bham.ac.uk//id/eprint/8577/.
Texto completo da fonteJacucci, G. (Giulio). "Interaction as performance:cases of configuring physical interfaces in mixed media". Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514276051.
Texto completo da fonteHom, John S. "Making the Invisible Visible: Interrogating social spaces through photovoice". The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1284482097.
Texto completo da fontePetkova, Preslava. "‘We are not the same, sis’ : A qualitative study of the negotiation of femininity in online spaces". Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44217.
Texto completo da fonteHong, Ioi Man. "New iconic symbol in/of Macao : the new globalized consumer spaces". Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1874195.
Texto completo da fonteTibau, Benitez Javier Alejandro. "Exploring and Promoting Family Connections at a Distance Through FamilySong". Diss., Virginia Tech, 2020. http://hdl.handle.net/10919/96700.
Texto completo da fonteDoctor of Philosophy
Telecommunication technologies have improved the lives of migrants by allowing them to maintain connections with far-away loved ones. Although the opportunities to have a conversation have increased drastically with inexpensive video-chat systems, the quality of these connections leave families wanting for more meaningful experiences. FamilySong was designed to help far-away loved ones sustain significant interactions over time by playing music at the same time between two connected homes. The music acts as a medium for a shared-experience between parent and children's homes, and their grandparents' home. As participants went about their daily lives, music would begin playing making them feel together. Music also allows for a range of interactions that our participant families have come to describe as communication. People choose to play songs in the system that could be interpreted as "I love you," "I am thinking of you," "good morning," "this is my/your favorite song," "we are home," "are you available to talk," "we are dancing," "happy birthday!" These messages have the potential for being more influential to a developing relationship than merely asking for a "hi" or a "smile" on a video-call. Such calls are typical when interacting with very young, pre-verbal children. Other researchers have promoted focused activities that would capture a young child's attention, in order to provide a moment of connection at a distance with them. Some of these approaches include playing games and reading books. Our proposed method of sharing music is aimed at a similar objective, developing participants shared interests, but also facilitating an opportunity for a long sustained experience through the day with music as the background for everyday home activities. FamilySong is a design for the home and for the family, we build upon the family's communication and cultural practices in order to augment their experience through the day, and the video-calls they typically hold where they might now have found new reasons to connect (talk about music or sing together). In this dissertation we have used design to extend our understanding of what constitutes a significant interaction between family. Three large steps were taken, culminating in the design and creation of a high-fidelity prototype for a system to facilitate synchronous-playback of music between homes. A total of twelve copies of the final prototype were created and deployed at the homes of participants, for a total of six families using the system for over six months at the time of publishing. An additional three devices were created to begin exploring future work opportunities. In exploring these interactions between people we have found that family members have differing motivations and approaches to enjoying the system communicating. However, the opportunities for increased connection was received with joy by most of our participants who expressed to us deep feelings of longing for togetherness, identity, and culture. These significant aspects of enduring human and family values provide meaningful motivations for designing for the home.
Ferreira, Elga. "Understanding mobile and locative media and its influence on urban culture : emergent digital spaces and artistic design practice in relation to contemporary mobility". Thesis, University of West London, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.521313.
Texto completo da fonteReuterswärd, Hedvig. "Mission Climbossible : A study ofimmersive vertical locomotion inimpossible spaces for virtual reality". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280844.
Texto completo da fonteDe senaste årens utveckling har fortsatt sudda ut kanterna mellan verklighet och virtuell verklighet då dagens teknik stödjer trådlösa immersiva verkligheter. I ett försök att lösa locomotion som det sista biten av pusslet för att göra virtuella verkligheter perfekta har s.k impossible spaces utvecklats för att stödja naturlig locomotion. Den här A/B-gruppsstudien undersökte effekter på immersion med kombinationen av naturlig och vertikal locomotion i en impossibel space miljö med 20 deltagare. Användare tenderade att grovt underskatta längden de klättrade (vilket motsäger en tidigare studie), koncentrera sig, tappa tidsuppfattningen, beskriva deras upplevelsen mer positivt och annorlunda än kontrollgruppen. Tecken på rumslig, emotionell, kognitiv och taktil immersion visade sig i form av koncentration, tid, känslor av frihet, narrativ, närvaro, säkerhet, mental stimulation och locomotion- användarstrategier för att nämna några. Minimala element kan ha uppnåtts medan framtida studies kan bekräfta och definiera den immersiva potentialen med vertikal locomotion i impossibel spaces till fullo.