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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
241

eRadio : empowerment through community Web radio / Empowerment through community Web radio / Electronic Radio : empowerment through community Web radio

Gomez-Monroy, Carla, 1977- January 2004 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004. / This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections. / Includes bibliographical references (p. 115-120) and index. / The eRadio project proposes to be an effective aid to increase interaction and reduce alienation among the members of dispersed communities by using a holistic approach to participatory and interactive web radio-production, with ad hoc methodology and ad hoc electronic tools. Through eRadio individuals can contribute to a participatory process of community self-discovery, identification, and assimilation by voicing their concerns and views as well as by expressing aesthetic and cultural ways of rejoicing. eRadio participators can trigger processes that may lead to the sustainability and empowerment of different segments of the dispersed community, and of the whole, by airing issues of collective importance and thus moving individuals, groups, and institutions to reflection and cooperation. Volunteers become communicators that get others to tell anecdotes or discuss issues as they audio-record them. Then they creatively edit and transmit the finished audio pieces via the web and, if local conditions permit it, they radio broadcast it. Interactive transmission from different sites is done by two or more segments of the dispersed community. The project includes development of a hardware and software package that supports simple task-based production of digital audio files. The hardware is a simple computer called "VoxPopBox" which can be connected to a portable digital recorder in order to download audio clips that have been recorded in the field. The software is divided into four task areas which guide the user through gathering audio, producing a piece, publishing their work, and listening to other audio publications. Each box is connected to other boxes via the Internet. This thesis describes the pilot implementation of the eRadio project with the Tulcingo community, which is a dispersed transnational community with a hometown in Mexico and about half of its population in New York City. After two nine-day workshops, we produced and transmitted two radio programs, one from the town of Tulcingo and the other from the city of New York. As a result the Tulcingo community is interested in a long-term eRadio implementation. If done, Tulcingo would be an eRadio seed community from which other communities can bloom. / by Carla Gomez-Monroy. / S.M.
242

Graph dynamics : learning and representation

Ribeiro, Andre Figueiredo January 2006 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006. / Includes bibliographical references (p. 58-60). / Graphs are often used in artificial intelligence as means for symbolic knowledge representation. A graph is nothing more than a collection of symbols connected to each other in some fashion. For example, in computer vision a graph with five nodes and some edges can represent a table - where nodes correspond to particular shape descriptors for legs and a top, and edges to particular spatial relations. As a framework for representation, graphs invite us to simplify and view the world as objects of pure structure whose properties are fixed in time, while the phenomena they are supposed to model are actually often changing. A node alone cannot represent a table leg, for example, because a table leg is not one structure (it can have many different shapes, colors, or it can be seen in many different settings, lighting conditions, etc.) Theories of knowledge representation have in general concentrated on the stability of symbols - on the fact that people often use properties that remain unchanged across different contexts to represent an object (in vision, these properties are called invariants). However, on closer inspection, objects are variable as well as stable. How are we to understand such problems? How is that assembling a large collection of changing components into a system results in something that is an altogether stable collection of parts? / (cont.) The work here presents one approach that we came to encompass by the phrase "graph dynamics". Roughly speaking, dynamical systems are systems with states that evolve over time according to some lawful "motion". In graph dynamics, states are graphical structures, corresponding to different hypothesis for representation, and motion is the correction or repair of an antecedent structure. The adapted structure is an end product on a path of test and repair. In this way, a graph is not an exact record of the environment but a malleable construct that is gradually tightened to fit the form it is to reproduce. In particular, we explore the concept of attractors for the graph dynamical system. In dynamical systems theory, attractor states are states into which the system settles with the passage of time, and in graph dynamics they correspond to graphical states with many repairs (states that can cope with many different contingencies). In parallel with introducing the basic mathematical framework for graph dynamics, we define a game for its control, its attractor states and a method to find the attractors. From these insights, we work out two new algorithms, one for Bayesian network discovery and one for active learning, which in combination we use to undertake the object recognition problem in computer vision. To conclude, we report competitive results in standard and custom-made object recognition datasets. / by Andre Figueiredo Ribeiro. / S.M.
243

Exertion instruments / Exertion music

Vawter, Noah (Noah Theodore) January 2011 (has links)
Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011. / Cataloged from PDF version of thesis. / Includes bibliographical references (p. 170-173). / This dissertation describes the research, development and reasoning behind a family of musical instruments called Exertion Instruments. They use inline electrical generators to run a synthesizer and an amplifier while eliminating the need for batteries. Efficient acoustic design minimizes the power requirements while optimized generator and ergonomic design maximize power generation. As such, they combine the convenience of acoustic instruments with the flexibility of electronic instruments. Also, through new generator designs, nuances of player charging movements become as important to expression as the overall intensity of their playing. The player treats the generator like a typical physical resonator such as a string, using musical instrument playing gestures. Yet they manipulate audio electronically, enabling practices like sampling, synthesis and modulation. During development, a modular approach using amateur-friendly materials was taken to empower future instrument builders to customize and improve the instrument. In addition to technical criteria based on measurements, Exertion Instruments are evaluated through player and builder experiences in a series of technical workshops and realworld performances. / by Noah Vawter. / Ph.D.
244

Dolltalk : a computational toy to enhance narrative perspective-talking / computational toy to enhance narrative perspective-talking

Vaucelle, Catherine N. (Catherine Nicole) January 2002 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002. / This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections. / Includes bibliographical references (leaves 88-95). / School curricula are designed with the expectation that students achieve literacy. They usually support the acquisition of language by encouraging students to learn how to decode information within a sentence. In this thesis it is suggested that literacy skills in children five to seven years of age can be obtained with a broader understanding of language and its representation. Oral storytelling is presented as a way to develop metacognitive skills with a focus on character-based narrative where children must create the perspectives of the characters. The ability to tell stories is common to children from every community and can help them in school performance. Children should therefore be encouraged to express their understanding of character perspectives in oral storytelling. This thesis presents a tangible interface that allows children to practice pre-literacy skills using oral language. It introduces Dolltalk, a system that facilitates children's ability to take narrative perspectives through the mechanism of reporting speech. The toy presented works by asking children to tell stories and by playing back the stories to the child using narrative features. The ability to express the way the characters think and feel in a narrative and what motivates them to act has been shown to be predictive of academic competence among preschool children. A user study was conducted to understand the short-term effect of Dolltalk on children's elaboration of internal states of story characters. The results show that playing with Dolltalk encourages children to introduce their characters in the story and to express the internal states of their characters much more than with the use of a simple tape recorder. The results also show that playing with the current version of Dolltalk or with Dolltalk in tape-recorder mode encourages children to provide spatial and temporal information in their stories much more than they would without hearing any playback of their stories. This thesis presents significant results (p =.04) that indicate the current version of Dolltalk encourages children to express the internal states of their characters. / by Catherine N. Vaucelle. / S.M.
245

Giving the head a hand : constructing a microworld to build relationships with ideas in balance control / Constructing a microworld to build relationships with ideas in balance control

Sipitakiat, Arnan, 1974- January 2007 (has links)
Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007. / This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections. / Includes bibliographical references (p. 121-124). / The major promise of computational technology for learning is in making discovery and acquisition of knowledge accessible to a wider range of people. The protean expressive and constructive nature of computational technology facilitates more powerful and effective learning methodologies. Enabling multiple forms of representation through computational approaches to thinking about various phenomena not only potentially opens new domains of knowledge, but also permits a re-structuration of domains by rethinking content and activity. This thesis provides an exemplar of this potential through children learning about Balance Control in Dynamic Systems (BCDS), which adds a particular value given that BCDS is considered too complex for young learners. A Balance Control Microworld was created to help learners think about how to program physical robots to perform balancing acts, such as balancing an inverted pendulum, based on the observations of their own body motions. A Spatial Computing Paradigm (SCP) was developed to allow learners to carry out various control operations using familiar 2D properties of on-screen objects. The physical robots have a dual-mode ability that allowed learners to record and observe motions while controlling the robots manually by hand as well as under program control. The study involved two groups of learners, ages 13 to 15, over twelve months. BCDS concepts that emerged include the role of speed, creating predictions, managing system states, and analyzing system's stability. Moreover, powerful ideas in computational and mathematical thinking helped enable thinking and understanding in BCDS as well as reflection over the whole process. The evolution of the Microworld was guided by a practice of applied epistemological anthropology. / (cont.) An iterative process was used to identify important themes as they emerged during the course of the fieldwork. The resulting themes, as reflected in the case studies, come in three flavors: One focuses on ideas in BCDS that were learned by youth and could lead to deeper understanding in that rich field; the second shows how the tools and approach evolved to better support the learner along with the role of the researcher in the learning process; the third discusses the learning implications of a technology-enhanced Microworld by demonstrating common learning assumptions that need careful reconsideration. / by Arnan Sipitakiat. / Ph.D.
246

OnTheRun : a location-based exercise game / Location-based exercise game

Donahoe, Matthew (Matthew Joseph) January 2011 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011. / Cataloged from PDF version of thesis. / Includes bibliographical references (p. [48]-49). / Going for a run is a great way to get exercise and feel rejuvenated, but it can also get repetitive and boring. In contrast, digital games can be very engaging and addictive but traditionally force players to be physically inactive. This project is a mobile phone application that transforms a run into an immersive game by presenting a series of story-based running tasks to motivate the player. Requiring that the game be played while running constrains the design both in terms of input and output, and this system demonstrates ways to manage those constraints while still providing a compelling experience. A six person evaluation validates the concept and offers useful design feedback. / by Matthew Donahoe. / S.M.
247

The observatory : designing data-driven decision making tools / observatory : an analytical tool for understanding the complexities of economic development / Designing data-driven decision making tools / Analytical tool for understanding the complexities of economic development

Simoes, Alexander James Gaspar January 2012 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2012. / Cataloged from PDF version of thesis. / Includes bibliographical references (p. 52-56). / Creative usages of graphics to encode information date back to at least the beginnings of the industrial revolution. It is also around that same time that a gap between the wealthiest of nations and least begins to develop. How can we use techniques of visualization complimented with vast amounts of data to provide a lens by which we may understand economic development? The amount of computing power and data available at our finger tips is increasing everyday. This thesis will introduce The Observatory as a tool that combines big data with interactive visualizations as a means for discerning the patterns found in economic development over the past 50 years. The tool draws on influences from other interactive visualizations tools as well as theory and literature from the field of complexity economics. The impact of this tool has already begun to emerge with its proliferation online and usage by experts in the field of development economics. / by Alexander James Gaspar Simoes. / S.M.
248

Asynchronous logic automata

Dalrymple, David Allen January 2008 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008. / This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections. / Includes bibliographical references (p. 89-92). / Numerous applications, from high-performance scientific computing to large, high-resolution multi-touch interfaces to strong artificial intelligence, push the practical physical limits of modern computers. Typical computers attempt to hide the physics as much as possible, running software composed of a series of instructions drawn from an arbitrary set to be executed upon data that can be accessed uniformly. However, we submit that by exposing, rather than hiding, the density and velocity of information and the spatially concurrent, asynchronous nature of logic, scaling down in size and up in complexity becomes significantly easier. In particular, we introduce "asynchronous logic automata", which are a specialization of both asynchronous cellular automata and Petri nets, and include Boolean logic primitives in each cell. We also show some example algorithms, means to create circuits, potential hardware implementations, and comparisons to similar models in past practice. / by David Allen Dalrymple. / S.M.
249

Designing complementary communication systems

Harry, Drew January 2012 (has links)
Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2012. / This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections. / Cataloged from student-submitted PDF version of thesis. / Includes bibliographical references (p. [163]-172). / We have long assumed that being face to face is the best environment for social interaction. But is "being there" the best we can aspire to? One common approach to improving face-to-face contexts is to add new communication channels - a strategy often described as creating "backchannels." In my work, I use a series of novel complementary communication systems to show how adding communication platforms to collaborative situations can be useful while also arguing for a new conceptual model of a main stage and a side stage (in the Goffman sense) that contrasts with the traditional model of backchannels. I describe a series of projects that embody this approach and explore its limits. My work covers virtual world meetings and presentations, an audience interaction tool for large groups (backchan.nl), a tablet-based system for small group discussions (Tin Can), and a platform for connecting huge distributed audiences (ROAR). In each of these projects I trace my three major research themes: understanding how conversational grounding operates in these environments, how non-verbal actions complement text-based interaction, and how people make decisions about how to manage their attention in environments with multiple simultaneous communication channels. / by Drew Harry. / Ph.D.
250

Social networks for lonely objects

Kestner, John Anthony January 2010 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010. / Cataloged from PDF version of thesis. / Includes bibliographical references (p. 115-119). / Visions of ubiquitous computing describe a network of devices that quietly supports human goals, but this may also add complexity to an already frustrating relationship between humans and their electronic objects. As we move from vision to reality, there is an opportunity to rethink how we interact with our objects and networks of objects, and close the communication gap between man and machine. 'This thesis defines social and super-mechanical affordances for products which may consist of many physical and digital objects. These new objects will not look like stripped-down contemporary computers, but augmented ordinary objects that are focused on input and output, exposed on Twitter. Apps in the cloud use Twitter to marshall the appropriate objects to execute human tasks. Using a social network as transport allows apps and their owners to manage a large network of computing objects with the same constructs that we use to manage many human relationships. From this direction, we take a step toward a consumer-amenable implementation of ubiquitous computing. / by John Anthony Kestner. / S.M.

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