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Comunicação e Contra-hegemonia: o palco de intervenção política da Companhia do Latão / Communication and Counter-hegemony: the stage for political intervention of Companhia do LatãoMalta, Gabriela Villen Freire 17 November 2010 (has links)
Partindo da conexão entre comunicação e cultura, este estudo tem como objetivo contribuir para um melhor entendimento acerca das intervenções culturais contrahegemônicas, que tem na Companhia do Latão uma importante referência atual. Com essa proposta, faz-se uso de algumas das proposições metodológicas indicadas por Karl Marx, segundo as quais a apreensão do mundo real não se dá a partir de um método determinado a priori, mas sim que este deve ser deduzido do próprio objeto de estudo. Portanto, o passo inicial e determinante para todo o trajeto é a análise imanente, isto é, o exame crítico do objeto de pesquisa como fonte primeira e da qual deve retirar-se o máximo possível de determinações, bem como os caminhos para pesquisá-lo. Estipulou-se para início da pesquisa a década de 1960, momento que deixou marcas profundas na vida cultural, política, social e econômica de nosso país, podendo ser lido como um ponto chave para a compreensão da história nacional, bem como das diversas tentativas feitas pelos agentes culturais no sentido de buscar um novo tipo de relacionamento com o público receptor. É também nesta década que aparecem, em sua melhor forma, os grupos de teatro de pesquisa, tradição da qual a Companhia do Latão faz parte. Interessa-nos entender quais foram as verdadeiras mudanças, em termos de experiência cultural e política, causadas pelo Golpe de 1964 e o que foi fomentado mesmo sob a repressão do AI-5, bem como as suas consequências nas décadas que o seguiram, principalmente, na arte engajada e de intervenção política. / Based on the connection between communication and culture this study aims to contribute for a better understanding of counter-hegemonic cultural interventions, which has in Companhia do Latão an important reference nowadays. With this proposal, we use some methodological approaches indicated by Karl Marx, which claims that the seizure of the real world is not derived from a method determined in advance, but this goal must be deducted from the object of study itself. Therefore, the initial and determining step for the entire trajectory analysis is immanent, that is, the critical examination of the research object as primary source and of which we should withdraw, as much as possible, the determinations, as well as the ways to research it. The 1960s was stipulated as the starting point of this research, moment that left a deep mark on the cultural, political and economic structure of our country, and can be read as a key point to understand the national history, as well as several attempts made by cultural agents in order to seek a new kind of relationship with the receiver public. Also, in this decade, appears, in its better form, the theater groups of research, a tradition in which Companhia do Latão shares. We want to understand what were the real changes in terms of cultural and political experience caused by the Coup of 1964, and what was promoted even under the AI-5 repression, as well as its consequences in the following decades, mainly in the activist and political intervention art.
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Searching the space of representations : reasoning through transformations for mathematical problem solvingRaggi, Daniel January 2016 (has links)
The role of representation in reasoning has been long and widely regarded as crucial. It has remained one of the fundamental considerations in the design of information-processing systems and, in particular, for computer systems that reason. However, the process of change and choice of representation has struggled to achieve a status as a task for the systems themselves. Instead, it has mostly remained a responsibility for the human designers and programmers. Many mathematical problems have the characteristic of being easy to solve only after a unique choice of representation has been made. In this thesis we examine two classes of problems in discrete mathematics which follow this pattern, in the light of automated and interactive mechanical theorem provers. We present a general notion of structural transformation, which accounts for the changes of representation seen in such problems, and link this notion to the existing Transfer mechanism in the interactive theorem prover Isabelle/HOL. We present our mechanisation in Isabelle/HOL of some specific transformations identified as key in the solutions of the aforementioned mathematical problems. Furthermore, we present some tools that we developed to extend the functionalities of the Transfer mechanism, designed with the specific purpose of searching efficiently the space of representations using our set of transformations. We describe some experiments that we carried out using these tools, and analyse these results in terms of how close the tools lead us to a solution, and how desirable these solutions are. The thorough qualitative analysis we present in this thesis reveals some promise as well as some challenges for the far-reaching problem of representation in reasoning, and the automation of the processes of change and choice of representation.
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Interactive shadow removalGong, Han January 2015 (has links)
Shadows are ubiquitous in image and video, and their removal is of interest in both Computer Vision and Graphics. In this thesis, four methods for interactive shadow removal from single images are presented. Their improvements are made in user interaction, quality and robustness of shadow removal. We also show our state-of-the-art ground truth data set with variable scene categories for shadow removal and applications for shadow editing and its extension to video data processing.
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The relationaship between ease of learning and human interface design of a computer system : research report.January 1983 (has links)
by Ko Shui-wing, Anthony, So Hon-luen, Jimmy. / Bibliography: leaves 60-62 / Thesis (M.B.A.) -- Chinese University of Hong Kong, 1983
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Visual interaction techniques for courseware production and presentation.January 1991 (has links)
by Lam Shing Yung, Anton. / Thesis (M.Phil.)--Chinese University of Hong Kong, 1991. / Includes bibliographical references. / Chapter I. --- Introduction --- p.1 / Chapter 1.1. --- Motivations for Presentation System --- p.2 / Chapter 1.2. --- Shortcomings of Traditional Method --- p.2 / Chapter 1.3. --- Computerized Courseware Production and Presentation System --- p.5 / Chapter 1.4. --- Hardware Advances --- p.7 / Chapter 1.5. --- "Windowed, Graphical Applications" --- p.9 / Chapter 1.6. --- Interaction Techniques --- p.10 / Chapter 1.7. --- Research Objectives --- p.12 / Chapter II. --- Existing Products and Related Research --- p.13 / Chapter 2.1. --- Existing Products --- p.13 / Chapter 2.1.1. --- PRESENT Slide Presentation System --- p.14 / Chapter 2.1.2. --- Harvard Graphics --- p.15 / Chapter 2.1.3. --- HyperCard --- p.15 / Chapter 2.1.4. --- Macromind Director --- p.16 / Chapter 2.1.5. --- Authorware Professional --- p.17 / Chapter 2.1.6. --- "PageMaker, Ventura and MacDraw" --- p.19 / Chapter 2.1.7. --- Summary --- p.20 / Chapter 2.2. --- Related Research --- p.20 / Chapter 2.2.1. --- Authoring Systems --- p.20 / Chapter 2.2.2. --- User Interface Management System (UIMS) --- p.23 / Chapter 2.2.3. --- Visual Programming --- p.24 / Chapter III. --- User's Model --- p.27 / Chapter 3.1. --- A Simple User's Model --- p.27 / Chapter 3.1.1. --- Object-0riented Presentation Material --- p.27 / Chapter 3.1.2. --- Frame -Based Presentation --- p.29 / Chapter 3.1.3. --- Presentation Styles --- p.29 / Chapter 3.2. --- Novice Users vs Experienced Users --- p.30 / Chapter IV. --- Design of the Courseware Production and Presentation System --- p.31 / Chapter 4.1. --- Overview --- p.31 / Chapter 4.2. --- Object Oriented Design --- p.31 / Chapter 4.3. --- Object Oriented Graphics --- p.31 / Chapter 4.3.1. --- Modification of Object --- p.32 / Chapter 4.3.2. --- Clipboard --- p.34 / Chapter 4.3.3. --- Stacking of Objects --- p.35 / Chapter 4.3.4. --- Group Together and Break Apart --- p.36 / Chapter 4.3.5. --- Hierarchy of Grouping --- p.38 / Chapter 4.3.6. --- Storage Requirements --- p.39 / Chapter 4.4. --- Operations --- p.39 / Chapter 4.4.1. --- Manipulative Operations --- p.39 / Chapter 4.4.2. --- Frame Control Operations --- p.39 / Chapter 4.4.3. --- Timer Operation --- p.40 / Chapter 4.5. --- Active-Object-Set Model --- p.40 / Chapter 4.5.1. --- Importance of Objects --- p.41 / Chapter 4.5.2. --- Active Object --- p.42 / Chapter 4.5.3. --- Active Set --- p.43 / Chapter 4.5.4. --- The Timer Event --- p.43 / Chapter 4.6. --- Properties of Visual Objects --- p.45 / Chapter 4.6.1. --- Physical Attributes --- p.45 / Chapter 4.6.1. --- Event-Handling Operations --- p.45 / Chapter 4.6.2. --- Private Status --- p.46 / Chapter 4.7. --- Object Class --- p.47 / Chapter 4.8. --- User-Defined Object Classes --- p.47 / Chapter 4.9. --- User-Defined Operations --- p.47 / Chapter V. --- Interaction Techniques for Defining New Object Classes and Operations --- p.49 / Chapter 5.1. --- Interaction Techniques --- p.49 / Chapter 5.2. --- Object Creation --- p.49 / Chapter 5.3. --- Operations --- p.51 / Chapter 5.3.1. --- Direct Manipulation --- p.51 / Chapter 5.3.2. --- Menu Selection --- p.51 / Chapter 5.3.3. --- Parameter Selection --- p.51 / Chapter 5.4. --- New Object Class Definition --- p.52 / Chapter 5.4.1. --- Definition through Drawing --- p.53 / Chapter 5.4.2. --- Creating New Object Instances of the New Object Classes --- p.54 / Chapter 5.5. --- New Operations Definition --- p.55 / Chapter 5.5.1. --- Specification of Parameter Type --- p.55 / Chapter 5.5.2. --- Selection and Sequencing of Primitive Operations …… --- p.57 / Chapter 5.5.3. --- Using the New Operations --- p.60 / Chapter 5.6. --- Binding of Operations to an Object --- p.61 / Chapter 5.7. --- Default Operations for User-Defined Classes --- p.63 / Chapter VI. --- Implementation Issues --- p.64 / Chapter 6.1. --- Operating Environment --- p.64 / Chapter 6.1.1. --- The User Interface --- p.64 / Chapter 6.1.2. --- The Operating System --- p.66 / Chapter 6.1.3. --- The Hardware Requirement --- p.66 / Chapter 6.1.4. --- The Final Choice --- p.67 / Chapter 6.2. --- Representation of Objects --- p.68 / Chapter 6.2.1. --- Basic Objects --- p.68 / Chapter 6.2.2. --- Group and User-Defined Objects --- p.69 / Chapter 6.2.3. --- Set of Active Objects --- p.70 / Chapter 6.3. --- Object-Oriented Graphics Management Subsystem --- p.71 / Chapter 6.4. --- Multiple Editing Window --- p.73 / Chapter 6.5. --- Clipboard --- p.73 / Chapter 6.6. --- Graphical Menu --- p.73 / Chapter 6.7. --- Font Management --- p.74 / Chapter 6.8. --- Mapping of the Active-Object-Set Model to the Implementation --- p.75 / Chapter 6.9. --- Representation of Operations --- p.76 / Chapter VII. --- Future Work and Conclusions --- p.79 / Chapter 7.1. --- Limitations --- p.79 / Chapter 7.1.1. --- Direct Manipulations --- p.79 / Chapter 7.1.2. --- Multiple Presentation Windows --- p.79 / Chapter 7.1.3. --- Editing of User-Defined Operations --- p.80 / Chapter 7.2. --- Future Work --- p.80 / Chapter 7.2.1. --- Maintaining Relationship Through Constraint Satisfaction --- p.80 / Chapter 7.2.2. --- Functions for System Status/Values Query --- p.82 / Chapter 7.2.3. --- "Private Status Flag, Pre-Conditions and Conditional Execution" --- p.82 / Chapter 7.2.4. --- Object Oriented Programming --- p.85 / Chapter 7.3. --- Other Related Application Areas --- p.86 / Chapter 7.3.1. --- Visual-Object Oriented Systems --- p.86 / Chapter 7.3.2. --- User Interface Management Systems --- p.89 / Chapter 7.4. --- Conclusions --- p.89 / References --- p.91
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User-developer cooperation in software development : building common ground and usable systemsO'Neill, Eamonn Joseph January 1998 (has links)
The topic of this research is direct user participation in the task based development of interactive software systems. Building usable software demands understanding and supporting users and their tasks. Users are a primary source of usability requirements and knowledge, since users can be expected to have intimate and extensive knowledge of themselves, their tasks and their working environment. Task analysis approaches to software development encourage a focus on supporting users and their tasks while participatory design approaches encourage users' direct, active contributions to software development work. However, participatory design approaches often concentrate their efforts on design activities rather than on wider system development activities, while task analysis approaches generally lack active user participation beyond initial data gathering. This research attempts an integration of the strengths of task analysis and user participation within an overall software development process. This thesis also presents detailed empirical and theoretical analyses of what it is for users and developers to cooperate, of the nature of user-developer interaction in participatory settings. Furthennore, it operationalises and assesses the effectiveness of user participation in development and the impact of user-developer cooperation on the resulting software product. The research addressed these issues through the development and application of an approach to task based participatory development in two real world development projects. In this integrated approach, the respective strengths of task analysis and participatory design methods complemented each other's weaker aspects. The participatory design features encouraged active user participation in the development work while the task analysis features extended this participation upstream from software design activities to include analysis of the users' current work situation and design of an envisioned work situation. An inductive analysis of user-developer interaction in the software development projects was combined with a theoretical analysis drawing upon work on common ground in communication. This research generated an account of user-developer interaction in terms of the joint construction of two distinct fonns of common ground between user and developer: common ground about their present joint development activities and common ground about the objects of those joint activities, work situations and software systems. The thesis further extended the concept of common ground, assessing user participation in terms of contributions to common ground developed through the user-developer discourse. The thesis then went on to operationalise and to assess the effectiveness of user participation in tenns of the assimilation of users' contributions into the artefacts of the development work. Finally, the thesis assessed the value of user participation in tenns of the impact of user contributions to the development activities on the usability of the software produced.
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Let's walk up and play! : design and evaluation of collaborative interactive musical experiences for public settingsBengeler, Benedikt January 2015 (has links)
This thesis focuses on the design and evaluation of interactive music systems that enable non-experts to experience collaborative music-making in public set- tings, such as museums, galleries and festivals. Although there has been previous research into music systems for non-experts, there is very limited research on how participants engage with collaborative music environments in public set- tings. Informed by a detailed assessment of related research, an interactive, multi-person music system is developed, which serves as a vehicle to conduct practice-based research in real-world settings. A central focus of the design is supporting each player's individual sense of control, in order to examine how this relates to their overall playing experience. Drawing on approaches from Human-Computer Interaction (HCI) and interac- tive art research, a series of user studies is conducted in public settings such as art exhibitions and festivals. Taking into account that the user experience and social dynamics around such new forms of interaction are considerably in u- enced by the context of use, this systematic assessment in real-world contexts contributes to a richer understanding of how people interact and behave in such new creative spaces. This research makes a number of contributions to the elds of HCI, interactive art and New Interfaces for Musical Expression (NIME). It provides a set of de- sign implications to aid designers of future collaborative music systems. These are based on a number of empirical ndings that describe and explain aspects of audience behaviour, engagement and mutual interaction around public, in- teractive multi-person systems. It provides empirical evidence that there is a correlation between participants' perceived level of control and their sense of cre- ative participation and enjoyment. This thesis also develops and demonstrates the application of a mixed-method approach for studying technology-mediated collaborative creativity with live audiences.
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ABY Interactive: A Business Plan for an Interactive Media CompanyBen Yahia, Abdelaziz 26 April 2018 (has links)
Abstract Interactive Media and Game development are experiencing an incredible growth the recent year. Digital devices are in constant evolution, and the developers/artist are glad to unleash their full potential by creating innovative content that take advantage of those capacities. Although creation and innovation is not what is limiting this field, the business side to this industry is the biggest challenge to this kind of content. Making a good product needs a team effort, and these employees will obviously need good money for their expertise, which, means the product needs to be funded to make it happen. In this context I find myself in the perfect position for this kind of adventure as I both love games and I like to play the role of the entrepreneur/problem solver. As a Fulbright scholar I feel my self-obligated to help my country back with all the knowledge and the opportunities I got offered by coming here and learning from U.S professionals in the industry This brings us to the core of this thesis, by doing a Co-op job in Petricore, shadowing its CEO and surrounding myself by a huge community of professionals from the industry, researching the best way to start my own startup €œABY€� in the same industry in Tunisia. I will also using auto ethnography and interviews to collect relevant data in an ultimate goal of building a lightweight business plan to guide me in starting this adventure in my home country.
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BioBridge: Bringing Data Exploration to BiologistsBoyd, Joseph 01 May 2014 (has links)
Since the completion of the Human Genome Project in 2003, biologists have become exceptionally good at producing data. Indeed, biological data has experienced a sustained exponential growth rate, putting effective and thorough analysis beyond the reach of many biologists. This thesis presents BioBridge, an interactive visualization tool developed to bring intuitive data exploration to biologists. BioBridge is designed to work on omics style tabular data in general and thus has broad applicability.
This work describes the design and evaluation of BioBridge's Entity View primary visualization as well the accompanying user interface. The Entity View visualization arranges glyphs representing biological entities (e.g. genes, proteins, metabolites) along with related text mining results to provide biological context. Throughout development the goal has been to maximize accessibility and usability for biologists who are not computationally inclined. Evaluations were done with three informal case studies, one of a metabolome dataset and two of microarray datasets.
BioBridge is a proof of concept that there is an underexploited niche in the data analysis ecosystem for tools that prioritize accessibility and usability. The use case studies, while anecdotal, are very encouraging. These studies indicate that BioBridge is well suited for the task of data exploration. With further development, BioBridge could become more flexible and usable as additional use case datasets are explored and more feedback is gathered.
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IDMS query languageShea, William E January 2010 (has links)
Typescript, etc. / Digitized by Kansas Correctional Industries
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