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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.
1

Formalizing graphical notations.

Godwin, William Henry. January 1998 (has links)
Thesis (Ph. D.)--Open University. BLDSC no. DXN024722.
2

Aquecimento: um processo na prática de linguagens visuais em ateliê / -

Soares, Margarete Barbosa Nicolosi 14 April 2016 (has links)
A presente tese de doutorado tem o objetivo de responder a seguinte pergunta: Como preparar as pessoas para a produção criativa em ateliê de linguagens visuais? Isto é, Como acender a chama e mantê-la acesa pelo tempo necessário? A hipótese inicial do trabalho é que o processo de aquecimento pode ser uma forma de preparo das pessoas para a produção criativa, tal como afirmou Moreno. A tese relata experiências com o aquecimento em ateliê, escola e universidade; e também em eventos e cursos, conforme a pesquisa-ação delineou segundo Thiollent. Ainda, a tese reflete sobre diálogos com arte-educadores em música, teatro, artes visuais e performance, de acordo com a história oral temática de Meihy. Expõe reflexões teóricas e apresenta uma concepção de aquecimento na prática artística baseada em atitudes para o desenvolvimento da criatividade conforme Arieti. Conclui-se que aquecer é despertar, conscientizar e mobilizar os três níveis do ser humano (físico, anímico e espiritual nas palavras de Itten) -- a fim de possibilitar um estado maior de unidade consigo mesmo e de totalidade com o meio ambiente e com a natureza. O aquecimento é em si constitutivo do processo artístico como um todo. Descobriu-se que para além de um preparo para a produção artística, hipótese inicial, o aquecimento é fundante da prática artística. Por meio do movimento, o aquecimento, enquanto constitutivo da produção artística, trás a possibilidade de manifestar melhor a força vital do próprio ser na arte. / This doctoral thesis aims to answer the following question: How to prepare people for creativeness on visual language studio production? In other words, how to light the flame and keep it lit as long as necessary? The initial hypothesis of this study is that the heating process can be a way of preparing people for creative production, as states Moreno. The thesis reports heating experiences at the studio, at the school and at the university; but also at events and courses, as outlined from Thiollent\'s action-research method. Indeed, the thesis reflects from dialogues with art instructors in music, theater, visual arts and performance, according to the oral history of Meihy. It exposes theoretical analyses, and presents a heating design for artistic practice based on Arieti\'s concept of attitudes toward creativity development. It concludes that heat is awakening, promotes awareness and mobilizes the three levels of human being (physical, psychic and spiritual in the words of Itten) -- to allow a greater state of unity with oneself, with the vastness of environment, and with nature. Heating is itself constitutive of the artistic process as a whole. It has been found that heating, besides being a training for artistic production, which was the initial hypothesis, actually founds the artistic practice. Through movement, heating, as being constitutive of artistic production, provides the ability to better express the vital force of being-on-arts.
3

Aquecimento: um processo na prática de linguagens visuais em ateliê / -

Margarete Barbosa Nicolosi Soares 14 April 2016 (has links)
A presente tese de doutorado tem o objetivo de responder a seguinte pergunta: Como preparar as pessoas para a produção criativa em ateliê de linguagens visuais? Isto é, Como acender a chama e mantê-la acesa pelo tempo necessário? A hipótese inicial do trabalho é que o processo de aquecimento pode ser uma forma de preparo das pessoas para a produção criativa, tal como afirmou Moreno. A tese relata experiências com o aquecimento em ateliê, escola e universidade; e também em eventos e cursos, conforme a pesquisa-ação delineou segundo Thiollent. Ainda, a tese reflete sobre diálogos com arte-educadores em música, teatro, artes visuais e performance, de acordo com a história oral temática de Meihy. Expõe reflexões teóricas e apresenta uma concepção de aquecimento na prática artística baseada em atitudes para o desenvolvimento da criatividade conforme Arieti. Conclui-se que aquecer é despertar, conscientizar e mobilizar os três níveis do ser humano (físico, anímico e espiritual nas palavras de Itten) -- a fim de possibilitar um estado maior de unidade consigo mesmo e de totalidade com o meio ambiente e com a natureza. O aquecimento é em si constitutivo do processo artístico como um todo. Descobriu-se que para além de um preparo para a produção artística, hipótese inicial, o aquecimento é fundante da prática artística. Por meio do movimento, o aquecimento, enquanto constitutivo da produção artística, trás a possibilidade de manifestar melhor a força vital do próprio ser na arte. / This doctoral thesis aims to answer the following question: How to prepare people for creativeness on visual language studio production? In other words, how to light the flame and keep it lit as long as necessary? The initial hypothesis of this study is that the heating process can be a way of preparing people for creative production, as states Moreno. The thesis reports heating experiences at the studio, at the school and at the university; but also at events and courses, as outlined from Thiollent\'s action-research method. Indeed, the thesis reflects from dialogues with art instructors in music, theater, visual arts and performance, according to the oral history of Meihy. It exposes theoretical analyses, and presents a heating design for artistic practice based on Arieti\'s concept of attitudes toward creativity development. It concludes that heat is awakening, promotes awareness and mobilizes the three levels of human being (physical, psychic and spiritual in the words of Itten) -- to allow a greater state of unity with oneself, with the vastness of environment, and with nature. Heating is itself constitutive of the artistic process as a whole. It has been found that heating, besides being a training for artistic production, which was the initial hypothesis, actually founds the artistic practice. Through movement, heating, as being constitutive of artistic production, provides the ability to better express the vital force of being-on-arts.
4

Domain-specific language support for experimental game theory

Walkingshaw, Eric 20 December 2011 (has links)
Experimental game theory is the use of game theoretic abstractions—games, players, and strategies—in experiments and simulations. It is often used in cases where traditional, analytical game theory fails or is difficult to apply. This thesis collects three previously published papers that provide domain-specific language (DSL) support for defining and executing these experiments, and for explaining their results. Despite the widespread use of software in this field, there is a distinct lack of tool support for common tasks like modeling games and running simulations. Instead, most experiments are created from scratch in general-purpose programming languages. We have addressed this problem with Hagl, a DSL embedded in Haskell that allows the concise, declarative definition of games, strategies, and executable experiments. Hagl raises the level of abstraction for experimental game theory, reducing the effort to conduct experiments and freeing experimenters to focus on hard problems in their domain instead of low-level implementation details. While analytical game theory is most often used as a prescriptive tool, a way to analyze a situation and determine the best course of action, experimental game theory is often applied descriptively to explain why agents interact and behave in a certain way. Often these interactions are complex and surprising. To support this explanatory role, we have designed visual DSL for explaining the interaction of strategies for iterated games. This language is used as a vehicle to introduce the notational quality of traceability and the new paradigm of explanation-oriented programming. / Graduation date: 2012
5

Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children

Nácher Soler, Vicente Ernesto 18 January 2020 (has links)
[ES] La tecnología multi-táctil se ha convertido en una de las más emergentes tras experimentar un enorme crecimiento desde sus pasos iniciales en los años ochenta hasta su amplia aceptación y uso en la actualidad. Por una parte, la tecnología multi-táctil se basa en el estilo de interacción de manipulación directa el cual proporciona a los usuarios la ventaja de ver los objetos y las acciones de interés, sustituir comandos escritos por acciones de señalado y, además, permite la realización de acciones rápidas, reversibles e incrementales evitando el uso de instrucciones complejas. Por otra parte, diversos trabajos han evaluado las virtudes derivadas de utilizar conjuntamente la manipulación directa con el toque directo mostrando que es posible evitar los problemas inherentes a otras técnicas de interacción como el ratón y el teclado. Por lo tanto, aprovechando la interacción natural e intuitiva proporcionada por la tecnología multi-táctil, ésta parece una forma ideal para dar soporte a la creación de escenarios educativos dirigidos a niños en edad preescolar. Sin embargo, a pesar de la existencia de diversos estudios que evalúan la idoneidad de utilizar el estilo de interacción de manipulación directa, existe una falta de trabajos abordando el uso dispositivos basados en superficies táctiles con niños de una temprana edad. Asimismo, en la actualidad existe una creciente tendencia a diseñar aplicaciones educativas y lúdicas dirigidas a niños en edad preescolar utilizando dispositivos multi-táctiles como los teléfonos inteligentes o las tabletas. Además, diversos informes señalan que los niños son usuarios frecuentes de este tipo de dispositivos y los utilizan incluso antes de ser capaces de hablar. Sin embargo, a pesar de este crecimiento en el uso de la tecnología multi-táctil y su aparente idoneidad para ser utilizado en el desarrollo de aplicaciones educativas para niños en edad preescolar, no existen unas interacciones universales y estandarizadas para preescolares a la hora de utilizar dispositivos táctiles ya que habitualmente sólo se utilizan dos gestos básicos (básicamente, el toque con un dedo para seleccionar y el arrastre con un dedo para el movimiento). Por lo tanto, existe una clara necesidad de llevar a cabo estudios empíricos para contribuir y avanzar en el diseño de aplicaciones que den un soporte adecuado y encaje con las habilidades de los niños en su temprano desarrollo. Por tanto, esta tesis propone, diseña y evalúa diversas estrategias de usabilidad y comunicabilidad adaptadas a los niños en edad preescolar para establecer la base para el diseño y desarrollo de futuras aplicaciones basadas en dispositivos táctiles dirigidas a preescolares. Estas estrategias llevarán a la adecuada definición de guías de diseño que permitirán a los niños aprovechar al máximo la tecnología multi-táctil, harán posible el desarrollo de nuevas y atractivas aplicaciones y, eventualmente, también podrán ayudar al desarrollo cognitivo y motor de los niños. / [CAT] La tecnologia multi-tàctil s'ha convertit en una de les més emergents després d'experimentar un enorme creixement des dels seus passos inicials als anys vuitanta fins l'actualitat on es àmpliament acceptada i utilitzada. D'una banda, la tecnologia multi-tàctil es basa en l'estil d'interacció de manipulació directa, el qual proporciona als usuaris l'avantatge de veure els objectes i les accions d'interès, substituir comandos escrits per accions d'assenyalament i, a més, permet la realització d'accions, ràpides, reversibles i incrementals evitant l'ús d'instruccions complexes. D'altra banda, diversos treballs han avaluat les virtuts derivades d'utilitzar conjuntament la manipulació directa amb el toc directe mostrant que és possible evitar els problemes inherents a altres tècniques d'interacció com el ratolí i el teclat. Per tant, aprofitant la interacció natural i intuïtiva proporcionada per la tecnologia multi-tàctil, aquesta sembla una forma ideal per donar suport a la creació d'escenaris educatius per a xiquets en edat preescolar. No obstant això, malgrat l'existència de diversos estudis que avaluen la idoneïtat d'utilitzar l'estil d'interacció de manipulació directa, existeix una manca de treballs abordant l'ús de dispositius basats en superfícies tàctils amb xiquets d'edat primerenca. Així mateix, en l'actualitat existeix una creixent tendència a dissenyar aplicacions educatives i lúdiques dirigides a xiquets en edat preescolar utilitzant dispositius tàctils com els telèfons intel¿ligents o les tauletes. A més, diversos informes assenyalen que els xiquets són usuaris freqüents d'aquests tipus de dispositius i els utilitzen fins i tot abans de ser capaços de parlar. Malgrat aquest creixement en l'ús de la tecnologia multi-tàctil i la seua aparent idoneïtat per a ser utilitzada en el desenvolupament d'aplicacions educatives per a xiquets en edat preescolar, no existeixen unes interaccions universals i estandarditzades per a preescolars a l'hora d'utilitzar dispositius tàctils ja que habitualment només s'utilitzen dos gestos bàsics (bàsicament, el toc amb un dit per a seleccionar i l'arrossegament amb un dit per al moviment). Per tant, hi ha una clara necessitat de dur a terme estudis empírics per a contribuir i avançar en el disseny d'aplicacions que donen un suport adequat i s'ajusten amb les habilitats dels xiquets en el seu primerenc desenvolupament. Per tant, la tesi proposa, dissenya i avalua diverses estratègies de usabilitat i comunicabilitat adaptades als xiquets en edat preescolar per tal d'establir la base per al disseny i desenvolupament de futures aplicacions basades en dispositius tàctils dirigides a preescolars. Aquestes estratègies portaran a l'adequada definició de guies de disseny que permetran als xiquets aprofitar al màxim la tecnologia multi-tàctil, faran possible el desenvolupament de noves i atractives aplicacions i, eventualment, podran també ajudar al desenvolupament cognitiu i motor dels xiquets. / [EN] Multi-touch technology has become one of the most emergent technologies and has had an enormous growth since its initial steps in the eighties to be widespread accepted and used in the present. On the one hand, multi-touch technology relies on the direct manipulation interaction style which gives users the advantage to view the objects and actions of interest, replace typed commands by pointing actions and to perform rapid, reversible and incremental actions avoiding using complex instructions. On the other hand, several works have evaluated the virtues when joining direct manipulation with direct-touching showing that it solves the problems inherent in other interaction devices, such as those involving mouse or keyboard. Hence, taking advantage of the intuitive and natural interaction provided by multi-touch technology it seems an ideal way to support educational scenarios targeted to kindergarten children. Although several works have assessed the suitability of using the direct manipulation style with children, there is a lack of works addressing the use of touchscreen devices by this specific type of users. Moreover, there is a growing trend of designing educational and playful applications targeted to kindergarten children based on touchscreen devices such as smartphones and tablets. In addition, several reports point out that children use touchscreen devices even before they are able to speak and they are frequent users of devices such as smartphones and tablets. However, despite this growth in the use of multi-touch technology by children and its apparent suitability to be used to develop applications targeted to young children, there is a lack of standardized and universally accepted interactions for young children when using touchscreen devices since only two basic gestures are commonly used (basically, consisting of only one-finger touch for selection and one-finger drag for movement). Hence, there is a need of carrying out empirical studies to help and advance in the design of applications that adequately support and fit with children's development and skills. Therefore, this thesis proposes, designs and evaluates several usability and communicability strategies tailored to children in their early development stage to establish the design and development of future applications targeted to kindergarten children. These strategies will lead to define appropriate design strategies that enable infants to take full advantage of multi-touch technology, would make it possible to develop attractive new applications and, eventually, could also aid children's cognitive and motor development. / Nácher Soler, VE. (2019). Kindertivity: Usability and Communicability Strategies for Interactive Surfaces and Pre-Kindergarten Children [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/116833 / TESIS
6

RLtools : A Toolset For Visual Language Application Development Based on Relational Grammars

Suresh, B G 07 1900 (has links) (PDF)
No description available.
7

XML manipulation by non-expert users / Manipulation des données XML par des utilisateurs non-experts

Tekli, Gilbert 04 October 2011 (has links)
Aujourd’hui, les ordinateurs et l’Internet sont partout dans le monde : dans chaque maison, domaine et plateforme. Dans ce contexte, le standard XML s’est établi comme un moyen insigne pour la représentation et l’échange efficaces des données. Les communications et les échanges d’informations entre utilisateurs, applications et systèmes d’information hétérogènes sont désormais réalisés moyennant XML afin de garantir l’interopérabilité des données. Le codage simple et robuste de XML, à base de données textuelles semi-structurées, a fait que ce standard a rapidement envahi les communications medias. Ces communications sont devenues inter-domaines, partant de l’informatique et s’intégrant dans les domaines médical, commercial, et social, etc. Par conséquent, et au vu du niveau croissant des données XML flottantes entre des utilisateurs non-experts (employés, scientifiques, etc.), que ce soit sur les messageries instantanées, réseaux sociaux, stockage de données ou autres, il devient incontournable de permettre aux utilisateurs non-experts de manipuler et contrôler leurs données (e.g., des parents qui souhaitent appliquer du contrôle parental sur les messageries instantanées de leur maison, un journaliste qui désire regrouper et filtrer des informations provenant de différents flux RSS, etc.). L'objectif principal de cette thèse est l'étude des manipulations des données XML par des utilisateurs non-experts. Quatre principales catégories ont été identifiées dans la littérature : i) les langages visuels orientés XML, ii) les Mashups, iii) les techniques de manipulation des données XML, et iv) les DFVPL (langages de programmation visuel à base de Dataflow), couvrant différentes pistes. Cependant, aucune d’entre elles ne fournit une solution complète. Dans ce travail de recherche, nous avons formellement défini un Framework de manipulation XML, intitulé XA2C (XML-oriented mAnipulAtion Compositions). XA2C représente un environnement de programmation visuel (e.g., Visual-Studio) pour un DFVPL orienté XML, intitulé XCDL (XML-oriented Composition Definition Language) qui constitue la contribution majeure de cette thèse. XCDL, basé sur les réseaux de Pétri colorés, permet aux non-experts de définir, d’arranger et de composer des opérations de manipulation orientées XML. Ces opérations peuvent être des simples sélections/projections de données, ainsi que des opérations plus complexes de modifications de données (insertion, suppression, tatouage, etc.). Le langage proposé traite les données XML à base de documents ou de fragments. En plus de la définition formelle (syntaxique et sémantique) du langage XCDL, XA2C introduit une architecture complète à base d’un compilateur et un environnement d'exécution dédiés. Afin de tester et d’évaluer notre approche théorique, nous avons développé un prototype, intitulé X-Man, avec un Framework d’évaluation pour les langages et outils visuels de programmation orientés XML. Une série d'études de cas et d’expérimentations a été réalisée afin d'évaluer la qualité d'usage de notre langage, et de le comparer aux solutions existantes. Les résultats obtenus soulignent la supériorité de note approche, notamment en termes de qualité d’interaction, de visualisation, et d’utilisation. Plusieurs pistes sont en cours d’exploration, telles que l'intégration des opérations plus complexes (opérateurs de contrôle, boucles, etc.), les compositions automatiques, et l’extension du langage pour gérer la spécificité des formats dérivés du standard XML (flux RSS, RDF, SMIL, etc.) / Computers and the Internet are everywhere nowadays, in every home, domain and field. Communications between users, applications and heterogeneous information systems are mainly done via XML structured data. XML, based on simple textual data and not requiring any specific platform or environment, has invaded and governed the communication Medias. In the 21stcentury, these communications are now inter-domain and have stepped outside the scope of computer science into other areas (i.e., medical, commerce, social, etc.). As a consequence, and due to the increasing amount of XML data floating between non-expert users (programmers, scientists, etc.), whether on instant messaging, social networks, data storage and others, it is becoming crucial and imperative to allow non-experts to be able to manipulate and control their data (e.g.,parents who want to apply parental control over instant messaging tools in their house, a journalist who wants to gather information from different RSS feeds and filter them out, etc.). The main objective of this work is the study of XML manipulations by non-expert users. Four main related categories have been identified in the literature: XML-oriented visual languages, Mashups, XML manipulation by security and adaptation techniques, and Dataflow visual programming languages. However, none of them provides a full-fledged solution for appropriate XML data manipulation. In our research, we formally defined an XML manipulation framework, entitled XA2C (XML Alteration/Adaptation Composition Framework). XA2C represents a visual studio for an XML-oriented DFVPL (Dataflow Visual Programming Language), called XCDL (XML-oriented Composition Definition Language) which constitutes the major contribution of this study. XCDL is based on Colored Petri Nets allowing non-expert users to compose manipulation operations. The XML manipulations range from simple data selection/projection to data modification (insertion, removal, obfuscation, etc.). The language is oriented to deal with XML data (XML documents and fragments), providing users with means to compose XML oriented operations. Complementary to the language syntax and semantics, XA2C formally defines also the compiler and runtime environment of XCDL. In addition to the theoretical contribution, we developed a prototype, called X-Man, and formally defined an evaluation framework for XML-oriented visual languages and tools that was used in a set of case studies and experiments to evaluate the quality of use of our language and compare it to existing approaches. The obtained assessments and results were positive and show that our approach outperforms existing ones. Several future tracks are being studied such as integration of more complex operations (control operators, loops, etc.), automated compositions, and language derivation to define specific languages oriented towards different XML-based standards (e.g., RSS, RDF, SMIL, etc.)

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