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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.
11

Architectural studies for visual processing / Andre J. S. Yakovleff.

Yakovleff, Andre J. S. (Andre Julian Stuart) January 1995 (has links)
Bibliography: p. 165-184. / xvi, 184 p. : ill. ; 30 cm. / Title page, contents and abstract only. The complete thesis in print form is available from the University Library. / This thesis explores the issue of copying natural vision processes with regard to providing sensing information in real-time to the lowest control levels of an autonomous vehicle. It is argued that the interpretation of sensory data should result in a level of perception which is tailored to the requirements of the control system. / Thesis (Ph.D.)--University of Adelaide, Dept. of Electrical and Electronic Engineering, 1996?
12

Synthetic vision : visual perception for computer generated forces using the programmable graphics pipeline /

Pursel, Eugene Ray. January 2004 (has links) (PDF)
Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, Sept. 2004. / Thesis Advisor(s): Christian J. Darken. Includes bibliographical references (p. 93-95). Also available online.
13

Exploring the use of a commercial game engine for the development of educational software

Alafaireet, Hussain, January 2009 (has links) (PDF)
Thesis (M.S.)--Missouri University of Science and Technology, 2009. / Vita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed August 14, 2009) Includes bibliographical references (p. 160-162).
14

The impact of video modeling and peer mentoring of social skills for middle school students with autism spectrum disorders in inclusive settings

Ogilvie, Christine Rose. January 2008 (has links)
Thesis (Ph.D.)--University of Central Florida, 2008. / Adviser: Lisa A. Dieker. Includes bibliographical references (p. 174-188).
15

A model for a context aware machine-based personal memory manager and its implementation using a visual programming environment

Tsegaye, Melekam Asrat January 2007 (has links)
Memory is a part of cognition. It is essential for an individual to function normally in society. It encompasses an individual's lifetime experience, thus defining his identity. This thesis develops the concept of a machine-based personal memory manager which captures and manages an individual's day-to-day external memories. Rather than accumulating large amounts of data which has to be mined for useful memories, the machine-based memory manager automatically organizes memories as they are captured to enable their quick retrieval and use. The main functions of the machine-based memory manager envisioned in this thesis are the support and the augmentation of an individual's biological memory system. In the thesis, a model for a machine-based memory manager is developed. A visual programming environment, which can be used to build context aware applications as well as a proof-of-concept machine-based memory manager, is conceptualized and implemented. An experimental machine-based memory manager is implemented and evaluated. The model describes a machine-based memory manager which manages an individual's external memories by context. It addresses the management of external memories which accumulate over long periods of time by proposing a context aware file system which automatically organizes external memories by context. It describes how personal memory management can be facilitated by machine using six entities (life streams, memory producers, memory consumers, a memory manager, memory fragments and context descriptors) and the processes in which these entities participate (memory capture, memory encoding and decoding, memory decoding and retrieval). The visual programming environment represents a development tool which contains facilities that support context aware application programming. For example, it provides facilities which enable the definition and use of virtual sensors. It enables rapid programming with a focus on component re-use and dynamic composition of applications through a visual interface. The experimental machine-based memory manager serves as an example implementation of the machine-based memory manager which is described by the model developed in this thesis. The hardware used in its implementation consists of widely available components such as a camera, microphone and sub-notebook computer which are assembled in the form of a wearable computer. The software is constructed using the visual programming environment developed in this thesis. It contains multiple sensor drivers, context interpreters, a context aware file system as well as memory retrieval and presentation interfaces. The evaluation of the machine-based memory manager shows that it is possible to create a machine which monitors the states of an individual and his environment, and manages his external memories, thus supporting and augmenting his biological memory.
16

Applying blended conceptual spaces to variable choice and aesthetics in data visualisation

Featherstone, Coral 09 1900 (has links)
Computational creativity is an active area of research within the artificial intelligence domain that investigates what aspects of computing can be considered as an analogue to the human creative process. Computers can be programmed to emulate the type of things that the human mind can. Artificial creativity is worthy of study for two reasons. Firstly, it can help in understanding human creativity and secondly it can help with the design of computer programs that appear to be creative. Although the implementation of creativity in computer algorithms is an active field, much of the research fails to specify which of the known theories of creativity it is aligning with. The combination of computational creativity with computer generated visualisations has the potential to produce visualisations that are context sensitive with respect to the data and could solve some of the current automation problems that computers experience. In addition theories of creativity could theoretically compute unusual data combinations, or introducing graphical elements that draw attention to the patterns in the data. More could be learned about the creativity involved as humans go about the task of generating a visualisation. The purpose of this dissertation was to develop a computer program that can automate the generation of a visualisation, for a suitably chosen visualisation type over a small domain of knowledge, using a subset of the computational creativity criteria, in order to try and explore the effects of the introduction of conceptual blending techniques. The problem is that existing computer programs that generate visualisations are lacking the creativity, intuition, background information, and visual perception that enable a human to decide what aspects of the visualisation will expose patterns that are useful to the consumer of the visualisation. The main research question that guided this dissertation was, “How can criteria derived from theories of creativity be used in the generation of visualisations?”. In order to answer this question an analysis was done to determine which creativity theories and artificial intelligence techniques could potentially be used to implement the theories in the context of those relevant to computer generated visualisations. Measurable attributes and criteria that were sufficient for an algorithm that claims to model creativity were explored. The parts of the visualisation pipeline were identified and the aspects of visualisation generation that humans are better at than computers was explored. Themes that emerged in both the computational creativity and the visualisation literature were highlighted. Finally a prototype was built that started to investigate the use of computational creativity methods in the ‘variable choice’, and ‘aesthetics’ stages of the data visualisation pipeline. / School of Computing / M. Sc. (Computing)
17

The effective use of three dimensional visualisation modelling in the routine development control of urban environments : a thesis submitted to Adelaide University in candidacy for the degree of Doctor of Philosophy /

Pietsch, Susan Mary. January 2001 (has links) (PDF)
Thesis (Ph.D.)--University of Adelaide, Dept. of Architecture, 2002. / "June 2001." Includes bibliographical references (leaves 346-352).
18

Agent-based target detection in 3-dimensional environments

Correia, J. Steve. 03 1900 (has links)
Approved for public release, distribution is unlimited / Visual perception modeling is generally weak for game AI and computer generated forces (CGF), or agents, in computer games and military simulations. Several tricks and shortcuts are used in perceptual modeling. The results are, under certain conditions, unrealistic behaviors that negatively effect user immersion in games and call into question the validity of calculations in fine resolution military simulations. By determining what the computer-generated agent sees using methods similar to that used to generate the human players' screen view in 3- D virtual environments, we hope to present a method that can more accurately model human visual perception, specifically the major problem of a entity "hiding in plain sight" / Lieutenant, United States Navy
19

Enhancing Independent Task Performance of Individuals with Developmental Disabilities Through the Use of an iPad Application

Unknown Date (has links)
There has been a dramatic increase in the utilization of technology within the fields of education and rehabilitation in the past two decades. Two studies focused on technology intended to assist a total of seven young adults with developmental disabilities to increase independence, decrease the need for paid supports, and improve task performance. Participants completed food preparation tasks in an employee break room, adhering to an industry specific protocol, while using a task application on an iPad that provided audio and video prompts. A multiple baseline across participants was used to show effects of the intervention on task performance and reliance on prompts. Results indicated that using an application on an iPad to video model tasks was effective in improving and maintaining accurate skill performance, while reducing the need for prompts. Participants in both study one and study two demonstrated mastery of task performance using the iPad application. In study one, three of the four participants faded the use of prompts, whereas only one of the three participants demonstrated independence in study two. Implications for future research are discussed. / Includes bibliography. / Dissertation (Ph.D.)--Florida Atlantic University, 2016. / FAU Electronic Theses and Dissertations Collection
20

Promoting daily living skills for adolescents with autism spectrum disorders via parent delivery of video prompting on the iPad

Unknown Date (has links)
Autism Spectrum Disorder (ASD) affects one out of every 68 children in the United States. The disorder is characterized by persistent deficits in social communication, social interaction, and restricted, repetitive patterns of behavior, interest, or activities that together limit and impair everyday functioning. Research has shown that the use of visual resources, such as video modeling procedures, can support individuals with ASD to acquire and maintain a variety of daily living skills leading to enhanced levels of independence. / Includes bibliography. / Dissertation (Ph.D.)--Florida Atlantic University, 2015. / FAU Electronic Theses and Dissertations Collection

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