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<title>Theses - Media Arts and Sciences</title>
<link>http://hdl.handle.net/1721.1/7614</link>
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<title>The Idea Melting Pot (IMP) : an openly-editable web-based community learning resource for builders</title>
<link>http://hdl.handle.net/1721.1/41758</link>
<description>The Idea Melting Pot (IMP) : an openly-editable web-based community learning resource for builders

Nichols, Laura E

This thesis discusses the development, use, and potential future for an openly-editable web-based community learning resource for builders. The idea for a resource such as this and how it might be structured stems from Seymour Papert's vision of a Constructopedia: [...] a browsable, interactive database, designed to help children build structures, mechanisms, and computer programs as well as to make connections to the mathematical and scientific ideas underlying those constructions. Whereas encyclopedias focus on "what is," the Constructopedia focuse[s] on "how to" and "what if." The Constructopedia [is] intended as a communal resource in which children not only get access to building tips, but also contribute their own ideas and designs [Lifelong Kindergarten, 2007]. The IMP differs from existing resources in three key ways. First, by allowing for both project pages and concept pages to be added and by providing numerous, flexible ways of navigating the site, the IMP attempts to treat learning through construction more like the immersive learning of a new language. Second, due to its collaborative nature, the IMP serves as a place where builders can reflect on their ideas, share their projects, and contribute to the learning environment. Third, the IMP attempts to support the use of whatever materials are locally available to the builder instead of only focusing on one type of material or on one particular kit.

Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.

Includes bibliographical references (p. 62-63).

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<pubDate>Sun, 29 Oct 2006 22:58:59 GMT</pubDate>
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<title>Learning plan networks in conversational video games</title>
<link>http://hdl.handle.net/1721.1/41757</link>
<description>Learning plan networks in conversational video games

Orkin, Jeffrey David

We look forward to a future where robots collaborate with humans in the home and workplace, and virtual agents collaborate with humans in games and training simulations. A representation of common ground for everyday scenarios is essential for these agents if they are to be effective collaborators and communicators. Effective collaborators can infer a partner's goals and predict future actions. Effective communicators can infer the meaning of utterances based on semantic context. This thesis introduces a computational cognitive model of common ground called a Plan Network. A Plan Network is a statistical model that provides representations of social roles, object affordances, and expected patterns of behavior and language. I describe a methodology for unsupervised learning of a Plan Network using a multiplayer video game, visualization of this network, and evaluation of the learned model with respect to human judgment of typical behavior. Specifically, I describe learning the Restaurant Plan Network from data collected from over 5,000 players of an online game called The Restaurant Game.

Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.

Includes bibliographical references (p. 121-123).

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<pubDate>Sun, 29 Oct 2006 22:58:59 GMT</pubDate>
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<title>UniPlug : a framework for ad-hoc invention sharing over a campus network</title>
<link>http://hdl.handle.net/1721.1/41756</link>
<description>UniPlug : a framework for ad-hoc invention sharing over a campus network

Pandey, Durga Prasad, S.M. Massachusetts Institute of Technology

In the future, there will be a large number of devices, and most of us will own more than one (some of us already do). Many individual innovators write programs that exploit features on such devices for interesting, non-standard uses. Usually such inventions are lost over time. In this thesis, we propose a framework called UniPlug that encourages rapid and ad-hoc sharing of such inventions. It works by providing distributed repositories to make inventions publicly available, and providing an easy to use client that locates and fetches inventions for devices that a user owns. We begin by introducing the problem and related work. We then formulate the problem technically and design a solution. This is followed by the description of the implementation of a proof of concept. Further, we discuss its applicability to disseminating inventions for medical devices along with an example scenario. We conclude by summarizing this work, and briefly describing our planned future work.

Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.

Includes bibliographical references (leaves 57-60).

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<pubDate>Sun, 29 Oct 2006 22:58:59 GMT</pubDate>
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<item>
<title>The Chandelier : towards a digitally conceived physical performance object</title>
<link>http://hdl.handle.net/1721.1/41755</link>
<description>The Chandelier : towards a digitally conceived physical performance object

Pliam, Steven L

In the performing arts, the relationship that is established between what is seen and what is heard must be experienced to fully appreciate and understand the aesthetics of performance. Actual physical objects such as musical instruments, lights, elements of the set, props, and people provide the visual associations and a tangible reality which can enhance the musical elements in a performance. This thesis proposes that new and artistic physical objects can, in themselves, be designed to perform. It introduces the Chandelier, a kinetic sculpture, a central set piece for a new opera, a new kind of musical instrument, and an object that performs. The piece moves and changes shape through mechanical action and the designed interplay between surfaces and light. It is intended to be interacted with by musicians and players of the opera. This thesis also explores the design process and evolution of the Chandelier with a primary objective of realizing a constructible, physical performance object through an authentic and abstruse digital conception. It is a conception not of a static nature, but incorporates a dynamic sense of changeable form through coordinated elements of light, mechanics, and sculpture.

Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.

Includes bibliographical references (p. 122-126).

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