thesis.bib

@comment{{This file has been generated by bib2bib 1.95}}

@comment{{Command line: bib2bib -oc citeThesis -ob thesis.bib -c mytype='Thesis' my.bib}}

@mastersthesis{1994-marais-thesis,
mytype = {Thesis},
myurl = {1994-marais-thesis.pdf},
author = {Patrick Marais},
title = {Spline Wavelet Image Coding and Synthesis for a VLSI
based Difference Engine},
school = {University of Cape Town, Department of Computer
Science},
year = 1994,
note = {Distinction},
annote = {The efficiency of an image compression/synthesis
system based on a spline {\em multi-resolution
analysis} (MRA) is investigated. The proposed system
uses a quadratic spline wavelet transform to achieve
image compression. Image synthesis is accomplished
by utilizing the properties of the MRA and the
architecture of a custom designed display processor,
the Difference Engine. The latter is ideally suited
to rendering images with polynomial intensity
profiles, such as those generated by the proposed
spline MRA. Based on these properties, an {\em
adaptive} image synthesis system is developed which
enables one to reduce the number of instruction
cycles required to reproduce images compressed using
the quadratic spline wavelet transform. This
adaptive approach is computationally simple and
involved in its implementation}
}

@phdthesis{1996-Kuijk-thesis,
mytype = {Thesis},
myurl = {1996-Kuijk-thesis.pdf},
author = {A. A. M. Kuijk},
title = {On a Layered Object-Space Based Architecture for
Interactive Raster Graphics},
school = {University of Amsterdam, Faculteit Wiskunde en
Informatica},
year = 1996,
note = {Promotor: Prof. Dr. L.O. Hertzberger (UvA)
Copromotor: Prof. E.H. Blake (University of Cape
Town}
}

@mastersthesis{1996-haley-thesis,
mytype = {Thesis},
author = {Mike Haley},
title = {Incremental Volume Rendering Using Hierarchical
Compression},
school = {University of Cape Town, Department of Computer
Science},
year = 1996,
note = {Distinction},
annote = {The research has been based on the thesis that
efficient volume rendering of datasets, contained on
the Internet, can be achieved on average personal
workstations.  We present a new algorithm here for
efficient incremental rendering of volumetric
datasets.  The primary goal of this algorithm is to
give average workstations the ability to efficiently
render volume data received over relatively low
bandwidth network links in such a way that rapid
user feedback is maintained. Common limitations of
workstation rendering of volume data include: large
memory overheads, the requirement of expensive
rendering hardware, and high speed processing
ability.  The rendering algorithm presented here
overcomes these problems by making use of the
efficient Shear-Warp Factorisation method which does
not require specialised graphics hardware.  However
the original Shear-Warp algorithm suffers from a
high memory overhead and does not provide for
incremental rendering which is required should rapid
user feedback be maintained. Our algorithm
represents the volumetric data using a hierarchical
data structure which provides for the incremental
classification and rendering of volume data.  This
exploits the multiscale nature of the octree data
structure.  The algorithm reduces the memory
footprint of the original Shear-Warp Factorisation
algorithm by a factor of more than two, while
maintaining good rendering performance.  These
factors make our octree algorithm more suitable for
implementation on average desktop workstations for
the purposes of interactive exploration of volume
models over a network.  This dissertation covers the
theory and practice of developing the octree based
Shear-Warp algorithms, and then presents the results
of extensive empirical testing.  The results, using
typical volume datasets, demonstrate the ability of
the algorithm to achieve high rendering rates for
both incremental rendering and standard rendering
while reducing the runtime memory requirements.  }
}

@mastersthesis{1998-secchia-thesis,
mytype = {Thesis},
myurl = {1998-secchia-thesis.pdf},
title = {Perceptual Refinement for Hierarchical Radiosity},
school = {University of Cape Town, Department of Computer
Science},
year = {1998},
annote = {This dissertation explores the use of a simple model
of the human visual system to yield a performance
Hierarchical radiosity is a physically based
rendering algorithm and hence makes no attempt to
optimize computation for human perception.  We used
a model of the edge enhancement properties of the
human visual system to produce a perceptually based
refinement oracle for the hierarchical radiosity
algorithm. Tests of the perceptual oracle shows that
it allows the hierarchical radiosity algorithm to
produce the same visual quality output in half the
time and using half the memory compared to the same
algorithm using the standard refinement oracle}
}

@mastersthesis{1998-webb-thesis,
mytype = {Thesis},
myurl = {1998-webb-thesis.pdf},
author = {Ian Webb},
title = {An Extension to Optic Flow Analysis for the
Generation of Computer Animated Images},
school = {University of Cape Town, Department of Computer
Science},
year = {1998},
note = {Distinction},
annote = {This dissertation seeks to develop image based
animation methods using the technique of optic flow
analysis developed for a moving planar object.
Image based rendering is presented as a class of
algorithm using two dimensional shortcuts to the
problem of three dimensional animation.  The optic
flow field is used to develop an image based
algorithm based on its use as a description of the
differences between consecutive frames of an
animation.  A Taylor analysis of the optic flow
field is the underlying tool used, breaking the
field up into a hierarchy of terms.  For a moving
planar object, we have considerably simplified the
second order Taylor terms into a basis of just two
independent terms, which can be related closely to a
perspective transformation between frames.
Perspective transformations capture exactly the
optic flow of a moving planar object.  Using the
simplified decomposition of the flow field for a
moving plane, we decompose the frame to frame
transformation into a hierarchy of terms of
increasing accuracy and cost.  Depending on their
accuracy we may choose any of these as
transformation on an image between frames, instead
of rerendering.  The errors in the approximation can
be tracked via the Taylor series.  This dissertation
develops the theory and presents an animation
algorithm based on optic flow, and then presents the
results of various tests of the algorithm in a
variety of simple scenes.  The results demonstrate
the effectiveness of the algorithm and the time
saving achieved in animation.}
}

@mastersthesis{2000-casanueva-thesis,
mytype = {Thesis},
myurl = {2000-casanueva-thesis.pdf},
author = {Juan Casanueva},
title = {Presence and Co-Presence in Collaborative Virtual
Environments},
school = {University of Cape Town, Department of Computer
Science},
year = 2000,
note = {Distinction},
annote = {Presence in Collaborative Virtual Environments
(CVEs) can be classified into personal presence and
co-presence. Personal presence is having a feeling
of being there'' in the CVE yourself. Co-presence
is having a feeling that one is in the same place as
the other participants, and that one is
collaborating with real people.  The focus of this
research was to conduct exploratory studies to
investigate and verify some of the factors believed
to affect personal presence and co-presence in a
CVE. This was achieved by designing and performing
experiments in CVEs, and using subjective measures
to asses the levels of personal presence and
co-presence in the CVE.  In addition, we have
developed a subjective measure of co-presence in the
form of a pencil-and-paper questionnaire. This
co-presence questionnaire was used to measure the
amount of co-presence experienced by the
participants in the CVE.  In this dissertation we
describe three experiments used to investigate some
of the factors which might affect personal presence
and co-presence in a CVE.  Experiment 1 investigates
the effects that small group collaboration and
interaction have on personal presence and
co-presence in a CVE. We hypothesise that
collaboration and interaction enhances co-presence
in a CVE. Experiment 2 investigates the effects of
presence on collaborative styles. We hypothesise
that a high degree of presence might produce a
higher level of collaboration and interaction
between the participants.  Experiment 3 investigates
the effects of avatar appearance and functionality
(gestures and facial expressions) on personal
presence and co-presence.  We found that group
collaboration greatly enhances co-presence in a CVE
beyond that afforded by merely having virtual
representations of others.  We also found that group
collaboration affects personal presence. This might
be explained by the fact that collaboration requires
more involvement and attention which might enhance
the sense of personal presence.  Another result is
that the way one represents the participants in a
CVE affects the sense of co-presence. We found that
realistic human-like avatars produce a higher sense
of co-presence than cartoon-like avatars, which in
turn produce a greater sense of co-presence than
simple realistic avatars.  We also found that
avatars having gestures and facial expressions
enhance the level of co-presence experienced by the
participants.  We did not find any relationship
between personal presence and co-presence in any of
the three experiments.  }
}

@mastersthesis{2000-fnunez-thesis,
mytype = {Thesis},
myurl = {2000-fnunez-thesis.pdf},
author = {Fabian Nunez},
Visualisation Systems, and its Implementation},
school = {University of Cape Town, Department of Computer
Science},
year = 2000,
annote = {We describe a data visualisation system which uses
spreadsheets as its user interface metaphor.
Similar systems implemented in the past were
hampered by the contradiction between an imperative
formula language and the declarative spreadsheet
framework. We have analysed spreadsheets from a data
visualisation point of view, and built a system that
is an improvement over past efforts to combine
spreadsheets and data visualisation. Our prototype
combines the following three techniques: we store
lists of values in each spreadsheet cell; we use the
functional programming language Scheme as the
formula language and we make use of lazy evaluation.
The novel combination of these techniques makes our
system consistently declarative in nature, and gives
it several advantages such as small, uncluttered
visual programs, the ability to deal with
arbitrarily large datasets and the use of advanced
functional language features. We have demonstrated
the validity of our work through examples where
real-world data is visualised, and through Green's
Cognitive Dimensions Framework, which shows that our
extended spreadsheet metaphor is at least as usable
as commonly-used dataflow methods.}
}

@phdthesis{2000-mason-thesis,
mytype = {Thesis},
myurl = {2000-mason-thesis.pdf},
author = {Ashton Mason},
title = {Predictive Hierarchical Level of Detail
Optimization},
school = {University of Cape Town, Department of Computer
Science},
year = 2000,
annote = {In this thesis we address level of detail
optimization, the problem of automatically selecting
object detail levels in an interactive
visualization.  A good selection mechanism should
select levels that are appropriate to the viewing
situation and the limited time available for
rendering.  Our principle contribution is the
extension of a previous predictive approach to cater
for hierarchical scene descriptions in which
multiple shared representations are provided for
groups of objects.  This results in savings in
rendering and optimization costs and supports the
hierarchical nature of typical scenes. We present
the first rigorous characterization of the
predictive hierarchical level of detail optimization
problem, and show its equivalence to a new
hierarchical generalization of the Multiple Choice
Knapsack Problem. This allows us to identify and
correct problems with previous approaches.  We
present a series of new mathematically proven
algorithms in the development of an improved
predictive hierarchical level of detail optimization
algorithm, including new algorithms for the
Hierarchical and conventional Multiple Choice
Knapsack Problems. Our level of detail algorithm is
predictive, guaranteeing that the predicted
rendering cost of its selected levels of detail are
always lower than the available frame rendering
time. It is hierarchical, allowing the use of shared
group object representations. It is incremental,
exploiting coherence between successive optimal
solutions for increased efficiency. Lastly it is
mathematically correct and provides guaranteed
levels of predicted perceptual quality. Our
algorithm is a significant contribution to the
elimination of lag in interactive visualization.  We
introduce a new formalism for the investigation and
analysis of the hierarchical level of detail
problem, the level of detail graph.  Using them we
prove the equivalence of our algorithms, and show
how this proof can be adapted to prove the unproven
equivalence of previous algorithms.  We present the
results of a perceptual experiment demonstrating the
effectiveness of the use of shared object
representations and an implementation demonstrating
the practical feasibility of our level of detail
optimization algorithm.  This represents the first
application of hierarchical level of detail
optimization to the rendering of scenes generated
}

@mastersthesis{2001-godfrey-thesis,
mytype = {Thesis},
author = {Andrew Godfrey},
title = {Distributed Shared Memory for Collaborative Visualisation},
school = {University of Cape Town, Department of Computer
Science},
year = {2001}
}

@mastersthesis{2001-saal-thesis,
mytype = {Thesis},
myurl = {2001-saal-thesis.pdf},
author = {Oliver Saal},
title = {Visualisation Of {ATM} Network Connectivity and
Topology},
school = {University of Cape Town, Department of Computer
Science},
year = 2001,
annote = {ATM and dynamic reconfiguration allow for rapid
changes in a virtual path network depending on
traffic load and future demands. This technology
improves the utilisation, lowers the call blocking
probability and increases the overall performance of
a network. However, it poses several management
difficulties when user intervention is required to
resolve complex routing problems.  In this
dissertation, we describe a visualisation approach
which uses a network metaphor to aid administrators
in managing dynamic ATM networks. Our metaphor
scales well for networks of varying size, addresses
the cluttering problem experienced by past metaphors
and maintains the overall network context while
interaction. We apply the metaphor to three dynamic
reconfiguration management tasks and show how these
tasks are visually represented using our approach.
An experiment was conducted to test the
effectiveness of our metaphor implementation with
subjects. Our experimental results indicate that a
good understanding of network conditions portrayed
in the metaphor was achieved within a short period.
This dissertation highlights the problem of managing
dynamic networks, adapts a visual metaphor to
address this problem and presents experimental
results that demonstrate its effectiveness for both
}

@mastersthesis{2002-feng-thesis,
mytype = {Thesis},
author = {Jinsong Feng},
title = {Visualization of ATM Virtual Path Connection Networks},
school = {University of Cape Town, Department of Computer
Science},
year = {2002}
}

@mastersthesis{2002-johns-thesis,
mytype = {Thesis},
myurl = {2002-johns-thesis.pdf},
author = {Cathryn Johns},
title = {The Spatial Learning Method: Facilitation of
Learning through the Use of Cognitive Mapping in
Virtual Reality},
school = {University of Cape Town, Department of Computer
Science},
year = {2002},
annote = {When moving through an environment, people
unconsciously build up a mental image, or cognitive
map, of that environment. When later planning a trip
or giving directions to someone else, they can
mentally walk through the environment, remembering
features relevant to their current task. This
process of building up a cognitive map of a place
and using that map later is called cognitive
mapping.  This dissertation presents the novel idea
of using the cognitive mapping process to teach
relationships between data items, called the spatial
learning method. By creating a VE where the
buildings or rooms represent data items, and the
paths between the buildings or rooms indicate the
relationships between the data items, visitors
exploring the VE would not only be building up a
cognitive map of the environment, but also learning
the relationships implied by the layout.  To
investigate the feasibility of the spatial learning
method, such a VE was created.  Three studies using
this VE were run concurrently on a single set of 26
participants. The first study investigated whether
visitors to a VE can in fact build up an accurate
cognitive map of it, and studied the effect of the
VR display system on the cognitive mapping process
as well as the effect of having provided
participants with a map of the VE. The second study
investigated whether data relationships can be
inferred from the cognitive map, looked at the
effect of display type and having a map on learning,
and compared learning via the spatial learning
method with that via a conventional lecture
(presented to a separate group of 7
participants). The third study examined the
relationship between various psychological factors
(emotions such as enjoyment, interest, and distress,
as well as the sense of presence) and cognitive
mapping and learning.  Study 1 found that while most
participants did build up a cognitive map of the VE
used in the study, the maps were generally of low
quality. Study 2 showed that the learning of the
underlying data set varied greatly between
participants, with some remembering almost all of
the data points and the relationships between them
while others could barely answer the most
rudimentary questions about the data set. Study 2
also showed that participants who attended the
conventional lecture performed significantly better
at the learning test than participants who were
taught via the spatial learning method. Study 3
found that the participants who attended the VR
sessions did not experience any more positive
emotions that those who attended the lecture, and
also showed that emotions and the sense of presence
were unrelated to both cognitive mapping and
learning. Studies 1 and 2 also showed that using an
immersive, head-tracked VR system as opposed to a
desktop system did not affect either cognitive
mapping or learning.  With these findings it is
difficult to recommend the use of the spatial
learning method as a teaching tool. However, some of
the results are encouraging, and it may be possible
to improve the method at least to the point where it
could be used a teaching aid to supplement
conventional methods rather than replacing them.}
}

@mastersthesis{2002-southern-thesis,
mytype = {Thesis},
myurl = {2002-southern-thesis.pdf},
author = {Richard Southern},
title = {Quality Control Tools for Interactive Rendering of
3D Triangle Meshes},
school = {University of Cape Town, Department of Computer
Science},
year = {2002},
annote = {In this dissertation we explore methods of quality
control of untextured polygonal models. The tools
presented build, evaluate and improve on the field
of multiresolution analysis through decimation. We
evaluate the quality of models generated through
various simplification algorithms to develop
efficient measures of image quality. We develop an
application for selective, progressive and
view-dependent refinement, suitable for browsing 3D
models on the internet.  Existing work in continuous
level-of-detail is extended to allow for faster
interpolation between LOD sequences and we present a
new LOD control mechanism for maintaining a constant
polygon count.  We present a generic framework
generates multiresolution models through
simplification.  This allows for the comparison of
surface compression methods under the same
conditions, and to determine the performance of
surface quality measures based on these
results. These measures of surface quality are
evaluated with both image and model based
criteria. We find that the declining volume of a
simplified object is a good method of predicting
view-independent image quality. Using our generic
framework, we extend two applications which can be
used to improve rendering performance in a virtual
environment.  We develop a new selective refinement
application which refines only a desired region of
the model, suitable for online model browsing. This
method provides substantial space saving due to a
more compact representation of the simplification
hierarchy, and also provides optimisations for use
with a client/server model. A novel method of
defining smooth mappings between different
resolution versions of a model (called continuous
level-of-detail) is also defined. This technique
greatly improves rendering performance of these
models by employing commonly available programmable
graphics hardware. We also present a method of
controlling the number of polygons in large scenes,
which is capable of predictively maintaining a
constant frame rate by guaranteeing a polygon
budget.}
}

@mastersthesis{2002-williams-thesis,
mytype = {Thesis},
author = {John Williams},
title = {Extraction of Surface Texture Data from Low Quality
Photographs to Aid the Construction of Virtual
Reality Models of Archaeological Sites},
school = {University of Cape Town, Department of Computer
Science},
year = 2002,
note = {Distinction}
}

@mastersthesis{2003-hendricks-thesis,
mytype = {Thesis},
author = {Zayd Hendricks},
title = {A meta-authoring tool for specifying behaviour in
virtual reality environments},
school = {University of Cape Town, Department of Computer
Science},
year = 2003,
note = {Co-supervisor}
}

@phdthesis{2003-nirenstein-thesis,
mytype = {Thesis},
myurl = {2003-nirenstein-thesis.pdf},
author = {Shaun Nirenstein},
title = {Fast and Accurate Visibility Preprocessing},
school = {University of Cape Town, Department of Computer
Science},
year = {2003},
documenturl = {http://pubs.cs.uct.ac.za/archive/00000101/},
annote = {Visibility culling is a means of accelerating the
graphical rendering of geometric models. Invisible
objects are efficiently culled to prevent their
submission to the standard graphics pipeline. It is
advantageous to preprocess scenes in order to
determine invisible objects from all possible camera
views. This information is typically saved to disk
and may then be reused until the model geometry
changes. Such preprocessing algorithms are therefore
used for scenes that are primarily static.
Currently, the standard approach to visibility
preprocessing algorithms is to use a form of
approximate solution, known as conservative
culling. Such algorithms over-estimate the set of
visible polygons. This compromise has been
considered necessary in order to perform visibility
preprocessing quickly. These algorithms attempt to
satisfy the goals of both rapid preprocessing and
rapid run-time rendering.  We observe, however, that
there is a need for algorithms with superior
performance in preprocessing, as well as for
algorithms that are more accurate. For most
applications these features are not required
simultaneously. In this thesis we present two novel
visibility preprocessing algorithms, each of which
is strongly biased toward one of these requirements.
The first algorithm has the advantage of
performance. It executes quickly by exploiting
graphics hardware. The algorithm also has the
features of output sensitivity (to what is visible),
and a logarithmic dependency in the size of the
camera space partition. These advantages come at the
cost of image error. We present a heuristic guided
adaptive sampling methodology that minimises this
error. We further show how this algorithm may be
parallelised and also present a natural extension of
the algorithm to five dimensions for accelerating
generalised ray shooting.  The second algorithm has
the advantage of accuracy. No over-estimation is
performed, nor are any sacrifices made in terms of
image quality. The cost is primarily that of
time. Despite the relatively long computation, the
algorithm is still tractable and on average scales
slightly superlinearly with the input size. This
algorithm also has the advantage of output
sensitivity. This is the first known tractable exact
solution to the general 3D from-region visibility
problem.}
}

@mastersthesis{2003-nunez-thesis,
mytype = {Thesis},
myurl = {2003-nunez-thesis.pdf},
author = {David Nunez},
title = {A Connectionist Explanation of Presence in Virtual
Environments},
school = {University of Cape Town, Department of Computer
Science},
year = {2003},
documenturl = {http://pubs.cs.uct.ac.za/archive/00000109/},
annote = {Presence has various definitions, but can be
understood as the sensation that a virtual
environment is a real place, that the user is
actually in the virtual environment rather than at
the display terminal, or that the medium used to
display the environment has disappeared leaving only
the environment itself. We present an attempt to
unite various presence approaches by reducing each
to what we believe is a common basis --- the
psychology of behaviour selection and control --- and
re-conceptualizing presence in these terms by
defining cognitive presence --- the mental state where
the VE rather than the real environment is acting as
the basis for behaviour selection.  The bulk of this
work represents the construction of a three-layer
connectionist model to explain and predict this
concept of cognitive presence. This model takes
input from two major sources: the perceptual
modalities of the user (bottom-up processes), and
the mental state of the user (top-down
processes). These two basic sources of input
competitively spread activation to a central layer
which competitively determines which behaviour
script will be applied to regulate behaviour.  We
demonstrate the ability of the model to cope with
current notions of presence by using it to
successfully predict two published findings: one
(Hendrix \& Barfield, 1995) showing that presence
increases with an increase in the geometric field of
view of the graphical display, and another (Salln?s,
1999), which demonstrates the positive relationship
between presence and the stimulation of more than
one sensory modality. Apart from this theoretical
analysis, we also perform two experiments to test
the central tenets of our model. The first
experiment aimed to show that presence is affected
by both perceptual inputs (bottom-up processes),
conceptual inputs (top-down processes), and the
interaction of these. We collected 103 observations
from a 2x2 factorial design with stimulus quality (2
levels) and conceptual priming (2 levels) as
independent variables, and as dependent variable we
used three measures of presence (Slater, Usoh \&
Steed's scale (1995), Witmer \& Singer's (1998)
Presence Questionnaire and our own cognitive
presence measure) for the dependent variable.  We
found a significant main effect for stimulus quality
and a significant interaction, which created a
striking effect: priming the subject with material
related in theme to the content of the VE increased
the mean presence score for those viewing the high
quality display, but decreased the mean of those
viewing the low quality display. For those not
primed with material related to the VE, no mean
presence difference was discernible between those
using high and low quality displays. The results
from this study suggest that both top-down and
bottom-up activation should be taken into account
when explaining the causality of presence.  Our
second study aimed to show that presence comes about
as a result not of raw sensory information, but
rather due to partly-processed perceptual
information. To do this we created a simple three
group comparative design, with 78 observations. Each
one of the three groups viewed the same VE under
three display conditions: high-quality graphical,
low-quality graphical, and text-only. Using the
model, we predicted that the text and low-quality
graphics displays would produce the same presence
levels, while the high-quality display would
outperform them both. The results were mixed, with
the Slater, Usoh \& Steed scale showing the predicted
pattern, but the Presence Questionnaire showing each
condition producing a significantly different
presence score (in the increasing order: text,
low-quality graphics, high-quality graphics). We
conclude from our studies that the model shows the
correct basic structure, but that it requires some
refinement with regards to its dealings with
non-immersive displays.  We examined the performance
our presence measure, which was found to not perform
satisfactorily.  We conclude by proposing some
points relevant to the methodology of presence
research, and by suggesting some avenues for future
expansion of our model.}
}

@mastersthesis{2004-hamza-thesis,
mytype = {Thesis},
myurl = {2004-hamza-thesis.pdf},
author = {Sabeeha Hamza},
title = {The Subjective Response of People Living with HIV to
Illness Narratives in VR},
school = {University of Cape Town, Department of Computer
Science},
year = {2004},
documenturl = {http://pubs.cs.uct.ac.za/archive/00000392/},
annote = {This dissertation reports on the results on an
exploratory investigation into the potential
efficacy of VR as both a support mechanism to people
living with HIV/AIDS, as well its capabilities as an
emotive medium. Two hypothesis were presented
viz. (1) VR will be a form of social support and (2)
VR will have an emotional impact on participants.
The research builds up on findings which demonstrate
the therapeutic effectiveness of telling personal
and collective narratives in an HIV/AIDS support
group. This fact, together with the tested ability
of VR as a therapeutic medium, let to the
development of a virtual support group with an aim
to test its therapeutic efficacy.  A low cost,
deployable desktop PC based system using custom
software was developed. The system implemented a VR
walkthrough experience of a tranquil campfire in a
forest. The scene contained four interactive avatars
who related narratives compiled from HIV/AIDS
patients. These narratives covered the aspects of
receiving an HIV+ diagnosis, intervention, and
coping with living with HIV+ status. To evaluate the
system, seven computer semi-literate HIV+ volunteers
from townships around Cape Town used the system
under the supervision of a clinical
psychologist. The participants were interviewed
about their experiences with their system, and the
data was analyzed qualitatively using grounded
theory.  The group experiment showed extensive
qualitative support for the potential efficacy of
the VR system as both a support mechanism and an
participants suggested that the VR medium would be
effective as a source of social support, and could
augment real counselling sessions, rather than
replace them.  The categories which emerged from the
analysis of the interview data were emotional
impact, emotional support, informational support,
technology considerations, comparison with other
forms of support, timing considerations and
emotional presence. The categories can be grouped
according to the research questions viz.  + The
efficacy of VR as an emotive medium (Presence,
Emotional Impact, Computer Considerations) + The
efficacy of the VR simulation as a source of social
support (Emotional and Informational Support) Other
themes not anticipated by the data included the
following: Timing considerations and Comparison with
other forms of counselling.  The interviews
suggested that both hypothesis 1 and 2 are correct
viz. that the VR system provided a source of social
support, and has an emotional impact on the
participants.}
}

@mastersthesis{2004-lesaoana-thesis,
mytype = {Thesis},
myurl = {2004-lesaoana-thesis.pdf},
author = {Masophia Lesaoana},
title = {Interactive Cultural Story-Telling Virtual
Environments Using San Stories},
school = {University of Cape Town, Department of Computer
Science},
year = 2004,
annote = {Story-telling is being used for the preservation of
culture, and interactive story-telling in
particular, is attractive for its ability to provide
the user with a hands-on experience.  We explored
the feasibility of interactive story-telling in
relation to the San culture of South Africa, by
investigating the effect of interactivity on users'
perceived levels of presence. Presence refers to the
feeling of being there' in a virtual environment
(VE presence). We also investigated the level of
presence in the story (story presence). Priming as a
contributor to presence, and the relationship
between VE presence, story presence, and enjoyment
were also investigated. These investigations were
made based on two virtual environments (one allowing
interaction with the story and the other not
interactive) and two priming materials (one relevant
to San culture and the other not relevant).
Interactivity was found to reduce the users' levels
of VE presence despite the fact that guidance was
used to try to maintain the story plot. Of the two
questionnaires that were used to measure VE presence
(Igroup (IGPQ) and Slater et al's (SUS)), a
significant negative effect (F = 4.983, p = 0.029)
was obtained from IGPQ, for the effect of
interactivity on VE presence. The interaction effect
of interactivity and priming was also found to have
a significant negative effect (F = 4.423, p = 0.04)
on VE presence according to SUS questionnaire. This
result also showed that interactivity only decreased
VE presence in the absence of relevant priming but
once relevant priming was used an increase in VE
presence, albeit not significant, was observed. The
conclusion from this was that priming can contribute
to increased VE presence. A significant positive
correlation of 0.73 and 0.64 (according to IGPQ and
SUS respectively) was obtained with VE presence and
enjoyment. Story presence and enjoyment also
correlated significantly at 0.43. This shows that
participants enjoy more when they are present in the
VE and/or the story and vice versa.  Low interface
fidelity whereby input devices may have not
sufficiently represented their real world
counterparts, and possible disruption of the story
plot were seen as reasons for a negative effect of
interactivity on presence. In the case where
expensive equipment is achievable we suggest the use
of haptic props and devices which provide tracking
to provide high interface fidelity.  We concluded
that our study provided a feasibility for the use of
interactive story-telling for culture and suggest
that the use of guidance should be done along with
restrictions on interactivity.  While this may take
away some of the attractiveness of interactivity we
believe it would still give participants a hands-on
experience while maintaining the plot.}
}

@mastersthesis{2004-lyness-thesis,
mytype = {Thesis},
myurl = {2004-lyness-thesis.pdf},
author = {Caleb Lyness},
title = {Perceptual Depth Cues in Support of Medical Data
Visualization},
school = {University of Cape Town, Department of Computer
Science},
year = {2004},
documenturl = {http://pubs.cs.uct.ac.za/archive/00000138/},
note = {Distinction},
annote = {This work investigates methods to provide clinically
useful visualisations of the data produced by an
X-ray/CT scanner. Specifically, it examines the use
of perceptual depth cues (PDCs) and perceptual depth
cue theory to create effective visualisations.  Two
visualisation systems are explored: one to display
X-ray data and the other to display volumetric
data. The systems are enhanced using stereoscopic
and motion PDCs. The presented analyses show that
these are the only possible enhancements common to
both systems. The theoretical and practical aspects
of implementing these enhancements are presented.
Volume rendering techniques are explored to find an
approach which gracefully handles poorly sampled
data and provides the interactive rendering needed
for motion cues. A low cost real time volume
rendering system is developed and a novel stereo
volume rendering technique is presented. The
developed system uses commodity graphics hardware
and Open-GL.  To evaluate the visualisation systems
a task-based user test is designed and
implemented. The test requires the subjects to be
observed while they complete a 3D diagnostic task
using each system. The speed and accuracy with which
the task is performed are used as metrics. The
experimental results are used to compare the
effectiveness of the augmented perceptual depth cues
and to cross-compare the systems.  The experiments
show that the user performance in the visualisation
systems are statistically equivalent. This suggests
that the enhanced X-ray visualisation can be used in
place of CT data for some tasks. The benefits of
this are two fold: a decrease in the patient's
exposure to radiation and a reduction in the data
acquisition time.}
}

@mastersthesis{2004-tangkuampien-thesis,
mytype = {Thesis},
author = {Jakkaphan Tangkuampien},
title = {A Virtual Environment Authoring Interface for
Content-Expert Authors},
school = {University of Cape Town, Department of Computer
Science},
year = 2004,
note = {Distinction. Co-supervisor}
}

@mastersthesis{2005-chetty-thesis,
mytype = {Thesis},
myurl = {2005-chetty-thesis.pdf},
author = {Marshini Chetty},
title = {Developing Locally Relevant Applications For Rural
South Africa: A Telemedicine Example},
school = {University of Cape Town, Department of Computer
Science},
year = 2005,
note = {Distinction},
annote = {Within developing countries, there is a digital
divide between rural and urban areas. In order to
overcome this division, we need to provide locally
relevant Information and Communication Technology
(ICT) services to these areas. Traditional software
development methodologies are not suitable for
developing software for rural and underserviced
areas because they cannot take into account the
unique requirements and complexities of such
areas. We set out to find the most appropriate way
to engineer suitable software applications for rural
communities. We developed a methodological framework
for creating software applications for a rural
community. We critically examined the restrictions
that current South African telecommunications
legislation places on software development for
underserviced areas. Our socially aware computing
framework for creating software applications uses
principles from Action Research and Participatory
Design as well as best practice guidelines; it helps
us address all issues affecting the project
success. The validity of our framework was
demonstrated by using it to create Multi-modal
Telemedicine Intercommunicator (MuTI). MuTI is a
prototype system for remote health consultation for
a rural community. It allowed for synchronous and
asynchronous communications between a clinic in one
village and a hospital in the neighbouring village,
nearly 20 kilometers away, in the Eastern Cape
province of South Africa. It used Voice over
Internet Protocol (VoIP) combined with a store and
forward approach for communication. MuTI was tested
over a Wireless Fidelity (WiFi) network for several
months.  Our socially aware framework proved to be
appropriate for developing locally relevant
applications for rural areas in South Africa. We
found that MuTI was an improvement on the previous
telemedicine solution in the target community. Using
the approach also led to several insights into best
practice for ICT development projects. We also found
that VoIP and WiFi are relevant technologies for
rural regions and that further telecommunication
liberalisation in South Africa is required in order
to spur technological developments in rural and
underserviced areas.}
}

@mastersthesis{2006-ladeira-thesis,
mytype = {Thesis},
title = {Story experience in a Virtual San Storytelling
Environment: Virtual Cultural Stories for Teenagers
school = {University of Cape Town, Department of Computer
Science},
year = {2006},
note = {Distinction},
documenturl = {http://pubs.cs.uct.ac.za/archive/00000391/},
annote = {This dissertation explores virtual storytelling for
conveying cultural stories effectively. We set out
to investigate: (1) the strengths and/or weaknesses
of VR as a storytelling medium; (2) the use of a
culturally familiar introductory VE to preface a VE
relationship between presence and story
experience. We conducted two studies to pursue these
aims.  Our aims were stated in terms of effective
story experience, in the realm of cultural
heritage. This was conceptualised as a story
experience where story comprehension, interest in
the story's cultural context and story enjoyment
were achieved, and where boredom and confusion in
the story were low. This conceptualisation was
empirically validated by our studies. Three
storytelling scenarios were created to tell a
traditional San story: text (T); a storytelling VE
with no introductory VE (VR+NI); a storytelling VE
with a hip-hop themed introductory VE (VR+I). These
scenarios comprised our experimental
conditions. Questionnaires, measuring interest in
hip-hop and the story experience aspects identified
above, were developed and psychometrically
validated. Study 1 was conducted with a sample of 44
high-school learners and Study 2 with 98 university
students. Both studies used a between-subjects
design. Study 2 was a refined version of Study 1,
improving Study 1's questionnaires for use in Study
2 and considering two additional variables:
attention to the story and perceived strangeness of
the story.  For our first aim, story experience in
the text and VR storytelling scenarios were
compared. In Study 1 and 2, comprehension was
significantly higher in the T condition than in the
two VR conditions combined and attention was higher
in Study 2's T condition. Therefore, we conclude
that text is better for achieving story
comprehension. In Study 1, interest and enjoyment
were significantly higher in the VR condition, while
boredom was higher in the T condition. But, no
significant differences between text and VR were
noted for these variables in Study 2. Comparisons of
the T and VR conditions across Study 1 and 2 showed
a particularly poor story experience in Study 1's T
group; we speculate that this was due to differences
in Study 1 and 2's samples and procedures.  Barring
this, there were no interest, enjoyment or boredom
differences between T and VR across Study 1 and
2. Thus, we conclude, conservatively, that text and
VR are equally good in terms of interest enjoyment
and boredom. Confusion was higher in Study 1's T
condition, but this result was counter-intuitive
since this condition had also shown higher
comprehension. In contrast, Study 2's VR condition
showed significantly higher confusion and lower
strangeness. We conclude that Study 1's participants
had reported strangeness rather than confusion and,
while virtual storytelling resulted in more
confusion, it also resulted in less perceived
strangeness of the story. Presence and story
experience in the VR+NI and VR+I storytelling
scenarios were compared for our second aim. The
introductory VE only had an effect for participants
who showed a pre-existing interest in hip-hop. In
Study 1's VR+I condition, hip-hop interest was a
significant predictor of enjoyment. In Study 2's
VR+I condition, those who identified hip-hop as a
favourite music genre showed significantly higher
presence than those who identified other genres as a
favourite. This suggests that strongly themed
introductory VE's do not benefit virtual
storytelling, and that content familiarity and
preference interact with VE content to influence
virtual experiences. Regarding our third aim; we did
not find strong evidence of a relationship between
presence and story experience since presence only
correlated significantly with interest in Study 1.}
}

@mastersthesis{2006-verwey-thesis,
mytype = {Thesis},
myurl = {2006-verwey-thesis.pdf},
author = {Johan Verwey},
title = {Speech Perception in Virtual Environments},
school = {University of Cape Town, Department of Computer
Science},
year = {2006},
documenturl = {http://pubs.cs.uct.ac.za/archive/00000393/},
note = {Distinction},
annote = {Many virtual environments like interactive computer
games, educational software or training simulations
make use of speech to convey important information
to the user. These applications typically present a
combination of background music, sound effects,
ambient sounds and dialog simultaneously to create a
rich auditory environment. Since interactive virtual
environments allow users to roam freely among
different sound producing objects, sound designers
do not always have exact control over what sounds a
user will perceive at any given time. This
dissertation investigates factors that influence the
perception of speech in virtual environments under
adverse listening conditions. A virtual environment
was created to study hearing performance under
different audio-visual conditions. The two main
areas of investigation were the contribution of
spatial unmasking'' and lip animation to speech
perception. Spatial unmasking refers to the hearing
benefit achieved when the target sound and masking
sound are presented from different locations. Both
auditory and visual factors influencing speech
perception were considered. The capability of modern
sound hardware to produce a spatial release from
masking using real-time 3D sound spatialization was
compared with the pre-computed method of creating
spatialized sound. It was found that spatial
unmasking could be achieved when using a modern
consumer 3D sound card and either a headphone or
surround sound speaker display. Surprisingly,
masking was less effective when using real-time
sound spatialization and subjects achieved better
hearing performance than when the pre-computed
method was used. Most research on the spatial
unmasking of speech has been conducted in pure
auditory environments. The influence of an
additional visual cue was first investigated to
determine whether this provided any benefit. No
difference in hearing performance was observed when
visible objects were presented at the same location
as the auditory stimuli. Because of inherent
limitations of display devices, the auditory and
visual environments are often not perfectly aligned,
causing a sound-producing object to be seen at a
different location from where it is heard. The
influence of audio-visual integration between the
conflicting spatial information was investigated to
see whether it had any influence on the spatial
unmasking of speech in noise. No significant
difference in speech perception was found regardless
of whether visual stimuli was presented at the
correct location matching the auditory position, at
a spatially disparate location from the auditory
source. Lastly the influence of rudimentary lip
animation on speech perception was investigated. The
results showed that correct lip animations
significantly contribute to speech perception. It
was also found that incorrect lip animation could
result in worse performance than when no lip
animation is used at all. The main conclusions from
this research are: That the 3D sound capabilities of
modern sound hardware can and should be used in
virtual environments to present speech; Perfectly
align auditory and visual environments are not very
important for speech perception; Even rudimentary
lip animation can enhance speech perception in
virtual environments.}
}

@phdthesis{2007-nunez-thesis,
mytype = {Thesis},
myurl = {2007-nunez-thesis.pdf},
author = {David Nunez},
title = {A Capacity Limited, Cognitive Constructionist Model
of Virtual Presence},
school = {University of Cape Town, Department of Computer
Science},
year = 2007,
documenturl = {http://pubs.cs.uct.ac.za/archive/00000454/},
annote = {The Capacity Limited, Cognitive Constructionist
(CLCC) model of presence is proposed as an
information processing model of presence, which is
demonstrated to have more theoretical power than
extant models. The CLCC model defines information
processing paths between attention, working memory,
declarative memory and procedural memory, which
operate to create and maintain a semantic context or
bias. Bottom-up information entering the sensory
cortices is filtered by attention into working
memory where it forms temporary structures encoding
the subject's experience of the VE. These structures
also receive top-down information, which arises in
declarative memory. This interaction of top-down and
bottom-up data gives the entire model a semantic
bias which attempts to keep the subject's
construction of the environment semantically
coherent. This allows for inferences and decision
making, which translates into high presence. A
semantically incoherent construction, or one which
does not have enough working memory capacity
allocated to it will result in poorer inferences
about the environment, and reduced presence. If, as
the CLCC model contends, presence involves
information processing rather than simple
perception, then one would expect to see working
memory interference effects and semantic content
effects in presence. Six studies were conducted to
test these conjectures and validate the CLCC
model. Studies 1 -- 3 examined the role of working
memory and attention on presence (the bottom half of
the model), while Studies 4 -- 6 examined semantic
content and processing effects on presence (the top
half of the model).

Study 1 manipulated working
memory (WM) load during VE exploration. The CLCC
prediction was that WM load would interfere with
presence. Data from 177 subjects showed smaller
effects than predicted: No WM effects on spatial
presence, lower naturalness under spatial WM load,
and lower engagement under verbal WM load. This
suggests that spatial presence makes no use of WM,
and that engagement and naturalness make limited use
of it. While engagement seems to make use of
semantic processing as predicted, naturalness seems
to use spatial processing. Study 2 examined WM use
by media decoders by repeating Study 1 with a
text-based VE. Data from 114 subjects shows no WM
effects exist on any of the four ITC-SOPI
factors. This supports Study 1's finding that
spatial presence does not use WM, but 3 contradicts
results engagement and naturalness. Study 3 examined
the relative contribution of attention and WM. 46
subjects viewed VE walkthroughs in three conditions:
Viewing one walkthrough only (baseline), viewing two
walkthroughs simultaneously (WM load condition), or
viewing one walkthrough and a jumbled video
simultaneously (attention load condition). The CLCC
model predicted the WM load condition would
interfere with presence the most, followed by the
attention load condition, followed by the
baseline. No difference was found across conditions,
although naturalness and engagement predicted task
performance, indicating that spatial presence is
distinct from these factors, in agreement with the
findings of Study 1 and 2. Study 4 was a survey of
semantic and processing effects on presence. Data
from 101 computer gamers indicate that it is how
often gamers play presence games (and not how many
years they have been playing) that predicts how
important they consider presence to their gaming
experience. This suggests a moderate term activation
effect rather than a long term learning
effect. Furthermore, gamers with a high thematic
inertia rate presence as important to gaming,
indicating a processing effect. Finally, gamers who
are capable of integrating non-diegetic music into
their experiences rate presence as more important,
which supports the CLCC notion that information
processing of both semantic and perceptual
information is important to presence. Study 5
followed up Study 4 by focusing on one specific
content area. 461 flight simulation gamers completed
the survey. Findings largely agree with those of
Study 4, and strongly support the CLCC model
prediction that highly specific expectations of
content will reduce presence, while generalized
expectations will increase it. Thematic inertia and
priming were are also positively associated with
presence, as predicted by the CLCC model. Study 6
manipulated non-diegetic information (background
music) and semantic priming to test semantic
processing in presence. The CLCC model predicted
that all VE related information (semantic or
perceptual) contributes to presence, particularly
engagement and naturalness. 181 subjects were primed
with materials semantically relevant or irrelevant
to VE content, and then experienced the VE with no
background music (baseline), music which
semantically fit the VE, or VE music which was not a
semantic fit. Priming did not influence presence as
predicted, but non-diegetic music which fit the VE
increased naturalness as predicted. The no-fit music
produced the same presence scores as the baseline 4
condition, indicating that it was filtered out by
attention, as predicted by the CLCC model.

Overall,
the CLCC model and data show that content effects
occur in presence, and how these are mediated by
declarative memory. It also shows that presence is a
complex multi-level processing phenomenon. Spatial
presence is at a cognitively low level, relying on
perceptual (bottom-up) information, while engagement
and naturalness are heavily dependent on conceptual
(top-down) information, operating as a set of
expectation-content comparisons which, when met by
the content, lead to enhanced presence. These high
and low cognitive forms of presence are largely
independent, but do share some semantic effects,
likely due to a reliance on common underlying
cognitive processes such as priming and thematic
inertia. The top half of the CLCC model (which
encodes semantic meaning and explains content
effects) is better supported that the bottom half
(which predicted interference and attention
effects). This finding is highly unexpected, as the
literature on almost all extant models predicts an
important role for attention in presence. From the
data however, one must conclude that spatial
presence makes no use of working memory, while
cognitive higher forms of presence make use of
limited amounts of working memory.}
}

@mastersthesis{2008-brown-thesis,
mytype = {Thesis},
myurl = {2008-brown-thesis.pdf},
author = {Sarah Brown},
title = {Providing Informational Support to HIV+ Women in a
Virtual Environment: A Case Study Comparing the
Effects of Virtual Reality and Paper Media for
Content Delivery},
school = {University of Cape Town, Department of Computer
Science},
year = 2008,
documenturl = {http://pubs.cs.uct.ac.za/archive/00000393/},
annote = {South Africa has one of the highest HIV+ prevalence
rates in the world[1]. Furthermore, social support
is beneficial to HIV+ people. Informational support
is a type of social support which is used to
increase one's knowledge base [2]. Hayes et
al. state that informational support is especially
beneficial for those in the early stages of HIV
infection [3]. Computer technologies have been used
successfully in providing informational support to
their users. However, virtual reality (VR) is a
relatively unexplored technology in South Africa,
and we feel it is a highly appropriate medium for a
context where users have little or no prior
interfaces require users to have a learned skillset,
but a VR interface does not necessarily require this
as it maps more directly to users' natural
interaction techniques with the real world. A key
benefit of a virtual environment (VE) is the
interactivity and user involvement that it offers
through a high degree of navigation and interaction
with objects [4]. VR may, initially, seem to be an
expensive technology to use in a developing country
but it is possible to make use of desktop VR on a
dissertation presents a comparison of the effects of
two media, VR and paper (i.e.  pamphlets) in
communicating supportive information to an HIV+
sample group. We created a VE to provide social and
informational support for HIV+ people in the South
African context. The design of the VE placed
emphasis on creating a typically South African space
which users could recognize and find familiar. Our
research focused on two rooms containing virtual
agents and points of possible interaction: the
lounge and the kitchen. In the lounge, a HIV/Aids
support group was simulated while the kitchen
contained two areas which presented nutritional
informational support: Diet and Cleanliness &
Hygiene.  We conducted a pre- post-test study with
22 HIV+ women at two clinics in Cape Town.
Participants were randomly assigned into one of
three groups. One group experienced the
informational VE (VE), one group received
information pamphlets (Text), the control group who
received no information until the end of the study
(Ctrl). Participants attended three experiment
meetings over a five week period. Participants
completed two 3-day food diaries and completed
questionnaires that provided measurement for two
sets of variables: Food Safety Behaviours (a measure
of knowledge of correct food and water safety
practices to prevent food-borne illnesses) and
Dietary Quality (measure of the diet quality --- in
terms of quantity, variety, water intake and vitamin
supplements, as well as specific food items for the
prevention of stomach ailments, a common complaint
of HIV infection). While we found no differences
between the Text and Ctrl groups, the VE group
showed a significant improvement in consuming food
items recommended for stomach complaints. This is a
particularly striking result given that more than
half the participants stated that they routinely did
not have enough money to buy food let alone specific
healthy foods. The area that contained the
information related to stomach complaints was the
last imagery experienced by all VE
participants. That it was the only area that showed
improvement highlights how careful VE authors should
be in choosing the actual content for the
environment, as well as how that content is
delivered. Despite very minimal computing experience
and only short training sessions, all participants
mentioned that they found the VE easy to use and
enjoyed their experience of it. Our results show
that VR can indeed be used to deliver informational
content to HIV+ women in South Africa.}
}

@phdthesis{2009-tucker-thesis,
mytype = {Thesis},
myurl = {2009-tucker-thesis.pdf},
author = {William David Tucker},
title = {Softbridge: a socially aware framework for
communication bridges over digital divides},
school = {University of Cape Town, Department of Computer
Science},
year = 2009,
documenturl = {http://pubs.cs.uct.ac.za/archive/00000524/},
annote = {Computer scientists must align social and technical
factors for communication technologies in developing
regions yet lack a framework to do so. The novel
Softbridge framework comprises several components to
address this gap. The Softbridge stack abstraction
supplements the established Open Systems
Interconnect model with a collection of technical
layers clustered around 'people' issues. The
Softbridge stack aligns the technological design of
communication systems with awareness of social
factors characteristic of developing regions. In a
similar fashion, a new evaluation abstraction called
Quality of Service by considering socio-cultural
factors of a user's perception of system
performance. The conceptualisation of these new
abstractions was driven by long-term experimental
interventions within two South African digital
divides. One field study concerned communication
users. The second field study concerned a wireless
telehealth system between rural nurses and
doctors. The application domains were quite
different yet yielded similarities that informed the
Softbridge and Quality of Communication
abstractions. The third Softbridge component is an
iterative socially aware software engineering method
that includes action research. This method was used
to guide cyclical interventions with target
communities to solve community problems with
communication technologies. The Softbridge framework
components are recursive products of this iterative
approach, emerging via critical reflection on the
design, evaluation and methodological processes of
the respective field studies. Quantitative and
qualitative data were triangulated on a series of
communication prototypes for each field study with
usage metrics, semi-structured interviews, focus
groups and observation in the field. Action research
journals documented the overall process to achieve
post-positivist recoverability rather than
positivistic replicability. Analysis of the results
from both field studies was iteratively synthesised
to develop the Softbridge framework and consider its
implications. The most significant finding is that
awareness of social issues helps explain why users
might not accept a technically sound communication
system. It was found that when facilitated
effectively by intermediaries, the Softbridge
framework enables unintended uses of experimental
artefacts that empower users to appropriate
communication technologies on their own. Thus, the
Softbridge framework helps to align technical and
socio-cultural factors.}
}

@phdthesis{2010-winterbottom-thesis,
mytype = {Thesis},
myurl = {2010-winterbottom-thesis.pdf},
author = {Cara Winterbottom},
title = {VRBridge: a Constructivist Approach to Supporting Interaction Design and End-User Authoring in Virtual Reality},
school = {University of Cape Town, Department of Computer
Science},
year = 2010,
documenturl = {http://pubs.cs.uct.ac.za/archive/00000607/}
}

@mastersthesis{2010-salazar-thesis,
mytype = {Thesis},
myurl = {2010-salazar-thesis.pdf},
author = {Gustavo A. {Salazar O.}},
title = {{DAS} Writeback: A Collaborative Annotation System for
Proteins},
school = {University of Cape Town, Department of Computer
Science},
year = 2010,
documenturl = {http://pubs.cs.uct.ac.za/archive/00000609/}
}

@mastersthesis{2011-ramuhaheli-thesis,
mytype = {Thesis},
myurl = {2011-ramuhaheli-thesis.pdf},
documenturl = {http://pubs.cs.uct.ac.za/archive/00000697/},
author = {Tshifhiwa Ramuhaheli},
title = {Gesture Based Interface for Asynchronous Video
Communication for {D}eaf People in {S}outh {A}frica},
school = {University of Cape Town, Department of Computer
Science},
year = 2011
}
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