Academic literature on the topic 'Interactive Experience Model'

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Journal articles on the topic "Interactive Experience Model"

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Xiong, Hong Yun, Fei Guo, and Su Rong Sun. "VR-Based Interactive Experienced Platform for Showroom." Applied Mechanics and Materials 336-338 (July 2013): 1396–401. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1396.

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With the rapid development of information technology and new media technology, the introduction of the experience economy, using the new media interactive tools into industry of real estate has become a very powerful method to increase the value of estate product. The article has used virtual reality technology to design the interactive experienced platform for showroom, realized the whole architecture of the platform, and designed interactive experience of living room, bedroom, kitchen and bathroom in real time. In the platform, users can experience the one-bedroom showroom interactively and as really as possible. Finally, the article has introduced the processes and methods of building 3D model and virtual space model.
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Kulzer, Manuel, and Michael Burmester. "Towards Explainable and Sustainable Wow Experiences with Technology." Multimodal Technologies and Interaction 4, no. 3 (August 11, 2020): 49. http://dx.doi.org/10.3390/mti4030049.

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Interacting with technology can evoke various positive and negative reactions in users. An outstandingly positive user experience enabled by interactive technology is often referred to as a “wow experience” in design practice and research. Such experiences are considered to be emotional, memorable, and highly desirable. Surprisingly, wow experiences have not received much attention in design research. In this study, we try to gain a more in-depth understanding of how wow experiences are caused. Through an exploratory factor analysis, we identify six factors contributing to wow experiences with interactive technology: Hygiene, goal attainment, uniqueness, relevance, emotional fingerprint, and inspiration. We propose an integrated model of wow experience and a prototype questionnaire to measure wow experiences with interactive products based on the identified factors.
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Van Leeuwen, Neil, and Michiel van Elk. "Seeking the supernatural: the Interactive Religious Experience Model." Religion, Brain & Behavior 9, no. 3 (June 5, 2018): 221–51. http://dx.doi.org/10.1080/2153599x.2018.1453529.

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Marques, Anna Beatriz, Simone Diniz Junqueira Barbosa, and Tayana Conte. "Exploring how experienced and unexperienced designers use and evaluate a usability-oriented interaction and navigation model." Journal on Interactive Systems 9, no. 3 (December 5, 2018): 1. http://dx.doi.org/10.5753/jis.2018.709.

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Representing quality aspects in models used in the design of interactive systems can support to design solutions with higher quality of use. However, the quality of the designed solutions can be influenced by the designers’ experience and by the models’ expressiveness for representing the quality aspects. Recently, we proposed USINN (USability-oriented INteraction and Navigation model) to express usability mechanisms in interaction and navigation modeling solutions. In this paper, we present an experimental study conducted with students, characterized as experienced and unexperienced designers, in order to investigate how is USINN adopted and evaluated by designers with different levels of experience in the software industry. The results indicated that the quality of artifacts produced by experienced and unexperienced designers was similar. However, the unexperienced designers indicated higher intention to adopt USINN in the software industry.
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Chen, Mingang, Wenjun Cai, and Lizhuang Ma. "Cloud Computing Platform for an Online Model Library System." Mathematical Problems in Engineering 2013 (2013): 1–7. http://dx.doi.org/10.1155/2013/369056.

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The rapid developing of digital content industry calls for online model libraries. For the efficiency, user experience, and reliability merits of the model library, this paper designs a Web 3D model library system based on a cloud computing platform. Taking into account complex models, which cause difficulties in real-time 3D interaction, we adopt the model simplification and size adaptive adjustment methods to make the system with more efficient interaction. Meanwhile, a cloud-based architecture is developed to ensure the reliability and scalability of the system. The 3D model library system is intended to be accessible by online users with good interactive experiences. The feasibility of the solution has been tested by experiments.
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Lindén, Julia, Ulf Sellgren, and Anders Söderberg. "Model-based reliability analysis." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 30, no. 3 (July 14, 2016): 277–88. http://dx.doi.org/10.1017/s0890060416000251.

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AbstractThe main function of a heavy truck is to transport goods, with ton-kilometers/year as an example of a major quantitative performance measure. Furthermore, the truck is directly operated by a driver, who has several additional functional requirements, of both ergonomic and communicative characters. Failure of these functions may be a subjective experience, differing between drivers, but the failures are still important. Today's just-in-time delivery systems rely on getting the goods on time, and this requires high availability. Availability is reduced not only by technical failures but also by subjectively experienced failures, because these also require repairs, or downtime. Product reliability is a systems property that cannot be attributed to a single component. It is in many cases related to interaction between components, or to interaction between humans and the technical system, in the case of subjectively experienced failures. Reliability assessments of systems with interactive functions require a system model that includes the interfaces between the technical system and human features that are carriers of interactive functions. This paper proposes a model of system architecture, for the purpose of reliability assessments, that integrates different and complementary representations, such as function–means diagrams and a design structure matrix. The novelty of the presented approach is that it treats and integrates the technical and the human subsystems through the human–technical system interfaces. The proposed systems reliability approach is described and verified with a component analysis case study of an extended truck cab and driver system.
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Rodenbaugh, D. W., H. L. Collins, C. Y. Chen, and S. E. DiCarlo. "Construction of a model demonstrating cardiovascular principles." Advances in Physiology Education 277, no. 6 (December 1999): S67. http://dx.doi.org/10.1152/advances.1999.277.6.s67.

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We developed a laboratory exercise that involves the construction and subsequent manipulation of a model of the cardiovascular system. The laboratory was designed to engage students in interactive, inquiry-based learning and to stimulate interest for future science study. The model presents a concrete means by which cardiovascular mechanics can be understood as well as a focal point for student interaction and discussion of cardiovascular principles. The laboratory contains directions for the construction of an inexpensive, easy-to-build model as well as an experimental protocol. From this experience students may gain an appreciation fo science that cannot be obtained by reading a book or interacting with a computer. Students not only learn the significant physiological concepts but also appreciate the importance of laboratory experimentation for understanding complex concepts. Model construction provides a hands-on experience that may substantially improve performance in science processes. We believe that model construction is an appropriate method for teaching advanced concepts.
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Koppi, Tony, and Elaine Pearson. "The COERSEA Model for Interactive Presentations." Journal of University Teaching and Learning Practice 2, no. 2 (April 1, 2005): 37–52. http://dx.doi.org/10.53761/1.2.2.5.

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A commonly accepted theoretical paradigm in the research and practice of effective learning and teaching is constructivist. Researchers and practitioners in the higher education community attend educational technology focused conferences to share their findings, seek feedback and collaboration, or challenge. Although researchers may espouse constructivist methods in their learning designs, this model is not adopted in their presentations. Often a more traditional transmission approach is used with the presenter inflicting many content heavy slides on an increasingly passive audience. The COERSEA model (context, outcomes, engagement, resources, support, evaluation, alignment) comprises seven principles that can be applied to the design of any presentation be it a lecture, seminar or conference paper. The model compliments current trends in online learning design and represents a constructivist approach to presentations that engages participants in a shared learning experience. The model has been successfully applied to a number of topics and contexts at conferences, seminars and workshops.
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Truant, G. S., J. Herscovitch, and J. G. Lohrenz. "The Relationship of Childhood Experience to the Quality of Marriage." Canadian Journal of Psychiatry 32, no. 2 (March 1987): 87–92. http://dx.doi.org/10.1177/070674378703200202.

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A model for the effect of child-parent relationships on later adult marital quality was tested by questionnaire in 124 general practice patients. Recollections of parental care and overprotection measured by the PBI correlated significantly with Locke- Wallace measures of marital quality primarily in females. Correlations were larger in a homogeneous group where previous marriages and emotional illness were eliminated, and in those who had experienced, childhood separations from parents. The results are consistent with an interactive model where the quality of childhood experience determines the quality of adult marriages primarily when separation experiences have been present.
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Md Nor, Romiza, and Muhammad Hafizuddin Abdul Razak. "Interactive Design in Enhancing User Experience in Museum." Journal of Computing Research and Innovation 6, no. 3 (September 13, 2021): 86–91. http://dx.doi.org/10.24191/jcrinn.v6i3.249.

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A museum can be a suitable context to experiment with a new interaction technique which guiding visitors and improving their experience for a successful learning environment also to enrich user experience. Mobile technology is used to enhance user experience in a cultural environment that offers more information than physically exposed technology. Therefore, the introduction of augmented reality (AR) that allow visitor to experience interaction in a way that increased knowledge, learning and give additional information with any artefact exhibitions they interact in the museum is applied in this project. The objectives of this research are to develop an interactive design in enhancing user experience in artefact display and evaluate user experience. ADDIE Model is applied as the methodology that consists of five phases which are analysis, design, development, implementation, and evaluation. Principles of Interactive Design is utilized in designing the mobile AR application and developed using Unity, Blender and Vuforia. User Experience evaluation method is conducted where findings shows that most respondents are satisfied, and usage of mobile AR has enhanced their experience through navigation during museum visit that also give a lot of new insight on historical artefact that being displayed.
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Dissertations / Theses on the topic "Interactive Experience Model"

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Platero, Vázquez Carmen. "Objetos mágicos: los objetos como transformadores de la Subjetividad virtual en la creación de aventuras interactivas en sistemas de realidad mixta." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/352714.

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Dentro de las experiencias interactivas en tiempo real, y en concreto de los sistemas de realidad mixta, buscamos nuevas formas de comunicación en la ficción interactiva que enriquezcan la experiencia de usuario. Partimos de la Narratología y de ciertos objetos arquetípicos que podríamos considerar mágicos, cuyos usos y propiedades otorgan a los protagonistas de las historias poderes y potencial para convertirse en héroes y abrir un pasaje al mundo de la aventura. Estos objetos cotidianos, son extraídos de las historias y convertidos en tangibles, permitirán al usuario dentro de la experiencia interactiva tener una interacción “natural” que le animará a descubrir nuevos potenciales mediante la acción, mientras es guiado y involucrado en la aventura, convirtiéndolo en el protagonista de la ficción. Para ello introducimos la Subjetividad virtual, modelo de interacción con el que diseñaremos la experiencia de acuerdo a su punto de vista que será transformado a lo largo del viaje a través de la utilización de los objetos. El resultado es una nueva forma de concebir la interacción en la utilización de objetos como elementos narrativos dentro de los sistemas de realidad mixta. Con una guía y un modelo de interacción renovado que parten de las especificidades del medio, se aportan herramientas analíticas y de producción para aquellos creadores y diseñadores que deseen trabajar en este mismo marco dentro las experiencias interactivas en tiempo real.
Within the context of interactive systems that generate stimuli in real time, we are searching for new forms of communication in adventure fiction that may improve user experience. To this end, we have taken from Narratology, archetypal objects that one may identify as “magic”, the uses and properties of which often provide powers and potential to the protagonists of stories to evolve into heroes and open a door to the world of adventure. These everyday objects, taken from stories and converted into tangible objects, allow the user, within an interactive experience, to have a “natural” interaction that encourages discovering new potential through action, while guiding and involving her in the adventure and transforming her into the protagonist of the fiction experience. The Virtual Subjectiveness, as an interaction design model, provides the user with coherent point of view that is transformed along the journey by the use of these special objects. This conforms an original view on everyday objects as narrative engines within real time generated experiences. A guide for interaction design and a renewed model of interaction based on specifications of the medium provide designers and authors with analytic and production tools for creating interactive experiences into the same framework.
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DeSantis, Lisa, and n/a. "Engaging with the past : structuring historic house museum visits for young children." University of Canberra. Resource, Environmental & Heritage Sciences, 1999. http://erl.canberra.edu.au./public/adt-AUC20060704.151238.

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Historic house museums have been the subject of very little structured research. As ideal learning environments for young children they have the potential to facilitate very special educational interactions, yet children's experiences in house museums remain relatively unexplored, with very little professional analysis of the nature, the value or the impact of school visits. As museums, historic houses are educational institutions, yet with limited professional expertise and restricted resources as commonplace, many house museums provide very little in the way of structured educational experiences for schools. This study aims to increase our understanding of educational encounters in house museums. Using Falk and Dierking's Interactive Experience Model this thesis explores the personal, physical and social contexts of young children's visits to house museums. It follows the progress of children aged 5-8 years, as they participate in class visits to two very different kinds of house museum. A structured, age-appropriate education program implemented at Calthorpes' House is compared to the approach taken at Blundells' Cottage, where a lack of resources and professional expertise has resulted in unstructured school visits, typical of amateur house museums throughout Australia. The study directly compares these structured and non-structured museum visits to determine the immediate and long term value of constructed learning experiences in historic houses. The thesis concludes that the structure of a school visit has a significant influence on the museum experience. Research revealed that structured education programs prepare children better for their visit, allow for more successful interactive experiences on site, encourage enjoyable social interactions and result in more detailed museum memories. Finally this thesis outlines implications for house museums as a result of this research and makes recommendations to assist under-resourced house museums provide more structured, more informed educational interactions for schools.
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Gantier, Samuel. "Contribution au design du documentaire interactif : jonction et disjonction des figures de l'utilisateur de B4, fenêtres sur tour, coproduit par France Télévisions." Thesis, Valenciennes, 2014. http://www.theses.fr/2014VALE0031.

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Ces dix dernières années, plusieurs centaines de web-documentaires ont été publiés sur Internet. Si ce format émergent connaît un succès d’estime important auprès des professionnels des médias, son design ne va pas de soi. Dès lors, comment les théories du cinéma documentaire et des médias informatisés éclairent-elles les métamorphoses médiatiques caractéristiques de ces « nouvelles écritures » ? Quels sont les enjeux ontologico-esthétiques et communicationnels d’un documentaire interactif ? Quel rôle et quel pouvoir l’instance d’énonciation doit-elle octroyer à un « spectateur-actant » ? Afin de répondre à ces questions, un état des lieux de la production francophone permet tout d’abord d’établir une typologie des différents modes d’interaction. Ensuite, une approche ethnographique, fondée sur une observation participante du design de B4, fenêtres sur tour, au sein de France Télévisions, interroge l’ensemble des controverses socio-techniques et sémio-pragmatiques qui jalonnent les six mois de conception. Une analyse par théorisation ancrée met en exergue les différentes dimensions d’un Utilisateur Modèle négociées, de manière plus ou moins implicite, par l’ensemble des acteurs. Enfin, les usages supposés du web-documentaire sont confrontés à une évaluation de l’expérience utilisateur. Les jonctions et disjonctions entre les figures d’un Utilisateur Modèle, Statistique et Empirique contribuent in fine à mieux appréhender le design de ce format hybride et non stabilisé
In the last few years, several hundred interactive documentaries (i-docs) have been published on the Internet. If many media professionals prize the i-doc format, its design remains a challenging feat. Given this, what light do film documentary theories and digital media shed on the mediated metamorphoses that typify the “New Writings” movement? What are the communicational and ontologico-aesthetic issues of i-docs? What role and what power should an instance of enunciation accord to the “actant-spectator”?In response to these questions, our study of the current state of the French-speaking production scene brought to the fore a typology of interaction modes. Following this observation, an ethnographic approach, based on a participant observation method, questioned the overall sociotechnical and semio-graphic issues that marked the six-month design process of an i-doc called B4, fenêtres sur tour for the State-run France Télévisions. A Grounded Theory analysis of the data highlighted the different dimensions of a more or less implicit negotiated Model User used by the actors. Finally, the purported uses of i-docs were questioned in evaluating users’ experience. The junctions and disjunctions involving the interaction of the User, Statistical and Empirical Models contributed to a better grasp of the designing of the hybrid and non-stabilised i-doc format
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Fass, John. "Representing experiences of digital systems : the design and use of externalising models." Thesis, Royal College of Art, 2018. http://researchonline.rca.ac.uk/3445/.

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This is a PhD by practice that explores how people’s experiences of digital systems can be made physically and visually apparent using models and activities I have designed. The theoretical context for this PhD centres on internal and external models of people’s experiences with digital systems. This is an AHRC funded PhD written as part of the Creative Exchange, which supports collaborative research projects conducted with industry and academic partners. The way people experience digital systems can be dif cult to observe, and is experienced via complex, fragmented interfaces with hidden effects. We often nd that digital systems have a attening effect, and are frustrating and confusing to use, while our actions and behaviours are invisibly tracked and analysed. There is thus a need for people to gain awareness of the ways they experience digital systems. My primary research question focuses on the design characteristics of visual and physical models that externalise individual and group experiences of digital systems. Secondary questions include: What effects do the material properties of externalising models have on how digital systems are represented? and What types of activities externalise representations of digital systems? These questions are explored through case studies that focus on a set of digital systems identi ed through the research including web browsing, digital social networks, and image metadata. The first two case studies are exploratory, the third is applied. I completed these case studies in three collaborative settings, employing qualitative data collection methods including drawing, physical modelling and semi-structured interviews. I draw on theories of representation and cognition, and Dix and Gongora’s theory of externalisation in design, and apply them to new contexts and situations. My units of analysis are the externalising models and participants’ spoken accounts of making them. The ndings include: externalising experiences of digital systems using diverse materials is a way of countering attening effects; deploying new non-linguistic metaphors to represent experiences of digital systems is an important way of understanding and communicating them; and designing situations where people can create self-constructed representations of their experiences of digital systems enables narrative sequences, tangible expressions, and shared descriptions. My research is useful for the insight it provides participants into their own experiences with everyday digital systems, giving them better ways of understanding how digital systems shape their lives. It is also useful for designers working with people to nd out about their experiences of digital systems, and design researchers who are developing novel elicitation methods. My original contributions to knowledge include new contexts for externalising models, applying externalisation to experiences of digital systems, and recommendations for how designers can create objects and activities to externalise the experiences of digital systems of non- designers.
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Dawson, John David. "A discussion of immersion in human computer interaction : the immersion model of user experience." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3685.

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This document is a discussion of Immersion in Human-Computer Interaction which has been developed from observing and recording the experiences of participant’s in studies exploring the use of, and engagement with, technology. Within this Thesis, I present a model of User-Experience derived from my research which is termed the Immersion Model of User-Experience. I then explore how this model can be used to identify and foster the optimal form of User-Experience known as Flow. In addition, this Thesis includes an exploration of the prominent literature in Immersion and Flow, as well presenting a series of studies that were used to draw the conclusions of the Thesis. Starting with an exploration of the topic of Immersion in Human Computer Interaction, I examine the common terms, descriptions and uses of Immersion across a variety of fields. I use this body of work to provide background and understanding to what it means to be immersed in activities. I then discuss how Flow experience can be identified as the optimal experience in an activity. I then present how this can be mapped to User-Experience by presenting the Immersion Model of User-Experience. In detail of this model I explore how different elements of an experience change the type of experience an individual has when engaged in an activity. Finally, I discuss how an antithesis to Flow can occur, the pessimal experience known as Boredom.
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Aranyi, Gabor. "Developing a psychological model of end-users' experience with news Web sites." Thesis, Teesside University, 2012. http://hdl.handle.net/10149/236331.

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The primary aim of the research project presented in this thesis was to develop and test a comprehensive psychological model of interaction experience with news Web sites. Although news media have been publishing on the Web increasingly since the second half of the 1990s and news sites have become a favoured source of news for many, there is a lack of knowledge about news sites in terms of interaction-experience constructs and their structural relationships. The project aimed to examine people’s use of news sites from the perspective of interaction-experience research by developing a model and, based on this model, to provide guidance for designers of news sites. The project comprises three research phases: (1) exploratory phase, (2) modelling phase and (3) experimental phase. In the exploratory phase, a review of literature and an exploratory study of interaction experience with news Web sites were conducted. The latter explored how users of a particular news site interact with the site and which aspects of their experience they report. Data for the exploratory study were collected with an online questionnaire and by recording participants’ use of a news site under think-aloud instructions. In the modelling phase, an online questionnaire was used to collect answers to psychometric scales that were selected based on the literature review and the exploratory study. A measurement model was formulated to test the relationship between measurement items and the measurement scales, and structural models were formulated to test hypotheses related to the structural relationships of variables. Following the test results, a model of interaction experience with news sites was formulated to predict outcome measures of interaction experience from variables measuring aspects of interaction experience. Components of interaction experience, in turn, were predicted from measures of perceived news-site characteristics. In the experimental phase, an experiment was conducted to test the model of interaction experience with news sites in a controlled setting. Additionally, measures of person- and context characteristics were included in the prediction of components of interaction experience. The model of interaction experience with news sites was supported and accounted for a medium to substantial amount of variance in outcome measures. Finally, design guidance was derived from the model to advance interaction-experience knowledge, and conclusions were drawn regarding the model, in relation to existing research.
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Polli, Anna Maria. "Interactive Narratives with 3D Environments." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3497.

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One of the major problems in human computer interaction in a 3D virtual world is the extreme difficulty to deal with vast quantities of information in everyday life. This condition leads to problems such as indecisions of the human that outlines stress factors and causes an undesirable user experience. Part of the problem is that little findings have been contributed in research to this problem of assisting the human to make decisions quickly and provide rapid responses in respect to user experience. User experience evaluation of the human’s communication appears well situated to problems of this nature as it can be analyzed based upon interactive performance factors that help in the decision making process. For this reason, scenarios, adaptive narratives and frameworks were investigated and created as a potential tool to improve the human’s experience using cues of user’s interest related suggestions. For the purpose of a fluent interaction, a balance between passive and active interaction is aimed at and at last to achieve an immersive user experience an adaptive interactive narrative is generated that supports customizable feedback. To introduce a sophisticated version of a framework and design techniques, literature reviews, video recordings, questionnaires and personal experience evaluation have been conducted. A new platform for immersive interactions in a 3D virtual world has evolved. However, it turned out to be surprisingly difficult to evaluate the design in a setting that includes new technologies, where not much research has been done before. Based on these difficulties, the concept of three design techniques were developed and employed, in order to deal with the issue of decision-making that exists in daily life. These three techniques represent the scientific contribution to the stated major problems such as balanced interaction, immersive user experience and customizable data. This Master thesis discusses and concludes a generalizable framework on the result that was obtained when the adaptive narrative was created with its vast quantity of information that is applicable into other related installations in the commercial product design industry.
Ett av de stora problemen i människa-dator interaktion i en virtuell 3D- värld är det extremt svårt att hantera stora mängder information i vardagen. Detta tillstånd leder till problem såsom indecisions av människan som beskriver stressfaktorer och orsakar en oönskad användarupplevelse. En del av problemet är att små fynd har bidragit i forskningen på detta problem är att bistå människor att fatta beslut snabbt och ge snabba svar i förhållande till användarens upplevelse. Användare erfarenhet utvärdering av människans kommunikation verkar bra läge att problem av detta slag eftersom den kan analyseras baserat på interaktiva prestanda faktorer som hjälper i beslutsprocessen. Av denna anledning har scenarier, adaptiva berättelser och ramverk utreds och skapades som ett potentiellt verktyg för att förbättra människans erfarenhet av att använda ledtrådar i användarens intresse relaterade förslag. För en flytande interaktion, är en balans mellan passiv och aktiv samverkan som syftar till och till sist för att uppnå en uppslukande användarupplevelse en adaptiv interaktivt berättande genereras som stöder anpassningsbara återkoppling. Att införa en sofistikerad version av en ram och design tekniker, litteraturstudier, videoinspelningar, frågeformulär och personlig erfarenhet utvärdering har genomförts. En ny plattform för uppslukande interaktioner i en virtuell 3D- värld har utvecklats. Dock visade det sig vara förvånansvärt svårt att utvärdera designen i en miljö som innehåller ny teknik, där inte mycket forskning har gjorts tidigare. Baserat på dessa svårigheter, var begreppet tre design tekniker utvecklas och utnyttjas, i syfte att ta itu med frågan om beslutsfattande som finns i det dagliga livet. Dessa tre tekniker utgör den vetenskapliga bidrag till de angivna allvarliga problem såsom balanserad växelverkan, uppslukande användarupplevelse och anpassade uppgifter. Detta examensarbete behandlar och avslutar en generalizable ram på resultatet som erhölls när den adaptiva berättelsen skapades med dess stora mängd information som är tillämplig i andra installationer i kommersiella produkten designbranschen.
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Bao, Leiming, and Chunyan Sun. "Human-Computer Interaction in a Smart House." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9475.

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The quality attribute concerning usability is generally of significant importance to systems. The area of Human Computer Interaction, HCI, especially handles several usability aspects. This degree project emphasizes HCI in a context of, so called, Smart House. The report is divided into three main sections: theory, application, and measurement results. In the theory section we will present about the context of HCI and the content of HCI, such as HCI model and goals of HCI design. In the application section we discuss the use of mobile phones as a device to remotely control devices of smart houses, and present a system developed to support such services. In order to make the system more attractive, we decided to design it for two categories of operations, menu operation and direct-touch operation mode. Finally, we have used questionnaires for reasons of measuring user satisfaction. Through investigation and analysis of the result of this, we come to the conclusion that system usability is good.
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Nordell, Sabina. "Mia and the Orb : Using multi-modal interaction design for an intimate UTI home-based test experience." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292786.

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Medical technologies are increasingly moving into the home-setting, and they need to take potential users' experiences into account doing so. This paper explores how interactive point-of-care medical technologies can support and reassure potential users in their waiting during nighttime. Using Research through Design, it presents Mia & the Orb, an interactive home-based for detecting Urinary Tract Infections (UTI). The interactive test incubator guides the user's breathing and provides warmth, orbiting around moments of waiting during nighttime. Using Participatory Design Fiction to unravel user values and a material directed design approach on the physical prototyping phase, it was found that making medical technologies soft, warm and comforting opens up new opportunities to help during painful and helpless moments of waiting.
Medicinsk teknik blir alltmer vanligare i hemmet och de måste ta hänsyn till potentiella användares upplevelser. Denna uppsats utforskar hur interaktiva vårdmedicinska tekniker kan stödja och lugna potentiella användare i deras väntan under natten. Med hjälp av ”Research through Design” presenterar den Mia & the Orb, ett interaktivt hembaserat test för att upptäcka urinvägsinfektioner (UVI). Den interaktiva testinkubatorn guidar användarens andning och ger värme under prövande stunder av väntan under natten. Genom att använda ”Participatory Design Fiction” för att upptäcka användares värderingar och en materialstyrd designmetod under den fysiska prototypfasen, antyder att göra medicinsk teknik mjuk, varm och tröstande öppnar upp nya möjligheter att hjälpa till under smärtsamma och hjälplösa ögonblick.
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George, Lenard. "COMPUTATIONAL THINKING FOR ADULTS- DESIGNING AN IMMERSIVE MULTI-MODAL LEARNING EXPERIENCE USING MIXED REALITY." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23635.

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Books on the topic "Interactive Experience Model"

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Delogu, Cristina, ed. Tecnologia per il web learning. Florence: Firenze University Press, 2008. http://dx.doi.org/10.36253/978-88-8453-571-9.

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This book maps out a course through the methodological and technological innovations of internet-based training, setting the emphasis on the collaborative character of experiences of learning and on the interactivity of the virtual workshops. On the one hand, this underscores the possibilities offered by the net to make available educational modes centred on the social process that enables learning in an active manner, rather than on the centrality of contents to be passively transferred to the students. On the other hand, it also shows how in the virtual workshops it is possible to develop one's understanding of the phenomena that are the subject of learning as a result of the interaction with the phenomena themselves, reproduced in the computer, acting upon them and observing the consequences of one's own actions. The effect is to underline how this type of model of learning can help to overcome the technology gap between different countries and social groups (the digital divide) and also to make learning more accessible even to disabled students.
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Weinel, Jonathan. Virtual Unreality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0008.

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This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.
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Alajmi, Abdullah. The Model Immigrant. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190608873.003.0004.

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In the early 1950s, Kuwait underwent rapid urbanization during which first-generation Hadramis were swiftly absorbed into Kuwaiti urban houses assuming domestic service roles. It is argued that the socioeconomic path of house-serving shaped the Hadrami character and experience of the “model immigrant” as we know it today. However, the study also demonstrates how a Hadrami migratory practice of dependency on the local family and sponsor was inspired by a Kuwaiti cultural and official categorization process of different immigrant groups in which the Hadramis were depicted as loyal, easily satisfied, and non-subversive. While dependency was valued by old Hadramis as a resource and as a form of social capital, it also continued to inform the perceptions, expectations, and actions of the second-generation Hadramis. This chapter analyzes the ways in which the whole experience was conceptualized and contested in daily interaction of the two generations. This study reveals that young Hadramis’ daily activities in Kuwait, and their aspirations for individual self-sufficiency and mobility, can only be carried out by maintaining a difficult balance between the social-triad, and by managing, or perhaps preserving, the legacy of “good reputation.”
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Interdisciplinary Interaction Design: A Visual Guide to Basic Theories, Models and Ideas for Thinking and Designing for Interactive Web Design and Digital Device Experiences. Assiduous Publishing, 2012.

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Arnold, Robert M., Anthony L. Back, Walter F. Baile, Kelly A. Edwards, and James A. Tulsky. The Oncotalk/Vitaltalk model. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780198736134.003.0056.

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Clinicians can, with training, improve their communication skills. In this chapter, we describe an interactive, evidence-based method for teaching clinicians to communicate with seriously ill patients. The programme, Vitaltalk, emphasizes small-group teaching with simulated patients and immediate feedback to allow learners to practice how to give serious news, talk about goals of care, and about what is most important to dying patients. This chapter describes common evidence-based principles used in developing an advanced communication skills programme based on Oncotalk experiences, identifies unique aspects of the learning context within an intensive retreat structure, and illustrates the lessons learned that can be tested in other settings. The programme is effective in improving learners’ communication skills in clinical studies. The growth of this programme in multiple specialties is discussed, as are our plans for disseminating the programme in the future.
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Weinel, Jonathan. Inner Sound. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.001.0001.

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Inner Sound explores how altered states of consciousness have shaped the design of electronic music and audio-visual media. The book begins by discussing consciousness, and how this may change during states such as dreaming, psychedelic experience, meditation, and trance. Next, a variety of shamanic traditions are reviewed, in order to explore how indigenous societies have reflected visionary experiences through visual art and music. This provides the necessary background from which to consider how analogue and digital audio technologies enable specific capabilities for representing or inducing altered states of consciousness in psychedelic rock, electronic dance music, and electroacoustic music. Developing the discussion to consider sound in the context of audio-visual media, the role of altered states of consciousness in films, visual music, VJ performances, interactive video games, and virtual reality applications is also discussed. Through the analysis of these examples, the author uncovers common mechanisms, and ultimately proposes a conceptual model for ‘Altered States of Consciousness Simulations’. This theoretical model describes how sound can be used to simulate various subjective states of consciousness from a first-person perspective, in an interactive context. Throughout the book, the ethical issues regarding altered states of consciousness in electronic music and audio-visual media are also explored, ultimately allowing the reader to consider not only the design of Altered States of Consciousness Simulations, but also the implications of their use for digital society. In this way, Inner Sound explores the limits of technology for representing and manipulating consciousness, at the frontiers of electronic music and art.
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Head, Paul D. The Choral Experience. Edited by Frank Abrahams and Paul D. Head. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780199373369.013.3.

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Much has changed in the choral rehearsal room over the past two generations, particularly in regard to the role the choral conductor assumes—or commands—in the rehearsal process. This chapter discusses the ever-evolving stereotypical roles of the conductor, while examining alternatives to traditional leadership models with particular emphasis on the encouragement of student engagement and peer-based learning. In addition to the facilitation of collaborative learning exercises, the chapter outlines a specific process of written interaction with the choral ensemble. This section is inspired by the renowned “Dear People” letters of Robert Shaw. Finally, in response to the recently revised National Standards for Music Education in the United States, the author discusses possible implementation of the Standards in a performance-based classroom. In the shadow of the relatively recent phenomena of collegiate a cappella groups, these student ensembles have created a new paradigm for peer-led instruction.
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Paris, Joel. Thinking Interactively. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780190601010.003.0004.

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The human mind favors linear thinking, with single causes leading to single effects. Thinking interactively is much more difficult. Understanding mental disorders as due to chemical imbalances or abnormal neural connections is tempting. However, it is wrong to view the neural level as more “real” than measures of the mind. This kind of thinking pays lip service to psychosocial factors but loses sight of the important role that life events play in the etiology of mental disorders. In the past, psychotherapists were just as blindly linear in their thinking. They made broad generalizations, oversimplifying the role of life experiences, sometimes attributing all psychopathology to adverse events in childhood. In parallel with the reductionism of biological psychiatry, these models failed to consider the complexity of pathways from risk factors to outcomes. A more scientifically valid view is that mental disorders arise from complex interactions between genetic vulnerability and psychosocial adversity.
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Magerko, Brian. A Computationally Motivated Approach to Cognition Studies in Improvisation. Edited by Benjamin Piekut and George E. Lewis. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199892921.013.22.

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This chapter presents the guiding design rationale for the Georgia Institute of Technology’s Digital Improv Project, which studies human cognition as a means of informing the creation of interactive narrative experiences. This work serves as an example of studying human co-creativity with the end goal of developing computer/human systems that have similar control, knowledge, and status in a creative task. The chapter describes the novel iterative design and development model used in the project and its relevance to practices in the broader interactive narrative community.
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Beutler, Ralf, and Frank-Harald Greß, eds. Jazz/Rock/Pop - Das Dresdner Modell. Tectum – ein Verlag in der Nomos Verlagsgesellschaft, 2021. http://dx.doi.org/10.5771/9783828874589.

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The jazz/rock/pop programme at the Dresden College of Music developed into a multifaceted educational complex during the GDR era, despite reservations by cultural politicians, and gained international recognition after the fall of the Berlin Wall. Contemporary witnesses, current teachers and graduates report in 25 essays on their work, experiences, individual views and the interaction between artistic practice and pedagogical activity. This richly illustrated volume provides unique insights into the structure and goals of this field of study in all its breadth, from the children's class and the cooperation with the Saxon State Grammar School for Music to the Bachelor's, Master's and graduate programmes.
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Book chapters on the topic "Interactive Experience Model"

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Van den Bergh, Jan, Bert Bruynooghe, Jan Moons, Steven Huypens, Koen Handekyn, and Karin Coninx. "Model-Driven Creation of Staged Participatory Multimedia Events on TV." In Interactive TV: a Shared Experience, 21–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-72559-6_3.

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Roth, Christian, Peter Vorderer, and Christoph Klimmt. "The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience." In Interactive Storytelling, 38–43. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10643-9_7.

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Jiang, Hao, Xiao-li Liu, Xiang Peng, and Ming-xi Tang. "An Interactive Model of Creative Design Behavior with 3D Optical Technology." In Design, User Experience, and Usability: Design Thinking and Methods, 43–52. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40409-7_5.

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Wallach, Dieter, Sven Fackert, Jan Conrad, and Toni Steimle. "Antetype-Pm: An Integrated Approach to Model-Based Evaluation of Interactive Prototypes." In Design, User Experience, and Usability: Theory and Practice, 560–72. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91797-9_40.

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Minniti, Martha Jean, Thomas R. Blue, Diane Freed, and Sasha Ballen. "Patient-Interactive Healthcare Management, a Model for Achieving Patient Experience Excellence." In Health Informatics, 257–81. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-20765-0_16.

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Liu, Yi, Jiang Chen, Wa An, and Tao Wang. "Interactive Behavior Model for Physically Disabled People Based on Airport Travel Scene." In Design, User Experience, and Usability. Design for Contemporary Interactive Environments, 666–82. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49760-6_47.

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Goh, Jenson Chong-Leng, and Faezeh Karimi. "Towards the Development of a ‘User-Experience’ Technology Adoption Model for the Interactive Mobile Technology." In Lecture Notes in Computer Science, 620–30. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07293-7_60.

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Fiorini, Soeli T., Leonardo Frajhof, Bruno Alvares de Azevedo, Jorge R. Lopes dos Santos, Heron Werner, Alberto Raposo, and Carlos José Pereira de Lucena. "Three-Dimensional Models and Simulation Tools Enabling Interaction and Immersion in Medical Education." In Design, User Experience, and Usability: Interactive Experience Design, 662–71. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3_61.

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Celi, Ernesto. "Application of Dashboards and Scorecards for Learning Models IT Risk Management: A User Experience." In Design, User Experience, and Usability: Interactive Experience Design, 153–65. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3_15.

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Roberts, David L., Charles Isbell, Mark Riedl, Ian Bogost, and Merrick L. Furst. "On the Use of Computational Models of Influence for Managing Interactive Virtual Experiences." In Interactive Storytelling, 268–72. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-89454-4_34.

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Conference papers on the topic "Interactive Experience Model"

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Kremer, S., T. Sies, and U. Lindemann. "Designing meaningful User Experiences: Interactive Learning Experience Model." In 2016 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM). IEEE, 2016. http://dx.doi.org/10.1109/ieem.2016.7797882.

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Xiao, Wei, Lijun Zhang, and Dejian Meng. "Vehicle Trajectory Prediction Based on Motion Model and Maneuver Model Fusion with Interactive Multiple Models." In WCX SAE World Congress Experience. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2020. http://dx.doi.org/10.4271/2020-01-0112.

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Gilroy, Stephen W., Mark Billinghurst, Maurice Benayoun, Marc Cavazza, Rémi Chaignon, Satu-Marja Mäkelä, Markus Niranen, et al. "An affective model of user experience for interactive art." In the 2008 International Conference in Advances. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1501750.1501774.

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Lackmann, Tim, Tommaso Lucchini, Gianluca D'Errico, Alan Kerstein, and Michael Oevermann. "Modeling n-dodecane Spray Combustion with a Representative Interactive Linear Eddy Model." In WCX™ 17: SAE World Congress Experience. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2017. http://dx.doi.org/10.4271/2017-01-0571.

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Antoniuk, Halyna. "Interactive Study as a Model of Intercultural Communication." In 2007 9th International Conference - The Experience of Designing and Applications of CAD Systems in Microelectronics. IEEE, 2007. http://dx.doi.org/10.1109/cadsm.2007.4297665.

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Brechan, Bjorn, Sigbjorn Sangesland, Stein Inge Dale, and Brendan Aranjo. "Interactive Experience and Learning Model can Reduce Non-Productive Time NPT." In Offshore Technology Conference Asia. Offshore Technology Conference, 2018. http://dx.doi.org/10.4043/28300-ms.

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VORONKOVA, Lyubov V. "EXPERIENCE AN INTERACTIVE MODEL OF STUDENT LEARNING IN VOCATIONAL TEACHER EDUCATION." In ENHANCEMENT OF HIGHER EDUCATION AND CORPORATE SECTORS INTEGRATION IN ACCORDANCE WITH NEW SOCIAL ENVIRONMENT. ООО ПФ "Картуш", 2020. http://dx.doi.org/10.33979/978-5-9708-0824-5-2020-1-0-291-300.

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Hoji, Eduardo S., William B. Vianna, and Leonardo M. Leodido. "A formative itinerary model for access to technical courses — The FIC experience." In 2012 15th International Conference on Interactive Collaborative Learning (ICL). IEEE, 2012. http://dx.doi.org/10.1109/icl.2012.6402122.

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Dey, Samrat Kumar, Md Sherajul Islam Bappy, Mst Sabrina Biswas, and Shereen Akter. "A Comparative Usability Experience Analysis of Card Sorting and Interactive Dialogue Model Design Technique." In 2018 International Conference on Innovations in Science, Engineering and Technology (ICISET). IEEE, 2018. http://dx.doi.org/10.1109/iciset.2018.8745596.

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Yang, Yi. "Exploration of the Thinking Model of APP Interactive Experience Design Based on qInternet +q." In 2017 4th International Conference on Education, Management and Computing Technology (ICEMCT 2017). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/icemct-17.2017.211.

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Reports on the topic "Interactive Experience Model"

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Manzano, Osmel, and José Luis Saboin. Reverse Causality between Oil Policy and Fiscal Policy?: The Venezuelan Experience. Inter-American Development Bank, May 2021. http://dx.doi.org/10.18235/0003290.

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This paper uses a model of intergenerational accounting to simulate the intergenerational distribution of oil wealth in Venezuela. Venezuelan oil production does not seem to follow an optimal extraction path. Nevertheless, this is true if we do not consider what the government does with the resources received from the oil sector. In this paper we explored the interaction of oil policy and fiscal policy using an intergeneration accounting model. We found that these interactions could explain certain outcomes. In particular, the model could explain why the sector was open for investment in 1991 and then “re-nationalized” in 2001. Results suggest that when fiscal policy could leave an important burden to future generations, voters seem to favor a more tax oriented oil policy, leaving the oil in the subsoil.
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Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, December 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

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In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the emotional-volitional sphere, lack of motivation, severe physical and mental fatigue, low level of social skills, etc. - the use of distance educational technologies in psychocorrectional work; - lack of methodological recommendations for psychocorrectional work in conditions of distance technologies with school-age children. Such recommendations are available mainly for adults, they relate to the educational process, but they do not cover the correctional process. There is enough scientific and methodological literature on psychological and pedagogical correction, which is the basis for ensuring the work of a practicing psychologist, but there are difficulties in transferring these techniques, games, etc. - to the remote mode of correctional and developmental work, especially in the form of group work. During the game, various social and psychological situations are solved, which are selected strictly according to the characteristics of the social experience of the participants.
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Baloch, Imdad, Tom Kaye, Saalim Koomar, and Chris McBurnie. Pakistan Topic Brief: Providing Distance Learning to Hard-to-reach Children. EdTech Hub, June 2020. http://dx.doi.org/10.53832/edtechhub.0026.

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The COVID-19 pandemic has resulted in mass school closures across the world. It is expected that the closures in low- and -middle-income countries (LMICs) will have long-term negative consequences on education and also on broader development outcomes. Countries face a number of obstacles to effectively delivering alternative forms of education. Obstacles include limited experience in facing such challenges, limited teacher digital and pedagogical capacity, and infrastructure constraints related to power and connectivity. Furthermore, inequalities in learning outcomes are expected to widen within LMICs due to the challenges of implementing alternative modes of education in remote, rural or marginalised communities. It is expected that the most marginalised children will feel the most substantial negative impacts on their learning outcomes. Educational technology (EdTech) has been identified as a possible solution to address the acute impact of school closures through its potential to provide distance education. In this light, the DFID Pakistan team requested the EdTech Hub develop a topic brief exploring the use of EdTech to support distance learning in Pakistan. Specifically, the team requested the brief explore ways to provide distance education to children in remote rural areas and urban slums. The DFID team also requested that the EdTech Hub explore the different needs of those who have previously been to school in comparison to those who have never enrolled, with reference to EdTech solutions. In order to address these questions, this brief begins with an overview of the Pakistan education landscape. The second section of the brief explores how four modes of alternative education — TV, interactive radio instruction, mobile phones and online learning — can be used to provide alternative education to marginalised groups in Pakistan. Multimodal distance-learning approaches offer the best means of providing education to heterogeneous, hard-to-reach groups. Identifying various tools that can be deployed to meet the needs of specific population segments is an important part of developing a robust distance-learning approach. With this in mind, this section highlights examples of tools that could be used in Pakistan to support a multimodal approach that reaches the most hard-to-reach learners. The third and final section synthesises the article’s findings, presenting recommendations to inform Pakistan’s COVID-19 education response.<br> <br> This topic brief is available on Google Docs.
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Dalglish, Chris, and Sarah Tarlow, eds. Modern Scotland: Archaeology, the Modern past and the Modern present. Society of Antiquaries of Scotland, September 2012. http://dx.doi.org/10.9750/scarf.09.2012.163.

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The main recommendations of the panel report can be summarised under five key headings:  HUMANITY The Panel recommends recognition that research in this field should be geared towards the development of critical understandings of self and society in the modern world. Archaeological research into the modern past should be ambitious in seeking to contribute to understanding of the major social, economic and environmental developments through which the modern world came into being. Modern-world archaeology can add significantly to knowledge of Scotland’s historical relationships with the rest of the British Isles, Europe and the wider world. Archaeology offers a new perspective on what it has meant to be a modern person and a member of modern society, inhabiting a modern world.  MATERIALITY The Panel recommends approaches to research which focus on the materiality of the recent past (i.e. the character of relationships between people and their material world). Archaeology’s contribution to understandings of the modern world lies in its ability to situate, humanise and contextualise broader historical developments. Archaeological research can provide new insights into the modern past by investigating historical trends not as abstract phenomena but as changes to real lives, affecting different localities in different ways. Archaeology can take a long-term perspective on major modern developments, researching their ‘prehistory’ (which often extends back into the Middle Ages) and their material legacy in the present. Archaeology can humanise and contextualise long-term processes and global connections by working outwards from individual life stories, developing biographies of individual artefacts and buildings and evidencing the reciprocity of people, things, places and landscapes. The modern person and modern social relationships were formed in and through material environments and, to understand modern humanity, it is crucial that we understand humanity’s material relationships in the modern world.  PERSPECTIVE The Panel recommends the development, realisation and promotion of work which takes a critical perspective on the present from a deeper understanding of the recent past. Research into the modern past provides a critical perspective on the present, uncovering the origins of our current ways of life and of relating to each other and to the world around us. It is important that this relevance is acknowledged, understood, developed and mobilised to connect past, present and future. The material approach of archaeology can enhance understanding, challenge assumptions and develop new and alternative histories. Modern Scotland: Archaeology, the Modern past and the Modern present vi Archaeology can evidence varied experience of social, environmental and economic change in the past. It can consider questions of local distinctiveness and global homogeneity in complex and nuanced ways. It can reveal the hidden histories of those whose ways of life diverged from the historical mainstream. Archaeology can challenge simplistic, essentialist understandings of the recent Scottish past, providing insights into the historical character and interaction of Scottish, British and other identities and ideologies.  COLLABORATION The Panel recommends the development of integrated and collaborative research practices. Perhaps above all other periods of the past, the modern past is a field of enquiry where there is great potential benefit in collaboration between different specialist sectors within archaeology, between different disciplines, between Scottish-based researchers and researchers elsewhere in the world and between professionals and the public. The Panel advocates the development of new ways of working involving integrated and collaborative investigation of the modern past. Extending beyond previous modes of inter-disciplinary practice, these new approaches should involve active engagement between different interests developing collaborative responses to common questions and problems.  REFLECTION The Panel recommends that a reflexive approach is taken to the archaeology of the modern past, requiring research into the nature of academic, professional and public engagements with the modern past and the development of new reflexive modes of practice. Archaeology investigates the past but it does so from its position in the present. Research should develop a greater understanding of modern-period archaeology as a scholarly pursuit and social practice in the present. Research should provide insights into the ways in which the modern past is presented and represented in particular contexts. Work is required to better evidence popular understandings of and engagements with the modern past and to understand the politics of the recent past, particularly its material aspect. Research should seek to advance knowledge and understanding of the moral and ethical viewpoints held by professionals and members of the public in relation to the archaeology of the recent past. There is a need to critically review public engagement practices in modern-world archaeology and develop new modes of public-professional collaboration and to generate practices through which archaeology can make positive interventions in the world. And there is a need to embed processes of ethical reflection and beneficial action into archaeological practice relating to the modern past.
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