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.
Full textWithin 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.
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.
Full textGantier, 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.
Full textIn 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
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/.
Full textDawson, 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.
Full textAranyi, Gabor. "Developing a psychological model of end-users' experience with news Web sites." Thesis, Teesside University, 2012. http://hdl.handle.net/10149/236331.
Full textPolli, 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.
Full textEtt 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.
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.
Full textNordell, 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.
Full textMedicinsk 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.
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.
Full textLin, Hsien-Chuan. "A Case Study of How a Large Multilevel EFL Writing Class Experiences and Perceives Multiple Interaction Activities." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1967957381&sid=5&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textMendes, MarÃlia Soares. "MALTU - model for evaluation of interaction in social systems from the Users Textual Language." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=14296.
Full textA Ãrea de InteraÃÃo Humano-Computador (IHC) tem sugerido muitas formas para avaliar sistemas a fim de melhorar sua usabilidade e a eXperiÃncia do UsuÃrio (UX). O surgimento da web 2.0 permitiu o desenvolvimento de aplicaÃÃes marcadas pela colaboraÃÃo, comunicaÃÃo e interatividade entre seus usuÃrios de uma forma e em uma escala nunca antes observadas. Sistemas Sociais (SS) (e.g., Twitter, Facebook, MySpace, LinkedIn etc.) sÃo exemplos dessas aplicaÃÃes e possuem caracterÃsticas como: frequente troca de mensagens e expressÃo de sentimentos de forma espontÃnea. As oportunidades e os desafios trazidos por esses tipos de aplicaÃÃes exigem que os mÃtodos tradicionais de avaliaÃÃo sejam repensados, considerando essas novas caracterÃsticas. Por exemplo, as postagens dos usuÃrios em SS revelam suas opiniÃes sobre diversos assuntos, inclusive sobre o que eles pensam do sistema em uso. Esta tese procura testar a hipÃtese de que as postagens dos usuÃrios em SS fornecem dados relevantes para avaliaÃÃo da Usabilidade e da UX (UUX) em SS. Durante as pesquisas realizadas na literatura, nÃo foi identificado nenhum modelo de avaliaÃÃo que tenha direcionado seu foco na coleta e anÃlise das postagens dos usuÃrios a fim de avaliar a UUX de um sistema em uso. Sendo assim, este estudo propÃe o MALTU â Modelo para AvaliaÃÃo da interaÃÃo em sistemas sociais a partir da Linguagem Textual do UsuÃrio. A fim de fornecer bases para o desenvolvimento do modelo proposto, foram realizados estudos de como os usuÃrios expressam suas opiniÃes sobre o sistema em lÃngua natural. Foram extraÃdas postagens de usuÃrios de quatro SS de contextos distintos. Tais postagens foram classificadas por especialistas de IHC, estudadas e processadas utilizando tÃcnicas de Processamento da Linguagem Natural (PLN) e mineraÃÃo de dados e, analisadas a fim da obtenÃÃo de um modelo genÃrico. O MALTU foi aplicado em dois SS: um de entretenimento e um SS educativo. Os resultados mostram que à possÃvel avaliar um sistema a partir das postagens dos usuÃrios em SS. Tais avaliaÃÃes sÃo auxiliadas por padrÃes de extraÃÃo relacionados ao uso, aos tipos de postagens e Ãs metas de IHC utilizadas na avaliaÃÃo do sistema.
Pack, Derik Leroi. "Rethinking the web structure focusing on events to create better information and experience management /." Thesis, Available online, Georgia Institute of Technology, 2004:, 2004. http://etd.gatech.edu/theses/available/etd-07092004-011223/unrestricted/pack%5Fderik%5Fl%5F200407%5Fmasters.pdf.
Full textRamesh Jain, Committee Chair ; Linda Wills, Committee Member ; Jim McClellan@ece.gatech.edu, Committee Member. Vita. Includes bibliographical references.
Onibokun, Joseph A. "Modelling the acceptance and behaviour of university students in relation to social-networking sites." Thesis, Teesside University, 2012. http://hdl.handle.net/10149/293018.
Full textYlitalo, Frida. "Development of digital sales processes with help of the See-Think-Do-Care model." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185555.
Full textArmando, Marco. "Psychotic like experiences and 22q11 microdeletion syndrome : two possible models for the investigation of gene-enviroment interaction in psychotic onset." Thesis, University of Birmingham, 2013. http://etheses.bham.ac.uk//id/eprint/3940/.
Full textLiu, Tingmo, and Oleg Kron. "The impact of the deceptive design of the account deletion process on social media." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49517.
Full textLáng, Lili, and Paula Dana Pudane. "Deceptive Interfaces : A case study on Amazon’s account deletion navigation and its effects on user experience." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43646.
Full textRedfearn, Brady Edwin. "User Experience Engineering Adoption and Practice: A Longitudinal Case Study." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3762.
Full textMendes, Marília Soares. "MALTU – um modelo para avaliação da interação em sistemas sociais a partir da linguagem textual do usuário." reponame:Repositório Institucional da UFC, 2015. http://www.repositorio.ufc.br/handle/riufc/19820.
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The field of Human Computer Interaction (HCI) has suggested various methods for evaluating systems in order to improve their usability and User eXperience (UX). The advent of Web 2.0 has allowed the development of applications marked by collaboration, communication and interaction among their users in a way and on a scale never seen before. Social Systems (SS) (e.g. Twitter, Facebook, MySpace, LinkedIn etc.) are examples of such applications and have features such as: frequent exchange of messages, spontaneity and expression of feelings. The opportunities and challenges posed by these types of applications require the traditional evaluation methods to be reassessed, taking into consideration these new characteristics. For instance, the postings of users on SS reveal their opinions on various issues, including on what they think of the system. This work aims to test the hypothesis that the postings of users in SS provide relevant data for evaluation of the usability and of UX in SS. While researching through literature, we have not identified any evaluation model intending to collect and interpret texts from users in order to assess the user experience and system usability. Thus, this thesis proposes MALTU - Model for evaluation of interaction in social systems from the Users Textual Language. In order to provide a basis for the development of the proposed model, we conducted a study of how users express their opinions on the system in natural language. We extracted postings of users from four SS of different contexts. HCI experts classified, studied and processed such postings by using Natural Language Processing (PLN) techniques and data mining, and then analyzed them in order to obtain a generic model. The MALTU was applied in two SS: an entertainment and an educational SS. The results show that is possible to evaluate a system from the postings of users in SS. Such assessments are aided by extraction patterns related to the use, to the types of postings and to HCI factors used in system.
A área de Interação Humano-Computador (IHC) tem sugerido muitas formas para avaliar sistemas a fim de melhorar sua usabilidade e a eXperiência do Usuário (UX). O surgimento da web 2.0 permitiu o desenvolvimento de aplicações marcadas pela colaboração, comunicação e interatividade entre seus usuários de uma forma e em uma escala nunca antes observadas. Sistemas Sociais (SS) (e.g., Twitter, Facebook, MySpace, LinkedIn etc.) são exemplos dessas aplicações e possuem características como: frequente troca de mensagens e expressão de sentimentos de forma espontânea. As oportunidades e os desafios trazidos por esses tipos de aplicações exigem que os métodos tradicionais de avaliação sejam repensados, considerando essas novas características. Por exemplo, as postagens dos usuários em SS revelam suas opiniões sobre diversos assuntos, inclusive sobre o que eles pensam do sistema em uso. Esta tese procura testar a hipótese de que as postagens dos usuários em SS fornecem dados relevantes para avaliação da Usabilidade e da UX (UUX) em SS. Durante as pesquisas realizadas na literatura, não foi identificado nenhum modelo de avaliação que tenha direcionado seu foco na coleta e análise das postagens dos usuários a fim de avaliar a UUX de um sistema em uso. Sendo assim, este estudo propõe o MALTU – Modelo para Avaliação da interação em sistemas sociais a partir da Linguagem Textual do Usuário. A fim de fornecer bases para o desenvolvimento do modelo proposto, foram realizados estudos de como os usuários expressam suas opiniões sobre o sistema em língua natural. Foram extraídas postagens de usuários de quatro SS de contextos distintos. Tais postagens foram classificadas por especialistas de IHC, estudadas e processadas utilizando técnicas de Processamento da Linguagem Natural (PLN) e mineração de dados e, analisadas a fim da obtenção de um modelo genérico. O MALTU foi aplicado em dois SS: um de entretenimento e um SS educativo. Os resultados mostram que é possível avaliar um sistema a partir das postagens dos usuários em SS. Tais avaliações são auxiliadas por padrões de extração relacionados ao uso, aos tipos de postagens e às metas de IHC utilizadas na avaliação do sistema.
Karlsson, Ann-Christin. "Att vara vaken under operation i regional anestesi : Från patienters upplevelser till en vårdande modell." Doctoral thesis, Linnéuniversitetet, Institutionen för hälso- och vårdvetenskap (HV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-30684.
Full textDe, Beer Isabella Constance. "Experiences of learners when a computer simulation is used to aid teaching the photoelectric effect." Diss., University of Pretoria, 2013. http://hdl.handle.net/2263/40532.
Full textDissertation (MEd)--University of Pretoria, 2013.
gm2014
Science, Mathematics and Technology Education
unrestricted
Borba, Eliane Aparecida [UNESP]. "O ensino do Modelo de Leitura Documentária como recurso pedagógico para indexação na perspectiva entre profissional experiente e aprendiz: a aplicação do Protocolo Verbal Interativo na avaliação do uso e da ação de aprendizagem." Universidade Estadual Paulista (UNESP), 2006. http://hdl.handle.net/11449/95531.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
The teaching of indexing procedures by means of the Documentary Reading Model for Indexing of Scientific Articles offers to the apprentice indexer strategies of reading and development of his previous professional knowledgement. The Documentary Reading Model for Indexing of Scientific Articles by Fujita (2003a) is a proposal of improvement and evolution of the methodology of indexing through the indexer's metacognition (non-automatized behaviour as the reader is conscious of how the reading is being carried out), using the knowledgement of textual structures of the reader, relying on strategies of systematic approach of concepts offered in his education. Considering the learning of the documentary reading process in classroom, it is searched into the applicability of this Model as pedagogical resource to apprentice indexers. By means of introspective technique of data collecting of the Interative Verbal Protocol, observing the process of apprehending the methodology, this research reveals difficulties by the apprentice and his development towards more satisfactory grades of carring out the indexing task. It was chosen three students from the second class of Librarianship that had not attended the discipline Indexing and Abstracting and were intested in taking part in the applying of the Verbal Protocol combined with the indexing task. The analysis of the Verbal Protocol's transcriptions shows that the apprentices had difficulties in identifying the concepts of this Model: to choose terms to represent the concepts, to understand the terminology of the medical science and to to set up the terms' form (singular or phrases). Such difficulty is relating to the using of the Reading Model adapted from the original where there was inversion of the concepts action and object. The Interactive Verbal Protocol consists of an innovative methodology functioning as pedagogical resource... (Complete abstract, click electronic address below)
Borba, Eliane Aparecida. "O ensino do Modelo de Leitura Documentária como recurso pedagógico para indexação na perspectiva entre profissional experiente e aprendiz : a aplicação do Protocolo Verbal Interativo na avaliação do uso e da ação de aprendizagem /." Marília : [s.n.], 2006. http://hdl.handle.net/11449/95531.
Full textBanca: Maria Isabel Asperti Nardi
Banca: Maria Cristiane Barbosa Galvão
Abstract: The teaching of indexing procedures by means of the "Documentary Reading Model for Indexing of Scientific Articles" offers to the apprentice indexer strategies of reading and development of his previous professional knowledgement. The "Documentary Reading Model for Indexing of Scientific Articles by Fujita (2003a) is a proposal of improvement and evolution of the methodology of indexing through the indexer's metacognition (non-automatized behaviour as the reader is conscious of how the reading is being carried out), using the knowledgement of textual structures of the reader, relying on strategies of systematic approach of concepts offered in his education. Considering the learning of the documentary reading process in classroom, it is searched into the applicability of this Model as pedagogical resource to apprentice indexers. By means of introspective technique of data collecting of the Interative Verbal Protocol, observing the process of apprehending the methodology, this research reveals difficulties by the apprentice and his development towards more satisfactory grades of carring out the indexing task. It was chosen three students from the second class of Librarianship that had not attended the discipline "Indexing and Abstracting" and were intested in taking part in the applying of the Verbal Protocol combined with the indexing task. The analysis of the Verbal Protocol's transcriptions shows that the apprentices had difficulties in identifying the concepts of this Model: to choose terms to represent the concepts, to understand the terminology of the medical science and to to set up the terms' form (singular or phrases). Such difficulty is relating to the using of the Reading Model adapted from the original where there was inversion of the concepts action and object. The Interactive Verbal Protocol consists of an innovative methodology functioning as pedagogical resource... (Complete abstract, click electronic address below)
Mestre
Braz, André Pereira das Neves. "Rodadas de Interação: um modelo para o projeto de interfaces de websites que potencializem a motivação em interagir." Universidade do Estado do Rio de Janeiro, 2013. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=6874.
Full textThis work aims to propose a design thinking framework, able to inspire user experience designers focused in interactive websites. Its based in a body of knowledge and precepts necessary to stimulate and motivate the users to continuously interact, extending the experience in time, thus increasing the odds of one or more occurrences of memorable and positive moments for the user, with no compromise to good usability. This perspective draws away from the paradigm of an exclusively goal or task-oriented design, in which productivity plays a big role and usually a smaller period of time is a measure of good usability. Instead, the proposal of this conceptual framework is to provide the designer a new set of lenses that puts the activity in the fore, not as means to an end, but an end itself.
TRIBERTI, STEFANO. "Oltre l'Ergonomia: Il Ruolo delle Intenzioni nell'Interazione Uomo-Tecnologia." Doctoral thesis, Università Cattolica del Sacro Cuore, 2016. http://hdl.handle.net/10280/10789.
Full textHistorically, the study of New Technologies has seen the evolution of the various disciplines involved in technology evaluation, in terms of safety, usability, and the overall experience (from ergonomics to User Experience, and cyberpsychology). These disciplines have identified the "user needs" as the fundamental guideline for evaluation and design. However, a theoretical contextualization of the concept of user needs is still missing. This dissertation proposes a theoretical model (PIM) based on the relationship between technology and user intentions. Based on the psychological and philosophical literature, it defines intentions as the hierarchically-structured mental antecedents of actions. Starting from the model, three experiments are presented focusing on the interaction with the technologies and motor, proximal and distal intentions. The results of the first experiment indicate that the use of interactive technologies can modify the representational content of motor intentions. The second experiment shows that the presence of proximal intentions in users drives their perception of affordances in the technologies and their final evaluation. The third experiment shows that users’ distal intentions influence the evaluation of usability in the technology and the experience of usage-related emotions. The conclusion explores the importance of intention analysis in technology evaluation.
Astic, Isabelle. "Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1208/document.
Full textSerious games seem a relevant proposition for a more open offer for young audience and a more creative works' presentations taking advantages of the opportunities of digital technologies. Such proposition already exist but, as far as I know, what they should be exactly has never been studied. What kind of games are the more appropriate for museums ? Which experiences do gaming visitors expect ? How to manage their satisfaction about their visit and about playing a real game ? These are the questions this PhD thesis contribute to answer.I based my reflection and my proposals on the analyse of projects devoted to cultural mediation in which I participated, on the research studies about serious games, visitors and gamers experience and on my professional background in cultural mediation and software engineering. I propose the notion of "visit game", appropriate for a more differentiated public, and build a model of this type of game around the concept of "adaptable mission". It allows to dynamically modify its components and its context of execution, depending on the experience expected by and for the gaming visitor
Hjortgren, Katarina. "Från vilsenhet och frustration till kontakt och ökat hopp : en modell för stöd till föräldrar till barn med samspels- och kommunikationssvårigheter." Thesis, Örebro universitet, Institutionen för juridik, psykologi och socialt arbete, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-88847.
Full textThe purpose of this study was to investigate the parents of children with autism spectrum disorder experience of participating in the parent support model Interaction in focus and the staff´s experience working with children and parents. The purpose was also to investigate whether and to what extent there is a consensus between parent´s and staff's perception of the content. Through a qualitative retrospective design, eight parents of five children were interviewed, three to four years after they participated in the intervention. Interviews were also conducted with all three working in the team. A follow-up film intervention, of interaction situations between parents and children, was carried out by staff after the parents were interviewed. Staff's experiences of the follow-up film interventions were investigated through group interviews and parents through telephone interviews. The result shows that the parents felt that participation in the support model, Interaction in focus, contributed to greater understanding of how they can support the child's interaction development and some of them experienced that it was a breakthrough in the possibility of contact with the child. Parents' experiences of participation, shows that they felt that the staff helped to make visible the child's development where the possibility of eye contact, are particularly important. In parents' stories reveals further that they felt that the staff conveyed a belief in their ability to support the child´s interaction development, which they also received confirmation via the visual image as a tool. The result of the interviews with the staff shows a clear theoretical consciousness and consensus regarding the intervention content which is consistent with how parents describe their experiences of participation. The follow-up films shows, according to the staff, in addition to significant progress in the children regarding their interaction skills, the parents clearly embraced the fundamental ideas as they worked on during Interaction in focus. Finally, it appears that parents experienced the follow-up film intervention as valuable, though it in a concrete way gave keys how to help the child progress in their development, and that they received confirmation of their parenting skills.
Frithiof, Jessica, and Josefine Liljeblad. "Släpp kontrollbehovet och låt automatiken göra jobbet : En kvalitativ studie om hur ett gränssnitt kan effektivisera publiceringsprocessen." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76723.
Full textThis study has addressed and focused on visualizing user problems and processing them through underlying theories about different system properties. The study is based on the current administration tool Everyware. The tool is today used by newspapers and media houses to build and maintain web magazines. An ongoing increase in digital news publishing contributes to competition in the newspaper and media industry. This in turn means that the industry wants to publish news as quickly and smoothly as possible, which has been a contributing factor to the purpose of the study. The purpose of the study has been to develop a new-minded interface proposal which, according to the users, should be experienced as easy to use, smooth and responsively. The theoretical framework for the study is based on the theory IS Success Model. With this theory, the study has investigated what success factors an information system, according to users, should provide. As a complement to the theory, the study has also used scientific areas such as user experience, usability and utility. Through different methods has eight potential users of the current tool been involved. The empirical material has been collected through individual semi structured interviews and a group interview. Based on the collected data, patterns have been developed for further development and adaption in the work process. A categorization based on different experiences regarding the use of the current tool took the study further towards the interface proposal. In order to create interface proposals, an analysis of the result that was obtained was required. A content analysis and an affinity diagram were created to determine primary requirements of users regarding a management tool properties. Based on the analysis, a proposal of a new interface for the Everyware administration tool could finally be made. The result of this study has shown that users of administration tools are dependent on that the tool are providing specific system, information and service characteristics. These characteristics can in turn lead to net benefits for users of the administration tool but also the newspaper industry and the readers.
Wockatz, Philip. ""WOW. FOR VOLVO" : cognition and affect combining forces to measure the immeasurable." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-20990.
Full textBerthoud, Françoise. "Les pratiques tutorales dans un campus numérique : constructions sociales singulières." Thesis, Lyon 2, 2012. http://www.theses.fr/2012LYO20045/document.
Full textThis dissertation addresses the matter of constructing tutorial practices construction in e-learning French campuses. The main hypothesis of this work is that, despite numerous constraints, most cybertutors pursue their tutorial activity.The author starts her research by in highlighting tutors’ representations of their activity through about thirty semi-directed interviews : which resources and links are required in building their practices. Thanks to the four poles “service-model”, the author can analyze the influences of the “system”, “the peers”, “the students” and “oneself” on tutorial practices which are individual and social in nature.These findings lead the author to consider the pursuit of tutorial activity as an answer to individual idiosyncrasic logic(s) for every tutor. This is accomplished through experience sociology
Pietschmann, Daniel. "Spatial Mapping in virtuellen Umgebungen." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-150532.
Full textChoinière, Isabelle. "Intercorporeality and technology : toward a new cognitive, aesthetic and communicative paradigm in the performing arts." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/8804.
Full textKenklies, Kai Malte. "Instructing workers through a head-worn Augmented Reality display and through a stationary screen on manual industrial assembly tasks : A comparison study." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172888.
Full textFdili, Alaoui Sarah. "Analyse du geste dansé et retours visuels par modèles physiques : apport des qualités de mouvement à l'interaction avec le corps entier." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00805519.
Full textCheng, Yu-ting, and 鄭伃廷. "The Impact Model of the Effect of Interactive Website Advertisement Design on Brand Experience." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/ape59t.
Full text大同大學
媒體設計學系(所)
106
With the advent of the digital marketing era, “digital and interactive advertising used by businesses to persuade consumers” has set off a new wave. Interactive advertising emphasizes interaction and attempts to submerge consumers in the ads as well as bring consumers and the brand closer through technology and virtualization, thereby creating a more valuable brand experience for consumers. Website interactive advertising was adopted as the research scope in this study. The objective is to explore the forms of creative expression in website interactive advertising, establish assessment criterion for website interactive advertising design, explore how website interactive advertising affects brand experience ratings, and establish a model for the impact of website interactive advertising design effectiveness on brand experience ratings. The research processes include three stages: First Stage: Explore website interactive advertising assessment criterion, brand experience assessment criterion and conduct a study sample collection. Understand the definition of interactive advertising and its forms of expression, as well as brand experience through exploration of relevant literatures. Second Stage: Explore the impact of website interactive advertising on brand experience from the perspectives of experts. This stage is divided into three procedures. The first procedure consists of collecting experts’ opinions through in-depth interviews. The second consists of questionnaire surveys on the degree of product involvement and brand awareness, and filtering consumer samples of high/low involvement products and high/low brand awareness. The third consists of conducting expert focus group meetings to establish evaluation questions for each research dimension and formal survey samples. Third Stage: Construct a model for the impact of website interactive advertising on brand experience. The research results, based on an analysis of expert perspectives, show that website interactive advertising design effectiveness is mainly composed of seven constructs, namely: sharing, interactive operability, message understanding, creativity, immersion, brand attraction, and uniqueness, as well as a total of 18 assessment indicators. Brand experience is composed of five constructs, respectively brand connotation, emotion, sense, imagination, and social media links, as well as a total of 17 assessment indicators. Through a multiple regression analysis of the results, it can be understood that in brand experience performance, to achieve delivery of ‘brand connotation’, the expression of ‘message understanding’, ‘creativity’, ‘brand attraction’, and ‘uniqueness’ should be enhanced in website interactive advertising design effectiveness, among which ‘message understanding’ design effectiveness is the most influential. To create brand ‘emotional’ feedback in brand experience, ‘message understanding’, ‘immersion’, and ‘brand attraction’ should be enhanced in website interactive advertisement design effectiveness, among which ‘brand attraction’ design effectiveness exerts the greatest influence. To achieve ‘sense’ feedback, ‘sharing’, ‘creativity’, ‘brand attraction’, and ‘uniqueness’ should be emphasized in website interactive advertisement design effectiveness, among which ‘uniqueness’ has the most significant effect. To achieve consumer ‘imagination’ feedback, ‘sharing’, ‘creativity’, ‘immersion’, ‘brand attractiveness’, and ‘uniqueness’ should be emphasized in website interactive advertisement design effectiveness, among which ‘brand attractiveness’ is the most influential. Finally, ‘sharing’, ‘message understanding’, ‘creativity’, and ‘brand attraction’ in website interactive advertisement design effectiveness can help ‘social media links’ feedback in brand experience performance, among which ‘brand attraction’ exerts the greatest influence. The research results shall serve as a reference for brand managers and designers when formulating website interactive advertising strategies in the future.
鄭宇彣. "The Relationship Among Separation- Individuation with Parents, Perceived Selfobject Experience, Self-Other Perception, and Interpersonal Interaction Model of Adolescents." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/35682361486858950904.
Full text國立臺灣師範大學
教育心理與輔導研究所
92
ABSTRACT The purpose of this study was to investigate the relationships among separation- individuation with parents, perceived selfobject experience, self-other perception, and interpersonal interaction model of adolescents. The sample of this study consisted of 644 seventh and eighth grade students from four cities in Taiwan, all of them given the following surveys to collect the data for this research: Separation-Individuation with Parents Scale, Perceived Selfobject Experience Questionnaire, Self-Other Perception Scale, and Interpersonal Interaction Model Scale. Data obtained in this study were analyzed by multivariate analysis of variance, regression analysis, canonical correlation analysis and Chi-squire test. The main findings were as follows : 1. Sex difference in adolescents were found for separation- individuation with parents, self-other perception, and interpersonal interaction model. 2. Separation- individuation with parents significantly predicted perceived selfobject experience, self-other perception, and interpersonal interaction model. 3. Perceived selfobject experience significantly predicted self-other perception and interpersonal interaction model. 4. Self-other perception were significantly related to interpersonal interaction model. In investigating the qualitative content of perceived selfobject experience, we found: 1. The percentage of having perceived selfobject experience was significantly higher in girls. 2. Sex difference in adolescents were found for the gender of perceived selfobject. 3. No sex difference was shown for perceived selfobject’s status. 4. Sex difference in adolescents were found for the emotional and instrumental support. Based on the findings of this research, implications and suggestions were proposed for parents, teachers, counselors of adolescents, and future researchers.
Shin, Huin Ling, and 施慧玲. "A Symbolic Interaction Approach to Construct Consumer Experience Model for Restaurant Industry-The Case of the Wang Ping Group." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/ba62sk.
Full text朝陽科技大學
企業管理系碩士班
96
In recent years, concepts in experience marketing are rising up. During purchasing process, consumers not only emphasize on products and/or service but also on shopping experiences. The restaurants in Taiwan also strengthen their image and touching services during the consumer purchasing process so that they can create good dining environment and help consumers to build a long lasting memory. Based on customer view of points, this research investigates the relationships between customers’ dining experience and repurchasing intension. The conceptual model is developed by literatures review and symbolic interaction theory. Empirical analysis is conducted by multiple cases study design. Three restaurants, namely Wang Steak, Taoban, and Tasty, are selected as study cases and the dining processes as our units of analysis. Data are collected by depth interview with nine customers who have frequently visited these restaurants. Grounded theory approach is used to analyze the qualitative data and build the dining experience model. Based on the results of data analysis, six groups of dining symbols are found: 1. restaurant attractiveness: including three symbols of brand image, marketing activities and consumers experiences. 2. food appreciation: including two symbols of taste and appreciation. 3. inspired emotion: including two symbols of gaining knowledge and reflection. 4. social space: including two symbols of social status and social relationship. 5. cultural development: including two symbols of cultural inheritage and cross cultural respect. 6. affection: including two symbols of emotions and feelings. Four propositions are developed by the experience model as follows: Proposition one: personalities affect the degree of customers’ dining experiences. Proposition two: personal values or cultural backgrounds affect the degree of customers’ dining experiences. Preposition three: each brand image in the same group affects each other. Preposition four: the degree of customer dining experiences affect customers’ expectation and repurchasing intension, i.e. the repurchasing intension is affected by the degrees of foods appreciation, inspired emotion, social space, cultural development, and affection. This research also provides some useful suggestions about dining environment design, menu design and marketing methods for the restaurant owners.
Boyko, Erik. "Hybrid Human Agency: A Teleodynamic Socio-Spatial Interaction Model for Emergent Human Agency Architecture." Thesis, 2010. http://hdl.handle.net/10012/5082.
Full textToko, Guy Roger. "Closing the digital gap: handheld computing, adult first-time users, and a user experience metric model." Thesis, 2017. http://hdl.handle.net/10500/23621.
Full textPh. D. (Information Systems)
School of Computing
Chen, Chu-hsuan, and 陳築萱. "A Study of the Relationship between Interaction Model and Aesthetic Experience of Parent-Child Visitors in Art Museum- Taking Two Permanent Collection Exhibitions of the TFAM For Example." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/93343324224991654359.
Full text國立新竹教育大學
美勞教育研究所
95
The development and change of the present artistic education, besides the attention to the social culture phenomenon, emphasize on combining experiences of life and artistic activities, enabling the daily life to be artistic. The main goal of Art Museum lays in improving the whole people's aesthetic sensibility, especially the promoting of parent-child's education which takes a deep understanding of the characteristics of the parent-child audience in Art Museum visiting. This research sets out from the common art-visit experience, probing into the various activities, the interaction and aesthetic experience of the parent-child audience of the Art Museum visits. This research adopts qualitative research methods, including observation, interviews and content analysis, and chooses the parent-child audience as research object of visit highlights from the permanent collection exhibition of Taipei Fine Art Museum reservations during 2006 and 2007. First, the author keeps the observation tracking record forms of the interaction behaviors of parent-child audiences in Art Museum to analyze visit time, amount of exhibitions, routes, the interaction types, contents, leading role and the frequency of assemble and dispersion among the visit members. Secondly, the thesis with the interview survey of parent-child audiences in Art Museum analyzes their aesthetic experiences. The interview item contains four dimensions, including aesthetic perception, imagination, understanding and emotion. Finally, the author tries to mark out the significance of art-visit interactions and the detailed process of aesthetic experience. Major conclusions of this research are as follows: 1. Despite the visit frequency, the main motive of parent-child audiences is acquiring knowledge, but their precious gain is the promoted relationship of interaction in Art Museum. 2. The tour routes of parent-child audiences are affected by the habit of right-tilt, fatigued and exits expectation. 3. Passing through the rest area, the parent-child audiences have irregular tour routes, including the 'straight-line type', having a look around hurriedly; 'the twisty type', visit freely, and the 'return type', going back and forth. 4. The interaction models of parent-child contain the two-way communication, 'sharing' and 'question-answer’, and the one-way communication, 'introduction' and 'description' . 5. The parents often play the role of starting dialogues and leading tour routes, especially the mother. As for the children, sons often leads the visit routes and daughters triggers discussions. 6. The behaviors of assemble and dispersion of parent-child audiences, can be divided into three types which are 'assembling', 'dispersion' and ' axle center'. 7. In Art Museum the parent-child aesthetic experiences commonly contains four dimensions as aesthetic intuition, imaginative interpretation, reflective apprehension and emotional empathy. 8. The aesthetic experiences of parent-child audiences are influenced by the interaction model, dialogue frequency, behavior of assemble and dispersion. According to the result of this study, the author would propose some advices for the art museums, parents, art educators, and further researches, hoping they can be helpful to art education and learning.
De, Beer Isabella Constance. "Experiences of learners when a computer simulation is used to aid teaching the photoelectric effect." Diss., 2014. http://hdl.handle.net/2263/40441.
Full textDissertation (MEd)--University of Pretoria, 2014.
gm2014
Science, Mathematics and Technology Education
unrestricted
(11104764), Allegra W. Smith. "Digital Age: A Study of Older Adults' User Experiences with Technology." Thesis, 2021.
Find full textAyyavoo, Gabriel Roman. "Using Online Pedagogy to Explore Student Experiences of Science-technology-society-environment (STSE) Issues in a Secondary Science Classroom." Thesis, 2013. http://hdl.handle.net/1807/35769.
Full textNohejl, Jiří. "Obraz jako příklad a vzor v kontextu jeho vlivu a rozšíření na prožívání života člověka." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-307518.
Full textPretorius, Marius. "An exploration of South African diversity dynamics." Thesis, 2003. http://hdl.handle.net/10500/1392.
Full textIndustrial and Organisational Psycology
M. A.(Industrial and Organisational Psycology)