Academic literature on the topic 'Interactive media'

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Journal articles on the topic "Interactive media"

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Underdown, Angela. "Learning about interaction through interactive media." Journal of Health Visiting 2, no. 4 (April 2014): 178–79. http://dx.doi.org/10.12968/johv.2014.2.4.178.

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Pedersen, Hans‐J⊘rn. "Multimedia ‐‐ interactive media." Educational Media International 30, no. 4 (December 1993): 219–20. http://dx.doi.org/10.1080/0952398930300407.

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McGuire, Steve. "Interactive Media Review." Humanity & Society 34, no. 4 (November 2010): 391–93. http://dx.doi.org/10.1177/016059761003400406.

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Shum, Simon Buckingham, and Tamara Sumner. "JIME:an interactive journal for interactive media." Learned Publishing 14, no. 4 (October 2001): 273–85. http://dx.doi.org/10.1087/095315101753141374.

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Han, Su Jin. "Narrative Interaction Experience of Interactive Media Art." TECHART: Journal of Arts and Imaging Science 6, no. 3 (August 31, 2019): 6–8. http://dx.doi.org/10.15323/techart.2019.8.6.3.6.

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Kaplanoglu, Lutfu, and Ilkan Devrim Dinc. "Global interactive media design industry’s sectoral analysis on interactive media awards." Journal of graphic engineering and design 10, no. 2 (December 2019): 39–53. http://dx.doi.org/10.24867/jged-2019-2-039.

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Kim, Sic, and Sung-Won Yoon. "A Case Study on Using Interactive Media of Large Space Structure." Journal of the Korean Association for Spatial Structures 11, no. 4 (December 15, 2011): 71–78. http://dx.doi.org/10.9712/kass.2011.11.4.071.

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P., Maulina. "MEDIA INTERAKTIF SEBAGAI MEDIA PERIKLANAN." Communicology: Jurnal Ilmu Komunikasi 1, no. 1 (December 30, 2013): 14–24. http://dx.doi.org/10.21009/communicology.011.02.

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Abstract The development of new media gives the positive sides to the people. Interactive new media has become a true benefit to everyone because people can express their artwork in more than one way with the technology that we have today and there is no longer a limit to what we can do with our creativity. Because of that the interactive media can be used as advertising media. By using interactive media to advertise their product, they can share their work and interact with big world. So if you think the interactive media is effective ways to advertise?. And the answers is “One of the keys to successfully developing an advertising campaign is to promote purposeful dialog between company and its stakeholder, advertiser and customers. That is what interactivity means. And that is where the internet offers its great potential.” Keywords: new media, interactive media, advertising
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Li, Shuo, and Jianjun Li. "Construction of Interactive Virtual Reality Simulation Digital Media System Based on Cross-Media Resources." Computational Intelligence and Neuroscience 2022 (August 5, 2022): 1–12. http://dx.doi.org/10.1155/2022/6419128.

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The combination of video and music is the most typical combination form in interactive multimedia works, which focuses on the audio-visual presentation characteristics of interactive art. Since both creative practice and theoretical research are still in the development stage, we focus on the creation of audio-visual integration in interactive multimedia works. Theoretical achievements are still very rare, and the guidance of creation theory plays an important role in the improvement of the aesthetic level of works. Therefore, for the development of interactive multimedia works creation, creating a new audio-visual relationship research path has important theoretical value and application value. It also has a certain historical significance for promoting the maturity of this art form. Through interactive virtual reality technology, this paper conducts an in-depth discussion on the simulation of digital media system across media resources. It is more suitable for the user’s preference than the PC machine side. From technical means to artistic aesthetic characteristics and practical application, the application field and industry influence of digital media art carried by virtual reality are expounded, and the problems and solutions faced at this stage are proposed. By analyzing the application of virtual reality aesthetics in interaction design, the relationship between the visual level and the experience level of virtual reality aesthetics is discussed. Starting from the basic concepts of virtual reality aesthetics and interaction design, this paper analyzes the virtual reality space architecture and aesthetic dimension of interaction design in the era of artificial intelligence, and the value of virtual reality aesthetics in interaction design. Most interactive multimedia works rely on the open programming environment and have highly open creation tools to realize cross-media creation. The interactive integration of multimedia art and visual communication is the trend in design development. It follows the law of formal beauty and uses visual language to guide the content. Visual communication adapts to the needs of multiplatform media communication, adds multimedia art elements, and promotes the integration of scientific and technological progress and artistic development.
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Cheok, Adrian David, and Owen Noel Newton Fernando. "Kawaii/Cute interactive media." Universal Access in the Information Society 11, no. 3 (October 22, 2011): 295–309. http://dx.doi.org/10.1007/s10209-011-0249-5.

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Dissertations / Theses on the topic "Interactive media"

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Celerier, Jean-Michael. "Authoring interactive media : a logical & temporal approach." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0037/document.

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La question de la conception de médias interactifs s'est posée dès l'apparition d'ordinateurs ayant des capacités audio-visuelles. Un thème récurrent est la question de la spécification temporelle d'objets multimédia interactifs : comment peut-on créer des présentations multimédia dont le déroulé prend en compte des événements extérieurs au système.Ce problème rejoint un autre champ d'application, qui est celui de la musique et plus spécifiquement des partitions interactives : des pièces musicales dont l'interprétation pourra varier dans le temps en fonction d'indications données par la partition.Dans les deux cas, il est nécessaire de spécifier les médias et données musicales qui seront orchestrées par le système. C'est le sujet de la première partie de cette thèse, qui présente un modèle adapté pour la conception d'applications multimédia permettant de répondre à des problématiques d'accès réparti et de contrôle à distance, ainsi que de documentation.Une fois ce modèle défini, on construit en s'inspirant des systèmes à flots de donnée courants dans les environnements adaptés à la musique en temps réel un environnement de calcul permettant de contrôler les paramètres des applications définies précédemment, ainsi que de générer des entrées & sorties sous forme audio-visuelle. En particulier, une notion d'environnement permanent dans ce modèle de données est introduite. Elle simplifie certains cas d'usages courants en informatique musicale, et améliore les performances par rapport à une solution uniquement basée sur de la communication entre nœuds explicites du système.Enfin, une structure de graphe temporel est introduite : elle permet de définir les parties du graphe de données qui vont être actives à un instant donné d'une partition interactive. En particulier, les connections entre objets du graphe de données sont étudiées dans le cadre de déroulements synchrones et différés.Un langage d'édition visuel est introduit pour l'écriture de scénarios dans un modèle graphique réunissant les éléments introduits précédemment.La structure temporelle est par la suite étudiée sous l'axe de la répartition. On montre notamment qu'il est possible d'acquérir un pouvoir expressif supplémentaire en supposant une exécution concurrente de certains objets de la structure temporelle.Enfin, on présente comment le système permet de recréer nombre de systèmes musicaux existants : séquenceurs, live-loopers, et patchers, ainsi que les nouveaux types de comportements multimédias rendus possibles
Interactive media design is a field which has been researched as soon as computers started showing audio-visual capabilities. A common research theme is the temporal specification of interactive media objects: how is it possible to create multimedia presentations whose schedule takes into account events external to the system.This problem is shared with another research field, which is interactive music and more precisely interactive scores. That is, musical works whose performance will evolve in time according to a given score.In both cases, it is necessary to specify the medias and musical data orchestrated by the system: this is the subject of the first part of this thesis, which presents a model tailored for the design of multimedia applications. This model allows to simplify distributed access and remote control questions, and solves documentation-related problems.Once this model has been defined, we construct by inspiration with well-known data-flow systems used in music programming, a computation structure able to control and orchestrate the applications defined previously, as well as handling audio-visual data input and output.Specifically, a notion of permanent environment is introduced in the data-flow model: it simplifies multiple use cases common when authoring interactive media and music, and improves performance when comparing to a purely node-based approach.Finally, a temporal graph structure is presented: it allows to score parts of the data graph in time. Especially, nodes of the data graph are studied in the context of both synchronous and delayed cases.A visual edition language is introduced to allow for authoring of interactive scores in a graphical model which unites the previously introduced elements.The temporal structure is then studied from the distribution point of view: we show in particular that it is possible to earn an additional expressive power by supposing a concurrent execution of specific objects of the temporal structure.Finally, we expose how the system is able to recreate multiple existing media systems: sequencers, live-loopers, patchers, as well as new multimedia behaviours
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Myrick, Kimberly A. "Inside commercial interaction, audience research in interactive media." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0028/MQ30978.pdf.

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Buccellato, Steven. "AdTech Interactive Media Network /." Online version of thesis, 1994. http://hdl.handle.net/1850/11757.

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Ben, Yahia Abdelaziz. "ABY Interactive: A Business Plan for an Interactive Media Company." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/354.

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Abstract Interactive Media and Game development are experiencing an incredible growth the recent year. Digital devices are in constant evolution, and the developers/artist are glad to unleash their full potential by creating innovative content that take advantage of those capacities. Although creation and innovation is not what is limiting this field, the business side to this industry is the biggest challenge to this kind of content. Making a good product needs a team effort, and these employees will obviously need good money for their expertise, which, means the product needs to be funded to make it happen. In this context I find myself in the perfect position for this kind of adventure as I both love games and I like to play the role of the entrepreneur/problem solver. As a Fulbright scholar I feel my self-obligated to help my country back with all the knowledge and the opportunities I got offered by coming here and learning from U.S professionals in the industry This brings us to the core of this thesis, by doing a Co-op job in Petricore, shadowing its CEO and surrounding myself by a huge community of professionals from the industry, researching the best way to start my own startup €œABY€� in the same industry in Tunisia. I will also using auto ethnography and interviews to collect relevant data in an ultimate goal of building a lightweight business plan to guide me in starting this adventure in my home country.
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Gravenhorst, Claus. "News media processing and interactive presentation." Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden, 2017. https://slub.qucosa.de/id/qucosa%3A16574.

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Reimer, Keenan M. "Inducing Emotional Response in Interactive Media." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1645.

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Video games, and entertainment media have been developed for many years, and eliciting emotional experiences is an integral part of that process. Producing and editing game content in order to affect desired emotional experiences can be expensive and cumbersome to developers. This paper presents a study intended to show that such experiences can be affected with simple after-the-fact audio-visual effects. As subjects of the study, participants experience three different emotional states, fear, peace, and none, over three rounds and in three different game environments. They are given a simple narrative in each environment that directs them to gather various objects. The fear and peace emotional states are represented by carefully designed sets of simple audio-visual effects, while the none state represents the absence of any additional audio-visual effects. That states are randomly and non-repeatedly applied to the game environments for each participant. Over 50% of responses indicate proper emotions across emotion states for all levels, and rounds, and there are statistically significant effects between most emotional state comparisons. This means that it is indeed possible to induce emotional response with after-the-fact audio-visual effects, and it hints at future possibilities for drag-and-drop emotional experience filters
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Ren, Haolin. "Visualizing media with interactive multiplex networks." Thesis, Bordeaux, 2019. http://www.theses.fr/2019BORD0036/document.

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Les flux d’information suivent aujourd’hui des chemins complexes: la propagation des informations, impliquant éditeurs on-line, chaînes d’information en continu et réseaux sociaux, emprunte alors des chemins croisés, susceptibles d’agir sur le contenu et sa perception. Ce projet de thèse étudie l’adaptation des mesures de graphes classiques aux graphes multiplexes en relation avec le domaine étudié, propose de construire des visualisations à partir de plusieurs représentations graphiques des réseaux, et de les combiner (visualisations multi-vues synchronisées, représentations hybrides, etc.). L’accent est mis sur les modes d’interaction permettant de prendre en compte l’aspect multiplexe (multicouche) des réseaux. Ces représentations et manipulations interactives s’appuient aussi sur le calcul d’indicateurs propres aux réseaux multiplexes. Ce travail est basé sur deux jeux de données principaux: l’un est une archive de 12 ans de l’émission japonaise publique quotidienne NHK News 7, de 2001 à 2013. L’autre recense les participants aux émissions de télévision/radio françaises entre 2010 et 2015. Deux systèmes de visualisation s’appuyant sur une interface Web ont été développés pour analyser des réseaux multiplexes, que nous appelons «Visual Cloud» et «Laputa». Dans le Visual Cloud, nous définissons formellement une notion de similitude entre les concepts et les groupes de concepts que nous nommons possibilité de co-occurrence (CP). Conformément à cette définition, nous proposons un algorithme de classification hiérarchique. Nous regroupons les couches dans le réseau multiplexe de documents, et intégrons cette hiérarchie dans un nuage de mots interactif. Nous améliorons les algorithmes traditionnels de disposition de mise en forme de nuages de mots de sorte à préserver les contraintes sur la hiérarchie de concepts. Le système Laputa est destiné à l’analyse complexe de réseaux temporels denses et multidimensionnels. Pour ce faire, il associe un graphe à une segmentation. La segmentation par communauté, par attribut, ou encore par tranche temporelle, forme des vues de ce graphe. Afin d’associer ces vues avec le tout global, nous utilisons des diagrammes de Sankey pour révéler l’évolution des communautés (diagrammes que nous avons augmentés avec un zoom sémantique). Cette thèse nous permet ainsi de parcourir trois aspects (3V) des plus intéressants de la donnée et du BigData appliqués aux archives multimédia: Le Volume de nos données dans l’immensité des archives, nous atteignons des ordres de grandeurs qui ne sont pas praticables pour la visualisation et l’exploitation des liens. La Vélocité à cause de la nature temporelle de nos données (par définition). La Variété qui est un corollaire de la richesse des données multimédia et de tout ce que l’on peut souhaiter vouloir y investiguer. Ce que l’on peut retenir de cette thèse c’est que la traduction de ces trois défis a pris dans tous les cas une réponse sous la forme d’une analyse de réseaux multiplexes. Nous retrouvons toujours ces structures au coeur de notre travail, que ce soit de manière plus discrète dans les critères pour filtrer les arêtes par l’algorithme Simmelian backbone, que ce soit par la superposition de tranches temporelles, ou bien que ce soit beaucoup plus directement dans la combinaison d’indices sémantiques visuels et textuels pour laquelle nous extrayons les hiérarchies permettant notre visualisation
Nowadays, information follows complex paths: information propagation involving on-line editors, 24-hour news providers and social medias following entangled paths acting on information content and perception. This thesis studies the adaptation of classical graph measurements to multiplex graphs, to build visualizations from several graphical representations of the networks, and to combine them (synchronized multi-view visualizations, hybrid representations, etc.). Emphasis is placed on the modes of interaction allowing to take in hand the multiplex nature (multilayer) of the networks. These representations and interactive manipulations are also based on the calculation of indicators specific to multiplex networks. The work is based on two main datasets: one is a 12-year archive of the Japanese public daily broadcast NHK News 7, from 2001 to 2013. Another lists the participants in the French TV/radio shows between 2010 and 2015. Two visualization systems based on a Web interface have been developed for multiplex network analysis, which we call "Visual Cloud" and "Laputa". In the Visual Cloud, we formally define a notion of similarity between concepts and groups of concepts that we call co-occurrence possibility (CP). According to this definition, we propose a hierarchical classification algorithm. We aggregate the layers in a multiplex network of documents, and integrate that hierarchy into an interactive word cloud. Here we improve the traditional word cloud layout algorithms so as to preserve the constraints on the concept hierarchy. The Laputa system is intended for the complex analysis of dense and multidimensional temporal networks. To do this, it associates a graph with a segmentation. The segmentation by communities, by attributes, or by time slices, forms views of this graph. In order to associate these views with the global whole, we use Sankey diagrams to reveal the evolution of the communities (diagrams that we have increased with a semantic zoom). This thesis allows us to browse three aspects of the most interesting aspects of the data miming and BigData applied to multimedia archives: The Volume since our archives are immense and reach orders of magnitude that are usually not practicable for the visualization; Velocity, because of the temporal nature of our data (by definition). The Variety that is a corollary of the richness of multimedia data and of all that one may wish to want to investigate. What we can retain from this thesis is that we met each of these three challenges by taking an answer in the form of a multiplex network analysis. These structures are always at the heart of our work, whether in the criteria for filtering edges using the Simmelian backbone algorithm, or in the superposition of time slices in the complex networks, or much more directly in the combinations of visual and textual semantic indices for which we extract hierarchies allowing our visualization
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Woolf, Sam. "Expanded media : interactive and generative processes in new media art." Thesis, University of Sussex, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.420707.

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Zuckerman, Orit. "Interactive portraiture : designing intimate interactive experiences." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37396.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
Includes bibliographical references.
In this thesis I present a set of interactive portrait experiences that strive to create an intimate connection between the viewer and the portrayed subject; an emotional experience, one of personal reflection. My interactive portraits extend traditional photographic portraiture in two ways: adding motion and interaction. I present seven interactive portraits prototypes that react to viewer's presence and gender, as well as portraits that react to neighboring portraits. I demonstrate how interaction design decisions influence the viewer's experience and give Design Guidelines for the design of intimate interactive experiences. I ground my work in a theoretical framework called the "subject-object continuum", created for the art of portraiture (Brilliant, 1987). I show the relevancy of this framework for photographic portraiture, modern interactive portraits and intimate interactive experiences. Designers and artists follow (or consciously break) design guidelines when creating visual experiences. For example, photographers must train themselves to recognize the influence that light and composition have on the viewing experience of their portrait.
(cont.) In the same way, designers and artists of interactive experiences must inform themselves about the influence that different interaction techniques have on the viewing experience of their interactive experience. In my thesis I focus on two design factors: (1) the style of the interaction and (2) the viewer's expectations. I evaluated these design factors using interactive portraits prototypes, and based on my findings, developed a set of design guidelines that can inform interaction designers and portraiture artists about the design factors relevant for intimate interactive experiences.
by Orit Zuckerman.
S.M.
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Bustos, Christian. "Implementing implicit interaction in interactive film." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30481.

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In this paper, an user study will be taken on in order to explore how different types of interaction affect the levels of immersion and experience within interactive film. The two different types of interaction that will be compared in this study are implicit interaction, and explicit interaction. The format of interactive film has not experienced too many changes the last years, and the user could experience a loss of immersion when using the format as it is shaped today. Usually, interactive films interrupt the flow of the narrative in order to give the user the time to make a choice. This makes the immersion get lost, and in some way, even part of the experience. In this paper, implicit interaction will be implemented within interactive film, and it will be tested by several participants from different disciplines. One hypothesis is that the users are more immersed in the narrative when trying out implicit interaction in an interactive film. The results of this paper could be useful for the community of computer entertainment, but also for the field of interaction design since this paper could reveal how users experience implicit interaction and how designers should approach to this type of interaction.
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Books on the topic "Interactive media"

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Rada, Roy. Interactive Media. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0.

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David, Williams, ed. Interactive media. Englewood Cliffs, N.J: Prentice-Hall, 1985.

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Antonios, Michailidis, ed. Interactive media. New York: Springer-Verlag, 1995.

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Mohr, Nikolaus, and Gerhard P. Thomas. Interactive Broadband Media. Wiesbaden: Vieweg+Teubner Verlag, 2002. http://dx.doi.org/10.1007/978-3-322-86867-1.

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Mohr, Nikolaus, and Gerhard P. Thomas. Interactive Broadband Media. Wiesbaden: Vieweg+Teubner Verlag, 2001. http://dx.doi.org/10.1007/978-3-663-01319-8.

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O'Neill, Shaleph. Interactive Media: The Semiotics of Embodied Interaction. London: Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-036-0.

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O'Neill, Shaleph. Interactive media: The semiotics of embodied interaction. London: Springer, 2008.

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Bendor, Roy. Interactive Media for Sustainability. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-70383-1.

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Darryl, Wimberley, ed. Writing for interactive media. New York: Allworth Press, 1998.

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Managing interactive media projects. Clifton Park, NY: Thomson Delmar Learning, 2008.

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Book chapters on the topic "Interactive media"

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Biella, Peter. "Interactive media." In The Routledge International Handbook of Ethnographic Film and Video, 137–53. Other titles: International handbook of ethnographic film and video Description: Abingdon, Oxon; New York, NY: Routledge, 2020. |: Routledge, 2020. http://dx.doi.org/10.4324/9780429196997-16.

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Rada, Roy. "Introduction." In Interactive Media, 1–10. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_1.

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Rada, Roy. "Organizational Case Studies." In Interactive Media, 183–203. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_10.

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Rada, Roy. "Conclusion." In Interactive Media, 204–9. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_11.

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Rada, Roy. "Exercises." In Interactive Media, 210–14. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_12.

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Rada, Roy. "Selected Abbreviations." In Interactive Media, 215–17. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_13.

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Rada, Roy. "Human-Computer Interaction." In Interactive Media, 12–20. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_2.

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Rada, Roy. "Hypertext." In Interactive Media, 21–47. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_3.

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Rada, Roy. "Multimedia." In Interactive Media, 48–70. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_4.

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Rada, Roy. "Hypermedia." In Interactive Media, 71–83. New York, NY: Springer New York, 1995. http://dx.doi.org/10.1007/978-1-4612-4226-0_5.

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Conference papers on the topic "Interactive media"

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Teixeira, Cesar A. C., Erick L. Melo, Renan G. Cattelan, and Maria da Graça C. Pimentel. "User-media interaction with interactive TV." In the 2009 ACM symposium. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1529282.1529690.

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Mine, Mark R., Dustin Barnard, Bei Yang, and Daniel Baker. "Thermal Interactive Media." In ACM SIGGRAPH 2011 Emerging Technologies. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2048259.2048277.

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Hilt, Volker, Martin Mauve, Jürgen Vogel, and Wolfgang Effelsberg. "Interactive media on demand." In the ninth ACM international conference. New York, New York, USA: ACM Press, 2001. http://dx.doi.org/10.1145/500141.500251.

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Eggenhuisen, H. H. "Interactive multi-media services." In International Broadcasting Convention - IBC '94. IEE, 1994. http://dx.doi.org/10.1049/cp:19940800.

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Maidi, Madjid, and Marius Preda. "Interactive media control using natural interaction-based Kinect." In ICASSP 2013 - 2013 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP). IEEE, 2013. http://dx.doi.org/10.1109/icassp.2013.6637965.

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Lin, Clifton, and Haakon Faste. "Photographic social media." In the Designing Interactive Systems Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2317956.2317994.

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Nelimarkka, Matti, Salla-Maaria Laaksonen, and Bryan Semaan. "Social Media Is Polarized, Social Media Is Polarized." In DIS '18: Designing Interactive Systems Conference 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3196709.3196764.

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Song, Bok Deuk, Yeon Jun Choi, and Jong Hyun Park. "Web-based interactive media authoring system with multimodal interaction." In ICMI '17: INTERNATIONAL CONFERENCE ON MULTIMODAL INTERACTION. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3136755.3143019.

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Carlton, Jonathan, Andy Brown, Caroline Jay, and John Keane. "Using Interaction Data to Predict Engagement with Interactive Media." In MM '21: ACM Multimedia Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3474085.3475631.

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Li, Wen, Carsten Eickhoff, and Arjen P. de Vries. "Interactive summarization of social media." In IIiX '14: Fifth Information Interaction in Context Symposium. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2637002.2637050.

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Reports on the topic "Interactive media"

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Jesup, R. Congestion Control Requirements for Interactive Real-Time Media. Edited by Z. Sarker. RFC Editor, January 2021. http://dx.doi.org/10.17487/rfc8836.

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Singh, V., J. Ott, and S. Holmer. Evaluating Congestion Control for Interactive Real-Time Media. RFC Editor, January 2021. http://dx.doi.org/10.17487/rfc8868.

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Andre, Charles R., and Margaret S. Salter. Environment for Multi-Media Interactive Instruction (EMMii) Users Manual. Fort Belvoir, VA: Defense Technical Information Center, March 1997. http://dx.doi.org/10.21236/ada328141.

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Wiederhold, Brenda K. Cybertherapy 2004: Using Interactive Media in Training and Therapeutic Interventions. Fort Belvoir, VA: Defense Technical Information Center, March 2005. http://dx.doi.org/10.21236/ada433261.

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Wallace, ina F., Meera Viswanathan, Stephanie McInnis, and Jessica Sobolewski. How Effective Are Interactive Social Media Interventions for Changing Health and Health Behaviors? A Cochrane Review Summary with Commentary. RTI Press, September 2023. http://dx.doi.org/10.3768/rtipress.2023.rb.0034.2309.

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This brief summarizes the published Cochrane Review, “Behavioural Interventions Delivered Through Interactive Social Media for Health Behaviour Change, Health Outcomes, and Health Equity in the Adult Population,” by J. Petkovic, S. Duench, J. Trawin, O. Dewidar, J. Pardo Pardo, R. Simeon, M. DesMeules, D. Gagnon, J. Hatcher Roberts, A. Hossain, K. Pottie, T. Rader, P. Tugwell, M. Yoganathan, J. Presseau, & V. Welch (https://doi.org/10.1002/14651858.CD012932.pub2). The Cochrane Review examines whether interactive social media interventions improve health behaviors and health outcomes, concluding that such interventions may benefit physical activity, weight loss, and well-being, but the evidence is not strong due to extensive heterogeneity and small effects. The review defines interactive social media as “activities, practices, or behaviours among communities of people who have gathered online to interactively to share information, knowledge, and opinions… in which adults are able to communicate directly with each other” (p. 1). The review and original commentary acknowledge the limitations, suggesting that future social media intervention trials use a common set of outcome measures, examine the role of mediating variables, and measure adherence. The original commentary describes other social media research that has shown an impact.
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Sarker, Z., X. Zhu, and J. Fu. Evaluation Test Cases for Interactive Real-Time Media over Wireless Networks. RFC Editor, January 2021. http://dx.doi.org/10.17487/rfc8869.

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Sarker, Z., V. Singh, X. Zhu, and M. Ramalho. Test Cases for Evaluating Congestion Control for Interactive Real-Time Media. RFC Editor, January 2021. http://dx.doi.org/10.17487/rfc8867.

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Bilovska, Natalia. INTERACTIVE STYLES: PERSPECTIVES OF EMERGENCE, ESTABLISHMENT AND DEVELOPMENT. Ivan Franko National University of Lviv, March 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12168.

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Stylistics can be considered as a field of study that crosses text theory, linguistics, and journalism. Although different schools create different approaches to stylistics, each stylistic approach will include in its paradigm some basic factors, such as the reader and the author. This article shows how these factors interact with each other and, ultimately, create the basis for the emergence of a new field in Ukrainian journalism – interactive stylistics. The study is devoted to interactive stylistics, which is considering as a field based on the text’s own pragmatic potential in the context of modern humanities methodology. This discipline acquires a new function: to observe and interpretively explain, firstly, the meaning of interactions between agents (author and recipient) in communication, mediated by the media text, and, secondly, the effect that this interaction brings. At the center of interactive stylistics is the author (journalist), who through the text discusses the content of interactions in relation to his own interests, as well as cultural, social and historical contracts with the reader. The meaning of the expressions used and the general meaning of such interactions arises in the context of communication events, based on the perception of the subjects of communication with the surrounding reality through the assimilation and adequate interpretation of new information. In modern Ukrainian science of communication, the study of interactive stylistics acquires significant potential. It profiles itself in the context of interdisciplinarity and aims to explore interactivity, interpretability, as well as intertextuality (in specific media texts or interdiscourse dialogue). Interactive stylistics is able to meet the needs of communicators as a useful source of instructions on how communication subjects interact and has a chance to achieve success both at the domestic and international scientific level. Due to its scientific perspective of applying the above-mentioned methodology, it is harmoniously integrated among the tendentious linguistic and broader social science and humanitarian disciplines in Ukrainian scientific research or in the wider international context. Keywords: interactive stylistics; stylistics; reverse communication; style; interactivity; media text.
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McGlashan, S., T. Melanchuk, and C. Boulton. An Interactive Voice Response (IVR) Control Package for the Media Control Channel Framework. RFC Editor, May 2011. http://dx.doi.org/10.17487/rfc6231.

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Bilovska, Natalia. TACTICS OF APPROACHING THE AUTHOR CLOSER TO THE READER: INTERACTIVE COOPERATION. Ivan Franko National University of Lviv, February 2022. http://dx.doi.org/10.30970/vjo.2022.51.11408.

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The article clarifies the features of interactive relationships, which are modeled by the addresser of modern media text for maximum impact on the addressee. The author controls the perception of the text, focusing on linguistic competence and an objective picture of the reader’s world. A pragmatic approach to journalistic text makes it possible to identify explicit and implicit forms of dialogue: modeling feedback and interactive settings that can turn a hypothetical reader into a real one, adapting to the addressee’s language thesaurus. Discursive openness to the exchange of views with the addressee leads to the fact that the entire media text becomes a guarantee of commonality of addresser-addressee interpretations. The difference between the addresser and the addressee is minimized, their connection is strengthened through the combination of linguistic consciousness, which, in turn, forms a special structure and semantics of the journalistic text, in which the emphasis is not on I but on the Other. The addressee in some implicit or explicit form is always in all segments of the media text, and the author establishes a trusting relationship with the reader through the phatic linguistic means that the addressee relates to himself. Approaching the addressee is a sign of modern journalistic texts, which show a tendency to dialogue and democratization of forms of mass communication, and their characteristic feature is the actualization in the center of attention of the addressee, latent (mediated by written text) dialogue with which is modeled as real. The addressee in the process of establishing contact with the author of the media text also becomes the part of broad cognitive space. This opportunity is realized if the journalist has different types of competence – communicative and procedural, that is, is able to compare their own thesaurus, their own knowledge with the thesaurus and the picture of the world of his reader. Modern journalism is characterized by the search for contact with the addressee and new effective models of influence and intimacy of relationships that contribute to the creation of a single cognitive space for both, which, in turn, will allow the recipient to move from knowledge to understanding.
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