Dissertations / Theses on the topic 'Interactive media'

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1

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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4

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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6

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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Sparacino, Flavia 1965. "DirectIVE-- choreographing media for interactive virtual environments." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/62336.

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Wetherall, David James. "An interactive programming system for media computation." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/38033.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (p. 103-106).
by David James Wetherall.
M.S.
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Sjödin, Jonsson Martin, and Ammar Alderhally. "Measuring and stimulatingphysical movement using interactive media." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-164295.

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This thesis looks into how to design a web-based motion game, with a camera as an input device in order to make a game enjoyable to play while keeping the player movement rate as high as possible. The study explores different game mechanics for motion games and their impact on the players’ movement rate and the different types of physical motions created. The game mechanics are built on top of a JavaScript game development framework "Phaser" and uses "Three.js" as a tool for motion detection. We have used a custom built performance measuring tool in this project, which has been designed to record players’ motions while playing this game. We have implemented different game mechanics to activate different types of movement and then tested their outcome by using the performance tool to later analyze which game mechanic was the most successful. In this report we will take a look at how different game mechanics can create different experiences for the players’ and how essential they are for game development. This project is one of several that has been done on the project called the bug game. With a phase of learning the game code structure and lots of time invested into improving it. We analyzed the gameper formance and what changes that had to implemented in order to make the gameplay experience feels more responsive. From our study we could draw a conclusion on the relationship between game mechanics, the amount of movement generated by the players and players’ enjoyment of the game. Where physical games are most enjoyed when the goal is competing with other players with an achievable goal.
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Welch, Amanda L. "Multimedia and interactive components in converged media." [Tampa, Fla.] : University of South Florida, 2004. http://purl.fcla.edu/fcla/etd/SFE0000288.

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Atkinson, Sarah Anne. "Telling interactive stories : a practice-based investigation into new media interactive storytelling." Thesis, Brunel University, 2009. http://bura.brunel.ac.uk/handle/2438/3294.

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Telling Interactive Stories is a practice-based thesis, which theoretically and practically probes the field of digital fictional interactive storytelling. The submission takes the form of the interactive cinema installation Crossed Lines together with a written element of the thesis which interrogates historical, contextual, theoretical, technical and critical aspects of the field of interactive narrative using new media. Crossed Lines is an original fictional interactive AV piece, amalgamating multiform plots, a multi-screen viewing environment, an interactive interface and an interactive story navigation form. The installation tells the stories of nine characters in a way that the viewer can constantly explore and switch between all nine forms, using a telephone keypad and handset as an interface, and can simultaneously observe all characters’ presence between the nine remote locations. Several research methodologies are utilised to analyse and evaluate the installation. Quantitative methodologies include the use of user tracking systems where the computational output of the installation provides measurements and timings of user choices and behaviours. Qualitative methodologies include theoretical and visual analysis, and in depth analysis of user responses using interviews, questionnaires, video recordings and cuttingedge eye-tracking technologies.
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Kemshal-Bell, Guy Jonathon, and guykb@bigpond net au. "Interactive media - a tool to enhance human communication." RMIT University. Creative Media, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080102.100544.

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This exegesis investigates the use of interactive online media to support the development of communication and problem solving skills amongst learners in a Vocational Education and Training (VET) context. It describes the development of the Maelstrom website as a response to the identified need for a collaborative, interactive online space where learners can explore and experiment within the safe and anonymous environment provided. The user interaction within the Maelstrom and user responses to their experiences are discussed and analysed to not only inform the role of the Maelstrom within the broader context on interactive online communication and collaboration, but also to guide future research.
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Deliyannis, I. "Interactive multi-media systems for science and rheology." Thesis, Swansea University, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.636434.

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This work is associated with the construction of multi-media systems for scientific and rheological case-studies, introducing the element of interactivity. The base-data are often the end-result of simulation (CFD) or experimental investigations, utilised in some post-processing form, calling upon visualisation. Other issues addressed include the organisation and presentation of data, into meaningful and easily-accessible forms. This reveals multifaceted presentation requirements. In this respect, current commercial presentation applications have been found lacking. They rarely offer cross-platform compatibility, provide limited programmability, are restrictive on data-interaction, and only support static WWW-delivery. Hence, a substantive goal has been to deliver comprehensive multimedia-system functionality, both as a stand-alone system and over the WWW, via a single, multi-purpose implementation. A multimedia framework is employed, to embrace the interactive and visual presentation of a series of scientific and rheological case-studies with large conventional (static), and multi-mode (dynamic) data-sets. Graphs are utilised to enable rigorous multimedia system (MMS) design, effortless updates and unproblematic future expansion. Multimedia environments (MME) facilitate rapid prototyping and a data-oriented approach is advocated. As a result, the customised presentation-attributes vary widely from case-study to case-study, touching upon aspects such as user-interface, interaction, data-content organisation and presentation-styles. Case-studies include educational and scientific/industrially-related content. A film introducing the scientific area of non-Newtonian fluids is digitally constructed, using solid-modelling animations, simulation-data, filmed experiments, music, voiceover, and transitions. Content-delivery for multiple media is implemented, and includes interactive WWW or CD/DVD multi-language versions and static (videotape, DV) modes. Next, a historical multimedia (MM) presentation (History of Rheology MMS) is generated. This features an informal user-interface dynamic rendering of content, making extensive use of client-server technology for interactive stream-delivery over the WWW. Synchronisation is demanded for multiple streamed data-types, such as: voiceover, music, experimental and CFD-sourced data, animated-graphs, and rendered wire-frame graphics. Scientific/industrial data-sets of increasing complexity are featured.
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Wahlström, Edvin. "Toddlers and interactive media : Interactimals, Smartphone powerd toys." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-135796.

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The single biggest change in every day life for toddlers over the last couple of years has been the introduction of interactive media in the form of phones and tablets. How this affects those children is yet mostly unknown. Many parents utter concerns that their children use it too much, yet they feel they have no other options when it comes to distracting their children. Using the design process this problem is tackled from a holistic point of view, looking at both the child, parent and context. The solutions presented in this project is a commercial product called “Interactimals”. It uses the parents phone as the brain and sensory organ of an interactive toy. This toy comes in different forms and feature-sets to cater to the needs of children ranging from ages of 1-3. The result shows the final design for two of these toys and a suggestion to what the app might look like.
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Wu, Diing-Wuu Vale. "Introduction to fractal by using interactive media design /." Online version of thesis, 1991. http://hdl.handle.net/1850/11287.

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Singer, Jane Bess. "Newspaper journalists' actions and attitudes regarding interactive media /." free to MU campus, to others for purchase, 1996. http://wwwlib.umi.com/cr/mo/fullcit?p9717184.

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Cole, Sara Mae. "Ergodic ontogeny| Influences of interactive media on identity." Thesis, University of Maryland, Baltimore County, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3609856.

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Video games represent the future of storytelling, changing the impact of cultural narratives in important ways through a process of learning and internalization of game content that alters players’ perceptions of self and reality. Continued rigorous research of interactive media is necessary because of the speed at which technology changes its capabilities and the dominant nature of its format—it is how many people will tell, hear, and experience stories, culture, and values in the coming years. This dissertation argues that a deeper understanding of how people play video games and what these play experiences mean must rely on interdisciplinary lenses of analysis that value player reports, programming choices, and cultural narratives equally. I establish a theoretical and methodological approach that defines elements of what it means to play video games, and study the qualitative influence of game-play on thought and behavior through pragmatic analysis of interview data. Samples of masculine discourses of game play in the United States provide a starting point for this exploration of video game impact through discussions of play theory, narratology, game programming and interaction with interactive media hardware.

Common social concerns regarding increased violence, aggression, or de-socialization as a result of this medium were not represented in the population presented in this dissertation. Players recognized the allure of the so-called negative aspects of video games, but ultimately expressed a decided disconnect between the real world and virtual experiences of play, describing cathartic and therapeutic reasons for their enjoyment of those elements. An interdisciplinary approach to video game research must be embraced, despite a constant call for quick, universal answers to their most common critiques. Foundational themes for understanding the influence of interactive digital play experiences on personal identity and ideology construction are demonstrated through thematic and sociolinguistic analyses of in-depth interview data. These include play theory, narratology, human-computer interaction theory, and player report data. I draw on the established theoretical backgrounds of these disciplines to suggest a new term, ergodic ontogeny, to describe this complex process of personal development resulting from influences of interactive digital media gaming that reach beyond play experiences.

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Ejdbo, Malin, and Elias Elmquist. "Interactive Sonification in OpenSpace." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170250.

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This report presents the work of a master thesis which aim was to investigate how sonification can be used in the space visualization software OpenSpace to further convey information about the Solar System. A sonification was implemented by using the software SuperCollider and was integrated into OpenSpace using Open Sound Control to send positional data to control the panning and sound level of the sonification. The graphical user interface of OpenSpace was also extended to make the sonification interactive. Evaluations were conducted both online and in the Dome theater to evaluate how well the sonification conveyed information. The outcome of the evaluations shows promising results, which might suggest that sonification has a future in conveying information of the Solar System.
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Perry, Christopher Harton. "Synthesizing interactive fires." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/62329.

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Chalabi, Jiar. "To what extent can interactive documentaries affect the engagement of secondary school children? : Interactive media documentaries and engagement." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11255.

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Interactive documentaries are achieving fame and many people are engaging in the technology. However minimal research means the benefits of interactive documentaries remain unexplored. This project investigates the actual benefit of interactive documentaries. It also relates to exploring the benefits of this genre and studying how interactive media can engage youths.           The hypothesis studies how films implement interactive functions and whether this implementation is a positive or proactive influence on the user’s engagement. Additionally, it will be argued that the interactive narrative gave a more positive effect on the young audience than was recorded for the TV documentary.  In particular, and since it is the targeted audience of the research project, the study will discuss how youths paid more attention to the narrative, were motivated to explore the artifact or object in question, and facilitated mood change allowing greater expression and understanding of the subject. It is argued that interactive functions can provide these effects because they allow a user to go inside the content (Manovich 2000, 206). In other words, the user’s participation becomes active rather than passive within interactive media content. To address the research question, a research plan was put in place and is as follows: A short web documentary was created, with Interactive functions, and evaluated with the target audience. An identical film was produced without interactive functions. Both versions were presented to the target audience, and interviews were conducted to monitor and evaluate audience participation.  The results were summarized with comparison and analysis for study presentation. The production of a film was required to describe interactive functions. Another film formed content for a chosen short documentary about the cultural history of an archeological item. This documentary is available in Västra Götaland Museum at Skara and focuses on when, where and how the archaeological item was found and what it symbolized in terms of cultural significance. The documentary film had a chronological narration, including archive photographs, videos materials, and also featured an interview. One particularly interesting story was chosen from a number of Museum pieces. It should be noted that the Västra Götaland Museum had a website which was popular viewing for a significant numbers of teenagers.
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Coelho, Marcelo. "Materials of interaction : responsive materials in the design of transformable interactive surfaces." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46577.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.
Includes bibliographical references (p. 94-99).
Materials that embody computational properties are reshaping the ways in which we design, interact and communicate. This thesis looks at the topic of form transformation and how to bring the programmability and versatility of digital forms into the physical world. The focus is placed on the relationship between materials, form and interaction, in particular how the behavior and properties of shape-changing materials can support the design of transformable interactive surfaces. Three design implementations are presented, each addressing a distinct subject area in the design of form transformation, namely topology, texture and permeability. Surflex is a composite that uses active and passive shape-changing materials to undergo large surface deformations. Sprout I/O implements small shape deformations and co-located input/output at a surface boundary to create a dynamic texture for communication. Shutters uses shape change to regulate a surface's permeability and control environmental exchanges between two distinct spaces. Drawing lessons from these projects, a soft mechanical alphabet and language for form transformation are derived, providing new formal possibilities for enriching human-computer interactions.
Marcelo Coelho.
S.M.
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Andersson, Mattis. "Manipulating an Interactive Era : Public Participation in Television News Broadcasting." Thesis, Södertörns högskola, Institutionen för kultur och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-10048.

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Purpose: To investigate how new technologies and new media possibilities are converging into older forms of mass media and examine the flow of cross platform communication and its implications with gatekeeping. Questions at Issue: How is gatekeeping involved in the process of broadcasting the internet discussion? How do television gatekeepers pre-mediate and script the online discussion? Is the convergence process allowing access for the participatory culture, making televised information less hierarchical? Theory: Gatekeeping controls the flow of information distributed through media to its audience. Gatekeeping is a selective process, using different mechanisms to filter information. Method: A semi-structured interview was conducted with an editor at the Swedish TV4 program Nyheterna. Additionally, through a content analysis proceeding the comments found on the TV4 forum submitted by participants of the convergence process were collected and compared to the comments broadcast in television. Results: The material showed that out of 319 comments, in total, 39 where broadcast; only 19 of the 39 comments could be traced back to the forum. The comments had also been manipulated in the convergence process. Despite new technologies traditional gatekeeping mechanisms control the flow of information. Summary: Further research needs to be done to fully investigate the impact of new technologies and explore whether their participants have influence during the gatekeeping process.
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Cicha, Cheryl R. "Effective communication in interactive media through application of Gestalt principles /." Online version of thesis, 1995. http://hdl.handle.net/1850/12260.

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Rodriguez, Donaire Silvia. "Social media, interactive tools that change business model dynamics." Doctoral thesis, Universitat Politècnica de Catalunya, 2012. http://hdl.handle.net/10803/83599.

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The aim of this research is two-folded. On the one hand, it attempts to assist employers of Catalan micro-retailers in designing, implementing and developing their Social Media strategy as a complementary channel of communication. On the other hand, it attempts to contribute to the research community with a better understanding on both which building block of the micro-retailer¿s Business Model is more influenced by the customer level of interaction by means of the Social Media and how a transformation can be observed in the micro-retailers¿ Business Models as a result of the Social Media implementation. The research question to be answered in this paper is how the transformation of the activity system of the micro-retailers¿ Business Model would allow the emergence of a Participatory Business Model by means of Social Media. To carry out this research the Participatory Action Research methodology was used, whose contribution has two results: the one is more practitioner oriented and the other is more academic. The incipient results of the research showed a scarce transformation of Catalan microretailer¿s business model as a consequence of the implementation of social media. However, it is significant enough to be considered as more than just a simple adoption of an alternative channel of communication. One of the main contributions is related to how customer influences the activity system of the micro-retailer¿s business model beyond four levels of customer interaction (communication, interaction, participation and collaboration) by means of social media. On the one hand, the activity system of a business model is referred to the eight building blocks of Osterwalder, Pigneur and Tucci (2005) research that includes customer segment, customer relationship, distribution channel, capabilities, partner, value configuration, value proposition, profit and cost. On the other hand, the four defined levels of customer interaction are based on the literature of group collaboration systems. The results showed that not all the building blocks forming the business model are influenced by consumer interaction. The only building blocks influenced by an initial communication level in the current social media strategy implementation stage of our sample (five micro-retailers) are the following: customer segment, customer relationship, distribution channel, value proposition and cost. This incipient stage of transformation can be justified by a lack of effort made due to the small size of the business and a lack of team working inside the companies, easily adapting to changes. It can also be justified by the fact it was carried out by the micro-retailers only during a short period of time (14 month). Another contribution of the paper shows that Social Media transformation drives a BM innovation according to the following mediator elements: (1) the dynamic capabilities, (2) the ability of learning, (3) the dedicated effort, (4) the implementation time and (5) the level of customer participation.
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Weaver, Alexandra Alden. "Gaming Reality: Real-World 3D Models in Interactive Media." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/scripps_theses/619.

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Craig, Heather (Heather Hult). "Interactive data narrative : designing for public engagement." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/97993.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 97-101).
Interactive data narrative, or the crafting of interactive online stories based upon new or existing data, has grown dramatically over the last several years. Data is increasingly available through such mechanisms as embedded sensor networks, remote sensing, and mobile data collection platforms. The affordances of mobile computing and increasing internet access enable widespread-and often citizen-powered-data collection initiatives. This proliferation of data raises the challenge of translating data into compelling and actionable stories. New data collection and online storytelling strategies foster a mode of communication that can reveal complexities, time-based shifts, and arcane patterns with regard to newly available geolocated data. This thesis investigates interactive storytelling as a mode of communicating data and analyzes trends and opportunities for future innovation. Surveying the field and analyzing specific projects lays the foundation for a design intervention for adding a narrative layer to geolocated, citizen-collected data.
by Heather Craig.
S.M.
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Simonds, Brent K. Rhodes Dent. "The design and development of an interactive media tutorial for presentation authoring." Normal, Ill. Illinois State University, 2003. http://wwwlib.umi.com/cr/ilstu/fullcit?p3115181.

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Thesis (Ed. D.)--Illinois State University, 2003.
Title from title page screen, viewed March 21, 2005. Dissertation Committee: Dent Rhodes (chair), Temba Bassoppo-Moyo, Cheri Toledo, David B. Williams, Larry W. Long. Includes bibliographical references (leaves 113-117) and abstract. Also available in print.
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Signer, Beat. "Fundamental Concepts for Interactive Paper and Cross-Media Information Spaces." Zürich : ETH, 2005. http://e-collection.ethbib.ethz.ch/view/eth:28630.

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Signer, Beat. "Fundamental concepts for interactive paper and cross-media information spaces." Norderstedt Books on demand GmbH, 2006. http://d-nb.info/991213726/04.

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Tayarani, Najaran Mahdi. "Paceline : toward high-bandwidth interactive continous media applications over TCP." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12570.

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Multimedia applications are known to have low end-to-end latency requirements for interactivity, suggesting UDP to be a suitable transport protocol. Traditionally, the bandwidth requirements were set to be well below the network capacity. Modern applications could evolve if more bandwidth were available without giving up interactivity. However, the lack of a suitable transport providing such high bandwidth with low latency has prevented the existence of the next generation of multimedia applications. A transport built on top of UDP can no longer traverse the network without being hit by major packet drops or severely damaging other traffic. TCP, having built-in congestion control, is safe to use for high bandwidth requirements, but has been associated with unexpected high latencies. In this thesis, we go against conventional wisdom and design Paceline, a transport layer on top of TCP to support high-bandwidth low-latency applications. Paceline improves latency through application level rate control. It also detects when TCP connections exponentially back-off and automatically replaces them with standby connections. Through evaluation we show Paceline improves TCP's shortcomings in terms of end-to-end latency in extremely congested networks, without sacrificing TCP's effectiveness in utilization or bandwidth sharing. We design two different applications on top of Paceline for streaming live video. We present a preliminary evaluation of the application's performance when using Paceline in congested networks and show significant improvements compared to TCP.
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Guillet, Guy (David Guy). "The MIT Media Laboratory videodisc : the process and interactive model." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/27955.

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Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1986.
MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.
Bibliography: leaves 56-57.
by Guy Guillet.
M.S.V.S.
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Sawada, Dan. "Recast : an interactive platform for personal media curation and distribution." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91423.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2014.
78
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 93-97).
This thesis focuses on the design and implementation of Recast, which is an interactive media system that enables users to dynamically aggregate, curate, reconstruct, and distribute visual stories of real-world events, based on various perspectives. Visual media have long been the means for consumptive information acquisition. However, the advancement of technology in the field of communication networks and consumer devices has made visual media a powerful tool for user expression. Given the background, Recast aims to present an intuitive platform for proactive citizens to create visual storyboards that represent the view of the world from their perspective. In order to fulfill the needs, Recast proposes a media analysis platform, as well as a block-based user interface for semi-automating the workflow of video production. As a result of an operation test and a user study, it was verified that Recast is successful in achieving its initial goals.
by Dan Sawada.
S.M.
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37

Du, Toit Timon Dawid. "Interactive Media in Archaeology : Video Games for Archaeological Heritage Conservation." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/78749.

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The use of video games as a sustainable tool for preserving existing archaeological data in an entertaining and interactive manner was investigated. The main aim of such investigation was to explore the potential benefits in terms of archaeological/heritage education, broadcasting, and representing data in a manner that is interactive and encourages critical thinking through play. Game Pass Shelter, located at Kamberg in the uKhahlamba Drakensberg Park was used to create a virtual environment in a video game that accurately represents traditional Bushmen rock art and folklore. Two phases were featured in the development of the video game: (i) getting feedback from gamers through a questionnaire I had designed, and (ii) using the identified recommendations to design the 2D video game using Unity Game Engine (a free video game development piece of software). This 2D video game, defined by authenticity to the represented folklore, features rock art motifs from Game Pass Shelter used against the backdrop of the Spoiling of the Eland traditional story. The video game begins with the ‘Rosetta Stone’ of southern African rock art and contextualises it using selected traditional folklore. Through this process, the video game aims to show why hunting was so important to the traditional Bushmen way of life. It further shows why eland were so valued and some unique beliefs that the Bushmen had concerning them.
Dissertation (MA (Archaeology))--university of Pretoria, 2020.
Anthropology and Archaeology
MA (Archaeology)
Unrestricted
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Blanco, Lara. "Interactive TV." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23569.

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Today TV viewers are exposed to massive amounts of information. Digital TV offers a large number of channels full with different kinds of programs but the information about them is poor. The navigation through the channels can be tiring and often, viewers end up lost, having wasted up to 30 minutes changing channels and not being entertained, which is one of the main purposes of TV. Along with this issue, TV channels have plenty of material they are not using, which is not reachable to viewers who might end up looking for series online and download them illegally. !As a result, viewers are recurring to online TV more and more. They watch specific content through specific TV channel websites. However, the computer or tablet does not allow viewers to certain comforts TV does, and these devices may encourage user isolation since they are normally designed for the usage of one person at a time. The difference between a computer background and a TV background will be discussed further since this aspect became quite important during my research. Viewers enjoyed watching TV while relaxing on the couch, but watching on the computer seemed more efficient, even if it meant sitting down on a chair, because they got instant access to the content they chose. !This thesis will try to design the future of Interactive TV. A TV that will help the user get something worth watching the moment they turn the TV on. After weeks of research and academic reading, I concluded three should be the main characteristics of this design; a Facebook linked profile, implementation of recommender systems and social navigation, plus an adaptive interface. !The results are very promising. A second iteration of the design was made after revising the first concept. It incorporates insights from the concept validation, which I believe completed the design. A design that could work efficiently, and ultimately make the users experience something splendid.
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Mor, Hila S. M. Massachusetts Institute of Technology. "Venous materials towards interactive fluidic mechanism." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/130596.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, September, 2020
Cataloged from the official PDF version of thesis.
Includes bibliographical references (pages 104-115).
This thesis proposes the vision of Venous Materials which intends to explore the idea that fluid can be considered and manipulated as a tangible digital-physical element for interaction design. Venous Materials suggests a new approach to design interactive materials with means of designing fluidic channels inside deformable materials. These materials are demonstrated as a new type of interactive material that acts as embedded analog fluidic sensors by responding to human input (such as pressure and bending) and by utilizing the flow in an enclosed mechanism for display and color change. This thesis demonstrates the design space and its utilities through several applications, and presents how Venous Materials can be implemented as a tangible interactive tool to augment everyday scenarios. In order to increase the accessibility of Venous Materials for researchers and designers to utilize, a software platform and user interface was built to allow users a simple way to control, predict, and program the fluidic mechanisms. It serves as a design tool that allows users to design the geometry, input mechanical force, and simulate the flow results dynamically. Furthermore, this thesis presents the fabrication process that was developed for Venous Materials, which was documented and demonstrated in a hands-on workshop. Finally, this thesis will discuss the future developments and opportunities of Venous Materials towards Interactive Fluidic Mechanisms.
by Hila Mor.
S.M.
S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences
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Bjarnason, Baldur. "Context/media : an investigation into the application of conventional narrative theory to interactive media narrative structures." Thesis, University of the West of England, Bristol, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.438788.

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41

Jensen, Michelle. "New Media and Interactivity." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
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Jensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Master of Visual Arts
Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
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43

Andersson, Adrian, and Joel Paulsson. "Interactive Visualization of Air Traffic in OpenSpace." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-178124.

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This thesis report presents a master’s thesis project in Media Technology by two students from Linköping University, Sweden. The project was implemented in collaboration with the Visualization Center C and Linköping University during the spring of 2021 resulting in the creation and development of two spatiotemporal visualizations featuring air traffic data in the OPENSPACE software. One visualization uses live, real-time, data provided by The OpenSky Network through a Representational State Transfer Application Program-ming Interface (REST API). The other visualization uses a static historical data set covering aviation data during the COVID-19 pandemic that is mined from The OpenSky Network. A major challenge during the implementation was handling the large amount of data in a performant manner to avoid a reduced frame rate in the application. To solve this a mul-tithreaded method is used in order to not interrupt the rendering while new data are be-ing fetched to memory. OPENSPACE uses the Application Programming Interface (API) OpenGL to render graphics, thus also enabling a shader pipeline to be utilized. Multiple shaders are used to create the visualizations. The shaders’ purpose and implementation are explained in detail for both visualizations. The live data visualization features aircraft displayed by an anti-aliased trail of past po-sitions while the historical data visualization animates pathlines that represents aircraft with respect to time. The historical data visualization uses multiple Vertex Buffer Objects (VBOs) to render data efficiently and without interruption to allow the animation to play both forward and in reverse. The animation follows the time, time direction, and the speed of which the time plays set by the user in OPENSPACE to play seamlessly. The color of the pathlines are determined by continent to create a clustering effect without any pre-processing or calculations on the Central Processing Unit (CPU). Furthermore, the data can be filtered rapidly and in real-time by using Graphical User Interface (GUI) elements to control the filtering and by performing the actual filtering on the Graphics Processing Unit (GPU). The two visualizations enables user settings via their respective GUI. These settings include changing the color, opacity, and line width to aid in exploration of the data.

Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet

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Truran, Chris. "Virtual narratives : a study of relationships between narrative and interactive media, with special reference to interactive television." Thesis, University of Bristol, 2004. http://hdl.handle.net/1983/8c580665-428c-45da-9ba4-e04bf06c9222.

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45

Smith, Adam Douglas 1975. "WAI-KNOT (Wireless Audio Interactive Knot)." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62360.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.
Includes bibliographical references (leaves 44-45).
The Sound Transformer is a new type of musical instrument. It looks a little like a saxophone, but when you sing or "kazoo" into it, astonishing transforms and mutations come out. What actually happens is that the input sound is sent via 802.11 wireless link to a net server that transforms the sound and sends it back to the instrument's speaker. In other words, instead of a resonant acoustic body, or a local computer synthesizer, this architecture allows sound to be sourced or transformed by an infinite array of online services, and channeled through a gesturally expressive handheld. Emerging infrastructures (802.11, Bluetooth, 3G and 4G, etc) seem to aim at this new class of instrument. But can such an architecture really work? In particular, given the delays incurred by decoupling the sound transformation from the instrument over a wireless network, are interactive music applications feasible? My thesis is that they are. To prove this, I built a platform called WAI-KNOT (for Wireless Audio Interactive Knot) in order to examine the latency issues as well as other design elements, and test their viability and impact on real music making. The Sound Transformer is a WAI-KNOT application.
Adam Douglas Smith.
S.M.
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46

Reben, Alexander James. "Interactive physical agents for story gathering." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/58094.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 117-118).
Robots are typically thought of as autonomous devices which require little to no human interaction to complete their goals. In this study we investigated what would happen if the success of a robot was contingent upon its interaction with a human. How do we leverage humans to make robots more intelligent, efficient and successful? Is it worth it to involve human heavily in the goals of a system? This thesis we presents a method for the creation of a physical agent to facilitate interaction and documentary gathering within a ubiquitous media framework as a method for studying human dependent systems. We built a robot and sent it out to autonomously capture stories about its environment. The robot had a specific story capture goal and leveraged humans to attain that goal. The robot gathered a 1st person view of stories unfolding in real life. We evaluated this agent by way of determining "complete" vs. "incomplete" interactions. "Complete" interactions were those that generated viable and interesting videos, which could be edited together into a larger narrative. It was found that 30% of the interactions captured were "complete" interactions. Results suggested that changes in the system would only produce incrementally more "complete" interactions, as external factors like natural bias or busyness of the user come into play. The types of users who encountered the robot were fairly polar; either they wanted to interact or did not - very few partial interactions went on for more than 1 minute. Users who partially interacted with the robot were found to treat it rougher than those who completed the full interaction. It was also determined that this type of limited-interaction system is best suited for short-term interactions. At the end of the study, a movie was produced from the videos captured, proving that they were viable for story-making.
by Alexander James Reben.
S.M.
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Akers, Chelsie, and Chelsie Akers. "Unlocking the Tablet: Parasocial Interactions and Scaffolding Found in Interactive Educational Games." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625639.

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The present study examined whether the exposure to likeable characters and educational content would affect the attitudes and behaviors of children after playing an educational children's game. The parasocial interaction (PSI) experienced by children was measured between children playing an educational game with interactive characters and those children who watched videos with the same character. This study also investigated the presence of mediated scaffolding provided by the interactive character in the educational game. A three group between subjects experimental design was employed. Subjects were randomly assigned to play an educational game, watch a video, or color on a tablet for 10 minutes. They were asked a series of questions about their experience on the tablet and the interaction with the character and then offered an educational prize or non-educational prize at the end. This study found that children in both the educational game and video condition reported experiencing a PSI with the character Alpha-Pig. Additionally, it was found that when kindergarteners were exposed to the educational game and the educational video, they chose an educational reward more often than the control group. This study also found that with this particular age group and the use of tablets, there were many findings that were impacted by a ceiling effect: children in all groups scored high on the educational worksheet and showed high levels of motivation for current and future learning. These findings support past PSI research, showing that children are experiencing a PSI while interacting with a likeable character in an educational game. Additionally, this study adds to the understanding of scaffolding, extending its effects from only personal interactions to mediated interactions. Ultimately, this study helps parents and teachers to understand the importance of likeable characters in educational games for children.
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Reidarman, Karin. "Exoplanets: Interactive Visualization of Data and Discovery Method." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156717.

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This report provides a description of the development and implementation of an Exoplanet visualization within the interactive astro-visualization software OpenSpace. Orbital Data from The Exoplanet Orbit Database were used to render the planetary systems around stars known to have exoplanets in orbit. The uncertainties of the data in the database were incorporated into the design of the visualization. A feature that visualizes the discovery method of exoplanets was also implemented.
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Flynn, Sean Peter. "Evaluating interactive documentaries : audience, impact and innovation in public interest media." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/101360.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 161-168).
Public interest media organizations are increasingly interested in experimenting with interactive and participatory approaches to documentary storytelling enabled by digital technologies. However, due to the experimental nature of these interactive documentaries, it is not yet clear whether the more active user engagements they require translate into outcomes like sustained attention, greater narrative comprehension, enhanced learning, empathy or civic engagement - never mind larger societal impacts like improved public discourse, behavior change or policy change. The shifting definitions and measures of complex, multi-dimensional concepts like "engagement" and "impact" is a challenge for public interest media organizations migrating to digital platforms - particularly at a time when audience activities have become far more transparent and funders place greater emphasis on "data-driven" impact measurement. This thesis explores the "theories of change" that inform institutional investments in documentary and examines how three public interest media organizations - the National Film Board of Canada, POV and the New York Times - are approaching interactive documentary production, attempting to define what constitutes success or impact - and how to measure it. I argue that we need new theories of change and evaluation frameworks that expand definitions of "impact" and "engagement," balancing public service mission with the strategic goals of audience development and the circuitous processes of artistic and technological innovation. This means looking beyond quantitative mass media era metrics, which fail to account for important qualitative dimensions of the user experience. I propose a new set of qualitative and quantitative measures that might better reflect the social and artistic aspirations of the interactive documentary, test assumptions in ways that can inform project design, and embrace the potentials of technology to transform the methods, ethics and process of documentary storytelling in the digital age.
by Sean Peter Flynn.
S.M.
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Chenzira, Ayoka. "Haptic cinema: an art practice on the interactive digital media tabletop." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39500.

Full text
Abstract:
Common thought about cinema calls to mind an audience seated in a darkened theatre watching projected moving images that unfold a narrative onto a single screen. Cinema is much more than this. There is a significant history of artists experimenting with the moving image outside of its familiar setting in a movie theatre. These investigations are often referred to as "expanded cinema". This dissertation proposes a genre of expanded cinema called haptic cinema, an approach to interactive narrative that emphasizes material object sensing, identification and management; viewer's interaction with material objects; multisequential narrative; and the presentation of visual and audio information through multiple displays to create a sensorially rich experience for viewers. The interactive digital media tabletop is identified as one platform on which to develop haptic cinema. This platform supports a subgenre of haptic cinema called tabletop cinema. Expanded cinema practices are analyzed for their contributions to haptic cinema. Based on this theoretical and artistic research, the thesis claims that haptic cinema contributes to the historical development of expanded cinema and interactive cinema practices. I have identified the core properties of a haptic cinema practice during the process of designing, developing and testing a series of haptic cinema projects. These projects build on and make use of methods and conventions from tangible interfaces, tangible narratives and tabletop computing.
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