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.
Full textInteractive 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
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.
Full textBuccellato, Steven. "AdTech Interactive Media Network /." Online version of thesis, 1994. http://hdl.handle.net/1850/11757.
Full textBen, Yahia Abdelaziz. "ABY Interactive: A Business Plan for an Interactive Media Company." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/354.
Full textGravenhorst, Claus. "News media processing and interactive presentation." Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden, 2017. https://slub.qucosa.de/id/qucosa%3A16574.
Full textReimer, Keenan M. "Inducing Emotional Response in Interactive Media." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1645.
Full textRen, Haolin. "Visualizing media with interactive multiplex networks." Thesis, Bordeaux, 2019. http://www.theses.fr/2019BORD0036/document.
Full textNowadays, 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
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.
Full textZuckerman, Orit. "Interactive portraiture : designing intimate interactive experiences." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37396.
Full textIncludes 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.
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.
Full textSparacino, Flavia 1965. "DirectIVE-- choreographing media for interactive virtual environments." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/62336.
Full textWetherall, David James. "An interactive programming system for media computation." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/38033.
Full textIncludes bibliographical references (p. 103-106).
by David James Wetherall.
M.S.
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.
Full textWelch, Amanda L. "Multimedia and interactive components in converged media." [Tampa, Fla.] : University of South Florida, 2004. http://purl.fcla.edu/fcla/etd/SFE0000288.
Full textAtkinson, 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.
Full textKemshal-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.
Full textDeliyannis, I. "Interactive multi-media systems for science and rheology." Thesis, Swansea University, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.636434.
Full textWahlström, 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.
Full textWu, Diing-Wuu Vale. "Introduction to fractal by using interactive media design /." Online version of thesis, 1991. http://hdl.handle.net/1850/11287.
Full textSinger, 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.
Full textCole, Sara Mae. "Ergodic ontogeny| Influences of interactive media on identity." Thesis, University of Maryland, Baltimore County, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3609856.
Full textVideo 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.
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.
Full textPerry, Christopher Harton. "Synthesizing interactive fires." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/62329.
Full textChalabi, 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.
Full textCoelho, 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.
Full textIncludes 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.
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.
Full textCicha, Cheryl R. "Effective communication in interactive media through application of Gestalt principles /." Online version of thesis, 1995. http://hdl.handle.net/1850/12260.
Full textRodriguez, Donaire Silvia. "Social media, interactive tools that change business model dynamics." Doctoral thesis, Universitat Politècnica de Catalunya, 2012. http://hdl.handle.net/10803/83599.
Full textWeaver, Alexandra Alden. "Gaming Reality: Real-World 3D Models in Interactive Media." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/scripps_theses/619.
Full textCraig, Heather (Heather Hult). "Interactive data narrative : designing for public engagement." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/97993.
Full textCataloged 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.
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.
Full textTitle 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.
Signer, Beat. "Fundamental Concepts for Interactive Paper and Cross-Media Information Spaces." Zürich : ETH, 2005. http://e-collection.ethbib.ethz.ch/view/eth:28630.
Full textSigner, Beat. "Fundamental concepts for interactive paper and cross-media information spaces." Norderstedt Books on demand GmbH, 2006. http://d-nb.info/991213726/04.
Full textTayarani, Najaran Mahdi. "Paceline : toward high-bandwidth interactive continous media applications over TCP." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12570.
Full textGuillet, 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.
Full textMICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.
Bibliography: leaves 56-57.
by Guy Guillet.
M.S.V.S.
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.
Full text78
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.
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.
Full textDissertation (MA (Archaeology))--university of Pretoria, 2020.
Anthropology and Archaeology
MA (Archaeology)
Unrestricted
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.
Full textMor, 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.
Full textCataloged 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
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.
Full textJensen, Michelle. "New Media and Interactivity." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textJensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textDigital/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.
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.
Full textExamensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet
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.
Full textSmith, Adam Douglas 1975. "WAI-KNOT (Wireless Audio Interactive Knot)." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62360.
Full textIncludes 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.
Reben, Alexander James. "Interactive physical agents for story gathering." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/58094.
Full textCataloged 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.
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.
Full textReidarman, 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.
Full textFlynn, 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.
Full textCataloged 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.
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