Journal articles on the topic 'Interactive media'

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1

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

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

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

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

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

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

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

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

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

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

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van Boeschoten, Robert. "Interactive media: image storytelling." Journal of Management Development 30, no. 3 (March 22, 2011): 284–96. http://dx.doi.org/10.1108/02621711111116207.

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Özcan, Oğuzhan, and Lale Akarun. "Teaching Interactive Media Design." International Journal of Technology and Design Education 12, no. 2 (May 2002): 161–71. http://dx.doi.org/10.1023/a:1015209012458.

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Mora-Fernández, Jorge. "The Analysis of Interactive Media and Digital Culture - Hypermedia Literacy in Peru and Bolivia." Comunicar 20, no. 39 (October 1, 2012): 139–49. http://dx.doi.org/10.3916/c39-2012-03-04.

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This paper compiles data on how the use of hypermedia, interactive multimedia and interfaces have changed the classical dynamics of human communications and education to create a new paradigm. This paradigm originates in the interface since it allows multidirectional and multimedia communications through interactions with the elements of which it is composed. This research describes the different aesthetic, narrative, emotional and value elements that are integrated within the cultural hypermedia interfaces. These hypermedia elements are fundamental components to be taken into account in the creation of educational interactive media products. The communicative functions are interchangeable between sender-receptor, author-reader-author, creator-user, professor-student... thanks to the introduction of multimedia interactive expressions and technological instruments that allow several types of interactions. This flexible functionality generates new communicative as well as dramatic models of interactive narrative, where the interaction of receptors-senders and reader-authors with the narrative actions occur at the character or avatar level. The interfacial aesthetic, narrative, emotional and value elements are studied, analyzed and described in detail thanks to an innovative model of analysis that can be used to for the implementation and design of interactive edutainment media products. The application of this model helped to create cultural content interfaces enabling not only the development of interactive educational workshops in the USA, Peru and Bolivia for more than 200 students, but also multisensory and immersive communications with quality.El trabajo se centra en las formas en que interfaces multimedia interactivas e hipermedia han cambiado las dinámicas clásicas de la comunicación y educación humanas creando un nuevo paradigma. Éste se origina en la interfaz, al permitir la multidireccionalidad comunicativa multimedia mediante la interacción con los elementos que la componen. Esta investigación describe los diferentes elementos estéticos, narrativos, emocionales y de valores integrados en las interfaces hipermedia culturales. Dichos elementos hipermedia son componentes fundamentales a tomar en cuenta durante la creación de productos multimedia interactivos educativos. Las funciones comunicativas son cambiantes entre emisor-receptor: autor-lecto-autor, creador-usuario, profesor-alumno... gracias a la introducción de expresiones multimedia interactivas e instrumentos tecnológicos que permiten distintos tipos de interacciones. Esta flexibilidad funcional genera nuevos modelos comunicativos así como dramáticos, de narrativa interactiva, donde la interacción de los receptores-emisores, lecto-autores, con las acciones narrativas se produce a nivel del personaje o avatar. Los componentes estéticos, narrativos, emocionales y de valores de la interfaz son estudiados, analizados y descritos en detalle gracias a un modelo innovador de análisis que sirve para la implementación y diseño de productos interactivos lúdico-educativos inmersivos. La aplicación de este modelo ayudó a la creación de interfaces de contenido cultural, permitiendo desarrollar no solo talleres educativos interactivos en Estados Unidos, Perú y Bolivia para más de 200 estudiantes, sino también una comunicación inmersiva multisensorial de calidad.
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Guo, Lingling, and Lipeng Zhang. "Exploration on the Application of New Media Interactive Art to the Protection of Traditional Culture." Scientific Programming 2022 (March 23, 2022): 1–9. http://dx.doi.org/10.1155/2022/5418622.

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The background of information age promotes the rapid development of interactive art with new media. The interactive art of new media combines modern photography with the Internet and other technologies. The emergence of new art interacting with media not only reflects the progress and development of media technology but also reflects the tremendous progress of media art, which provides more ways for the development of art and is conducive to improving the diversity of people’s art and cultural activities. This paper summarizes the characteristics of interactive technology and new media and analyzes the application of interactive art of new media in the protection and dissemination of traditional culture. Interactive art is a virtual space that provides artists and engineers with interactive experience through technology platform. Interaction takes place in different areas and guides visitors to create it in different ways. In addition to being applied in many commercial fields of modern society, this art form has also been applied in the field of culture as an important means of communication of traditional culture. Through literature collection, data analysis, and questionnaire survey, it can be concluded that the application of new media interactive art in the protection of traditional culture can not only repair and replicate damaged traditional cultural resources but also display, preserve, and disseminate rare cultural resources.
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Zhai, Yue. "Exploring the Traditional Art Design in Urban Space Based on Interactive Media Arts: A Case Study of China." Communications in Humanities Research 27, no. 1 (January 3, 2024): 104–10. http://dx.doi.org/10.54254/2753-7064/27/20232139.

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As a cultural communication medium, art needs to be developed and passed on. In an environment where traditional culture and art are gradually being forgotten, interactive media is particularly important. Compared with traditional media, interactive media is more guiding and interactive, and can also stimulate people's interest in traditional art and culture. The interactive media incorporated into modern urban design can better establish connections between traditional art culture, artists and the public, making traditional art culture truly come alive and integrated into urban space design. The addition of interactive media enables people to not only appreciate but also have a strong sense of participation. This article verifies the influence of interactive media in changing traditional culture and art by studying the impact of interactive media on traditional culture when interacting with the audience, and explores how interactive media art can be integrated into urban space design.
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Wigley, Shelley, and Patrick C. Meirick. "Interactive Media and Sports Journalists: The Impact of Interactive Media on Sports Journalists." Journal of Sports Media 3, no. 1 (2008): 1–25. http://dx.doi.org/10.1353/jsm.2008.0003.

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Rhee, Hyunjung. "Theoretical Categorization of Meanings of Interaction in Interactive Media." Journal of the Korea Contents Association 15, no. 8 (August 28, 2015): 170–78. http://dx.doi.org/10.5392/jkca.2015.15.08.170.

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Lancaster, Kent M., John D. Leckenby, and Judith A. Stern. "Teaching Advertising Media Planning Using Interactive Media Models." Journal of Marketing Education 7, no. 1 (April 1985): 22–28. http://dx.doi.org/10.1177/027347538500700106.

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Rachmawan, Idham Kholed, and Enny Itje Sela. "Perancangan Aplikasi Quiz Sebagai Media Pembelajaran Sejarah." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 1 (January 10, 2024): 1056–63. http://dx.doi.org/10.35870/jimik.v5i1.575.

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Mastery of historical concepts is important for students in increasing their understanding of country’s past dan history. However, conventional history learning metodhs still often experience difficulties in attracting and motivating students to learn. Therefore, we need an interactive and fun learning media to increase students’ learning history. One alternative interactive learning media is an interactive quiz application. This study aims to help teachers in the learning process so that students are more interested in learning history with learning media in the form of interactive quiz applications. The interactive quiz application developed in this final project is an android-based application that makes it easier for students to learn history in a fun way. This application provides quizzes rellated to history subject matter wich are presented interactively. In addition, this application also provides an evaluation feature to evaluate students’ ability to master historical concepts.
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Pigulak, Joanna. "Interface aesthetics in interactive media." Quart, no. 1(71) (July 16, 2024): 5–7. http://dx.doi.org/10.19195/2449-9285.71.4.

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The introduction to the thematic number of “Quart”, entitled Interface aesthetics in interactive media, presents the title issue of interfaces from the perspective of interdisciplinary humanities research. The author points out that interfaces are the basic tool for users’ interaction in the digital space, and at the same time they perform various cognitive, communication and aesthetic functions. Due to the multifunctionality, variability and reconfigurability of interfaces, reflection on them integrates knowledge and methodology from various areas of science. Therefore, the articles published in this volume were prepared by specialists representing various fields and disciplines of research.
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Alvandi, Mohsen, Safar Fazli, and Maedeh Amiri. "Investigating the effect of interactive media on consumer-firm relationship." International Journal of Academic Research 6, no. 3 (May 30, 2014): 118–30. http://dx.doi.org/10.7813/2075-4124.2014/6-3/b.18.

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Hill, Ronald P., and Nora Moran. "Social marketing meets interactive media." International Journal of Advertising 30, no. 5 (January 2011): 815–38. http://dx.doi.org/10.2501/ija-30-5-815-838.

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Broekman, Huib J. D. "Effective communication with interactive media." Information Services & Use 13, no. 2 (April 1, 1993): 183–87. http://dx.doi.org/10.3233/isu-1993-13214.

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김다희, SeunghoPark, and 이명주. "Affordance for Interactive Media Art." Journal of Digital Design 8, no. 2 (April 2008): 341–48. http://dx.doi.org/10.17280/jdd.2008.8.2.033.

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Dobie, Gwenyth, and William Mackwood. "Interactive Research: Media | Animator | Performer." Canadian Theatre Review 172 (October 2017): 73–76. http://dx.doi.org/10.3138/ctr.172.016.

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Cowles, Deborah. "Consumer perceptions of interactive media." Journal of Broadcasting & Electronic Media 33, no. 1 (January 1989): 83–89. http://dx.doi.org/10.1080/08838158909364063.

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Gramling, C. "2005 VISUALIZATION CHALLENGE: Interactive Media." Science 309, no. 5743 (September 23, 2005): 1993. http://dx.doi.org/10.1126/science.309.5743.1993.

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Plowman, Lydia. "Designing interactive media for schools." Information Design Journal 8, no. 3 (January 1, 1996): 258–66. http://dx.doi.org/10.1075/idj.8.3.07plo.

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Walsh, Richard. "Emergent Narrative in Interactive Media." Narrative 19, no. 1 (2011): 72–85. http://dx.doi.org/10.1353/nar.2011.0006.

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Lyons, Tierney. "Omnipresent Learning via Interactive Media." Journal of Electronic Resources in Medical Libraries 10, no. 3 (July 2013): 119–31. http://dx.doi.org/10.1080/15424065.2013.819737.

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Hausenblas, Michael. "Non-linear interactive media productions." Multimedia Systems 14, no. 6 (July 12, 2008): 405–13. http://dx.doi.org/10.1007/s00530-008-0131-3.

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Comerford, R. "Interactive media: an Internet reality." IEEE Spectrum 33, no. 4 (April 1996): 29–32. http://dx.doi.org/10.1109/6.486631.

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Strutz, Kelly L. "Infants and Interactive Media Use." JAMA Pediatrics 168, no. 10 (October 1, 2014): 968. http://dx.doi.org/10.1001/jamapediatrics.2014.742.

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Strasburger, Victor, Don Shifrin, and Gil Fuld. "Infants and Interactive Media Use." JAMA Pediatrics 168, no. 10 (October 1, 2014): 969. http://dx.doi.org/10.1001/jamapediatrics.2014.745.

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LJUBOJEVIC, Marina, and Mihai MITREA. "Interactive Media Planning Data Visualization." Electronic Imaging 36, no. 1 (January 21, 2024): 361–1. http://dx.doi.org/10.2352/ei.2024.36.1.vda-361.

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Miles, Ian. "Cyberspace as product space Interactive learning about interactive media." Futures 29, no. 9 (November 1997): 769–89. http://dx.doi.org/10.1016/s0016-3287(97)00058-x.

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Sumarsono, Adi, and Murni Sianturi. "Implementation Interactive Media and Characterized Meme Media: A Comparation Study." Journal of Education and Vocational Research 9, no. 1 (November 30, 2018): 10–16. http://dx.doi.org/10.22610/jevr.v9i1.2557.

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This study aimed to determine the effectiveness of the implementation of interactive media and characterized meme media on the student learning. This study applied experimental research method which used simple random sampling technique. The participants of the study consisted of two group as group A amount twenty-nine students and group B amount twenty-eight students. Each group had a different treatment, for the group a was treated by implementing interactive media, while group B was treated by implementing characterized memes media. Data analysis applied hypothesis testing of paired sample t-test and obtained that both of implementing of interactive media, and implementing characterized memes media, probability value .00 was less than alpha value, .05, which means the media provide impact to the student learning. Data analysis applied hypothesis testing of independent sample t-test and obtained p, .972 was greater than alpha value, .05. Thus, there was no difference between student learning achievement taught by using interactive media and characterized memes media. However, in accordance with effective criteria, it was presented that interactive learning media is more effective than characterized memes media. The percentage of classical completeness of students who were taught by using interactive learning media enhanced to 89.12 percent, while using characterize memes learning media reach 60.41 that not reached the classical completeness. In addition, in terms of appropriate student learning activity in the classroom using interactive media reached 90.12 percent, while in memes characterized media class character merely 66.65 percent.
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Booth, Paul. "Board, game, and media." Convergence: The International Journal of Research into New Media Technologies 22, no. 6 (July 8, 2016): 647–60. http://dx.doi.org/10.1177/1354856514561828.

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Interactive media board games reflect a changing media culture. Converging media text and technology with game play mechanics and rules, these board games exist as a hybrid form of game and media. In this article, I examine interactive paratextual board games – games based on media products that utilize other forms of media to produce random or immersive experiences. While previous discussions of media franchising investigates game paratexts through industrial and economic shifts, I explicate aesthetic, ludic, and textual concerns of cult franchises through an analysis of three interactive board games, namely, Isaac Asimov’s Robot VCR Mystery Game, the Star Trek: The Next Generation Interactive VCR Board Game, and the Indiana Jones DVD Adventure Game. Ultimately, I argue that these interactive paratextual board games manifest, reflect, and augment early convergence culture characteristics, revealing that interactive board games exemplify contemporary new media characteristics.
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Fahmi Romisa and Dewi Rosita. "Rancang Bangun Media Pembelajaran Interaktif pada Mata Pelajaran Desain Grafis." JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI 2, no. 3 (June 3, 2024): 18–24. http://dx.doi.org/10.59024/jiti.v2i3.778.

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. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.
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陳韻如, 陳韻如. "新媒體藝術互動裝置之結構分析." 藝術評論 42, no. 42 (January 2022): 001–20. http://dx.doi.org/10.53106/101562402022010042001.

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<p>本研究以唐.伊德(Don Ihde)科技現象學的「人-科技」關係理論作為方法論,並且擴及相關現象學和詮釋學理論觀點來形成研究脈絡,以「知覺」與「身體活動」的觀點,探析「人-科技」關係現象學的四種關係,發現參與者(人)通過與互動裝置作品(科技)之間的各種感官體驗結構,是從知覺身體活動的意向性(intentionality)、經驗性與動態情境空間(世界)位置中不同知覺經驗的四種動態關係而來。</p> <p> 在此脈絡下,進一步分析歸納出新媒體互動裝置的四種人機動態結構:「動態被動結構」、「動態互動結構」、「動態交互結構」與「動態智能結構」,提出此四種人機動態結構的必要性,同時以國內外新媒體藝術互動裝置作品為例證,分析作品中所具有的新媒體互動裝置的人機動態結構,提供新媒體藝術創作者以科技現象學觀點,構思互動裝置中的互動程序和動態系統創作架構的可能性之觀點與思想,此為研究之主要貢獻。</p> <p> </p><p>This study relies on uses the Human - Technology Relations Theory of Don Ihde&rsquo;s Phenomenology of Technology as the for its methodology, and expanded to borrows from the related concepts of Phenomenology and Hermeneutics Theory to formulate its research context. Moreover, four types of phenomenology of human - technology relations were are explored, based on the idea of perception and bodily activity,. The study found that the sensory experience structures of the interactions between participants (human) with various interactive installation works (technology) came from four dynamic relationships of different awareness experience in the intentionality, empirical, and dynamic context space (or world) of bodily activity awareness.</p> <p> Within this context, further analysis summarizes the four human - computer dynamic structures of new media interactive installations, including: Dynamic Passive Structure, Dynamic Interactive Structure, Dynamic Interactive Crossing Structure and Dynamic Intelligence Structure. By analyzing the creativity and discourse of new media art, this thesis proposes the necessity of these four types of human - computer dynamic structures. In addition, based on the examples of domestic and international interactive installations, this study performed analyses on the human - computer dynamic structures of new media interactive installations. The purpose, which is also and one of the main contributions of this thesis paper, is to provide the perspective and contemplation of new media artists with new possibilities when envisioning an interactive installation, including its interactive procedures and dynamic system creative structures.</p> <p>&nbsp;</p>
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Smith, Lorre. "Interactive Multi-Media and Electronic Media in Academic Libraries:." Reference Librarian 17, no. 38 (August 7, 1992): 229–44. http://dx.doi.org/10.1300/j120v17n38_24.

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Mailani, Elvi, Akden Simanihuruk, and Imelda Free Unita Manurung. "PENGEMBANGAN MEDIA BERBASIS INTERACTIVE AUDIO INTERACTION (IAI) BAGI MAHASISWA PGSD UNIMED." ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED 9, no. 4 (December 31, 2019): 290. http://dx.doi.org/10.24114/esjpgsd.v9i4.16379.

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ABSTRACTThis study aims to develop an Interactive Audio Instruction (IAI) media for studentd majoring in UNIMED primary school teacher education (PGSD). The specific purpose of this research is to develop IAI-based fraction media which will later be used by students majoring in primary school teacher education in teaching fraction material when they later become a teacher. This research (Development Research). This research subyek is a student majoring in elementary schoool teacher education at Medan State University. Keywords: IAI, Fractional, Media ABSTRAKPenelitian ini bertujuan untuk mengembangkan media berbasis Interactive Audio Instruction (IAI) bagi mahasiswa jurusan pendidikan guru sekolah dasar (PGSD) UNIMED. Tujuan khusus penelitian ini adalah mengembangkan media pecahan berbasis IAI yang nantinya akan dipakai oleh mahasiswa jurusan pendidikan guru sekolah dasar dalam mengajarkan materi pecahan saat mereka kelak menjadi seorang guru. Penelitian ini menggunakan penelitian pengembangan (Developmental Research). Subyek penelitian ini adalah mahasiswa jurusan pendidikan guru sekolah dasar Universitas Negeri Medan.Kata Kunci: IAI, Media Pecahan, Pembelajaran Matematika
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Sri Rahayu, Heni, and Neng Tatat Luswati. "Pengaruh Penggunaan Media Pembelajaran Interaktif terhadap Motivasi Belajar Siswa Sekolah Dasar." Buletin Ilmiah Pendidikan 1, no. 2 (December 30, 2022): 132–37. http://dx.doi.org/10.56916/bip.v1i2.702.

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This study aims to explore the influence of interactive learning media usage on student learning motivation at SDN Silihwangi I. The research method employed quantitative analysis by collecting data through questionnaires distributed to the classes at SDN Silihwangi I. The analysis results indicate a significant positive relationship between the usage of interactive learning media and student learning motivation. This finding confirms that the more frequently interactive learning media are used in the learning process, the higher the level of student learning motivation. Additionally, qualitative analysis also reveals student responses, teacher perceptions, and classroom interaction dynamics towards the implementation of interactive learning media. The implications of these findings underscore the importance of integrating interactive learning media into elementary education curricula as a strategy to enhance student interest and participation in the learning process. This research contributes to our understanding of the effectiveness of interactive learning media in enhancing student learning motivation at the elementary school level and paves the way for the development of more dynamic and responsive learning approaches to meet student needs in the current era of information technology.
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Xiaobo, Lu, and Liu Yuelin. "Embodiment, Interaction and Experience: Aesthetic Trends in Interactive Media Arts." Leonardo 47, no. 2 (April 2014): 166–69. http://dx.doi.org/10.1162/leon_a_00734.

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The relationship between technology and art has always been an important issue in the field of art. With the application of information technology in interactive media arts, the traditional aesthetic theories can no longer fully interpret an emerging morphology of artistic styles. The unification of interaction, experience and aesthetics based on the “indwelling” idea of tacit knowledge theory and embodiment theory of phenomenology may be seen as a total framework for analyzing interaction aesthetics from three dimensions: information, space and time, which embodies three important features: full sensory experience, dynamics and psychosomatic oneness.
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Apriyus, Devri Ramdhan, Kasman Rukun, Asrul Huda, and Satria Ami Marta. "VALIDATION OF MEDIA INTERACTIVE LEARNING IN VOCATIONAL HIGH SCHOOL." JURNAL PENDIDIKAN TEKNOLOGI KEJURUAN 3, no. 1 (February 24, 2020): 64–67. http://dx.doi.org/10.24036/jptk.v3i1.4423.

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This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.
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Xu, Yuelan. "Application and Research of Interactive Design in the Creative Expression Process of Public Space." International Journal of Information Technologies and Systems Approach 15, no. 3 (July 1, 2022): 1–13. http://dx.doi.org/10.4018/ijitsa.307028.

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The 21st century is an era full of opportunities and challenges for the media industry, the new media form has been unprecedentedly expanded, and the innovators who have a forward-looking vision try to break the traditional mode of information dissemination. The one-way information dissemination mode of traditional media cannot fully satisfy the needs of the public in the information age, and the design form of public space should no longer be tied to traditional media attributes. The interactive characteristics of new media is used to guide the audience to participate in the communication and interaction, which can effectively arouse the audience's resonance and meet the audience's demand for information reception and feedback. This paper starts with the background of the definition of new media, the interactive characteristics of new media and the public space art, focuses on interactive design thinking and interactive design method, provides guidance for the creative expression process of new media public space.
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Maharani, Hevy Risqi, and M. Abdul Basir. "PENGEMBANGAN MEDIA CD INTERAKTIF MATEMATIKA UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH SISWA SMP." Refleksi Edukatika : Jurnal Ilmiah Kependidikan 7, no. 1 (December 17, 2017): 31–34. http://dx.doi.org/10.24176/re.v7i1.1809.

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This research is a development that aims to develop mathematical learning media in the form ofan interactive CD. Interactive CD is supporting learning to improve problem solving ability juniorhigh school students. Development of interactive CD using 4D model was modified. Results of theexpert validation assessment showed interactive CD on the very good category with an averagescore of 4.23 out of a maximum range 5. Test the practicality of interactive CD shown by thepositive responses from teachers and students. Results showed that the effectiveness of interactiveCD has effective in improving problem solving abilities. This was demonstrated by the averageproblem solving ability of students that used interactive CD has achieved mastery of individualand classical. In addition, the average problem solving ability of students to use interactive CDwas better that not using interactive CD.
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Schafer, Peter. "Interactive Marketing." Communicare: Journal for Communication Studies in Africa 10, no. 1 (November 10, 2022): 5–30. http://dx.doi.org/10.36615/jcsa.v10i1.2030.

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Increasing competition, declines in consumer demand and consumers that are more strategic than ever before have led to saturation and stagnation in a number of well-developed markets. Corporations have begun to realise that constructive forms of marketing communication in such markets imply that all business efforts need to be directed at relationship-building with consumers, Le. all communication instruments, including advertising, personal selling, sales promotion and corporate identity as well as conventional direct and database communication need to draw on personalised and targeted methods and media if marketing is to remain cost-effective. Technological developments in interactive communication, telecommunication and digital marketing make this possible. Far more than mere communication tools, interactive media have become powerful business instruments. The article examines the nature of interactive communications and media and their integration and implementation in the marketing communications mix. The long-term implementation of interactive communications in corporations requires a marketing communications specialist that operates more interdisciplinary than ever before: he needs to assume the role of a "marketing communications engineer" beyond the mere technical sense of the term, something that raises a number of implications for the communication services industry academies in communication and marketing communication practitioners.
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김호성. "Marketing Strategy Using Interactive Media Art." Journal of Digital Design 13, no. 2 (April 2013): 399–407. http://dx.doi.org/10.17280/jdd.2013.13.2.039.

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Kim, Ho. "Aesthetic Characteristics in Interactive Media Facade." Journal of the Korea Contents Association 16, no. 9 (September 28, 2016): 658–66. http://dx.doi.org/10.5392/jkca.2016.16.09.658.

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