Dissertations / Theses on the topic 'Interactive multimedia – Social aspects'

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1

McCoy, Jan D. "Animated, interactive maps in middle level social studies /." view abstract or download file of text, 2003. http://wwwlib.umi.com/cr/uoregon/fullcit?p3113017.

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Thesis (Ph. D.)--University of Oregon, 2003.
Typescript. Includes vita and abstract. Includes bibliographical references (leaves 84-86). Also available for download via the World Wide Web; free to University of Oregon users.
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Shannon, Adrienne White. "Black and white in color : the creative aspects involved in the production of two computer multimedia projects based on music for two pianos." Virtual Press, 1996. http://liblink.bsu.edu/uhtbin/catkey/1026701.

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The purpose of this study was to create two multimedia projects using computer software that combined a soundtrack with an interpretive visualization of music written for two pianos, and to document the creative factors involved in the creation of the multimedia projects.This study was a collaborative undertaking between the present writer and the other member of PALENAI Piano Duo, Joy Innis. A companion to the current dissertation has been submitted by Ms. Innis, titled Black and White in Color: The Technical Procedures Involved n the Production of Two Computer Multimedia Projects Based on Music for Two Pianos.The goal of the multimedia projects was to produce visualizations of the musical elements and compositional devices found in the selected compositions. The two pieces selected for these visualizations were "Le Cygne", from Le Carnaval des Animaux by Camille Saint-Satins, and the Prologue from the Sonate pour deux pianos by Francis Poulenc.The study begins with a traditional analysis of the works followed by a description of the images that were selected from the image pool for the visualizations (the image pool is described in detail in the companion dissertation); an explanation of the criteria for image enhancement and manipulations that were carried out in the Adobe Photoshop program; and a detailed outline of the composition stage of the projects using the Adobe Premiere program.The projects in this study are intended to express the music by visual means as a creative endeavour, as an educational tool, and as a demonstration of the capabilities of two Adobe software programs within a Macintosh environment.
School of Music
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3

Dow, Steven P. "Understanding user engagement in immersive and interactive stories." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26468.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2009.
Committee Chair: MacIntyre, Blair; Committee Member: Bolter, Jay; Committee Member: Guzdial, Mark; Committee Member: Mateas, Michael; Committee Member: Mynatt, Elizabeth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communication when playing video games. The romantic communication mode makes the video game world an idealized place where the players are able to manipulate their circumstances or show more intelligence than the user in reality. Uses of the communication modes are also explained.
Department of Telecommunications
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Badu, Zelma C. M. "Ewe culture as expressed in Ghana West Africa through Adzogbo dance ceremony : a foundation for the development of interactive multimedia educational materials." Thesis, McGill University, 2002. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=82826.

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This dissertation project is a preparation for development of a method for teaching traditional Ewe culture to people of Western or non-Ewe background, using dance ethnology as an approach to conducting research, and digital video recording as a means for documentation. The study focuses on one of the Ewe's oldest and most powerful religious dance and music ceremonies, Adzogbo, as it is performed by the Mawuli Kpli Mi Adzogbo Group from the village of Aflao in Ghana, West Africa.
Adzogbo, originally from Dahomey (now Benin), was brought to Ghana in the late 19th Century, and was formally performed for the Dahomeyan war gods to transmit pertinent information to warriors preparing for battle. It is still considered one of the most complex dance and music systems, having intricate polyrhythmic texture and specific relationship between the master drummer and the vigorous and articulated movements of the dancers, which are emphasized by their elaborate costume.
Presently, the dance functions as a recreational ceremony and is performed during specific special occasions. It is used to display mental, physical and spiritual power and still carries some of its original war dance characteristics.
This project consists of a written thesis document and one hour digital video documentary of the Adzogbo Dance Ceremony, outlining its background and importance, form and structure, and a comparative analyses of the organization and structure of both the dance and music. The text provides information on Ewe culture, including their historical, social, and geographical background, their dance, music and related activities and an exploration of Interactive multimedia technologies to in future develop electronic educational material.
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Downes, Daniel M. "Interactive realism : a study in the metaphors, models, and poetics of Cyberspace." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0001/NQ44414.pdf.

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Amicone, Patricia Weigel. "Multimedia technology as a presentation and archival tool for teaching history/social science." CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1300.

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This project was created to provide teachers with a model multimedia project that demonstrates the use of multimedia as both a presentation tool and an archival instrument. It provides teachers with a simple guide to help them teach students how to use multimedia as a productivity tool in the classroom. This outline gives a step by step format that guides teachers and students through the development and presentation process. In addition, an evaluation rubric is provided that offers teachers a concise means to monitor student learning.
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Frasca, Gonzalo. "Videogames of the oppressed : videogames as a means for critical thinking and debate." Thesis, Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/17657.

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Watkins, Mark N. "Technology and the history-social science framework." CSUSB ScholarWorks, 1992. https://scholarworks.lib.csusb.edu/etd-project/1055.

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10

Randolph, Gary. "A study to determine the effect of the use of hypermedia and graphics upon recall and retention of news stories in on-line newspapers." Virtual Press, 1996. http://liblink.bsu.edu/uhtbin/catkey/1033645.

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More and more news organizations are publishing on-line news via the World Wide Web. The objective of this study was to examine the effect of hypermedia and graphics in online news upon immediate recall and longer-term retention.Ninety-eight subjects read one of four versions of a news story presented through a World Wide Web browser. The four versions tested the story with and without the use of graphics and with and without the use of hypermedia in a 2x2 design. Subjects were tested with a 15-question fill-inthe-blank quiz immediately and after one week.Analysis of variance found no significant effectsthe use of graphics or hypermedia or the interaction of the two upon immediate recall. However, a significant effect for the use of graphics was found for retention after one week.
Department of Journalism
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Claassen, Hester. "Interactive tools supporting agriculture in the wine industry." Thesis, Cape Peninsula University of Technology, 2012. http://hdl.handle.net/20.500.11838/1310.

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Thesis (MTech(Design))--Cape Peninsula University of Technology, 2012
To design from a human perspective rather than from existing technological opportunities, and involving multiple stakeholders with their different perspectives, is an important aspect of participatory design and user-centered design. This thesis project was an explorative study done on a wine estate, in the Western Cape, South Africa, to find novel ICT solutions, for supporting co-operation and planning between multiple and individual work tasks in the work practice. This research explored potentials to manage multiple stakeholders and use their different perspectives to inform design research. The thesis project shows the ethnographic research gathered through video shadowing, workshop results involving the users to contribute to the development of the design by acting with a projection, leading up to a design opening and further focused on the concept development with the stakeholders.The thesis proposes a simulated concept namely the Visual Calculator (VC). This system is designed to involve several participators within a work practice. It supports calculation activities for spraying and buying chemicals. It saves the user time by incorporating standard calculations to output needed information faster. It supports planning, management and record keeping aspects of the farm manager’s work practice in the vineyard spraying process. Although the concept was more fully developed for the farm manager, the VC involves two other work roles including the owner and foreman. The concept focuses on a human centered perspective, instead of making the system fully automated, giving users control and not controlling the users. For this to be successful work should be divided and have equal responsibilities, each stakeholder can contribute and value their part of the work, knowing where it fits in, why it is important and how it influences other aspects of the work practice. The research outcome involves, envisioning the future potentials of the design (VC), design for participation, a way to identify design openings, problem solving and conceptualizing by utilizing user’s strengths.
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Fredlund, Tobias. "Using a Social Semiotic Perspective to Inform the Teaching and Learning of Physics." Doctoral thesis, Uppsala universitet, Fysikundervisningens didaktik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-247771.

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This thesis examines meaning-making in three different areas of undergraduate physics: the refraction of light; electric circuits; and, electric potential and electric potential energy. In order to do this, a social semiotic perspective was constituted for the thesis to facilitate the analysis of meaning-making in terms of the semiotic resources that are typically used in the teaching and learning of physics. These semiotic resources include, for example, spoken and written language, diagrams, graphs, mathematical equations, gestures, simulations, laboratory equipment and working practices. The empirical context of the thesis is introductory undergraduate physics where interactive engagement was part of the educational setting. This setting presents a rich data source, which is made up of video- and audio recordings and field notes for examining how semiotic resources affect physics teaching and learning. Theory building is an integral part of the analysis in the thesis, which led to the constitution of a new analytical tool – patterns of disciplinary-relevant aspects. Part of this process then resulted in the development of a new construct, disciplinary affordance, which for a discipline such as physics, refers to the inherent potential of a semiotic resource to provide access to disciplinary knowledge. These two aspects, in turn, led to an exploration of new empirical and theoretical links to the Variation Theory of Learning. The implications of this work for the teaching and learning of physics means that new focus is brought to the physics content (object of learning), the semiotic resources that are used to deal with that content, and how the semiotic resources are used to create patterns of variation within and across the disciplinary-relevant aspects. As such, the thesis provides physics teachers with new and powerful ways to analyze the semiotic resources that get used in efforts to optimize the teaching and learning of physics.
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Weier, Katrina. "Lessons from an interactive exhibition: Defining conditions to support high quality experiences for young children." Thesis, Queensland University of Technology, 2000. https://eprints.qut.edu.au/36628/1/36628_Digitised%20Thesis.pdf.

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During their early years, young children are exposed to a range of learning settings, both formal and informal. This study focused on young children's engagement and reflection in an informal museum context. Using qualitative research methodology, a three-week community art project, The Art of Eric Carle, was examined. This setting combined an interactive art exhibition and an art studio workshop, to resemble the informal learning context characteristic of popular, contemporary, interactive museum venues of all kinds. Through a descriptive interpretative analysis, the study aimed to document the experiences and abilities of young children (aged birth to eight years) as artists and art appreciators within this environment. A broader aim of the study was to identify a range of conditions that support high quality experiences for young children in informal learning settings in general. A detailed set of ideal criteria, encompassing the physical, programming and social components of the learning setting was developed and applied to The Art of Eric Carle project. The findings of the study clearly demonstrated that certain conditions enhance young children's engagement and reflection in informal learning settings. While physical, programming and social factors all play a role in forming young visitors' experiences, it is the social component of the learning environment, specifically children's interactions with adults, that determines the quality of their encounters. Social exchanges assist children to interpret the museum environment and its exhibits and to successfully take part in the learning experiences offered. A synergistic relationship exists between physical, programming and social factors, and with equal attention given to each of these aspects of the informal learning setting, high quality experiences can be provided for young children.
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Cortese, Juliann. "A social cognitivist view of hypermedia learning." Connect to resource, 2005. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1117124538.

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Thesis (Ph.D.)--Ohio State University, 2005.
Title from first page of PDF file. Document formatted into pages; contains xv, 201 p.; also includes graphics. Includes bibliographical references (p. 191-201). Available online via OhioLINK's ETD Center
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Grindle, Mark. "The power of digital storytelling to influence human behaviour." Thesis, University of Stirling, 2014. http://hdl.handle.net/1893/21800.

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The aim of this multi-disciplinary research was to explore the power of digital, interactive or participatory storytelling to influence human behaviour in the context of public health. It addressed three related questions: RQ1: Does digital storytelling have the power to influence human behaviour? RQ2: If digital storytelling can influence human behaviour then how might it do so? RQ3: Is a ‘digital storytelling framework’ feasible as an approach to behaviour change? Four linked qualitative studies were conducted: a scoping review, in-depth interviews with 11 international ‘digital storytellers’, two case studies of ‘digital storytelling designed to influence human behaviour’ and six focus groups with 35 adolescent ‘digital story participants’. The research found that: RA1: Digital storytelling appears to influence human behaviour. RA2: Digital storytelling appears to influence by engaging at ever deepening emotional and non-conscious levels. Commerce appears to understand and embrace this power: But public health appears to rely on traditional uni-directional, non-participatory message led approaches and appeals to cognition. This presents threats and opportunities to public health. RA3: The proposed ‘digital storytelling framework’ is feasible and desirable as a behaviour change paradigm. The thesis concludes that Digital Storytelling appears to influence human behaviour. It appears to derive its power to influence by facilitating unprecedented depths of emotional engagement potentially en route to behaviour change. The current imbalance in how commerce and public health corral the power of digital storytelling suggests that the latter might embrace its potential; and tougher regulation might constrain how the former uses it to market harmful products. The proposed digital storytelling framework makes a valuable creative, analytical and critical contribution to both of these ends. Its core principles have informed the design of numerous story-led digital health interventions; and they now sit at the core of a counter-marketing campaign to reduce harmful effects of marketing on children’s health.
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Forte, Andrea. "Learning in public information literacy and participatory media /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29767.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Bruckman, Amy; Committee Member: Grinter, Rebecca; Committee Member: Grudin, Jonathan; Committee Member: Guzdial, Mark; Committee Member: Kolodner, Janet. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Shaw, Shirley A. "Hypercard: A promising tool for constructivist methodolody." CSUSB ScholarWorks, 1992. https://scholarworks.lib.csusb.edu/etd-project/1121.

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Iezzi, Valeria. "Connectedness : Designing interactive systems that foster togetherness as a form of resilience for people in social distancing during Covid-19 pandemic. Exploring novel user experiences in the intersection between light perception, tangible interactions and social interaction design (SxD)." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-37697.

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This thesis project explores how interactive technologies can facilitate a sense of social connectedness with others whilst remotely located. While studying the way humans use rituals for emotional management, I focused my interest on the act of commensality because it is one of the oldest and most important rituals used to foster togetherness among families and groups of friends. Dining with people who do not belong to the same household is of course hard during a global pandemic, just like many of the other forms of social interactions that were forcibly replaced by the use of technological means such as video-chat apps, instant messaging and perhaps an excessive use of social networking websites. These ways of staying connected, however, lack the subtleties of real physical interaction, which I tried to replicate with my prototype system, which consists of two sets of a lamp and a coaster which enable to communicate through light and tactile cues. The use of such devices creates a new kind of ritual based on the simultaneous use of the devices by two people, thus enabling a new and original form of commensality that happens through a shared synchronized experience.
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Van, der Westhuijzen Anika. "Ways of seeing, knowing and gathering : taking art out of the classroom : exploring the scope for art education in the expanded field to benefit the transformative process of higher education." Thesis, Stellenbosch : Stellenbosch University, 2015. http://hdl.handle.net/10019.1/97084.

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Thesis (MA)--Stellenbosch University, 2015.
ENGLISH ABSTRACT: The tensions I experienced as a Stellenbosch University student made me curious to delve into potential exchanges between the boundaries of worthwhile art and valid education. I explored the capacity of interactive artworks to contribute to realising the university‟s institutional vision. This research venture seeks to inspire innovative approaches to education that can potentially decrease discrepancies between institutional policy and practice. The primary question examines the nature and effect of students‟ responses to an interactive artwork placed on the Stellenbosch University campus. These reactions subtly exposed the particularity of the Stellenbosch University context and indicated aspects of art education in the expanded field that could aid higher education institutions in fulfilling their transformative role. An anti-colonial paradigm guided me through a crucial attentiveness of the power issues embedded in knowledge production, validation and dissemination. The reflexive process of qualitative research permitted a captivating interdisciplinary landscape that spans from policy documents to philosophical enquiries. I studied the lived experiences of students, lecturers and staff members at Stellenbosch University through individual and group interviews. A case study research design was employed to use the patterns picked up in these single cases to lead me toward more entrenched underlying issues and attitudes. Nuanced research findings were the result of the anti-colonial prism that caused me to place equal value on difference and coherence in my enquiry. Visual metaphors such as my interactive public artwork translate philosophical ideas into practice and communicate these ideas right to the heart. This is how art can bridge the divide between in- and out-of-class education and aid the university in preparing students to become purposeful citizens. Not only does this project signify the university‟s institutional transformation, but it also adds to the transformative impact of the university on all its stakeholders; a necessary process that enables greater social impact. Belonging is a crucial aspect in this regard, because it enables students to internalise the knowledge acquired through higher education. And one of the key underlying messages of higher education is that graduates are citizens that should contribute their skills and knowledge to positively enhance society. The interview feedback revealed that the artwork was successful in guiding students‟ thoughts and conversations to form new knowledge because it was an honest space where people could articulate their opinions. Interdisciplinary learning is a powerful tool that enriches curricula and increases the impact of university education. The university needs to allow students to belong and then develop responsibility and empathy toward societal needs, and it appears that the artwork roused some of these sentiments. In order to become an institution that launches the thought leaders of the future, Stellenbosch University needs to harness all collaborators that collectively contribute to an integrated understanding of life and an expanded appreciation of knowledge.
AFRIKAANSE OPSOMMING: Die spanning wat ek as „n Stellenbosch Universiteit‟s student ervaar het, het my nuuskierig gemaak om dieper in die moontlike wisselwerking tussen die grense van betekenisvolle kuns en ware opvoeding te delf. Tydens my studie het ek die vermoë van interaktiewe kunswerke om tot die verwesenliking van die universiteit se institusionele visie by te dra, ondersoek. Hierdie navorsing poog om innoverende benaderings tot opvoeding te soek wat die gapings tussen instititionele beleid en praktyk potensieël kan verminder. Die primêre vraag analiseer die aard en effek van studente se reaksies op „n interaktiewe kunswerk wat op die kampus van die Stellenbosch Universiteit geplaas was. Hierdie reaksies het die besonderse konteks van die Stellenbosch Universiteit blootgestel. Hierdeur is aspekte van kunsonderrig in die uitgebreide veld aangedui, wat moontlik hoër onderwys institute in hulle transformatiewe rol behulpsaam kan wees. „n Anti-koloniale paradigma het my deur „n kritieke bewustheid van die magsstryd waarin kennisvorming, geldigheid en verspreiding gewikkel is, begelei. Die terugskouende proses van kwalitatiewe navorsing het „n fassinerende interdissiplinêre landskap toegelaat wat strek vanaf beleidsdokumente tot filosofiese ondersoeke. Die ervaring van die studente, lektore en personeel van die Stellenbosch Universiteit is deur onderhoudsvoering met individue en groepe bestudeer. „n Gevallestudie navorsingsontwerp is gebruik om patrone in hierdie enkel gevalle in te span om versteekte onderliggende vraagstukke te ontbloot. Genuanseerde navorsings bevindings is na vore gebring deur anti-koloniale prisma wat my gelei het om gelyke waarde op beide verskille en ooreenkomste te plaas. Visuele metafore, soos my interaktiewe publieke kunswerk, het filosofiese idees in praktyk oorgeplaas. Dit is hoe hierdie idees reguit na die hart van die deelnemer spreek. Kuns kan so die skeiding tussen binne- en buite-klastyd onderrig oorbrug en die universiteit ondersteun in hul poging om studente as doelgerigte landsburgers voor te berei. Hierdie projek dui terselfdetyd op die universiteit se intitusionele transformasie nie en op die transformatiewe impak van die universiteit op al sy belangegroepe. Om aan „n groep te behoort „n belangrike aspek omdat dit studente in staat stel om die kennis, wat hulle deur hoër onderwys verkry het, te internaliseer. Dit sluit by een van die onderliggende sleutelboodskappe van hoër onderwys aan naamlik dat graduandi landsburgers is wat hulle vaardighede en kennis tot positiewe uitbouing van die samelewing moet aanwend. Die terugvoer van die onderhoude weerspieël dat die kunswerk suksesvol was in die begeleiding van studente se gedagtes en gesprekke, om nuwe kennis te vorm. Dit is moontlik gemaak deur die eerlike spasie waarin die mense opinies kon lig. Inter-dissiplinêre kennisverryking is „n kragtige werktuig wat kurrikulums versterk en wat die impak van universiteitsonderrig verbreed. Die universiteit behoort studente te laat voel asof hulle behoort en om verantwoordelikheid en empatie vir die samelewing se behoeftes by hulle te kweek. Dit blyk dat hierdie kunswerk sekere van daardie sentimente na die oppervlak gebring het. Vir Stellenbosch Universiteit om a instelling te word wat denkleiers van die toekoms vorm, verg dat al die deelnemers wat kollektief bydra tot „n geïntegreerde verstaan van die lewe uitbrie op die waardering van kennis.
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Grödem, Tim. "Co-authorial narrative : Attempting to draw a border in the no man’s land that is emergent narrative." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20100.

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This study aims to define the area that fall in-between predetermined and emergent narratives and pitches the term of “co-authorial narrative” to describe it. Co-authorial narratives are defined by their design of splitting the responsibility of authorship between the developer and the player. The purpose of the study is to prove this concept, with the overall goal of broadening the understanding of emergent narrative.
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Gharibpour, Sohrab. "Going beyond the Visual Domain : Improving the UX of Sonic Interaction." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105050.

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Sonic Interaction is an area of Interaction Design which has the focus on the sound related interactive system designs. This area of interaction design has not been researched as much as visual interactive systems and because of this, sonic interactive systems are not as much developed and enhanced; This study tries to examine the possibility of improving and enhancing the sonic interactive systems by combining Embodied interaction with Sonic interaction. The main concern of this study is to combine the user’s head movements in a manner of embodiment with sonic interactive systems and explore the feasibility of improvement and enhancement of sonic interactive systems in combination with embodied interaction. For this reason, data from three experiments has been gathered and evaluated into the conclusions of this study.
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Saleh, Diana. "Interaction Design for Remote Control of Military Unmanned Ground Vehicles." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-174074.

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The fast technology development for military unmanned ground vehicles (UGVs) has led to a considerable demand to explore the soldier’s role in an interactive UGV system. This thesis explores how to design interactive systems for UGVs for infantry soldiers in the Swedish Armed Force. This was done through a user-centered design approach in three steps; (1) identifying the design drivers of the targeted military context through qualitative observations and user interviews, (2) using the design drivers to investigate concepts for controlling the UGV, and (3) create and evaluate a prototype of an interactive UGV system design. Results from interviews indicated that design drivers depend on the physical and psychological context of the intended soldiers. In addition, exploring the different concepts showed that early conceptual designs helped the user express their needs of a non-existing system. Furthermore, the results indicate that an interactive UGV system does not necessarily need to be at the highest level of autonomy in order to be useful for the soldiers on the field. The final prototype of an interactive UGV system was evaluated using a demonstration video, a Technology Acceptance Model (TAM), and semi-structured user interviews. Results from this evaluation suggested that the soldiers see the potential usefulness of an interactive UGV system but are not entirely convinced. In conclusion, this thesis argues that in order to design an interactive UGV system, the most critical aspect is the soldiers’ acceptance of the new system. Moreover, for soldiers to accept the concept of military UGVs, it is necessary to understand the context of use and the needs of the soldiers. This is done by involving the soldiers already in the conceptual design process and then throughout the development phases.
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Pitcher, Sandra. "The mass collaboration of digital information : an ethical examination of YouTube and intellectual property rights." Thesis, 2010. http://hdl.handle.net/10413/565.

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The Internet has been lauded as an open and free platform from which one is able to engage with, and share large amounts of information (Stallman, 1997). As one witnesses the shift from analogue media to digitalism, so too is it possible to note a change in cultural practices of media consumers. Users of the media can now be viewed as “prosumers”, producing as well as consuming media products (Marshall, 2004). Digital media users have been given the ability to engineer their own unique media experiences, especially within the realms of the Internet. However, this process has seemingly led to mass copyright infringement as Internet users appropriate various movies, music, television programmes, photographs and animations in order to create such an experience. The art of digital mashing in particular, has been deemed an explicit exploitation of intellectual property rights as it re-cuts, re-mixes and re-broadcasts popular media in a number of alternative ways. YouTube especially has been at the forefront of the copyright furore surrounding digital mash-ups because it allows online users the facility to post and share these video clips freely with other online users. While YouTube claims that they do not promote the illegal use of copyrighted material, they simultaneously acknowledge that they do not actively patrol that which is posted on their website. As such, copyright infringement appears seemingly rife as users share their own versions of popular media through the art of digital mashing. This dissertation however, explores the concept that the creation of mash-ups is not undermining intellectual property rights, but instead produces a new avenue from which culture can emerge. It highlights how Internet users are utilising the culture which surrounds them in an attempt to navigate the new social structures of the online, subsequently arguing that mash-ups are an important element of defining a new postmodern culture, and that the traditional copyright laws of analogue need to be modified in order to secure the development of new and emerging societal structures.
Thesis (M.A.)-University of KwaZulu-Natal, Pietermaritzburg, 2010.
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Chen, Hsiao-Chi. "Issues of organ donation : an interactive multimedia program." Thesis, 1997. http://hdl.handle.net/1885/145755.

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"Combining Educational Aspects with New Technology: Teaching Basic Statistics Using Hypermedia." University of Technology, Sydney. School of Computing Sciences, 1997. http://hdl.handle.net/2100/262.

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The increasing popularity and rapid development of the Internet and specifically the World-Wide Web in recent years has led to an exponential growth of users around the world in many different application areas. Following this growing trend, many eager educators have also embraced this new technology and have begun to use it as a tool in delivering education. A plethora of applications has already been developed in an attempt to implement educational content in this way. A general concern for many researchers is that most of these applications are not efficient in delivering educational outcomes and fail to achieve their educational goal. In the present project we propose that the present failure to deliver educational outcomes in an efficient way has its origins in the lack of concern and focus of developers on modern learning theory. Therefore, in this work we establish the foundations in terms of an interdisciplinary contribution from areas such as, educational learning theory, human-computer interaction and web design guidelines for the design and implementation of web pages aimed at facilitating the teaching and tutoring of basic statistics concepts. As a result of this work, a specific set of learning theories were researched and analyzed, the basic ideas of Human-Computer Interaction (HCI) were explored and a set of appropriate principles from HCI were chosen. Furthermore, a selected group of Web design guidelines were researched, studied and selected to ensure that the final product contributes to the efficient delivery of subject content and effective achievement of learning outcomes. In addition, a number of parallels were formulated and discussed between the different areas of research. The establishment of a series of combined principles will not only contribute to the aims of the present project but also to further projects initiated by the Department of Econometrics at The University Sydney.
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Ko, Ju-Chun, and 葛如鈞. "Interactive Multimedia-Enhanced Space and Social Persuasion for Post-Surgery Rehabilitation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/22135335725208648657.

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博士
國立臺灣大學
資訊網路與多媒體研究所
100
In this research, we investigate both interactive multimedia technology and persuasive mobile computing for post-surgical rehabilitation and for encouraging healthy behavior of patients in their daily life. A novel interactive multimedia-enhanced space called “i-m-Space” (Interactive Multimedia-enhanced Space) has been designed and implemented, where the program includes “Instruction of Abdominal Breathing”, “Interaction with Chinese Painting”, “Journey into the Sky”, “Bubble Coach”, “Nemo Waving”, and “Block Breaking”. This space has been experienced by more than 50 post-surgical breast cancer patients and received very positive response. In addition to the physical space for rehabilitation and decompression, we have also developed a mobile application to help establishing patients’ social network for mutual encouragement. More than 5,000 users, including seven post-surgical breast cancer patients, have tested this software application. The result of the preliminary experiment is very encouraging.
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27

Michalsky, Linda Oldfather. "Evaluation of an interactive multimedia program on calcium and folate composition of foods." Thesis, 2002. http://wwwlib.umi.com/cr/utexas/fullcit?p3099496.

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28

Wilkerson, David A. "Integrating individual and social learning strategies in a small-group model for online psychoeducational intervention : a mixed methods study of a parent-management training program." Thesis, 2014. http://hdl.handle.net/1805/6182.

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Indiana University-Purdue University Indianapolis (IUPUI)
In the fields of formal and informal online adult education, the absence of a social context for instruction has been found to present significant limitations for learner persistence and retention. In the field of online psychoeducational intervention, self-administered and self-paced individualized prevention programs have been developed for delivery to large populations of anonymous users. These delivery models provide limited social context for instructional activities, due in part to the anonymity of their participants. When social interaction is included in their prevention programs through voluntary, asynchronous self-help/mutual aid discussion forums, anonymity may still limit social interaction, in favor of observational learning advantages for self-efficacy appraisals derived from "lurking". When these large-group models have been applied to online psychoeducation intervention programs for the purposes of encouraging mutual aid, interactive participation has been limited. This mixed methods study focused on a model for the design of an online small group psychoeducational intervention that integrated individual and social learning in a parent management training program. Self-paced participation was replaced with facilitator-led participation in an asynchronous discussion forum where topics were prioritized and sequenced with learning content from individual web-based training modules. Social interaction was facilitated through online problem-based learning discussion group. Despite assertions that interactive participation in online psychoeducational discussion forums may only be accomplished once a subscriber threshold of several hundred participants has been reached, this study found that small group participation through the program's integrated design resulted large effects for increases in parent self-agency and reduction of over-reactive, coercive parenting behaviors. Participation in the online problem-based group discussion forum was found to have contributed to participant outcomes when posting characteristics revealed the presence of both mutual aid processes and the application of individual learning module content.
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Kim, Hyojin. "The effects of interactivity on learning: implications for stereotype change." Thesis, 2005. http://hdl.handle.net/2152/1591.

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30

Schaffer, Joseph Michael. "Coalition building through web design : the Missoula forum for children and youth online : www.misoulaforum.org /." 2002.

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31

Tucker, Lara. "Spectacles of Inclusion: Cultures of Leisure and Entertainment in Early Twentieth-Century Argentina." Thesis, 2014. https://doi.org/10.7916/D8TM7887.

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This dissertation examines the practices of leisure and consumption in early twentieth-century Buenos Aires through both intellectual and mass cultural productions. Using works by authors such as Horacio Quiroga and Roberto Arlt together with articles, images, and texts from the Argentine mass media, I examine how national, social and civic identities were intimately tied to, and were constituted through, technologically mediated leisure practices. Sports and film spectatorship, the reception of radio and the reading popular texts were all activities that opened spaces for the rehearsal of forms of citizenship and encouraged the formation of communities and publics both in line with and contrary to the hegemonic and disciplinary mechanisms of the state.
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32

Marais, Eileen. "Bewegingsaktiwiteite as 'n moonlike sleutel tot emosionele en sosiale ontwikkeling vir rolstoelgebonde leerders." Diss., 2012. http://hdl.handle.net/10500/9203.

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Text in Afrikaans
The importance of the emotional and social development of a human being is highlighted by this research study, while the ability of the human spirit to transcend the human body has inspired the researcher to investigate movement activities as a potential key to the emotional and social development of wheelchair-bound learners. The researcher has chosen participation in wheelchair dancing to determine whether wheelchair-bound learners show development on emotional and social levels by investigating their intra- and interpersonal abilities before and after participating in wheelchair dancing. Intra- and interpersonal abilities are interdependent abilities and are regarded important components of emotional intelligence. In the interest of validity and reliability, the researcher used purposeful sampling in the selection of her participants. The participants had to meet certain requirements. She undertook a constructivist investigation, from an interpretive perspective, as a (primarily) qualitative study, with an interactive case study design and multimethod strategies. The smaller, quantitative component of the research study is the Piers-Harris Children’s Self-Concept Scale, Second Edition (Piers-Harris 2), which offers as pre- and post-test a baseline assessment for the participants’ emotional and social development in respect of self-concept. The theoretical approach for this study is a combination of the medical deficit model and the social model, with stronger emphasis on the development and healing approach of the social model, than on the deficit-and-control approach of the medical deficit model. The focus of the study is not on the constraints suffered by the wheelchair-bound learners, but rather on the possible development that may take place in the learners through their participation in movement activities. The researcher strongly relies on the social model in an attempt to gain understanding of the problems that wheelchair-bound learners currently experience in the education system, so that schools can be developed that would meet learners’ needs. The research results offer answers to the primary and secondary research questions and the general objective of this research study has been achieved. The researcher has determined that wheelchair-bound learners show emotional and social development after participation in movement activities. The emotional intelligence of all the participants has increased and each experienced increased self-actualisation since having participated in wheelchair dancing. The research results reflect more growth in respect of the learners’ intrapersonal abilities than in their interpersonal abilities. The researcher’s specific objectives would be achieved, when she submits the research results of this study to policy makers in the Department of Education, thus expanding the boundaries of existing knowledge about the relationship between wheelchair-bound learners’ participation in movement activities and their emotional and social development.
Die belangrikheid van die emosionele en sosiale ontwikkelingsgang in die mens se ontwikkeling word deur die navorsingstudie uitgelig, terwyl die vermoë van die menslike gees tot transendensie van die menslike liggaam, die navorser inspireer het om bewegingsaktiwiteite te ondersoek as ’n moontlike sleutel tot rolstoelgebonde leerders se emosionele en sosiale ontwikkeling. Die navorser het deelname aan rolstoeldanse gekies om te bepaal of rolstoelgebonde leerders op ’n emosionele en sosiale vlak ontwikkeling toon deur hul intra- en interpersoonlike vermoëns voor en ná deelname aan rolstoeldanse te ondersoek. Intra- en interpersoonlike vermoëns is interafhanklike vermoëns en word as belangrike komponente van emosionele intelligensie beskou. Die navorser het ’n doelgerigte steekproefneming gebruik in die seleksie van haar deelnemers om geldigheid en betroubaarheid in die hand te werk. Die deelnemers moes aan sekere vereistes voldoen. Sy loods ’n konstruktivistiese ondersoek vanuit ’n interpretivistiese perspektief as ’n (hoofsaaklik) kwalitatiewe ondersoek, met ’n interaktiewe gevallestudie-ontwerp en veelmetodestrategie. Die kleiner, kwantitatiewe komponent van die navorsingstudie is die Piers-Harris Children’s Self-Concept Scale, Second Edition (Piers-Harris 2). Dit bied, as voor- en nátoets, ’n basislynassessering vir die deelnemers se emosionele en sosiale ontwikkeling ten opsigte van selfkonsep. Die teoretiese raamwerk waaruit die navorser hierdie navorsingsprobleem benader, is ’n vermenging van die mediesetekort- en die sosiale model, met sterker klem op die ontwikkelings- en helende benadering van die sosiale model, as die tekortkominge-en-beheer-benadering van die mediesetekort-model. Die fokus van die studie is nie op rolstoelgebonde leerders se inperkinge nie, maar juis op die moontlike ontwikkeling wat deur hul deelname aan bewegingsaktiwiteite in die leerders mag plaasvind. Die navorser steun sterk op die sosiale model in ’n poging om begrip vir die probleme wat rolstoelgebonde leerders tans in die onderwys ervaar, te verkry, sodat skole ontwikkel kan word wat in leerderbehoeftes voorsien. Die navorsingsresultate bied antwoorde op die primêre en sekondêre navorsingsvrae en die algemene doelstelling van hierdie navorsingstudie is bereik. Die navorser het vasgestel dat rolstoelgebonde leerders, deur hul deelname aan bewegingsaktiwiteite, emosionele en sosiale ontwikkeling toon. Al die deelnemers se emosionele intelligensie het verhoog en almal beleef groter selfverwesenliking sedert hul deelname aan rolstoeldanse. Die navorsingsresultate weerspieël groter groei ten opsigte van die deelnemers se intrapersoonlike as hulle interpersoonlike vermoëns. Die navorser se spesifieke doelstellings word bereik, wanneer die navorser die navorsingsresultate van hierdie studie aan beleidmakers in die Departement van Onderwys voorlê en daardeur die grense van bestaande kennis omtrent die verband tussen rolstoelgebonde leerders se deelname aan bewegingsaktiwiteite en hul emosionele en sosiale ontwikkeling kan uitbrei.
Inclusive Education
M. Ed. (Inklusiewe Onderwys)
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Chipps-Sawyer, Allis Pakki. "Standing on the edge of yesterday: A dilemma of oral knowledge in a West Coast family." Thesis, 2007. http://hdl.handle.net/1828/234.

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ABSTRACT The Nitinaht language and traditional knowledge that was usually transmitted from the older to the younger family members is on the verge of being lost forever. As a member of a Nitinaht family, I have concentrated on finding the Elders in our family, who are spread all over Vancouver Island, in an attempt to try to find a way to preserve this invaluable knowledge and to pass it on to future generations. This information was recorded and will be presented through interactive multimedia, which allows for the transmission of oral information such as stories, photographs, interviews, family trees, history, language and anecdotes. Since modern technology and traditional knowledge seem at the opposite ends of the spectrum, the research also looked into the acceptability of this method of transmission. Much traditional knowledge is confidential, and thus is not part of the written dissertation; however, much information is included without disrespect for our beliefs as ideas for future research. The written documentation includes a history of our family, discussion of the beauty and uniqueness of the Diitidaht (Nitinaht) language, a narration of our last Puku’u basket weaver, and a description of the “Family First” interactive multimedia program.
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Ferreira, Ana Paula Gonçalves. "In2Museum: nova plataforma multimédia para o Museu das Comunicações." Master's thesis, 2013. http://hdl.handle.net/10071/7786.

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No presente trabalho, pretendemos lançar reflexões e contributos para a discussão de um novo conceito de plataforma multimédia, partindo da análise de diversos casos de referência. Deste modo, apresenta-se o estudo que conduziu ao desenvolvimento da proposta para a nova plataforma In2Museum para o Museu das Comunicações (MC). Este projecto fundamenta-se na oportunidade que a Internet, as redes sociais online e os novos media podem facultar a comunicação em rede, a expansão do espaço físico e a interacção com os públicos. A In2Museum tem como objectivo proporcionar à instituição uma comunicação mais eficiente e eficaz, que permita divulgar património cultural material e imaterial, promover a participação activa do público e aquisição do conhecimento através do saber/entretenimento. A In2Museum visa desenvolver sinergias entre o Museu das Comunicações e o Arquivo Municipal de Lisboa – Núcleo Fotográfico (AML), com novos parceiros e público(s). O elo de ligação e interacção entre eles é a colecção de desenhos a tinta-da-china de chafarizes de Lisboa, do Museu das Comunicações. Assim, o chafariz é o elemento chave, o qual permite desenvolver uma plataforma multimédia modular num ambiente comunicacional Web 2.0 com recurso a QR Code. Pretende-se que a evolução esteja sempre presente, bem como, a partilha de informação técnico-científica e/ou histórias sociais relevantes de forma a contribuir para a promoção universal do património cultural local através de uma divulgação global.
In the present work, we plan to launch reflections and contributions to the discussion of a new concept of multimedia platform, based on the analysis of several case studies. Thus, we present the study that led to the development of the proposal for the new platform In2Museum to the Communications Museum (MC). This project is based on the opportunity the Internet, online social networks and new media can provide to the network communication, the expansion of space and interaction with the public. The In2Museum aims to provide the institution with the means to communicate more efficiently and effectively, enabling discloser of material and immaterial cultural heritage, promote active public participation and acquisition of knowledge through learning / entertainment. The In2Museum aims to develop synergies between the Communications Museum and the Photo Centre of the Municipal Archive of Lisbon (AML), with new partners and audience(s). The liaison and interaction between them is a collection of china-ink drawings of Lisbon´s fountains, belonging to the Museum of Communications. Thus, the fountain is the key element, which allows developing a multimedia modular platform in a Web 2.0 communication environment using the QR Code. It is intended that the evolution is always present, as well as the sharing of scientific and technical information and / or relevant social stories that can contribute to the universal promotion of local cultural heritage through a global disclosure.
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Moola, Sabihah. "Communication dynamics in producing effective patient care : a case study at Stanger Hospital’s diabetes clinic in Kwazulu-Natal, South Africa." Thesis, 2015. http://hdl.handle.net/10500/20679.

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Interactive health communication between the health-care professional (HCP) and patient relationship for diabetes health-care positively contributes to patient-centred care. Hence individual patient concerns are addressed and catered for in the medical system. The purpose of this study was to analyse in-depth how HCP-patient relationships and HCP-HCP teamwork dynamics positively contribute to effective diabetes patient care and treatment adherence. Different health communication models and theories were reviewed and a conceptual framework was developed from the literature. A qualitative case study approach was used to collect data at Stanger Hospital’s diabetes clinic. Data was collected using three different methods, namely in-depth interviews with HCPs and patients individually, observations conducted at the clinic analysing both the HCPs and patients, and finally, documentation that emerged as a third data collection method where patient files and diabetes educational material were analysed at the clinic. Triangulation by means of the three methods ensured that reliable, valid and credible data was collected in the field. Diabetes health-care and treatment management are affected by the social context/social system which includes family and culture. These social factors are acknowledged as core in the literature. However, a single comprehensive health communication model did not exist solely in this regard. The data indicated that at the Stanger Hospital’s diabetes clinic, patient-centred (individual tailor-made treatment plans) care was only implemented after patients had defaulted treatment for reasons linked to their social circumstances. The findings of the study indicate that teamwork was favoured in the HCP-HCP relationship at the diabetes clinic, and that this made a positive contribution to effective diabetes patient care. HCPs were overburdened at the clinic since patient numbers were high and there were staff shortages. The patients’ empirical data indicated that interactive communication positively contributed to their medical concerns being catered for at the diabetes clinic, but this tended to occur only after non-adherence. Patients required care and support from HCPs in order to learn to accept diabetes and manage their illness.
Sociology
D. Litt. et Phil. (Sociology)
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