Academic literature on the topic 'Interactive technology'

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Journal articles on the topic "Interactive technology"

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Jabborova, Dilafruz Furkatovna, and Shirinboy Sharofovich Olimov. "Interactive Learning Technology." American Journal of Social Science and Education Innovations 02, no. 12 (December 18, 2020): 122–26. http://dx.doi.org/10.37547/tajssei/volume02issue12-21.

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In this article the authors explain the interactive technology of teaching, its essence, its forms and features. Features of interactive learning technologies include motivation, purposefulness, new information delivery, interactive exercises, new products, reflexion, evaluation and homework. Soft and active methods, approaches to interactive methods are highlighted.
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Dauitbayeva, A. O., A. A. Myrzamuratova, and A. B. Bexeitova. "INTERACTIVE VISUALIZATION TECHNOLOGY IN AUGMENTED REALITY." Bulletin of the Korkyt Ata Kyzylorda University 58, no. 3 (2021): 137–42. http://dx.doi.org/10.52081/bkaku.2021.v58.i3.080.

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This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.
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Fails, Jerry Alan, Allison Druin, and Mona Leigh Guha. "Interactive storytelling: interacting with people, environment, and technology." International Journal of Arts and Technology 7, no. 1 (2014): 112. http://dx.doi.org/10.1504/ijart.2014.058946.

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Guðmundsdóttir, Gréta Björk, Dina Dalaaker, Gunstein Egeberg, Ove Edvard Hatlevik, and Karoline Hultman Tømte. "Interactive Technology. Traditional Practice?" Nordic Journal of Digital Literacy 9, no. 01 (March 28, 2014): 23–43. http://dx.doi.org/10.18261/issn1891-943x-2014-01-05.

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Diochon, Monica C., and Ann Frances Cameron. "Technology-Based Interactive Learning." Active Learning in Higher Education 2, no. 2 (December 2001): 114–27. http://dx.doi.org/10.1177/1469787401002002003.

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Fischell, David R., Sarbmeet S. Kanwal, and Daniel Furman. "Interactive Voice Technology Applications." AT&T Technical Journal 69, no. 5 (September 10, 1990): 61–76. http://dx.doi.org/10.1002/j.1538-7305.1990.tb00122.x.

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Glasgow, Russell E., Sheana S. Bull, John D. Piette, and John F. Steiner. "Interactive behavior change technology." American Journal of Preventive Medicine 27, no. 2 (August 2004): 80–87. http://dx.doi.org/10.1016/j.amepre.2004.04.026.

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Karimov, Ismoiljon. "Developing Creative Activities In Technology Lessons: Using Some New Interactive Methods." American Journal of Applied sciences 03, no. 04 (April 30, 2021): 187–98. http://dx.doi.org/10.37547/tajas/volume03issue04-26.

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At the time being, special attention is paid to teaching students a creative thinking in technical science in general secondary schools. This can be seen in the example of curricula, timetables and textbooks published on this subject. In particular, in the curriculum and textbooks for grades 8-9 there is a section "Technology for preparing creative projects", which helps how to perform creative work. It should be noted that teaching pupils and students to think and work creatively is not an easy task. To do this, it is necessary periodically to inform them about creative works, methods and stages of their implementation. However, using some of the interactive methods in practice is also effective. Regarding this, to use certain interactive methods, we have created and improved several new interactive methods and applied them into a practice. We would like to recommend several interactive methods aimed at organizing and developing students' creative activities in technology classes which are given below.
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Gustyahina, V. P., and L. V. Popova. "INTERACTIVE TECHNOLOGY IN TEACHER EDUCATION." Tomsk State Pedagogical University Bulletin, no. 8 (2018): 149–54. http://dx.doi.org/10.23951/1609-624x-2018-8-149-154.

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Md Ali, Asma, and Joan Richardson. "Using Web Interactive Multimedia Technology." International Journal of Technologies in Learning 21, no. 2 (2015): 43–54. http://dx.doi.org/10.18848/2327-0144/cgp/v22i02/49164.

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Dissertations / Theses on the topic "Interactive technology"

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Osmond, Michelle Anne. "Investigating Portlet Technology for Interactive Analytics." Thesis, Imperial College London, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.498153.

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Tyshchenko, Tetiana, Kalina Pashkevich, Anastasiia Tereshchenko, and Alina Verzhykivska. "Children's book illustration and interactive technology." Thesis, Centro de Estudios Estretégicos & European Scientific Platform, 2021. https://er.knutd.edu.ua/handle/123456789/19039.

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The paper considers ways to combine multimedia technologies with children's book illustration, namely: - animation of illustrations or its parts; - sound effects that are activated when interacting with the illustration; - integration of AR-technologies; - adding mini-games to book applications. It was found that the inclusion of interactive technologies can be used to create new art forms, encourage learning or draw the attention of the readers to existing works of literature through a new, interactive form. It is established that children's illustration under the influence of design trends and mass culture acquires signs of animation, simplified, symbolic forms.
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Fox, Meghan Kathleen. "Interactive Whiteboard Technology and Reading Instruction." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1269030967.

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Bustos, Christian. "Implementing implicit interaction in interactive film." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30481.

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In this paper, an user study will be taken on in order to explore how different types of interaction affect the levels of immersion and experience within interactive film. The two different types of interaction that will be compared in this study are implicit interaction, and explicit interaction. The format of interactive film has not experienced too many changes the last years, and the user could experience a loss of immersion when using the format as it is shaped today. Usually, interactive films interrupt the flow of the narrative in order to give the user the time to make a choice. This makes the immersion get lost, and in some way, even part of the experience. In this paper, implicit interaction will be implemented within interactive film, and it will be tested by several participants from different disciplines. One hypothesis is that the users are more immersed in the narrative when trying out implicit interaction in an interactive film. The results of this paper could be useful for the community of computer entertainment, but also for the field of interaction design since this paper could reveal how users experience implicit interaction and how designers should approach to this type of interaction.
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Kelly, Liam Patrick. "Hacking Systems, Hacking Values: Interactive Theories For An Interactive World." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/36477.

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Langdon Winner's article "Do Artifacts Have Politics?" (1986) has become a classic piece within Science and Technology Studies. While Winner was certainly not the first to consider the inherently political qualities of technology, his article has assumed the role of a touchstone for both supporters and critics of the idea that artifacts embody political and social relationships. In the chapters that follow, I shall try to answer Winner and his critics, by studying a particular technology that I believe to be capable of shedding some much-needed light on the issue. My aim is provide a restatement of Winner's question in the pages that follow, with the hope of getting past such problematic terms as "embodiment" and "encapsulation." My hope is to make the issue itself clearer, so that we can get to the heart of how technology, values, and human beings systematically interact.

I shall utilize in my discussion computer network scanning software. I shall first discuss the background to the question "Do Artifacts Have Politics?" and then describe some of the ethical and political forces alive in the computer security world. Next I shall closely examine two particular pieces of network scanning software and describe their interactions in terms of political and ethical motivations. Finally, I shall use this case study as a basis for a broader discussion of how values may be better conceived in terms of complex interactive systems of human beings and technologies.


Master of Science
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van, Hoppe Inge. "Interactive Parrot Playgrounds." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23512.

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It is a challenging interaction design task to design for and with animals, especially when it comes to parrots as users. Not only because working with parrots requires a lot of patience, but also because there is very few related work. Parrots are highly intelligent and that is often the problem when they are kept as companion animal. Parrots need a lot of stimuli to trigger their intelligence and to keep them busy, to avoid serious problems such as unwanted behaviour or self-mutilation.The body language and the needs of my parrot were the main input and formed the basis for the project. Through an iterative process of testing a variety of existing applications, small experiments and prototypes, a couple of interactive playgrounds have been developed for my parrot.
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Sin, Chi-lun. "Interactive mapping using scalable vector graphics technology." Click to view the E-thesis via HKUTO, 2005. http://sunzi.lib.hku.hk/hkuto/record/B35518145.

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Lienert, Hansjörg. "DAISY as an intuitive and interactive technology." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-70819.

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Making market stands more accessible by using DAISY-technology, vendors can easily catalogue their products each week and use our services to fully automatically generate a DAISY book that contains the product-list that can be downloaded thereafter by interested users as a podcast. Additionally, a market stand can use RFID-technology to make the available products easily identifiable.
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Vattam, Swaroop. "Interactive analogical retrieval: practice, theory and technology." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45798.

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Analogy is ubiquitous in human cognition. One of the important questions related to understanding the situated nature of analogy-making is how people retrieve source analogues via their interactions with external environments. This dissertation studies interactive analogical retrieval in the context of biologically inspired design (BID). BID involves creative use of analogies to biological systems to develop solutions for complex design problems (e.g., designing a device for acquiring water in desert environments based on the analogous fog-harvesting abilities of the Namibian Beetle). Finding the right biological analogues is one of the critical first steps in BID. Designers routinely search online in order to find their biological sources of inspiration. But this task of online bio-inspiration seeking represents an instance of interactive analogical retrieval that is extremely time consuming and challenging to accomplish. This dissertation focuses on understanding and supporting the task of online bio-inspiration seeking. Through a series of field studies, this dissertation uncovered the salient characteristics and challenges of online bio-inspiration seeking. An information-processing model of interactive analogical retrieval was developed in order to explain those challenges and to identify the underlying causes. A set of measures were put forth to ameliorate those challenges by targeting the identified causes. These measures were then implemented in an online information-seeking technology designed to specifically support the task of online bio-inspiration seeking. Finally, the validity of the proposed measures was investigated through a series of experimental studies and a deployment study. The trends are encouraging and suggest that the proposed measures has the potential to change the dynamics of online bio-inspiration seeking in favor of ameliorating the identified challenges of online bio-inspiration seeking.
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Sin, Chi-lun, and 冼子倫. "Interactive mapping using scalable vector graphics technology." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B35518145.

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Books on the topic "Interactive technology"

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Ullmer, Eldon J. Interactive technology. Bethesda, Md: National Library of Medicine, 1990.

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Kashlev, Sergey. Interactive learning technology. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1033836.

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The educational and methodological manual examines interactive methods, the technology of interactive learning as an innovative pedagogical phenomenon, defines the features, content and structure of interactive methods, justifies the classification of interactive teaching methods, reveals the theoretical and methodological foundations of the use of interactive teaching methods in the pedagogical process, provides characteristics of about 70 individual interactive teaching methods, as well as the content of interactive classes, scientific and methodological seminars on pedagogy with students, listeners of the system of additional adult education. Meets the requirements of the federal state educational standards of higher education of the latest generation. For teachers and heads of institutions of secondary general education, additional education of children and youth, social educators, practical psychologists, students and teachers of pedagogical specialties of universities, undergraduates, postgraduates of psychological and pedagogical specialties, students of the system of advanced training and retraining of educational specialists, methodologists of educational institutions.
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(undifferentiated), Lowe. Teach Interactive Science Technology. Melbourne, Australia: Longman Publishing Group, 1987.

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Srivastava, Hari Om. Interactive TV technology and markets. Boston: Artech House, 2002.

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1945-, Lambert Steve, and Sallis Jane, eds. CD-I and interactive videodisc technology. Indianapolis, IN, USA: H.W. Sams, 1986.

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Elsendoorn, Ben A. G., and Frans Coninx, eds. Interactive Learning Technology for the Deaf. Berlin, Heidelberg: Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/978-3-642-58024-6.

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G, Elsendoorn Ben A., Coninx Frans, Brekelmans Annelies, North Atlantic Treaty Organization. Scientific Affairs Division., and NATO Advanced Research Workshop on Interactive Learning Technology for the Deaf (1991 :, eds. Interactive learning technology for the deaf. Berlin: Springer-Verlag, 1993.

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International, Philips, ed. Compact disc-interactive: A designer's overview. New York: McGraw-Hill, 1988.

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1979-, Kemp Miles, ed. Interactive architecture. New York: Princeton Architectural Press, 2009.

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R, Misanchuk Earl, ed. Interactive multimedia instruction. Englewood Cliffs, N.J: Educational Technology Publications, 1993.

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Book chapters on the topic "Interactive technology"

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Seymour, Sabine. "Interactive Interfaces." In Fashionable Technology, 54–79. Vienna: Springer Vienna, 2009. http://dx.doi.org/10.1007/978-3-211-79592-7_3.

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Skowron, Andrzej, and Andrzej Jankowski. "Interactive Granular Computing." In Rough Sets and Knowledge Technology, 50–61. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-25754-9_5.

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Korfhage, Robert R., and Keith S. Joseph. "Technology, Information, and the Individual." In Human-Machine Interactive Systems, 103–22. Boston, MA: Springer US, 1991. http://dx.doi.org/10.1007/978-1-4684-5883-1_6.

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Mudge, Robin. "Interactive Television." In The Economics, Technology and Content of Digital TV, 125–44. Boston, MA: Springer US, 1999. http://dx.doi.org/10.1007/978-1-4615-4971-0_8.

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Raffone, Annalisa. "Digital Storytelling and Phrasal Verbs in L2 Acquisition: Teaching Phraseology Through Technology." In Interactive Storytelling, 633–37. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04028-4_74.

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Asseisah, Mohamed S., Hatem M. Bahig, and Sameh S. Daoud. "Interactive Visualization System for DES." In Active Media Technology, 18–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15470-6_4.

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Smith, J. P., J. Hoshino, and Y. Abe. "Interactive packaging involving sachet technology." In Active Food Packaging, 143–73. Boston, MA: Springer US, 1995. http://dx.doi.org/10.1007/978-1-4615-2175-4_6.

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Wang, Xiaoyao, Li Li, Shulin Liu, Pinwang Zhao, Jinlong Zhao, and Na Jiao. "Research of PowerPoint Interactive Technology." In Proceedings of the 13th International Conference on Man-Machine-Environment System Engineering, 285–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38968-9_32.

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Butterworth, Andrew. "Emerging Technology and Interactive Feedback." In Professional Practice in Sport Performance Analysis, 19–46. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003226659-2.

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Moccozet, Laurent, Omar Benkacem, and Pierre-Yves Burgi. "Towards a Technology-Enhanced Assessment Service in Higher Education." In Interactive Collaborative Learning, 453–67. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-50340-0_40.

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Conference papers on the topic "Interactive technology"

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Odom, William, Richard Banks, Abigail Durrant, David Kirk, and James Pierce. "Slow technology." In the Designing Interactive Systems Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2317956.2318088.

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Byrne, Daragh, Dan Lockton, Meijie Hu, Miranda Luong, Anuprita Ranade, Karen Escarcha, Katherine Giesa, et al. "Spooky Technology." In DIS '22: Designing Interactive Systems Conference. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3532106.3533547.

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Pijnappel, Sebastiaan, and Florian 'Floyd' Mueller. "Designing interactive technology for skateboarding." In the 8th International Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2540930.2540950.

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Kortbek, Karen Johanne, and Kaj Grønbæk. "Communicating art through interactive technology." In the 5th Nordic conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1463160.1463185.

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Pierce, James, and Eric Paulos. "Electric materialities and interactive technology." In CHI '13: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2470654.2470672.

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Rippen, Marc, Harry Braunstein, Craig Nelson, Carl Schuck, Philippe Guillaud, and Philippe Blott. "Interactive Multitask Credit Card Technology." In 2007 IEEE International Conference on Portable Information Devices. IEEE, 2007. http://dx.doi.org/10.1109/portable.2007.66.

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Sobel, Kiley. "Interactive Technology for Inclusive Play." In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2851581.2859024.

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Nathan, Lisa P. "Ecovillages, values, and interactive technology." In Proceeding of the twenty-sixth annual CHI conference extended abstracts. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1358628.1358920.

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Jarraya, Tarek, and Zahia Guessoum. "Reuse Interaction Protocols to Develop Interactive Agents." In 2006 IEEE/WIC/ACM International Conference on Intelligent Agent Technology. IEEE, 2006. http://dx.doi.org/10.1109/iat.2006.109.

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Akama, Yoko, Ann Light, and Simon Bowen. "Mindfulness and Technology." In DIS '17: Designing Interactive Systems Conference 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3064663.3064752.

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Reports on the topic "Interactive technology"

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Nubbe, Valerie, Kyung Lee, Alejandro Valdez, Ed Barbour, and Jared Langevin. Grid-Interactive Efficient Building Technology Cost, Performance, and Lifetime Characteristics. Office of Scientific and Technical Information (OSTI), January 2021. http://dx.doi.org/10.2172/1756400.

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Fessler, Daniel M. Interactive Effects of Cognitive Representations of Formidability and Technology on Aggression. Fort Belvoir, VA: Defense Technical Information Center, September 2014. http://dx.doi.org/10.21236/ada612540.

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Munro, Allen, Mark C. Johnson, Quentin A. Pizzini, and Josh Walker. On-Demand Interactive Simulation-Centered Training: Responsive Technology to Meet Warfighter Training Requirements. Fort Belvoir, VA: Defense Technical Information Center, October 2002. http://dx.doi.org/10.21236/ada409704.

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Cole, P. R. SET Careers Program: An interactive science, engineering, and technology career education exhibit. [A brief summary report]. Office of Scientific and Technical Information (OSTI), March 1993. http://dx.doi.org/10.2172/6439040.

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Moore, Robert C., and Michael H. Cohen. A Real-Time Spoken-Language System for Interactive Problem-Solving, Combining Linguistic and Statistical Technology for Improved Spoken Language Understanding. Fort Belvoir, VA: Defense Technical Information Center, September 1993. http://dx.doi.org/10.21236/ada270901.

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Uchitel, Aleksandr D., Ilona V. Batsurovska, Nataliia A. Dotsenko, Olena A. Gorbenko, and Nataliia I. Kim. Implementation of future agricultural engineers' training technology in the informational and educational environment. [б. в.], June 2021. http://dx.doi.org/10.31812/123456789/4440.

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The article presents the implementation of future agricultural engineers’ training technology in the informational and educational environment. To train future agricultural engineers, it is advisable to form tutorials for the study of each discipline in the conditions of informational and educational environment. Such tutorials are an assistance in mastering both theoretical material and course navigation, where interactive electronic learning tools are presented to perform tasks in the informational and educational environment. Higher education applicants perform such tasks directly in the classroom with the help of gadgets or personal computers. The final grade is formed from the scores obtained in the classroom and the rating of higher education applicants while studying in the informational and educational environment. The outlined approach is able to help in the quality of learning content. The use of interactive audiovisual online tools allows to get acquainted with the theoretical, practical and experimental provisions clearly, it is important for the training of future agricultural engineers. At the end of the experiment, it can be argued that the developed technology increases the level of motivation and self-incentive to work in the informational and educational environment. The application of the presented technology provides an opportunity to combine the educational process in the classroom with learning in the informational and educational environment, forms analytical abilities and competencies in professional activity. The reliability of the obtained results was checked using the λ Kolmogorov-Smirnov criterion. It is determined that when using this technology in the educational process, the indicators in the experimental group increased, which displays the effectiveness of training bachelors in agricultural engineering in the conditions of informational and educational environment.
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Cole, P. R. SET Careers Program: An interactive science, engineering, and technology career education exhibit. Annual progress report, September 1, 1992--October 31, 1993. Office of Scientific and Technical Information (OSTI), March 1993. http://dx.doi.org/10.2172/10150465.

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McGarrigle, M. Embedding Building Information Modelling into Construction Technology and Documentation Courses. Unitec ePress, November 2014. http://dx.doi.org/10.34074/rsrp.005.

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The aim of this research is to generate a resource to assist construction lecturers in identifying opportunities where Building Information Modelling [BIM] could be employed to augment the delivery of subject content within individual courses on construction technology programmes. The methodology involved a detailed analysis of the learning objectives and underpinning knowledge of the course content by topic area, within the residential Construction Systems 1 course presently delivered at Unitec on the National Diplomas in Architectural Technology[NDAT], Construction Management [NDCM] and Quantity Surveying [NDQS]. The objective is to aid students’ understanding of specific aspects such as planning controls or sub-floor framing by using BIM models, and investigate how these could enhance delivery modes using image,animation and interactive student activity. A framework maps the BIM teaching opportunities against each topic area highlighting where these could be embedded into construction course delivery. This template also records software options and could be used in similar analyses of other courses within similar programmes to assist with embedding BIM in subject delivery.
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McGarrigle, M. Embedding Building Information Modelling into Construction Technology and Documentation Courses. Unitec ePress, November 2014. http://dx.doi.org/10.34074/rsrp.005.

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The aim of this research is to generate a resource to assist construction lecturers in identifying opportunities where Building Information Modelling [BIM] could be employed to augment the delivery of subject content within individual courses on construction technology programmes. The methodology involved a detailed analysis of the learning objectives and underpinning knowledge of the course content by topic area, within the residential Construction Systems 1 course presently delivered at Unitec on the National Diplomas in Architectural Technology[NDAT], Construction Management [NDCM] and Quantity Surveying [NDQS]. The objective is to aid students’ understanding of specific aspects such as planning controls or sub-floor framing by using BIM models, and investigate how these could enhance delivery modes using image,animation and interactive student activity. A framework maps the BIM teaching opportunities against each topic area highlighting where these could be embedded into construction course delivery. This template also records software options and could be used in similar analyses of other courses within similar programmes to assist with embedding BIM in subject delivery.
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Holub, Oleksandr, Mykhailo Moiseienko, and Natalia Moiseienko. Fluid Flow Modelling in Houdini. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4128.

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The modern educational environment in the field of physics and information technology ensures the widespread use of visualization software for successful and deep memorization of material. There are many software for creating graphic objects for presentations and demonstrations, the most popular of which were analyzed. The work is devoted to the visualization of liquids with different viscosity parameters. The article describes the development of a fluid model in the form of a particle stream. The proposed methodology involves using the Houdini application to create interactive models. The developed model can be used in the educational process in the field of information technology.
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