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Dissertations / Theses on the topic 'Interactive technology'

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1

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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4

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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5

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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6

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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8

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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9

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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10

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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11

VEGA, KATIA FABIOLA CANEPA. "BEAUTY TECHNOLOGY AS AN INTERACTIVE COMPUTING PLATFORM." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28700@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Este trabalho introduz o termo de Beauty Technology como um campo emergente na computação vestível. A Computação Vestível tem mudado a maneira de como as pessoas interagem com computadores, entrelaçando dispositivos computacionais com as capacidades naturais do corpo humano. A Beauty Technology transforma o corpo numa plataforma de interação, escondendo a tecnologia em produtos de beleza para a criação de interfaces baseadas em movimentos musculares sem dar ao usuário um visual de ciborgue. Para mostrar a viabilidade desta tecnologia, várias aplicações de Beauty Technology foram desenvolvidas em produtos de uso diário e mostradas em exposições. Conductive Makeup, Beauty Tech Nails, FX e-makeup e Hairware exemplificam os protótipos de Beauty Technology.
This work introduces the term Beauty Technology as an emergent field in Wearable Computing. Wearable Computing had changed the way individuals interact with computers, intertwining natural capabilities of the human body with processing apparatus. Beauty Technology transforms our body in an interactive platform by hiding technology into beauty products for creating muscle based interfaces that don t give the wearer a cyborg look. Several applications of beauty technologies used in everyday products and shown in exhibitions expose the feasibility of this technology. Conductive Makeup, Beauty Tech Nails, FX e-makeup and Hairware exemplify Beauty Technology prototypes.
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Lienert, Hansjörg. "DAISY as an intuitive and interactive technology." Deutsche Zentralbibliothek für Blinde Leipzig (DZB), 2010. https://slub.qucosa.de/id/qucosa%3A1235.

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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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13

Gallo, Stephen. "Interactive television : advancing television through integrated technology /." Online version of thesis, 2008. http://hdl.handle.net/1850/9602.

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Yu, Xiaoning. "Distributed interactive simulation." Thesis, Brunel University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310078.

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15

Goodin, William Selby. "Reconceptualising Krapow : creating interactive 'happenings' using EEG technology." Thesis, Goldsmiths College (University of London), 2018. http://research.gold.ac.uk/24073/.

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Interactive art can be seen as a dynamic concept that is in a constant state of flux and evolution as technology provides new and different ways to allow artists to engage viewers and transform them into active participants in the creation of the art itself. As technology permits the nature of interaction and collaboration to evolve, the interactive nature of the art posits challenges to the traditional roles of artist and viewer and transforms that relationship to one of collaborators. The research practice for this thesis centres on the creation of interactive computer systems utilising EEG technology that collects the brainwave data of participants, which is then rearranged or reinterpreted through a system I have created to allow the participant to have an active role in the creation of the art. This interactive system was created through a reconceptualisation of the precepts governing interaction utilized by Allan Kaprow in the ‘Happenings’. The research practice also focuses on other theories for facilitating and enhancing the nature of the interaction including art as experience, play, affect, and magical thinking, thereby allowing the interaction between artist/system and participant to be the true nature of the art, or the gestalt of the work.
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Smith, M. "3D interactive technology and the museum visitor experience." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/33958/.

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There is a growing interest in developing systems for displaying museum artefacts as well as historic buildings and materials. This work connects with this interest by creating a 3D interactive display for Fishbourne Roman Palace Museum, West Sussex, England. The research aimed to create a reconstruction of the Palace as it would have been at its height, a reconstruction that was interactive in the sense that museum visitors would be able to walk through the buildings and local grounds and experience the site in a way not possible through traditional museum displays. The inclusion of the interactive element prompted the incorporation of game engines as a means of visualising and navigating around the reconstructed 3D model of the Palace. There are numerous game engines available, and the research evaluated a selection with respect to their functionality, cost, and ease of use. It also applied a technology readiness method to assess potential users’ response to the incorporation of different degrees of interactivity. Research was undertaken regarding the appearance of the Palace and, based on the available archaeology and relevant artistic interpretations, a model was created using Autodesk Maya software. This model was exported into each of the possible game engines, and a comparison was made based of each engine’s audio, visual, and functional fidelity, as well as composability and accessibility. The most appropriate engine is chosen based on these results. With reference to the assessment criteria, the hardware and software is in preparation for installation at the Fishbourne Roman Palace Museum. The Technology Readiness Index was applied to determine the effectiveness of such a display compared to a non-interactive representation, a study that concludes that a highly interactive display may not be the most sensible solution for the majority of visitors.
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Lebis, Evelyn. "Interactive Costume Design." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-11182.

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Is improvisation during collaboration a design choice? What is the difference between responsive inspiration and collaboration? Who is in charge of the artistic end result? And what influences the designer’s mood? These questions come across when investigating how to present wearable technology and the role of performance.
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Risha, Zachary Joseph. "Interactive Close Reading." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/77914.

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Over the past two decades, the readership of poetry has declined to the point that the art form is seldom engaged with by the public. I argue that reading poetry requires a skillset that must be learned, practiced, and refined. While close reading is traditionally trained in college classrooms, such spaces cannot reach broad audiences. To address this dearth, I have developed a web app that applies interactive learning strategies, through a series of exercises, to cultivate expert reading practices in novice users. Close Reading will guide users through poems by Robert Frost. With each poem, users will progress through exercises grounded in the practices of expert readers. For instance, users will block poems into sections to allow a chunking of the material, slowing down novice reading speeds. Another exercise cognitively models the act of reading by displaying the sequential thoughts of a reader making sense of a work. Furthermore, Socratic questioning will attempt to stimulate an internal dialogue to foster focus and interpretation. These exercises will build on one another and attempt to replicate pedagogical processes observed in the classroom. Performing these pedagogical exercises will provide a resource for developing the skillset necessary for poetry appreciation. This ambitious digital humanities project experiments with a new venue for pedagogy and poetry, promoting an engagement with the public frequently neglected in academic work.
Master of Arts
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19

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

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This report presents the work of a master thesis which aim was to investigate how sonification can be used in the space visualization software OpenSpace to further convey information about the Solar System. A sonification was implemented by using the software SuperCollider and was integrated into OpenSpace using Open Sound Control to send positional data to control the panning and sound level of the sonification. The graphical user interface of OpenSpace was also extended to make the sonification interactive. Evaluations were conducted both online and in the Dome theater to evaluate how well the sonification conveyed information. The outcome of the evaluations shows promising results, which might suggest that sonification has a future in conveying information of the Solar System.
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Eriksson, Niklas. "Interactive Execution of Non-interactive Test Framework Features : In Collaboration with Ericsson AB." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96696.

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Some software libraries and frameworks get built to assist engineers in other domains than software engineering. However, these tools can be too complicated for these engineers to utilize due to their inexperience in software engineering. The engineers must then request assistance from more experienced software engineers. And when experienced software engineers must assist, they can spend less time on their original work. This problem got identified at Ericsson AB for one of their test automation frameworks for radio development, where test cases had to be written in pure Java code by test engineers without the test engineers always having the necessary skills to do so. In collaboration with Ericsson, we address this problem by applying design science to develop a novel technique that enables interactive execution of parts of this framework, called MJE Actions. We then present a prototype that embodies this novel technique. It enables test engineers at Ericsson to interactively execute MJE Actions via command-line without having to write a single line of Java code.
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Burrill, Gail. "Mathematical Practices and the Role of Interactive Dynamic Technology." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-82412.

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22

Kuzminsky, Tracy V. "Interactive Whiteboard Technology within the Kindergarten Visual Arts Classroom." Digital Archive @ GSU, 2008. http://digitalarchive.gsu.edu/art_design_theses/21.

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The purpose of this document is to design and record a Kindergarten visual arts unit using the Activboard to determine how student achievement, motivation, and interest are impacted. Methods of data collection include both observational recording and student interviews. The Activboard facilitates a highly interactive study of the art curriculum and data collected throughout the unit indicates a positive impact on student achievement, motivation, and interest.
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Camara, Phyllis. "Interactive Technology and Engaging Learners in the Mathematics Classroom." Thesis, Walden University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3601289.

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The Program for International Assessment tested students in mathematics from 41 countries and found that students in the United States ranked in the lowest percentile. This struggle with math among youth in the United States prompted this quasi-experimental quantitative study about using interactive technology to engage and motivate 9th grade students in an Algebra classroom. The theoretical basis of this study was a constructivist perspective, using the Piagetian concept of action as an intellect builder. A convenience sample of 76 students was divided into 4 groups: Group 1, the control group, used no technology and consisted of 21 students; Group 2 used the TI Nspires calculators and consisted of 17 students; Group 3 used the TI Nspire calculators with the TI Navigator and consisted of 20 students; and Group 4 used the TI Nspire calculators, the TI Navigator, and the clickers. The participants were given 45 instructional classes that covered a 9-week period. All groups took the Motivated Strategy for Learning Questionnaire (MSLQ) and the State of Texas Assessment of Academic Readiness test (STAAR) before and after the treatment of interactive technologies. A paired t test and a factorial repeated ANOVA were conducted, revealing no significant effect for the MSLQ based on the use of technology. However, the use of technology with the STAAR did show a significant difference in test scores for 2 treatment groups: Group 3, which used the calculator and the TI navigator; and Group 4, which used the calculator, the TI navigator, and the clickers. These results support the use of additional technology that is needed in the mathematics classroom to support the use of the calculators.

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Cooper, Simon. "DISE : a game technology-based digital interactive storytelling framework." Thesis, Liverpool John Moores University, 2011. http://researchonline.ljmu.ac.uk/6101/.

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This thesis details the design and implementation of an Interactive Storytelling Framework. Using software engineering methodology and framework development methods, we aim to design a full Interactive Storytelling system involving a story manager, a character engine, an action engine, a planner, a 3D game engine and a set of editors for story data, world environment modelling and real-time character animation. The framework is described in detail and specified to meet the requirement of bringing a more dynamic real-time interactive story experience to the medium of computer games. Its core concepts borrow from work done in the fields of narrative theory, software engineering, computer games technology, HCI, 3D character animation and artificial intelligence. The contributions of our research and the novelties lie in the data design of the story which allows a modular approach to building reusable resources such as actions, objects, animated characters and whole story 'levels'; a switchable story planner and re-planning system implementation, allowing many planners, heuristics and schedulers that are compatible with PDDL (the "Planning Domain Definition Language") to be easily integrated with minor changes to the main classes; a 3D game engine and framework for web launched or in browser deployment of the finished product; and a user friendly story and world/environment editor; so story authors do not need advanced knowledge of coding PDDL syntax, games programming or 3D modelling to design and author a basic story. As far as we know our Interactive Storytelling Framework is the only one to include a full 3D cross-platform game engine, procedural and manual modelling tools, a story -editor and customisable planner in one complete integrated solution. The finished interactive storytelling applications are presented as computer games designed to be a real-time 3D first person experience, with the player as a main story character in a world where every context filtered action displayed is executable and the player's choices make a difference to the outcome of the story, whilst still allowing the authors high level constraints to progress the narrative along their desired path(s).
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Camara, Phyllis. "Interactive Technology and Engaging Learners in the Mathematics Classroom." ScholarWorks, 2011. https://scholarworks.waldenu.edu/dissertations/1090.

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The Program for International Assessment tested students in mathematics from 41 countries and found that students in the United States ranked in the lowest percentile. This struggle with math among youth in the United States prompted this quasi-experimental quantitative study about using interactive technology to engage and motivate 9th grade students in an Algebra classroom. The theoretical basis of this study was a constructivist perspective, using the Piagetian concept of action as an intellect builder. A convenience sample of 76 students was divided into 4 groups: Group 1, the control group, used no technology and consisted of 21 students; Group 2 used the TI Nspires calculators and consisted of 17 students; Group 3 used the TI Nspire calculators with the TI Navigator and consisted of 20 students; and Group 4 used the TI Nspire calculators, the TI Navigator, and the clickers. The participants were given 45 instructional classes that covered a 9-week period. All groups took the Motivated Strategy for Learning Questionnaire (MSLQ) and the State of Texas Assessment of Academic Readiness test (STAAR) before and after the treatment of interactive technologies. A paired t test and a factorial repeated ANOVA were conducted, revealing no significant effect for the MSLQ based on the use of technology. However, the use of technology with the STAAR did show a significant difference in test scores for 2 treatment groups: Group 3, which used the calculator and the TI navigator; and Group 4, which used the calculator, the TI navigator, and the clickers. These results support the use of additional technology that is needed in the mathematics classroom to support the use of the calculators.
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26

Wilson, Dale-Marie Gilbert Juan E. "iTech an interactive technical assistant /." Auburn, Ala., 2006. http://repo.lib.auburn.edu/2006%20Summer/Dissertations/WILSON_DALE-MARIE_39.pdf.

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Drummond, Jon R. "Interactive electroacoustics." Thesis, View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.

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Creating and performing electroacoustic music utilising interactive systems is now a well-established paradigm. Sensing technology can map gestures to sound generating processes, capturing the nuances of a gesture and sculpting the sound accordingly. Interactive installations enable audiences to become part of the process of realising a creative work. Yet many of the models and frameworks for interactive systems, specifically music focused systems, are strongly oriented around a MIDI event based framework, with little or no provision to accommodate the potentials of more dynamic approaches to creative practice. This research seeks to address the lack of appropriate models currently available and come to a more contemporary understanding of interactive music making. My approach follows two trajectories. Firstly, I undertake a comprehensive review of interactive creative works, encompassing the live electronic music of the 1950s and 1960s, interactive installation, digital musical instruments and computer networked ensembles. Secondly, I explore and draw together proposed definitions, models and classifications of interactive systems, clarifying concepts such as mapping, processing, gesture and response. The concepts are tested in a folio of creative works that form the creative research. VIDEO AND AUDIO FILES CAN BE ACCESSED AT UWS LIBRARY
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Sosa, Tzec Omar. "Delightful Interactive Systems| A Rhetorical Examination." Thesis, Indiana University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10621936.

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Delight is present in several types of experiences, including those involving the use of interactive systems. To a great extent, we notice when certain design features of such systems provoke our delight. Such a feeling is crucial since it influences our perspective towards the system’s performance, functionality, or relevance to our everyday lives. In this sense, delight appears as a persuasive dimension of the user experience. Hence it is reasonable to ask if rhetoric can help us study the relationship between delight and a system’s design features. In this dissertation, I have taken a set of concepts from rhetoric as lenses to examine the design of interactive artifacts, including static and dynamic interface components and interactions. Specifically, I tested the following rhetorical concepts: the function of an image, enthymeme, mode of appeal, trope and scheme, and metaphorical tension. Through my examinations, I illustrate one way to bring rhetoric into interaction design and show its potential for framing delight in interactive artifacts. As a result, I have formulated the concept of interaction delight and other constructs which together work as a preliminary theory of delight in interactive systems. Finally, I propose an interpretive examination method whose purpose is the articulation of compositional and experiential qualities of interactive systems regarding the functions of rhetoric: to persuade, to identify, to invite to understanding, to help in self-knowledge and self-discovery, and to shape reality. This method is intended to help an interaction design researcher account for how the system argues during the user experience.

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Leaman, Oliver. "CuDAS : an interactive curriculum combining pedagogic composition with interactive software for the teaching of music technology." Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/6071.

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Within the framework of education of Music Technology for 16-18 year olds there exists a lack of thorough teaching and learning resources sufficient for a broad understanding of the basics of audio and electronic synthesis. This PhD submission outlines the role of the composer in the classroom in addressing this fundamental issue through the development of a curriculum containing pedagogic composition and interactive software. There will be a discussion of the principles of pedagogic methodologies developed by various composers and of the current model of learning provided in Music Technology Alevel. The programming tools used to develop the software are investigated, as well as an exploration into the current learning psychology that informed the curriculum development. This submission consists of a written thesis that accompanies a set of compositions and a multimedia DVD, which includes the software for the CuDAS curriculum. Within this software is contained a presentation of a series of interactive tutorials alongside compositions in the form of scores, recordings and interactive exercises. There is also include written supporting documentation and sound files of techniques and recordings from contrasting genres of music history.
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Blanco, Lara. "Interactive TV." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23569.

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Today TV viewers are exposed to massive amounts of information. Digital TV offers a large number of channels full with different kinds of programs but the information about them is poor. The navigation through the channels can be tiring and often, viewers end up lost, having wasted up to 30 minutes changing channels and not being entertained, which is one of the main purposes of TV. Along with this issue, TV channels have plenty of material they are not using, which is not reachable to viewers who might end up looking for series online and download them illegally. !As a result, viewers are recurring to online TV more and more. They watch specific content through specific TV channel websites. However, the computer or tablet does not allow viewers to certain comforts TV does, and these devices may encourage user isolation since they are normally designed for the usage of one person at a time. The difference between a computer background and a TV background will be discussed further since this aspect became quite important during my research. Viewers enjoyed watching TV while relaxing on the couch, but watching on the computer seemed more efficient, even if it meant sitting down on a chair, because they got instant access to the content they chose. !This thesis will try to design the future of Interactive TV. A TV that will help the user get something worth watching the moment they turn the TV on. After weeks of research and academic reading, I concluded three should be the main characteristics of this design; a Facebook linked profile, implementation of recommender systems and social navigation, plus an adaptive interface. !The results are very promising. A second iteration of the design was made after revising the first concept. It incorporates insights from the concept validation, which I believe completed the design. A design that could work efficiently, and ultimately make the users experience something splendid.
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Drummond, Jon R. "Interactive electroacoustics." View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.

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Thesis (Ph.D.)--University of Western Sydney, 2007.
A thesis presented to the University of Western Sydney, College of Arts, School of Communication Arts, in fulfilment of the requirements for the degree of Doctor of Philosophy. Title from title screen. Includes bibliographies. Thesis minus video and audio files also available online at: http://handle.uws.edu.au:8081/1959.7/35367.
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Meyer, Anthony. "Interactive urban environments." Kansas State University, 2011. http://hdl.handle.net/2097/8789.

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Master of Landscape Architecture
Department of Landscape Architecture/Regional and Community Planning
Jessica Canfield
Interactive technology is rapidly affecting our society, extending opportunities for convenience, communication, function, and pleasure. Defined as electronic or computation-based entities that reciprocate human use or action, interactive technology allows people the opportunity to personalize how something looks, how it feels, what it does, and how it is perceived. Many physical objects, such as a home thermostat system or a motion-activated sculpture, are embedded with computation that allows them to detect certain environmental influences, and respond with a purposeful action. As suggested by Malcolm McCullough, interactive technologies will be implemented into the urban environment, grounding them to a specific place and reflecting the character and context. Interactive technology will be combined with traditional urban design practices to generate an interactive urban environment. The Civic Room in Downtown St. Louis is prime for renewal. Underutilized and monotonous, the park space is seen as a tear in the urban fabric and lacks diverse program opportunities. The Civic Room will be used as a testing ground for an interactive urban environment, utilizing three dimensions of interactive technology, including information exchange, creative expression, and kinetics, as well as the specific elements of an effective urban open space (Whyte, 1980). Then, the existing site and resulting interactive urban environment will be evaluated on its potential to improve certain dimensions of performance (Lynch, 1981), and its impact on the identity and use of the space. Engaging an interactive urban environment in the St. Louis Civic Room will promote an understanding of the effects that interactive technology can begin to have in a larger context. It will activate the space, promote social collaboration, and establish a dynamic atmosphere that reflects more closely the desired intent of all users. In turn, it can propel the opportunity to approach interactive urban environments as an alternative method of urban space design.
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33

Karlsson, Johan. "Efficient use of Multi-core Technology in Interactive Desktop Applications." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-246120.

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The emergence of multi-core processors has successfully ended the era where applications could enjoy free and regular performance improvements without source code modifications. This thesis aims to gather experiences from the work of retrofitting parallelism into a desktop application originally written for sequential execution. The main contribution is the underlying theory and the performance evaluation, experiments and tests of the parallel software regions compared to its sequential counterparts. The feasibility is demonstrated as the theory is put into use when a complex commercially active desktop application is being rewritten to support parallelism. The thesis finds no simple guaranteed solution to the problem of making a serial application execute in parallel. However, experiments and tests proves that many of the evaluated methods offers tangible performance advantages compared to sequential execution.
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Braverman, Janice Regina. "Art and Technology Unite: The Quiepalpatorium, and Interactive Kinetic Installation." The Ohio State University, 1999. http://rave.ohiolink.edu/etdc/view?acc_num=osu1394715300.

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35

Oxborrow, Marie Lynne Aitken. "Interactive Web Technology in the Art Classroom: Problems and Possibilities." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3172.

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Research has shown that the use of technology in curriculum, and art classrooms in particular, can benefit students. This thesis outlines these benefits which include the potential for technology to make learning more personal, assist students in their future careers, and allow opportunity for collaboration. Still, several obstacles impede the full-fledged realization of that potential, often leading teachers to avoid or ignore technology in their pedagogical strategies. This thesis addresses these obstacles and provides practical and theoretical solutions. Once these obstacles are overcome, teachers will be better able to incorporate new technology in their lessons, such as social media, podcasts, open-source websites, and online programs. As an example of art teaching that uses technology, this thesis also provides a sample lesson plan for secondary students, incorporating elements of interactive Web technologies that have been recommended by art education scholars.
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Bernhard, Jonte, Oskar Lindwall, Jonas Engkvist, Xia Zhu, and Degerman Mari Stadig. "Making physics visible and learnable through interactive lecture demonstrations." Linköpings universitet, Tekniska högskolan, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-40843.

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Borg, Isak, August Dixelius, and David Östlund. "Interactive Visualization of Solar Energy Data." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-385793.

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Sweden has one of the lowest solar energy productions in Europe even though the weather conditions are comparable to Europe’s largest solar energy producer. Although the majority of the Swedish population is in favour of spending more money on services that can limit climate change, the growth of installed solar cells is slower than that of other countries with similar climate in Europe. To inspire people to install solar panels we created an interactive map with information regarding the solar parks in Uppland, a county in Sweden. Our goal was that this system would help spread awareness of the fact that solar parks work efficiently in Sweden. The program was then installed on a tablet which was put in a public space together with an LED installation to reach as broad of an audience as possible. To draw the passer by’s attention, the LED installation was connected to the map which shows the energy production of the selected solar park in a colour scale.
Sverige har en av de lägsta produktionen av solenergi i Europa trots att deras väderförhållanden är jämförbara med Europas största producenter av solenergi. Även fast majoriteten av Sveriges befolkning är villiga att spendera mer pengar på tjänster som kan begränsa klimatförändringar är tillväxten av nya solpaneler långsammare än i andra Europeiska länder med liknande klimat. För att inspirera personer att installara solpaneler har vi skapat en interaktiv karta med information gällande solparker i Uppland. Vårt mål är att programmet skulle öka medvetenheten om solparkers effektivitet i Sverige. Programmet blev sedan installerat på en surfplatta som monterades på en offentlig plats tillsammans med en LED-installation för att nå en så omfattande publik som möjligt. För att dra till sig förbipasserandes uppmärksamhet så kopplades LED-installationen till kartan som visar energiproduktionen hos den valda solparken i en färgskala.
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Andersson, Adrian, and Joel Paulsson. "Interactive Visualization of Air Traffic in OpenSpace." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-178124.

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

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

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Yeakey, Janelle. "Infusing technology and algebra grant proposal." Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009yeakeyj.pdf.

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Penjor, Tshering. "GeoSherik : An interactive mapping portal for schools in Bhutan (Prototype)." Thesis, University of Gävle, Department of Technology and Built Environment, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-282.

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Rapid development in Information technology are creating learning and teaching more interactive and efficient through innovative technology. The potential use of Internet and computer technology in the education has been widely recognized globally. Bhutan although with its limited ICT (Information and communication Technology) infrastructure shares the same view and wishes to yield the benefits of the technology into their education curriculum.

The aim of the project is to demonstrate the capability of web technology in developing web portal with low-end technology to teach school children the basic skills of mapping and GIS. The basic skills on map reading and application of simple query related to GIS forms the core component of this application which will help children learn map reading.

The application is created with low-end technology and is simple and easy to use. The project is not a complete portal and will not cover all aspect of mapping but will supplement the conventional classroom curriculum and can be developed into a full cross-curriculum portal with further contribution.

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Burrill, Gail. "The Role of Dynamic Interactive Technology in Teaching and Learning Statistics." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-79544.

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Dynamic interactive technology brings new opportunities for helping students learn central statistical concepts. Research and classroom experience can be help identify concepts with which students struggle, and an \"action-consequence\" pre-made technology document can engage students in exploring these concepts. With the right questions, students can begin to make connections among their background in mathematics, foundational ideas that undergrid statistics and the relationship these ideas. The ultimate goal is to have students think deeply about simple and basic statistical ideas so they can see how they lead to reasoning and sense making about data and about making decisions about characteristics of a population from a sample.Technology has a critical role in teaching and learning statistics, enabling students to use real data in investigations, to model complex situations based on data, to visualize relationships using different representations, to move beyond calculations to interpreting statistical processes such as confidence intervals and correlation, and to generate simulations to investigate a variety of problems including laying a foundation for inference. Thus, graphing calculators, spreadsheets, and interactive dynamic software can all be thought of as tools for statistical sense making in the service of developing understanding.
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Hart, A. M. "A constructivist approach to developing interactive digital technology for musical learning." Thesis, University of Salford, 2018. http://usir.salford.ac.uk/48403/.

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This study explores the potential added value of interactive digital technology to early-years music education through the development of software artefacts and their application in the primary classroom. The aims of the study are to investigate and identify new designs and approaches for classroom music-making with technology, to integrate educational theory and software development in this field, and to promote musical creativities at the individual and social level. Following a constructivist-interpretivist approach, a range of qualitative methods are applied in the pursuit of these goals. The emerging educational methodology of Software Design as Research (SoDaR) is combined with an emergent model of Grounded Theory, adapting a new methodological approach for the unique purposes of this project, as well as examining how this model could be applied to similar projects. Findings can be summarised as follows: Rudimentary and familiar actions can be harnessed, through digital interfaces, as a means of affording creative expression in novice musicians; Meaning-making structures are as vital as music-making structures in such activities, allowing creative ownership and communication to emerge through basic narrative elements; Through this process of interactive and representational engagement, digitally-supported environments can allow learners to construct musical concepts for themselves, at the individual and social level. This research has implications for music education: Appropriate digital technologies and approaches can support the process of musical learning in social settings. Furthermore, such technologies, and the framework for their use in the classroom, can be developed through a process grounded in empirical educational research. Closer working links between educational practice and research, and the development and testing of digital resources, are recommended to ensure that a meaningful and active music education, and the valuable opportunities for personal, social and creative development and expression that this affords, is available and accessible for all learners.
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Chernykh, O. P., O. S. Sentischeva, and Cantac Somuncu. "Using interactive information technology for attraction of foreign students to learning." Thesis, Національний технічний університет "Харківський політехнічний інститут", 2019. http://repository.kpi.kharkov.ua/handle/KhPI-Press/45809.

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44

Al-Marsumi, Mujbil D. "Aspects of an interactive framework for technology assessment and development planning." Thesis, Aston University, 1985. http://publications.aston.ac.uk/11847/.

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Garcia, Gumesindo Osorio. "Interactive exercise : computer games technology to increase user motivation in exercise." Thesis, Glasgow Caledonian University, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.688288.

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Ehrencrona, Kjellin Patrik. "Interactive Topic Modeling for Source Code Analysis." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-334376.

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Trying to make sense of large sets of data is becoming a task very central to computer science in general. Topic models, capable of uncovering the semantic themes pervading through large collections of documents, have seen a surge in popularity in recent years, with applications in a variety of domains. In this thesis, topic models are applied to source code repositories, specifically for the purpose of concept location - offering an overview of which features are contained within asystem, the relationships between such features, and their locality within the system. Topic models are high level statistical tools; their raw output is given in terms of probability distributions, suited neither for simple interpretation nor deep analysis.Interpreting an inferred model in an intuitive manner requires significant post process ingand tools suited for such purposes. Additionally, topic models rarely produce perfectly sensible and coherent topics without some level of supervision - some measure of human interaction is thus typically required for refining the output. Our objective is to simplify the process of topic modeling as it pertains to source code analysis, by addressing the afore mentioned issues. First, by implementing existing methods of semi-supervised topic modeling, offering users tools for iteratively refining an inferred model. Second, by tightly integrating topic modeling with high level visual representations of inferred models, capable of capturing the relationship between terms, documents and features related to a source code repository. We have implemented a fully working prototype of such a system. Through a survey, we have put the tool in the hands of users, thereby demonstrating the system to offer several perceived benefits from a user perspective - in terms of easily comprehending large-scale repositories and in terms of facilitating the process of topic modeling.
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47

Haggerty, Patrick J. "Exploring the future of compact disc-interactive /." Online version of thesis, 1990. http://hdl.handle.net/1850/11374.

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48

Huang, Chung-Ching. "Describing and analyzing interactive experience over time." Thesis, Indiana University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3716196.

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User experience changes over time as a consequence of prolonged engagement with many products or services. Interaction evolves as we learn, adopt, and shift from old use patterns to new ones. Scholarly work in HCI has been successful in its investigation of interactive experiences situated in current places and times. This dissertation aims to provide a complementary perspective by paying attention to user experiences that happen in the past. In particular, it explores visual thinking as a method of describing and analyzing interactive experiences over time.

In addition, this dissertation has a pragmatic purpose: to develop applicable research approaches for professional practice. My professional experience as a designer yielded the insight that many practitioners collect user stories as references for envisioning possible futures. However, the collection and application of user stories can be improved. In many cases, the analysis of user stories is fragmented and lacking a systematic approach. Scholars are in a unique position to support practitioners by developing cohesive, systematic methods. I believe that academically developed methods should aim to support professional practice.

The overall aim of this dissertation is to produce methods for studying users and artifacts, the two essential components of a user experience.

The research commenced with a preliminary study of the use of visual diagrams as interview aids for recalling daily email usage. The research continued with a review study comparing different existing approaches to using visual support in user research as well as an analytic study of how to examine the history of interaction artifacts using "visual annotations." Finally, the research concluded with an exploratory study wherein timeline annotations of "retrospective interaction histories," were applied in workshops. Following these four studies, I examined how visual methods in a retrospective study might help capture and represent heterogeneous individual user experiences. This examination led to my proposal of a theory of temporal anchors. Temporal anchors capture the idea that the measurement of user experience over time and the history of interactive artifacts might serve as anchor points in users' retrospection. I conclude the dissertation with a discussion of potential future research directions.

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Ebel, Mirte. "Quizzerfid : Stimulating curiosity through RFID technology." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-39148.

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Computer technology is increasingly being implemented into objects other than the standard desktop computer, be it for keeping existing products current in our digital age or simply exploring the possibilities within the field of embodied interaction. The present paper investigates the emotional-motivational state of curiosity by discussing the design process and results from “Quizzerfid”, a design exploration on the use of RFID technology on a tangible puzzle. A short background on curiosity, embodied interaction, RFID technology, and other related projects will be given, to finally investigate the potentialities of the artefact in regards to stimulating student curiosity. A detailed description of the design of the Quizzerfid prototype will be presented, followed by an extensive process description and review of the performed user testing. The aim of this paper is to explore the design of the Quizzerfid puzzle framework in regards to its success in sparking curiosity and exploratory behaviour through embodied interaction, contributing to the design of future tangible interfaces and possibly even pedagogical aids.
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Reidarman, Karin. "Exoplanets: Interactive Visualization of Data and Discovery Method." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156717.

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This report provides a description of the development and implementation of an Exoplanet visualization within the interactive astro-visualization software OpenSpace. Orbital Data from The Exoplanet Orbit Database were used to render the planetary systems around stars known to have exoplanets in orbit. The uncertainties of the data in the database were incorporated into the design of the visualization. A feature that visualizes the discovery method of exoplanets was also implemented.
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