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.
Full textTyshchenko, 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.
Full textFox, Meghan Kathleen. "Interactive Whiteboard Technology and Reading Instruction." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1269030967.
Full textBustos, Christian. "Implementing implicit interaction in interactive film." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30481.
Full textKelly, Liam Patrick. "Hacking Systems, Hacking Values: Interactive Theories For An Interactive World." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/36477.
Full textLangdon 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
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.
Full textSin, 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.
Full textLienert, 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.
Full textVattam, Swaroop. "Interactive analogical retrieval: practice, theory and technology." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45798.
Full textSin, 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.
Full textVEGA, 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.
Full textCONSELHO 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.
Lienert, Hansjörg. "DAISY as an intuitive and interactive technology." Deutsche Zentralbibliothek für Blinde Leipzig (DZB), 2010. https://slub.qucosa.de/id/qucosa%3A1235.
Full textGallo, Stephen. "Interactive television : advancing television through integrated technology /." Online version of thesis, 2008. http://hdl.handle.net/1850/9602.
Full textYu, Xiaoning. "Distributed interactive simulation." Thesis, Brunel University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310078.
Full textGoodin, William Selby. "Reconceptualising Krapow : creating interactive 'happenings' using EEG technology." Thesis, Goldsmiths College (University of London), 2018. http://research.gold.ac.uk/24073/.
Full textSmith, M. "3D interactive technology and the museum visitor experience." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/33958/.
Full textLebis, 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.
Full textRisha, Zachary Joseph. "Interactive Close Reading." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/77914.
Full textMaster of Arts
Ejdbo, Malin, and Elias Elmquist. "Interactive Sonification in OpenSpace." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170250.
Full textEriksson, 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.
Full textBurrill, 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.
Full textKuzminsky, Tracy V. "Interactive Whiteboard Technology within the Kindergarten Visual Arts Classroom." Digital Archive @ GSU, 2008. http://digitalarchive.gsu.edu/art_design_theses/21.
Full textCamara, Phyllis. "Interactive Technology and Engaging Learners in the Mathematics Classroom." Thesis, Walden University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3601289.
Full textThe 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.
Cooper, Simon. "DISE : a game technology-based digital interactive storytelling framework." Thesis, Liverpool John Moores University, 2011. http://researchonline.ljmu.ac.uk/6101/.
Full textCamara, Phyllis. "Interactive Technology and Engaging Learners in the Mathematics Classroom." ScholarWorks, 2011. https://scholarworks.waldenu.edu/dissertations/1090.
Full textWilson, 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.
Full textDrummond, Jon R. "Interactive electroacoustics." Thesis, View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.
Full textSosa, Tzec Omar. "Delightful Interactive Systems| A Rhetorical Examination." Thesis, Indiana University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10621936.
Full textDelight 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.
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.
Full textBlanco, Lara. "Interactive TV." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23569.
Full textDrummond, Jon R. "Interactive electroacoustics." View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.
Full textA 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.
Meyer, Anthony. "Interactive urban environments." Kansas State University, 2011. http://hdl.handle.net/2097/8789.
Full textDepartment 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.
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.
Full textBraverman, 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.
Full textOxborrow, Marie Lynne Aitken. "Interactive Web Technology in the Art Classroom: Problems and Possibilities." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3172.
Full textBernhard, 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.
Full textBorg, 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.
Full textSverige 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.
Andersson, Adrian, and Joel Paulsson. "Interactive Visualization of Air Traffic in OpenSpace." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-178124.
Full textExamensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet
Yeakey, Janelle. "Infusing technology and algebra grant proposal." Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009yeakeyj.pdf.
Full textPenjor, 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.
Full textRapid 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.
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.
Full textHart, A. M. "A constructivist approach to developing interactive digital technology for musical learning." Thesis, University of Salford, 2018. http://usir.salford.ac.uk/48403/.
Full textChernykh, 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.
Full textAl-Marsumi, Mujbil D. "Aspects of an interactive framework for technology assessment and development planning." Thesis, Aston University, 1985. http://publications.aston.ac.uk/11847/.
Full textGarcia, 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.
Full textEhrencrona, 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.
Full textHaggerty, Patrick J. "Exploring the future of compact disc-interactive /." Online version of thesis, 1990. http://hdl.handle.net/1850/11374.
Full textHuang, Chung-Ching. "Describing and analyzing interactive experience over time." Thesis, Indiana University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3716196.
Full textUser 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.
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.
Full textReidarman, Karin. "Exoplanets: Interactive Visualization of Data and Discovery Method." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156717.
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