Academic literature on the topic 'Interactive user experience'

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Journal articles on the topic "Interactive user experience"

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Cybulski, Paweł, and Tymoteusz Horbiński. "User Experience in Using Graphical User Interfaces of Web Maps." ISPRS International Journal of Geo-Information 9, no. 7 (June 27, 2020): 412. http://dx.doi.org/10.3390/ijgi9070412.

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The purpose of this article is to show the differences in users’ experience when performing an interactive task with GUI buttons arrangement based on Google Maps and OpenStreetMap in a simulation environment. The graphical user interface is part of an interactive multimedia map, and the interaction experience depends mainly on it. For this reason, we performed an eye-tracking experiment with users to examine how people experience interaction through the GUI. Based on the results related to eye movement, we presented several valuable recommendations for the design of interactive multimedia maps. For better GUI efficiency, it is suitable to group buttons with similar functions in screen corners. Users first analyze corners and only then search for the desired button. The frequency of using a given web map does not translate into generally better performance while using any GUI. Users perform more efficiently if they work with the preferred GUI.
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Alenljung, Beatrice, Jessica Lindblom, Rebecca Andreasson, and Tom Ziemke. "User Experience in Social Human-Robot Interaction." International Journal of Ambient Computing and Intelligence 8, no. 2 (April 2017): 12–31. http://dx.doi.org/10.4018/ijaci.2017040102.

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Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people's lives, it is of major importance to stress the need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role and relevance of UX related to socially interactive robots are identified, and three challenges related to its evaluation are also presented. It is argued that current research efforts and directions are not sufficient in HRI research, and that future research needs to further address interdisciplinary research in order to achieve long-term success of socially interactive robots.
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Tolia, N., D. G. Andersen, and M. Satyanarayanan. "Quantifying Interactive User Experience on Thin Clients." Computer 39, no. 3 (March 2006): 46–52. http://dx.doi.org/10.1109/mc.2006.101.

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Md Nor, Romiza, and Muhammad Hafizuddin Abdul Razak. "Interactive Design in Enhancing User Experience in Museum." Journal of Computing Research and Innovation 6, no. 3 (September 13, 2021): 86–91. http://dx.doi.org/10.24191/jcrinn.v6i3.249.

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A museum can be a suitable context to experiment with a new interaction technique which guiding visitors and improving their experience for a successful learning environment also to enrich user experience. Mobile technology is used to enhance user experience in a cultural environment that offers more information than physically exposed technology. Therefore, the introduction of augmented reality (AR) that allow visitor to experience interaction in a way that increased knowledge, learning and give additional information with any artefact exhibitions they interact in the museum is applied in this project. The objectives of this research are to develop an interactive design in enhancing user experience in artefact display and evaluate user experience. ADDIE Model is applied as the methodology that consists of five phases which are analysis, design, development, implementation, and evaluation. Principles of Interactive Design is utilized in designing the mobile AR application and developed using Unity, Blender and Vuforia. User Experience evaluation method is conducted where findings shows that most respondents are satisfied, and usage of mobile AR has enhanced their experience through navigation during museum visit that also give a lot of new insight on historical artefact that being displayed.
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Daems, Joke, and Lieve Macken. "Interactive adaptive SMT versus interactive adaptive NMT: a user experience evaluation." Machine Translation 33, no. 1-2 (March 20, 2019): 117–34. http://dx.doi.org/10.1007/s10590-019-09230-z.

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Damian, Kathrin. "User experience test—interactive advertising on N-Tvplus." Computers in Entertainment 7, no. 3 (September 2009): 1. http://dx.doi.org/10.1145/1594943.1594948.

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Carvalho, Vitor Marques, and Elizabeth Sucupira Furtado. "A Framework Used for Analysis of User Experience in Games." Journal on Interactive Systems 11, no. 1 (December 9, 2020): 66–73. http://dx.doi.org/10.5753/jis.2020.759.

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The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, a popular culture entertainment medium. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of game characteristics aiming to improve pleasurability and immersion perceived by its users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. Its applicability was tested through a questionnaire that collected 241 valid responses from users of gaming forums and communities. An analysis was drawn to identify correlations between the data collected from the questionnaire, and its results revealed significant statistical data highlighting age and gender-wise differences from participants’ opinions.
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See, Zi Siang, Benjamin Matthews, Lizbeth Goodman, Donovan Jones, Craig Hight, Paul Egglestone, Manisha Amin, and Wooi Har Ooi. "Extended reality interactive wall: User experience design research-creation." Virtual Creativity 10, no. 2 (December 1, 2020): 163–74. http://dx.doi.org/10.1386/vcr_00030_1.

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This article presents the development of an extended reality (XR) interactive wall design that employs augmented reality (AR) and virtual reality (AR) to display digital content in educational and exhibition settings. A wall design printed with a number of conventional graphical elements was enhanced with AR and VR, including AR-based video, a 360 virtual environment and 3D-scanned materials. The early design of the XR interactive wall was tested several times in a university setting during academic events designed to demonstrate science, technology, engineering and mathematics (STEM)-based content. This provided AR and VR experiences to participating visitors in an exhibition setting, where multimedia mobile devices were provided to aid these experiences. Inclusive design principles were employed, and elements integrated that allowed users (standing adults, children, wheelchair users) to view and interact with AR and VR content conveniently. After the initial introduction of the interactive wall design, the prototype was redesigned to fit both handheld and head-mount-device (HMD)-based mobile configurations. In this article we describe the prototype, a user experience study based on laboratory testing and directions for future work.
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Ji Yong Park. "Interactive design principles: online communities and the user experience." Journal of Digital Design 7, no. 2 (April 2007): 11–19. http://dx.doi.org/10.17280/jdd.2007.7.2.002.

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Ji Yong Park. "Design principles for interactive user experience through net art." Journal of Digital Design 7, no. 3 (July 2007): 47–55. http://dx.doi.org/10.17280/jdd.2007.7.3.005.

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Dissertations / Theses on the topic "Interactive user experience"

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Park, Ji Yong, and n/a. "Interactive user experience design : creating an effective online experience." Swinburne University of Technology, 2007. http://adt.lib.swin.edu.au./public/adt-VSWT20071004.120754.

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Designing for user experience is central to good web design, particularly in e-commerce settings. However, the relevant dimensions and processes of designing for user experience have been variously defined. This project develops an approach to web design that defines the key dimensions of user experience, including interactivity, participation, and flow, and web site design of the user experience. The idea of Interactive User Experience Design is advanced as a model for designing from the perspective of user experience. The project reviews relevant dimensions of user experience, proposes a model integrating key design dimensions of this experience, surveys design literate university students on effective online experiences, and develops a prototype for a hypothetical commercial web site that incorporates elements of co-creation and identity play. This practice-based project contributes a new proposal for web-based design and new knowledge in the form of an approach to user experience design.
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Park, Ji Yong. "Interactive user experience design creating an effective online experience /." Australasian Digital Thesis Program, 2007. http://adt.lib.swin.edu.au/public/adt-VSWT20071004.120754/index.html.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2007.
[Submitted in total fulfillment of the requirements of the degree] Doctorate in Design, Swinburne University of Technology - 2007. Typescript. Includes bibliographical references (p. 63-74).
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Mathew, Anijo. "Interactive placemaking : creativity and user experience at urban installations." Thesis, Open University, 2014. http://oro.open.ac.uk/39259/.

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Interactive placemaking offers many new opportunities for the consideration and design of urban place, particularly through offering engagement with the creativity and experiences of local populations. This thesis explores the recent area of interactive placemaking from analytical and creative perspectives in developing a framework for both describing behaviours and producing design guidelines. The thesis begins by drawing together and building on existing work in HCI and Design to provide an initial framework for the analysis of interactive place. The framework combines theoretical and practical threads to look at two central questions: how do people behave in interactive places, and how do we design such interactive places? The assumption underlying the thesis is that users' behaviours in public spaces can be observed, abstracted, and formalised to the extent that designers can use in designing and evaluating interactive public installations. In observational studies of four interactive installations the thesis progressively develops the original framework so that it is usable, accessible and understandable by designers. The thesis then goes on to evaluate how twenty design students used the framework to realise a number of public interactive installations in the city of Chicago. The thesis concludes by combining insights from existing research and insights from the studies conducted to present a comprehensive and robust framework structure. The main contribution of the thesis is thus a new generative and evaluative framework for interactive placemaking.
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Nacke, Lennart. "Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00449.

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Digital games provide the most engaging interactive experiences. Researching gameplay experience is done mainly in the science and technology (e.g., human-computer interaction, physiological and entertainment computing) and social science (e.g., media psychology, psychophysiology, and communication sciences) research communities. This thesis is located at the intersection of these research areas, bringing together emerging methodological and scientific approaches from these multi-faceted communities for an affective ludology; a novel take on game analysis and design with focus on the player. The thesis contributes to game research with three important results: (1) the establishment of an objective/subjective correlation methodology founded on psychophysiological methods, (2) the creation of a formal theoretical framework in which to conduct user experience (UX) research related to games, and (3) the combination of results regarding cognitive and emotional factors for describing, defining, and classifying the interactive relationship between players and games. Two approaches for measuring gameplay experience are used in this thesis. First, objective assessment of physiological user responses together with automated event-logging techniques, so called game metrics, allows collecting essential player- and game-related variables for a comprehensive understanding of their interaction. Second, using psychometric questionnaires allows a reliable assessment of players' subjective emotion and cognition during gameplay. The benefit of psychophysiological methods is that they are non-intrusive, covert, reliable, and objective. To fully understand psychophysiological results, a correlation between subjective gameplay experience ratings and psychophysiological responses is necessary and has been done in this thesis and prior work it builds on. This thesis explores objective and subjective assessment of gameplay experience in several experiments. The experiments focus on (1) level design implications from psychophysiological and questionnaire measurements, (2) the impact of form and age on subjective gameplay experience, (3) the impact of game audio and sound on objective and subjective player responses, and (4) the impact of game interaction design on and the relationship between experience and electroencephalographic measures. In addition, the thesis includes a theoretical framework for UX research in games, which classifies gameplay experience along the dimensions of abstraction and time. One remaining conceptual and empirical challenge for this framework is the huge variety of vaguely defined experiential phenomena, such as immersion, flow, presence, and engagement. However, the results from the experimental studies show that by establishing correlations between psychophysiological responses and questionnaire data, we are approaching a better, scientifically grounded, understanding of gameplay experience. Many possibilities open from here. More detailed analyses of cognition will help us understand to what extend gameplay experience depends on emotional or cognitive processing. In addition, the inclusion of more complex and detailed gameplay metrics data together with psychophysiological metrics will enable a comprehensive analysis of player behavior, attention, and motivation. Finally, the integration of new measurement technologies in interactive entertainment applications will not only allow a detailed assessment of gameplay, but also improve physical and mental interaction with future games.
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Masip, Ardévol Llúcia. "User experience methodology for the design and evaluation of interactive systems." Doctoral thesis, Universitat de Lleida, 2013. http://hdl.handle.net/10803/134762.

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L’avaluació heurística és una de les metodologies d’avaluació de la usabilitat més barates i utilitzades. Tot i així, algunes de les fases de la metodologia poden ser semi-automatitzades per tal de disminuir encara més el temps necessari per executar la metodologia i, en conseqüència, disminuir també el pressupost invertit en el procés de desenvolupament del sistema interactiu. A més, en termes generals, la qualitat d’un producte ha evolucionat de la usabilitat cap a l’experiència d’usuari. Per tant, d’acord amb les fases manuals de l’avaluació heurística i l’evolució cap a l’experiència d’usuari, es proposa una nova metodologia basada en heurístiques que considera l’experiència d’usuari en les fases de disseny i avaluació del procés de desenvolupament d’un sistema interactiu. Aquesta nova metodologia basada en heurístiques semi-automatitza l’elecció de les millors heurístiques per un sistema interactiu específic. També suporta el procés de l’avaluació heurística en sí i, finalment proporciona resultats quantitatius, qualitatius, formatius i summatius a través de l’estàndard ISO/IEC 25062:2006 standard for software engineering. Software product Quality Requirements and Evaluation (SQuaRE). Common Industry Format (CIF). Finalment, aquesta metodologia s’implementa en el recurs anomenat Open-HEREDEUX: Open HEurisitc Resource for Designin and Evaluation User eXperience.
La evaluación heurística es una de las metodologías de evaluación de la usabilidad más baratas y utilizadas. Sin embargo, algunas de las fases de la metodología pueden ser semi-automatizadas para disminuir aún más el tiempo necesario para ejecutar la metodología y, en consecuencia, disminuir también el presupuesto invertido en el proceso de desarrollo de un sistema interactivo. Además, en términos generales, la calidad de un producto ha evolucionado de la usabilidad hacia la experiencia de usuario. Por lo tanto, de acuerdo con las fases manuales de la evaluación heurística y la evolución hacia la experiencia de usuario, se propone una nueva metodología basada en heurísticas que considera la experiencia de usuario en las fases de diseño y evaluación del proceso de desarrollo de un sistema interactivo. Esta nueva metodología basada en heurísticas semi-automatiza la selección de las mejores heurísticas para un sistema interactivo específico. También da soporte en el proceso de la evaluación heurística en sí y, finalmente, proporciona resultados cuantitativos, cualitativos, formativos y summativos a través del estándar ISO/IEC 25062:2006 standard for software engineering. Software product Quality Requirements and Evaluation (SQuaRE). Common Industry Format (CIF). Finalmente, esta metodología es implementada mediante el recurso Open-HEREDEUX: Open HEurisitc Resource for Designin and Evaluation User eXperience.
Heuristic evaluation is one of the most used and discount usability evaluation methodologies. However, it has some manual steps that could be semi-automated to decrease the time spent to carry out the methodology and, in consequence, the budget invested in the development process of an interactive system. In addition, the quality of a product has evolved, in general terms, from the usability to the user experience. Therefore, according to both aspects, manual steps of the heuristic evaluation and evolution towards user experience, a new methodology based on heuristics is proposed for considering user experience in the design and evaluation steps of the development process of an interactive system. This methodology semi-automates the selection of the best heuristics for a specific interactive system, it supports heuristic evaluation per se and, finally, it provides quantitative, qualitative, summative and formative results through the ISO/IEC 25062:2006 standard for software engineering. Software product Quality Requirements and Evaluation (SQuaRE). Common Industry Format (CIF) for usability test reports. Furthermore, this methodology is implemented in Open-HEREDEUX: Open HEuristic REsource for Designing and Evaluating User eXperience.
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Fishenden, Jerry. "Interactive digital technologies and the user experience of time and place." Thesis, De Montfort University, 2013. http://hdl.handle.net/2086/9023.

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This research examines the relationship between the development of a portfolio of interactive digital techniques and compositions, and its impact on user experiences of time and place. It is designed to answer two research questions: (i) What are some effective methods and techniques for evoking an enhanced awareness of past time and place using interactive digital technologies (IDTs)? (ii) How can users play a role in improving the development and impact of interfaces made with IDTs? The principal creative and thematic element of the portfolio is the concept of the palimpsest, and its artistic potential to reveal visual and aural layers that lie behind the landscapes and soundscapes around us. This research thus contributes to an evolving cadre of creative interest in palimpsests, developing techniques and compositions in the context of testing, collating user experience feedback, and improving the ways in which IDTs enable an artistic exploration and realisation of hidden layers, both aural and visual, of the past of place. An iterative theory-composition-testing methodology is developed and applied to optimise techniques for enabling users to navigate multiple layers of content, as well as in finding methods that evoke an increased emotional connection with the past of place. This iterative realisation cycle comprises four stages - of content origination, pre-processing, mapping and user interaction. The user interaction stage of this cycle forms an integral element of the research methodology, involving the techniques being subjected to formalised user experience testing, both to assist with their further refinement and to assess their value in evoking an increased awareness of time and place. Online usability testing gathered 5,451 responses over three years of iterative cycles of composition development and refinement, with more detailed usability labs conducted involving eighteen participants. Usability lab response categories span efficiency, accuracy, recall and emotional response. The portfolio includes a variety of interactive techniques developed and improved during its testing and refinement. User experience feedback data plays an essential role in influencing the development and direction of the portfolio, helping refine techniques to evoke an enhanced awareness of the past of place by identifying those that worked most, and least, effectively for users. This includes an analysis of the role of synthetic and authentic content on user perception of various digital techniques and compositions. The contributions of this research include: • the composition portfolio and the associated IDT techniques originated, developed, tested and refined in its research and creation • the research methodology developed and applied, utilising iterative development of aspects of the portfolio informed by user feedback obtained both online and in usability labs • the findings from user experience testing, in particular the extent to which various visual and aural techniques help evoke a heightened sense of the past of place • an exploration of the extent to which the usability testing substantiates that user responses to the compositions have the potential to establish an evocative connection that communicates a sense close to that of Barthes' punctum (something that pierces the viewer) rather than solely that of the studium • the role of synthetic and authentic content on user perception and appreciation of the techniques and compositions • the emergence of an analytical framework with the potential for wider application to the development, analysis and design of IDT compositions
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Alexander, Granhof, and Eriksson Jakob. "Improving the User Experience in Data Visualization Web Applications." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21731.

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This paper is a literature study with an additional empirical approach to research how to improve user experience in data visualization web applications. This research has been conducted in collaboration with Caretia AB to improve their current data visualization tool. The research studies previous research on the topics of UI design, user experience, visual complexity and user interaction in the attempt to discover what areas of design and intuitivity that improves the user experiences in these kinds of tools. The findings were then tested together with Caretia through a proof-of-concept prototype application which was implemented with said findings. The conclusion of the results is that mapping ontology groups and prior experience as well as reducing visual overload are effective ways of improving intuitivity and user experience.
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Fan, Siyuan. "Integrating design into interactive personal medicine education experience." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1378195790.

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Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can affect these Pleasures. This to help interaction designers think more clearly around and make better design choices regarding interactions within interactive systems. The results of this showed that there can be many such relations, but also that they are complex. Additionally, it is discussed that Pleasures might also partly be experienced before or after the interaction with the artwork.
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Wang, Dong. "Developing Immersive Experience in Virtual Tour Applications on Mobile Devices." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176274.

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As a cutting-edge technology, VR is applied to all aspects of life. Especially when the pandemic is spreading, the immersive experience of VR provides another possibility for people's virtual tours and online exhibitions. Limited by the high price of professional VR equipment, VR technology still exists in specific professional fields. This project mainly studies some of the challenges of immersive experience on mobile phones and improves the immersive experience to make the virtual tour convenient and straightforward on mobile phones. Through research, it is found that interactive 360-video may be a potential solution. Users can explore freely in 360-video and interact with people or things in the environment. The most important thing is that interactive 360-video can rely on mobile phones as a medium so that everyone can afford it, and it allows users to explore and discover anytime, anywhere.

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

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Books on the topic "Interactive user experience"

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Marcus, Aaron, ed. Design, User Experience, and Usability: Interactive Experience Design. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3.

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Building the Realtime User Experience: Creating Immersive and Interactive Websites. Cambridge: O'Reilly Media, Incorporated, 2010.

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Kinney, Drew. Interactive Design Beyond the Desktop: User Experience Defined by Aesthetics. Charlotte: LuLu, 2009.

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Marcus, Aaron, and Elizabeth Rosenzweig, eds. Design, User Experience, and Usability. Design for Contemporary Interactive Environments. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49760-6.

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Convergence design: Creating the user experience for interactive television, wireless, and broadband. Gloucester, Mass: Rockport Publishers, 2003.

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Marcus, Aaron, and Elizabeth Rosenzweig, eds. Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49757-6.

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Digital experience design: Ideas, industries, interaction. Bristol, UK: Intellect, 2008.

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Kurosu, Masaaki, ed. Human-Computer Interaction. Novel User Experiences. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39513-5.

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Garrett, Jesse James. Elements of user experience. Indianapolis, Ind: Pearson Education, 2002.

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Marcus, Aaron, and Elizabeth Rosenzweig, eds. Design, User Experience, and Usability. Interaction Design. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49713-2.

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Book chapters on the topic "Interactive user experience"

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Neves, Marco. "Printed Matter as an Interactive System." In Design, User Experience, and Usability: Novel User Experiences, 625–37. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7_60.

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Karapanos, Evangelos. "User Experience Over Time." In Modeling Users' Experiences with Interactive Systems, 57–83. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-31000-3_4.

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Search, Patricia. "Interactive Multisensory Data Representation." In Design, User Experience, and Usability: Users and Interactions, 363–73. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_35.

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Deck, Andy. "Interactive Storytelling in V.R.: Coming Soon?" In Design, User Experience, and Usability. User Experience in Advanced Technological Environments, 428–39. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23541-3_31.

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Nath, Shachindra. "Narrativity of User Experience." In Technologies for Interactive Digital Storytelling and Entertainment, 55–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27797-2_8.

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Bala, Paulo, Valentina Nisi, and Nuno Nunes. "Evaluating User Experience in 360º Storytelling Through Analytics." In Interactive Storytelling, 270–73. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-71027-3_23.

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Wang, Jinning, and Feng Ye. "Narrative Controllability in Visual Reality Interactive Film." In Design, User Experience, and Usability. User Experience in Advanced Technological Environments, 471–83. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23541-3_34.

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Mankodiya, Kunal, Rolando Martins, Jonathan Francis, Elmer Garduno, Rajeev Gandhi, and Priya Narasimhan. "Interactive Shopping Experience through Immersive Store Environments." In Design, User Experience, and Usability. User Experience in Novel Technological Environments, 372–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39238-2_41.

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Mauricio, Gabriela Schirmer, João de Sá Bonelli, and Maria das Graças Chagas. "TattooAR: Augmented Reality Interactive Tattoos." In Design, User Experience, and Usability: Users and Interactions, 667–74. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_63.

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Chen, Kuo-Pin, and Wen-Huei Chou. "Emotional Experience and Interactive Design in the Workplace." In Design, User Experience, and Usability. User Experience in Novel Technological Environments, 446–54. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39238-2_49.

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Conference papers on the topic "Interactive user experience"

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Sandler, John. "What users want: Functional user experience." In 2015 International Conference on Interactive Collaborative Learning (ICL). IEEE, 2015. http://dx.doi.org/10.1109/icl.2015.7318053.

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Kremer, S., T. Sies, and U. Lindemann. "Designing meaningful User Experiences: Interactive Learning Experience Model." In 2016 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM). IEEE, 2016. http://dx.doi.org/10.1109/ieem.2016.7797882.

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MacDonald, Craig M. "User Experience (UX) Capacity-Building." In DIS '19: Designing Interactive Systems Conference 2019. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3322276.3322346.

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Liu, Shuqing, Jiang Jian, Xianjun Sam Zheng, Zaijia Liu, Guanmin Liu, and Kaiping Peng. "Assessing user experience of interactive products." In the 5th International Symposium. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2397696.2397711.

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Huang, Chung-Ching, and Erik Stolterman. "Temporal anchors in user experience research." In DIS '14: Designing Interactive Systems Conference 2014. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2598510.2598537.

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Çorlu, Doăa, Şeyma Taşel, Semra Gülce Turan, Athanasios Gatos, and Asim Evren Yantaç. "Involving Autistics in User Experience Studies." In DIS '17: Designing Interactive Systems Conference 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3064663.3064771.

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Lallemand, Carine, and Guillaume Gronier. "Enhancing User eXperience during waiting time in HCI." In the Designing Interactive Systems Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2317956.2318069.

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Chan, Matthew T. K., Rob Gorbet, Philip Beesley, and Dana Kulic. "Interacting with curious agents: User experience with interactive sculptural systems." In 2016 25th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN). IEEE, 2016. http://dx.doi.org/10.1109/roman.2016.7745104.

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Lee, Seungyeon, and Myunghwan Yun. "INTERACTIVE TV USER EXPERIENCE IN BEHAVIORAL SITUATIONS." In International Conference On Interfaces and Human Computer Interaction 2019. IADIS Press, 2019. http://dx.doi.org/10.33965/ihci2019_201906l016.

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Cooper, William. "The interactive television user experience so far." In Proceeding of the 1st international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1453805.1453832.

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Reports on the topic "Interactive user experience"

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Mackiewicz-Ludtka, G., and R. A. Raschke. Metals Processing Laboratory User Facility: Facilities capabilities; Interactive programs; Recent experience. Office of Scientific and Technical Information (OSTI), February 1998. http://dx.doi.org/10.2172/629473.

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Park, Jee-Sun, and Sejin Ha. User Experience in Fashion Brand Pages in Social Networking Sites: Values and Affective Experience of Information Interaction. Ames: Iowa State University, Digital Repository, November 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1308.

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Manzano, Osmel, and José Luis Saboin. Reverse Causality between Oil Policy and Fiscal Policy?: The Venezuelan Experience. Inter-American Development Bank, May 2021. http://dx.doi.org/10.18235/0003290.

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This paper uses a model of intergenerational accounting to simulate the intergenerational distribution of oil wealth in Venezuela. Venezuelan oil production does not seem to follow an optimal extraction path. Nevertheless, this is true if we do not consider what the government does with the resources received from the oil sector. In this paper we explored the interaction of oil policy and fiscal policy using an intergeneration accounting model. We found that these interactions could explain certain outcomes. In particular, the model could explain why the sector was open for investment in 1991 and then “re-nationalized” in 2001. Results suggest that when fiscal policy could leave an important burden to future generations, voters seem to favor a more tax oriented oil policy, leaving the oil in the subsoil.
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Yaremchuk, Olesya. TRAVEL ANTHROPOLOGY IN JOURNALISM: HISTORY AND PRACTICAL METHODS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11069.

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Our study’s main object is travel anthropology, the branch of science that studies the history and nature of man, socio-cultural space, social relations, and structures by gathering information during short and long journeys. The publication aims to research the theoretical foundations and genesis of travel anthropology, outline its fundamental principles, and highlight interaction with related sciences. The article’s defining objectives are the analysis of the synthesis of fundamental research approaches in travel anthropology and their implementation in journalism. When we analyze what methods are used by modern authors, also called «cultural observers», we can return to the localization strategy, namely the centering of the culture around a particular place, village, or another spatial object. It is about the participants-observers and how the workplace is limited in space and time and the broader concept of fieldwork. Some disciplinary practices are confused with today’s complex, interactive cultural conjunctures, leading us to think of a laboratory of controlled observations. Indeed, disciplinary approaches have changed since Malinowski’s time. Based on the experience of fieldwork of Svitlana Aleksievich, Katarzyna Kwiatkowska-Moskalewicz, or Malgorzata Reimer, we can conclude that in modern journalism, where the tools of travel anthropology are used, the practical methods of complexity, reflexivity, principles of openness, and semiotics are decisive. Their authors implement both for stable localization and for a prevailing transition.
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Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, December 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

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In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the emotional-volitional sphere, lack of motivation, severe physical and mental fatigue, low level of social skills, etc. - the use of distance educational technologies in psychocorrectional work; - lack of methodological recommendations for psychocorrectional work in conditions of distance technologies with school-age children. Such recommendations are available mainly for adults, they relate to the educational process, but they do not cover the correctional process. There is enough scientific and methodological literature on psychological and pedagogical correction, which is the basis for ensuring the work of a practicing psychologist, but there are difficulties in transferring these techniques, games, etc. - to the remote mode of correctional and developmental work, especially in the form of group work. During the game, various social and psychological situations are solved, which are selected strictly according to the characteristics of the social experience of the participants.
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Baloch, Imdad, Tom Kaye, Saalim Koomar, and Chris McBurnie. Pakistan Topic Brief: Providing Distance Learning to Hard-to-reach Children. EdTech Hub, June 2020. http://dx.doi.org/10.53832/edtechhub.0026.

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The COVID-19 pandemic has resulted in mass school closures across the world. It is expected that the closures in low- and -middle-income countries (LMICs) will have long-term negative consequences on education and also on broader development outcomes. Countries face a number of obstacles to effectively delivering alternative forms of education. Obstacles include limited experience in facing such challenges, limited teacher digital and pedagogical capacity, and infrastructure constraints related to power and connectivity. Furthermore, inequalities in learning outcomes are expected to widen within LMICs due to the challenges of implementing alternative modes of education in remote, rural or marginalised communities. It is expected that the most marginalised children will feel the most substantial negative impacts on their learning outcomes. Educational technology (EdTech) has been identified as a possible solution to address the acute impact of school closures through its potential to provide distance education. In this light, the DFID Pakistan team requested the EdTech Hub develop a topic brief exploring the use of EdTech to support distance learning in Pakistan. Specifically, the team requested the brief explore ways to provide distance education to children in remote rural areas and urban slums. The DFID team also requested that the EdTech Hub explore the different needs of those who have previously been to school in comparison to those who have never enrolled, with reference to EdTech solutions. In order to address these questions, this brief begins with an overview of the Pakistan education landscape. The second section of the brief explores how four modes of alternative education — TV, interactive radio instruction, mobile phones and online learning — can be used to provide alternative education to marginalised groups in Pakistan. Multimodal distance-learning approaches offer the best means of providing education to heterogeneous, hard-to-reach groups. Identifying various tools that can be deployed to meet the needs of specific population segments is an important part of developing a robust distance-learning approach. With this in mind, this section highlights examples of tools that could be used in Pakistan to support a multimodal approach that reaches the most hard-to-reach learners. The third and final section synthesises the article’s findings, presenting recommendations to inform Pakistan’s COVID-19 education response.<br> <br> This topic brief is available on Google Docs.
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