Academic literature on the topic 'Interactivity'

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Journal articles on the topic "Interactivity"

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Dysart, Joe. "Interactivity." Journal of Restaurant & Foodservice Marketing 3, no. 1 (November 24, 1998): 77–81. http://dx.doi.org/10.1300/j061v03n01_06.

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Dysart, Joe. "Interactivity." netWorker 2, no. 5 (November 1998): 30–37. http://dx.doi.org/10.1145/289165.289175.

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Stromer-Galley, Jennifer. "Interactivity-as-Product and Interactivity-as-Process." Information Society 20, no. 5 (November 2004): 391–94. http://dx.doi.org/10.1080/01972240490508081.

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Amankwah, Adwoa Sikayena, and Blessing Mbatha. "Interactivity gratifications." Communicare: Journal for Communication Studies in Africa 40, no. 1 (October 5, 2022): 107–28. http://dx.doi.org/10.36615/jcsa.v40i1.1514.

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The study explored how the interactive attributes of new media technologies influence thegratification-seeking behaviour of millennials. Using a mixed methods approach, it employed asurvey and focus group interviews to collect data from university students. From a population of2 400 university students from the Political Science Department of a renowned public universityin Ghana, 400 students were systematically sampled for the survey, while 40 students werepurposively selected for focus group discussions. The findings indicate that the interactive featuresof the technologies produced emerging social and psychological gratifications in millennialsby projecting them as purposeful, and active in deploying symmetric political communicationrepertoires. The practical implication of this is that political leaders need to invigorate their electoralcommunication repertoires both in substance and in depth by deploying the heuristic attributes ofthe new technologies to facilitate the awakening of visceral responses in millennials and get themto engage in e-politics.
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Heath, Christian, and Dirk vom Lehn. "Configuring 'Interactivity'." Social Studies of Science 38, no. 1 (February 2008): 63–91. http://dx.doi.org/10.1177/0306312707084152.

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Rafaeli, Sheizaf, and Fay Sudweeks. "Networked Interactivity." Journal of Computer-Mediated Communication 2, no. 4 (June 23, 2006): 0. http://dx.doi.org/10.1111/j.1083-6101.1997.tb00201.x.

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DOWNES, EDWARD J., and SALLY J. McMILLAN. "Defining Interactivity." New Media & Society 2, no. 2 (June 2000): 157–79. http://dx.doi.org/10.1177/14614440022225751.

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Stouppe, Jeffrey R. "Measuring interactivity." Performance Improvement 37, no. 9 (November 1998): 19–23. http://dx.doi.org/10.1002/pfi.4140370907.

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Kawash, Samira, Guillermo Gomez-Pena, Roberto Sifuentes, and Sara Shelton Mann. "Interactivity and Vulnerability." PAJ: A Journal of Performance and Art 21, no. 1 (January 1999): 46. http://dx.doi.org/10.2307/3245980.

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Cumpstey, Marian. "What price interactivity." Journal of Audiovisual Media in Medicine 10, no. 2 (January 1987): 59–60. http://dx.doi.org/10.3109/17453058709150291.

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Dissertations / Theses on the topic "Interactivity"

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Galyean, Tinsley Azariah. "Narrative guidance of interactivity." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/29090.

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Jensen, Michelle. "New Media and Interactivity." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
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Jensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.

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Master of Visual Arts
Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
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Lewis, Elise C. "Image Representation and Interactivity: An Exploration of Utility Values, Information-Needs and Image Interactivity." Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc84240/.

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This study was designed to explore the relationships between users and interactive images. Three factors were identified and provided different perspectives on how users interact with images: image utility, information-need, and images with varying levels of interactivity. The study used a mixed methodology to gain a more comprehensive understanding about the selected factors. An image survey was used to introduce the participants to the images and recorded utility values when given a specific task. The interviews allowed participants to provide details about their experiences with the interactive images and how it affected their utility values. Findings from the study showed that images offering the highest level of interactivity do not always generate the highest utility. Factors such as personal preference, specifically speed and control of the image, affect the usefulness of the image. Participant also provided a variety of uses where access to interactive images would be beneficial. Educational settings and research tools are a few examples of uses provided by participants.
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Höglin, Fredrik. "Event-driven interactivity in IPTV." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-155778.

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As broadcast television has developed from analogue transmission over the air to digital transmission over cable and satellite, and today over IP networks, many new challenges as well as opportunities to develop new services has surfaced. This thesis will provide an overview of the IPTV technology with a focus on interactive services, as well as describe a prototype that has been developed to illustrate how interactivity could be implemented. It was observed that sports broadcasting was a good candidate to present additional interactive content, due to the wealth of material usually available outside of the broadcast itself, such as statistics. A prototype has been developed at TeliaSonera, an IPTV provider with roughly 400.000 customers, as a part of the Next Generation Media project at the Royal Institute of Technology (KTH). The prototype has been integrated into the existing user interface to provide management of sports highlights, enabling users to view highlights in live matches on several channels at once, without worrying about missing any of the action, even if it happens on a channel they are not currently watching. Interest has also been shown from a third party, using the developed framework for delivering events to the set-top box, and the existing code was modified to allow various types of events to be received, allowing the user to interact with the television content in different ways.
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Tomlinson, William Michael 1972. "Interactivity and emotion through cinematography." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/88315.

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Grabner, Sarah M. "Art Games: Performativity and Interactivity." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1523973549005374.

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Moore, Tyler. "Redefining Interactivity in E-Learning." The University of Arizona, 2015. http://hdl.handle.net/10150/556210.

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Since the advent of distance learning, interaction has played a crucial role in learner satisfaction and more recently the quality of learning online. Even though the crucial nature of incorporating interactive learning environments is not lost on the education community, it has been at troubling odds with meeting the expectations of learners and establishing why some proposed “interactive” activities fail. Because technology has changed, offering varying levels of interaction between learner-learner, learner-instructor, and learner-content some argue that re-conceptualizing interactive can provide unique learning advantages. This literature review explores the most vital aspects of interactivity, the variables that determine its appropriateness and significant findings as they pertain to meeting the expectations of e-learning.
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Wragg, Nicole Davy. "Professional web design and interactivity: a study of web designers’ understanding and practice of interactivity." Thesis, Curtin University, 2012. http://hdl.handle.net/20.500.11937/1621.

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This thesis analyses interactivity in web design, focusing on everyday design practices of Australian web designers. The work discusses the development of communication design approach to professional practice. It reviews various theoretical approaches to interactivity. It presents findings from interviews with designers and also analysis of their websites. It concludes by demonstrating that interactivity has no abstract definition but is multi-dimensional and inherent in the many ways that designers think and do web design.
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Lustria, Mia Liza Alcantara. "CAN INTERACTIVITY MAKE A DIFFERENCE? EFFECTS OF INTERACTIVITY ON YOUNG ADULTS' COMPREHENSION OF ONLINE HEALTH CONTENT." Lexington, Ky. : [University of Kentucky Libraries], 2005. http://lib.uky.edu/ETD/ukycomm2005d00324/etd.pdf.

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Thesis (Ph. D.)--University of Kentucky, 2005.
Title from document title page (viewed on November 2, 2005). Document formatted into pages; contains x, 167 p. : ill. Includes abstract and vita. Includes bibliographical references (p. 146-162).
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Books on the topic "Interactivity"

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Crawford, Chris. Understanding interactivity: Draft 7.0. [U.S]: Erasmatzz, 2000.

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Brooks, Anthony, Eva Irene Brooks, and Duckworth Jonathan, eds. Interactivity and Game Creation. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73426-8.

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1970-, Morrison Michael, ed. VBScript Web page interactivity. Rocklin, CA: Prima Pub., 1996.

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Wölfel, Matthias, Johannes Bernhardt, and Sonja Thiel, eds. ArtsIT, Interactivity and Game Creation. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-95531-1.

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Brooks, Anthony L., ed. ArtsIT, Interactivity and Game Creation. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-55312-7.

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Brooks, Anthony L., ed. ArtsIT, Interactivity and Game Creation. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-55319-6.

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Brooks, Anthony L., ed. ArtsIT, Interactivity and Game Creation. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-28993-4.

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Mohler, James L. Flash 5: Graphics, animation, and interactivity. Albany: Delmar Thomson Learning, 2000.

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Sherron, Gene T. Distance learning: The shift to interactivity. Boulder, Colo: CAUSE, 1997.

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Sherron, Gene T. Distance learning: The shift to interactivity. Boulder, Colo. (4840 Pearl E. Circle, Ste. 302E, Boulder 80301): CAUSE, 1997.

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Book chapters on the topic "Interactivity"

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O’Grady, Alice. "Interactivity." In Performance Perspectives, 146–75. London: Macmillan Education UK, 2011. http://dx.doi.org/10.1007/978-0-230-35680-1_6.

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van der Spuy, Rex. "Interactivity." In Advanced Game Design with HTML5 and JavaScript, 189–237. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4302-5801-8_6.

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Wills, Graham. "Interactivity." In Statistics and Computing, 181–206. New York, NY: Springer New York, 2010. http://dx.doi.org/10.1007/978-0-387-77907-2_9.

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Li, Yunyao, Dragomir Radev, and Davood Rafiei. "Interactivity." In Natural Language Interfaces to Databases, 177–229. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-45043-3_7.

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Bateman, Rob, and Richard Olsson. "Interactivity." In The Essential Guide to 3D in Flash, 171–91. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2542-3_8.

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Martin, J. "Interactivity." In The Ludotronics Game Design Methodology, 65–106. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003334682-18.

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Landay, Lori. "Interactivity." In The Routledge Companion to Video Game Studies, 243–54. 2nd ed. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-35.

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Morris, Tim. "Multimedia Interactivity." In Multimedia Systems, 61–73. London: Springer London, 2000. http://dx.doi.org/10.1007/978-1-4471-0455-1_5.

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Oehlman, Damon, and Sébastien Blanc. "Exploring Interactivity." In Pro Android Web Apps, 129–60. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3277-3_7.

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Freeman, Adam. "Adding Interactivity." In Applied ASP .NET 4 in Context, 205–39. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3468-5_10.

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Conference papers on the topic "Interactivity"

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Wilkinson, Gerard, Gavin Wood, Jonathan Hook, Tom Nappey, Ahmed Kharrufa, Bradley Pursglove, Hendrik Haeuser, Nils Y. Hammerla, Steve Hodges, and Patrick Olivier. "Interactivity." In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2851581.2890234.

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Almeida, Teresa, Gavin Wood, Rob Comber, and Madeline Balaam. "Interactivity." In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2851581.2890261.

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Jennings, Pamela, and Paul Cunningham. "Interactivity." In Proceeding of the twenty-sixth annual CHI conference extended abstracts. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1358628.1358671.

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O'Hara, Kenton. "Interactivity and non-interactivity on tabletops." In the 28th international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1753326.1753723.

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Lim, Youn-kyung, Sang-Su Lee, and Kwang-young Lee. "Interactivity attributes." In the SIGCHI Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1518701.1518719.

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Gonzales, Amy L., Thomas Finley, and Stuart Paul Duncan. "(Perceived) interactivity." In the SIGCHI Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1518701.1518767.

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Kweon, Sang Hee, Eun Joung Cho, and Eun Mee Kim. "Interactivity dimension." In the 3rd international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1413634.1413685.

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Avrahami, Daniel, and Scott E. Hudson. "Forming interactivity." In the conference. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/778712.778735.

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Woo, Jong-bum, Da-jung Kim, Suin Kim, Jaesung Jo, and Youn-kyung Lim. "Interactivity sketcher." In the 2011 annual conference extended abstracts. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1979742.1979786.

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Domingues, Diana. "Interactivity and ritual." In ACM SIGGRAPH 99 Electronic art and animation catalog. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/312379.312564.

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Reports on the topic "Interactivity"

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Vázquez-Herrero, J., A. González-Neira, and N. Quintas-Froufe. Active Audience in Transmedia Fiction: Platforms, Interactivity and Measurement. Revista Latina de Comunicación Social, January 2019. http://dx.doi.org/10.4185/rlcs-2019-1322en.

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Hart, Roland J., and Stephen C. Bradshaw. Interactivity Theory: Analyzing Human Environments Using Linear Prediction Filters. Fort Belvoir, VA: Defense Technical Information Center, August 1985. http://dx.doi.org/10.21236/ada172066.

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Videla Rodríguez, JJ, M. García-Torre, and MJ Formoso Barro. Content and interactivity of the apps for smartphone of the Spanish televisions. Revista Latina de Comunicación Social, June 2016. http://dx.doi.org/10.4185/rlcs-2016-1109en.

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Burgoon, Judee K., Suzanne Weisband, and Joseph Bonito. Interactivity Communication and Trust: Further Studies of Leadership in the Electronic Age. Fort Belvoir, VA: Defense Technical Information Center, March 2005. http://dx.doi.org/10.21236/ada433229.

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Formoso Barro, MJ, M. García-Torre, and JJ Videla Rodríguez. Morphology and interactivity of the contents in the applications of Latin American television. Revista Latina de Comunicación Social, May 2019. http://dx.doi.org/10.4185/rlcs-2019-1364en.

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Vázquez Sande, P., P. Pineda-Martínez, and T. Fernández Lombao. Interactivity in the online press rooms of the Spanish regional parliaments: lights and shadows. Revista Latina de Comunicación Social, November 2017. http://dx.doi.org/10.4185/rlcs-2017-1227en.

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Suing, A. Interactivity, digital dividend and information in the implementation of DTT. The case study of Ecuador. Revista Latina de Comunicación Social, August 2014. http://dx.doi.org/10.4185/rlcs-2014-1022en.

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Túñez López, M., V. Altamirano, and KP Valarezo. Collaborative tourism communication 2.0: promotion, advertising and interactivity in government tourism websites in Latin America. Revista Latina de Comunicación Social, March 2016. http://dx.doi.org/10.4185/rlcs-2016-1094en.

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Lee, Hanna, Yingjiao Xu, and Anne Porterfield. Fashion Consumers� Adoption of AR-Based Virtual Fitting Rooms: Effects of Perceived Interactivity and Augmentation. Ames (Iowa): Iowa State University. Library, January 2019. http://dx.doi.org/10.31274/itaa.8220.

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Barredo-Ibáñez, D., and E. Díaz-Cerveró. Interactivity in Latin American digital journalism. An analysis of the main cybermedia of Colombia, Mexico and Ecuador (2016). Revista Latina de Comunicación Social, March 2017. http://dx.doi.org/10.4185/rlcs-2017-1165en.

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