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.
Full textJensen, Michelle. "New Media and Interactivity." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textJensen, Michelle. "New Media and Interactivity." University of Sydney, 2006. http://hdl.handle.net/2123/1522.
Full textDigital/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.
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/.
Full textHöglin, 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.
Full textTomlinson, William Michael 1972. "Interactivity and emotion through cinematography." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/88315.
Full textGrabner, Sarah M. "Art Games: Performativity and Interactivity." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1523973549005374.
Full textMoore, Tyler. "Redefining Interactivity in E-Learning." The University of Arizona, 2015. http://hdl.handle.net/10150/556210.
Full textWragg, 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.
Full textLustria, 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.
Full textTitle 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).
Meruvia, Pastor Oscar Ernesto. "Level of detail selection and interactivity." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0017/MQ47070.pdf.
Full textAgle, Mark. "Computer Mediated Communication: Interaction and Interactivity." unrestricted, 2006. http://etd.gsu.edu/theses/available/etd-07262006-175409/.
Full textTitle from title screen. Merrill Morris, committee chair; Jaye Atkinson, Ted Friedman, committee members. Electronic text (111 p. : iil. (some col.)) : digital, PDF file. Description based on contents viewed Apr. 24, 2007. Includes bibliographical references (p. 96-101).
Price, Robin Michael. "Metadata and interactivity in sonic art." Thesis, Queen's University Belfast, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.602929.
Full textOney, Stephen William-Lucas. "Expressing Interactivity with States and Constraints." Research Showcase @ CMU, 2015. http://repository.cmu.edu/dissertations/599.
Full textOscarsson, Jacob. "Exploring the Brain : Interactivity and Learning." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12329.
Full textPranskūnienė, Rasa. "“Submerging interactivity” in museum education: grounded theory." Doctoral thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2013~D_20131021_095336-64968.
Full textMuziejaus edukacinė veikla, kaip mokslinio tyrimo objektas, ypač Lietuvoje, yra dar labai mažai nagrinėta, taigi disertacinis muziejinės edukacijos tyrimas yra reikšmingas tolimesnei muziejinės edukacijos plėtrai. Tyrimui atlikti pasirinkta klasikinės grindžiamosios teorijos strategija, suteikianti tyrėjui galimybę, konceptualizuojant tyrimo duomenis, „iškelti“ teoriją, atskleidžiančią pagrindinį rūpestį ir paaiškinančią, kaip jis yra sprendžiamas. Tyrime taikyti duomenų rinkimo metodai (interviu, stebėjimas, neformalūs pokalbiai, virtualūs komentarai, rašinėliai, piešiniai, dokumentai) ir klasikinės grindžiamosios teorijos procedūrų taikymas padėjo atskleisti, kad pagrindinį rūpestį muziejinėje edukacijoje kelia nuobodulys. Nuobodulio problema muziejinėje edukacijoje yra sprendžiama nardinančiu interaktyvumu, kurio pagrindu ir suformuota grindžiamoji teorija: Nardinantis interaktyvumas muziejinėje edukacijoje. Šioje teorijoje yra atskleidžiami plūduriavimo ir pasinėrimo procesai, paaiškinantys šiuolaikinę muziejinę edukaciją. Plūduriavimą, kaip paviršinės muziejinės edukacijos procesą, atskleidžia nuobodulio rato įsukimas, kai sprendžiant nuobodulio problemą, siekiama išvengti nuobodulio aktyvinimu, kuris veda prie perdozavimo ir lemia grįžimą į pradinę nuobodulio būseną. Tuomet muziejaus lankytojas tarsi plūduriuoja muziejinės edukacijos paviršiuje, kas veda prie dalinio ir laikino nuobodulio problemos sprendimo bei skatina muziejaus lankytojus ateityje labiau vengti... [toliau žr. visą tekstą]
Chli, Maria. "Convergence and interactivity of multi-agent systems." Thesis, Imperial College London, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427951.
Full textChang, Chingfang. "Laboratory interactivity : the rethinking of science museums." Thesis, Goldsmiths College (University of London), 2010. http://research.gold.ac.uk/6398/.
Full textMcMillan, Corey. "Articulatory evidence for interactivity in speech production." Thesis, University of Edinburgh, 2009. http://hdl.handle.net/1842/3280.
Full textTOLEDO, RENATA GRANCHI STEIDEL DE. "THE DISCOURSE OF INTERACTIVITY IN BRAZILIAN TELEVISION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2004. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=5140@1.
Full textO surgimento e a popularização de meios de comunicação interativos, como a Internet, fizeram com que o discurso da interatividade se difundisse e fosse absorvido pelas emissoras de televisão ao redor do mundo. A presente dissertação tinha como objetivo investigar de que forma os telespectadores estão percebendo o uso desse discurso na televisão brasileira. Primeiramente, nele são analisadas: (a) a relação entre a televisão e o telespectador, (b) a difusão da palavra interatividade, (c) os principais programas que vêm utilizando este discurso e, finalmente, (d) os conceitos de multimídia e convergência. Posteriormente, são apresentados os resultados de 10 entrevistas face-a-face realizadas com homens e mulheres brasileiros, telespectadores típicos e usuários da Internet. A análise do discurso desses entrevistados revelou a existência de dois tipos distintos de telespectadores: os potencialmente interativos e os não interativos. Ambos não percebem a TV como um meio de comunicação interativo. Para eles, o discurso da interatividade está vinculado a um novo estilo de programa que a TV vem divulgando.
The advent and popularization of interactive communications media, such as the internet, led to the dissemination of the discourse of interactivity. Such a discourse was absorbed by television broadcasters worldwide. The present dissertation had the goal of investigating how television viewers perceive the use of this discourse in Brazilian television. Primarily, the following are analyzed: (a) the relationship between television and television viewer; (b) the diffusion of the word interactivity; (c) the main TV shows that have been utilizing this discourse and, finally, (d) the concepts of multimedia and convergence. Lastly, the results of 10 face-to-face interviews with typical Brazilian male and female television viewers, who are also internet users, are presented. The analysis of the interviewees' replies revealed the existence of two distinct types of television viewers: the potentially interactive and the non-interactive ones. Both do not perceive the TV as an interactive communications medium. For them the discourse of Interactivity is associated with a new style of television shows that broadcasters are promoting.
Hwang, Ting-Hsiang Tony. "Exploring real-time video interactivity with Scratch." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/77018.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 40-41).
Real-time video interactivity is becoming increasingly popular in today's world with the advent of better and more affordable video input devices. With the recent release of the Microsoft Kinect followed by an official Kinect SDK, there has been an explosion of activity around utilizing this now easily-accessible video sensor data. Many creative uses have surfaced including object recognition, gesture recognition, and more. The audience capable of taking full advantage of these video technologies continues to be a technical crowd, likely with a background in computer science. But what if such video technology were made accessible to a much more diverse crowd? This thesis presents a set of computer vision tools for exploration of the real-time video interactivity space in the context of Scratch (scratch.mit.edu), a graphical block-based programming language accessible to all ages. To decide what functionality to provide to Scratch users, various computer vision algorithms are tested, including object detection, object recognition, face recognition and optical flow. Ultimately, an optical flow implementation is realized and its generative abilities are observed through testing with different user groups.
by Ting-Hsiang Tony Hwang.
M.Eng.
Grigg, Penny. "Interactivity, computers and orthodontic training for undergraduates." Thesis, Open University, 2005. http://oro.open.ac.uk/54862/.
Full textDavu, Sandeep. "Connection Oriented Mobility Using Edge Point Interactivity." Kent State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=kent1206469405.
Full textBecker-Asano, Christian. "WASABI: affect simulation for agents with believable interactivity /." Heidelberg : Akademische Verlagsgesellschaft Aka, 2008. http://opac.nebis.ch/cgi-bin/showAbstract.pl?u20=9783898383196.
Full textÅsberg, Mikael. "Enhancing the Interactivity in the Classroom via Smartphone." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159035.
Full textParadis, Matthew Daniel Jean. "Mapping and interactivity in real-time musical performance." Thesis, University of York, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.727129.
Full textPalacios, Moreno Luis Alberto. "The effect of interactivity in e-learning systems." Thesis, Brunel University, 2012. http://bura.brunel.ac.uk/handle/2438/13102.
Full textMoberg, Per. "Event-driven interactivity in application-based TV-programs." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-195825.
Full textSmith, Craig. "Structuring interactivity : space and time in relational art." Thesis, Goldsmiths College (University of London), 2006. http://research.gold.ac.uk/11018/.
Full textNathan, Vikram. "Measuring time to interactivity for modern Web pages." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/115749.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 53-56).
Web pages continually strive for faster loading times to improve user experience. However, a good metric for "page load time" is elusive. In particular, we contend that modern web pages should be evaluated with respect to interactivity: a page should be considered loaded when the user can fully interact with all visible content. However, existing metrics fail to accurately measure interactivity. On one hand, "page load time", the most widely used metric, overestimates the time to full interactivity by requiring that all content on a page has been both fetched and evaluated, including content below-the-fold that is not immediately visible to the user. Newer metrics like Above-the-Fold Time and Speed Index solve this problem by focusing primarily on above-the-fold content; however, these metrics only evaluate the time at which a page is fully visible to the user, disregarding page functionality, and thus interactivity. In this thesis, we define a new metric called Ready Index, which explicitly captures interactivity. Defining the metric is straightforward, but measuring it is not, since web developers do not explicitly annotate the parts of a page that support user interaction. To solve this problem, we introduce Vesper, a tool which rewrites a page's source code to automatically discover the page's interactive state. Armed with Vesper, we compare Ready Index to prior load time metrics like Speed Index. We find that, across a variety of network conditions, prior metrics underestimate or overestimate the true load time for a page by between 24% and 64%. Additionally, we introduce a tool that optimizes a page for Ready Index and is able to decrease the median time to page interactivity by between 29% and 32%.
by Vikram Nathan.
S.M.
Zake, Susan K. "Obama, Interactivity and the Millennials: A Case Study." Kent State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=kent1323223506.
Full textTay, Jo Li Marie-Joelle. "A Model for Mapping Interactivity in Learning Experiences." Thesis, Curtin University, 2018. http://hdl.handle.net/20.500.11937/70568.
Full textGünzel, Stephan. "The space-image : interactivity and spatiality of computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2456/.
Full textKaramanos, Neophytos. "Studying the adoption and learning processes of online interactivity." Thesis, Middlesex University, 2011. http://eprints.mdx.ac.uk/8456/.
Full textCarey, Mark. "The enhancement of archive television programmes for audience interactivity." Thesis, University of Sunderland, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.490355.
Full textHedges, Naomi Jayne. "The consumer engagement-interactivity link : an e-retailing perspective." Thesis, University of Hull, 2015. http://hydra.hull.ac.uk/resources/hull:13998.
Full textWang, Hui. "To investigate relative effectiveness of the dimensions of interactivity." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/to-investigate-relative-effectiveness-of-the-dimensions-of-interactivity(5a90bc1d-2f63-4dc9-9300-5b067776c1c7).html.
Full textYiu, Wai-Pun. "Offering reliability and interactivity for peer-to-peer streaming /." View abstract or full-text, 2008. http://library.ust.hk/cgi/db/thesis.pl?CSED%202008%20YIU.
Full textBaltazar, dos Santos A. P. "Cyberarchitecture : the virtualisation of architecture beyond representation towards interactivity." Thesis, University College London (University of London), 2009. http://discovery.ucl.ac.uk/17414/.
Full textGeniets, Anne. "Promoting Democratic Inclusion in an Age of Media Interactivity." Thesis, University of Oxford, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.508424.
Full textKischuk, Kirsten. "A PROTOTYPE FOR NARRATIVE-BASED INTERACTIVITY IN THEME PARKS." Master's thesis, University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2411.
Full textM.F.A.
School of Film and Digital Media
Arts and Humanities
Film and Digital Media MFA
Tantaoui, El Araki Mounir. "INTERACTIVITY AND USER-HETEROGENEITY IN ON DEMAND BROADCAST VIDEO." Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4439.
Full textPh.D.
School of Computer Science
Engineering and Computer Science
Computer Science
Barreda, Davila Albert. "Website Interactivity as a Branding Tool for Hotel Websites." Doctoral diss., University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6245.
Full textPh.D.
Doctorate
Education and Human Performance
Education; Hospitality Education Track
Mendes, Mónica Sofia Santos. "ARTiVIS Arts, real-time video and interactivity for sustainability." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2012. http://hdl.handle.net/10362/9752.
Full textPalmeiro, Otero Nuno Ricardo. "Interactivity in graphical representations : assessing its benefits for learning." Thesis, University of Sussex, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.270322.
Full textDikgole, Lesang Vincent. "Towards a scalable video interactivity solution over the IMS." Master's thesis, University of Cape Town, 2011. http://hdl.handle.net/11427/10333.
Full textRapid increase in bandwidth and the interactive and scalability features of the Internet provide a precedent for a converged platform that will support interactive television. Next Generation Network platforms such as the IP Multimedia Subsystem (IMS) support Quality of Service (QoS), fair charging and possible integration with other services for the deployment of IPTV services. IMS architecture supports the use of the Session Initiation Protocol (SIP) for session control and the Real Time Streaming Protocol (RTSP) for media control. This study aims to investigate video interactivity designs over the Internet using an evaluation framework to examine the performance of both SIP and RTSP protocols over the IMS over different access networks. It proposes a Three Layered Video Interactivity Framework (TLVIF) to reduce the video processing load on a server.
Akrami, Azin, and Jinyue Yao. "The effect of social media interactivity on relationship quality." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106130.
Full textAlzahrani, Joharah. "Investigating role of interactivity in effectiveness of e-learning." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/11801.
Full textLiu, Yifei. "How was passion stirred through interactivity in Obama's blog?" Thesis, Connect to resource online, 2009. http://hdl.handle.net/1805/1864.
Full textTitle from screen (viewed on August 28, 2009). Department of Communication Studies, Indiana University-Purdue University Indianapolis (IUPUI). Advisor(s): Kristina Sheeler. Includes vita. Includes bibliographical references (leaves 69-75).
Ban, Hyun. "The effects of interactivity in online journalism on trust /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Full text