Dissertations / Theses on the topic 'Interactivity'

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1

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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4

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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7

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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8

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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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.

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Agle, Mark. "Computer Mediated Communication: Interaction and Interactivity." unrestricted, 2006. http://etd.gsu.edu/theses/available/etd-07262006-175409/.

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Thesis (M.A.)--Georgia State University, 2006.
Title 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).
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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.

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This thesis deals with questions about how to deal with recombinant works concocted from large media collections; how these different kinds of music can be represented; about handing over control to performers or an audience and how these pieces as a whole can be conceived of and presented to the public. It puts forward the database as a method for dealing with libraries of material, examines different representations for dealing with collections of sounds and music, appraises strategies for interactivity such as hypernarratives and suggests metaphor as a method for understanding all of this. These themes are dealt with in both the portfolio of works presented on the disk and this written dissertation. Out of this comes contributions to the bodies of work exploring the appropriation of everyday objects in art, the fields of algorithmic and generative music, generative video synthesis, online mass participation artworks, interactive pieces and local network instruments.
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Oney, Stephen William-Lucas. "Expressing Interactivity with States and Constraints." Research Showcase @ CMU, 2015. http://repository.cmu.edu/dissertations/599.

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A Graphical User Interface (GUI) is defined by its appearance and its behavior. A GUI’s behavior determines how it reacts to user and system events such as mouse, keyboard, or touchscreen presses, or changes to an underlying data model. Although many tools are effective in enabling designers to specify a GUI’s appearance, defining a custom behavior is difficult and error-prone. Many of the difficulties developers face in defining GUI behaviors are the result of their reactive nature. The order in which GUI code is executed depends upon the order in which it receives external inputs. Most widely used user interface programming frameworks use an event-callback model, where developers define GUI behavior by defining callbacks—sequences of low-level actions—to take in reaction to events. However, the event-callback model for user-interface development has several problems, many of which have been identified long before I started work on this dissertation. First, it is disorganized: the location and order of event-callback code often has little correspondence with the order in which it will be executed. Second, it divides GUI code in a way that requires writing interdependent code to keep the interface in a consistent state. This is because maintaining a consistent state requires referencing and modifying the same state variables across multiple different callbacks, which are often distributed throughout the code. In this dissertation, I will introduce a new framework for defining GUI behavior, called the stateconstraint framework. This framework combines constraints—which allow developers to define relationships among interface elements that are automatically maintained by the system—and state machines—which track the status of an interface. In the state-constraint framework, developers write GUI behavior by defining constraints that are enforced when the interface is in specific states. This framework allows developers to specify more nuanced constraints and allows the GUI’s appearance and behavior to vary by state. I created two tools using the state-constraint framework: a library for Web developers (ConstraintJS) and an interactive graphical language (InterState). ConstraintJS provides constraints that can be used both to control content and control display, and integrates these constraints with the three Web languages—HTML, CSS, and JavaScript. ConstraintJS is designed to take advantage of the declarative syntaxes of HTML and CSS: It allows the majority of an interactive behavior to be expressed concisely in HTML and CSS, rather than requiring the programmer to write large amounts of JavaScript. InterState introduces a visual notation and live editor to clearly represent how states and constraints combine to define GUI behavior. An evaluation of InterState showed that its computational model, visual notation, and editor were effective in allowing developers to define GUI behavior compared to conventional event-callback code. InterState also introduces extensions to the state-constraint framework to allow developers to easily re-use behaviors and primitives for authoring multi-touch gestures.
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Oscarsson, 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.

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This study has examined whether the use of an interactive 3D model of the human brain would be a more effective way of teaching it's anatomy in comparison to traditional book and paper-based techniques. The artefact created for the project was a three dimensional model of the brain made up of several anatomical structures that could be dissected to provide the user with a more accurate sense of the spatial relationships between each structure.  The study conducted did not give sufficient information to accurately answer the research question, but interviews conducted during the experiment show interest in the technology. If developed, there could be potential for the use of this type of technology in the future.
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Pranskūnienė, 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.

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Museum education as the subject of scientific research has been little analyzed, especially in Lithuania, thus, the dissertation research on museum education is significant for further development of museum education. The strategy of classic grounded theory was selected for research. It provides the possibility to researcher to “emerge” the theory, which reveals the main concern and explains how it is solved, by conceptualizing the data of research. The data collection methods (interviews, observation, informal conversations, virtual comments, essays, drawings, documents), used in research, and application of procedures of classic grounded theory helped to reveal that the main concern in museum education is boredom. The problem of boredom in museum education is solved by submerging interactivity on the basis of which the grounded theory is formed: submerging interactivity in museum education. The processes of floating and immersing, which explain a modern museum education, are revealed in this theory. Floating as process of superficial museum education is disclosed by turning the wheel of boredom (when solving the boredom problem, it is sought to avoid boredom by activation, which leads to overdosing and results in return to initial condition of boredom). Then it seems that museum visitor floats on the surface of museum education, which leads to partial and temporal solving of boredom problem and promotes museum visitors to avoid museum even more in the future. Immersing... [to full text]
Muziejaus 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]
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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.

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Chang, Chingfang. "Laboratory interactivity : the rethinking of science museums." Thesis, Goldsmiths College (University of London), 2010. http://research.gold.ac.uk/6398/.

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McMillan, Corey. "Articulatory evidence for interactivity in speech production." Thesis, University of Edinburgh, 2009. http://hdl.handle.net/1842/3280.

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Traditionally, psychologists and linguists have assumed that phonological speech errors result from the substitution of well-formed segments. However, there is growing evidence from acoustic and articulatory analyses of these errors which suggests ac- tivation from competing phonological representations can cascade to articulation. This thesis assumes a cascading model, and investigates further constraints for psy- cholinguistic models of speech production. Two major questions are addressed: whether such a cascading model should include feedback; and whether phonologi- cal representations are still required if articulation is not well-formed. In order to investigate these questions a new method is introduced for the analysis of artic- ulatory data, and its application for analysing EPG and ultrasound recordings is demonstrated. A speech error elicitation experiment is presented in which acoustic and elec- tropalatography (EPG) signals were recorded. A transcription analysis of both data sets tentatively supports a feedback account for the lexical bias effect. Cru- cially, however, the EPG data in conjunction with a perceptual experiment highlight that categorising speech errors is problematic for a cascaded view of production. Therefore, the new analysis technique is used for a reanalysis of the EPG data. This allows us to abandon a view in which each utterance is an error or not. We demon- strate that articulation is more similar to a competing phonological representation when the competitor yields a real word. This pattern firmly establishes evidence for feedback in speech production. Two additional experiments investigate whether phonological representations, in addition to lower-level representations (e.g., features), are required to account for ill-formed speech. In two tongue-twister experiments we demonstrate with both EPG and ultrasound, that articulation is most variable when there is one compet- ing feature, but not when there are two competing features. This pattern is best accounted for in a feedback framework in which feature representations feedback to reinforce phonological representations. Analysing articulation using a technique which does not require the categorisation of responses allows us to investigate the consequences of cascading. It demonstrates that a cascading model of speech production requires feedback between levels of representation and that phonemes should still be represented even if articulation is malformed.
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TOLEDO, 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.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
O 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.
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Hwang, Ting-Hsiang Tony. "Exploring real-time video interactivity with Scratch." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/77018.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.
Cataloged 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.
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Grigg, Penny. "Interactivity, computers and orthodontic training for undergraduates." Thesis, Open University, 2005. http://oro.open.ac.uk/54862/.

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This phenomenological study investigates the interactivity taking place when students use computer-assisted-learning (CAL) in orthodontics and what can be inferred about why these interactions occur. CAL has been proposed in orthodontics because it provides an opportunity to follow a case through to completion. This training is needed if only to give all dentists sufficient knowledge to identify and refer cases for treatment. Two programs have been developed for the pilot: an introductory e-book and a narrative case study based on real records that takes students through a series of decisions relating to case assessment, treatment planning and appliance design. The mixed-methodology approach of the main study uses activity theory to provide a. framework combining qualitative and quantitative data to analyse the interactivity of 48 students as they work through the case study. Observations and transcripts of recordings of conversations between pairs of students, together with post-session interviews, facilitate a deeper understanding of students' conceptions of orthodontics particularly when they explain their reasoning in negotiations over answers, clarified where necessary by data recorded by computer activity log-files. The linear sequence of questions in the program allows students'interactions to be compared on a "like-for-like" basis. Activity systems are used to identify various tensions in students' responses whilst using CAL, facilitating a deeper understanding of the observed interactivity. A phenomenological profile of the students has been developed based on these interactions, particularly in response to the unexpected caused by the complex reality of the case. Further supporting quantitative data is obtained from a questionnaire survey and end-of-year examination results used to provide contextual background material particularly when presenting the results to a domain heavily dominated by a scientific epistemology. Throughout the program many students seem to ignore features not in their immediate focus. Students' reactions to the unexpected (extraction of 7s) indicates about half of the students are so reliant on simplified taught procedure they are unable to relate the extractions to these "hidden" features. Other students adopt a deeper approach and are able to identify reasons why the unexpected occurs. The program has been found to promote an active approach to learning in most students, whether their approach is surface or deep. Most students learn from the feedback provided by the program, even when this feedback is not explicit on a point. Students also benefit from working with a partner. The deeper understanding of students' misconceptions afforded by the adopted research methodology enables the development of guidelines for the future design of CAL in dentistry.
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Davu, Sandeep. "Connection Oriented Mobility Using Edge Point Interactivity." Kent State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=kent1206469405.

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Becker-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.

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Åsberg, 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.

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In order to enrich the interactivity in the classroom a digital survey system can be employed to enable teachers to enquire questions to the students and review the answers in a quick and effortless way. Today at Uppsala University a commercial survey system is in use that consists of; handheld devices used by students to submit an answer, Wi-Fi adapters that receive the answers from the devices and software that creates and presents survey sessions. This report is concerned about finding an alternative to that system and is aimed primarily to improve the economical factor. The approach is to make use of the increasing amount of Smartphone devices that flourish among students today. This resulted into a solution that holds the basic features of the original system. The design employs a Smartphone application which lets the students select a survey from a content manager and then fill it out by interacting with an online survey service. The outcome of a survey can, similarly to the original system, be presented in an integrated fashion within a presentation slide to reduce the need of switching windows when showing a presentation. In conclusion there is a basic and free alternative to the current system assuming every student has a Smartphone available. One of the advantages beside the economical factor include being easier to manage for the teachers as there is no need to administer response devices to the students prior to a survey session.
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Paradis, 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.

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Palacios, Moreno Luis Alberto. "The effect of interactivity in e-learning systems." Thesis, Brunel University, 2012. http://bura.brunel.ac.uk/handle/2438/13102.

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The purpose of this research was to investigate whether interactivity yields a learning effect when used appropriately in e-Learning Systems, and whether this effect enhances learning. The importance of interactivity for success in learning has always been paramount; however, little scientific evidence can be found to support this importance (Sims, 2003; Leiner & Quiring, 2008). Thus, this research aims to provide evidence of the impact of interactivity on e-Learning Systems considering three main agents: the learner, the teacher and the system (educational triangle). A key element often found to be related to learning and the three previously-mentioned agents is the concept of feedback. The use of interactivity as part of a feedback mechanism for enhancing learning is well documented in this research. Three empirical studies were designed to investigate interactivity within the educational triangle. These three studies, developed to support the research hypotheses, were conducted based on the framework of positivism and action research paradigms. The first study, entitled “Interactive Pedagogical Feedback”, aimed to gather evidence for how highly interactive pedagogically-designed formative feedback enhances students’ memory and understanding. The two student groups to which the interactive conditions were added showed a significant difference in the post test scores. A one-way ANOVA with a Turkey HSD post hoc test for all pair wise comparisons reveals a significant difference between the transfer and no condition scenario. The second study, entitled “Interactive Audio Feedback”, examined whether the speed enhancements of oral feedback improve the conditions for the production of lecture’s feedback and the quality of the feedback delivered to the students. The use of the interactive condition reduces by 40 to 65% the time it usually takes to prepare feedback for final assignments, and an unpaired Student’s t-test shows significant differences in the use of the two conditions. The final study, “Interactive Texting Feedback”, took a pedagogical approach to provide formative feedback to a student audience using mobile text messages. It aimed to determine whether Interactive Texting Feedback enhances the leaning experience within the e-Learning environment. Inferential analysis demonstrated good correlations in the use and benefits obtained by the introduction of the interactive mechanism. The results indicated that interactivity is critical in promoting and enhancing effective learning. Learning theories led by the generative theory of learning (Wittrock, 1974) and the principles of multimedia learning (Mayer, 2001) provide scientific explanation for this findings.
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28

Moberg, 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.

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In recent years TVs and set-top boxes has been featured with built-in internet connectivity which open up doors to new innovations and technologies. This research has particularly investigated the possibility of adding event-based interactivity into application based TV-programs and has focused on the hybrid standard HbbTV. A design suggestion of a framework to make use of eventdriven interactivity has been created and a proof-of-concept prototype  has been implemented. The study has demonstrated  that event-driven interactivity can to advantage be used to enhance the user experience of TV-programs, especially in a live context with many concurrent  viewers. HbbTV has been shown to be a suitable standard for connected TV devices and is currently growing in the European TV market.
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29

Smith, Craig. "Structuring interactivity : space and time in relational art." Thesis, Goldsmiths College (University of London), 2006. http://research.gold.ac.uk/11018/.

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This thesis describes the concepts of space, time and interactivity in Relational Art. Relational Art is an interdisciplinary art practice described by the art critic and curator Nicolas Bourriaud in his book Relational Aesthetics (1998/2002). For Bourriaud, Relational Art consists of a location (space) in which viewers endure a physical encounter with the artist and artworks exhibited (time). Bourriaud describes this encounter as `interactivity; ' a term borrowed from digital aesthetics and 20'h Century performance art to describe `viewer-participation' with artworks. This thesis tests the capacity of Bourriaud's Relational Aesthetics to provide a theory of `interactivity. ' The thesis is divided into three parts. Part One includes a critical reading of Bourriaud's Relational Aesthetics and the concept of space in Relational Art practices. In Part One, Bourriaud's `space of encounter' is compared to the `Literalist' artwork described in Michael Fried's "Art and Objecthood" (1968) as well as James Meyer's concept of the 'Mobile Site' (2000). Both Fried and Meyer depict the use of `location' in contemporary artworks. Part Two of this thesis is a demonstration of Bourriaud's concept of time in Relational Aesthetics. Bourriaud describes `time' as that which is `lived through' by the artist, artwork and viewer. The thesis demonstrates this concept of time through the design and performance of an artwork produced specifically for this thesis. Entitled: PartnerWork, this performance artwork consists of two persons continuously exercising in a hotel gymnasium for an `endured' period of nine hours. In Part Three, the thesis proposes a set of criteria for recognizing 'interactivity' in Relational Art practices, including the example of PartnerWork. Interactivity is determined to be 'structured' through successive stages of participation, and is described as having the capacity to alter the formal structure of an artwork.
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Nathan, Vikram. "Measuring time to interactivity for modern Web pages." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/115749.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
Cataloged 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.
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31

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.

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32

Tay, Jo Li Marie-Joelle. "A Model for Mapping Interactivity in Learning Experiences." Thesis, Curtin University, 2018. http://hdl.handle.net/20.500.11937/70568.

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This research is situated at the intersection of technology, education, and design. A design methodology was applied to examine the issues relating to interactivity within these disciplines. The result of this research is a working definition of interactivity aesthetics that can be used across multiple disciplines, and a model of interactivity as a practical means of evaluating the interactivity in any given learning experience.
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Günzel, Stephan. "The space-image : interactivity and spatiality of computer games." Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2456/.

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In recent computer game research a paradigmatic shift is observable: Games today are first and foremost conceived as a new medium characterized by their status as an interactive image. The shift in attention towards this aspect becomes apparent in a new approach that is, first and foremost, aware of the spatiality of games or their spatial structures. This rejects traditional approaches on the basis that the medial specificity of games can no longer be reduced to textual or ludic properties, but has to be seen in medial constituted spatiality. For this purpose, seminal studies on the spatiality of computer games are resumed and their advantages and disadvantages are discussed. In connection with this, and against the background of the philosophical method of phenomenology, we propose three steps in describing computer games as space images: With this method it is possible to describe games with respect to the possible appearance of spatiality in a pictorial medium.
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Karamanos, Neophytos. "Studying the adoption and learning processes of online interactivity." Thesis, Middlesex University, 2011. http://eprints.mdx.ac.uk/8456/.

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Acknowledging the general difficulty of new e-learning pedagogical approaches to achieve wide acceptance and use, the study examined the adoption of a proposed online interactive learning environment by a class of MBA students. To this end, a web-based, case-based constructivist learning environment was developed for the purposes of the study embedding interactivity. The class students were given the choice to develop their group work using the proposed online environment, or develop it through more traditional group collaboration means. A wide array of possible factors influencing the student adoption decision was considered by the study (e.g. perceived attributes of the proposed environment, student characteristics, peer student actions and attitudes, change facilitator interventions). The obtained results led to the development of a model depicting the observed influencing factors along with their relative importance. A notable finding of the study is the high influence of change facilitator actions, making the whole adoption phenomenon observed more instrumentalist in nature.
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Carey, 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.

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The work presented in this Thesis details the development and evaluation of a working production methodology for the creation of a prototype television programme for the emerging medium of interactive broadcasting. With few production methodologies available for the creation of interactive television programmes, the research work used exploratory methods to identify suitable provision in the field of interaction that could be adapted for interactive television distribution by present and of future broadcast systems. As well as implementing a form of interaction currently unavailable through interactive television in the UK, the methodology presented utilises existing television stock. Through the constraints imposed in using existing recordings the work identified the steps necessary in implementing a process for converting the 20 material into 3D so that advanced interaction in the form of user control of a virtual camera could be implemented. Through the identification of a unique set of existing software tools and the production of a dataflow.for the successful integration of those software tools, a prototype interactive television programme was created using existing television stock. 80th the methodology and the programme created were evaluated in terms of whether the working methodology was understandable by third parties and in the acceptance of a new form of television content by an audience.
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Hedges, Naomi Jayne. "The consumer engagement-interactivity link : an e-retailing perspective." Thesis, University of Hull, 2015. http://hydra.hull.ac.uk/resources/hull:13998.

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An increasingly turbulent and unpredictable consumer landscape is posing unprecedented challenges for the modern marketer. Faced with a highly fragmented and cynical consumer base, aggressive competitive strategies, a constantly evolving digital and cyber world, and economic volatility characterising the modern macro environment, marketers are under increasing pressure to align their strategic positioning with “consumer hearts and minds”. Compounding this rise in consumer complexity is the development and salience of dual and multiple consumer identities, largely as a result of the growth in online and social media communities. Against this backdrop the Marketing Science Institute (MSI), the global voice and agenda setting body for marketing research priorities, has proposed placing consumer engagement (CE) at the forefront of marketing strategy, identifying the need to understand how to engage through innovation and design. Whilst academics and practitioners alike have acknowledged the importance of consumer engagement, describing it as the ‘holy grail’ for unlocking consumer behaviour, there is still a lack of consensus as to its conceptualisation and therefore its relationship with other marketing constructs. The salience of the online and digital consumer further compounds the difficulty in formulating a CE framework that is integrative and cross contextual. For instance, the construct of interactivity has considerable overlap with CE when applied to the online and digital domain. This study therefore moves away from the predominantly adopted exploratory approach to CE investigation, to provide empirical research into consumer engagement’s conceptualisation online and clarify the nature of the relationship between CE and interactivity. A post-positivist critical realist ontology was used to guide the research process, with the initial qualitative stage conducting twenty-eight semi-structured interviews - nine with consumers, eight with academics and eleven with marketing and communications practitioners, possessing online and digital expertise. The subsequent main quantitative phase then surveyed 600 online UK consumers, yielding 496 usable responses. Interview data suggested the centricity of emotional, cognitive and behavioural dimensions in consumer engagement’s structure; highlighted the antecedent nature of interactivity in developing CE online; and identified potential moderators to the CE-interactivity relationship. The framework developed for quantitative validation was therefore based on these initial findings. The survey data was subject to exploratory and confirmatory factor analysis, structural equation modelling, satisfaction of goodness of fit indices, reliability and validity testing, and rival model comparison. The most pertinent finding of this research is establishing the CE-interactivity link; with the interactivity constructs of customisation, communication, control and speed of response all being found to be antecedents of CE, in order of influence. The findings also confirm consumer engagement’s multi-dimensionality; highlighting the online CE facets to be emotional CE (emotion and experience) and cognitive & behavioural CE (learning & insight and co-creation). Gender, satisfaction & trust and tolerance are also identified as moderating factors in the CE-interactivity relationship. Contributions are made through investigation of consumer engagement in the e-retailing context; providing further insight into CE’s relationship within a nomological network of already established relationship marketing constructs; large scale quantitative validation of the proposed CE-interactivity framework; and through a multi-stakeholder approach to data collection, helping to bridge the academic-practitioner divide (Gambetti et al., 2012). The investigation concludes with an in-depth discussion about the managerial implications, as well as providing an overview of the studies key limitations, contributions and recommendations for future research.
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Wang, 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.

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This thesis is about interactivity. It is about the dimensions of interactive communication which have become a major element of contemporary marketing practice. The concept of interactivity has been explored in the fields of advertising research, and communication and media studies. However, there is an overall absence of any published work concerning research into the dimensions of interactivity, in the marketing domain. This thesis seeks to correct this situation and investigates the relative effectiveness of the dimensions of interactivity, set in the context of travel weblogs. The aim is to determine how three principal dimensions of interactivity namely, active control, two-way communication, and real-time communication, affects users‟ attitudes and usage intentions. This thesis also examines the effect of motive factors, such as social interaction, information of travel weblogs, and enjoyment, upon a user‟s attitudes and usage intentions. The relationships among these variables are examined within a research framework provided by this study. Data was collected through an online questionnaire and semi-structured interviews. The findings verify that the dimensions of interactivity and motivation factors can have positive influence upon users‟ attitudes and usage intentions.
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Yiu, 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.

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39

Baltazar, 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/.

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Architects usually design finished buildings and users are subjected to conform their actions to an anticipated functionality. This results from the traditional design process based on representation clearly separating design, building and use. Such a process is welcome in capitalism as design guarantees the commodity value of works of architecture. However, those best able to decide on the use of spaces are their users. So, instead of emphasising exchange value and predicting use in a finished design that obstructs people, as architects do, it is more desirable that spaces enable free and unanticipated uses, emphasising use value. The use of computers in architecture, associated with the 'virtual', reproduces the traditional design process without questioning it. Nevertheless, in this thesis 'virtual' means something that exists but has not happened yet, waiting people's interaction to manifest as an event. This might be digital or not and is related to process, not product. This thesis proposes the 'virtualisation' of the design process and architecture. The former implies the critique of representation, which, by means of drawings, fixes the final form and meaning of buildings before they are built and used, and emphasises the visually perceived over the lived spatial qualities of buildings. The latter implies the critique of finished buildings subjecting users to external constraints imposed by architects. This thesis asks architects to stop designing ends (drawings of finished buildings) and start devising means ('interfaces' such as procedures and software) with which people can engage in non-habitual and autonomous ways to negotiate the production of their own spaces. However, it proposes no particular procedure or software, as architects are not supposed to solve people's problems for them, but work towards the virtual. 'Interfaces' are possible 'virtual' products and 'cyberarchitecture' the spaces that emerge when people interact with such interfaces.
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40

Geniets, 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.

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41

Kischuk, 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.

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The purpose of this thesis is to look at the potential for interactive devices to enhance the story of future theme park attractions. The most common interactive theme park rides are about game-based interaction, competition, and scoring, rather than about story, character, and plot. Research into cognitive science, interactivity, narrative, immersion, user interface, theming and other fields of study illuminated some potentially useful guidelines for creating compelling experiences for park guests. In order to test some of these ideas, an interactive device was constructed and tested with study subjects. Each study subject watched a video recording of an existing theme park ride while using the device, and then filled out a survey concerning their experience. The results revealed how subjects view character-driven interactive devices, how a device should be blended into a ride sequence, how subjects think interactivity and responsiveness should be structured in regards to themselves and the ride, and begins to hint at their motivations for using interactive devices.
M.F.A.
School of Film and Digital Media
Arts and Humanities
Film and Digital Media MFA
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42

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.

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Video-On-Demand (VOD) has appeared as an important technology for many multimedia applications such as news on demand, digital libraries, home entertainment, and distance learning. In its simplest form, delivery of a video stream requires a dedicated channel for each video session. This scheme is very expensive and non-scalable. To preserve server bandwidth, many users can share a channel using multicast. Two types of multicast have been considered. In a non-periodic multicast setting, users make video requests to the server; and it serves them according to some scheduling policy. In a periodic broadcast environment, the server does not wait for service requests. It broadcasts a video cyclically, e.g., a new stream of the same video is started every t seconds. Although, this type of approach does not guarantee true VOD, the worst service latency experienced by any client is less than t seconds. A distinct advantage of this approach is that it can serve a very large community of users using minimal server bandwidth. In VOD System it is desirable to provide the user with the video-cassette-recorder-like (VCR) capabilities such as fast-forwarding a video or jumping to a specific frame. This issue in the broadcast framework is addressed, where each video and its interactive version are broadcast repeatedly on the network. Existing techniques rely on data prefetching as the mechanism to provide this functionality. This approach provides limited usability since the prefetching rate cannot keep up with typical fast-forward speeds. In the same environment, end users might have access to different bandwidth capabilities at different times. Current periodic broadcast schemes, do not take advantage of high-bandwidth capabilities, nor do they adapt to the low-bandwidth limitation of the receivers. A heterogeneous technique is presented that can adapt to a range of receiving bandwidth capability. Given a server bandwidth and a range of different client bandwidths, users employing the proposed technique will choose either to use their full reception bandwidth capability and therefore accessing the video at a very short time, or using part or enough reception bandwidth at the expense of a longer access latency.
Ph.D.
School of Computer Science
Engineering and Computer Science
Computer Science
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43

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.

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The dissertation explored the relationships among Website interactivity, brand knowledge, consumer-based brand equity and behavioral intentions in the context of hotel Websites. Based on an in-depth literature review, a theory-driven model was proposed and ten hypotheses were developed. The dissertation employed an empirical study based on a survey design, and collected data via a marketing company. Respondents who booked a hotel room online using hotel branded Websites in the last 12 months were approached to complete the online questionnaire. Four hundred ninety six (496) respondents completed the online questionnaire by answering to questions related to their last hotel booking experience. Analysis was conducted in two phases: (1) Confirmatory Factor Analysis (CFA) and (2) Structural Equation Modeling (SEM). The overall fit of the CFA model and the final SEM model were acceptable, indicating an adequate fit to the data. The results suggested that the two dimensions of Website interactivity, namely system interactivity and social interactivity, positively impacted the components of brand knowledge, and that system interactivity had a stronger impact as compared to social interactivity. Although, social interactivity was not found to have a significant direct effect on brand awareness, the results showed that social interactivity had a significant impact on brand image. Furthermore, the relationship between brand equity and behavioral intentions was positive and significant. The empirical study offered theoretical for utilizing Website interactivity as a branding tool in the hotel context. Additionally, the results provide practical insights into branding strategies, Website development, and behavioral intentions enhancement. Very few studies have empirically examined and incorporated Website interactivity dimensions and brand knowledge with consumer-based brand equity and behavioral intentions. This gap in the literature has been compounded by an absence of empirical studies on Website interactivity as a tool to develop brands and behavioral intentions in the context of hotel Websites. The present dissertation closes this gap in the literature by reporting on a questionnaire of US adult travelers that offered data on those theoretical associations. Conceptually, the results support the influential impact of Website interactivity on brand elements and behavioral intentions.
Ph.D.
Doctorate
Education and Human Performance
Education; Hospitality Education Track
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44

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.

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45

Palmeiro, 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.

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46

Dikgole, 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.

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Includes bibliographical references (leaves 72-76).
Rapid 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.
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47

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.

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With the development of technology, the speed of social media development is getting fasterand faster. The relationship between the company and its customers is getting closer.Company profits are increasingly affected by the quality of the relationship betweencustomers and the company. Therefore, relationship quality has become a key research topicfor the company. The interaction of social media will affect the quality of the relationshipbetween the company and its customers to a certain extent. This study examines therelationship between the quality of the relationship between the company and its customersand their interactions on social media. In addition, this research also examines commitment,trust, satisfaction, responsiveness, social influence, and media richness. These factors mainlyaffect the relationship between relationship quality and social media interaction. This studydescribes how to analyze the impact of social media interactions on relationship quality froma customer's perspective. In order to answer the research questions and obtain customers'opinions, this paper uses quantitative research to interview customers of different types ofbrand social media through questionnaires. From what customers feel about the company’scommitment to customers, trust, and customer satisfaction through social media interactions,the impact of social media interactions on the quality of the relationship between thecompany and customers can be derived. In order to promote the development of the company
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Alzahrani, Joharah. "Investigating role of interactivity in effectiveness of e-learning." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/11801.

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In last decade or so, e-learning seems to be emerging as the dominant model of learning but questions are being raised about the trade-offs in switching from traditional classroom based learning to e-learning; for example, e-learning is cost effective, round the clock accessible and convenient but there are questions raised about its quality and effectiveness. In last decade Saudi government has undertaken several steps for reforming the education system in the Kingdom including provision of education for all. E-learning can play a vital role in helping Saudi government reach its ambitious targets but despite its obvious benefits the overall adoption of e-learning in the Kingdom has remained low. The key problem in this regard is lo perceived effectiveness of e-learning. E-learning is quite beneficial in that it can help individuals not only acquire knowledge but also skills which allows them to learn independently without constraints using the vast amount of education resources available online. However, the main focus of the e-learning community in the Kingdom has remained restricted to teaching specific subjects. This research argues that the true potential of e-learning is much broader and useful than currently perceived by the e-learning community in the Kingdom. E-learning has the potential of producing lifelong learners. Hence the focus of e-learning community should be on overall skills development. This research thus defines e-learning effectiveness in terms of both short term goals (that is, learning about the subject) and long term goals (improving skills and motivations for being lifelong and independent learner). This research investigates impact of four kinds of interactivity (Student-Student, Student-teacher, Student-content, Student-System) on effectiveness of e-learning. This is a mixed methods research. Data was collected using focus groups and questionnaire surveys. This research finds that all four kinds of interactivity play a role in improving effectiveness of e -learning All four kinds of interactivities were found significant for improving course learning. Student-teacher, Student-Student and Student-Content interactivities were found critical for improving independent learning skills. Student-Student an Student-Content interactivity was found critical for improving motivation for being lifelong e-learner.
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Liu, Yifei. "How was passion stirred through interactivity in Obama's blog?" Thesis, Connect to resource online, 2009. http://hdl.handle.net/1805/1864.

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Thesis (M.A.)--Indiana University, 2009.
Title 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).
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50

Ban, Hyun. "The effects of interactivity in online journalism on trust /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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