Literatura académica sobre el tema "Interactive"

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Artículos de revistas sobre el tema "Interactive"

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Splechtna, Rainer, Mai Elshehaly, Denis Gračanin, Mario Ɖuras, Katja Bühler y Krešimir Matković. "Interactive interaction plot". Visual Computer 31, n.º 6-8 (28 de abril de 2015): 1055–65. http://dx.doi.org/10.1007/s00371-015-1095-x.

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Smyer, Bradley. "Interactive Computer Service Liability for User-Generated Content After Roommates.com". University of Michigan Journal of Law Reform, n.º 43.3 (2010): 811. http://dx.doi.org/10.36646/mjlr.43.3.interactive.

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This Note explores the future of interactive computer service provider (ICSP) liability for user-generated content under the Communications Decency Act (CDA) after Roommates.com II. Roommates.com II held that a housing website was not entitled to immunity under § 230 of the CDA from federal Fair Housing Act claims, in part because providing preselected answers to a mandatory questionnaire rendered the site an "information content provider" at least partially responsible for creation or development of answers. After examining the historical and legislative origins of ICSP immunity for user-generated content under 47 U.S. C. § 230, this Note argues that courts should generally evaluate ICSP immunity from claims arising out of both entirely and partially user-generated content on the basis of whether the ICSP is the sole information content provider Section 230's focus on which party "provides" the essential content and the statutory definition of "information content provider" support this interpretation. This Note further argues, however that Congress should amend § 230 to limit immunity in circumstances where the ICSP is an "information content provider" with respect to an objectionable housing advertisement and specifically redefine "information content provider" to include the use of ICSP created dropdown answers to ICSP required questions. This proposal is narrowly adapted to better serve the purposes of the Fair Housing Act and § 230 than the current statutory language because it defines the scope of immunity to balance the conflicting goals of the two statutes.
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Jabborova, Dilafruz Furkatovna y Shirinboy Sharofovich Olimov. "Interactive Learning Technology". American Journal of Social Science and Education Innovations 02, n.º 12 (18 de diciembre de 2020): 122–26. http://dx.doi.org/10.37547/tajssei/volume02issue12-21.

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In this article the authors explain the interactive technology of teaching, its essence, its forms and features. Features of interactive learning technologies include motivation, purposefulness, new information delivery, interactive exercises, new products, reflexion, evaluation and homework. Soft and active methods, approaches to interactive methods are highlighted.
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Mora-Fernández, Jorge. "The Analysis of Interactive Media and Digital Culture - Hypermedia Literacy in Peru and Bolivia". Comunicar 20, n.º 39 (1 de octubre de 2012): 139–49. http://dx.doi.org/10.3916/c39-2012-03-04.

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This paper compiles data on how the use of hypermedia, interactive multimedia and interfaces have changed the classical dynamics of human communications and education to create a new paradigm. This paradigm originates in the interface since it allows multidirectional and multimedia communications through interactions with the elements of which it is composed. This research describes the different aesthetic, narrative, emotional and value elements that are integrated within the cultural hypermedia interfaces. These hypermedia elements are fundamental components to be taken into account in the creation of educational interactive media products. The communicative functions are interchangeable between sender-receptor, author-reader-author, creator-user, professor-student... thanks to the introduction of multimedia interactive expressions and technological instruments that allow several types of interactions. This flexible functionality generates new communicative as well as dramatic models of interactive narrative, where the interaction of receptors-senders and reader-authors with the narrative actions occur at the character or avatar level. The interfacial aesthetic, narrative, emotional and value elements are studied, analyzed and described in detail thanks to an innovative model of analysis that can be used to for the implementation and design of interactive edutainment media products. The application of this model helped to create cultural content interfaces enabling not only the development of interactive educational workshops in the USA, Peru and Bolivia for more than 200 students, but also multisensory and immersive communications with quality.El trabajo se centra en las formas en que interfaces multimedia interactivas e hipermedia han cambiado las dinámicas clásicas de la comunicación y educación humanas creando un nuevo paradigma. Éste se origina en la interfaz, al permitir la multidireccionalidad comunicativa multimedia mediante la interacción con los elementos que la componen. Esta investigación describe los diferentes elementos estéticos, narrativos, emocionales y de valores integrados en las interfaces hipermedia culturales. Dichos elementos hipermedia son componentes fundamentales a tomar en cuenta durante la creación de productos multimedia interactivos educativos. Las funciones comunicativas son cambiantes entre emisor-receptor: autor-lecto-autor, creador-usuario, profesor-alumno... gracias a la introducción de expresiones multimedia interactivas e instrumentos tecnológicos que permiten distintos tipos de interacciones. Esta flexibilidad funcional genera nuevos modelos comunicativos así como dramáticos, de narrativa interactiva, donde la interacción de los receptores-emisores, lecto-autores, con las acciones narrativas se produce a nivel del personaje o avatar. Los componentes estéticos, narrativos, emocionales y de valores de la interfaz son estudiados, analizados y descritos en detalle gracias a un modelo innovador de análisis que sirve para la implementación y diseño de productos interactivos lúdico-educativos inmersivos. La aplicación de este modelo ayudó a la creación de interfaces de contenido cultural, permitiendo desarrollar no solo talleres educativos interactivos en Estados Unidos, Perú y Bolivia para más de 200 estudiantes, sino también una comunicación inmersiva multisensorial de calidad.
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Eiserman, Jennifer y Gerald Hushlak. "Keeping Interactive Art Interactive". International Journal of the Inclusive Museum 6, n.º 2 (2014): 183–96. http://dx.doi.org/10.18848/1835-2014/cgp/v06i02/44449.

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Underdown, Angela. "Learning about interaction through interactive media". Journal of Health Visiting 2, n.º 4 (abril de 2014): 178–79. http://dx.doi.org/10.12968/johv.2014.2.4.178.

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Johnston, Andrew. "Conversational Interaction in Interactive Dance Works". Leonardo 48, n.º 3 (junio de 2015): 296–97. http://dx.doi.org/10.1162/leon_a_01017.

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This paper describes an interactive dance/physical theatre work entitled Encoded, which made use of motion capture techniques and real-time fluid simulations to create systems intended to support, stimulate and augment live performance. Preliminary findings from a qualitative study of performers’ experiences with the system raise a number of issues, including the challenges of creating theatrical meaning with interactive systems, using Contact Improvisation as a metaphor for engaging creative systems, and the impact that large-scale projections can have on performers’ engagement.
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Stroud, D. "Interactive marketing needs interactive marketers". Interactive Marketing 2, n.º 3 (1 de enero de 2001): 230–39. http://dx.doi.org/10.1057/palgrave.im.4340093.

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Han, Su Jin. "Narrative Interaction Experience of Interactive Media Art". TECHART: Journal of Arts and Imaging Science 6, n.º 3 (31 de agosto de 2019): 6–8. http://dx.doi.org/10.15323/techart.2019.8.6.3.6.

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Wang, Feng, Qi Fan, Hui Deng y Ji Bin Yin. "PWIG - Interactive Paradigm of Direct Touch Interaction". Advanced Materials Research 765-767 (septiembre de 2013): 1722–25. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.1722.

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The direct touch interaction is considered as an important part of natural human-computer interaction and has become one of the hotspots in recent years. However, current touch interactive designs still rely on traditional WIMP paradigm seriously. To prompt and develop a dedicated user interface for direct touch interaction, in this paper, we explore the interactive features of the touch user interface through statistical analysis method. We classify and summary on the components of user interface from three current mainstream mobile platforms, further abstract the components for touch operation paradigm and finally propose an interactive paradigm based on the Post-WIMP environment: PWIG (Page/Frame, Widget, Icon/Button and Gesture) paradigm. After the evaluation of PWIG paradigm, we think PWIG paradigm is more suitable for direct touch interaction and should guide the design of the natural user interface for direct touch systems.
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Tesis sobre el tema "Interactive"

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Celerier, Jean-Michael. "Authoring interactive media : a logical & temporal approach". Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0037/document.

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La question de la conception de médias interactifs s'est posée dès l'apparition d'ordinateurs ayant des capacités audio-visuelles. Un thème récurrent est la question de la spécification temporelle d'objets multimédia interactifs : comment peut-on créer des présentations multimédia dont le déroulé prend en compte des événements extérieurs au système.Ce problème rejoint un autre champ d'application, qui est celui de la musique et plus spécifiquement des partitions interactives : des pièces musicales dont l'interprétation pourra varier dans le temps en fonction d'indications données par la partition.Dans les deux cas, il est nécessaire de spécifier les médias et données musicales qui seront orchestrées par le système. C'est le sujet de la première partie de cette thèse, qui présente un modèle adapté pour la conception d'applications multimédia permettant de répondre à des problématiques d'accès réparti et de contrôle à distance, ainsi que de documentation.Une fois ce modèle défini, on construit en s'inspirant des systèmes à flots de donnée courants dans les environnements adaptés à la musique en temps réel un environnement de calcul permettant de contrôler les paramètres des applications définies précédemment, ainsi que de générer des entrées & sorties sous forme audio-visuelle. En particulier, une notion d'environnement permanent dans ce modèle de données est introduite. Elle simplifie certains cas d'usages courants en informatique musicale, et améliore les performances par rapport à une solution uniquement basée sur de la communication entre nœuds explicites du système.Enfin, une structure de graphe temporel est introduite : elle permet de définir les parties du graphe de données qui vont être actives à un instant donné d'une partition interactive. En particulier, les connections entre objets du graphe de données sont étudiées dans le cadre de déroulements synchrones et différés.Un langage d'édition visuel est introduit pour l'écriture de scénarios dans un modèle graphique réunissant les éléments introduits précédemment.La structure temporelle est par la suite étudiée sous l'axe de la répartition. On montre notamment qu'il est possible d'acquérir un pouvoir expressif supplémentaire en supposant une exécution concurrente de certains objets de la structure temporelle.Enfin, on présente comment le système permet de recréer nombre de systèmes musicaux existants : séquenceurs, live-loopers, et patchers, ainsi que les nouveaux types de comportements multimédias rendus possibles
Interactive media design is a field which has been researched as soon as computers started showing audio-visual capabilities. A common research theme is the temporal specification of interactive media objects: how is it possible to create multimedia presentations whose schedule takes into account events external to the system.This problem is shared with another research field, which is interactive music and more precisely interactive scores. That is, musical works whose performance will evolve in time according to a given score.In both cases, it is necessary to specify the medias and musical data orchestrated by the system: this is the subject of the first part of this thesis, which presents a model tailored for the design of multimedia applications. This model allows to simplify distributed access and remote control questions, and solves documentation-related problems.Once this model has been defined, we construct by inspiration with well-known data-flow systems used in music programming, a computation structure able to control and orchestrate the applications defined previously, as well as handling audio-visual data input and output.Specifically, a notion of permanent environment is introduced in the data-flow model: it simplifies multiple use cases common when authoring interactive media and music, and improves performance when comparing to a purely node-based approach.Finally, a temporal graph structure is presented: it allows to score parts of the data graph in time. Especially, nodes of the data graph are studied in the context of both synchronous and delayed cases.A visual edition language is introduced to allow for authoring of interactive scores in a graphical model which unites the previously introduced elements.The temporal structure is then studied from the distribution point of view: we show in particular that it is possible to earn an additional expressive power by supposing a concurrent execution of specific objects of the temporal structure.Finally, we expose how the system is able to recreate multiple existing media systems: sequencers, live-loopers, patchers, as well as new multimedia behaviours
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Lu, Karyn Y. "Interaction Design Principles for Interactive Television". Thesis, Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6962.

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Interactive television (iTV) is an umbrella term used to cover the convergence of television with digital media technologies such as computers, personal video recorders, game consoles, and mobile devices, enabling user interactivity. Increasingly, viewers are moving away from a "lean back" model of viewing to a more active "lean forward" one. When fully realized on a widespread scale in the United States, our current experience of watching television will be dramatically transformed. Because iTV is a new medium in its own right, however, standards for iTV programming and interaction in the United States remain undefined. This document identifies and articulates interaction design principles for interactive television programming in the United States. Chapter one presents a brief survey of the field as it stands in 2005. In chapters two and three, I categorize iTV by platforms and by persistent television genres, and present representative examples for each category. In chapter four, I provide an overview of existing design standards in related areas. Insights from chapters two, three, and four all serve to inform chapter five, in which I propose principles for iTV interaction design by looking closely at existing designs (both deployed and prototyped), conventions, and patterns of interaction. My analyses are rooted in visual culture and human-computer interaction design principles, and the design principles I offer are abstracted from the applications I analyze within this framework. Finally, in chapter six, I offer some conclusions and thoughts for future directions.
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Bustos, Christian. "Implementing implicit interaction in interactive film". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30481.

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In this paper, an user study will be taken on in order to explore how different types of interaction affect the levels of immersion and experience within interactive film. The two different types of interaction that will be compared in this study are implicit interaction, and explicit interaction. The format of interactive film has not experienced too many changes the last years, and the user could experience a loss of immersion when using the format as it is shaped today. Usually, interactive films interrupt the flow of the narrative in order to give the user the time to make a choice. This makes the immersion get lost, and in some way, even part of the experience. In this paper, implicit interaction will be implemented within interactive film, and it will be tested by several participants from different disciplines. One hypothesis is that the users are more immersed in the narrative when trying out implicit interaction in an interactive film. The results of this paper could be useful for the community of computer entertainment, but also for the field of interaction design since this paper could reveal how users experience implicit interaction and how designers should approach to this type of interaction.
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Zacchiroli, Stefano <1979&gt. "User interaction widgets for interactive theorem proving". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/616/1/Tesi_Zacchiroli.pdf.

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Matita (that means pencil in Italian) is a new interactive theorem prover under development at the University of Bologna. When compared with state-of-the-art proof assistants, Matita presents both traditional and innovative aspects. The underlying calculus of the system, namely the Calculus of (Co)Inductive Constructions (CIC for short), is well-known and is used as the basis of another mainstream proof assistant—Coq—with which Matita is to some extent compatible. In the same spirit of several other systems, proof authoring is conducted by the user as a goal directed proof search, using a script for storing textual commands for the system. In the tradition of LCF, the proof language of Matita is procedural and relies on tactic and tacticals to proceed toward proof completion. The interaction paradigm offered to the user is based on the script management technique at the basis of the popularity of the Proof General generic interface for interactive theorem provers: while editing a script the user can move forth the execution point to deliver commands to the system, or back to retract (or “undo”) past commands. Matita has been developed from scratch in the past 8 years by several members of the Helm research group, this thesis author is one of such members. Matita is now a full-fledged proof assistant with a library of about 1.000 concepts. Several innovative solutions spun-off from this development effort. This thesis is about the design and implementation of some of those solutions, in particular those relevant for the topic of user interaction with theorem provers, and of which this thesis author was a major contributor. Joint work with other members of the research group is pointed out where needed. The main topics discussed in this thesis are briefly summarized below. Disambiguation. Most activities connected with interactive proving require the user to input mathematical formulae. Being mathematical notation ambiguous, parsing formulae typeset as mathematicians like to write down on paper is a challenging task; a challenge neglected by several theorem provers which usually prefer to fix an unambiguous input syntax. Exploiting features of the underlying calculus, Matita offers an efficient disambiguation engine which permit to type formulae in the familiar mathematical notation. Step-by-step tacticals. Tacticals are higher-order constructs used in proof scripts to combine tactics together. With tacticals scripts can be made shorter, readable, and more resilient to changes. Unfortunately they are de facto incompatible with state-of-the-art user interfaces based on script management. Such interfaces indeed do not permit to position the execution point inside complex tacticals, thus introducing a trade-off between the usefulness of structuring scripts and a tedious big step execution behavior during script replaying. In Matita we break this trade-off with tinycals: an alternative to a subset of LCF tacticals which can be evaluated in a more fine-grained manner. Extensible yet meaningful notation. Proof assistant users often face the need of creating new mathematical notation in order to ease the use of new concepts. The framework used in Matita for dealing with extensible notation both accounts for high quality bidimensional rendering of formulae (with the expressivity of MathMLPresentation) and provides meaningful notation, where presentational fragments are kept synchronized with semantic representation of terms. Using our approach interoperability with other systems can be achieved at the content level, and direct manipulation of formulae acting on their rendered forms is possible too. Publish/subscribe hints. Automation plays an important role in interactive proving as users like to delegate tedious proving sub-tasks to decision procedures or external reasoners. Exploiting the Web-friendliness of Matita we experimented with a broker and a network of web services (called tutors) which can try independently to complete open sub-goals of a proof, currently being authored in Matita. The user receives hints from the tutors on how to complete sub-goals and can interactively or automatically apply them to the current proof. Another innovative aspect of Matita, only marginally touched by this thesis, is the embedded content-based search engine Whelp which is exploited to various ends, from automatic theorem proving to avoiding duplicate work for the user. We also discuss the (potential) reusability in other systems of the widgets presented in this thesis and how we envisage the evolution of user interfaces for interactive theorem provers in the Web 2.0 era.
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Zacchiroli, Stefano <1979&gt. "User interaction widgets for interactive theorem proving". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/616/.

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Matita (that means pencil in Italian) is a new interactive theorem prover under development at the University of Bologna. When compared with state-of-the-art proof assistants, Matita presents both traditional and innovative aspects. The underlying calculus of the system, namely the Calculus of (Co)Inductive Constructions (CIC for short), is well-known and is used as the basis of another mainstream proof assistant—Coq—with which Matita is to some extent compatible. In the same spirit of several other systems, proof authoring is conducted by the user as a goal directed proof search, using a script for storing textual commands for the system. In the tradition of LCF, the proof language of Matita is procedural and relies on tactic and tacticals to proceed toward proof completion. The interaction paradigm offered to the user is based on the script management technique at the basis of the popularity of the Proof General generic interface for interactive theorem provers: while editing a script the user can move forth the execution point to deliver commands to the system, or back to retract (or “undo”) past commands. Matita has been developed from scratch in the past 8 years by several members of the Helm research group, this thesis author is one of such members. Matita is now a full-fledged proof assistant with a library of about 1.000 concepts. Several innovative solutions spun-off from this development effort. This thesis is about the design and implementation of some of those solutions, in particular those relevant for the topic of user interaction with theorem provers, and of which this thesis author was a major contributor. Joint work with other members of the research group is pointed out where needed. The main topics discussed in this thesis are briefly summarized below. Disambiguation. Most activities connected with interactive proving require the user to input mathematical formulae. Being mathematical notation ambiguous, parsing formulae typeset as mathematicians like to write down on paper is a challenging task; a challenge neglected by several theorem provers which usually prefer to fix an unambiguous input syntax. Exploiting features of the underlying calculus, Matita offers an efficient disambiguation engine which permit to type formulae in the familiar mathematical notation. Step-by-step tacticals. Tacticals are higher-order constructs used in proof scripts to combine tactics together. With tacticals scripts can be made shorter, readable, and more resilient to changes. Unfortunately they are de facto incompatible with state-of-the-art user interfaces based on script management. Such interfaces indeed do not permit to position the execution point inside complex tacticals, thus introducing a trade-off between the usefulness of structuring scripts and a tedious big step execution behavior during script replaying. In Matita we break this trade-off with tinycals: an alternative to a subset of LCF tacticals which can be evaluated in a more fine-grained manner. Extensible yet meaningful notation. Proof assistant users often face the need of creating new mathematical notation in order to ease the use of new concepts. The framework used in Matita for dealing with extensible notation both accounts for high quality bidimensional rendering of formulae (with the expressivity of MathMLPresentation) and provides meaningful notation, where presentational fragments are kept synchronized with semantic representation of terms. Using our approach interoperability with other systems can be achieved at the content level, and direct manipulation of formulae acting on their rendered forms is possible too. Publish/subscribe hints. Automation plays an important role in interactive proving as users like to delegate tedious proving sub-tasks to decision procedures or external reasoners. Exploiting the Web-friendliness of Matita we experimented with a broker and a network of web services (called tutors) which can try independently to complete open sub-goals of a proof, currently being authored in Matita. The user receives hints from the tutors on how to complete sub-goals and can interactively or automatically apply them to the current proof. Another innovative aspect of Matita, only marginally touched by this thesis, is the embedded content-based search engine Whelp which is exploited to various ends, from automatic theorem proving to avoiding duplicate work for the user. We also discuss the (potential) reusability in other systems of the widgets presented in this thesis and how we envisage the evolution of user interfaces for interactive theorem provers in the Web 2.0 era.
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Murat, Mathilde. "Scénographie interactive, interfaces et interférences". Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20013/document.

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La démarche artistique à laquelle se lie ce travail de thèse est le fruit d’interrogations sur ce qui constitue les liens kinesthésiques et perceptuels à l’environnement. Ralliées à ces explorations, les technologies de l’interactivité, issues de la pensée cybernétique et de l’essor de l’informatique, permettent l’instauration de scénographies qui se construisent par interférence avec la corporéité,dans son caractère autopoïétique, au travers des dispositifs d’interfaces. L’interactivité est appréhendéeici dans son volet hypermédia. Cette thèse est l’expression d’un travail de recherches pratiqueset théoriques. Le premier axe de recherche concerne directement les enjeux relationnels entre plasticité etcorporéité. Les premières lignes de notre développement sont consacrées aux modes de relations au sein de la plasticité des installations immersives. Par les scénographies interactives, corps et espace se tissent de façon complexe. Ces scénographies permettent l’apparition de nouveaux possibles kinesthésiques et sensoriels.Le second axe concerne les enjeux d’une spectatorialité spécifique. Par filiation à des démarches antérieures, on identifie un déplacement épistémologique de la notion d’espace qui s’effectue par l’intégration d’espaces computationnels hypermédias à l’espace topologique. Le spectateur devenu interacteur (Couchot, Weisseberg) accède à des conduites auctoriales. Cette idée d’auctorialité n’est-Elle pas à modérer au regard des contraintes exercées par le dispositif ? La dialectiqueentre contrainte et liberté est abordée en termes de territoires d’action programmée en rapport à des territoires d’action individualisée. Les thèses de Steigler permettent de considérer le spectateur comme praticien de l’espace plastique. L’auctorialité spectatorielle fait alors l’objet d’une poïétique de l’empreinte. Le troisième axe est consacré aux enjeux poïétiques (Passseron) des technologies interactives ralliées à une démarche plasticienne. Méta-Outils, l’interactivité et les outils numériques qu’elle sollicite dans la constitution de médias favorisent une nouvelle approche de l’atelier. La multiplicité de compétences que nécessite cette pratique ouvre des considérations poïétiques quant aux pratiquescollectives. L’identification d’une culture propre aux arts numériques comme champ transdisciplinaire souligne l’influence d’un terrain professionnel constitué autour de ces pratiques. La pratique de l’interactivité, par l’expérimentation, se singularise alors au sein d’une démarche de création-Recherche- profession
The present dissertation partakes of an ongoing inquiry into our kinesthetic experience and the influence of the environment on our perceptions. The technologies of interactivity, which stem from cybernetics and from the rise of computer technology, are major tools in this exploration, as they enable the emergence of scenographies whose specificity is the way they integrate corporeality in its autopoieticdimension, by means of the interface-Based devices.This dissertation is the product of research work of a practical and of a theoretical nature. The first part tackles the question of what is at stake, in relationships, between plasticity and corporeality. A few paragraphs are devoted to modes of interaction in the context of immersive plasticity. In interactive scenographies, body and space are complexly interconnected. The scenographies lead to the emergence of new cognitive possibilities, notably at the level of the sensory-Motor perception patterns. They are explored through the practice of installation. The second part focuses on the stakes of a specific spectaroriality. Following previous approaches, we proposeto identify an epistemological shift of the notion of space which occurs with the integration of hypermedia computationalareas into the topological field. Being thus made an interactor, the spectator becomes a potential author. The notion of auctoriality is tempered in the way of constraint caused by the apparatus. By resorting to systemic thought and relying on theanalysis of our productions, we can define the dialectic between constraint and freedom as programmed action fields inrelation with individual action fields. Steigler’s theory enables us to regard the spectator as a practician-Body in the plasticsphere. The third part deals with the poietics of interaction technologies, on which is brought to bear an approach focusingon plasticity. As metatools, the interactivity and the digital tools it requires in the constitution of media promote a new approach to the worshop. The multiplicity of skills this practice involves leads to poietic considerations as regards collective practices.The identification of a culture specific to digital art as a cross-Disciplinary field underlines the influence of a professional field established around these practices. Interactivity practice, by experimentation, stends out in a creation-Research-Profession process
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Myrick, Kimberly A. "Inside commercial interaction, audience research in interactive media". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0028/MQ30978.pdf.

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Rateau, Hanaë. "Exploring interactive sub-spaces for gestural midair interaction". Thesis, Lille 1, 2017. http://www.theses.fr/2017LIL10054/document.

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Cette thèse s'intéresse à comment utiliser les gestes dans l'air pour enrichir les l'interaction Homme-Machine en utilisant des espaces interactifs. Cette thèse s'inspire d'un concept de la communication non verbale : la proxémie. Cette théorie, introduite par Edward T. Hall, affirme entre autres que notre perception de l'espace est dynamique. Et s'accorde à l'environnement que nous percevons. En m'inspirant de cette théorie, je présente ici un nouveau concept d'interaction accompagné de son framework de design : Mimetic Interaction Space (MIS). Afin de montrer ce que le concept peut apporter à l'interaction, en plus d'une relecture de la littérature sur l'interaction dans les airs, je propose trois instanciations de ce concept autour des trois types d'utilisation du concept. La première instanciation est pour le contrôle indirect sur un écran distant en utilisant un MIS comme une interface à part entière. La seconde instanciation d'enrichir l'interaction sur tablette en utilisant un ou des MISs l'entourant. Deux propositions d'utilisation sont faites. Une première en subdivisant le MIS en plusieurs autour de la tablette. Puis une seconde utilisation du MIS comme étant la continuité de l'écran de la tablette. La troisième instanciation se fait dans le contexte de l'interaction sur très grands écrans tactiles. Ici, un MIS a pour rôle de faire la transition continue entre l'interaction tactile et l'interaction dans les airs. Pour finir, j'introduis quelques pistes de développement pour l'avenir des MIS et je propose une réflexion sur une facette du concept des MIS qui ouvre d'importantes questions sur l'interaction basée MIS
This dissertation focuses on how to exploit gestural midair interaction to extend the possibilities of existing devices by using interactive spaces. The starting point is in the nonverbal communication theory of proxemics introduced by Eward T. Hall who stated that our perception of space is dynamic. From this, I argue that we could apply this dynamic understanding of space to interactive spaces. I propose a novel concept of interaction and an associated design framework for interactive spaces : Mimetic Interaction Space (MIS). To show the prospects MIS gives for midair interaction, I propose three instantiations of the concept that uses it in different ways. The first one is the use of MISs as a standalone interface the control of a remote display. The second instantiation is the use of one or several MIS tied up to the tablet in two ways. First by cutting out the MIS in multiple ones. The second way of using a MIS linked to the tablet is by considering it as a continuation of the tablet screen around it.The third instantiation is in the context of interaction on wall displays where a MIS is placed right in front of the screen and has the role of a transition space from touch to midair interaction. This MIS allows for a continuous transition between the physical and direct nature of touch interaction, and the more abstract nature of midair interaction. I finally conclude by discussing the future of interfaces regarding midair gestures. I also discuss a facet of MIS that opens a novel way to think about MIS interaction
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Rivière, Guillaume. "Interaction tangible sur table interactive : application aux géosciences". Thesis, Bordeaux 1, 2009. http://www.theses.fr/2009BOR13837/document.

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Cette thèse traite des interfaces utilisateur tangibles (TUI). La première partie de ce manuscrit concerne l'interaction tangible sur table interactive. Nous introduisons tout d'abord les TUIs et les tables interactives. Nous validons une hypothèse concernant la spécialisation de la forme des interacteurs tangibles et nous en tirons les conséquences pour la conception des TUIs. Nous proposons une solution de boîtier à boutons pour y déporter certaines opérations dans le contexte d'une TUI sur table interactive. Nous abordons la construction et le développement d'un système de tables interactives tangibles transportables et à faible coût permettant de faire du prototypage rapide de TUIs. Nous terminons en soulignant les particularités de l'évaluation expérimentale des TUIs. La seconde partie de ce manuscrit traite un cas d'application d'une TUI pour les géosciences : GeoTUI. Nous commençons par présenter le contexte métier des géophysiciens et leurs besoins en terme de nouveaux moyens d'interaction. Nous présentons les résultats de notre conception d'une TUI pour les géosciences. Nous précisons le détail du développement de notre prototype. Pour terminer, nous présentons les deux expérimentations utilisateurs qui ont été conduites pour valider nos choix de conception
This thesis focuses on tangible user interfaces (TUI). The first part of this manuscript is about tangible interaction on tabletop. We first introduce TUIs and tabletops. We validate an hypothesis about the specialization of the form of the tangible objects, and conclude from that consequences on TUIs design. We propose the solution of a button box to deport some operations in the context of tabletop TUI. We present the construction and development of a transportable and low cost tabletop TUI system that allows rapid TUI prototyping. We end pointing out the special features of user experiments of TUIs. The second part of this manuscript deals with an application case of a TUI for geoscience: GeoTUI. We start presenting the context of the geophysicists work and their need in term of new way of interation. We present the results of our design of a TUI for geoscience. We detail the development of our prototype. To finish, we present two user experiments we conducted to validate our design choices
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Mawson, Mark. "Interactive fluid-structure interaction with many-core accelerators". Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/interactive-fluidstructure-interaction-with-manycore-accelerators(a4fc2068-bac7-4511-960d-41d2560a0ea1).html.

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The use of accelerator technology, particularly Graphics Processing Units (GPUs), for scientific computing has increased greatly over the last decade. While this technology allows larger and more complicated problems to be solved faster than before it also presents another opportunity: the real-time and interactive solution of problems. This work aims to investigate the progress that GPU technology has made towards allowing fluid-structure interaction (FSI) problems to be solved in real-time, and to facilitate user interaction with such a solver. A mesoscopic scale fluid flow solver is implemented on third generation nVidia ‘Kepler’ GPUs in two and three dimensions, and its performance studied and compared with existing literature. Following careful optimisation the solvers are found to be at least as efficient as existing work, reaching peak efficiencies of 93% compared with theoretical values. These solvers are then coupled with a novel immersed boundary method, allowing boundaries defined at arbitrary coordinates to interact with the structured fluid domain through a set of singular forces. The limiting factor of the performance of this method is found to be the integration of forces and velocities over the fluid and boundaries; the arbitrary location of boundary markers makes the memory accesses during these integrations largely random, leading to poor utilisation of the available memory bandwidth. In sample cases, the efficiency of the method is found to be as low as 2.7%, although in most scenarios this inefficiency is masked by the fact that the time taken to evolve the fluid flow dominates the overall execution time of the solver. Finally, techniques to visualise the fluid flow in-situ are implemented, and used to allow user interaction with the solvers. Initially this is achieved via keyboard and mouse to control the fluid properties and create boundaries within the fluid, and later by using an image based depth sensor to import real world geometry into the fluid. The work concludes that, for 2D problems, real-time interactive FSI solvers can be implemented on a single laptop-based GPU. In 3D the memory (both size and bandwidth) of the GPU limits the solver to relatively simple cases. Recommendations for future work to allow larger and more complicated test cases to be solved in real-time are then made to complete the work.
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Libros sobre el tema "Interactive"

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Bastide, Rémi, Philippe Palanque y Jörg Roth, eds. Engineering Human Computer Interaction and Interactive Systems. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/b136790.

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O'Neill, Shaleph. Interactive Media: The Semiotics of Embodied Interaction. London: Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-036-0.

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O'Neill, Shaleph. Interactive media: The semiotics of embodied interaction. London: Springer, 2008.

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Interactive media: The semiotics of embodied interaction. London: Springer, 2008.

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Graham, Lisa. The principles of interactive design. Albany, NY: Delmar Publishers, 1999.

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Tahiroǧlu, Koray M. Interactive performance systems: Experimenting with human musical interaction. [Helsinki]: University of Art and Design Helsinki, 2008.

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Building interactive systems: Principles for human-computer interaction. Boston, MA: Course Technology, 2010.

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Brenda, Gunderson, ed. Interactive statistics. 2a ed. Upper Saddle River, N.J: Prentice Hall/Pearson Education, 2003.

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Interactive marketing. Aldershot, Hampshire, England: Gower, 1996.

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Salimbene, Suzanne. Interactive reading. Rowley, Mass: Newbury House Publishers, 1986.

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Capítulos de libros sobre el tema "Interactive"

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Proença, José y Dave Clarke. "Interactive Interaction Constraints". En Lecture Notes in Computer Science, 211–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38493-6_15.

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Vosmeer, Mirjam y Ben Schouten. "Interactive Cinema: Engagement and Interaction". En Interactive Storytelling, 140–47. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12337-0_14.

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Weik, Martin H. "interactive". En Computer Science and Communications Dictionary, 807. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_9278.

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Carstensdottir, Elin, Erica Kleinman y Magy Seif El-Nasr. "Towards an Interaction Model for Interactive Narratives". En Interactive Storytelling, 274–77. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-71027-3_24.

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de Lima, Edirlei Soares, Bruno Feijó, Cesar T. Pozzer, Angelo E. M. Ciarlini, Simone D. J. Barbosa, Antonio L. Furtado y Fabio A. Guilherme da Silva. "Social Interaction for Interactive Storytelling". En Lecture Notes in Computer Science, 1–15. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33542-6_1.

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Byun, Haewon. "Interaction for Interactive Popup Book". En Communications in Computer and Information Science, 357–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22309-9_47.

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Cavazza, Marc y Fred Charles. "User Interaction for Interactive Storytelling". En Handbook of Digital Games and Entertainment Technologies, 415–28. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_57.

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Cavazza, Marc y Fred Charles. "User Interaction for Interactive Storytelling". En Handbook of Digital Games and Entertainment Technologies, 1–14. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-52-8_57-1.

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Bishop, Allison y Yevgeniy Dodis. "Interactive Coding for Interactive Proofs". En Theory of Cryptography, 352–66. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-49099-0_13.

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Mehta, Manish, Andrea Corradini, Santiago Ontañón y Peter Juel Henrichsen. "Textual vs. Graphical Interaction in an Interactive Fiction Game". En Interactive Storytelling, 228–31. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16638-9_29.

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Actas de conferencias sobre el tema "Interactive"

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Keinonen, Turkka. "Industrial interaction or interactive industrial". En the second Nordic conference. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/572020.572079.

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Garcia, Nadia Lee, Gisela T. de Clunie y Gregorio Santana. "Kiosco informativo interactivo informational kiosk interactive". En 2013 8th Computing Colombian Conference (8CCC). IEEE, 2013. http://dx.doi.org/10.1109/colombiancc.2013.6637530.

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Teixeira, Cesar A. C., Erick L. Melo, Renan G. Cattelan y Maria da Graça C. Pimentel. "User-media interaction with interactive TV". En the 2009 ACM symposium. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1529282.1529690.

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Jain, Sumit y C. Karen Liu. "Interactive synthesis of human-object interaction". En the 2009 ACM SIGGRAPH/Eurographics Symposium. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1599470.1599476.

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Turner, Jessica. "Interactive System Testing using Interaction Sequences". En EICS '18: ACM SIGCHI Symposium on Engineering Interactive Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3220134.3220148.

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Horváth, Ferenc, Gergő Balogh, Attila Szatmári, Qusay Idrees Sarhan, Béla Vancsics y Árpád Beszédes. "Interacting with interactive fault localization tools". En A-TEST '22: 13th International Workshop on Automating Test Case Design, Selection and Evaluation. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3548659.3561311.

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"Interactive Narration Requires Interaction and Emotion". En International Conference on Agents and Artificial Intelligence. SciTePress - Science and and Technology Publications, 2013. http://dx.doi.org/10.5220/0004259605270530.

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Jarraya, Tarek y Zahia Guessoum. "Reuse Interaction Protocols to Develop Interactive Agents". En 2006 IEEE/WIC/ACM International Conference on Intelligent Agent Technology. IEEE, 2006. http://dx.doi.org/10.1109/iat.2006.109.

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Turner, Jessica, Judy Bowen y Steve Reeves. "Supporting interactive system testing with interaction sequences". En EICS '17: ACM SIGCHI Symposium on Engineering Interactive Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3102113.3102149.

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Bian, Yail y Chris North. "DeepSI: Interactive Deep Learning for Semantic Interaction". En IUI '21: 26th International Conference on Intelligent User Interfaces. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3397481.3450670.

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Informes sobre el tema "Interactive"

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Bass, Len y Joelle Coutaz. Human-Machine Interaction Considerations for Interactive Software. Fort Belvoir, VA: Defense Technical Information Center, febrero de 1989. http://dx.doi.org/10.21236/ada206574.

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Pomplun, Alan R. Interactive design center. Office of Scientific and Technical Information (OSTI), julio de 2005. http://dx.doi.org/10.2172/876335.

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Goldie, James, ed. Interactive: asteroid strikes. Monash University, junio de 2022. http://dx.doi.org/10.54377/6c1f-1f78.

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Trikalinos, Thomas A., Gaelen P. Adam, Jens Jap, Birol Senturk, Stacey Springs, Gillian Sanders-Schmidler, Kathryn Lallinger et al. Web Interactive Presentation of EPC Reports: A Foray Into Interactive Reports. Agency for Healthcare Research and Quality (AHRQ), septiembre de 2019. http://dx.doi.org/10.23970/ahrqepcmethengageinteractive.

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Seitz, S. S., D. A. Reioux, M. J. Blessington, Diana Jozwik y K. M. Mulliken. Alaska Geochemistry (interactive map). Alaska Division of Geological & Geophysical Surveys, noviembre de 2017. http://dx.doi.org/10.14509/geochem.

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Neukomm, Monica, Valerie Nubbe y Robert Fares. Grid-Interactive Efficient Buildings. Office of Scientific and Technical Information (OSTI), abril de 2019. http://dx.doi.org/10.2172/1508212.

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Neuhauser, K. S., F. L. Kanipe, R. F. Weiner, H. R. Yoshimura y H. W. Joy. Interactive development of RADTRAN. Office of Scientific and Technical Information (OSTI), marzo de 1995. http://dx.doi.org/10.2172/40780.

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Fetterman, Harold. Microwave-Optical Interactive Devices. Fort Belvoir, VA: Defense Technical Information Center, junio de 1998. http://dx.doi.org/10.21236/ada387467.

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Jedrysik, Peter A., Jason Moore, Mark Brykowytch y Richard Sweed. The Interactive Data Wall. Fort Belvoir, VA: Defense Technical Information Center, enero de 1999. http://dx.doi.org/10.21236/ada461019.

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Rosen, B., H. Schulzrinne, H. Tschofenig y R. Gellens. Non-interactive Emergency Calls. RFC Editor, septiembre de 2020. http://dx.doi.org/10.17487/rfc8876.

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