Informacja

Drogi użytkowniku, aplikacja do prawidłowego działania wymaga obsługi JavaScript. Proszę włącz obsługę JavaScript w Twojej przeglądarce.

Wyszukujesz frazę "interactivity" wg kryterium: Temat


Tytuł:
The Cyberjournalism That We Make And The One That We Want – Cyberjournalistic Praxis: The Case Of Mass Media In Matanzas, Cuba
Autorzy:
Febles García, Auxiliar. Sussene
Oviedo Bravo, Arianna
Martiatu, Yusel Reinaldo
Tematy:
Hypertextuality
Interactivity
Multimediality
Cyberjournalism
Pokaż więcej
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Powiązania:
https://bibliotekanauki.pl/articles/526549.pdf  Link otwiera się w nowym oknie
Opis:
The present work characterizes the hypermedia communication's features of mass media in Matanzas, Cuba: TV Yumurí, Radio 26 and the Editorial Girón. The study takes an approach, from the academy, to the cyberjournalistic praxis, describing professional practices, self-regulation and application of knowledge. A group of theoretical considerations around hypermedia resources are proposed in order to improve the digital journalism that we do. The communicology study integrates technical resources of quantitative and qualitative levels. It also considers policy documents, reflections of academics and legitimizing agents to analyze the assessments of their own social development. The main findings point to the heterogeneity, uneven development and fragmentation of cyber-journalistic wasting of the communicative potentialities that provides Internet, such as its hypertextuality, the interactivity and its multimediality.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Artists play games
Autorzy:
Pitrus, Andrzej
Opis:
Andrzej Pitrus discusses complex relationships between the two worlds - art and computer/games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola's The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio "Tale of Tales".
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Artykuł
Tytuł:
Artists play games
Autorzy:
Pitrus, Andrzej
Tematy:
media art
video games
interactivity
interface
Pokaż więcej
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Powiązania:
https://bibliotekanauki.pl/articles/1955339.pdf  Link otwiera się w nowym oknie
Opis:
Andrzej Pitrus discusses complex relationships between the two worlds – art and computer/ games. Numerous artists are looking for inspirations in the world of an interactive entertainment, yet some of them are creating new paths of its development. Some of the artists focus on new and unique interfaces. Others refer to the mechanics of games to create their own interactive works. Bill Viola’s The Night Journey is an excellent example of such project. The author also reviews critical games, which are based on the mechanisms easily found in commercial games. Yet, their goal is to deconstruct them, rather than followig well known tracks. Pitrus examines this strategy in the works of a famous studio “Tale of Tales”.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interactive Talks
Autorzy:
BAKONYI,, Viktória H.
ILLÉS,, Zoltán DR
ILLÉS, Zoltán IFJ.
Tematy:
poll, interactivity
talk
mobile application
election
vote
student response system
personal response system
web-application
smart phone
interactivity
Pokaż więcej
Wydawca:
Uniwersytet Rzeszowski
Powiązania:
https://bibliotekanauki.pl/articles/455308.pdf  Link otwiera się w nowym oknie
Opis:
Nowadays people, especially young people usually use several mobile devices in the same time. This means, that they can reach any information just in time, so they are not patient any more to listen to anything which is not interesting for them in the moment. What does it mean in the context of university life? Is it true that university talks are living their last hours? They are boring because only one person is speaking for 90 minutes and nothing else happens? Are they really unnecessary because everything is on the net somewhere? Can we change this kind of attitude somehow? How can we make the talks more interactive? Our personal student response system.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interactive communication using social media : the case of museums in Southern Poland
Autorzy:
Sawczuk, Magdalena
Najda-Janoszka, Marta
Opis:
Drawing on the concept of an audience-oriented museum, this article presents research exploring how museums and audiences interactively seek and react to each other while developing a dialog using social media (SM) features. The empirical research was based on the content analysis of messages posted on SM profiles of museums located in Małopolska (Southern Poland). The investigated sample considers 71 institutions running proprietary SM sites (of a total 119 museums in the region), whose activity was observed during a two-month period. The findings identify differences in the use of interactive components. Observed discrepancies relate to distinct framings, contexts, and cohesiveness of implemented actions. The content analysis highlights the importance of context-bound interactions between museums and audiences that affect the overall communication process. Museums should engage audiences not only to join but also to frame the interaction through SM.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Artykuł
Tytuł:
Activating role of interactive didactic materials in teaching computer subjects
Autorzy:
Lis, R.
Tematy:
interactivity
learning materials
computer subjects
multimedia course
Pokaż więcej
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Powiązania:
https://bibliotekanauki.pl/articles/103021.pdf  Link otwiera się w nowym oknie
Opis:
In the days of the visual culture a manner of the transmission of information plays a very important role. Adopting a technique of the join of text, graphics, sound and animation in frames of the uniform structure of presenting data, particularly in the education, it is possible to achieve good results in handing over of knowledge than at using only one of the media. The article presents the results of research devoted to the influence of visual and textual teaching materials, on the level of assimilation of knowledge subjects and their involvement in the assimilation of content. The analysis of the results showed that the visualization of teaching content is a factor significantly activating the educational process and affecting the level of knowledge assimilation.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The evolution of devices and systems supporting rehabilitation of lower limbs
Autorzy:
Olinski, M.
Lewandowski, B.
Gronowicz, A.
Tematy:
kinesitherapy
manipulator
biofeedback
interactivity
exoskeleton
kinezyterapia
egzoszkielet
Pokaż więcej
Wydawca:
Uniwersytet Zielonogórski. Oficyna Wydawnicza
Powiązania:
https://bibliotekanauki.pl/articles/264510.pdf  Link otwiera się w nowym oknie
Opis:
This paper presents the process of development, as well as examples of devices and systems supporting rehabilitation of the human lower extremities, developed independently over the years in many parts of the world. Particular emphasis was placed on indicating, which major groups of devices supporting kinesitherapy of the lower limbs can be distinguished, what are the important advantages and disadvantages of particular types of solutions, as well as what directions currently dominating in development of rehabilitation systems may be specified. A deeper analysis and comparison of several selected systems was also conducted, resulting in gathering the outcomes in two tables. They focused on a few features of mechanical design, especially the devices’ kinematic structures, and devices’ additional functions associated with, among others, interaction, as well as diagnosis of the limb's state and the progress of rehabilitation.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
How physical interaction with insight problems affects solution rates, hint use, and cognitive load
Autorzy:
Kucwaj, Hanna
Jastrzębski, Jan
Chuderski, Adam
Opis:
So-called insight problems are widely studied because they tap into the creative thinking that is crucial for solving real problems. However, insight problems are typically presented in static formats (on paper, computer) that allow no physical interaction with the problem elements, whereas such an interaction might in fact reduce the load on limited cognitive resources, such as working memory (WM) capacity, thereby facilitating solutions. To test this proposition, 124 young adults were allowed to interact physically with nine established insight problems, while another 124 people attempted to solve these problems using paper and pencil. Additionally, hints were provided for three problems that typically no-one solves. No general facilitating effect of physical interaction was found, with only one problem clearly benefitting from it. Furthermore, making use of hints was actually hindered by physical interaction. No difference in perceived task load and correlation with WM capacity was observed between the formats, and subjective ratings of insight were virtually unaffected by presentation format. Overall, physical interaction minimally affected insight problem-solving, which appears to rely strongly on internalized cognitive processing involving WM.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Artykuł
Tytuł:
Online interactive storytelling: Evaluation of the viewer experience of 360-degree videos
Autorzy:
Świerczyńska-Kaczor, Urszula
Żelazowska, Monika
Kotlińska, Małgorzata
Wachowicz, Jacek
Tematy:
360-degree video
Online film interactivity
Viewer experience
Pokaż więcej
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Powiązania:
https://bibliotekanauki.pl/articles/522162.pdf  Link otwiera się w nowym oknie
Opis:
Aim/purpose – This article aims to examine the relationships between the 360-degree viewer experience and video genres. Design/methodology/approach – The presented empirical study was based on the respondents’ evaluation of two 360-degree videos: a documentary film and an episode from a web series. Findings – The viewers evaluated the 360-degree video documentary as more interesting, more engaging, creating deeper immersion in the plot, and delivering more information compared to their experience when they would watch video if it were produced as a traditional film format. The study showed the differences in viewers’ evaluation of 360-degree documentaries and web series episodes. The evaluation of 360-degree videos was different between the two groups of respondents varying in their perception of navigation. Research implications/limitations – Our study suggests that by implementing 360-degree video features in documentary films, we can evoke a more intensive viewer experience compared to the situation when the viewer would watch videos in the traditional film format. It also indicates that film production should take into account the different viewer’s perceptions of being actively engaged in the navigation. The limitations of the study: the qualitative study with the convenient respondent sampling, the subjective evaluation of respondents’ statements, and the subjective choice of the evaluated 360-degree videos. Originality/value/contribution – The study contributes to film production by highlighting the significance of viewer perception of navigation and the video genre as factors impacting the viewer experience.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Hungarian party websites and parliamentary elections
Autorzy:
Merkovity, Norbert
Tematy:
political communication
party websites
new ICTs
elections
communication interactivity
Pokaż więcej
Wydawca:
Polskie Towarzystwo Komunikacji Społecznej
Powiązania:
https://bibliotekanauki.pl/articles/471268.pdf  Link otwiera się w nowym oknie
Opis:
Analysis of party websites was one of the popular research fields of political communication in the 1990s. It was an interesting question as to how politics and the Internet are becoming connected to one another. However, with the appearance of Web 2.0, these surveys have become pointless, since the emphasis has moved to websites supporting the emergence of online communities. Research of Hungarian party websites has not yet been completed. Adapting to this new trend, researchers have begun to turn their attention to a completely new field of investigation. This study makes an attempt to analyse the changes in the informative and interactive functions of Hungarian party websites on the basis of three different eras (the 1990s, the mid-2000s and the present). Finally, with an international comparison, it evaluates the situation of websites in 2010.
Dostawca treści:
Biblioteka Nauki
Artykuł

Ta witryna wykorzystuje pliki cookies do przechowywania informacji na Twoim komputerze. Pliki cookies stosujemy w celu świadczenia usług na najwyższym poziomie, w tym w sposób dostosowany do indywidualnych potrzeb. Korzystanie z witryny bez zmiany ustawień dotyczących cookies oznacza, że będą one zamieszczane w Twoim komputerze. W każdym momencie możesz dokonać zmiany ustawień dotyczących cookies