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Dissertations / Theses on the topic 'Electronic newspapers. Interactive multimedia'

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1

Randolph, Gary. "A study to determine the effect of the use of hypermedia and graphics upon recall and retention of news stories in on-line newspapers." Virtual Press, 1996. http://liblink.bsu.edu/uhtbin/catkey/1033645.

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More and more news organizations are publishing on-line news via the World Wide Web. The objective of this study was to examine the effect of hypermedia and graphics in online news upon immediate recall and longer-term retention.Ninety-eight subjects read one of four versions of a news story presented through a World Wide Web browser. The four versions tested the story with and without the use of graphics and with and without the use of hypermedia in a 2x2 design. Subjects were tested with a 15-question fill-inthe-blank quiz immediately and after one week.Analysis of variance found no signific
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2

Folayan, Oluseyi Olukemi. "Interactivity in online journalism : a case study of the interactive nature of Nigeria's online Guardian /." Thesis, Rhodes University, 2004. http://eprints.ru.ac.za/59/.

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Thesis (M.A. (Journalism & Media Studies))--Rhodes University, 2004.<br>A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in Journalism and Media Studies.
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3

Fitzgerald, Thomas A. "New music composition for live performance and interactive multimedia." Faculty of Creative Arts, 2004. http://ro.uow.edu.au/theses/284.

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The focus of this DCA thesis is the development of original creative audio and audio-visual work. Central to this is a study of the nature of interactivity and sonic relationships between electroacoustic and acoustic music, extended further by the application of sonic and visual interactivity. This written documentation accompanies the major part of the DCA submission, a folio of five original works. Its purpose is to clarify, document and contextualise the creation of these works and to illuminate the aesthetic underpinnings and compositional techniques that I have developed during the period
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Nemetz, Fabio. "Interactive multimedia design features : their derivation, application and assessment in electronic shopping." Thesis, University of Bath, 2013. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.604646.

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The aim of this thesis is to investigate interactive multimedia design: from the analysis of problems with multimedia systems to the subsequent derivation of design features and their assessment. It concentrates on the application of interactive multimedia from a user-centred perspective to rational, choice-based decision making in electronic-shopping, and specifically as a solution to the difficulty consumers have in judging product quality. The popularity and widespread use of interactive technologies, especially the Internet, the complexities of multimedia design, and the importance of elec
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5

Biello, Antonio D. "A Model for Developing Interactive Instructional Multimedia Applications for Electronic Music Instructors." NSUWorks, 2005. http://nsuworks.nova.edu/gscis_etd/413.

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This study investigated methods for designing a procedural model for the development of interactive multimedia applications for electronic music instruction. The model, structured as a procedural guide, was derived from methodologies synthesized from related research areas and documented as a reference for educators, instructional designers, and product developers for developing interactive multimedia applications. While the model was designed primarily for junior college electronic music students, it has the potential for generalization to other related disciplines. A Formative Committee cons
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Chaudhery, Touseef Javed. "A novel multimedia adaptation architecture and congestion control mechanism designed for real-time interactive applications." Thesis, Queen Mary, University of London, 2011. http://qmro.qmul.ac.uk/xmlui/handle/123456789/2337.

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The increasing use of interactive multimedia applications over the Internet has created a problem of congestion. This is because a majority of these applications do not respond to congestion indicators. This leads to resource starvation for responsive flows, and ultimately excessive delay and losses for all flows therefore loss of quality. This results in unfair sharing of network resources and increasing the risk of network ‘congestion collapse’. Current Congestion Control Mechanisms such as ‘TCP-Friendly Rate Control’ (TFRC) have been able to achieve ‘fair-share’ of network resource when com
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7

Curtis, Kelley. "Designing Interactive Multimedia for the Anthropology Exhibit Gallery." [Tampa, Fla. : s.n.], 2003. http://purl.fcla.edu/fcla/etd/SFE0000079.

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8

Summerley, Rory Keir. "Ludic dysnarrativa : how can fictional inconsistency in games be reduced?" Thesis, University of the Arts London, 2017. http://ualresearchonline.arts.ac.uk/13282/.

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The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive the
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9

Smith, Cynthia S. "The interactive orientation module for the electronic archive resource of the National Graphic Design Archive /." Online version of thesis, 1992. http://hdl.handle.net/1850/11677.

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10

So, Ka Wai. "Sound and image : musical compositions in realization of intermedia." HKBU Institutional Repository, 2010. http://repository.hkbu.edu.hk/etd_ra/1197.

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11

Clarke, Jennifer 1974. "The effect of digital technology on late 20th century and early 21st century culture [electronic resource] / by Jennifer Clarke." University of South Florida, 2003. http://purl.fcla.edu/fcla/etd/SFE0000108.

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Title from PDF of title page.<br>Document formatted into pages; contains 65 pages<br>Thesis (M.L.A.)--University of South Florida, 2003.<br>Includes bibliographical references.<br>Text (Electronic thesis) in PDF format.<br>ABSTRACT: Recently, artists have begun using digital technology to create new cultural forms in the fields of art, literature, and music, and a new cultural form known as interactive digital multimedia has emerged, which combines elements from the new artistic, literary, and musical forms. Many of these artists have produced works that explore the interactive capabilities of
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12

Kowalczyk, Brian P. "EGANWO : the graphic novel's escape to digital media /." Online version of thesis, 2009. http://hdl.handle.net/1850/11652.

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13

Clarke, Jennifer. "The Effect of Digital Technology on Late 20th Century and Early 21st Century Culture." [Tampa, Fla. : s.n.], 2003. http://purl.fcla.edu/fcla/etd/SFE0000108.

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14

Katz, Heather Alicia. "The relationship between learners' goal orientation and their cognitive tool use and achievement in an interactive hypermedia environment." Access restricted to users with UT Austin EID Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3033584.

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15

Virtue, Andrew D. "Composing in new environments incorporating new media writing in the composition classroom /." View electronic thesis, 2008. http://dl.uncw.edu/etd/2008-1/virtuea/andrewvirtue.pdf.

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16

Sum, Ka Yi Kelly. "Musical compositions exploring real-time human-computer interaction with acoustic instruments." HKBU Institutional Repository, 2008. http://repository.hkbu.edu.hk/etd_ra/887.

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17

Stroud, Allen. "Investigation and application of writing structures and world development techniques in science fiction and fantasy." Thesis, University of Winchester, 2018. http://repository.winchester.ac.uk/1099/.

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This thesis is an example of creative practice that uses contemporary transmedia storytelling techniques to build a fictional environment that content creators can collaborate in and contribute to with their own fictional works. Within this thesis, I refine my methodology and identify new methods and processes that apply to the context of the creative project example – the fictional world of Chaos Reborn. The most notable of these are 1) making use of invented and real mythology to project depth into the work 2) presenting information to other contributors so they can switch roles as creators
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18

Tangpijaikul, Montri. "The Thai university student's fine-tuning of discourse in academic essays and electronic bulletin boards performance and competence /." Phd thesis, Australia : Macquarie University, 2009. http://hdl.handle.net/1959.14/73139.

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Thesis (DAppLing)--Macquarie University, Faculty of Human Sciences, Dept. of Linguistics, 2009.<br>Bibliography: p. 208-233.<br>Introduction -- Conceptual frameworks: language competence and the acquisition of modality -- Generic frameworks: speech, writing and electronic communication -- Linguistic frameworks: modality and related concepts -- Research design and methodologies -- FTDs in the ACAD and BB corpora -- Learner's use of FTDs in discoursal context and their individual repertoires -- Conclusions and implications.<br>While natural interaction is one of the important components that lea
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19

Hu, Haidan. "Can Journalists Have a Work-Life Balance? A Study of the Relationship between Journalists' Personal Blogs and Their Professional Work." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1343317252.

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20

Coleman, Anita Sundaram. "Towards the design of a hypermedia journal." 1996. http://books.google.com/books?id=ZHTgAAAAMAAJ.

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Thesis (Ph. D.)--University of Illinois at Urbana-Champaign, 1996.<br>"Reference librarians in health sciences libraries were selected as the practitioner community and Educational services in health science libraries ... was used as the print corpus"--Leaf iii. Vita. Includes bibliographical references (leaves 147-155).
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21

Tuan, Chang-Chang, and 段琤琤. "Exploring interactive multimedia electronic journal of Web2.0 platform in the operation of the business service model." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/jew5e2.

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碩士<br>國立臺北科技大學<br>商業自動化與管理研究所<br>98<br>Through depth interviews include content, platform technology and platform channel at electronic magazine industrial chain, and using grounded theory to investigate the operation of electronic magazines in the Web2.0 platform business service model. This study defines the five of service model concepts, the classification of the 14 of service models, then providing reference to help the vendors on Taiwan who can grasp the opportunities at the information industry and e-magazine industry to create a better competitive strength. The results obtained are as
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22

Githinji, Stanley Muturi. "Designing a real-time data streaming technique for enhancing the effectiveness of destination selection." Thesis, 2016. http://hdl.handle.net/10500/21913.

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The effectiveness of tour destination selection is dependent on pre-visit information sources. As competition increases in the tourism industry, destination organisations need to improve current destination selection processes. Research on current processes indicate that information sources accessed by potential tourists when making travel decisions may not be a true reflection of what the destination is offering. Any negative difference between perceived images during pre-visit and real images during the actual visit may result in poor destination reputation and dissatisfied customers.
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23

Pitcher, Sandra. "The mass collaboration of digital information : an ethical examination of YouTube and intellectual property rights." Thesis, 2010. http://hdl.handle.net/10413/565.

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The Internet has been lauded as an open and free platform from which one is able to engage with, and share large amounts of information (Stallman, 1997). As one witnesses the shift from analogue media to digitalism, so too is it possible to note a change in cultural practices of media consumers. Users of the media can now be viewed as “prosumers”, producing as well as consuming media products (Marshall, 2004). Digital media users have been given the ability to engineer their own unique media experiences, especially within the realms of the Internet. However, this process has seemingly led to m
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24

Карсканова, Н. А., та N. A. Karskanova. "Визуальные новеллы как издательский феномен : магистерская диссертация". Master's thesis, 2019. http://hdl.handle.net/10995/78076.

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Магистерская диссертация «Визуальные новеллы как издательский феномен» состоит из двух глав. В первой главе анализируется дефиниция термина «визуальная новелла» (ВН), дается экскурс в историю возникновения и развития ВН, рассматриваются характерные особенности ВН, предлагаются классификации ВН и определение ВН как вида интерактивных электронных изданий. Вторая глава посвящена анализу процесса создания визуальной новеллы с редакторской и издательской точек зрения. В ней выявляются структурные компоненты ВН, анализируется восприятие визуальной новеллы читателем и его влияние на определение жанра
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