Academic literature on the topic 'Interactive experience'

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Journal articles on the topic "Interactive experience"

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Cable, Adrian. "Interactive experience." Nature Photonics 4, no. 11 (2010): 750–51. http://dx.doi.org/10.1038/nphoton.2010.249.

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Zhao, Guo Qing, Sang Ho Kim, and Jae Eun Yoon. "A Study on the Impact of VR(Virtual Reality) on Museum Visitors Participation." Korea Institute of Design Research Society 9, no. 2 (2024): 152–67. http://dx.doi.org/10.46248/kidrs.2024.2.152.

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First, a review of current research has found that virtual reality technology can greatly enrich the experience of museum visitors and enhance their participation and interaction. It also provides recommendations for future research in this field. This study constructed a model for evaluating museum user experience to provide important theoretical guidance for the exploration of VR in museum user experiences. By referring to the APEC model framework for user experience, a structural equation model was proposed to evaluate museum user experience based on three variables: emotional experience, c
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Han, Su Jin. "Narrative Interaction Experience of Interactive Media Art." TECHART: Journal of Arts and Imaging Science 6, no. 3 (2019): 6–8. http://dx.doi.org/10.15323/techart.2019.8.6.3.6.

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R, Pushpakumar, Karun Sanjaya, S. Rathika, et al. "Human-Computer Interaction: Enhancing User Experience in Interactive Systems." E3S Web of Conferences 399 (2023): 04037. http://dx.doi.org/10.1051/e3sconf/202339904037.

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Enhancing user experience (UX) in interactive systems requires effective human-computer interaction (HCI). The relationship between people and computers has grown in significance as technology progresses, having an impact on many areas of our life. The main ideas and tactics used in HCI to enhance the user experience in interactive systems are examined in this abstract. Understanding the capabilities and constraints of both humans and computers forms the basis of HCI. HCI researchers and designers may develop interactive systems that complement users' mental models and cognitive processes by r
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Kulzer, Manuel, and Michael Burmester. "Towards Explainable and Sustainable Wow Experiences with Technology." Multimodal Technologies and Interaction 4, no. 3 (2020): 49. http://dx.doi.org/10.3390/mti4030049.

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Interacting with technology can evoke various positive and negative reactions in users. An outstandingly positive user experience enabled by interactive technology is often referred to as a “wow experience” in design practice and research. Such experiences are considered to be emotional, memorable, and highly desirable. Surprisingly, wow experiences have not received much attention in design research. In this study, we try to gain a more in-depth understanding of how wow experiences are caused. Through an exploratory factor analysis, we identify six factors contributing to wow experiences with
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Zhang, Qian. "Interactive Contemporary Art: Interactive Emotional Experience in Installation Art." Education Reform and Development 7, no. 3 (2025): 75–79. https://doi.org/10.26689/erd.v7i3.9980.

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With the constant development of contemporary art and Internet technology, new media technology has gradually attracted attention from the public. Art starts to transcend plat expression and visual effects. Meanwhile, breakthrough and innovation have been achieved regarding the diversity and pluralism of artistic expression. Due to its interactive, experiential, and innovative characteristics, interactive installation art has been widely researched. As the form of artistic expression changes, a transformation from two-dimensional space to three-dimensional space, artistic works are endowed wit
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Arsenijević, Jasmina, Marija Nikolić, and Alla Belousova. "Notes from experience in application of interactive teaching methods in university settings." E3S Web of Conferences 210 (2020): 22028. http://dx.doi.org/10.1051/e3sconf/202021022028.

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Both theory and practise agree that, in order to achieve numerous advantages of interactive teaching, it is crucial that teachers and students have experience in interactive work and posses some social competencies. Interactive teaching are ineffective when teachers lack pedagogical knowledge and experiences and when students unaccustomed to interaction in class. That is why this paper presents the most important experiences in interactive teaching practise in a university environment, shows examples of good practice and points out the most common challenges that teachers may face. Teaching te
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Zhu, Jingyuan, and Qing Wu. "Furniture design based on parent-child interaction experience." E3S Web of Conferences 179 (2020): 02098. http://dx.doi.org/10.1051/e3sconf/202017902098.

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To explore how children’s furniture can become a tool of parent-child interaction, so that furniture can not only satisfy children’s curiosity, but also bring new feelings and experiences to parents and children. It is necessary to establish a bond of love between parents and children by adding parent-child interaction projects. This children’s furniture will give children a warm family life experience. Background analysis of parent-child interaction furniture design was conducted by means of data search and market research to explore children’s physiological and psychological characteristics.
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Xiong, Hong Yun, Fei Guo, and Su Rong Sun. "VR-Based Interactive Experienced Platform for Showroom." Applied Mechanics and Materials 336-338 (July 2013): 1396–401. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1396.

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With the rapid development of information technology and new media technology, the introduction of the experience economy, using the new media interactive tools into industry of real estate has become a very powerful method to increase the value of estate product. The article has used virtual reality technology to design the interactive experienced platform for showroom, realized the whole architecture of the platform, and designed interactive experience of living room, bedroom, kitchen and bathroom in real time. In the platform, users can experience the one-bedroom showroom interactively and
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Zhang, Jiarui. "Application Research on Integrating Digital Garden Culture into Exhibition Space Design of Science and Technology Museum." SHS Web of Conferences 183 (2024): 01003. http://dx.doi.org/10.1051/shsconf/202418301003.

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Explore how technology museums can integrate interactive garden culture to promote sustainability and environmental protection. Pay special attention to how virtual reality technology integrates with garden culture to create a unique exhibition experience that interacts with nature. In addition, conduct in-depth research on how interactive garden culture can enhance the participation and learning experience of museum visitors. One of the focuses of research is how to enhance the effectiveness of interactive garden culture through multi-sensory experiences and emotional interactions in museum e
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Dissertations / Theses on the topic "Interactive experience"

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Lopez, Juan C. "Portraiture an interactive experience /." Orlando, Fla. : University of Central Florida, 2008. http://purl.fcla.edu/fcla/etd/CFE0002111.

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Lopez, Juan. "PORTRAITURE: AN INTERACTIVE EXPERIENCE." Master's thesis, University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4205.

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Linking his thematic inspiration (the strange, the bizarre, the weird and the odd) to his artistic reflection, Lopez conceives of his work as based on his fascination with human facial expressions. "It is there where it is born", he says. Like Leonardo, he believes that the eye is the superior organ. Lopez's use of form and color represents his main objective: to show emotion, humanity and elegance. For that, it is necessary for him to reveal character as well as beauty. It is again, the approach used by the great masters such as Leonardo, Velázquez, Géricault and Goya in represe
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Park, Ji Yong, and n/a. "Interactive user experience design : creating an effective online experience." Swinburne University of Technology, 2007. http://adt.lib.swin.edu.au./public/adt-VSWT20071004.120754.

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Designing for user experience is central to good web design, particularly in e-commerce settings. However, the relevant dimensions and processes of designing for user experience have been variously defined. This project develops an approach to web design that defines the key dimensions of user experience, including interactivity, participation, and flow, and web site design of the user experience. The idea of Interactive User Experience Design is advanced as a model for designing from the perspective of user experience. The project reviews relevant dimensions of user experience, proposes a mod
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Park, Ji Yong. "Interactive user experience design creating an effective online experience /." Australasian Digital Thesis Program, 2007. http://adt.lib.swin.edu.au/public/adt-VSWT20071004.120754/index.html.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2007.<br>[Submitted in total fulfillment of the requirements of the degree] Doctorate in Design, Swinburne University of Technology - 2007. Typescript. Includes bibliographical references (p. 63-74).
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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 m
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Mahfouz, Ahmed Yousry Mohamed. "Interactive eshopping experience: an empirical investigation." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1502.

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Utilizing an experimental design, the study investigates the effects of eshopping behavior (experiential, utilitarian, or mixed) and interactivity level (low or high) on the consequences of eshopping (site attitude and future purchase intentions), as mediated by eshopping experience (sensory, affective, and cognitive) and flow experience (control, attention focus, and cognitive enjoyment). Structural equation modeling was used for data analysis. Eshopping behavior had a weak negative effect, and interactivity level had a weak positive effect, on eshopping experience. Experiential eshopping be
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Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can
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Huang, Chung-Ching. "Describing and analyzing interactive experience over time." Thesis, Indiana University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3716196.

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<p> User experience changes over time as a consequence of prolonged engagement with many products or services. Interaction evolves as we learn, adopt, and shift from old use patterns to new ones. Scholarly work in HCI has been successful in its investigation of interactive experiences situated in current places and times. This dissertation aims to provide a complementary perspective by paying attention to user experiences that happen in the past. In particular, it explores visual thinking as a method of describing and analyzing interactive experiences over time. </p><p> In addition, this dis
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Gomez, Rafael Ernesto. "The evolving emotional experience with portable interactive devices." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/60966/1/Rafael_Gomez_Thesis.pdf.

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Emotions play a significant role in people’s lives, including interactions with portable devices. The research aimed to understand the evolving emotional experience between people and portable interactive devices (PIDs). Activity Theory was the theoretical framework used to contextualise the research approach and findings. Two longitudinal experiments were conducted investigating emotional experiences with PIDs over six months. Experiment 1 focused on media / entertainment PIDs while Experiment 2 focused on medical / health PIDs. Mixed research methods consisting of diaries, interviews and cod
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Oliver, William David. "The Singing Tree : a novel interactive musical experience." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/43407.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.<br>Includes bibliographical references (p. 105-107).<br>by William David Oliver.<br>M.S.
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Books on the topic "Interactive experience"

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Mazzanti, Claudio. Dalí experience. Con-fine edizioni, 2017.

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Cesar, Pablo, Konstantinos Chorianopoulos, and Jens F. Jensen, eds. Interactive TV: a Shared Experience. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-72559-6.

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Marcus, Aaron, ed. Design, User Experience, and Usability: Interactive Experience Design. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3.

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Candy, Linda, and Sam Ferguson, eds. Interactive Experience in the Digital Age. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04510-8.

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Kevkhishvili, Marine. Leonardo da Vinci 3D: Immersive interactive experience. Mandragora, 2019.

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Bell, Ryan C. Glacial systems and landforms: A virtual interactive experience. Anthem Press, an imprint of Wimbledon Publishing Company, 2013.

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Whittlestone, K. D. Five years' experience running an interactive video unit. University of Bristol, 1992.

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Lassieur, Allison. The Civil War experience: An interactive history adventure. Capstone Press, 2013.

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Lassieur, Allison. The World War II experience: An interactive history adventure. Capstone Press, 2013.

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Marcus, Aaron, and Elizabeth Rosenzweig, eds. Design, User Experience, and Usability. Design for Contemporary Interactive Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49760-6.

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Book chapters on the topic "Interactive experience"

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Roth, Kate, and Joan Dabrowski. "Experience." In Interactive Writing Across Grades. Routledge, 2023. http://dx.doi.org/10.4324/9781032681351-5.

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Bendor, Roy. "Experience." In Interactive Media for Sustainability. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-70383-1_4.

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Huddleston, Rob. "Creating Interactive Prototypes." In Beginning Adobe Experience Design. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2964-4_9.

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Gibson, Michael, and President Zapdramatic. "The Haiti Earthquake Experience: A Case Study." In Interactive Storytelling. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16638-9_31.

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Redhead, Tracy. "Experience and Interaction." In Interactive Technologies and Music Making. Focal Press, 2024. http://dx.doi.org/10.4324/9781003273554-6.

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Bala, Paulo, Valentina Nisi, and Nuno Nunes. "Evaluating User Experience in 360º Storytelling Through Analytics." In Interactive Storytelling. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-71027-3_23.

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Neves, Marco. "Printed Matter as an Interactive System." In Design, User Experience, and Usability: Novel User Experiences. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7_60.

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Schoenau-Fog, Henrik, Luis Emilio Bruni, Faysal Fuad Khalil, and Jawid Faizi. "First Person Victim: Developing a 3D Interactive Dramatic Experience." In Interactive Storytelling. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16638-9_32.

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Vinogradov, Anton, and Brent Harrison. "Detecting Player Preference Shifts in an Experience Managed Environment." In Interactive Storytelling. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-47655-6_32.

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Rudenko, Svetlana, Xiangpeng Fu, and Mads Haahr. "Alice Dali MR: A Mixed Reality Interactive Narrative Experience." In Interactive Storytelling. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-47658-7_23.

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Conference papers on the topic "Interactive experience"

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B, Yeswanth N., David Samuel Azariya S, Hari Hrithik R, and Cibi Jegan A. "An AI-Powered Interactive Assistant: Integrating Multimodal Interaction for Enhanced User Experience." In 2024 International Conference on Emerging Research in Computational Science (ICERCS). IEEE, 2024. https://doi.org/10.1109/icercs63125.2024.10895433.

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Kremer, S., T. Sies, and U. Lindemann. "Designing meaningful User Experiences: Interactive Learning Experience Model." In 2016 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM). IEEE, 2016. http://dx.doi.org/10.1109/ieem.2016.7797882.

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Donoghue, Ken, and R. Carpenter. "SIGGRAPH 98 interactive experience." In ACM SIGGRAPH 98 Electronic art and animation catalog. ACM Press, 1998. http://dx.doi.org/10.1145/281388.281988.

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Pang, Haitian, Cong Zhang, Fangxin Wang, et al. "Optimizing Personalized Interaction Experience in Crowd-Interactive Livecast." In MM '18: ACM Multimedia Conference. ACM, 2018. http://dx.doi.org/10.1145/3240508.3240642.

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Klüber, Sara, Franzisca Maas, David Schraudt, Gina Hermann, Oliver Happel, and Tobias Grundgeiger. "Experience Matters." In DIS '20: Designing Interactive Systems Conference 2020. ACM, 2020. http://dx.doi.org/10.1145/3357236.3395552.

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Loke, Lian, George Poonkhin Khut, and A. Baki Kocaballi. "Bodily experience and imagination." In the Designing Interactive Systems Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2317956.2318073.

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Bilda, Zafer, Chris Bowman, and Ernest Edmonds. "Experience evaluation of interactive art." In the 5th Australasian Conference. ACM Press, 2008. http://dx.doi.org/10.1145/1514402.1514403.

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Alcaraz Domínguez, Sílvia, Narcís Parés Burguès, and Joan Mora Guiard. "Interactive learning experience on nanotechnology." In ACM International Conference. ACM Press, 2010. http://dx.doi.org/10.1145/1936652.1936729.

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Huang, Chung-Ching, and Erik Stolterman. "Mapping Interactive Experience Over Time." In Design Research Society Conference 2020. Design Research Society, 2020. http://dx.doi.org/10.21606/drs.2020.234.

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Forlizzi, Jodi, and Katja Battarbee. "Understanding experience in interactive systems." In the 2004 conference. ACM Press, 2004. http://dx.doi.org/10.1145/1013115.1013152.

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Reports on the topic "Interactive experience"

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Marshak, Ronni. Kaon Interactive Focuses on Retail Customer Experience. Patricia Seybold Group, 2007. http://dx.doi.org/10.1571/pp02_15_07cc.

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Mackiewicz-Ludtka, G., and R. A. Raschke. Metals Processing Laboratory User Facility: Facilities capabilities; Interactive programs; Recent experience. Office of Scientific and Technical Information (OSTI), 1998. http://dx.doi.org/10.2172/629473.

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Pham, Melissa V., William R. Fields, Dustin T. Brown, et al. Bridge Resource Inventory Database for Gap Emplacement Selection (BRIDGES). U.S. Army Engineer Research and Development Center, 2023. http://dx.doi.org/10.21079/11681/47359.

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Wet gap crossings are one of the most complex maneuvers undertaken by military engineers, who, along with engineer planners, require better tools to increase the capacity for efficient use of limited bridging resources across the battlespace. Planning for bridging maneuvers often involves a complicated and inefficient system of ad hoc spreadsheets combined with an overreliance on the personal experience and training of subject matter experts (SMEs). Bridge Resource Inventory Database for Gap Emplacement Selection (BRIDGES) uses interactive mapping and database technology in order to streamline
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Balali, Vahid. Connected Simulation for Work Zone Safety Application. Mineta Transportation Institute, 2022. http://dx.doi.org/10.31979/mti.2021.2137.

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Every year, over 60,000 work zone crashes are reported in the United States (FHWA 2016). Such work zone crashes have resulted in over 4,400 fatal and 200,000 non-fatal injuries in the last 5 years (FHWA 2016, BLS 2014). Apart from the physical and emotional trauma, the annual cost of these injuries exceeds $4 million-representing significant wasted resources. To improve work zone safety, this research developed a system architecture for unveiling high-risk behavioral patterns among highway workers, equipment operators, and drivers within dynamic highway work zones. This research implemented th
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Yaremchuk, Olesya. TRAVEL ANTHROPOLOGY IN JOURNALISM: HISTORY AND PRACTICAL METHODS. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11069.

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Our study’s main object is travel anthropology, the branch of science that studies the history and nature of man, socio-cultural space, social relations, and structures by gathering information during short and long journeys. The publication aims to research the theoretical foundations and genesis of travel anthropology, outline its fundamental principles, and highlight interaction with related sciences. The article’s defining objectives are the analysis of the synthesis of fundamental research approaches in travel anthropology and their implementation in journalism. When we analyze what metho
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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatar
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Voloshynov, Serhii A., Felix M. Zhuravlev, Ivan M. Riabukha, Vitaliy V. Smolets, and Halyna V. Popova. Application of VR technologies in building future maritime specialists' professional competences. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4623.

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Progress of modern digital technologies enlarged the quantity of researches about implementation and usage of VR technologies in education process of higher educational establishments. The article provides analysis of best practices of simulation technologies application in maritime education. Absence of national research experience, evidence base for efficiency of new VR simulators operation leaves this issue open to be investigated in terms of researches on their performance effectiveness. The article proposes overview of advantages of VR technologies implementation aimed at building and sha
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Burgard, Wolfram, Armin B. Cremers, Dieter Fox, Dirk Haehnel, and Gerhard Lakemeyer. Experiences with an Interactive Museum Tour-Guide Robot. Defense Technical Information Center, 1998. http://dx.doi.org/10.21236/ada352295.

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Syrovatskyi, Oleksandr V., Serhiy O. Semerikov, Yevhenii O. Modlo, Yuliia V. Yechkalo, and Snizhana O. Zelinska. Augmented reality software design for educational purposes. [б. в.], 2018. http://dx.doi.org/10.31812/123456789/2895.

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In the process of researching the problem of training future informatics teachers to use augmented reality technologies in education, the tasks were solved: 1) a historical and technological analysis of the experience of using augmented reality tools for developing interactive teaching materials was performed; 2) the software for the design of augmented reality tools for educational purposes is characterized and the technological requirements for the optional course “Development of virtual and augmented reality software” are defined; 3) separate components of an educational and methodical comp
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Бондаренко, Ольга Володимирівна, Світлана Вікторівна Мантуленко, and Андрій Валерійович Пікільняк. Google Classroom as a Tool of Support of Blended Learning for Geography Students. CEUR-WS.org, 2018. http://dx.doi.org/10.31812/123456789/2655.

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Abstract. The article reveals the experience of organizing blended learning for geography students using Google Classroom, and discloses its potential uses in the study of geography. For the last three years, the authors have tested such in-class and distance courses as “Cartography and Basics of Topography”, “Population Geography”, “Information Systems and Technologies in Tourism Industry”, “Regional Economic and Social World Geography (Europe and the CIS)”, “Regional Economic and Social World Geography (Africa, Latin America, Asia, Anglo-America, Australia and Oceania)”, “Socio-Economic Cart
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