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Dissertations / Theses on the topic 'Interactive experience'

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1

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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Smith, M. "3D interactive technology and the museum visitor experience." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/33958/.

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There is a growing interest in developing systems for displaying museum artefacts as well as historic buildings and materials. This work connects with this interest by creating a 3D interactive display for Fishbourne Roman Palace Museum, West Sussex, England. The research aimed to create a reconstruction of the Palace as it would have been at its height, a reconstruction that was interactive in the sense that museum visitors would be able to walk through the buildings and local grounds and experience the site in a way not possible through traditional museum displays. The inclusion of the inter
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Fan, Siyuan. "Integrating design into interactive personal medicine education experience." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1378195790.

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Mathew, Anijo. "Interactive placemaking : creativity and user experience at urban installations." Thesis, Open University, 2014. http://oro.open.ac.uk/39259/.

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Interactive placemaking offers many new opportunities for the consideration and design of urban place, particularly through offering engagement with the creativity and experiences of local populations. This thesis explores the recent area of interactive placemaking from analytical and creative perspectives in developing a framework for both describing behaviours and producing design guidelines. The thesis begins by drawing together and building on existing work in HCI and Design to provide an initial framework for the analysis of interactive place. The framework combines theoretical and practi
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McGinley, Maurice. "A theory of the viewer experience of interactive television." Thesis, McGinley, Maurice (2009) A theory of the viewer experience of interactive television. PhD thesis, Murdoch University, 2009. https://researchrepository.murdoch.edu.au/id/eprint/5801/.

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This research addresses a gap in knowledge of how and why people might use new technologies to interact with television. The emerging medium of interactive television (iTV) is qualitatively different from other screen-based interaction paradigms, including personal computers, console games, and internet-based video services. This qualitative difference means we cannot assume that human computer interaction (HCI) knowledge and guidelines from these other domains can be applied to television use. If iTV is to succeed, it will need to find interaction paradigms appropriate to the television viewi
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Mavridis, George. "Digital Communication and Interactive Storytelling in Wikipedia : A Study of Greek Users’ Interaction and Experience." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104993.

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Wikipedia consists of an online encyclopedia created by users worldwide who collaborate to distribute knowledge and edit information in real-time. Although Wikipedia's accuracy has been a disputable and debatable issue in many recent studies, little academic research has systematically addressed how users interact with the platform's storytelling tools and how do they perceive and use Wikipedia's infrastructure, such as interactive tools. This exploratory study fulfills this gap and sheds light on users' perceptions about Wikipedia's interactivity. Moreover, Wikipedia is approached as an onlin
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Lindström, Jenny. "Changing the perception of pain : An interactive experience using heat and guided meditation." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-33080.

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Chronic pain is a common condition that people struggle with on daily basis and many strive to find ways to relive their pain. With the development of wearables and smart garments we are now moving from designing an object to be used, to an object to be worn. Technology is an extension of the body and the interaction in itself also becomes part of our body. This development enables different kind of treatments to be implemented in a wearable. Accordingly, this study have investigated if an interactive experience using heat and guided meditation with a wearable can support individuals living wi
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Ryan, Bengtsson Linda. "Re-negotiating social space : Public art installations and interactive experience." Doctoral thesis, Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-11723.

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Digital media technologies are becoming increasingly and extensively integrated into our way of living. We communicate, inform and entertain ourselves through media technologies in disparate spaces. When digital technology is integrated into our everyday environment, the border between media interfaces and physical environments is blurred. Traditional divisions of spaces dissolve and are rearranged, complicating the linkages between private and public spheres.   The key phenomenon shaping these experiences with digital media technologies is interactivity. Interactivity intersects these spaces
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Sommerseth, Hanna Mathilde. "Being virtual : embodiment and experience in interactive computer game play." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/5557.

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This thesis argues that the notion of player experience in relation to computer games is intrinsically linked to the body. Taking the idea of aesthetic experience, or sensuous experience, in computer game play as its starting point, my thesis considers computer games from within an interdisciplinary cross section of phenomenology, cultural studies and visual culture. Computer games have in a reasonably short amount of time reached a stage where they are an integral part of contemporary society: historically, economically and culturally. The current field of computer games comprises a vast arra
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Nacke, Lennart. "Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00449.

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Digital games provide the most engaging interactive experiences. Researching gameplay experience is done mainly in the science and technology (e.g., human-computer interaction, physiological and entertainment computing) and social science (e.g., media psychology, psychophysiology, and communication sciences) research communities. This thesis is located at the intersection of these research areas, bringing together emerging methodological and scientific approaches from these multi-faceted communities for an affective ludology; a novel take on game analysis and design with focus on the player. T
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Enros, Max. "Development of an Interactive VR Experience for an Art Museum." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79463.

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In this project, a prototype for a virtual reality museum experience was developed. The virtual environment contains paintings and birds that the user can interact with to display information. A text panel or an image is displayed next to the object the user interacted with. The text or image displayed contains information about the object. A narration of the information can be played for some of the images and text panels. This enhances the experience of the museum compared to looking at an object in the real world. The virtual reality experience allows the museum to be more interactive and f
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Svenns, Thelma. "SENSITIV : Designing for Interactive Dance and the Experience of Control." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280814.

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In the last decade, many studies and performances within the field of interactive dance have been made. Interactive dance means involving technology into the dance, which opens opportunities to execute a dance in another way than used to. The studies in the past have often involved manipulation of music, but not many studies seem to involve manipulating real-time music produced by a live musician. Hence, this study consisted of a musician and a dancer investigating in the co-play between the two artists through sensory technology in a project called SENSITIV. More specifically, the investigati
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Deutscher, Meghan Catherine. "Participant experience studies of interactive artworks : an investigation of laboratory-based methods used to study Echology." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/729.

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We investigate the use of laboratory-based methodology for studying participant experience of interactive artworks. The investigation is motivated by two goals: to inform the HCI practitioner of the role of participant experience studies in artwork from the perspective of the artist and to inform the artist of how laboratory-based methodology can contribute to the refinement of their techniques and aesthetics. In this thesis three main purposes for participant experience studies in the artist's process are derived from the roles of artist, art object, and participants in an interactive art
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Al-Attas, Rana. "Evaluating Player Experience in Cycling Exergames." Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/26215.

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Obesity has become a worldwide problem that most countries are trying to fight. It affects many people, irrespective of age, race, gender, or religion; anyone can suffer from obesity, which leads to serious problems, both for individuals and for society as a whole. In this study we have selected two groups of people: the basic people who do not exercise on a weekly basis, and the average people who exercise regularly, every week. We have explored the attitude of the two groups in regards to mixing exercises with games, in order to motivate the people with basic activity levels to exercise more
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Kamaruddin, Norfadilah. "Interface design in interactive science courseware for the Malaysian Smart School Project." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/50970/1/Norfadilah_Kamaruddin_Thesis.pdf.

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With the goal of improving the academic performance of primary and secondary students in Malaysia by 2020, the Malaysian Ministry of Education has made a significant investment in developing a Smart School Project. The aim of this project is to introduce interactive courseware into primary and secondary schools across Malaysia. As has been the case around the world, interactive courseware is regarded as a tool to motivate students to learn meaningfully and enhance learning experiences. Through an initial pilot phase, the Malaysian government has commissioned the development of interactive cour
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Feldman, Roxanne. "L'Dor VaDor : remembering the Cleveland Jewish immigration experience /." Online version of thesis, 2007. http://hdl.handle.net/1850/5669.

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Masip, Ardévol Llúcia. "User experience methodology for the design and evaluation of interactive systems." Doctoral thesis, Universitat de Lleida, 2013. http://hdl.handle.net/10803/134762.

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L’avaluació heurística és una de les metodologies d’avaluació de la usabilitat més barates i utilitzades. Tot i així, algunes de les fases de la metodologia poden ser semi-automatitzades per tal de disminuir encara més el temps necessari per executar la metodologia i, en conseqüència, disminuir també el pressupost invertit en el procés de desenvolupament del sistema interactiu. A més, en termes generals, la qualitat d’un producte ha evolucionat de la usabilitat cap a l’experiència d’usuari. Per tant, d’acord amb les fases manuals de l’avaluació heurística i l’evolució cap a l’experiència
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Fishenden, Jerry. "Interactive digital technologies and the user experience of time and place." Thesis, De Montfort University, 2013. http://hdl.handle.net/2086/9023.

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This research examines the relationship between the development of a portfolio of interactive digital techniques and compositions, and its impact on user experiences of time and place. It is designed to answer two research questions: (i) What are some effective methods and techniques for evoking an enhanced awareness of past time and place using interactive digital technologies (IDTs)? (ii) How can users play a role in improving the development and impact of interfaces made with IDTs? The principal creative and thematic element of the portfolio is the concept of the palimpsest, and its artisti
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Jeunesse, Jean-Paul. "Measuring Interactive Narrative Quality with Experience Management as Story Graph Pruning." ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/honors_theses/129.

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An interactive narrative in a virtual environment is created through player and system interaction, often through an experience manager controlling the actions of all non-player characters (NPCs). Thus, the narrative (and its quality) is entirely dependent on a conflicting combination of unpredictability from the player and a controlled environment that must react to this unpredictability. Ideally, the experience manager should decide NPC actions in a way that never limits player freedom and shows the NPCs acting in believable manners to create a story that can be meaningfully affected by the
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Ramondt, Leonie. "The experience of flow and learning by designing interactive multimedia software." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 1998. https://ro.ecu.edu.au/theses/1007.

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As computer technology is increasingly adopted in education, some students continue to have little context for its use. This is particularly true of tertiary drama education students, of whom many still remain computer illiterate. Constructivist pedagogy proposes that a learner constructs knowledge through active participation in their learning. An approach that is gaining currency which applies this principle is learning by designing. This approach was adopted for this study, with the premise that the process of designing multimedia software for their peers would not only motivate these stude
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ALINAM, MORTAZA. "Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts." Doctoral thesis, Università degli studi di Genova, 2022. https://hdl.handle.net/11567/1097215.

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Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources. However, the importance of visitors’ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research. This thesis, presents the study and
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Zhang, Yali. "The Role of Negative Emotions in Constructing Meaning in Interactive Contexts." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132451/1/Yali_Zhang_Thesis.pdf.

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This research explores the potential of negative emotions in creating meaningful user experience. It investigates the transformation of negative emotions during interactions and its functional consequences on meaning perception. The causes of specific negative emotions in different contexts of interactions and their effects on cognition and behaviours were examined. The findings reveal the mechanism of changes in emotions over the course of interactions. The predominant role of negative emotions in the meaning-making process is demonstrated. This research outcome consists of two conceptual mod
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Erhard, Peter. "Cross-device brand experience : Interactive brand elements in the Skype service ecology." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-14953.

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<p>Many interactive products and services have made the move from stationary or desktop applications to dedicated mobile devices. Sonys Playstation has evolved into the PSP (playstation portable), Apples iPod is fully integrated with iTunes, Microsoft’s new media player is rumored to carry the Xbox brand and browsers like Internet Explorer and Opera can be used on pocket PCs, cell phones and Smart Phones. A very interesting example of this development is the global telephony company Skype that offers free calls over the Internet as well as instant messaging, video conferencing among many other
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Agostinelli, Serge. "La regulation interactive dans un environnement d'apprentissage informatise : une experience en physique." Phd thesis, Université de Provence - Aix-Marseille I, 1994. http://tel.archives-ouvertes.fr/tel-00487469.

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Ma thèse s'est inscrite dans une recherche interdisciplinaire qui a fait l'objet d'un contrat de recherche financé par le « Programme Cognisciences » du CNRS sur le thème « Modélisation des processus d'apprentissage ».<br> Elle s'est particulièrement attachée à rendre compte des processus de régulation et d'interaction à l'œuvre dans l'acquisition de connaissances dans des situations de Formation Assistée par Ordinateur (FAO.).<br> Les résultats mettent en évidence le rôle que peuvent jouer les « modes de présentation des connaissances » et les « modalités de communication ». Ils montrent égal
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Roberto, Calderon. "Third-placeness : supporting the experience of third place with interactive public displays." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/58648.

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In contemporary western cities, socialization often occurs in locations with a mix of public and private characteristics. Oldenburg defined these settings as “Third Places” because they provide a space of conviviality in between the privacy of home and the rigidity of work. Coffee shops and pubs are some of the prototypical Third Places providing a welcoming and neutral atmosphere for conversation that is essential to community development. Consumer computing and telecommunications have impacted how we socialize with each other and use Third Places. This brings about the question of how techno
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Zozulia, I. Ye, and І. Є. Зозуля. "Methods and techniques used in Ukrainian language teaching interactive technologies (practical experience)." Thesis, Leipzig University, 2018. http://ir.lib.vntu.edu.ua//handle/123456789/23179.

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Her, Jiun-Jhy. "A generative framework for computer-based interactive art in mass transport systems." Thesis, Robert Gordon University, 2011. http://hdl.handle.net/10059/702.

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Over the course of the past decade the MRT (Mass Rapid Transit) stations in Taiwan have become open air art galleries: with more prominent and frequent display of various artistic creations in stations, including interactive artworks. However, unlike the audiences in more meticulously choreographed exhibition contexts, those in stations are usually involuntary. New criteria for the creation and evaluation of artworks in these context are necessary to enhance the connection between the audience and the artwork, and to elicit meaningful experience via interactivity. This research aims to uncover
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Cochrane, Karen Anne. "Understanding and Designing for the First-Person Experience of Walking and Sitting Mindfulness Meditation Facilitated by EEG Modulated Interactive Soundscapes." Thesis, The University of Sydney, 2021. https://hdl.handle.net/2123/25864.

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An established way for people to learn coping strategies to deal with everyday stress is mindfulness meditation. Current technologies that incorporate the teachings of mindfulness meditation often use realtime, corrective feedback models to help people understand when they are in a mindfulness state. Interactive soundscapes modulated by electroencephalogram (EEG) data offer promising opportunities to support attentional focus and meta-awareness during meditation. However, existing research often relies on quantitative survey data and ignores collecting first-person perspectives of the moment-
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Laaksolahti, Jarmo. "Plot, Spectacle, and Experience : Contributions to the Design and Evaluation of Interactive Storytelling." Doctoral thesis, Kista : Department of Computer and Systems Sciences, Stockholm University (together with KTH), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-7325.

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Kale, Rushikesh Digambar. "Development of an Interactive, Hands-on Learning Experience of the Google Maps API." ScholarWorks@UNO, 2010. http://scholarworks.uno.edu/td/1199.

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The project is to design and implement a Web application for realizing an innovative, hands-on interactive learning experience for the Google Maps API. This learning environment was developed based on a real-world Geographic Information System (GIS), the Gulf of Mexico Coastal Geospatial Information Support System. Significant efforts were invested not only in development of this GIS system, but also in the design and implement that turns the production system into a learning environment. The Web development aspect attracts computer science students, while the opportunity to learn GIS concept
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Ambekar, Kiran. "Improving the Gameplay Experience and Guiding Bottom Players in an Interactive Mapping Game." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984203/.

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In game based learning, motivating the players to learn by providing them a desirable gameplay experience is extremely important. However, it's not an easy task considering the quality of today's commercial non-educational games. Throughout the gameplay, the player should neither get overwhelmed nor under-challenged. The best way to do so is to monitor the player's actions in the game because these actions can tell the reason behind the player's performance. They can also tell about the player's lacking competencies or knowledge. Based on this information, in-game educational interventions in
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Wang, Dong. "Developing Immersive Experience in Virtual Tour Applications on Mobile Devices." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176274.

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As a cutting-edge technology, VR is applied to all aspects of life. Especially when the pandemic is spreading, the immersive experience of VR provides another possibility for people's virtual tours and online exhibitions. Limited by the high price of professional VR equipment, VR technology still exists in specific professional fields. This project mainly studies some of the challenges of immersive experience on mobile phones and improves the immersive experience to make the virtual tour convenient and straightforward on mobile phones. Through research, it is found that interactive 360-video m
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Alexander, Granhof, and Eriksson Jakob. "Improving the User Experience in Data Visualization Web Applications." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21731.

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This paper is a literature study with an additional empirical approach to research how to improve user experience in data visualization web applications. This research has been conducted in collaboration with Caretia AB to improve their current data visualization tool. The research studies previous research on the topics of UI design, user experience, visual complexity and user interaction in the attempt to discover what areas of design and intuitivity that improves the user experiences in these kinds of tools. The findings were then tested together with Caretia through a proof-of-concept prot
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Rhees, Brooke Ellen. "A Semi-Automatic Grading Experience for Digital Ink Quizzes." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6245.

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Teachers who want to assess student learning and provide quality feedback are faced with a challenge when trying to grade assignments quickly. There is currently no system which will provide both a fast-to-grade quiz and a rich testing experience. Previous attempts to speed up grading time include NLP-based text analysis to automate grading and scanning in documents for manual grading with recyclable feedback. However, automated NLP systems all focus solely on text-based problems, and manual grading is still linear in the number of students. Machine learning algorithms exist which can interact
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Ackefjord, Sandra, and Young-Jae Peder Tuvesson. "Urban Sounds : Interactive feel of urbanization." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18670.

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To make use of animation and audio as a media to convey a sense of change, was an important aspect when we chose to focus on urbanisation. It is an opportunity that allows the participants to discuss how influenceable we are to the sounds we hear in our surroundings. This bachelor thesis aims to demonstrate and educate about the effects and impact of urbanisation on humans and their well-being. In order to achieve a result, we created an audiovisual interactive installation that will portray the changes that have taken place over a period of 100 years, from the early 1900s into the 2000s. Fact
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Byrd, Jonathan. "Silly Trip Wires." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3744.

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The artist discusses the work in Silly Trip Wires, 2020 his Master of Fine Arts exhibition. The exhibition includes an installation, Silly Trips Wires, and documentation of a smaller site-specific version of the work. The Artist discusses the process of transition from military to civilian, and the potential effects that mental trauma from combat deployments can have on this process. This is tied to an analysis of how communicating the experience of veterans to civilians, through artwork, functions to bring about understanding.
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Platero, Vázquez Carmen. "Objetos mágicos: los objetos como transformadores de la Subjetividad virtual en la creación de aventuras interactivas en sistemas de realidad mixta." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/352714.

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Dentro de las experiencias interactivas en tiempo real, y en concreto de los sistemas de realidad mixta, buscamos nuevas formas de comunicación en la ficción interactiva que enriquezcan la experiencia de usuario. Partimos de la Narratología y de ciertos objetos arquetípicos que podríamos considerar mágicos, cuyos usos y propiedades otorgan a los protagonistas de las historias poderes y potencial para convertirse en héroes y abrir un pasaje al mundo de la aventura. Estos objetos cotidianos, son extraídos de las historias y convertidos en tangibles, permitirán al usuario dentro de la experiencia
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Chaney, Nichole M. "Designing an Interactive Experience to Facilitate Conversations, Create Empathy and Change Attitudes on Race." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin162316948408367.

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Kenny, Kelly. "Immersive, interactive virtual worlds an investigation into the relationship between design and player experience /." CONNECT TO ELECTRONIC THESIS, 2008. http://hdl.handle.net/1961/5910.

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Tique, Balcona Milagros Juana. "Diseño de información interactivo en la experiencia cultural de los turistas latinoamericanos en el distrito de Barranco." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652487.

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En el presente artículo de investigación se planteó evaluar la influencia del diseño de información interactivo en la experiencia cultural de los turistas latinoamericanos entre 24 y 39 años en el distrito de Barranco. La hipótesis planteada fue que el diseño de información interactivo como herramienta contribuye en la experiencia cultural de los visitantes latinoamericanos en la localidad mencionada. La metodología utilizada fue el diseño de investigación de tipo cuasi-experimental. De igual importancia, los instrumentos y técnicas aplicados en el proceso fueron las encuestas y las entrev
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Polli, Anna Maria. "Interactive Narratives with 3D Environments." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3497.

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One of the major problems in human computer interaction in a 3D virtual world is the extreme difficulty to deal with vast quantities of information in everyday life. This condition leads to problems such as indecisions of the human that outlines stress factors and causes an undesirable user experience. Part of the problem is that little findings have been contributed in research to this problem of assisting the human to make decisions quickly and provide rapid responses in respect to user experience. User experience evaluation of the human’s communication appears well situated to problems of t
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