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Journal articles on the topic 'Interactive experience'

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1

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, cognitive experience, and interactive experience. Seven related hypotheses were analyzed and verified through surveys, revealing that the emotional, cognitive, and interactive experiences of users in VR museums positively impact user experience. Additionally, user experience serves as a mediating variable, showing mediating effects between emotional experience, cognitive experience, interactive experience, and user engagement.
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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 researching human behavior, cognition, and psychology. Additionally, taking into account the features of the computer system, such as its responsiveness, processing capacity, and interface design, enables the development of systems that are more user-friendly and effective. As a result, the discipline of human-computer interaction works to improve the user experience in interactive systems. Researchers and designers in the field of human-computer interaction (HCI) can produce interactive systems that are simple, effective, entertaining, and satisfying for users by comprehending human capabilities, applying user-centered design principles, utilizing interactive techniques and interfaces, integrating multimodal interfaces, and embracing emerging technologies. The continued development of HCI will continue to influence and enhance how people use computers, enhancing user experiences and creating new opportunities for interactive systems in the future.
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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 interactive technology: Hygiene, goal attainment, uniqueness, relevance, emotional fingerprint, and inspiration. We propose an integrated model of wow experience and a prototype questionnaire to measure wow experiences with interactive products based on the identified factors.
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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 with deeper cultural connotations and artistic effects, allowing the audience to derive various emotional experiences. The transmission of interactive visual effects, such as sound, light, and electricity, expands the scope of sensory perception. In the meantime, the combination of objective objects with subjective ideas provides an immersive cultural interaction experience, which evokes deeper emotional experiences, thus prompting the audience to think more profoundly.
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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 techniques that enable a smooth flow of interaction and enable better effects in the field of learning are offered. The paper recommends techniques of “breaking the ice”, building trust, and the gradual introduction of interaction from working in pairs, from smaller to larger groups. The paper further recommends student grouping techniques, which serve as a mechanism for improving the quality of interaction and finally present ideas and experiences for guiding simulations and role plays as one of the most effective interactive methods.
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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. It is necessary to analyze parent-child interaction mode and its elements and try to make compound chairs have interactive functions so that compound chairs can bring good interaction experience to parents and children. As a result, this compound chair can meet user needs. The design features of parent-child interactive furniture are analyzed with the physiological characteristics of children as the design elements. Personally interactive furniture can create an interactive world for children and parents in a limited living space. It is able to promote the emotional exchange between parents and children, create a space conducive to children’s physiological and psychological growth. Ultimately, this kind of interactive furniture can promote the physical and mental health of children.
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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 as really as possible. Finally, the article has introduced the processes and methods of building 3D model and virtual space model.
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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 exhibitions. Finally, we will explore how digital gardens can promote cultural interaction and participatory design to enrich the content and experience of museum exhibitions.
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Chen, Mingxuan. "Exploring the Impact of Game Human-computer Interaction Design on Enhancing Users' Immersive Experience." Lecture Notes in Education Psychology and Public Media 9, no. 1 (2023): 170–75. http://dx.doi.org/10.54254/2753-7048/9/20230137.

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As a new form of artistic expression with infinite possibilities, interactive film games first trace the history of the creation and development of interactive film games at home and abroad; and then show the characteristics of the interactive film form with examples. This paper focuses on the interactive experience and the development process of interactive cinema, and the relationship between film interaction design and the users immersive experience. Interaction design accurately plans and describes the behavior of things, and effectively describes and communicates this behavior, which is an integral part of the users immersive gaming experience, while the behavior fed back to the user by interaction design directly affects the user's gaming experience.
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Guo, Lei. "Virtual Reality and Interactive Experience in Media Drama." Studies in Social Science Research 6, no. 1 (2025): p92. https://doi.org/10.22158/sssr.v6n1p92.

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With the rapid development of virtual reality (VR) technology, its application in the field of media drama has gradually become a research hotspot. This paper focuses on the theme of "Research on Virtual Reality and Interactive Experience in Media Drama," exploring how VR technology enhances the expressiveness and audience engagement of media drama through immersive experiences and multi-sensory interactions. The study first analyzes the specific application scenarios of VR technology in media drama, including virtual scene design and the interaction patterns between virtual characters and real actors, supported by in-depth case studies of classic works both domestically and internationally. Secondly, the paper focuses on the design and implementation of interactive experiences, discussing audience participation methods, the selection of interactive devices, and their impact on theatrical effects. Finally, the paper discusses the trend of integrating VR and interactive experiences, envisioning their revolutionary changes to narrative methods and audience roles in media drama. The research shows that the combination of VR and interactive experiences not only provides new possibilities for media drama creation but also offers audiences unprecedented immersive experiences. This study provides theoretical support and practical guidance for the innovative development of the media drama industry.
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Fang, Kaiyi, Huiwen Xia, and Changyu Diao. "EXPLORING INTERACTIVE MUSEUM EXPERIENCES THROUGH MULTISENSORY PERCEPTION." International Theory and Practice in Humanities and Social Sciences 2, no. 1 (2025): 252–64. https://doi.org/10.70693/itphss.v2i1.86.

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Nowadays, an increasing number of museums are focusing on multisensory experiences, incorporating non-visual senses (such as hearing, taste, touch, and smell) into the physical museum space. People engage with museums, receive information, and experience the world through their bodily senses. In this interactive experience, the visitor plays a crucial role, being both the subject of cognition and experience. What kind of museum experiences are generated within the bounds of the subject, and what kind of relationship is established with the museum as a result? This paper will discuss the unique experiences endowed to physical museums by multisensory perception, using specific cases as examples.
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Yamauchi, Takashi, Jinsil Seo, and Annie Sungkajun. "Interactive Plants: Multisensory Visual-Tactile Interaction Enhances Emotional Experience." Mathematics 6, no. 11 (2018): 225. http://dx.doi.org/10.3390/math6110225.

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Using a multisensory interface system, we examined how people’s emotional experiences change as their tactile sense (touching a plant) was augmented with visual sense (“seeing” their touch). Our system (the Interactive Plant system) senses the electrical capacitance of the human body and visualizes users’ tactile information on a flat screen (when the touch is gentle, the program draws small and thin roots around the pot; when the touch is more harsh or abrupt, big and thick roots are displayed). We contrasted this multimodal combination (touch + vision) with a unimodal interface (touch only or watch only) and measured the impact of the multimodal interaction on participants’ emotion. We found significant emotional gains in the multimodal interaction. Participants’ self-reported positive affect, joviality, attentiveness and self-assurance increased dramatically in multimodal interaction relative to unimodal interaction; participants’ electrodermal activity (EDA) increased in the multimodal condition, suggesting that our plant-based multisensory visual-tactile interaction raised arousal. We suggest that plant-based tactile interfaces are advantageous for emotion generation because haptic perception is by nature embodied and emotional.
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Kheder, Harem Ali. "HUMAN-COMPUTER INTERACTION: ENHANCING USER EXPERIENCE IN INTERACTIVE SYSTEMS." Kufa Journal of Engineering 14, no. 4 (2023): 23–41. http://dx.doi.org/10.30572/2018/kje/140403.

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In this research, we investigate how human-computer interaction (HCI) can be used to improve the user experience (UX) of interactive systems. Studies in cognitive psychology, information processing, and human factors are examined as they relate to the development of HCI. It highlights how HCI has shifted its focus from functionality to user-friendliness, teaching ability, efficiency, enjoyment, and emotion. To better understand the current state of HCI and UX research, practice, and theory, a systematic literature study is performed. Focusing on users' goals wants, and characteristics at every stage of the design process is central to user-centered design (UCD) ideas and approaches, which are discussed at length in this article. We investigate usability testing as a crucial technique for bettering HCI, focusing on its advantages in pinpointing usability problems, boosting system efficacy, and boosting user pleasure. Methods for creating tests, finding participants, collecting data, and analyzing results are discussed. The importance of prototype methods in HCI and user-centric design is also emphasized in the study. This article delves into the practice of creating prototypes to collect user feedback, iterate designs, and perfect interactive systems. Techniques covered include paper prototyping, interactive wireframes, and high-fidelity prototypes. We propose interaction design frameworks like the User-Centered Design Process (UCDP) and the Double Diamond model to help designers prioritize users when developing interactive systems. The study also delves into how technologies like augmented reality, virtual reality, natural language processing, machine learning, and gesture-based interfaces have revolutionized HCI in recent years. The paper defends user-centric design's place in HCI, pointing out how UX affects user happiness, participation, and output. Researchers and practitioners in HCI and software engineering can greatly benefit from this paper's findings.
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LIU, Chengyang, and Olena VASYLIEVA. "EXPLORING THE AESTHETIC EXPERIENCE AND INTERACTION IN INTERACTIVE INSTALLATIONS." Humanities science current issues 1, no. 82 (2024): 277–83. https://doi.org/10.24919/2308-4863/82-1-41.

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Tuli, Neha, and Archana Mantri. "Interactive Faculty Display:Giving AR Experience." Journal of Engineering Education Transformations 29, no. 3 (2016): 61. http://dx.doi.org/10.16920/jeet/2016/v29i3/85222.

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Tuli, Neha, and Archana Mantri. "Interactive Faculty Display:Giving AR Experience." Journal of Engineering Education Transformations 29, no. 3 (2016): 61. http://dx.doi.org/10.16920/jeet/2016/v29i3/85223.

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19

Goodman, Cynthia. "The RVI interactive video experience." Interactions 5, no. 2 (1998): 60–61. http://dx.doi.org/10.1145/274430.275258.

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Syarief, Achmad, Nedina Sari, and Amanda Amelia. "Understanding the role of visuals in commercial website interaction on smartphone display." Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) 4, no. 2 (2021): 95–100. http://dx.doi.org/10.24821/productum.v4i2.4694.

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Flexible and ease of internet access through mobile device in Indonesia has changed the way users interact with commercial websites, especially online ticketing service website. Yet, no study on how the presented website visuals on smartphone display perceived and experienced by users is found. This paper exposes users’ interactive experience on smartphone display, showcasing 3 (three) popular online ticketing service providers in Indonesia, traveloka dot com, pegi-pegi dot com, and tiket dot com. 60 individuals were purposively sampled and each was asked to access all chosen websites using provided smartphone. 2 (two) pages follow-up questionnaire was presented to each respondent: first page is for identifying users’ perception 5 (five) items likert-scale responses and second page is for identifying users’ experiences using Schrepp, Hinderks & Thomaschewski’s UXQ (User Experience Questionnaire). Results show that when interacting with online ticketing service websites on smartphone, sites that look simple and easy to interact with may provide sense of savvyness, comfortability, and security. This indicates that presented website visuals on smartphone display affect users’ experience when using online services. Although further studies are needed, this results offer valuable insights to the discussions of human interactive experience in using online platform.
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PARTHIBAN, Mr S. "An Innovation in Virtual Art : Designing An Interactive 3D Museum Gallery." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 02 (2025): 1–9. https://doi.org/10.55041/ijsrem41669.

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The development of this project focuses on creating an interactive web-based 3D art gallery powered by Three.js and WebGL, offering a cutting-edge platform for virtual exhibitions, museums, and educational experiences. By leveraging advanced 3D rendering techniques and real-time interactivity, the platform provides an immersive and dynamic environment for exploring digital art. Users can navigate through realistic virtual spaces enriched with dynamic lighting, detailed textures, and interactive elements that enhance engagement.A key aspect of this platform is its adaptability, featuring customizable layouts, scalable frameworks, and responsive designs that ensure seamless performance across various devices. Optimized WebGL rendering enables high-performance visuals while maintaining smooth navigation, making the experience accessible to a wide audience. Additionally, the integration of interactive annotations, multimedia content, and VR compatibility transforms the way art is experienced, allowing for deeper engagement and storytelling within virtual exhibitions.This platform aims to bridge the gap between traditional and digital art spaces, providing artists, curators, and educators with an innovative tool for showcasing and preserving artworks in a digital medium. By redefining the interaction between art and technology, the project introduces a next-generation solution for the evolving landscape of art appreciation and exhibition in the digital era. Keywords - 3D Art Gallery, Virtual Exhibition, WebGL, Three.js, Immersive Experience, Interactive Visualization, VR Compatibility, Digital Art.
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Falavarjani, Mehrdad Fazeli, and Forozan Irandust. "Does Exposure to Multicultural Experience Enhance All Individuals’ Creative Problem-Solving Ability?" International Journal of Social Science Research 5, no. 2 (2017): 14. http://dx.doi.org/10.5296/ijssr.v5i2.11173.

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Today’s diverse community often includes culturally rich environments that contain cues pertaining to more than one culture. These cultural cues can shape cognitive processes, such as creativity. This study aims to investigate the interactive effects of Openness to Experience, Extroversion and Multicultural Experience (including the real and desired experiences) on creative problem-solving ability using the quantitative method on a diverse sample of international students (N= 102). The findings indicate that the interactive effect of extensive multicultural experience and Openness to Experience predict the creative solution. It means the multicultural experience is beneficial for individuals to foster creative ability when they are highly open to experience, whereas, among those who are not open, more extensive multicultural experience do not lead to enhancement of creating the correct solution. Furthermore, this interaction term was not pronounced among the extroverted individuals. Implications of these findings for promoting creativity in learning environments are discussed.
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Sfandla, Chouki, and Peter Björk. "Tourism Experience Network: Co-creation of Experiences in Interactive Processes." International Journal of Tourism Research 15, no. 5 (2012): 495–506. http://dx.doi.org/10.1002/jtr.1892.

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Mala, Rajni, Parmod Chand, and Chris Patel. "Influence of Experience and Accountability on Information Use and Judgments of Accountants." Journal of International Accounting Research 17, no. 3 (2018): 135–51. http://dx.doi.org/10.2308/jiar-52191.

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ABSTRACT We conduct an experiment to examine an important issue—the interactive effects of experience and accountability on the use of information and the judgments of professional accountants. The results provide evidence that both experience and accountability individually and interactively affect both information use and accountants' judgments. The findings also show that the interactive effect of accountability on information use and judgment is greater for less experienced accountants than for experienced accountants. Specifically, our analysis shows that the accountability results are driven by less experienced accountants. The use of accounting information and judgment are significantly improved in less experienced accountants when they are held accountable, while no significant difference is demonstrated for experienced accountants. The results have important implications for enhancing the judgments, decision-making skills, and performance of both experienced and less experienced accountants, especially with regard to organizational training, review programs, and incentives to motivate accountants. JEL Classifications: M410.
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Theodoropoulos, Anastasios, Dimitra Stavropoulou, Panagiotis Papadopoulos, Nikos Platis, and George Lepouras. "Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences." Virtual Worlds 2, no. 2 (2023): 162–81. http://dx.doi.org/10.3390/virtualworlds2020010.

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The popularity of VR technology has led to the development of public VR setups in entertainment venues, museums, and exhibitions. Interactive VR CAVEs can create compelling gaming experiences for both players and the spectators, with a strong sense of presence and emotional engagement. This paper presents the design and development processes of a VR interactive environment called MobiCave (in room-scale size), that uses motion-tracking systems for an immersive experience. A user study was conducted in the MobiCave, aimed to gather feedback regarding their experience with a demo game. The study researched factors such as immersion, presence, flow, perceived usability, and motivation regarding players and the bystanders. Results showed promising findings for both fun and learning purposes while the experience was found highly immersive. This study suggests that interactive VR setups for public usage could be a motivating opportunity for creating new forms of social interaction and collaboration in gaming.
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Alenljung, Beatrice, Jessica Lindblom, Rebecca Andreasson, and Tom Ziemke. "User Experience in Social Human-Robot Interaction." International Journal of Ambient Computing and Intelligence 8, no. 2 (2017): 12–31. http://dx.doi.org/10.4018/ijaci.2017040102.

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Socially interactive robots are expected to have an increasing importance in human society. For social robots to provide long-term added value to people's lives, it is of major importance to stress the need for positive user experience (UX) of such robots. The human-centered view emphasizes various aspects that emerge in the interaction between humans and robots. However, a positive UX does not appear by itself but has to be designed for and evaluated systematically. In this paper, the focus is on the role and relevance of UX in human-robot interaction (HRI) and four trends concerning the role and relevance of UX related to socially interactive robots are identified, and three challenges related to its evaluation are also presented. It is argued that current research efforts and directions are not sufficient in HRI research, and that future research needs to further address interdisciplinary research in order to achieve long-term success of socially interactive robots.
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Li, Hongqidi, Xueyan Du, Huirui Ma, Zhimeng Wang, Yue Li, and Jianping Wu. "The Effect of Virtual-Reality-Based Restorative Environments on Creativity." International Journal of Environmental Research and Public Health 19, no. 19 (2022): 12083. http://dx.doi.org/10.3390/ijerph191912083.

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This study, based on the theory of restorative environmental, uses virtual reality (VR) technology to construct interactive restorative environments and discusses the influence of the experience of virtual restorative environment on individual creativity. A total of 72 college students were selected as participants in the study. Through psychological scales, three creativity tests, and EEG feedback data, the following conclusions were drawn: (1) The VR restorative environment experience improves individual creativity, especially the creative quality of cohesion; (2) the experience of the VR restorative environment enables participants to experience a desirable sense of presence. Compared with the restorative scene experience without interactive activities, the addition of interactive activities improves the individual sensory fidelity to a greater extent. (3) We cannot simply assume that the experience of the VR restorative environment with interactive activities will make individual creative performance better than non-interactive experience. Interaction with certain difficulty will increase cognitive load, thus disrupting individual creative performance. Garden scenes that can be explored freely and have no interaction can better promote individual creativity. (4) In the environmental experience, participants paid greater attention to natural elements, and the restorative environment they described was very similar to the environment they believed could foster creativity. This study’s results provide evidence for the positive effects of the VR restorative environment experience on individuals and contributes to the cognitive exploration of the interaction between restorative environments and individuals in the future.
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Xintong, Guo. "Interactive Spaces in art museums: New landscapes for exhibitions." ISRG Journal of Arts Humanities & Social Sciences (ISRGJAHSS) II, no. VI (2024): 193–97. https://doi.org/10.5281/zenodo.14493277.

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<strong>Abstract</strong> <em>The interactive function of art museums has been paid more and more attention by the public, and art museums are constantly expanding their boundaries. The interactive scene application shows the practical power and innovation of the museum practitioners. In the wave of digitalization, art museums actively respond to technological changes, use digital technology to digitize precious resources such as cultural relics and artworks, build an open public platform, promote the "democratization" of artworks, and build a new exhibition landscape. On the one hand, art museums are committed to fully engaging the audience's senses through interactive Spaces to enrich the audience's experience. On the other hand, art museums are paying more attention to the quality of interactive experiences. The function and effectiveness of interaction in curatorial practice have become important aspects of art museum exhibition evaluation. Interactive landscape shaping helps the viewer to actively gain knowledge, experience and feelings in the exhibition, rather than merely being an observer outside the exhibits.</em> <strong>Keywords:</strong> <em>Art museum; An art museum; Curatorial strategy; Interactive space</em>
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Xiaobo, Lu, and Liu Yuelin. "Embodiment, Interaction and Experience: Aesthetic Trends in Interactive Media Arts." Leonardo 47, no. 2 (2014): 166–69. http://dx.doi.org/10.1162/leon_a_00734.

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The relationship between technology and art has always been an important issue in the field of art. With the application of information technology in interactive media arts, the traditional aesthetic theories can no longer fully interpret an emerging morphology of artistic styles. The unification of interaction, experience and aesthetics based on the “indwelling” idea of tacit knowledge theory and embodiment theory of phenomenology may be seen as a total framework for analyzing interaction aesthetics from three dimensions: information, space and time, which embodies three important features: full sensory experience, dynamics and psychosomatic oneness.
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Geng, Lu, and Lei Cao. "Design practice of interactive imaging art in the new media art-Taking “Ink-wash Tai Chi” as an example." MATEC Web of Conferences 277 (2019): 02023. http://dx.doi.org/10.1051/matecconf/201927702023.

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In order to be accepted by the extensive public, the traditional culture requires digital media interactive methods featuring “diversified sensual experiences” and “interactivity” to adapt better to the development tendency of cultural communication under the background of new media. The design practice, with Tai Chi culture as the content and using motion data captured by infrared sensor Kinect combined with digital art creation platform Processing as the technical measures to implement interactive imaging. The work will give interactive experience to the experiencer and promote the spread of Tai Chi culture.
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Lin, Chien-Hsin. "Industrial tourism: moderating effects of commitment and readiness on the relationship between tourist experiences and perceived souvenir value." International Journal of Culture, Tourism and Hospitality Research 14, no. 4 (2020): 545–64. http://dx.doi.org/10.1108/ijcthr-02-2019-0027.

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Purpose The purpose of this study is to propose that in-factory experiences transfer into souvenir evaluation, and the process is moderated by customers’ commitment and readiness cumulated in daily life. Design/methodology/approach The study collected data from 398 tourists of tea leaves tourism factories. Findings The results reveal that interactive experience is a dominant determinant of perceived souvenir value. Interactive and hedonic experiences reinforce each other to create perceived souvenir value. Low commitment diverts customers to emphasize hedonic experience, whereas low readiness constraints customers’ resources, and hence, depreciates value delivered from interactive experience. Research limitations/implications Intrinsic hedonic values are weaker predictors than extrinsic ones for perceived value in a leisure tourism setting. Merchandize quality is perceived and judged together with interpersonal interactions in the industrial tourism contexts, instead of objectively evaluating by customers themselves. Practical implications The experience or credence attribute of tea leaves is difficult for ordinary customers to evaluate, leaving most of the consumption value to be fostered by the firm. Perceived souvenir value could transfer to routinized purchase behavior, it is more imperative turning initial tourists into committed loyal customers by relationship management strategies than merely creating hedonic surroundings. Originality/value The study contributions are twofold: first, the study extends the influence of tourist experience to the perceived souvenir value; second, the study verifies the interaction effects of in-factory experiences and customer roles on perceived souvenir value.
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Yu, Hong, and Mark Riedl. "Optimizing Players’ Expected Enjoyment in Interactive Stories." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 11, no. 1 (2021): 100–106. http://dx.doi.org/10.1609/aiide.v11i1.12777.

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In interactive storytelling systems and other story-based computer games, a drama manager is a background agent that aims to bring about an enjoyable and coherent experience for the players. In this paper, we present a personalized drama manager that increases a player's expected enjoyment without removing player agency. Our personalized drama manager models a player's preference using data-driven techniques, predicts the probability the player transitioning to different story experiences, selects an objective experience that can maximize the player's expected enjoyment, and guides the player to the selected story experience. Human study results show that our drama manager can significantly increase players' enjoyment ratings in an interactive storytelling testbed, compared to drama managers in previous research.
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Wang, Chao-Ming, and Mei-Yi Lai. "USING A NEW WATER SENSING DEVICE TO DESIGN A NOVEL INTERACTIVE INSTALLATION FOR PRACTICING CONCENTRATION TO OBTAIN FLOW EXPERIENCES." International Journal of Engineering Technologies and Management Research 8, no. 2 (2021): 46–71. http://dx.doi.org/10.29121/ijetmr.v8.i2.2021.873.

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Many interactive systems for conveying messages have been created recently, while the concept of flow experience that enhances the efficacy of people’s activities via self-concentration has long been proposed. A novel interactive installation system is designed for a participant to practice concentration to obtain flow experiences. Precise water pouring into the system is adopted as the interactive process for practicing mind concentration. Persistent concentration and precise hand control are required to complete the watering process, and a water sensing device is designed to decide whether the watering action is successful. The system was evaluated by questionnaire surveys and expert interviews, revealing the following findings that prove the effectiveness of the proposed system: 1) the man-machine interaction provided by the system is innovative and interesting; 2) the immediate feedbacks of the system help a participant concentrate in mind; 3) the interactive watering process allows the participant to obtain the flow experience.
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34

Olaz, Xabier, Ricardo Garcia, Amalia Ortiz, et al. "An Interdisciplinary Design of an Interactive Cultural Heritage Visit for In-Situ, Mixed Reality and Affective Experiences." Multimodal Technologies and Interaction 6, no. 7 (2022): 59. http://dx.doi.org/10.3390/mti6070059.

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Interactive technologies, such as mixed-reality and natural interactions with avatars, can enhance cultural heritage and the experience of visiting a museum. In this paper, we present the design rationale of an interactive experience for a cultural heritage place in the church of Roncesvalles at the beginning of Camino de Santiago. We followed a participatory design with a multidisciplinary team which resulted in the design of a spatial augmented reality system that employs 3D projection mapping and a conversational agent acting as the storyteller. Multiple features were identified as desirable for an interactive experience: interdisciplinary design team; in-situ; mixed reality; interactive digital storytelling; avatar; tangible objects; gestures; emotions and groups. The findings from a workshop are presented for guiding other interactive cultural heritage experiences.
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Muchaluat-Saade, Débora, and Jorge Abreu. "ACM International Conference on Interactive Media Experiences, IMX '25." ACM SIGWEB Newsletter 2025, Spring (2025): 1–4. https://doi.org/10.1145/3736244.3736247.

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The ACM International Conference on Interactive Media Experiences (ACM IMX, formerly the International Conference on Interactive Experiences for TV and Online Video) is the foremost international conference for the presentation and discussion of research into online video and TV interaction and user experience. The conference brings together international researchers and practitioners from a wide range of disciplines, ranging from human-computer interaction, multimedia engineering and design to media studies, VR/AR Technologies, media psychology, and sociology. The program will include technical tracks, industry talks, demos, a doctoral consortium, workshops, and keynote sessions. The venue, UFF's Praia Vermelha campus, in Niterói/Rio de Janeiro offers an ideal setting for fostering collaboration and innovation. IMX '25 invites researchers, industry professionals, and students to contribute and engage in shaping the future of interactive media.
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Xingyu, Liu, Julia Wirza Mohd Zawawi, and Akmar Hayati Ahmad Ghazali. "Perception dynamics of audience towards AI Anchor in China." Edelweiss Applied Science and Technology 9, no. 1 (2025): 759–78. https://doi.org/10.55214/25768484.v9i1.4247.

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Since its creation in 1956, artificial intelligence (AI) has significantly impacted various industries. A key milestone of AI's entry into the broadcasting and audiovisual media sector is the development of AI news anchors. In recent years, AI anchors have seen substantial growth in China. However, research on audience experience with AI anchors remains limited. This study aims to explore which characteristics of AI anchors affect audience experience.Using user experience theory, the study examines sensory, content, functional, and interactive experiences of AI anchors as independent variables, with perceived usefulness and perceived enjoyment as mediators, and audience evaluation as the dependent variable. Data from 765 valid questionnaires were analyzed using structural equation modeling.The results show that sensory, content, functional, and interactive experiences are positively correlated with perceived usefulness and enjoyment. Both perceptions are linked to overall audience experience, though content experience, interaction, enjoyment, and audience evaluation show weaker correlations.These findings offer valuable insights for the development and application of AI anchors and provide a data foundation for future research in this field.
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37

Mori, Giulio. "Standardizing the Evaluation of Digital Managers for Better Interactive Experiences." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 221–23. http://dx.doi.org/10.1609/aiide.v15i1.5250.

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As Artificial Intelligence (AI) technologies become increasingly integrated with society (e.g., in the form of digital assistants, games, or self-driving cars), it becomes increasingly important to understand how they can ensure that people’s experiences meet certain desirable criteria. In Experience Management, researchers and professionals seek to create automated systems called “experience managers”, which work to improve people’s experiences in designer-specified ways. Unfortunately, the evaluation and comparison of experience managers is currently impaired by the lack of both a common platform to evaluate them and a common language to describe experience management tasks. Experience in other fields such as General Game Playing and AI Planning has shown that having a common platform can stimulate and accelerate research progress. The goal of this project is thus to develop a platform for evaluating and comparing arbitrary experience managers on a wide variety of tasks, to accelerate the essential progress of Experience Management research. We plan to do this by studying existing experience managers, developing a common platform that can support them, and promoting the platform to the research community as a tool for their research. Throughout our work, we will draw lessons from the field of General Game Playing, hoping to reuse some of its existing infrastructure and stimulate new exchanges of ideas between the two fields of research.
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Sri Rahayu. "The Role of Interactive Technology in Inclusive Education: A Case Study." International Journal of Educational Research Excellence (IJERE) 2, no. 2 (2023): 542–52. http://dx.doi.org/10.55299/ijere.v2i2.643.

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Nowadays, there are quite a lot of teaching staff who experience difficulties in involving students to be active in class. Today's students are quite vulnerable to the risk of disengagement due to competing priorities and also barriers to social interaction. The use of interactive technology can encourage active learning and also provide a much better facilitation of student experiences and inclusion. This case study aims to examine the practical implications of one interactive technology on student learning experiences. This research shows that the application of interactive technology to learning methods is able to have a real positive impact on the learning experience of students. Apart from that, achieving learning outcomes and also the level of motivation is one of the impacts that can be obtained. This helps students engage genuinely in assessment tasks and make their voices heard without fear or influence from faculty or peer pressure. The research also identified several challenges including the lead time needed to train teachers and students to use technology more effectively. This research contributes to existing knowledge by providing evidence-based implications of the use of interactive technologies in higher education.
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KUBO, Keitaro. "First Experience of "Interactive" Panel Discussion." TRENDS IN THE SCIENCES 17, no. 9 (2012): 9_30–9_34. http://dx.doi.org/10.5363/tits.17.9_30.

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40

Kagitcibashi, Cigdem. "Interactive mediated learning: The turkish experience." International Journal of Early Childhood 29, no. 2 (1997): 22–32. http://dx.doi.org/10.1007/bf03174482.

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41

Siregar, Yuri, and Anthony Kent. "Consumer experience of interactive technology in fashion stores." International Journal of Retail & Distribution Management 47, no. 12 (2019): 1318–35. http://dx.doi.org/10.1108/ijrdm-09-2018-0189.

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Purpose Despite the growth of digital fashion shopping, many consumers regularly visit physical fashion stores. To enable digital interactions in a physical store, many fashion brands have installed interactive technology. However, studies of consumer engagement with interactive technology in fashion stores remain scarce. The purpose of this paper is to explore the experience with interactive technology in fashion stores. Design/methodology/approach A qualitative user experience design (UXD) approach was employed to address the research question. A combination of methods: protocol analysis, observation and interview, was used to collect the data. A prominent UXD framework was utilised to analyse the data. Findings There are four themes representing findings: split domain, digital domain merchandise, interactive information and interaction moments. For these, two core concepts were extracted: control over experience via framing and challenges for experience. Originality/value This research paper infused a new approach that is UXD into the field of fashion marketing. This shows the possibility to amalgamate those contrasting fields. Moreover, this research paper provides insights particularly about the interactions with a technology in fashion stores.
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Desai, T. S., and D. C. Kulkarni. "Assessment of Interactive Video to Enhance Learning Experience: A Case Study." Journal of Engineering Education Transformations 35, S1 (2022): 74–80. http://dx.doi.org/10.16920/jeet/2022/v35is1/22011.

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In modern STEM classrooms, video learning holds an important place, since it offers flexibility of time, place and content. But a lot of improvement is needed to enhance the learning experience because conventional video lecture lacks interaction that is indispensable component of teaching – learning process. Interactive video is highly recommended to resolve this issue as it allows proactive and random access to video content and promotes learner – content interactivity by inserting interactive elements. Interactive kind of video facilitates students’ engagement and active learning through incorporated interactive components. Present study employed two settings: learning using demonstrative video and learning using interactive video. It is observed that, students’ performance enhanced significantly in the post video quiz of interactive video and thus interactive video leads to better learners’ satisfaction. A study was carried out with 240 number of first year Engineering students for the course of Applied Physics. We collected data from post- video quiz performance and feedback from the students. The grades obtained by the students in post-video quiz for demonstrative and interactive videos were compared. For the interactive type of videos, the average marks scored were 82.79% and for demonstrative type of videos, average marks obtained were of 64.41%. This study brings forth superiority of interactive video over linear, demonstrative video as it offers enhancement of the level of conceptual understanding and attainment of desired learning outcomes through the management of cognitive and germane load by enhancing students’ engagement through active learning. Keywords—cognitive load; demonstrative video; germane load; interactive video; Learning Design; learning outcomes.
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43

Bernardet, Ulysses, Jaume Subirats Aleixandri, and Paul F. M. J. Verschure. "An Interactive Space as a Creature." International Journal of Virtual and Augmented Reality 1, no. 1 (2017): 1–15. http://dx.doi.org/10.4018/ijvar.2017010101.

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Interacting with an animal is a highly immersing and satisfactory experience. How can interaction with an artifact can be imbued with the quality of an interaction with a living being? The authors propose a theoretical relationship that puts the predictability of the human-artifact interaction at the center of the attribution of agency and experience of “flow.” They empirically explored three modes of interaction that differed in the level of predictability of the interactive space's behavior. The results of the authors' study give support to the notion that there is a sweet spot of predictability in the reactions of the space that leads users to perceive the space as a creature. Flow factors discriminated between the different modes of interaction and showed the expected nonlinear relationship with the predictability of the interaction. The authors' results show that predictability is a key factor to induce an attribution of agency, and they hope that their study can contribute to a more systematic approach to designing satisfactory and rich interaction between humans and machines.
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44

Seevinck, Jen. "Emergence in Interactive Artistic Visualization." International Journal of Software Engineering and Knowledge Engineering 25, no. 02 (2015): 201–30. http://dx.doi.org/10.1142/s0218194015400070.

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This research draws on theories of emergence to inform the creation of an artistic and direct visualization. This is an interactive artwork and drawing tool for creative participant experiences. Emergence is characteristically creative and many different models of emergence exist. It is therefore possible to effect creativity through the application of emergence mechanisms from these different disciplines. A review of theories of emergence and examples of visualization in the arts, is provided. An art project led by the author is then discussed in this context. This project, Iterative Intersections, is a collaboration with community artists from Cerebral Palsy League. It has resulted in a number of creative outcomes including the interactive art application, Of me with me. Analytical discussion of this work shows how its construction draws on aspects of experience design, fractal and emergent theory to effect perceptual emergence and creative experience as well as to facilitate self-efficacy.
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45

Merrilees, Bill. "Interactive brand experience pathways to customer-brand engagement and value co-creation." Journal of Product & Brand Management 25, no. 5 (2016): 402–8. http://dx.doi.org/10.1108/jpbm-04-2016-1151.

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Purpose The paper aims to address a question posed by Ruth Bolton (2011):“What kinds of interactive experiences lead to favourable customer engagement rates”? Design/methodology/approach Building on the literature, the paper develops different interactive experience pathways for both functional and hedonic brands. Findings The different pathways are developed formally for both brand types. Different facets of brand experience and different facets of interactivity are entailed for each brand type. The models are illustrated with actual brands. Research limitations/implications The study is primarily conceptual and requires empirical testing. The purpose of the paper is to motivate academics to explore the nature of interactive experiences in whatever way they choose. Practical implications The different interactive experience pathways between functional and hedonic brands imply different engagement and co-creation strategies by firms. Generally, a richer set of engagement options are relevant to the hedonic brand. However, using the Domino’s Pizza example, the paper suggests that functional brands can extend their repertoire of engagement tools by borrowing inspiration from the hedonic brands. Social implications There is a major social or community aspect to interactive experiences. Moreover, some of the brands used as examples in the paper, such as Patagonia, have major social or environmental impacts. Originality/value This original research pioneers the discovery and coding of the nature of interactive brand experiences. Hitherto, the domain can be construed as the idiomatic, “elephant in the room”, an important topic but not discussed. The conversation has now begun.
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46

Han, Dai-In Danny, Malu Boerwinkel, Mata Haggis-Burridge, and Frans Melissen. "Deconstructing Immersion in the Experience Economy Framework for Immersive Dining Experiences through Mixed Reality." Foods 11, no. 23 (2022): 3780. http://dx.doi.org/10.3390/foods11233780.

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In this study, we test the immersive character in an interactive content narrative developed for Microsoft HoloLens 2 mixed reality glasses in the dining context. We use retrospective think aloud protocol (RTAP) and galvanic skin response (GSR) to explore different types of immersion that can be created through interactive content narratives. Leaning on the core dimensions of the experience economy, we expand the current understanding on the role of immersion through integration of four immersive experience facilitators. The study revealed that these immersive experience facilitators occur simultaneously and can be enhanced through interactive content narrative design. Perceived novelty and curiosity were identified as key determinants to keep consumers engaged in the immersive experience and engage with the content. The study verifies the use of galvanic skin response in combination with retrospective think aloud protocol as a suitable approach to measure emotional engagement potential in interpreting consumers’ recollection of immersive experiences.
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47

Tu, Xiangyu, Yingquan Wang, and Yuhan Zhang. "Analysis of Multi-Sensory Experience Design in AR Interactive Books." Social Science, Humanities and Sustainability Research 5, no. 2 (2024): p48. http://dx.doi.org/10.22158/sshsr.v5n2p48.

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Starting from the concept and development of AR interactive books, this paper conducts theoretical analysis to summarize how AR interactive books break the traditional reading mode and provide users with a new reading experience combining the virtual and the real. Taking the analysis of multisensory experience design in AR interactive books as a starting point, it concludes the different experiences that users gain from this new reading mode through five senses. It is proposed that in the process of innovating AR interactive books, each stage from topic selection to graphic design, AR content design, and production should be combined with its content, and design methods should be considered from the perspective of users’ usage to promote the continuous development of AR interactive books among young audiences. This paper also provides a reference for interactive book creators to consider routes and methods.
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48

Rowe, Jonathan, Bradford Mott, and James Lester. "Optimizing Player Experience in Interactive Narrative Planning: A Modular Reinforcement Learning Approach." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 1 (2021): 160–66. http://dx.doi.org/10.1609/aiide.v10i1.12733.

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Recent years have witnessed growing interest in data-driven approaches to interactive narrative planning and drama management. Reinforcement learning techniques show particular promise because they can automatically induce and refine models for tailoring game events by optimizing reward functions that explicitly encode interactive narrative experiences’ quality. Due to the inherently subjective nature of interactive narrative experience, designing effective reward functions is challenging. In this paper, we investigate the impacts of alternate formulations of reward in a reinforcement learning-based interactive narrative planner for the Crystal Island game environment. We formalize interactive narrative planning as a modular reinforcement-learning (MRL) problem. By decomposing interactive narrative planning into multiple independent sub-problems, MRL enables efficient induction of interactive narrative policies directly from a corpus of human players’ experience data. Empirical analyses suggest that interactive narrative policies induced with MRL are likely to yield better player outcomes than heuristic or baseline policies. Furthermore, we observe that MRL-based interactive narrative planners are robust to alternate reward discount parameterizations.
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Ting, Deng, and Rahinah Ibrahim. "Research on the Interactive Effects of Parenting Advertising Under the Sustainable Development Goals (SDGS)." Journal of Lifestyle and SDGs Review 5, no. 1 (2024): e02700. http://dx.doi.org/10.47172/2965-730x.sdgsreview.v5.n01.pe02700.

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Objective: The objective of this study is to investigate the different effects of advertising interactive experiences, and explore effective advertising interactive methods, to provide effective parenting advertising training for abusive parents. Theoretical Framework: Refers to the multi-sensory advertising interaction model based on the studies before, such as the AIEDA tourism advertising effects model, schema congruence theory, and a spiral brand experience concept. Method: This study conducted the distinct "Systematic Literature Review Synthesis Process", a stand-alone literature review typology that helps make sense of a chosen body of current literature and helps determine the theoretical framework at the early stages of research ideation. Results and Discussion: The results revealed that visual, auditory, and multi-sensory interactions all have different elements and characteristics and could cause different levels of attention, memory, and emotions for audiences. Research Implications: The results are expected to guide the development of a theoretical framework for combining advertising and user experience interaction. Originality/Value: The research helps to identify interactive sensory experience characteristics in advertisements, guide the effective dissemination of parenting public service advertisements, and create a happier family atmosphere for children, to promote SDG 3 on ensuring healthy lifestyles and promoting the well-being of people of all ages.
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Md Nor, Romiza, and Muhammad Hafizuddin Abdul Razak. "Interactive Design in Enhancing User Experience in Museum." Journal of Computing Research and Innovation 6, no. 3 (2021): 86–91. http://dx.doi.org/10.24191/jcrinn.v6i3.249.

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A museum can be a suitable context to experiment with a new interaction technique which guiding visitors and improving their experience for a successful learning environment also to enrich user experience. Mobile technology is used to enhance user experience in a cultural environment that offers more information than physically exposed technology. Therefore, the introduction of augmented reality (AR) that allow visitor to experience interaction in a way that increased knowledge, learning and give additional information with any artefact exhibitions they interact in the museum is applied in this project. The objectives of this research are to develop an interactive design in enhancing user experience in artefact display and evaluate user experience. ADDIE Model is applied as the methodology that consists of five phases which are analysis, design, development, implementation, and evaluation. Principles of Interactive Design is utilized in designing the mobile AR application and developed using Unity, Blender and Vuforia. User Experience evaluation method is conducted where findings shows that most respondents are satisfied, and usage of mobile AR has enhanced their experience through navigation during museum visit that also give a lot of new insight on historical artefact that being displayed.
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