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1

Bunn, Derek L. "Interactive Television News." Diss., CLICK HERE for online access, 2010. http://contentdm.lib.byu.edu/ETD/image/etd3397.pdf.

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2

Boulter, Trent R. "Interactive TV News: A New Delivery Method for Broadcast Television News." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3751.

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This project looks at the development and use of a new delivery system for broadcast television news and its relation to the Uses and Gratifications and Push/Pull Theories. An in-home study of interactive news was conducted for two weeks, allowing people access to three local and 5 national newscasts via one interactive newscast. Users were able to access the interactive newscast whenever and however they wanted via their television or computer, as long as they had an internet connection. The results of this study show how the system was used,what specific actions were taken, and where the potential lies for further research.
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Gravenhorst, Claus. "News media processing and interactive presentation." Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden, 2017. https://slub.qucosa.de/id/qucosa%3A16574.

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4

Sellers, Benjamin Bart. "A General Framework for Interactive Television News." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3357.

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We design a complete interactive television news system. We develop a news production system that allows for the creation of flexible, content-rich interactive news. This system embraces a general creation process to interactive news that is built on top of a newscast model that evolves from and conforms with the current production newscast model. It allows for content sharing and content reuse. We also create an interactive news viewing system that adapts well to a living room environment. It contains several interactive features designed to give the viewer control and allow them to watch the news when, where, and how they want to. We perform a formative evaluation through a user study and interviews. Our results show that the production system allows fast, quality construction of interactive news. Viewers enjoy the interactivity and control the viewing system provides, but more work needs to be done to improve ease of use. Our system increases extra content visibility and usage over previous studies through additional features, more content, and direct invites to viewers. We also produce and deliver the news over an entire two-week period to a large number of viewers, making it the largest study done according to our knowledge.
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Segal, David A. "MacNews : an interactive news retrieval service for the Macintosh." Thesis, Massachusetts Institute of Technology, 1989. http://hdl.handle.net/1721.1/27966.

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6

Heinrich, Ansgard, and n/a. "Network journalism : journalistic practice in interactive spheres." University of Otago. Department of Media, Film and Communication Studies, 2008. http://adt.otago.ac.nz./public/adt-NZDU20081211.162922.

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Today�s globalized network communication initiates new interactive formats, transforming not only the dissemination, but - increasingly - the production of news. The �one-way� flow of news from a news outlet to the audience has been replaced by a network structure. Following Castells� concept of the �network� (1996) as the central model of information structures, I perpetuate this paradigmatic shift and suggest that networks also transform the professional journalism sphere in many world regions. A revised sphere of journalism is taking shape in which an increasingly global flow of news is evolving and a multiple platform structure of journalism is taking shape in which boundaries between traditional media outlets of print, radio, and television and between national and �foreign� journalism are blurring. Furthermore, I argue that a globalized journalistic network sphere is emerging which involves �traditional� journalistic outlets and bloggers, media activists, so-called citizen journalists, or user-generated content providers alike. These new journalistic spheres of connectivity establish new (and continuous) links between journalists, their sources as well as their audiences. This fundamental change creates new professional levels of connectivity on one hand and on the other, has severe strategic and organizational implications for the management of print, broadcast and online news outlets. Within this new �network� sphere of journalistic practice, the roles of journalistic outlets change. This work suggests a framework that helps to understand journalistic organization today, with innovative work structures based on digital technologies transforming the character and in effect substituting the model of �top-down� journalism models by a model that is far more complicated. I argue that within an evolving global news sphere, information flows are multidirectional. Decentralization and non-linearity become the key parameters defining news flows at the beginning of the twenty-first century. The character of this network in the journalism sphere is transnational, crossmedia, and cross professions. Based on results of thirteen qualitative interviews with media practitioners in Germany, the US and the UK, I argue that a new geography of journalism is taking shape in which journalistic outlets are being transformed into nodes. These nodes are arranged in a dense net of information gathers, producers and disseminators and the interactive connections among them constitute what I want to call network journalism.
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7

Andersson, Mattis. "Manipulating an Interactive Era : Public Participation in Television News Broadcasting." Thesis, Södertörns högskola, Institutionen för kultur och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-10048.

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Purpose: To investigate how new technologies and new media possibilities are converging into older forms of mass media and examine the flow of cross platform communication and its implications with gatekeeping. Questions at Issue: How is gatekeeping involved in the process of broadcasting the internet discussion? How do television gatekeepers pre-mediate and script the online discussion? Is the convergence process allowing access for the participatory culture, making televised information less hierarchical? Theory: Gatekeeping controls the flow of information distributed through media to its audience. Gatekeeping is a selective process, using different mechanisms to filter information. Method: A semi-structured interview was conducted with an editor at the Swedish TV4 program Nyheterna. Additionally, through a content analysis proceeding the comments found on the TV4 forum submitted by participants of the convergence process were collected and compared to the comments broadcast in television. Results: The material showed that out of 319 comments, in total, 39 where broadcast; only 19 of the 39 comments could be traced back to the forum. The comments had also been manipulated in the convergence process. Despite new technologies traditional gatekeeping mechanisms control the flow of information. Summary: Further research needs to be done to fully investigate the impact of new technologies and explore whether their participants have influence during the gatekeeping process.
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8

Munro, Yevgenia. "New Tools for Training News Reporters: An interactive Scoring e-Textbook Based on Online Assessment." Thesis, University of Canterbury. Social and Political Sciences, 2010. http://hdl.handle.net/10092/5184.

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This research develops a new approach to the development of training inexperienced journalists in news writing using a web-based platform of instruction delivery. E-training is growing in the world as an instructional setting, and offers not only financial benefits, but also a range of specific advantages over the traditional classroom type of setting. Such advantages include the ability to personalise the content of training to the trainees' current competencies, to facilitate regular multi-faceted monitoring of the changes in these competencies and to combine learning with the immediate practising of what was learned. Two e-training tools have been created and validated in this research: the news text assessment system (NTA) - a comprehensive and effective online scoring rubric, i.e. a matrix describing different levels of competency in several dimensions of the assessed performance - to assess the quality of news writing; and a scoring e-textbook (SET), an asynchronous news writing training tool. The SET is built around the NTA as its core element and contains hundreds of self-learning modules including exercises, examples, instructional texts, and quizzes to be used in a non-linear fashion according to the specific needs of trainees. Both the exercises and the NTA are elements of corrective feedback, which in psychological literature has been shown to be most effective in changing the subsequent performance of trainees. The two tools help both the trainee and the instructor. They assist the instructor to identify and address journalists' weak and absent competencies in news writing and consistently upgrade the learning modules when needed. They help trainees to monitor their progress and to learn from their own mistakes in the short periods of spare time they have during their work or in other time they can spare for the training. To create the NTA, 53 top journalism experts, both practitioners and academics, used the prototype of the assessment rubric with 30 criteria of news writing to assess the quality of several supplied news stories. The results were then subjected to statistical analysis and the NTA rubric was created as a compromise between its comprehensiveness and user-friendliness. To evaluate the NTA and the SET, an experiment was conducted with journalists in one post-Communist country in the form of an action research project, where this researcher was also the instructor. The experiment consisted of four months of training and reflection on its results by both the journalists and the researcher. The results show improvement in news writing competencies to an internationally 'acceptable' news writing standard for most of the trainees. The suggested tools have been well received and the trainees appreciated the interactivity that was provided during the training.
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9

Rubinovitz, Yasmine. "News Matter : embedding human intuition in machine intelligence through interactive data visualizations." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112544.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 87-92).
In this era of luxurious information, we are free to access as many news stories as we want. However, news is so abundant that people don't have the time to consume all of it, nor the time to select which stories they want to know about. We trust editors and algorithms to decide for us, giving away our control and sometimes missing the big picture. For computers, news stories are usually not annotated or categorized, they come in as an unstructured text that for machines is hard to generalize. While numerous tools exist that use Natural Language Processing to identify features of news articles, few use NLP to help readers navigate the universe of news stories. This thesis proposes a novel interaction method, coupling principles of data visualization and user experience with an interactive machine learning approach to ease our understanding and exploration of mass information while collecting nuanced annotations for the same information. We present a human machine collaboration where the computer analyzes and renders the data, making it easier for the reader to explore. The user in turn gives annotated labels that help the computer better analyze the next data points. As a proof of concept, we present Panorama, an interface for open, transparent and collaborative exploration of news. Panorama addresses information overload, by allowing users to filter, organize and control their news feed. Panorama is also an interactive machine learning system. As the user reads and explores the news that were analyzed by machine learning models, she is encouraged to submit feedback that is sent back to these underlying models, helping them improve. This work explores the relationship between knowledge and design. It demonstrates how data visualization and interfaces help humans understand, build, control and improve a system based on machine intelligence.
by Yasmine Rubinovitz.
S.M.
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10

Welch, Amanda L. "Multimedia and interactive components in converged media." [Tampa, Fla.] : University of South Florida, 2004. http://purl.fcla.edu/fcla/etd/SFE0000288.

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11

Labalme, Fen(Fen née Steven Ford). "The design and implementation of NewsPeek : an interactive news gatherer for future communications systems." Thesis, Massachusetts Institute of Technology, 2018. https://hdl.handle.net/1721.1/121647.

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This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Thesis: S.B., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 34).
This thesis describes work done at the Architecture Machine Group at MIT in the field of Media Technology. An interface to a information intensive network is discussed and proposed. A prototype implementation of such an interface has been designed and built and is currently being used as a test bed for the development of a future Home Communication Set .
by Fen (née Steven Ford) Labalme.
S.B.
S.B. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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12

Edwards, William Charles. "Interactive Digital Stories in Financial News: Opportunities for Increased Youth Engagement and Financial Literacy Education." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1588265095273256.

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13

Abdel-Rehim, Ali. "Exploring interactive features in auto-generated articles through article visualization." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23668.

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News articles generated by artificial intelligence rather than human reporters are referred to as automated journalism. This thesis explores how to create a trustworthy representation of news articles that mainly are generated by algorithmic decisions. The hypothesis of this thesis takes the background (characteristics of the underlying system design) and the foreground (millennials news consumption behaviour) contexts into consideration in order to provide an optimal approach for trustworthy representation of auto-generated articles. A theory about algorithmic transparency in the news media has been investigated to reveal information about the systems selection processes. The principles of glanceability and the heuristic principles are applied to proposed design solutions (interactive features). The outcomes show that newsreaders are positive towards a system that is trying to encourage them to fact-check the articles. Additionally, the outcomes also contributed to the understanding of how newsreaders can consume auto-generated news.
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14

Shahaf, Dafna. "Automatic Generation of Issue Maps: Structured, Interactive Outputs for Complex Information Needs." Research Showcase @ CMU, 2012. http://repository.cmu.edu/dissertations/210.

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When information is abundant, it becomes increasingly difficult to fit nuggets of knowledge into a single coherent picture. Complex stories spaghetti into branches, side stories, and intertwining narratives; search engines, our most popular navigational tools, are limited in their capacity to explore such complex stories. We propose a methodology for creating structured summaries of information, which we call metro maps. Our proposed algorithm generates a concise structured set of documents that maximizes coverage of salient pieces of information. Most importantly, metro maps explicitly show the relations among retrieved pieces in a way that captures story development. The overarching theme of this work is formalizing characteristics of good maps, and providing efficient algorithms (with theoretical guarantees) to optimize them. Moreover, as information needs vary from person to person, we integrate user interaction into our framework, allowing users to alter the maps to better reflect their interests. Pilot user studies with real-world datasets demonstrate that the method is able to produce maps which help users acquire knowledge efficiently. We believe that metro maps could be powerful tools for any Web user, scientist, or intelligence analyst trying to process large amounts of data.
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Folayan, Oluseyi Olukemi. "Interactivity in online journalism : a case study of the interactive nature of Nigeria's online Guardian /." Thesis, Rhodes University, 2004. http://eprints.ru.ac.za/59/.

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Thesis (M.A. (Journalism & Media Studies))--Rhodes University, 2004.
A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in Journalism and Media Studies.
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16

Rimbark, Magnus. "Do's and Dont's in Applications for Co-surfing News." Thesis, Linköping University, Department of Computer and Information Science, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1243.

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When more than one user uses a system with a single input device, the person in charge of the control is often active, and the by-sitters become passive. This situation can lead to frustration and boredom among the by-sitters. One way to solve this problem could be to distribute the con-trol over the system so that more than one user can control the system simultaneously. These systems, where many users can work simultane-ously with separate input devices connected to the same, shared screen, are called Single Display Groupwares. In this report, a single display groupware prototype for surfing news co-operatively was developed. The purpose of the prototype was to find out if the use of SDGs is likely to be a successful way to engage by-sitters and support co-operation while surfing news through a media terminal. The system was tested on pairs of users. The subjects of thestudy were observed while using the system, and a number of patterns in the users’ strategies in dealing with the si-multaneous input situation emerged. The main conclusions that were drawn from the study were that multiple input can be a good solution when the system is so complex that the use can be divided into several parallel sub-activities. When the use of the system can’t be split into parallel sub-activities, the users will only hinder each other, and the ex-tra input device will just make the division of control unclear without giving any benefit.

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17

Rangraz, Masood. "The Uses of the Discourse Markers ‘well’, ’you know’ and ‘I mean’ in News Interviews." Thesis, Linköpings universitet, Avdelningen för språk och kultur, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108824.

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This study is about the use of three Discourse Markers (henceforth DMs) in news interviews. It is an attempt to demonstrate how well, you know and I mean are employed in news interviews. It also shows what participants accomplish using the DMs as rhetorical devices.
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18

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

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More and more news organizations are publishing on-line news via the World Wide Web. The objective of this study was to examine the effect of hypermedia and graphics in online news upon immediate recall and longer-term retention.Ninety-eight subjects read one of four versions of a news story presented through a World Wide Web browser. The four versions tested the story with and without the use of graphics and with and without the use of hypermedia in a 2x2 design. Subjects were tested with a 15-question fill-inthe-blank quiz immediately and after one week.Analysis of variance found no significant effectsthe use of graphics or hypermedia or the interaction of the two upon immediate recall. However, a significant effect for the use of graphics was found for retention after one week.
Department of Journalism
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19

Pereira, Lívia Cirne de Azevêdo. "Interatividade e perspectivas no telejornalismo da TV digital." Universidade Federal da Paraí­ba, 2010. http://tede.biblioteca.ufpb.br:8080/handle/tede/4498.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
In Brazil, the TV news had its origins in 1950, in a simple struture, without many audiovisual resources. However, as time goes by, transformations get introduced in the production of TV journalism, proved principally by the following characteristics: the use of the videotape, the emission of contents at a distance, the diffusion in colors, the beginning of the TV by subscription, the appearing of the Internet. Such innovations ensure the advent of the new technologies for a proper television, as a result, the development of the TV journalism, pushing it to revise its concepts and paradigms. An example that certificates this issue is the fact that the TV news show the need of the establishment of new formats, making available the spectator participation, based on the interactive assumption of the cyberspace, encouraging potential of content, where is valued the Internet user autonomy. In the meantime, could be said that this participation still find limitations in the analog technology, what push us to mention that to have the dialogue between the transmitter and the audience, this has to cover the other coexisting medias. In this context, the Brazilian digital TV had its origins, one media with a resolution superior than the one of the conventional TV and that allow the simultaneous emission of more information and interactive services, been these principals differentials, enabling to the users experiences more ―actuating‖, revealing inclusive, the unidirectional nature of the television. In this type of TV, the digital TV journalism, already operating in many countries, is multimedia, interactive and multidimensional. Because so, this dissertation proposal intent to produce reflections about the journalism to be disseminated by this new TV, recently even in Brazil, pointing the perspectives of development of interactive platforms.
No Brasil, o telejornal teve origem em 1950, em uma estrutura simples, sem muitos recursos audiovisuais. Contudo, ao longo dos anos, incidiram-se transformações na produção dos telejornais, evidenciadas principalmente pelas seguintes características: o uso do videotape, a emissão de conteúdos a distância, a difusão em cores, o início da televisão por assinatura, o surgimento da Internet. Tais inovações asseguram que o advento das novas tecnologias para televisão propicia, em consequência, o desenvolvimento do telejornalismo, forçando-o a rever seus respectivos conceitos e paradigmas. Um exemplo que atesta esta questão é o fato dos telejornais revelarem a necessidade de estabelecerem novos formatos, disponibilizando a participação dos telespectadores, baseados nos pressupostos interativos do ciberespaço, potencial fomentador de conteúdo, onde se valoriza a autonomia do internauta. Entretanto, cabe ressaltar que essa participação ainda encontra limitações na própria tecnologia analógica, o que significa mencionar que para haver o diálogo entre emissora e audiência, esta tem que recorrer às outras diversas mídias coexistentes. Neste contexto, tem origem a TV digital brasileira, uma mídia com resolução superior a da TV convencional e que permite a emissão simultânea de mais informações e serviços interativos, sendo estes os principais diferenciais, por permitirem aos usuários experiências muito mais atuantes, desvelando-se, inclusive, do caráter unidirecional da televisão. Neste tipo de TV, o telejornalismo digital, já em operação em variados países, é multimídia, interativo e multilinear. Assim sendo, esta proposta de dissertação intenta produzir reflexões acerca do jornalismo a ser veiculado por esta nova TV, ainda recente no Brasil, apontando as perspectivas de desenvolvimento de plataformas interativas.
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Sousa, Marcelo Fernandes de. "iTVnews:Uma Ferramenta para Construção de Aplicações Telejornalísticas em TVDI." Universidade Federal da Paraí­ba, 2010. http://tede.biblioteca.ufpb.br:8080/handle/tede/6152.

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On the TV news we see every day a lot of information. This requires hard work from TV news teams, since the time between the creation of content and its broadcasting decreases over the years. Today, to create interactive applications, journalists need support from the IT team and this can delay the development of interactive material. The goal of this work is to make possible automatically creation of Interactive Digital Television journal applications (voting, quiz, chats, etc.). Thus, we present the tool called iTVnews that offers a computer environment that abstracts the complexity of programming these applications. The tool focuses on the language of the journalists domain.
No contexto do telejornalismo percebe-se, diariamente, um volume exacerbado de informações. Isto exige um alto grau de desdobramento das equipes dos telejornais, uma vez que o intervalo de tempo entre a cobertura da matéria e a veiculação desta se minimiza a cada dia. Atualmente, para a criação de aplicações interativas, os jornalistas carecem do suporte da equipe de informática o que pode atrasar o processo de elaboração de matéria interativa. O objetivo deste trabalho é possibilitar a criação automática de aplicativos de Televisão Digital Interativa para telejornal (enquete, quiz, chat etc). Para tanto, é apresentada a ferramenta iTVnews que oferece ao jornalista um ambiente computacional que abstrai a complexidade da programação desses aplicativos, focando-se na linguagem do domínio dos profissionais da área.
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Mubarak, Oussama. "Designing and Modeling Collective Co-located Interactions for Art Installations." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1170/document.

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À l'instar d'œuvres telles que Kinoautomat de Radúz Činčera, SAM - Sound Activated Mobile d'Edward Ihnatowicz et Glowflow de Myron Krueger, des artistes ont développé, dès les années 1960, des installations artistiques engageant des situations d'interaction collective co-localisée inédites, c'est-à-dire impliquant plusieurs voire de nombreux spectateurs interagissant dans le même lieu via et avec un dispositif informatique. Le nombre de ces travaux ne cesse d'augmenter depuis le début du 21ème siècle, profitant des nouvelles opportunités offertes par les avancées dans les technologies de vision par ordinateur en temps réel et par l'avènement de l'informatique ubiquitaire marquée par la multiplication et l'interopérabilité des appareils informatiques mobiles. Si les expériences en la matière sont de plus en plus fréquentes, elles n'ont jusqu'à ce jour fait l'objet d'aucune analyse structurée et, encore moins, de propositions d'outils et de méthodes de conception dédiés. Comment, aujourd'hui, concevoir de tels dispositifs artistiques interactifs dont la complexité intrinsèque implique des questions aussi bien de l'ordre technique, social, cognitif qu'esthétique ? Cette thèse met à contribution des travaux antérieurs dans les domaines de l'interaction homme-machine (IHM), du travail coopératif assisté par ordinateur (TCAO) et des arts interactifs dans le but d'accroître notre connaissance quant aux défis auxquels sont confrontés à la fois les artistes et les participants de telles installations et, au-delà, les concepteurs de ces dispositifs en devenir. Un ensemble d'outils et de lignes directrices sont proposés pour la conception de systèmes d'interaction collective co-localisée pour les installations d'art numérique. Est d'abord développé un système de classification centré sur les aspects les plus décisifs permettant l'émergence d'une expérience collective. Deux approches différentes sont ensuite explorées pour trouver les bases d'un langage de modélisation graphique pour l'analyse et la conception de tels dispositifs. S'appuyant sur les réseaux de Petri, la deuxième approche permet de modéliser aussi bien les ressources spatiales et matérielles d'une installation, que les interactions homme-machine, humain(s)-humain(s) et humain(s)-machine(s)-humain(s). Les investigations menées pour cette recherche ont nécessité de mettre un accent particulier sur les conditions - qu'elles soient spatiales, matérielles ou humaines - qui affectent la capacité pour les participants de telles installations de co-construire une expérience esthétique commune en l'absence d'orchestration ou d'un objectif pré-annoncé à atteindre. Si cette approche singulière concerne en premier lieu les arts interactifs, elle peut revêtir également un caractère pertinent pour d'autres communautés de recherche, y compris et en premier lieu, celle de l'IHM, ainsi que celles du TCAO, des Nouvelles interfaces pour l'expression musicale (NIME), du design d'interaction ou encore de la culture, en particulier de la muséographie
With works such as Kinoautomat by Radúz Činčera, SAM - Sound Activated Mobile by Edward Ihnatowicz, and Glowflow by Myron Krueger, artists have deployed, as early as the 1960s, art installations engaging novel situations of collective co-located interaction, i.e involving multiple or even many spectators interacting in the same place via and with a digital apparatus. The number of those works has continued to increase since the beginning of the 21st century, taking advantage of the new opportunities offered by advances in real-time computer vision technologies and the advent of ubiquitous computing marked by the multiplication and interoperability of mobile computing devices. While experiences in this area are more and more frequent, they have not yet been the subject of structured analysis and, even less, of proposals for dedicated tools and design methods. How can we, nowadays, conceive such interactive art installations whose intrinsic complexity involves questions of the technical, social, cognitive and aesthetic order? This dissertation draws on previous work in the fields of human-computer interaction (HCI), computer-supported cooperative work (CSCW), and interactive arts research with the aim of increasing our knowledge of the challenges faced both by art practitioners and participants in such collective interactive installations, and, beyond, the designers of apparatus in a promising future. A set of tools and guidelines are proposed when designing collective co-located interactions for digital art installations. First a classification system is developed centered on the most decisive aspects that allow the emergence of a collective experience. Two distinct approaches are then explored to find the bases of a graphical modeling language for the design and analysis of such apparatus. Build on top of Petri nets, the second approach supports modeling the spatial and material resources of an installation, as well as the human-machine, human-human and human-machine-human interactions. The investigations conducted for this research have required laying particular emphasis on the conditions - whether spatial, material, or human - which affect the ability for participants to co-construct a common aesthetic experience in the absence of orchestration or a preannounced goal to be achieved. While this singular approach primarily concerns interactive arts, it may be relevant to a wide range of research communities, including, and foremost, that of HCI, as well as CSCW, New Interfaces for Musical Expression (NIME), interaction design, and even culture, museography in particular
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Greatbatch, David. "The social organisation of news interview interaction." Thesis, University of Warwick, 1985. http://wrap.warwick.ac.uk/34622/.

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This thesis describes and analyses aspects of the social organisation of British news interview interaction. After a review of the sociological literature on the British news interview in Chapter 1, and a discussion of the evolution of news interviewing in Britain in Chapter 2, Chapter 3 argues that conversation analysis provides the appropriate analytical framework for the study of all forms of naturally occurring interaction. Using the techniques of conversation analysis, the next three chapters then focus on thtee central domains of news interview conduct: the organisation of turn-taking, the organisation of topic, and the organisation of disagreement. Chapter 4 proposes (i) that the news interview turn-taking system operates through a simple form of turn-type pre-allocation, and (ii) that this accounts for a range of systematic differences between news interviews and mundane conversation. Chapter 5 first explicates same of the types of work that interviewers accomplish through the production of questions which maintain or pursue the topical focus of preceding turns and sequences. It then examines same of the procedures which interviewees recurrently use in order to shift the focus of their talk away from the topical agendas which interviewers' questions establish for their turns. Chapter 6, describes how the patterning of disagreements in news interviews differs from that of disagreements in ordinary talk. In so doing, it argues that the fact that the organisation of disagreements in news interviews differs from that in conversation is largely a product of considerations which arise due to the turn-type pre-allocated character of news interview interaction. Finally, Chapter 7 explores the relationship of same of the features described in Chapters 4-6 to the background legal, institutional and other normative constraints on news interviewer/ee conduct.
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Alexiev, Vladimir. "Non-deterministic interaction nets." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0021/NQ46797.pdf.

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Lopes, Rui Jorge H. C. "New platforms for interactive multimedia services." Thesis, Lancaster University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431458.

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Lundberg, Jonas. "Shaping electronic news : A case study of genre perspectives on interaction design." Doctoral thesis, Linköpings universitet, MDI - Interaction and Service Design Research Group, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-5020.

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This thesis describes and analyzes implications of going from hypertext news to hypermedia news through a process of design, involving users and producers. As in any product development, it is difficult to conceive design of a novel news format that does not relate to earlier genres, and thus to antecedent designs. The hypothesis is that this problem can be addressed by explicitly taking a genre perspective to guide interaction design. This thesis draws on genre theory, which has previously been used in rhetoric, literature, and information systems. It is also informed by theories from humancomputer interaction. The methodological approach is a case study of the ELIN project, in which new tools for online hypermedia newspaper production were developed and integrated. The study follows the project from concept design to interaction design and implementation of user interfaces, over three years. The thesis makes three contributions. Firstly, a genre perspective on interaction design is described, revealing broadly in what respects genre affects design. Secondly, the online newspaper genre is described. Based on a content analysis of online newspaper front-pages, and interviews with users and producers, genre specific design recommendations regarding hypertext news front-page design are given. A content analysis of Swedish online newspapers provides a basis for a design rationale of the context stream element, which is an important part of the news context on article pages. Regarding hypervideo news, design rationale is given for the presentation of hypervideo links, in the context of a hypermedia news site. The impact on news production in terms of dynamics of convergence is also discussed. Thirdly, the design processes in cooperative scenario building workshops are evaluated, regarding how the users and producers were able to contribute. It provides implications and lessons learned for the workshop phase model. A discourse analysis also reveals important facilitator skills and how participants relied on genre in the design process.
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Atkinson, Sarah Anne. "Telling interactive stories : a practice-based investigation into new media interactive storytelling." Thesis, Brunel University, 2009. http://bura.brunel.ac.uk/handle/2438/3294.

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Telling Interactive Stories is a practice-based thesis, which theoretically and practically probes the field of digital fictional interactive storytelling. The submission takes the form of the interactive cinema installation Crossed Lines together with a written element of the thesis which interrogates historical, contextual, theoretical, technical and critical aspects of the field of interactive narrative using new media. Crossed Lines is an original fictional interactive AV piece, amalgamating multiform plots, a multi-screen viewing environment, an interactive interface and an interactive story navigation form. The installation tells the stories of nine characters in a way that the viewer can constantly explore and switch between all nine forms, using a telephone keypad and handset as an interface, and can simultaneously observe all characters’ presence between the nine remote locations. Several research methodologies are utilised to analyse and evaluate the installation. Quantitative methodologies include the use of user tracking systems where the computational output of the installation provides measurements and timings of user choices and behaviours. Qualitative methodologies include theoretical and visual analysis, and in depth analysis of user responses using interviews, questionnaires, video recordings and cuttingedge eye-tracking technologies.
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Iourtchenko, Vitaly. "Model-based user interaction for accessing electronic news." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0019/MQ47738.pdf.

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Lundberg, Jonas. "Shaping electronic news : genre perspectives on interaction design /." Linköping : Univ, 2004. http://www.ep.liu.se/diss/science_technology/09/18/index.html.

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Vijayan, Usha. "A user interaction language for accessing multimedia news documents." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0005/MQ40236.pdf.

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Constantinides, Marios. "Interaction-driven user interface personalisation for mobile news systems." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10063370/.

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User interfaces of mobile apps offer personalised experience primarily through manual customisation rather than spontaneous adaptation. This thesis investigates methods for adaptive user interfaces in the context of future mobile news apps that are expected to systematically monitor users' news access patterns and adapt their interface and interaction in response. Although mobile news services are now able to recommend news that a user would be likely to read, there has not been equivalent progress in personalising the way that news content is accessed and read. This thesis addresses key issues for the development of adaptive user interfaces in the mobile environment and contributes to the existing literature of adaptive user interfaces, user modelling, and personalisation in the domain of news in four ways. First, using survey methods it explores differences in how people consume and read news content on mobile news apps and it defines a News Reader Typology that characterises the individual news consumer. Second, it develops a method for monitoring news reading patterns through a deployed news app, namely Habito News, and it proposes a framework for modelling users by analysing those patterns; machine learning algorithms are exploited selectively in the analysis. Third, it explores the design space of personalised user interfaces and interactions that would be tailored to the needs and preferences of individual news readers. Finally, it demonstrates the effectiveness of automatic adaptation through Habito News, the prototype mobile news app that was developed, which systematically monitors users' news reading interaction behaviour and automatically adjusts its interface in response to their news reading characteristics. The results indicate the feasibility of user interface personalisation and help shape the future of automatically changing user interfaces by systematic monitoring, profiling and adapting the interface and interaction.
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Farmer, Whitney. "The Effect of Facebook on Parasocial Interaction in Local News." Thesis, Virginia Tech, 2012. http://hdl.handle.net/10919/32608.

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News agenciesâ ratings often hinge on the relationships their anchors build with viewers. Strong feelings of parasocial interaction, or these on-sided â relationshipsâ audiences feel with on-screen media figures, have been found to be a strong predictor of media use. Local news stations have long been challenged with ways to encourage these feelings of parasocial interaction. With local news ratings consistently falling, news agencies must consider new ways to gain untapped markets and have begun reaching out to young adults. One way news agencies are attempting to do so is by utilizing social media websites like Facebook. The current study aims to explore the effects of Facebook on college-aged participants (N = 143) viewing a local newscast. Specifically, this study examines whether a brief exposure to a news anchorâ s Facebook profile can increase feelings of parasocial interaction with the anchor. Results indicate that while brief exposure to an anchorâ s Facebook page does not influence feelings of parasocial interaction, strong feelings of interpersonal attraction play a significant role in developing parasocial relationships. Future research and implications are also discussed.
Master of Arts
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Mazza, Damiano. "Interaction nets : semantics and concurrent extensions." Aix-Marseille 2, 2006. http://theses.univ-amu.fr.lama.univ-amu.fr/2006AIX22069.pdf.

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Blumberg, Bruce Mitchell. "Old tricks, new dogs : ethology and interactive creatures." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/29121.

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Gifreu, Castells Arnau. "El Documental interactiu com a nou gènere audiovisual : estudi de l'aparició del nou gènere, aproximació a la seva definició i proposta de taxonomia i d'un model d'anàlisi a efectes d'avaluació, disseny i producció." Doctoral thesis, Universitat Pompeu Fabra, 2013. http://hdl.handle.net/10803/119606.

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L’objecte d’aquesta tesi doctoral és mostrar i demostrar com el documental interactiu es constitueix i es proposa en els últims anys com a nou gènere audiovisual amb característiques pròpies i específiques. Aquesta investigació argumenta com el mitjà digital interactiu ha afectat les lògiques de producció, exhibició i recepció audiovisuals del gènere documental tradicional. Durant els últims anys, aquestes noves dinàmiques han transformat els processos comunicatius i la naturalesa dels diferents actors implicats, donant lloc a un nou gènere que anomenem “documenal interactiu”. A partir d’una mostra de casos significatius, hem elaborat un marc conceptual original amb l’objectiu de caracteritzar el documental interactiu com a gènere audiovisual específic, diferenciant-lo alhora de les formes convencionals de documental i de no ficció interactives. La primera part de la recerca estableix els precedents i el context on es desenvolupa l’àmbit de l’audiovisual interactiu. A partir del plantejament d’un estat de la qüestió general sobre el gènere documental i el mitjà digital interactiu, descrivim el context principal on es desenvolupa aquest format, el web, i el tipus de producte en el que s’engloba, les aplicacions interactives. S’estableix també en aquesta part una introducció als principals gèneres de la no ficció interactiva, tot caracteritzant-los i diferenciant-los entre ells i entre els gèneres de la no ficció audiovisual. La segona part argumenta i justifica les raons per les quals podem considerar el documental interactiu com un nou gènere audiovisual, amb característiques pròpies i específiques. Per a situar-ne el context adequat, localitzem i descrivim l’aparició, consolidació i diversificació d’aquest nou gènere, per arribar a formular-ne una definició, una caracterització àmplia i una proposta taxonòmica originals. També ens centrarem en la transformació dels processos de producció i circulació, atenent a les noves lògiques i dinàmiques actuals. Amb l’objectiu d’establir i delimitar el marc conceptual de manera precisa i concreta, hem elaborat un model de categorització centrat en l’anàlisi del nou gènere, model que aspira a ser també útil per a la creació i producció d’aquest tipus de documental. La recerca inclou també una avaluació de l’estat de l’art del documental interactiu en relació a la temàtica tractada, la plataforma d’accés i l’experiència de l’usuari. I el capítol de conclusions resumeix les principals aportacions originals de la investigació, tot afirmant la pertinència de la identificació del documental interactiu com a nou i prometedor gènere audiovisual.
The objective of this doctoral thesis is to show and demonstrate what an interactive documentary consists of. In recent years this interactive medium has been proposed to be a new audiovisual genre with its own specific characteristics. This research discusses how interactive digital media have affected the logics of audiovisual production, exhibition and reception of the traditional documentary genre. In recent years, these new dynamics have transformed the communication processes and the nature of the different actors involved, giving rise to a new genre called “interactive documentary”. From a sample of significant cases we have developed an original conceptual framework with the aim of characterizing the interactive documentary as a specific audiovisual genre, while differentiating it from the conventional forms of documentary and interactive non-fiction. The first part of the study establishes the precedents and the context in which the interactive audiovisual environment is developed. Based on a general overview of the documentary genre and interactive digital media, we describe the main context in which this format is created, the Web, as well as the types of products that it includes, interactive applications. In this section we also introduce the main interactive non-fiction genres, characterizing them and differentiating them among each other and among audiovisual non-fiction genres. The second part discusses and justifies the reasons why we can consider the interactive documentary as a new audiovisual genre with its own specific characteristics. To place it in an appropriate context, we situate and describe the emergence, consolidation and diversification of this new genre, based on which we formulate an original definition, carry out an extensive characterization and propose a taxonomy. We also focus on the transformation of the production and dissemination processes according to the new logics and current dynamics. In order to establish and define the conceptual framework specifically and precisely we have developed a categorization model for analyzing the new genre, which is also useful for creating and producing this type of documentary. In addition, we evaluate the state-of-the-art of the interactive documentary in relation to the topics discussed, the access platform and the user's experience. The conclusions chapter summarizes the main original contributions of the research, affirming the relevance of identifying the interactive documentary as a new and promising audiovisual genre.
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Wilson, Paul. "Constructing n(ews)-space : a theoretical model for the organisation and visualisation of complex and dynamic networked information flow." Thesis, Nottingham Trent University, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343539.

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呂定鏗 and Ting-hang Mantin Lu. "A virtual design platform for interactive product design and visualization." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31226425.

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Lu, Ting-hang Mantin. "A virtual design platform for interactive product design and visualization /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?

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

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The focus of this DCA thesis is the development of original creative audio and audio-visual work. Central to this is a study of the nature of interactivity and sonic relationships between electroacoustic and acoustic music, extended further by the application of sonic and visual interactivity. This written documentation accompanies the major part of the DCA submission, a folio of five original works. Its purpose is to clarify, document and contextualise the creation of these works and to illuminate the aesthetic underpinnings and compositional techniques that I have developed during the period 2000 � 2004. The structure of this documentation is in three parts which support the research methodology of reflective investigation. This process begins with an introductory overview (Chapter 1). This is extended in the second part, (Chapters 2�5), an observation of the effect of the culture, contemporary musical environments and related creative practice in my work. The third part, (Chapters 6�10), details the nature, and techniques utilized in the development of the new works. These developments have also embraced the combination of live projected interactive visual imagery with acoustic and electronic instrumentation. Finally, I have investigated the role of sonic spatialisation and texture as expressive and structural devices in music composition.
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Farbood, Morwaread Mary. "Hyperscore : a new approach to interactive, computer-generated music." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61122.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.
Includes bibliographical references (leaves 78-81).
This thesis discusses the design and implementation of Hyperscore, a computer-assisted composition system intended for users of all musical backgrounds. Hyperscore presents a unique graphical interface which takes input in the form of freehand drawing. The strokes in the drawing are mapped to structural and gestural elements in the music, allowing the user to describe the large scale-structure of a piece visually. Hyperscore's graphical notation also enables the depiction of musical ideas on a detailed level. Additional annotations around a main curve indicate the placement and emphasis of selected motives. These motives are short melodic fragments that are either composed by the user or selected from a set of pre-composed material. Changing qualitative aspects of the annotations such as texture and shape let the user alter different musical parameters. The ultimate goal of Hyperscore is to provide an intuitive, interactive graphical environment for creating and editing compositions.
by Mary Farbood.
S.M.
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Hassan, Abubakar. "Interaction Nets : Language and Design and Implementation." Thesis, University of Sussex, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.506943.

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Dorman, Andrei. "Concurrency in Interaction Nets and Graph Rewriting." Phd thesis, Université Paris-Nord - Paris XIII, 2013. http://tel.archives-ouvertes.fr/tel-00937224.

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Ce travail est une étude approfondie de la concurrence dans les extensions non-déterministes des réseaux d'interaction de Lafont (langage graphique qui représente, lui, le calcul fonctionnel). Ces extensions sont de trois sortes : les réseaux multirègles, multiports et multifils, et leurs combinaisons donnent ainsi sept types de réseaux. Un premier travail consiste à déterminer une bonne sémantique pour pouvoir comparer ces extensions. On cherche à définir un sémantique opérationnelle structurelle sur les réseaux en se basant sur des technique connues de réécriture des graphes, plus particulièrement celle de " double-pushout with borrowed contexts ". Nous définissons à partir de cette méthode un système d'étiquetage des transitions donné par des règles de dérivations dans le style des langages de processus qui sont le paradigme principal pour étudier les systèmes de calcul concurrents. Nous définissons de plus une sémantique observationnelle sur les réseaux basée sur une notion paramétrique de barbe, qui permet enfin de donner avec précision une notion de traduction entre systèmes. On considère qu'une extension est plus expressive qu'une autre si tout langage de la seconde peut être traduit dans un langage de la première. Ceci nous permet de classer l'ensemble des extensions de manière hiérarchique en trois groupe selon la possibilité de traduire un système de réseau dans un autre. Du plus fort au plus faible : les réseaux contenant des multiports ; ensuite ceux contenant des multifils; enfin les réseaux multirègles. Ceci nous permet de donner un langage universel pour les réseaux dont l'étude donne un point de vue neuf sur les briques fondamentales de la concurrence.
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Sakai, Makoto. "Multimodal crime news in Japan and the UK : a study of the interaction between news production and reception." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/3596/.

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The interaction between news production and reception realised by written hard news texts is generally characterised as implicit. However, under the pressure of marketisation, news companies, by using multimodal resources and the internet, produce various types of semiotic effects to make their news texts more interactive and entertaining while maintaining the traditional informative and authorial stances. In this research, I will examine crime news texts as a discourse type and investigate how news companies in Japan and the UK establish an interpersonal relationship with their readers through news reports, juxtaposing images in page-based multimodal news provided online. My main aim is to discuss the interpersonal meanings realised in the data based on three analytical and methodological tools: Systemic Functional Linguistics (SFL), a semiotic approach to language proposed by Halliday and Matthiessen (2004), the visual grammar, an application of SFL to the visual mode, devised by Kress and van Leeuwen (1996) and corpus linguistics. This analysis shows that in the process of news production, facts are interpreted and recontextualised in order to maximise discoursal values. It also shows that the British and the Japanese press realize criminal meanings according to their contextual and cultural values and practices.
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Woolf, Sam. "Expanded media : interactive and generative processes in new media art." Thesis, University of Sussex, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.420707.

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Perreault, David John. "Interactive computer support for remote design teams : a new approach." Thesis, Massachusetts Institute of Technology, 1991. http://hdl.handle.net/1721.1/12957.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1991.
Includes bibliographical references (p. 125-127).
by David John Perreault.
M.S.
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VANUTELLI, MARIA ELIDE. "SHARING EMOTIONS IN SOCIAL LIFE: NEW PERSPECTIVES FROM INTERACTIVE NEUROSCIENCE." Doctoral thesis, Università Cattolica del Sacro Cuore, 2017. http://hdl.handle.net/10280/17223.

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Il tema delle emozioni è sempre stato considerato marginale rispetto allo studio della cognizione umana, nonostante la ricerca sull’argomento sia sempre stata circondata da grande interesse. Tuttavia negli ultimi 30 anni si è affacciata una nuova prospettiva che descrive le emozioni come cause, mediatori o conseguenze di altri processi psicologici, ma soprattutto delle relazioni interpersonali. Il primo studio della presente Tesi di Dottorato è stato concepito come un paradigma di induzione emotiva allo scopo di individuare alcuni marcatori biologici legati all’esperienza soggettiva, all’interno di una prospettiva multimetodologica. In seguito, nel tentativo di considerare anche una dimensione sociale della condivisione emotiva, è stato condotto il secondo studio proponendo stimoli che rappresentassero interazioni reali tra due soggetti interagenti. Questi potevano variare anche in base alla vicinanza filogenetica, ipotizzando che, grazie a meccanismi di mirroring e simulazione, la percezione delle emozioni altrui possa essere più immediata quando l’altro soggetto viene percepito come simile. Infine, l’idea che alcune variabili legate all’interlocutore sociale siano in grado di modulare la capacità di entrare in risonanza con le emozioni altrui è stata approfondita con il terzo studio: un compito sociale reale con pradigma hyperscanning. L’obiettivo era quello di esplorare la presenza di pattern di sincronizzazione durante il compito eseguito in modo cooperativo. In conclusione, i tre studi sono stati condotti seguendo un livello di complessità crescente, da una prospettiva su singolo soggetto ad un approccio diadico, tramite l’utilizzo di stimoli emotivi standard, interattivi e dinamici applicati a contesti semplici, complessi e iper-complessi.
Despite the great interest addressed to the topic of emotions, it has always been treated as a marginal issue if compared to cognition. Nonetheless in the last 30 years a new perspective suggested that emotions are effectively the causes, mediators, or consequences of other psychological processes, and, above all, of interpersonal relations. The first study of the present Doctoral Thesis was conceived as an emotion induction paradigm in the attempt to identify some biological markers of the subjective emotional experience within a multi-method perspective. Then, in the attempt to move a step forward in describing the social dimension of the emotional sharing, the second study was designed by creating emotional stimuli that represented real interactions between two inter-agents. They could also vary for phylogenetic closeness following the hypothesis that, thanks to mirroring and simulation processes, emotion perception is easier when the other agent is perceived as similar. Finally, the idea that some variables related to the social encounter are able to modulate the capacity to resonate with others’ emotions was better explored in the last study: a real social cooperative task in the form of a hyperscanning paradigm. The aim was to explore the presence of synchronized patterns during the joint action. To conclude, the three studies have been designed according to an increased level of complexity, from a single-subject perspective towards a two-person approach, with simple, interactive, and dynamic emotional cues during simple, complex, and hyper-complex emotional contexts.
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Alvarado, Oscar. "Towards algorithmic Experience : Redesigning Facebook’s News Feed." Thesis, Uppsala universitet, Institutionen för informatik och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324605.

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Algorithms currently have direct implications in our democracies and societies, but they also define mostly all our daily activities as users, defining our decisions and promoting different behaviors. In this context, it is necessary to define and think about how to design the different implications that these algorithms have from a user centered perspective, particularly in social media platforms that have such relevance in our information sources and flow. Therefore, the current thesis provides an introduction to the concept of algorithmic experience, trying to study how to implement it for social media services in cellphone devices. Using a Research through Design methodology supported by interface analysis, document analysis and user design workshops, the present paper provides results grouped in five different areas: algorithmic profiling transparency, algorithmic profiling management, algorithmic awareness, algorithmic user-control and selective algorithmic remembering. These five areas provide a framework capable of promoting requirements and guide the evaluation of algorithmic experience in social media contexts.
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Nigten, Anne. "Processpatching : defining new methods in aRt&D." Thesis, University of the Arts London, 2006. http://ualresearchonline.arts.ac.uk/5655/.

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In the context of a rapidly changing domain of contemporary electronic art practice- where the speed of technological innovation and the topicality of art 'process as research' methods are both under constant revision- the process of collaboration between art, computer science and engineering is an important addition to existing 'R&D'. Scholarly as well as practical exploration of artistic methods, viewed in relation to the field of new technology, can be seen to enable and foster innovation in both the conceptualisation and practice of the electronic arts. At the same time, citing new media art in the context of technological innovation brings a mix of scientific and engineering issues to the fore and thereby demands an extended functionality that may lead to R&D, as technology attempts to take account of aesthetic and social considerations in its re-development. This new field of new media or electronic art R&D is different from research and development aimed at practical applications of new technologies as we see them in everyday life. A next step for Research and Development in Art (aRt&D) is a formalisation of the associated work methods, as an essential ingredient for interdisciplinary collaboration. This study investigates how electronic art patches together processes and methods from the arts, engineering and computer science environments. It provides a framework describing the electronic art methods to improve collaboration by informing others about one's artistic research and development approach. This investigation is positioned in the electronic art laboratory where new alliances with other disciplines are established. It provides information about the practical and theoretical aspects of the research and development processes of artists. The investigation addresses fundamental questions about the 'research and development methods' (discussed and defined at length in these pages), of artists who are involved in interdisciplinary collaborations amongst and between the fields of Art, Computer Science, and Engineering. The breadth of the fields studied necessarily forced a tight focus on specific issues in the literature, addressed herein through a series of focused case studies which demonstrate the points of synergy and divergence between the fields of artistic research and development, in a wider art&D' context. The artistic methods proposed in this research include references from a broad set of fields (e. g. Technology, Media Arts, Theatre and Performance, Systems Theories, the Humanities, and Design Practice) relevant to and intrinsically intertwined with this project and its placement in an interdisciplinary knowledge domain. The aRt&D Matrix provides a complete overview of the observed research and development methods in electronic arts, including references to related disciplines and methods from other fields. The new Matrix developed and offered in this thesis also provides an instrument for analysing the interdisciplinary collaboration process that exclusively reflects the information we need for the overview of the team constellation. The tool is used to inform the collaborators about the backgrounds of the other participants and thus about the expected methods and approaches. It provides a map of the bodies of knowledge and expertise represented in any given cross-disciplinary team, and thus aims to lay the groundwork for a future aRt&D framework of use to future scholars and practitioners alike.
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Cederberg, Mattias. "The Anatomy of a Paywall : Insights and recommendations on charging for online news." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-163363.

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In the wake of digitalization and recent technological innovation, news consumers have increasingly moved to online spaces to access news. As changes in consumer behavior appear even within these new contexts, several legacy news publishers that are often linked with high journalistic quality and trust are struggling to monetize on their content. In such struggles, an increasingly common sight over the last couple of years is the implementation of paywalls; digital boundaries that require consumers to pay before accessing content. This work applies a design thinking approach, utilizing a mixed-method methodology by interviews, surveys, workshops, prototyping, and testing, to explore the users’ experiences of navigating this landscape, while at the same time taking the perspective of legacy news publishers into account. The first part of the report entails the identification of a set of design challenges in this regard. The second part focuses on one such challenge—the onboarding experience of paying readership online—and explores possible solutions where the experience of the users and the business of legacy news publishers can merge. It argues that, while still inducing some degree of irritation in the users, a registration-first model with multiple choices to pay is likely to create new opportunities for news publishers as they seek to charge for content online, while at the same time being appealing to a larger audience. However, the role of the relationship between the individual reader and the content itself was identified as absolutely central in increasing the value perception of news online.
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49

Scheele, Nicolai. "The interactive lecture: a new teaching paradigm based on pervasive computing." [S.l. : s.n.], 2006.

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50

Yang, Christopher 1977. "New laser rangefinder designs for tracking hands atop large interactive surfaces." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86751.

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Abstract:
Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.
Includes bibliographical references (p. 47-48).
by Christopher Yang.
M.Eng.
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