Academic literature on the topic 'Interactive platforms'

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Journal articles on the topic "Interactive platforms"

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Singh, Manish, Dr Vishal Shrivastava, Dr Akhil Pandey, and Dr Vishal Shrivastava. "Cloud-Based Platforms for Interactive Data Visualization." International Journal of Research Publication and Reviews 5, no. 3 (2024): 6276–78. http://dx.doi.org/10.55248/gengpi.5.0324.0867.

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Katz, Yuval. "Interacting for Peace: Rethinking Peace Through Interactive Digital Platforms." Social Media + Society 6, no. 2 (2020): 205630512092662. http://dx.doi.org/10.1177/2056305120926620.

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Peace is often studied as a lull in war or as a way to make war inconceivable. In this study, I explore the ability of digital culture to promote a new understanding of peace as a communication concept. Specifically, I analyze small digital platforms devoted to making people care about peace by encouraging them to play, explore, listen, or participate in a variety of activities. Since war is centered around the occupation of spaces and places, I use time and temporality as a theoretical framework for understanding how these interactive digital platforms construct peace in a way that is meaning
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Thöndel, Evžen. "INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS." Acta Polytechnica CTU Proceedings 12 (December 15, 2017): 108. http://dx.doi.org/10.14311/app.2017.12.0108.

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Interactive motion platforms are intended for vehicle simulators, where the direct interaction of the human body is used for controlling the simulated vehicle (e.g. bicycle, motorbike or other sports vehicles). The second use of interactive motion platforms is for entertainment purposes or fitness. The development of interactive motion platforms reacts to recent calls in the simulation industry to provide a device, which further enhances the virtual reality experience, especially with connection to the new and very fast growing business in virtual reality glasses. The paper looks at the design
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Zhang, Man, and Azhari Md Hashim. "Research on gamification and perceptual improvement of online course interaction design in children's online education." Multidisciplinary Science Journal 7, no. 10 (2025): 2025477. https://doi.org/10.31893/multiscience.2025477.

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With the rapid advancement of global information technology, the integration of online course resources with traditional classroom teaching has become an increasingly popular trend. This transformation not only demands that learners improve their self-directed learning abilities but also significantly raises users' expectations for the functionality and learning experience of online learning platforms. Consequently, optimizing the interactive design of online learning platforms has emerged as a crucial topic in contemporary educational technology research. This study draws on theories of educa
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Prajapati, Shubham. "Social Media Learning Platform." INTERNATIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 05 (2025): 1–9. https://doi.org/10.55041/ijsrem47881.

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Abstract - Social media's effect on communication and access to information has opened new avenues for teaching practice. In this paper, a learning environment built using the MERN stack is explained that combines social media platforms' interaction and educational frameworks' organization and purpose. The system is scalable, responsive, and constructs interactive spaces where users can interact in real-time and have personalized learning paths. The system unites a dynamic database and interactive UI to meet group and individual learning objectives. This paper outlines the system design and im
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Ding, Nianliang. "Interactive Design Strategies for Digital Platforms Promoting Chinese Ceramic Culture." Frontiers in Humanities and Social Sciences 5, no. 1 (2025): 131–35. https://doi.org/10.54691/ayq4nq67.

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The transmission of Chinese ceramic culture relies heavily on cross-cultural interaction, which enhances cultural dissemination by fostering engagement and understanding among international audiences. Digital platforms play a crucial role in this process through virtual exhibitions, interactive participation, and user-generated content (UGC). Virtual exhibitions use immersive 3D technologies to overcome geographical barriers, offering realistic and interactive experiences, while interactive participation—such as gamified learning and creative workshops—deepens user engagement by allowing hands
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Mohamad, Azlina, Adriana Mohd Rizal, Theresa Ho Char Fei, and Farah Akmar binti Anor Salim. "EMBRACING DIGITAL INTERACTIVE PLATFORMS FOR RAPID INTERNATIONALIZATION." Journal of Southwest Jiaotong University 57, no. 3 (2022): 89–101. http://dx.doi.org/10.35741/issn.0258-2724.57.3.8.

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Digital interactive platforms (DIP) enhance communication in a growing online interaction and promote innovation in small business operations. However, there is still a lack of knowledge about the interactions between small and medium-sized enterprises (SMEs) and stakeholders via DIP and the factors contributing to accelerating internationalization. Therefore, this study aims to explore the DIP used by SMEs to interact with service providers to accelerate their internationalization. This study applied the case study methodology and used a dyadic process with selected service providers and Mala
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Leman, Marc, and Antonio Camurri. "Understanding musical expressiveness using interactive multimedia platforms." Musicae Scientiae 10, no. 1_suppl (2006): 209–33. http://dx.doi.org/10.1177/102986490601000110.

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Kravchenko, Olena. "INTERACTIVE PLATFORMS FOR LEARNING ENGLISH MEDICAL TERMINOLOGY." Knowledge, Education, Law, Management, no. 8 (68) (2024): 12–16. https://doi.org/10.51647/kelm.2024.8.2.

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Sinyavskaya, E. V. "Using Educational Platforms to Organize Interactive Lessons." Chemistry at School, no. 1 (January 1, 2025): 40–42. https://doi.org/10.62709/0368-5632-2025-1-40-42.

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Dissertations / Theses on the topic "Interactive platforms"

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Brown, Brian Wayne. "Interactive versus non-interactive platforms for teaching plant morphology." Auburn, Ala., 2005. http://repo.lib.auburn.edu/2005%20Fall/Thesis/BROWN_BRIAN_48.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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Heitmann, (geb Peters) Nadja [Verfasser], Samarjit [Akademischer Betreuer] Chakraborty, Jeroen [Gutachter] Voeten, and Samarjit [Gutachter] Chakraborty. "Application-Aware Power Management for Interactive Android Applications on HMP Platforms / Nadja Heitmann (geb. Peters) ; Gutachter: Jeroen Voeten, Samarjit Chakraborty ; Betreuer: Samarjit Chakraborty." München : Universitätsbibliothek der TU München, 2019. http://d-nb.info/1201819792/34.

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Ziegenbein, Tim. "Designing HTML5 2D platformer for web cam based motion games." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122038.

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Movement interaction in games has over the last years been a main subject in the area of game design and recent motion based interaction systems provide many improvements over earlier systems. Research has proven that motion based games provide several benefits over general games, they increase the players’ engagement level and may induce both mental and physical health benefits. Still, not much research has been conducted in the area of motion based platform games, even though the platform game genre is one of the most popular game genres. In this thesis, a case study is conducted in order to
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Shnino, Samer. "An interactive social platform for successful ageing : What should an interactive social platform, for families, look like?" Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35333.

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VEGA, KATIA FABIOLA CANEPA. "BEAUTY TECHNOLOGY AS AN INTERACTIVE COMPUTING PLATFORM." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28700@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>Este trabalho introduz o termo de Beauty Technology como um campo emergente na computação vestível. A Computação Vestível tem mudado a maneira de como as pessoas interagem com computadores, entrelaçando dispositivos computacionais com as capacidades naturais do corpo humano. A Beauty Technology transforma o corpo numa plataforma de interação, escondendo a tecnologia em produtos de beleza para a criação de interfaces baseadas em movimentos musculares sem dar ao usuário um visua
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Souza, Danilo Duarte de. "Platform for setting up interactive virtual environments." Master's thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/12727.

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Mestrado em Sistemas de Informação<br>This dissertation presents the creation of the Platform for Setting-up Interactive Virtual Environments (pSIVE). Bearing in mind the difficulty required to create virtual environments, the platform aims to allow non-specialists to benefit from virtual environments in applications such as virtual tours as marketing or training where one could interact with elements of the environment to extract contextual information. For this, several frameworks and technologies possible of been integrated into the platform are presented, as well as which ones are more sui
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Andersson, Emelie. "Multiple Platform First : Design Guidelines for Multiple Platform Games." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160991.

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This thesis investigates the two gaming platforms PC and Console and how the interfaces of games on these platforms could be designed more efficiently making it easier to release games on multiple platforms. In other words, how could the Multiple Platform First method look. Little previous work exist on this problem so this thesis work gathers information from other industries and also research on user interfaces in games in general. By looking at games running on both platforms different best practises and common solutions were discovered. A study was conducted testing different in-game compo
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Rrustemi, Alban. "Computing surfaces : a platform for scalable interactive displays." Thesis, University of Cambridge, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.612533.

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Kuenne, Christoph W., Sabrina Adamczyk, Matthias Rass, Angelika C. Bullinger, and Kathrin M. Möslein. "IT-based Interaction Platforms to Foster Virtual Patient Communities." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-143583.

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Books on the topic "Interactive platforms"

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PC Forum (1996 Tucson, Ariz.). The future now: Some assembly required : 1996 platforms for communication forum, the Westlin La Paloma, Tucson, Arizona, March 17-20, 1996. Edventure Holdings (104 Fifth Ave., New York 10011), 1996.

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Perez Mengual, Maximilian. Designing Physical Interaction Platforms. Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-41920-2.

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Jacko, Julie A., ed. Human-Computer Interaction. Interaction Platforms and Techniques. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73107-8.

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Kurosu, Masaaki, ed. Human-Computer Interaction. Interaction Platforms and Techniques. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39516-6.

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Oliver, Michael R. Interactive, networked, moving platform simulators. Naval Postgraduate School, 1988.

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Kim, Youngkyu. Interactive eLearning: Www.WeAreLearners.com online eLearning English web platform. National University, 2013.

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Beil, Benjamin, Gundolf S. Freyermuth, and Hanns Christian Schmidt, eds. Paratextualizing Games. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213.

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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the developm
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Cioni, Elisabetta, and Alberto Marinelli, eds. Le reti della comunicazione politica. Firenze University Press, 2010. http://dx.doi.org/10.36253/978-88-6453-133-5.

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In the contemporary scene, alongside the crisis of political communication and the traditional forms of participation, the transformation of the formats and languages of telepolitics and the increasingly more widespread access of the citizens to interactive platforms that liberate them from the role of mere spectators of the political debate, have come to assume major significance. This book proposes an approach of meditation and mixed methods research, already validated within the framework of the project «Against political communication. Rethinking participation in the age of the old and new
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Schreer, Oliver, Jean-François Macq, Omar Aziz Niamut, et al., eds. Media Production, Delivery and Interaction for Platform Independent Systems. John Wiley & Sons, Ltd, 2013. http://dx.doi.org/10.1002/9781118706350.

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Romashkina, Al'bina. Virtual communication space: interaction between government and society. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/2032495.

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The monograph is devoted to the Internet communication space as one of the key resources of the political sphere of activity. The article describes the emergence of new, previously non-existent forms and ways of interaction between different social groups, individuals and strata of society; the formation of interactive platforms for public discussions, where subjects of communication can accumulate and articulate their opinions, design and change public and individual consciousness. The article highlights the need for government institutions to maintain the ability to manage society, and for t
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Book chapters on the topic "Interactive platforms"

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Hruby, Florian, and Andreas Riedl. "Stories on a Sphere: Hyperglobes as Narrative Platforms for Global Geodata." In Interactive Storytelling. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16638-9_43.

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Shen, Zheng. "The Platform Revolution in Interactive Marketing: Increasing Customer-Brand Engagement on Social Media Platforms." In The Palgrave Handbook of Interactive Marketing. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-14961-0_19.

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Hartholt, Arno, and Sharon Mozgai. "Platforms and Tools for SIA Research and Development." In The Handbook on Socially Interactive Agents. ACM, 2022. http://dx.doi.org/10.1145/3563659.3563668.

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Pandey, Anikka, Ganesh Bhutkar, Shreya Ambekar, Anirudha Sonawane, and Mayuresh Aher. "User Survey on OTT Platforms." In Interactive Media with Next-Gen Technologies and Their Usability Evaluation. Chapman and Hall/CRC, 2024. http://dx.doi.org/10.1201/9781032664828-2.

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del Mar Ramírez-Alvarado, María, and Inmaculada Gordillo. "New Platforms of the Violence in Internet." In Advances in New Technologies, Interactive Interfaces, and Communicability. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-20810-2_15.

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Hamidi Rad, Radin, Silviu Cucerzan, Nirupama Chandrasekaran, and Michael Gamon. "Interactive Topic Tagging in Community Question Answering Platforms." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-56063-7_13.

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Patrício, Lia, J. Falcão e Cunha, Raymond P. Fisk, and Nuno J. Nunes. "Addressing Marketing Requirements in User-Interface Design for Multiple Platforms." In Interactive Systems. Design, Specification, and Verification. Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39929-2_23.

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da Silva, Camila Wohlmuth, and Nuno Correia. "Analysis of Interactive Multimedia Features in Scientific Publication Platforms." In Research and Advanced Technology for Digital Libraries. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67008-9_41.

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Barros, Gil. "Extending ActionSketch for New Interaction Styles: Gestural Interfaces and Interactive Environments." In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_48.

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Yamada, Masanori, and Satoshi Kitamura. "The Role of Social Presence in Interactive Learning with Social Software." In Social Media Tools and Platforms in Learning Environments. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-20392-3_19.

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Conference papers on the topic "Interactive platforms"

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D, Umanandhini, Karthika S, Vankadari Chakradhar, Mopidevi Sumanth Teja, and Mallela Saisurya Teja. "Enabling Mental Wellness Through Interactive Platforms." In 2024 9th International Conference on Communication and Electronics Systems (ICCES). IEEE, 2024. https://doi.org/10.1109/icces63552.2024.10859837.

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Qurrata, Vika Annisa, Yogi Dwi Satrio, Ni'matul Istiqomah, Rizza Megasari, Vidya Purnamasari, and Sugeng Hadi Utomo. "Moolang: Cultural Internalization Through Interactive Learning Platforms." In 2024 9th International Conference on Business and Industrial Research (ICBIR). IEEE, 2024. https://doi.org/10.1109/icbir61386.2024.10875045.

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Darejeh, Ali, Manpreet Mondal, Nadine Marcus, and Alexandra Vassar. "Exploring the Cognitive Load Effects of Diverse Virtual Reality Interaction Methods in Interactive Educational Platforms." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00127.

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Kurai, Ryutaro, Takefumi Hiraki, Yuichi Hiroi, et al. "An implementation of MagicCraft: Generating Interactive 3D Objects and Their Behaviors from Text for Commercial Metaverse Platforms." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00288.

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"UTILIZING INTERACTIVE TABLETOPS FOR EDUCATIONAL GAMES." In Special Session on Gaming Platforms for Education and Reeducation Processes. SciTePress - Science and and Technology Publications, 2010. http://dx.doi.org/10.5220/0002858204780483.

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Zhou, Yan, and Taketoshi Ushiama. "A collaborative filtering method for interactive platforms." In 2017 Twelfth International Conference on Digital Information Management (ICDIM). IEEE, 2017. http://dx.doi.org/10.1109/icdim.2017.8244679.

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Seeliger, R., and Stefan Arbanowski. "Creating interactive video content for multiple platforms." In 2011 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting (BMSB). IEEE, 2011. http://dx.doi.org/10.1109/bmsb.2011.5954913.

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Titov, Igor, and Evgeny Titov. "Delivering video content in educational platforms." In 2013 International Conference on Interactive Collaborative Learning (ICL). IEEE, 2013. http://dx.doi.org/10.1109/icl.2013.6644692.

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Li, Yao, Yubo Kou, Renkai Ma, Yanlai Wu, Guo Freeman, and Bryan Semaan. "Multi-Stakeholder Privacy and Safety on Content Creation Platforms." In DIS '23: Designing Interactive Systems Conference. ACM, 2023. http://dx.doi.org/10.1145/3563703.3591461.

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Vigh, Eszter, Angela Attwood, and Anne Roudaut. "CounterSludge in Alcohol Purchasing on Online Grocery Shopping Platforms." In DIS '24: Designing Interactive Systems Conference. ACM, 2024. http://dx.doi.org/10.1145/3643834.3661595.

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Reports on the topic "Interactive platforms"

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Short, Samuel, Bernhard Strauss, and Pantea Lotfian. Food in the digital platform economy – making sense of a dynamic ecosystem. Food Standards Agency, 2022. http://dx.doi.org/10.46756/sci.fsa.jbr429.

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The food services sector has been evolving rapidly over the past decade, accelerated by the Covid-19 pandemic. The traditional linear model of food producers selling through wholesalers to brick and mortar retailers, restaurants and hospitality venues is increasingly being displaced by complex interactive digital ecosystems of online food services providers. Consumers are increasingly able to access food directly at various stages along the traditional value chain via interaction with digital platforms and rapid home-delivery networks, realising greater convenience, more variety in food produc
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Kholoshyn, Ihor V., Olga V. Bondarenko, Olena V. Hanchuk, and Iryna M. Varfolomyeyeva. Cloud technologies as a tool of creating Earth Remote Sensing educational resources. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3885.

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This article is dedicated to the Earth Remote Sensing (ERS), which the authors believe is a great way to teach geography and allows forming an idea of the actual geographic features and phenomena. One of the major problems that now constrains the active introduction of remote sensing data in the educational process is the low availability of training aerospace pictures, which meet didactic requirements. The article analyzes the main sources of ERS as a basis for educational resources formation with aerospace images: paper, various individual sources (personal stations receiving satellite infor
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Ruzante, Juliana M., Ellen Thomas Shumaker, Sidney Holt, et al. Eliciting Stakeholder Perceptions Using a Novel Online Engagement Platform: A Case Study on Nano-Agrifoods. RTI Press, 2022. http://dx.doi.org/10.3768/rtipress.2022.op.0071.2201.

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Stakeholder engagement is an important component in developing policies on critical issues such as the use and development of novel methods and technologies, including biotechnologies and nanotechnologies. Understanding the perspectives, needs, and concerns of stakeholder groups can facilitate the development of transparent and trusted policy recommendations. Innovative online research platforms have been developed as alternatives to typical stakeholder engagement methods such as in-person focus groups, interviews, and online and paper surveys. These platforms facilitate the engagement of geog
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Oleksiuk, Vasyl P., and Olesia R. Oleksiuk. Methodology of teaching cloud technologies to future computer science teachers. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3891.

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The article deals with the problem of training future computer science teachers for the use of cloud technologies. The authors analyzed courses from leading universities to study cloud technologies. On this basis the model of application and studying of cloud technologies in the process of training of future teachers of informatics was developed. The basic principles of this model are proposed: systematic, gradual, continuous. It contains target, content, operating and effective component. Therefore, the stages of using cloud computing technology were proposed: as a means of organizing learnin
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Varina, Hanna B., Viacheslav V. Osadchyi, Kateryna P. Osadcha, Svetlana V. Shevchenko, and Svitlana H. Lytvynova. Peculiarities of cloud computing use in the process of the first-year students' adaptive potential development. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4453.

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Technologies based on cloud computing is one of the demanded and actively developing areas of the modern information world. Cloud computing refers to an innovative technology that allows you to combine IT resources of various hardware platforms into a single whole and provide the user with access to them via a local network or the global Internet. Cloud services from various providers offer users access to their resources via the Internet via free or shareware cloud applications, the hardware and software requirements of which do not imply that the user has high-performance and resource-consum
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Nahorniak, Maya. Occupation of profession: Methodology of laboratory classes from practically-oriented courses under distance learning (on an example of discipline «Radioproduction»). Ivan Franko National University of Lviv, 2022. http://dx.doi.org/10.30970/vjo.2022.51.11412.

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The article deals with the peculiarities of the use of verbal, visual and practical methods in the distance learning of professional practically-oriented discipline «Radioproduction», are offered new techniques for the use of these methods during the presentation of theoretical material and the creation of a media product (audiovisual content), due to the acquisition of a specialty in conditions online. It is proved that in distance learning, this discipline is inadmissible to absolutize the significance of verbal methods (narrative, explanation, conversation, discussion, lecture) and that all
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Southward, Leigh, Lance Cheramie, and Cynthia Elkins. A Preliminary Analysis of an Interactive Teaching Platform. Iowa State University, Digital Repository, 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1420.

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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combi
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Meyer, Judith. Web-based SRG platform established. OceanNETs, 2021. http://dx.doi.org/10.3289/oceannets_d7.3.

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The SRG platform we established for OceanNETs serves as a tool for our consortium members interaction with stakeholders. The platform allows for direct interaction and stakeholders are engaged in a harmonized and coherent way across all WPs. The platform is established on our OceanNETs Slack channel and connected to our media platform Elements.
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Greene Nolan, Ph.D., Hillary, Merijke Coenraad, Ph.D., and Viki Young, Ph.D. Teaching Partner, Grading Assistant, Substitute Teacher: Three Ways Teachers Positioned an Artificial Intelligence Tool in Writing Instruction. Digital Promise, 2024. http://dx.doi.org/10.51388/20.500.12265/226.

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This study investigates how teachers understand and position AI tools in middle school writing instruction, drawing on 27 teacher interviews collected during a study called Project Topeka that used an interactive argumentative writing platform with AI-generated scores and feedback. Based on the interviews, we generate an initial theoretical framework of how teachers position AI tools — and therefore themselves — in their teaching. We found that some teachers leveraged AI as a “teaching partner” that provided insights to help enhance teaching and learning while remaining central to instruction
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