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1

Splechtna, Rainer, Mai Elshehaly, Denis Gračanin, Mario Ɖuras, Katja Bühler, and Krešimir Matković. "Interactive interaction plot." Visual Computer 31, no. 6-8 (2015): 1055–65. http://dx.doi.org/10.1007/s00371-015-1095-x.

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Smyer, Bradley. "Interactive Computer Service Liability for User-Generated Content After Roommates.com." University of Michigan Journal of Law Reform, no. 43.3 (2010): 811. http://dx.doi.org/10.36646/mjlr.43.3.interactive.

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This Note explores the future of interactive computer service provider (ICSP) liability for user-generated content under the Communications Decency Act (CDA) after Roommates.com II. Roommates.com II held that a housing website was not entitled to immunity under § 230 of the CDA from federal Fair Housing Act claims, in part because providing preselected answers to a mandatory questionnaire rendered the site an "information content provider" at least partially responsible for creation or development of answers. After examining the historical and legislative origins of ICSP immunity for user-gene
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Pavlovych, Maryna. "INTERACTIVE TECHNOLOGY USAGE IN THE FUTURE TRANSLATORS’ TRAINING AS A PLEDGE OF SUCCESSFUL INTERCULTURAL INTERACTION." Bulletin of Alfred Nobel University Series "Pedagogy and Psychology» 1, no. 27 (2024): 178–84. http://dx.doi.org/10.32342/2522-4115-2024-1-27-19.

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The article considers the issue and expediency of organizing interactive training in the process of future translators’ training for intercultural interaction in Ukrainian higher education institutions. The article aims to investigate and define the essence and specifics of interactive technologies in the educational process; to establish the conditions for their use in forming the professional identity and skills in the training of translators as specialists in intercultural communication. The research used content and terminological analysis, comparison, classification, and modelling methods
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Mora-Fernández, Jorge. "The Analysis of Interactive Media and Digital Culture - Hypermedia Literacy in Peru and Bolivia." Comunicar 20, no. 39 (2012): 139–49. http://dx.doi.org/10.3916/c39-2012-03-04.

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This paper compiles data on how the use of hypermedia, interactive multimedia and interfaces have changed the classical dynamics of human communications and education to create a new paradigm. This paradigm originates in the interface since it allows multidirectional and multimedia communications through interactions with the elements of which it is composed. This research describes the different aesthetic, narrative, emotional and value elements that are integrated within the cultural hypermedia interfaces. These hypermedia elements are fundamental components to be taken into account in the c
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Jabborova, Dilafruz Furkatovna, and Shirinboy Sharofovich Olimov. "Interactive Learning Technology." American Journal of Social Science and Education Innovations 02, no. 12 (2020): 122–26. http://dx.doi.org/10.37547/tajssei/volume02issue12-21.

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In this article the authors explain the interactive technology of teaching, its essence, its forms and features. Features of interactive learning technologies include motivation, purposefulness, new information delivery, interactive exercises, new products, reflexion, evaluation and homework. Soft and active methods, approaches to interactive methods are highlighted.
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Underdown, Angela. "Learning about interaction through interactive media." Journal of Health Visiting 2, no. 4 (2014): 178–79. http://dx.doi.org/10.12968/johv.2014.2.4.178.

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Johnston, Andrew. "Conversational Interaction in Interactive Dance Works." Leonardo 48, no. 3 (2015): 296–97. http://dx.doi.org/10.1162/leon_a_01017.

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This paper describes an interactive dance/physical theatre work entitled Encoded, which made use of motion capture techniques and real-time fluid simulations to create systems intended to support, stimulate and augment live performance. Preliminary findings from a qualitative study of performers’ experiences with the system raise a number of issues, including the challenges of creating theatrical meaning with interactive systems, using Contact Improvisation as a metaphor for engaging creative systems, and the impact that large-scale projections can have on performers’ engagement.
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Eiserman, Jennifer, and Gerald Hushlak. "Keeping Interactive Art Interactive." International Journal of the Inclusive Museum 6, no. 2 (2014): 183–96. http://dx.doi.org/10.18848/1835-2014/cgp/v06i02/44449.

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Janawati, Desak Putu Anom, Putu Beny Pradnyana, and N. W. S. Darmayanti. "E-BOOK INTERAKTIF MEMBACA MENULIS PERMULAAN." Jurnal Utilitas 8, no. 1 (2022): 12–16. http://dx.doi.org/10.22236/utilitas.v8i1.8586.

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The interactive e-book was developed to improve early reading and writing skills as log of pandemic Covid-19. The type of this research is R&D with the product of this research is the E-Book Interactive reading and writing starters. The questionnaire instrument was used as a research data collection technique. The results of the product validity test show the following results. First, the appearance of the interactive E- book product has an attractive appearance, second, the selection of an attractive typeface and the presentation of animated text in the form of a video embedded in the int
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Janawati, Desak Putu Anom, Putu Beny Pradnyana, and N. W. S. Darmayanti. "Developing Interactive E-Book for Early Reading-Writing Stage at Class I Elementary School." Pedagogia : Jurnal Pendidikan 11, no. 1 (2021): 31–36. http://dx.doi.org/10.21070/pedagogia.v11i1.1466.

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The interactive e-book was developed to improve early reading and writing skills as log of pandemic Covid-19. The type of this research is R&D with the product of this research is the E-Book Interactive reading and writing starters. The questionnaire instrument was used as a research data collection technique. The results of the product validity test show the following results. First, the appearance of the interactive E- book product has an attractive appearance, second, the selection of an attractive typeface and the presentation of animated text in the form of a video embedded in the int
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Tang, Qianyu. "The Use of Computer Graphics in Interactive Media Design, a Research." Transactions on Computer Science and Intelligent Systems Research 5 (August 12, 2024): 302–10. http://dx.doi.org/10.62051/rhs62898.

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In order to better meet user needs, user-oriented interactive design introduces computer graphics technology to generate, process, and transmit graphical information more effectively, thereby enhancing the practicality, simplicity, convenience, and enjoyment of interactive media. This paper aims to discuss the application of computer graphics in interactive media design. In order to analyze and compare the use of different computer graphics (CG) technologies in different scenarios, this paper classifies the interactive media into three categories according to the different focuses of the purpo
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Han, Su Jin. "Narrative Interaction Experience of Interactive Media Art." TECHART: Journal of Arts and Imaging Science 6, no. 3 (2019): 6–8. http://dx.doi.org/10.15323/techart.2019.8.6.3.6.

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Wang, Feng, Qi Fan, Hui Deng, and Ji Bin Yin. "PWIG - Interactive Paradigm of Direct Touch Interaction." Advanced Materials Research 765-767 (September 2013): 1722–25. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.1722.

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The direct touch interaction is considered as an important part of natural human-computer interaction and has become one of the hotspots in recent years. However, current touch interactive designs still rely on traditional WIMP paradigm seriously. To prompt and develop a dedicated user interface for direct touch interaction, in this paper, we explore the interactive features of the touch user interface through statistical analysis method. We classify and summary on the components of user interface from three current mainstream mobile platforms, further abstract the components for touch operati
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Kong, Yu, Yunde Jia, and Yun Fu. "Interactive Phrases: Semantic Descriptionsfor Human Interaction Recognition." IEEE Transactions on Pattern Analysis and Machine Intelligence 36, no. 9 (2014): 1775–88. http://dx.doi.org/10.1109/tpami.2014.2303090.

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Sánchez-Segura, Marı́a-Isabel, Angélica de Antonio, and Antonio de Amescua. "Interaction patterns for future interactive systems components." Interacting with Computers 16, no. 2 (2004): 331–50. http://dx.doi.org/10.1016/j.intcom.2003.11.008.

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Stroud, D. "Interactive marketing needs interactive marketers." Interactive Marketing 2, no. 3 (2001): 230–39. http://dx.doi.org/10.1057/palgrave.im.4340093.

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Smith, Glenn Gordon, and Sinan Olkun. "Why Interactivity Works: Interactive Priming of Mental Rotation." Journal of Educational Computing Research 32, no. 2 (2005): 93–111. http://dx.doi.org/10.2190/4ka5-03ux-a70e-e53w.

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This study has important implications for microworlds such as Logo, HyperGami, and Newton's World, which use interaction to learn spatial mental models for science, math, geometry, etc. This study tested the hypothesis that interactively rotating (dragging) virtual shapes primes mental rotation. The independent variable was observation vs. interaction: a) watching an animation of a shape rotating, versus b) manually rotating a shape on the computer. The dependent variable was mental rotation of the same shape. Two age groups, 9-year-olds and college undergraduates participated. For 9-year-olds
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Ismayilova, Gunel, Annamaria Costa, Ilaria Fontana, Daniel Berckmans, and Marcella Guarino. "Labelling the Behaviour of Piglets and Activity Monitoring from Video as a Tool of Assessing Interest in Different Environmental Enrichments / Oznaczanie zachowania i monitorowanie aktywności prosiąt na podstawie zapisu wideo jako narzędzie oceny ich zainteresowania różnymi elementami wzbogacającymi środowisko." Annals of Animal Science 13, no. 3 (2013): 611–21. http://dx.doi.org/10.2478/aoas-2013-0037.

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Abstract The aim of this study was to explore the preference and the duration of interest of weaned pigs to two different types of environmental enrichments using labelling techniques and activity monitoring. Two pens each housing 14 Dalland piglets were monitored using a video camera. The videos were labelled during the weaning phase from 30 to 60 days of age. During this time, the video recording software continuously calculated the activity index of the pigs. To detect pig exploratory and playing behaviour, a wooden block and chain enrichment were introduced into each pen for 30 days. Each
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19

Anber, Usama, Shuguang Wang, and Adam Sobel. "Response of Atmospheric Convection to Vertical Wind Shear: Cloud-System-Resolving Simulations with Parameterized Large-Scale Circulation. Part II: Effect of Interactive Radiation." Journal of the Atmospheric Sciences 73, no. 1 (2015): 199–209. http://dx.doi.org/10.1175/jas-d-15-0151.1.

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Abstract The authors investigate the effects of cloud–radiation interaction and vertical wind shear on convective ensembles interacting with large-scale dynamics in cloud-resolving model simulations, with the large-scale circulation parameterized using the weak temperature gradient approximation. Numerical experiments with interactive radiation are conducted with imposed surface heat fluxes constant in space and time, an idealized lower boundary condition that prevents wind–evaporation feedback. Each simulation with interactive radiation is compared to a simulation in which the radiative heati
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20

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

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Enhancing user experience (UX) in interactive systems requires effective human-computer interaction (HCI). The relationship between people and computers has grown in significance as technology progresses, having an impact on many areas of our life. The main ideas and tactics used in HCI to enhance the user experience in interactive systems are examined in this abstract. Understanding the capabilities and constraints of both humans and computers forms the basis of HCI. HCI researchers and designers may develop interactive systems that complement users' mental models and cognitive processes by r
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21

Lee, Yueh-Jung. "Un/interactive Fish in Posthuman Ethical Design." Interactive Film & Media Journal 2, no. 4 (2022): 106–13. http://dx.doi.org/10.32920/ifmj.v2i4.1682.

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In the posthuman era, what counts as ethical has dispersed and re-distributed to a nonhuman-centered network that includes nonhuman species and nonliving matter. This paper serves as a resistance and a possible way out against traditional human-pet ownership in therapeutic robot development. The paper consists of research and project-based speculative design that aims to recalibrate human relationships with others through the public interactive project Not-my-fish. In the project Not-my-fish, the others include fish, digital fish, and computers. The project is developed in a healthcare facilit
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Kosev, Svetoslav, and Atanas Markov. "From "Interactive Generative Formations" to "Interaction with Technological Organism"." Cultural and Historical Heritage: Preservation, Representation, Digitalization 5, no. 2 (2019): 81–88. http://dx.doi.org/10.26615/issn.2367-8038.2019_2_009.

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The installation "Interacting with a technological organism" is a natural consequence of two previous interactive projects, namely "Interactive Generative Formations" and "Virtual Arena". The most significant difference is that for the first two projects, the events occur on a two-dimensional plane on which images are projected. The aesthetics of the objects are specified in advance, and the movement of the spectators, which are participators as well, is captured by a sensor. In this way, observers change the look of dynamic images, becoming an active part of their aesthetics. With the project
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Dоmina, Viktoriia, Natalia Gutareva, and Julia Sedova. "Formation of Professional Competencies in Future Teachers of Physical Education in the Conditions of Interactive Interaction." Bulletin of Luhansk Taras Shevchenko National University, no. 7 (338) (2020): 133–40. http://dx.doi.org/10.12958/2227-2844-2020-7(338)-133-140.

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The dynamics of development of the modern world causes progressive changes in education, reflecting the creative search for the most effective forms of organization and technology of learning. Recent studies outline the strategy of practical constructions, involving the education system in the development of the value-semantic sphere of personality on a pedagogical basis. In the offered article the authors consider actual problems of formation of professional competence which is considered as the integrated property of the person possessing a complex of professionally significant for the futur
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Witham, Mary, and Helen Rayment. "Interactive." Learning Disability Practice 5, no. 10 (2002): 6. http://dx.doi.org/10.7748/ldp.5.10.6.s11.

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McGinnis, Brian. "Interactive." Learning Disability Practice 5, no. 3 (2002): 9. http://dx.doi.org/10.7748/ldp.5.3.9.s11.

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Cox, Matthew. "Interactive." Learning Disability Practice 5, no. 7 (2002): 8. http://dx.doi.org/10.7748/ldp.5.7.8.s15.

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Llewellyn, Penny. "Interactive." Learning Disability Practice 6, no. 6 (2003): 6. http://dx.doi.org/10.7748/ldp.6.6.6.s3.

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Kirk, Susan. "Interactive." Nursing Older People 14, no. 5 (2002): 34. http://dx.doi.org/10.7748/nop.14.5.34.s17.

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Larkin, Marilynn. "Interactive." Lancet Oncology 3, no. 12 (2002): 767. http://dx.doi.org/10.1016/s1470-2045(02)00935-x.

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Wilcken, Nicholas. "Interactive." Lancet Oncology 4, no. 3 (2003): 192–93. http://dx.doi.org/10.1016/s1470-2045(03)01025-8.

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James, Astrid, and Elleke Boehmer. "Interactive." Lancet Oncology 4, no. 3 (2003): 193. http://dx.doi.org/10.1016/s1470-2045(03)01027-1.

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Wilkinson, Emma. "Interactive." Lancet Oncology 4, no. 5 (2003): 321. http://dx.doi.org/10.1016/s1470-2045(03)01081-7.

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Lazar, Thomas. "Interactive." Lancet Oncology 4, no. 5 (2003): 322. http://dx.doi.org/10.1016/s1470-2045(03)01082-9.

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Eccles, Diana M. "Interactive." Lancet Oncology 4, no. 5 (2003): 322. http://dx.doi.org/10.1016/s1470-2045(03)01083-0.

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Hasegaw, Tadashi. "Interactive." Lancet Oncology 4, no. 6 (2003): 383. http://dx.doi.org/10.1016/s1470-2045(03)01104-5.

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Cavanaug, Sean. "Interactive." Lancet Oncology 4, no. 6 (2003): 383. http://dx.doi.org/10.1016/s1470-2045(03)01105-7.

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Benson, John. "Interactive." Lancet Oncology 4, no. 7 (2003): 448. http://dx.doi.org/10.1016/s1470-2045(03)01144-6.

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Thomas, Charles. "Interactive." Lancet Oncology 4, no. 7 (2003): 448. http://dx.doi.org/10.1016/s1470-2045(03)01145-8.

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Pickstone, John. "Interactive." Lancet Oncology 4, no. 12 (2003): 774. http://dx.doi.org/10.1016/s1470-2045(03)01269-5.

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Perrone, Francesco. "Interactive." Lancet Oncology 4, no. 12 (2003): 775. http://dx.doi.org/10.1016/s1470-2045(03)01270-1.

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Stewart, Graham J. "Interactive." Lancet Oncology 4, no. 12 (2003): 775. http://dx.doi.org/10.1016/s1470-2045(03)01271-3.

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Datar, Ram H., and Richard J. Cote. "Interactive." Lancet Oncology 5, no. 2 (2004): 133. http://dx.doi.org/10.1016/s1470-2045(04)01390-7.

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Aoka, Yoshikazu, Tadashi Kamada, Masatoshi Kawana, et al. "Interactive." Lancet Oncology 5, no. 10 (2004): 636–38. http://dx.doi.org/10.1016/s1470-2045(04)01600-6.

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Parker, Chris. "Interactive." Lancet Oncology 5, no. 10 (2004): 639. http://dx.doi.org/10.1016/s1470-2045(04)01601-8.

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Tilstone, Claire. "Interactive." Lancet Oncology 5, no. 11 (2004): 699. http://dx.doi.org/10.1016/s1470-2045(04)01614-6.

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Shum, Simon Buckingham, and Tamara Sumner. "JIME:an interactive journal for interactive media." Learned Publishing 14, no. 4 (2001): 273–85. http://dx.doi.org/10.1087/095315101753141374.

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Tojiboyeva, Dilnoza Abdullajonovna. "INTERACTIVE TEACHING ACTIVITIES FOR INTERACTIVE CLASSROOMS." YOSH OLIMLAR ILMIY-AMALIY KONFERENSIYASI 2, no. 06 (2023): 80–82. https://doi.org/10.5281/zenodo.8011234.

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This article discusses the use of didactic games as a means of physical education in the development of students 'mental qualities through the use of educational games, and on this basis interactive games for the development of students' intellectual activity in the classroom.  
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Bernardet, Ulysses, Jaume Subirats Aleixandri, and Paul F. M. J. Verschure. "An Interactive Space as a Creature." International Journal of Virtual and Augmented Reality 1, no. 1 (2017): 1–15. http://dx.doi.org/10.4018/ijvar.2017010101.

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Interacting with an animal is a highly immersing and satisfactory experience. How can interaction with an artifact can be imbued with the quality of an interaction with a living being? The authors propose a theoretical relationship that puts the predictability of the human-artifact interaction at the center of the attribution of agency and experience of “flow.” They empirically explored three modes of interaction that differed in the level of predictability of the interactive space's behavior. The results of the authors' study give support to the notion that there is a sweet spot of predictabi
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Guo, Lingling, and Lipeng Zhang. "Exploration on the Application of New Media Interactive Art to the Protection of Traditional Culture." Scientific Programming 2022 (March 23, 2022): 1–9. http://dx.doi.org/10.1155/2022/5418622.

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The background of information age promotes the rapid development of interactive art with new media. The interactive art of new media combines modern photography with the Internet and other technologies. The emergence of new art interacting with media not only reflects the progress and development of media technology but also reflects the tremendous progress of media art, which provides more ways for the development of art and is conducive to improving the diversity of people’s art and cultural activities. This paper summarizes the characteristics of interactive technology and new media and ana
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Q Grijaldo, Vicky. "Interactive Digital Color Board Game." International Journal of Science and Research (IJSR) 10, no. 11 (2021): 831–35. https://doi.org/10.21275/sr211110181012.

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