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Artykuły w czasopismach na temat "Interactive art"

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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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Carlisle, Anne. "Art & Technology: Interactive Art." Circa, no. 73 (1995): 18. http://dx.doi.org/10.2307/25562848.

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Wong, Chee-Onn, Keechul Jung, and Joonsung Yoon. "Interactive Art: The Art That Communicates." Leonardo 42, no. 2 (April 2009): 180–81. http://dx.doi.org/10.1162/leon.2009.42.2.180.

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This paper highlights the intrinsic communication in interactive art. The authors propose knowledge discovery or data mining as a technique to measure the communication between the spectator and the intelligent interactive artwork. Due to the nature of interactive art, this aspect of technology is an essential part to integrate the artist's representation with the spectator. An example of interactive SwarmArt using knowledge discovery for personalized interactive experience is explained in this paper.
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Gaifman, Milette, and Lillian Lan-ying Tseng. "Interactive Art History." Art Bulletin 102, no. 1 (January 2, 2020): 6. http://dx.doi.org/10.1080/00043079.2020.1670604.

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Han, Su Jin. "Narrative Interaction Experience of Interactive Media Art." TECHART: Journal of Arts and Imaging Science 6, no. 3 (August 31, 2019): 6–8. http://dx.doi.org/10.15323/techart.2019.8.6.3.6.

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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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Edmonds, Ernest. "The Art of Interaction: What HCI Can Learn from Interactive Art." Synthesis Lectures on Human-Centered Informatics 11, no. 1 (March 8, 2018): i—73. http://dx.doi.org/10.2200/s00825ed1v01y201802hci039.

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Felipe Duarte, Emanuel, Luiz Ernesto Merkle, and M. Cecília C. Baranauskas. "The Interface between Interactive Art and Human-Computer Interaction: Exploring Dialogue Genres and Evaluative Practices." Journal of Interactive Systems 10 (December 20, 2019): 20. http://dx.doi.org/10.5753/jis.2019.551.

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The mutual efforts of joining art and science have been an important source of innovation in many fields throughout history. In this article, we investigate the relatively common origins, differences, and similarities between the Interactive Art and Human-Computer Interaction (HCI) areas of knowledge. We also investigate what kind of human-computer interactions are sought by artists or emerge in Interactive Art examples, as well as what kind of frameworks, evaluation criteria or methodologies are reported in the literature to support the design and evaluation of Interactive Art. As a result of
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LUKICHEV, RUSLAN V. "CONCERNING THE ISSUE OF GENERATIVE ART CLASSIFICATION: DEFINITION OF CONCEPTS." ART AND SCIENCE OF TELEVISION 15, no. 3 (2019): 11–31. http://dx.doi.org/10.30628/1994-9529-2019-15.3-11-31.

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The article refers to the problem of generative art taxonomy as a complex interdisciplinary phenomenon and analysis of its key features. The generative art is a relevant cultural and artistic phenomenon in Russian and foreign art that emerged in the 1910s within Russian and West European avant-garde painters and received a new boost for development thanks to contemporary computer technologies. Based on the classification model proposed by foreign researchers, M. Boden and E. Edmonds, the author of this article identifies concepts like Generative Art (G-art), Computer Art (C-art), Interactive A
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Kluszczynski, RyszardW. "Strategies of interactive art." Journal of Aesthetics & Culture 2, no. 1 (January 2010): 5525. http://dx.doi.org/10.3402/jac.v2i0.5525.

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Rozprawy doktorskie na temat "Interactive art"

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Seevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.

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This thesis is concerned with creating and evaluating interactive art systems that facilitate emergent participant experiences. For the purposes of this research, interactive art is the computer based arts involving physical participation from the audience, while emergence is when a new form or concept appears that was not directly implied by the context from which it arose. This emergent ‘whole’ is more than a simple sum of its parts. The research aims to develop understanding of the nature of emergent experiences that might arise during participant interaction with interactive art systems. I
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McMorran, Susan Mary. "Interactive painting : an investigation of interactive art and its introduction into a traditional art practice." Thesis, Northumbria University, 2007. http://nrl.northumbria.ac.uk/3125/.

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This practice-based study investigates the application of an individual studio practice, grounded in Painting, to notions of interactive art, and seeks to establish how the interactivity might impact upon the meaning and the affective power of the work. It investigates the current state of interactive art, its ancestry, development and contextualisation, leading up to its presumed current location within New Media. The thesis examines a range of both theoretical and practical artistic research outputs. It investigates interaction models and taxonomies from New Media, and a range of other inter
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Komarova, Maria. "Interactive technologies on art museum websites." Kansas State University, 2015. http://hdl.handle.net/2097/18947.

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Master of Science<br>Department of Communications Studies<br>Gregory Paul<br>This report investigates how American art museums have adopted interactive technologies on their websites. The use of such technologies brings to the forefront a tension regarding authority over visitors’ experience of and interpretation of art both in person and online. Interactive tools on 15 art museum websites were coded as enabling one of three types of interaction: human-to-computer, human-to-human and human-to-content. Human-to-computer interactive features were most prevalent on museum websites, followed by h
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Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can
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Drummond, Jon R. "Interactive electroacoustics." Thesis, View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.

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Creating and performing electroacoustic music utilising interactive systems is now a well-established paradigm. Sensing technology can map gestures to sound generating processes, capturing the nuances of a gesture and sculpting the sound accordingly. Interactive installations enable audiences to become part of the process of realising a creative work. Yet many of the models and frameworks for interactive systems, specifically music focused systems, are strongly oriented around a MIDI event based framework, with little or no provision to accommodate the potentials of more dynamic approaches to
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Murat, Mathilde. "Scénographie interactive, interfaces et interférences." Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20013/document.

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La démarche artistique à laquelle se lie ce travail de thèse est le fruit d’interrogations sur ce qui constitue les liens kinesthésiques et perceptuels à l’environnement. Ralliées à ces explorations, les technologies de l’interactivité, issues de la pensée cybernétique et de l’essor de l’informatique, permettent l’instauration de scénographies qui se construisent par interférence avec la corporéité,dans son caractère autopoïétique, au travers des dispositifs d’interfaces. L’interactivité est appréhendéeici dans son volet hypermédia. Cette thèse est l’expression d’un travail de recherches prati
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Babic, Kristopher T. "InterDraw - An Online, Interactive, Collaborative Art Program." Digital WPI, 2000. https://digitalcommons.wpi.edu/etd-theses/825.

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InterDraw is an art program that facilitates the artistic collaboration of multiple users. The goal of this collaboration is the creation of one unique computer image that represents a combination of the ideas and images provided by each of the users. InterDraw extends the already collaborative nature of the World Wide Web through the use of the Java programming language, which provides InterDraw with its cross-platform capabilities. Previously, collaborative art-like programs have been developed for specific operating systems or environments. This limitation prohibits any collaboration wi
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Chanhthaboutdy, Somphout. "Vanité interactive : recherche et expérimentation artistique." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080060/document.

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Ce travail se positionne dans le domaine de l'interactivité sensorielle, de la 3D temps réel et des arts visuels. Cette étude artistique et technique s’inscrit directement dans une recherche entamée depuis des années, sur la question de la représentation sublimée de la mort, qui se retrouve pleinement transfiguré dans l’emblème de la Vanité et sur la recherche de nouvelles façons d’entretenir un dialogue en rétroaction avec l’œuvre. Sur le point artistique, la recherche analyse le processus de création, qui a mené de la représentation sublimée de la mort en vidéo, à la réalisation et l’expérim
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Drummond, Jon R. "Interactive electroacoustics." View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.

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Thesis (Ph.D.)--University of Western Sydney, 2007.<br>A thesis presented to the University of Western Sydney, College of Arts, School of Communication Arts, in fulfilment of the requirements for the degree of Doctor of Philosophy. Title from title screen. Includes bibliographies. Thesis minus video and audio files also available online at: http://handle.uws.edu.au:8081/1959.7/35367.
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Margerison, Paul. "An algorithmic and interactive approach to computer art." Thesis, Open University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.240001.

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Książki na temat "Interactive art"

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George, Fifield, Ketner Joseph D, Donath Judith, and Milwaukee Art Museum, eds. Act/react: Interactive installation art. Milwaukee, WI: Milwaukee Art Museum, 2008.

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Seevinck, Jennifer. Emergence in Interactive Art. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-45201-2.

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Yasui, Miki. Time in interactive art. London: LCP, 2002.

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Wassermann, Selma. The Art of Interactive Teaching. New York: Routledge, [2017]: Routledge, 2017. http://dx.doi.org/10.4324/9781315174624.

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Solarski, Chris. Interactive Stories and Video Game Art. Boca Raton, FL : Taylor & Francis, 2016.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/b21636.

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Fahlström, Öyvind. The interactive art of Öyvind Fahlström. [s.l.]: [s.n.], 2002.

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Dombrower, Eddie. Dombrower's art of interactive entertainment design. New York: McGraw-Hill, 1998.

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Adams, Laurie. A history of western art. 4th ed. Boston: McGraw-Hill, 2005.

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Gerfried, Stocker, Sommerer Christa 1964-, and Mignonneau Laurent 1967-, eds. Christa Sommerer & Laurent Mignonneau: Interactive art research. Wien: Springer, 2009.

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Gerfried, Stocker, Sommerer Christa 1964-, and Mignonneau Laurent 1967-, eds. Christa Sommerer & Laurent Mignonneau: Interactive art research. Wien: Springer, 2009.

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Części książek na temat "Interactive art"

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Stern, Nathaniel. "Interactive Art." In A Companion to Digital Art, 310–29. Hoboken, NJ: John Wiley & Sons, Inc, 2016. http://dx.doi.org/10.1002/9781118475249.ch13.

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Franco, Francesca. "Interactive Generative art." In Generative Systems Art, 89–116. New York: Routledge, 2017. | Series: Digital research in the: Routledge, 2017. http://dx.doi.org/10.4324/9781315581637-6.

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Sarcar, Vaskaran. "Interfaces: An Art in OOP." In Interactive C#, 123–44. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3339-9_5.

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Knoller, Noam. "The Expressive Space of IDS-as-Art." In Interactive Storytelling, 30–41. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34851-8_3.

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Hernandez Mengesha, L., and C. J. James-Reynolds. "Interactive Evolutionary Generative Art." In Research and Development in Intelligent Systems XXXIII, 377–82. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47175-4_28.

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Seevinck, Jennifer. "Three Interactive Art Systems." In Springer Series on Cultural Computing, 71–96. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-45201-2_5.

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Edmonds, Ernest. "Learning from Interactive Art." In The Art of Interaction, 13–26. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-031-02222-7_3.

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Popov, Ivan. "When Is Art Interactive?" In Balkan Analytic Forum, 247–55. Belgrade ; Belgrade: Center for Contemporary Philosophy — Balkan Analytic Forum ; University of Belgrade — Faculty of Philosophy, 2024. http://dx.doi.org/10.18485/baf.2024.1.ch12.

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Knoller, Noam. "Agency and the Art of Interactive Digital Storytelling." In Interactive Storytelling, 264–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16638-9_38.

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Vassos, Stavros, Eirini Malliaraki, Federica dal Falco, Jessica Di Maggio, Manlio Massimetti, Maria Giulia Nocentini, and Angela Testa. "Art-Bots: Toward Chat-Based Conversational Experiences in Museums." In Interactive Storytelling, 433–37. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-48279-8_43.

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Streszczenia konferencji na temat "Interactive art"

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"Critical art/interactive art/virtual art." In the 20th annual conference, chair Timothy Druckrey. New York, New York, USA: ACM Press, 1993. http://dx.doi.org/10.1145/166117.166176.

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Hsu, Chao-Chi, and Pey Chwen Lin. "Interactive installation art." In ACM SIGGRAPH ASIA 2010 Posters. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1900354.1900380.

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Ning, Ye, and Terence Sim. "Interactive Portrait Art." In 2008 IEEE Workshop on Applications of Computer Vision (WACV). IEEE, 2008. http://dx.doi.org/10.1109/wacv.2008.4543998.

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Tan, Tele, Min Chew Lim, Mihai Lazarescu, and Ling Li. "Interactive Digital Art through Chameleon Art." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-49.

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Clark, Sean. "Revisiting Interactive Art Systems." In Electronic Visualisation and the Arts (EVA 2011). BCS Learning & Development, 2011. http://dx.doi.org/10.14236/ewic/eva2011.38.

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Cornock, Stroud. "THE INTERACTIVE ART SYSTEM." In CAT 2010: Ideas before their time : Connecting the past and present in computer art. BCS Learning & Development, 2010. http://dx.doi.org/10.14236/ewic/cat2010.3.

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Shim, Hyunjung. "Session details: Interactive Art." In MM '18: ACM Multimedia Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3286950.

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Kanaya, Ichiroh, Masataka Imura, and Mayuko Kanazawa. "Interactive art to go." In ACE '14: 11th ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2663806.2663871.

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Boden, Margaret A. "Aesthetics and interactive art." In the 5th conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1056224.1056225.

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"Session details: Interactive Art." In 2018 ACM Multimedia Conference, chair Hyunjung Shim. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3240508.3286950.

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Raporty organizacyjne na temat "Interactive art"

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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatar
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Plessi, Fabrizio, Celestino Soddu, and Adriano Abbado. digitalyart: An exhibition honoring Italy, Host of the 44th Annual Meeting of the Board of Governors of the Inter-American Development Bank. Inter-American Development Bank, February 2003. http://dx.doi.org/10.18235/0005909.

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An exhibition of technological art from Italy, featuring the seminal piece ROMA II by Venetian contemporary master Fabrizio Plessi, with digitally designed architectural projects by Celestino Soddu, and interactive images by Adriano Abbado. Held in honor of Italy and the City of Milan, host of the 44th Annual Meeting of the IDB Board of Governors, the show was organized by the IDB Cultural Center with support from the IDB Information and Communication Technology for Development Division, and cooperation from the Istituto Italiano di Cultura of Washington, D.C.
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Goldie, James. Interactive: where are cities sinking? Monash University, May 2023. http://dx.doi.org/10.54377/bf9b-22e1.

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Sequeira, Dora María, Ileana Alvarado V., and Félix Angel. Young Costa Rican Artists: Nine Proposals. Inter-American Development Bank, August 2007. http://dx.doi.org/10.18235/0006438.

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Nine artists, all living in Costa Rica, were selected out of thirty-four who responded to an open call to present portfolios. The selection criteria is to be forty years of age or younger, have had at least one individual show, and have participated in a minimum of three group exhibitions. The exhibition has been organized by the IDB Cultural Center in collaboration with the Foundation of the Central Bank Museums of Costa Rica. Works include installations and interactive digital art, digital graphics, conventional photography, ceramics, painting, wire drawing and design objects manufactured wi
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Goldie, James. Interactive: Fire danger days are growing. Monash University, December 2023. http://dx.doi.org/10.54377/3a98-8950.

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Wallace, ina F., Meera Viswanathan, Stephanie McInnis, and Jessica Sobolewski. How Effective Are Interactive Social Media Interventions for Changing Health and Health Behaviors? A Cochrane Review Summary with Commentary. RTI Press, September 2023. http://dx.doi.org/10.3768/rtipress.2023.rb.0034.2309.

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This brief summarizes the published Cochrane Review, “Behavioural Interventions Delivered Through Interactive Social Media for Health Behaviour Change, Health Outcomes, and Health Equity in the Adult Population,” by J. Petkovic, S. Duench, J. Trawin, O. Dewidar, J. Pardo Pardo, R. Simeon, M. DesMeules, D. Gagnon, J. Hatcher Roberts, A. Hossain, K. Pottie, T. Rader, P. Tugwell, M. Yoganathan, J. Presseau, &amp; V. Welch (https://doi.org/10.1002/14651858.CD012932.pub2). The Cochrane Review examines whether interactive social media interventions improve health behaviors and health outcomes, concl
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Vorus, William S. ONR Hull Propulsor Interaction ARI. Fort Belvoir, VA: Defense Technical Information Center, November 1990. http://dx.doi.org/10.21236/ada230809.

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Martins, Francisco, Cíntia França, Francisco Santos, Diogo Martinho, Carolina Saldanha, and Élvio Rúbio Gouveia. Emerging technologies to promote fans interaction in football events: a systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, February 2023. http://dx.doi.org/10.37766/inplasy2023.2.0015.

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Review question / Objective: The search terms used for this review were constructed using the PICOS framework: (1) population were people in general of both genders and any age, (2) studies based on digital technologies used in football sportive events, (3) comparisons made in the domains of motivation, interaction, satisfaction and interest, (4) data reporting the use of digital tools (studies with no results reported will be considered, besides not having outcomes), (5) Intervention studies with a pre and post-test design, descriptive studies, theorical studies, and protocol proposals, and (
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Khomenko, Tetiana, та Yuriy Kolisnyk. Втрати української культури у російсько-українській війні: культурно-інформаційний спротив. Ivan Franko National University of Lviv, березень 2023. http://dx.doi.org/10.30970/vjo.2023.52-53.11749.

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The authors explored the activity of mass media and cultural organizations aimed at clarification of the current problematic issue – preservation of Ukrainian cultural heritage under the conditions of the full-scale invasion of Russia into Ukraine. The authors emphasize that occupants not only destroy historic buildings, i.e. material objects, but also steal art values, destroy library and archive funds; their actions are aimed at destruction of our spirituality, identity and history. It is pointed out that there are the main streams in the work of journalists, experts, and culture figures, na
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Palamar, Svitlana P., Ganna V. Bielienka, Tatyana O. Ponomarenko, Liudmyla V. Kozak, Liudmyla L. Nezhyva, and Andrei V. Voznyak. Formation of readiness of future teachers to use augmented reality in the educational process of preschool and primary education. CEUR Workshop Proceedings, July 2021. http://dx.doi.org/10.31812/123456789/4636.

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The article substantiates the importance of training future teachers to use AR technologies in the educational process of preschool and primary education. Scientific sources on the problem of AR application in education are analyzed. Possibilities of using AR in work with preschoolers and junior schoolchildren are considered. Aspects of research of the problem of introduction of AR in education carried out by modern foreign and domestic scientists are defined, namely: use of AR-applications in education; introduction of 3D technologies, virtual and augmented reality in the educational process
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