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Статті в журналах з теми "Interactivity dimensions"

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Carroll, Brian, and R. Randolph Richardson. "Identification, Transparency, Interactivity." International Journal of Interactive Communication Systems and Technologies 1, no. 1 (2011): 19–35. http://dx.doi.org/10.4018/ijicst.2011010102.

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This article explores traditional conceptualizations of credibility relying on quantitative and qualitative analyses of data collected by the Institute for the Future of the Book, which conducted an online survey of readers of Pharyngula and Informed Comment, two popular, widely read, single-author blogs. The results suggest that a new pattern for online information credibility is emerging for blogs that supplements credibility’s traditionally understood dimensions of expertise, accuracy, and absence of bias with new, medium-specific or medium-enabled dimensions, including interactivity, trans
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Octavian, Dospinescu, and Emilia Percă-Robu Adriana. "BRAIN Journal - The Analysis of E-Commerce Sites with Eye-Tracking Technologies." BRAIN: Broad Research in Artificial Intelligence and Neuroscience 8, no. 3 (2017): 85–100. https://doi.org/10.5281/zenodo.1045381.

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ABSTRACT The e-commerce sites have many dimensions from the final user’s point of view. Making websites more usable and improving the users’ experience represents an important step when desiring to keep them from moving away. This study is examining the effects of the interactivity dimensions on users’ content comprehension and their attitudes towards e-commerce websites. By using the eye tracking technology, we investigate the websites interactivity dimensions, identified in the interactivity index, exploring the visual process and drawing the time spent on the site or on various regions of i
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Xu, Xi, Zhong Yao, and Qing Sun. "Social media environments effect on perceived interactivity." Online Information Review 43, no. 2 (2019): 239–55. http://dx.doi.org/10.1108/oir-12-2016-0344.

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Purpose The purpose of this paper is to treat WeChat moments as social media environments and applies the research model to explore the effect of social media environments on perceived interactivity from the perspective of environmental psychology. Design/methodology/approach This paper proposes social media environments as effective stimuli for future participate in online social interactions. First, two cues of social media environments (user-to-system cues and user-to-user cues) can be important antecedents of users’ perception of interactivity. Second, users’ intention of future participat
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Sohn, Dongyoung. "Anatomy of interaction experience: Distinguishing sensory, semantic, and behavioral dimensions of interactivity." New Media & Society 13, no. 8 (2011): 1320–35. http://dx.doi.org/10.1177/1461444811405806.

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Understanding the experience people have in a direct or mediated interaction is essential to defining interactivity and theorizing its role in communication, but the question of what constitutes a person’s perceptual experience of interaction, namely perceived interactivity, has not been systematically inquired. The objective of this article is to define the general structure of perceived interactivity, which provides an integrative framework to compare and evaluate interaction forms or situations involving human actors as well as both old and new media. A major premise of this framework is th
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Wang, Hui, and Vipin Nadda. "A Revisit of the Concept of Interactivity and its Dimensions." International Journal of Online Marketing 5, no. 4 (2015): 84–109. http://dx.doi.org/10.4018/ijom.2015100105.

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With the development of Information and Communication Technologies, social networking platforms have permeated into every aspect of industries and our lives. This new digital phenomenon brings opportunities for companies to reach and communicate with their audiences in different ways. In the same vein, this revolutionary phenomenon has largely accelerated the rate at which relationships develop and information is shared. It is worth noting that during the communication process there has been a growth in the potency of interactivity, which lays emphasis on conversing with audiences rather than
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Alalwan, Ali Abdallah, Raed Salah Algharabat, Abdullah Mohammed Baabdullah, Nripendra P. Rana, Zainah Qasem, and Yogesh K. Dwivedi. "Examining the impact of mobile interactivity on customer engagement in the context of mobile shopping." Journal of Enterprise Information Management 33, no. 3 (2020): 627–53. http://dx.doi.org/10.1108/jeim-07-2019-0194.

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PurposeThis study aims to examine the impact of mobile interactivity dimensions (active control, personalization, ubiquitous connectivity, connectedness, responsiveness and synchronicity) on customer engagement.Design/methodology/approachA quantitative field survey study was conducted to collect the required data from actual users of mobile shopping in three countries: Jordan, the United Kingdom (UK) and Saudi Arabia.FindingsThe results are based on structural equation modelling and support the impact of five dimensions of mobile interactivity: active control, personalization, ubiquitous conne
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Al-Faouri, Abeer Hmoud, and Mohammed Mufaddy Al-Kasasbeh. "The Influence of Aviation Companies’ Perceived Websites Quality on E-Trust." International Journal of Aviation Technology, Engineering and Management 1, no. 1 (2011): 14–29. http://dx.doi.org/10.4018/ijatem.2011010102.

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In this study the researchers identify different perceived website quality dimensions. They empirically explore the influence of perceived Website quality dimensions (content, design, use and interactivity, privacy, security and customization) on E-trust: 247 students, instructors, and employees passengers from 12 nationalities in Jordanian, Arabian and American universities were the respondents of this study. A questionnaire was used to explore their perceptions of the last aviation company’s website quality (each of them traveled on) and their E-trust level. Multiple regression analysis was
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Arjona Martín, José Borja, María Luisa García Guardia, and Juan Salvador Victoria Mas. "Mapping User Experience of Internet Television and Video: A Study of Unidirectionality and Interactivity." Tripodos, no. 35 (December 1, 2014): 117–36. https://doi.org/10.51698/tripodos.2014.35.117-136.

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This paper presents a quantitative analysis of a sample of six hundred au­diovisual initiatives targeting the web as a distribution platform.The main purpose of this study involves using our sample to establish what we call unidirectional and interactive di­mensions, based on the description of several indicators that will determine the nature of the services implemented and applications used in all the items analysed. These dimensions will be compared with two variables in order to analyse, firstly, the content lines, and secondly, whether or not the items re­present the extension of conventi
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Yulianto, Dwi Prasetyo, Moch Fuad Nasvian, and Dimas Rifqi Novica. "Memes and Interactivity of Facebook Mobile Legends Gamers After the Fall of RRQ." LONTAR: Jurnal Ilmu Komunikasi 12, no. 1 (2024): 228–36. http://dx.doi.org/10.30656/lontar.v12i1.7799.

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This research aims to determine the level of interactivity in meme postings by netizens during the M4 World Tournament of the game Mobile Legends: Bang Bang (MLBB). Utilizing the Facebook platform, specifically the "Mobile Legends Gamers'' group, this study analyzed 791 comments from 10 group member posts during the period of January 10 - 25, 2022. Employing Thematic Analysis, interactivity dimensions were examined based on the framework of Six Basic Emotions and Message Interactivity. Results indicate that interactivity among group members was high, with various emotions revealed, such as hap
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Sohn, Dongyoung, and Byung-Kwan Lee. "Dimensions of Interactivity: Differential Effects of Social and Psychological Factors." Journal of Computer-Mediated Communication 10, no. 3 (2006): 00. http://dx.doi.org/10.1111/j.1083-6101.2005.tb00254.x.

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Дисертації з теми "Interactivity dimensions"

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Wang, Hui. "To investigate relative effectiveness of the dimensions of interactivity." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/to-investigate-relative-effectiveness-of-the-dimensions-of-interactivity(5a90bc1d-2f63-4dc9-9300-5b067776c1c7).html.

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This thesis is about interactivity. It is about the dimensions of interactive communication which have become a major element of contemporary marketing practice. The concept of interactivity has been explored in the fields of advertising research, and communication and media studies. However, there is an overall absence of any published work concerning research into the dimensions of interactivity, in the marketing domain. This thesis seeks to correct this situation and investigates the relative effectiveness of the dimensions of interactivity, set in the context of travel weblogs. The aim is
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Xu, Qiongyan. "Chinese- and English-Language Homepages of Fortune Global 500 Companies: A Cross-Cultural Content Analysis." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1275592579.

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Li, Qiaowu. "Examining the effectiveness of interactivity in a 3-dimensional web-based tutorial on interference phenomenon." Master's thesis, Mississippi State : Mississippi State University, 2002. http://library.msstate.edu/etd/show.asp?etd=etd-04092002-141428.

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Dubbin, Greg A. "Dance evolution : interactively evolving neural networks to control dancing three-dimensional models." Honors in the Major Thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1254.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Engineering and Computer Science<br>Computer Science
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Silva, Alexandre Vieira da. "A função do narrador como agenciador narrativo em ambientes tridimensionais imersivos em games de RPG." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18138.

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Made available in DSpace on 2016-04-29T14:23:25Z (GMT). No. of bitstreams: 1 Alexandre Vieira da Silva.pdf: 25563227 bytes, checksum: 7415fc1d98a4a0a59344dc8032fc4b55 (MD5) Previous issue date: 2014-02-19<br>The research aims to discuss the possibility of reducing the conflict between the drama of classic interactive media and freedom of digital media through the development of an electronic game focused on the narrator and the act of narration , introducing the concept of narrative management, contextualizing it within digital games and discussing the relevance of the presence of a narrator
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Zatsepina, Nataliya. "Leseverstehen als Ausgangspunkt für die Entwicklung der Ausdrucks- und Schreibfertigkeiten." Doctoral thesis, 2009. http://hdl.handle.net/11858/00-1735-0000-000D-F248-C.

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Chabot, Philippe. "L’ocularisation vidéoludique : une typologie des points de vue à l’intérieur des phases interactives dans les jeux vidéo tridimensionnels." Thèse, 2016. http://hdl.handle.net/1866/18737.

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Mémoire en jeu vidéo<br>Un survol des théories sur le point de vue et sur l’ocularisation au cinéma permet de constater que les recherches ont été bien menées dans ce champ d’étude. Or, le même bilan ne peut pas être fait en jeu vidéo. Le point de vue vidéoludique n’a pas été analysé et théorisé avec la même exhaustivité et le même approfondissement. Beaucoup de lacunes sont encore visibles et le but de ce mémoire est justement d’en cibler quelques-unes et de les combler. Cette recherche se penche ainsi sur les points de vue en jeu vidéo et plus précisément, sur ceux que l’on retrouve à l’inté
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Книги з теми "Interactivity dimensions"

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Corporation, Ebooks, ed. Flash 3D: Animation, interactivity, and games. Elsevier, 2006.

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Mislav, Grgić, ed. High-quality visual experience: Creation, processing and interactivity of high-resolution and high-dimensional video signals. Springer, 2010.

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Hague, Jim Ver, and Chris Jackson. Flash 3D: Animation, Interactivity, and Games. CRC Press LLC, 2012.

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Flash 3D: Animation, Interactivity, and Games. Taylor & Francis Group, 2023.

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Hague, Jim Ver, and Chris Jackson. Flash 3D: Animation, Interactivity, and Games. CRC Press LLC, 2012.

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Hague, Jim Ver, and Chris Jackson. Flash 3D: Animation, Interactivity, and Games. CRC Press LLC, 2012.

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Flash 3D: Animation, Interactivity, and Games. Focal Press, 2006.

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Sanders, Donald H. Virtual Reconstruction of Maritime Sites and Artifacts. Edited by Ben Ford, Donny L. Hamilton, and Alexis Catsambis. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780199336005.013.0014.

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The integration of virtual reality into archaeological research began in the early 1990s. The use of computer-based methods in maritime archaeology is recent. Before exploring a real-time virtual, a 3D computer model is created from drawings, general sketches, raw dimensions, 3D scanned data, or photographs, or by using simple primitives and “drawing” on the computer. Virtual reality is a simulation of physical reality offering the viewer real-time movement through a true 3D space and interactivity with the objects, which can be further enhanced with 3D sound, lighting, and touch. This article
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van der Schyff, Dylan, Andrea Schiavio, and David J. Elliott. Musical Bodies, Musical Minds. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/12117.001.0001.

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An enactive account of musicality that proposes new ways of thinking about musical experience, musical development in infancy, music and evolution, and more.Musical Bodies, Musical Minds offers an innovative account of human musicality that draws on recent developments in embodied cognitive science. The authors explore musical cognition as a form of sense-making that unfolds across the embodied, environmentally embedded, and sociomaterially extended dimensions that compose the enactment of human worlds of meaning. This perspective enables new ways of understanding musical experience, the devel
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Kunt, Murat, Marta Mrak, and Mislav Grgic. High-Quality Visual Experience: Creation, Processing and Interactivity of High-Resolution and High-Dimensional Video Signals. Springer, 2010.

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Частини книг з теми "Interactivity dimensions"

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Gu, Sijia, Yue Lu, Yuwei Kong, Jiale Huang, and Weishun Xu. "Diversifying Emotional Experience by Layered Interfaces in Affective Interactive Installations." In Proceedings of the 2021 DigitalFUTURES. Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-5983-6_21.

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AbstractThis paper aims to improve users’ experience in affective interactive installations through the diversification of interfaces. With logically organized hierarchical experience, diverse interfaces with emotion data as inputs enhance users’ emotional interaction to be more natural and immersive. By using facial affect detection technology, an installation with diverse input interfaces was tested with an organic formal setting. Mechanical flowers and support structure based on the organic form were deployed as its physical output for a multitude of sensorial dimensions. With actions of th
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Manera, Lorenzo. "Digital Objects’ Aesthetic Features. Virtuality and Fluid Materiality in the Aesthetic Education." In Springer Series in Design and Innovation. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49811-4_14.

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AbstractThe growing and ubiquitous presence of digital objects raises issues of interest from the points of view of both Aesthetics and interaction design. In fact, such issues concern the perceptual dimension that defines our relationship with digital objects, the reconfiguration of the sensitive experience that their development implies, their hybrid ontological status, and their possible role in developing innovative forms of aesthetic education combined with design thinking.In the contemporary debate, digital objects are intended – on the one hand – as designed objects that incorporate and
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Machado, Ana Teresa, Filipe Segurado Severino, Teresa Costa, Zelia Raposo Santos, and Maria de Lurdes Calisto. "Macro-Environmental Dynamics Shaping Tourism and Hospitality." In Social Media Strategies for Tourism Interactivity. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-0960-5.ch001.

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This study delves into the multifaceted macro-environmental factors shaping the tourism sector, encompassing economic, political, socio-cultural, technological, and sustainability dimensions. To navigate the challenges and opportunities within this dynamic industry, a deep understanding of these elements is crucial. The research aims to uncover the significant relationship between these factors and tourism domains through a systematic literature review and bibliometric analysis. Bridging theory and practice, it provides real-world implications for industry professionals, policymakers, research
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ben Saad, Sihem, and Fatma Choura. "Effectiveness of Social Interactivity in Merchant Websites on Emotional and Behavioral Responses." In Handbook of Research on the Platform Economy and the Evolution of E-Commerce. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-7545-1.ch014.

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In a context of hyper connectivity, the designers of commercial websites are constantly seeking to generate favorable psychological states among internet users and to re-enchant them. This research aims to study the effect of the interaction between the social dimensions of interactivity on psychological states and the approach behavior of the e-consumer. Experimentation is chosen as the most appropriate method for testing the proposed model. An online experiment was conducted with 662 internet users. A merchant website was designed for the purposes of the study incorporating the interaction f
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Chadha, Anita. "The Varied Dimensions of Interactivity Exploring Student Depth of Learning." In Advancing Online Course Design and Pedagogy for the 21st Century Learning Environment. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-5598-9.ch007.

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The research here evaluates student interactions in an undergraduate American politics course at two institutions. Significant evidence reveals that student interactions lead to deeper reflective learning when correcting, clarifying, arguing, and disagreeing with each other. These findings add to the growing research on online spaces as well as providing educators with a stronger understanding in how to tailor their instructional strategies and tasks to better meet academically reflective outcomes.
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Dautenhahn, Kerstin. "Socially intelligent robots: dimensions of human–robot interaction." In Social Intelligence: from Brain to Culture. Oxford University PressOxford, 2009. http://dx.doi.org/10.1093/oso/9780199216543.003.0014.

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Abstract Social intelligence in robots has a quite recent history in artificial intelligence and robotics. However, it has become increasingly apparent that social and interactive skills are necessary requirements in many application areas and contexts where robots need to interact and collaborate with other robots or humans. Research on human–robot interaction (HRI) poses many challenges regarding the nature of interactivity and ‘social behaviour’ in robot and humans. The first part of this paper addresses dimensions of HRI, discussing requirements on social skills for robots and introducing
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Wang, Hao, Chien-Wen Ou Yang, and Chun-Tsai Sun. "Measuring and Comparing Immersion in Digital Media Multitasking." In Interactivity and the Future of the Human-Computer Interface. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2637-8.ch007.

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In terms of digital media usage, immersion refers to user involvement in and focus on a single activity. However, the commonality of multi-tasking raises questions regarding whether one could enjoy immersion when using more than one media at the same time. Self-report questionnaires and eye trackers were used to measure the immersive experiences while playing video games and watching a television program at the same time. While we found evidence of immersion across the two activities while multitasking, some immersion dimensions were significantly weaker. However, we also noted that immersion
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Yang, Jin. "Social Media's Potential to Facilitate Dialogic Learning." In Handbook of Research on Education and Technology in a Changing Society. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6046-5.ch068.

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The chapter explores the use of social media in educational settings and assesses its potential as a learning tool in facilitating deep learning and knowledge development. Guided by Vygotsky and Bakhtin's theory of dialogic learning, the chapter argues, by discussion, that social media may facilitate deep learning and knowledge development due to social media's convenient discursive space and heightened interactivity. Specifically, social media's discursive space may provide a platform that is egalitarian and democratic to all who have access to it. The breakdown of traditional communication b
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Tu, Chih-Hsiung, Marina S. McIsaac, Laura E. Sujo-Montes, and Shadow Armfield. "Building Mobile Social Presence for U-Learning." In Technology Platform Innovations and Forthcoming Trends in Ubiquitous Learning. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4542-4.ch005.

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Mobile learning environments are human networks that afford learners the opportunity to participate in creative endeavors, social networking, organize and reorganize social contents, learner-created cognitive space, and manage social acts anytime and anywhere through mobile technologies. Social interaction with mobile technology is very different from Computer-Mediated Communication (CMC) or Web 2.0 networking technologies. Effective mobile interaction focuses on social-context awareness by integrating location-based technology, which is unique to mobile technology, not easily found in other t
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Loureiro, Isabel F., Celina P. Leão, Fábio Costa, José Teixeira, and Pedro M. Arezes. "ETdAnalyser." In Emerging Research and Trends in Interactivity and the Human-Computer Interface. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4623-0.ch014.

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Ergonomic Tridimensional Analysis (ETdA) is a new ergonomic approach that makes possible the identification and description of several ergonomic contexts defined by common areas where clients or consumers are subject to similar activities normally carried out by professionals. The development of this decision tool includes several steps, such as conceptualization of the problem, definition of the three ETdA dimensions and observation tools, data collection, and weighting the results leading to ergonomic intervention proposal. The software, named ETdAnalyser, is proposed to provide the ergonomi
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Тези доповідей конференцій з теми "Interactivity dimensions"

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Kolb, Andreas, Erhardt Barth, and Reinhard Koch. "ToF-sensors: New dimensions for realism and interactivity." In 2008 IEEE Computer Society Conference on Computer Vision and Pattern Recognition Workshops (CVPR Workshops). IEEE, 2008. http://dx.doi.org/10.1109/cvprw.2008.4563159.

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BĂLAN, Emanuela Ana-Maria. "Exploring the dimensions of contemporary museum management." In Strategica. Faculty of Management - SNSPA, 2023. http://dx.doi.org/10.25019/str/2023.003.

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Museums have acquired new roles, thus becoming active actors in society against the backdrop of the expectations of cultural consumers. In addition, consumers now have a higher demand for Romanian museums after visiting great European museums. The managerial approach continues to change considerably, reaching the point where it focuses more on aspects such as activism, sustainability, diversity, inclusion, and interactivity to encourage and bring together people from diverse socio-cultural backgrounds around a museum. Speaking about interactivity, one of the ways of attracting a diverse public
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Bowman, Doug A., Andrew A. Ray, Marte S. Gutierrez, et al. "Engineering in Three Dimensions: Immersive Virtual Environments, Interactivity, and 3D User Interfaces for Engineering Applications." In GeoCongress 2006. American Society of Civil Engineers, 2006. http://dx.doi.org/10.1061/40803(187)6.

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Kharkivska, Alla, Alona Prokopenko, and Nelli Tarasenko. "Forms and methods of preserving and strengthening children’s health in the conditions of today’s military challenges." In VI International Conference on European Dimensions of Sustainablе Development. National University of Food Technologies, 2024. https://doi.org/10.24263/edsd-2024-6-26.

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The study highlights the main aspects of the process of preserving and strengthening children’s health in the conditions of today’s military challenges. It is emphasized that the preservation and strengthening of children’s health in the conditions of today’s military challenges is made possible by the introduction of traditional and innovative forms and methods into the process of children’s education and upbringing (forum theaters, game libraries, discos, graffiti contests, dance contests, flash mobs, contests of theatrical productions, quizzes, station quests, dance contests, sports competi
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Kuş, Oğuz, and Charmaine Du Plessis. "EXPLORING THE RELATIONSHIP BETWEEN DIMENSIONS OF BRANDED CONTENT AND INTERACTIVITY ON TWITTER: A DATA-DRIVEN CONTENT MARKETING APPROACH." In 17th Economics & Finance Conference, Istanbul. International Institute of Social and Economic Sciences, 2022. http://dx.doi.org/10.20472/efc.2022.017.011.

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Paisilazarescu, Mihaela, and Maria magdalena Stan. "DIMENSIONS OF INTERPERSONAL RELATIONS IN E-LEARNING." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-009.

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Анотація:
Making use of activities of e-learning type has an effect on not only learning activities, but it also has positive and negative implications upon the personalities of the participants at this activity. The fact that the teachers and the students do not meet face to face leads to the apparition of a series of particularities of the traditional teacher-student relationship. The learning systems in electronic format based on interactivity represent one of the ways of diversifying and multiplying of interpersonal relationships. The interpersonal relationships among which we can mention the teache
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Kweon, Sang Hee, Eun Joung Cho, and Eun Mee Kim. "Interactivity dimension." In the 3rd international conference. ACM Press, 2008. http://dx.doi.org/10.1145/1413634.1413685.

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Purwar, Anurag, Abhijit Toravi, and Q. J. Ge. "4MDS: A Geometric Constraint Based Motion Design Software for Synthesis and Simulation of Planar Four-Bar Linkages." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-35235.

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This paper presents our recent work on designing and developing a geometric constraint based motion design software system for planar four-bar linkages. Given a motion task, the software computes possible four-bar linkage topologies as well as its dimensions. This capability to analyze the given task and find the best type of the linkage and the dimensions simultaneously sets it apart from any other linkage design software. The Four-Bar Motion Design System (4MDS) makes the synthesis and simulation capabilities available to mechanism designers in an intuitive graphical user interface (GUI) env
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Chiou, Richard, Vladimir Genis, Warren Rosen, Anthony Moulton, and Yongjin Kwon. "An Internet-Based Quality Control Laboratory via Integration of Remote Robotic Operation and Nondestructive Ultrasound Evaluation." In ASME 2008 International Mechanical Engineering Congress and Exposition. ASMEDC, 2008. http://dx.doi.org/10.1115/imece2008-67101.

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Анотація:
This paper discusses the integration of a remote robot laboratory with nondestructive ultrasound evaluation (NDE) experiments. A remotely automated quality inspection system is designed to analyze dimensions as well as detect internal flaws of parts via an Internet-based NDE system. The remote quality inspection system includes: Internet controllable robot via Ethernet connection, multiple Web-cameras, Ultrasonic Automatic Flaw Detector, LabVIEW module, and computers with Internet access capable of remote connection. The uniqueness of the project lies in making this process Internet-based and
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Qiu, Shiguang, Xu Jing, Xiumin Fan, Qichang He, and Dianliang Wu. "Analysis of Influence Factors of Virtual Human Real-Time Driven Accuracy and its Optimization in Virtual Reality Environment." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-12917.

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In the case that a real operator drives a virtual human in real-time using the motion capture method and performs complex products assembling and disassembling simulation, a very high driven accuracy is needed to meet the quality requirements of interactivity and simulation results. In order to improve the driven accuracy in virtual reality environment, a method is put forward which analyzes the influence factors of virtual human real-time driven accuracy and optimize the factors. A systematical analysis of factors affecting the accuracy is given. The factors can be sorted into hardware factor
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Звіти організацій з теми "Interactivity dimensions"

1

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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Анотація:
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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