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8208 Uppsatser om Interactive research - Sida 1 av 548

"Det är som att man trippar på någonting" : En studie om användarupplevelser och motivationskrafter inom interaktiv film

The aim of this thesis is to examine user experience and engagements in interactive cinema.A great deal of the research that is conducted today involves creating interactive films, toexplore and examine film structures. In this study, we build on this research by comparingthree different interactive film structures. To carry out our study, we have categorized threedifferent interactive films after three different models to define their narrative structureand interface. To examine the experiences of those structures we have performed anexperiment where we have collected data from the three different sources; interviews,observations and surveys.It is difficult to draw conclusions about how an interactive film should be constructed asdifferent structures apply to different narratives. Based on our research the conclusion canbe made that the combination between the narrative structure, the narrative content, theaesthetics, the implementation of interactivity and how the film?s interface is constructed ismore important than building a specific structure for an interactive film.

Interaktiva, digitala lärresurser : Med underhållning kommer motivation

Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online adventure created for students in the ages between 13-15.

Barns möten med interaktiva medier

This essay deals with children?s and adolescents? use of interactive media as a tool for doing relations with each other. The purpose is to increase the understanding of the impact interactive media has on pupils? relations and identity development both in school and on their spare time. The school system?s mission is not only to teach formal knowledge and facts but also to train children?s social skills and abilities.

Interaktiv skrivtavla i undervisning : En multimodal fallstudie av en lärares användning av interaktiv skrivtavla i läs- och skrivundervisning

The aim of the study is to investigate how a teacher uses multimodal resources with an interactive whiteboard while teaching reading and writing. The aim is also to investigate what view the teacher has on using an interactive whiteboard while teaching reading and writing. Video-recorded observations and audio-recorded interviews are the methods used to collect data. The analysis was performed from a multimodal perspective and is also inspired by interaction analysis. The result of the analysis showed that the teacher uses several multimodal sign systems in combination with those found on the interactive whiteboard.

Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter

This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment.

Lumilos

Lumilos is a work investigating the possibilities to use light and color in an interactive design context. I have explored different light sources and compared them to each other and given a short description of the history of light and how it has been developed during the industrialization in the western world. I have also investigated what is currently done in the field and summarized that with examples in the categories passive-, colored-, material- and interactive light. The conclusion is that working with interactive color and light is a hard task. There are many different angles to take into account such as personal likings and earlier experiences that is uncontrollable by the designer. Yet there are many possibilities and light is a material that is moldable in many forms. I have put the knowledge about light and color into practice and developed an interactive light wall that is visualizing energy consumption with the use of different colors of light and animations.

Samsyn som grund till förändring? : En studie om vad som skapar samsyn och dess betydelse i förändringsprocesser

Globalization has among other tendencies led to the emergence of new ways of doing business. One of the ways for organizations to meet the demands of a new competitive landscape has been through management accounting change, a field which has become increasingly popular in research. This paper builds on that research and seeks to investigate the case of the implementation of a new management accounting system in a Swedish company which was triggered by strategic change. Commonality through the interactive approach is by some researchers seen as a key to successful change. This approach is contrasted to the importance of symbolic constructs and change recipients? cognitive effort to understand the meaning of change for which Framing theory is applied.

Jippieserien : En kvalitativ studie om hur multimodal media kan nå ut till barn med neuropsykiatriska funktionsnedsättningar och deras föräldrar

This report describes the work process to an interactive movie addressed to children with neurodevelopmental disabilities, where Jippieserien is the client. The aim is to explore how multimodal media can convey Jippieseriens message to children with neurodevelopmental disabilities and their parents, by taking the users needs into account.It is important to focus on the people who will use the system when designing interactive systems. This project is therefore using the designprocess human-centered design for interactive systems. The process includes four basic elements and provides guidelines for user-centered design. These parts are analysis, prototyping, implementation, and evaluation (Johansson.

IDQ Viewer: För enklare Visning av Databasstruktur : Viewer : För enklare Visning av Databasstruktur

The social community is structured around data, a lot of that data is stored in different types of databases. The meaning of this essay is to develop an interactive tool that will change the way database visualization is done, and also to research in which fields a tool of this type can be used. With the help of different methods we discovered areas where it could be of use, such as; presentation of a database, development and documentation of a database. The primary goal of the prototype was to make viewing of database structures easier, even people without prior database knowledge should be able to understand the structure. During the development we used prototypes.

?... eftersom det brukar vara lättare att lyssna på lärare än boken? : Elevers och lärares tankar om den interaktiva skrivtavlan i matematikundervisningen

The purpose of this study was to explore students' and teachers' experiences of the new pedagogical teaching tool, interactive whiteboard, which have gained increased popularity and wide spread usage in the classrooms. An observation during a mathematical lecture was conducted as a pilot study prior to the main research method of phenomenology; based on students? self-descriptions and interviews with two teachers, this methodological approach was used to investigate the subject matter. The interpretation, comparison and analysis of the results surrounding this new teaching method is explained by two theories, constructivism and socio-cultural perspective. The information shared by the students and teachers have been broken down into four categories: enjoyment & interest, practical, insight and no different.

Interactive Visualization of Statistical Data using Multidimensional Scaling Techniques

This study has been carried out in cooperation with Unilever and partly with the EC founded project, Smartdoc IST-2000-28137. In areas of statistics and image processing, both the amount of data and the dimensions are increasing rapidly and an interactive visualization tool that lets the user perform real-time analysis can save valuable time. Real-time cropping and drill-down considerably facilitate the analysis process and yield more accurate decisions. In the Smartdoc project, there has been a request for a component used for smart filtering in multidimensional data sets. As the Smartdoc project aims to develop smart, interactive components to be used on low-end systems, the implementation of the self-organizing map algorithm proposes which dimensions to visualize.

Den interaktiva IR-forskningens genomslag i söktjänsterna på webben

The theoretical focus in this master is information retrieval (IR), and especially the part of IR that includes interactivity. This research is by some researchers called IIR. Our principal aim was to examine if search engines on the WWW are taking advantage of research results from IIR research. A way to do this is to look at the application of special features, in this case query expansion (QE) and relevance feedback (RF). Both these methods aim for a better matching of documents and the searchers information need.

Användbarhet för barn : En kvalitativ studie av SVT Play med fokus på användbarhet för barn i åldern 10-12 år

This thesis investigates in which way principles and theories of usability is revelant when evaluating interactive systems for children aged 10-12. It also investigates whether there are specific factors that you should keep in mind while developing interactive products for the targeted group.The results of the qualitative study shows that priciples and theories of usability is relevant when evaluating interactive systems for the targeted group. However there is one concept that is more significant than the others. Our study shows that our targeted group is sensitive to time-consuming activities such as loading times etc. which has to do with the efficiency of the system.

Interaktionens pris : Mot en ny konstkritik

The paper discusses the problems contemporary Swedish art criticism faces when judging performance art and interactive art. Problems include among others that performance art is collectively ignored in Swedish newspaper art criticism. This prevents art critics from fair contextualising of contemporary performance art. Down in the rabbit hole, performance by Tris Vonna-Michell and its reception exemplifies these problems. Performance and interactive art seems to be disturbing art critics.

Klicka här för gemenskap : Hur interaktivitet skapar engagemang och lojalitet

Digital marketing has been changing continuously and rapidly since the introduction of Web2.0 ten years ago (Lin, Li, Deng, & Lee, 2013). Companies are now engaging their users intheir digital marketing by providing with interactive contents in digital campaigns. The digitalcampaigns are getting more converge with SNS (social networking sites) in order to let the usershare the content with others and therefore the e-WOM (electronic word of mouth) helps thecompanies digital campaigns to be shared by more users (Moran, Muzellec, & Nolan, 2014).The interactive content in the digital campaigns have shown to provide for engaged users andtherefore leads to loyal users. The reason for this has its roots in the culture of consumptionthat has brought our everyday consumption to a whole new level where we no longer justconsumes a product, we are the brand (Davis, 2013).The study, Click here for solidarity, aims to explain the interactive phases and rhetorical elementsthat companies use to engage the user to interact with the content of the digital campaigns.The study is based on four digital campaigns in four different market areas in order to providewith an overall picture of how companies work with interactive and rhetorical elements. Thusthe study falls into the area of marketing and branding.

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