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To what extent can interactive documentaries affect the engagement of secondary school children? : Interactive media documentaries and engagementChalabi, Jiar January 1900 (has links)
Interactive documentaries are achieving fame and many people are engaging in the technology. However minimal research means the benefits of interactive documentaries remain unexplored. This project investigates the actual benefit of interactive documentaries. It also relates to exploring the benefits of this genre and studying how interactive media can engage youths. The hypothesis studies how films implement interactive functions and whether this implementation is a positive or proactive influence on the user’s engagement. Additionally, it will be argued that the interactive narrative gave a more positive effect on the young audience than was recorded for the TV documentary. In particular, and since it is the targeted audience of the research project, the study will discuss how youths paid more attention to the narrative, were motivated to explore the artifact or object in question, and facilitated mood change allowing greater expression and understanding of the subject. It is argued that interactive functions can provide these effects because they allow a user to go inside the content (Manovich 2000, 206). In other words, the user’s participation becomes active rather than passive within interactive media content. To address the research question, a research plan was put in place and is as follows: A short web documentary was created, with Interactive functions, and evaluated with the target audience. An identical film was produced without interactive functions. Both versions were presented to the target audience, and interviews were conducted to monitor and evaluate audience participation. The results were summarized with comparison and analysis for study presentation. The production of a film was required to describe interactive functions. Another film formed content for a chosen short documentary about the cultural history of an archeological item. This documentary is available in Västra Götaland Museum at Skara and focuses on when, where and how the archaeological item was found and what it symbolized in terms of cultural significance. The documentary film had a chronological narration, including archive photographs, videos materials, and also featured an interview. One particularly interesting story was chosen from a number of Museum pieces. It should be noted that the Västra Götaland Museum had a website which was popular viewing for a significant numbers of teenagers.
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UNDERSTANDING ANIMATION USE ON MOBILE INTERFACESYexin Wang (5930927) 10 June 2019 (has links)
<p>Animations are playing an important role in today’s user interface design. To investigate the animation usage on smart phone interfaces, in this study, I inspected 428 animation videos from five smart phone apps to answer the question: “How does the animation change on interfaces from 2008 to 2017?”. By comparing the parameters such as frequency and duration based on the context from the historical perspective, the results can provide insights for both the HCI and UX community. The findings on the key markers laid a foundation for researcher to understand the animation use specially on interfaces in the industry overtime, also providing insights for practitioners to improve the user experience by looking into the animation use. </p>
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Gaming Reality: Real-World 3D Models in Interactive MediaWeaver, Alexandra Alden 01 January 2015 (has links)
HMC Clinic with Matterport, Inc.
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Multimedia as a promotion tool : a heuristic approachAnderson, Sarah E. January 2008 (has links)
The United States is in an emerging period of transition, shifting to online multimedia campaigns. This research attempts to explore general knowledge of multimedia expansion, and through qualitative research methods provide a successful model for the development of an effective promotion tool. Findings from the heuristic study showed users preferences for varying forms of media, thus demonstrating the need to provide content in many different forms. The findings from this study aide in the development of multimedia, and illustrate the need for further studies in the use of multimedia as a promotion tool. / Department of Telecommunications
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The Effectiveness Of An Online, Interactive, College Course In Energy Balance, Designed From A Framework Of Behavioral TheoriesEisenhardt, Simonne Marie 01 January 2014 (has links)
During late adolescence and the transition to college, students often experience weight increases and significant lifestyle changes including the adoption of unhealthy eating habits and decreased physical activity levels. To address this concern, a science-based, interactive course, designed from a framework of behavioral theories was developed to target improvements in energy balance knowledge and determinants of dietary and physical activity behaviors. The objective of this study was to assess the effectiveness of this course using a comparison group pre-test/post-test design. Thirty-three undergraduate students, ages 18-25, participated in the course, while twenty-six students served as controls. Paired samples t-tests compared pre- to post- responses to knowledge assessments and self-perception surveys. Independent samples t-tests compared mean changes between the intervention and control group. Course evaluations were reviewed to determine to what degree behavioral strategies were perceived to influence student motivation to eat a healthy diet and engage in the recommended amount of physical activity. Significant increases were observed in energy balance knowledge (P < .001) and perceived behavioral control (P = .004) towards eating a healthy diet in the intervention group when compared to the control group. Diet and physical activity recalls and analyses were perceived by students to have the greatest influence on their motivation/ability to engage in the targeted behaviors. We conclude that an online, interactive, science-based energy balance course developed from behavioral theories can be effective at improving energy balance knowledge and dietary perceived behavioral control in a college population.
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ABY Interactive: A Business Plan for an Interactive Media CompanyBen Yahia, Abdelaziz 26 April 2018 (has links)
Abstract Interactive Media and Game development are experiencing an incredible growth the recent year. Digital devices are in constant evolution, and the developers/artist are glad to unleash their full potential by creating innovative content that take advantage of those capacities. Although creation and innovation is not what is limiting this field, the business side to this industry is the biggest challenge to this kind of content. Making a good product needs a team effort, and these employees will obviously need good money for their expertise, which, means the product needs to be funded to make it happen. In this context I find myself in the perfect position for this kind of adventure as I both love games and I like to play the role of the entrepreneur/problem solver. As a Fulbright scholar I feel my self-obligated to help my country back with all the knowledge and the opportunities I got offered by coming here and learning from U.S professionals in the industry This brings us to the core of this thesis, by doing a Co-op job in Petricore, shadowing its CEO and surrounding myself by a huge community of professionals from the industry, researching the best way to start my own startup €œABY€� in the same industry in Tunisia. I will also using auto ethnography and interviews to collect relevant data in an ultimate goal of building a lightweight business plan to guide me in starting this adventure in my home country.
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CMD+FNMacaranas, Marc 01 January 2019 (has links)
No description available.
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New Media and InteractivityJensen, Michelle January 2006 (has links)
Master of Visual Arts / Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
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New Media and InteractivityJensen, Michelle January 2006 (has links)
Master of Visual Arts / Digital/video games1 have entertained for 40 years and are a medium with the ability to reach a vast audience. In an article published in the Sydney Morning Herald, Charles Purcell reports that; “Globally, Halo 2 has sold more than 7 million copies. Both in the US and Australia it broke the film box-office record for the most earnings in the first 24 hours of release. The worldwide Halo 2 community on X-box Live has about 400,000 players… at the World Cyber Games in Seoul. Last year, gold medallist Matthew Leto won $US20,000 ($AUS27,0000) after his second consecutive Halo title.” 2. Game consoles have become a part of many lounge rooms just as the television did before them. Games are even commonplace in many coat pockets and carrying bags. This dissertation is concerned with the medium of digital/video games in relation to its effect on Game Art. It is also concerned with the concept of my studio work that deals with “evil” and the “uncanny” which are discussed in chapter four. My research looks at games and how they have developed and the relationship to contemporary art. A history of this development is explored in chapter two. My research will help me in developing an interactive piece. Throughout my current research the thoughts of author of The Second Self: Computers and the Human Spirit Sherry Turkle resonate: “…not what will the computer be like in the future, but instead, what will we be like? What kind of people are we becoming?” 3 It is interesting to consider the video/digital games as experiments of who we are or who we would like to be, little fantasies of empowerment. In a game we are able to live out our frustrations or fantasies in a closed and predictable experience.
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The rise of interactive cinema and its significance for filmmakers, audiences, and the exhibition industryVazquez, Rebecca M. 01 May 2011 (has links)
Traditionally, movie theater audience members are passive participants. The role of the traditional spectator is to sit down in a dark theater and watch as the film unfolds. As images flash across the screen, the audience member has no obligations. All they have to do is react. However a new, more actively engaged audience member is now emerging. The new role of the active audience member can be defined as putting a conscious effort into affecting one's own movie-watching experience. The trend we are now seeing in cinema is that of an interactive experience in motion picture creation and exhibition, and it utilizes this updated spectator role to great effect. Whether the audience member has a role in actually making the film, as is the case with crowdsourced cinema, or if they are actively involved after the film is created, as is the case with shadow casts and "choose your own ending" movies, going to the movies has become a much more active experience. The fascinating implications of this interactive cinematic movement for artists, audiences, and the exhibition industry cannot be understated. This thesis will explore some of the biggest interactive trends in filmmaking and exhibition today, and then delve into the implications of these trends.
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