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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
71

iOPERA : den virtuella operahuset

Högberg, Fredrik January 2012 (has links)
Classical music has a troubled history regarding the transformation into new forms of media, and the Internet is no exception. The aim of the present research project is to explore the possibilities of building a virtual, interactive opera house on the Internet, seeking answers to the following research questions:– Is the Internet an ideal platform for a composer of scenic music who, like myself, strives to control all artistic parameters? Or can it turn out the be just the opposite: a creative forum where boundaries between author and audience/users tend to dissolve?– In what way should my music develop to fit into this new arena? And conversely, how will it be possible to develop the Internet to suit my musical and artistic intentions?– Is it possible, in this new public environment, to come through with art and music intended to be an alternative to cultural commercialism and economic speculation and a voice against alienation and intolerance?– How can the increasingly neglected genre of art music find a new audience on the Internet?– How can economic needs be met without losing artistic values?In order to find answers to these questions, iOPERA AB was formed and the production of The Woman of Cain, the first opera exclusively designed for the Internet, began. The idea of a crossover platform for interactive, virtual opera on the Internet started to take shape. Some of my research questions are yet to be answered, but it has become clear that the adaption of the art of music drama to the Internet is possible. The idea of letting opera develop and adjust to the Internet is attractive, and I have not found that the genre would thereby be artistically compromised, especially since most art forms have successfully made the leap into new media and new distribution methods. In the near future, all kinds of creators will be able to develop skills and craftsmanship in various artistic fields, as software and interfaces become more accessible. The idea of a virtual opera house on the internet appears to be within reach and a logical step to take.The text of the thesis is accompanied by a DVD containing material from the opera production, including full score, libretto and media files.
72

IMPROVING INTERACTIVE ART EXPERIENCES WITH MOBILE DEVICE INTERACTION

Thomas Lee Cluff III (17583795) 11 December 2023 (has links)
<p dir="ltr">This research project aims to create an interactivity system for an interactive art exhibit named StairWELL. The StairWELL project is a sculpture that focuses on the emotional wellness of students through art. The interactive technology design is broken down into three components: a mobile device interface, a data processing server, and sculpture visualization. Each of these components has been defined to help the larger StairWELL team achieve its artistic goals. The goal of this paper is to show that mobile devices can be used as an effective participation method for interactive art installations. It also aims to show how an interactive art piece can accept data from many users in rapid succession.</p>
73

The Presence and Use of Interactive Features on Kurdish News Websites in the Iraqi Kurdistan region. A case study of interactivity of news Kurdish websites of the Iraqi Kurdistan Region

Salih, Hunar R.S. January 2018 (has links)
Internet has emerged as an interactive platform. Thus, new communication technologies are challenging the traditional media with interactive devices turning online journalism into a rich media environment. While new information technologies have enabled media organisations to use interactive features in the constructed presentation of news websites, few news websites in the Iraqi Kurdistan region are maximizing such features. Also, this thesis argues that despite the lack of a good infrastructure in the field of communication technology and the Internet in the Iraqi Kurdistan Region (IKR), online journalism has become a major part of Kurdish media outlets and distinctive from traditional media because of its interactive nature. The study presented in this thesis focus on interactivity in online journalism by examine interactive features of Kurdish news websites of the (IKR) and analyses how news is presented and to what extent these news websites tried to apply the interactive features on their hompages and inside the news pages. The level of interactivity of those Kurdish websites was also measured using several dimensions of interactivity by conducting web-based content analysis. The analysis of the qualitative part based on in-depth interviews with Kurdish reporters, editors, editor in chiefs, media experts and web developers. The findings show that the Kurdish news websites did not fully utilize and enhance interactive features in online journalism.
74

Reclamation: Reclaiming Identity and Rebuilding Community to Combat Criminal Recidivism

Fee, Allen 22 June 2015 (has links)
No description available.
75

Synergetic Junction of Interregional Transit in Shanghai 2030

Wang, Ziwei 28 June 2016 (has links)
No description available.
76

Existence and Importance of Online Interaction

Farahani, Gohar Omidvar 28 April 2003 (has links)
This research explored the existence and importance of interaction in online courses as perceived by online learners and instructors. The study was based on data from online students and instructors in the fall 2002 semester at Mid-Atlantic Community College(1). Two web-based surveys were used to collect data. Eighty-eight of 267 online students completed the survey, for a response rate of 33%. The study was based on constructivist theory which suggested that students learn by actively participating in the learning process through interaction with the instructor, other students, and course materials. This interaction was measured by different online interaction modalities and a five-step interactivity model developed by Salmon. This model suggested that the intensity of interactivity involves five steps: access and motivation, online socialization, information exchange, knowledge construction, and development. In addition, student characteristics (age and gender) and pedagogical variables (online experience and learning preferences) were included. Findings of the survey revealed that students perceived a moderate to high level of availability in a majority of the interactivity modalities. The highest interaction was reported between students and instructor through email communication and feedback on students? work by instructors. In addition, student ratings of the availability of different interaction modalities in online instruction were correlated with their perceptions of the importance of these modalities. Students reported satisfaction with the level of interactivity in their online courses. In contrast, responses to Salmon?s model revealed a high level of unavailability of the various interactivity criteria. The result of instructor survey, based on 13 responses, revealed that online instructors perceive interaction with students through email communication and providing feedback on their work were important. They did not perceive many of the interactivity criteria introduced by this research to be important. Therefore, they reported these criteria as unavailable in their online courses. This study is important because the extent of systematic research on availability and importance of online interaction is limited. (1)- To preserve the anonymity of respondents, this name is a pseudonym. / Ph. D.
77

Navigation Tools' Effect on Learners' Achievement and Attitude

Farrell, Inez Hofner 14 April 2000 (has links)
Navigation tools can be used to direct the amount of learner control and interactivity available in a hypermedia hybrid CD-ROM environment. The purpose of this study was to ascertain if varying the amount of learner control and interactivity through the used of navigation tools would influence the achievement and attitude of learners. The design of the study was a quasi-experimental study with random assignment of three ability levels of students to three navigation tool treatment groups. A 3 (navigation tool treatments) by 3 (ability levels) by 2 (achievement and attitude) factorial design was employed to test the hypotheses. A module titled The Poetry Portal was constructed to test 3 navigation tools (linear, menu and search engine) and their effect on achievement and attitude scores. One hundred forty-six eighth grade students were stratified into 3 ability levels (low, middle, high) by Stanford 9 scores. The module content correlated to the English 8 Virginia Standards of Learning. Results of this study based on the data are derived from descriptive statistics, two-way ANOVA, one-way ANOVA and a Tukey/Kramer Post Hoc test. The level of significance was set at .05. Results show a significant gain in achievement for high ability level students using the navigation tool search engine. Significant difference in attitude was found for all ability levels using the navigation tool menu. Suggestions for further research in this area are included. / Ph. D.
78

Why We Are Angry: Rearticulating Fisher's Narrative Paradigm with Interactivity and Hypertext

Moran, Taylor Catherine 07 July 2016 (has links)
In December 2012, the brutal gang rape and murder of Jyoti Singh in New Delhi, India sparked international outrage leading to numerous protests. Singh’s story raised many questions regarding sexual violence and rape culture in India. We Are Angry is a digital narrative that responds to sexual assault and misogyny in India through the story of a victim whose tragedy mirrors that of Singh and many others. The purpose of this thesis is to explore the rhetorical potential of digital narratives through the analysis of We Are Angry. Specifically, I used Fisher’s Narrative Paradigm as a lens to determine how the use of hypertext impacts the narrative’s inherent rationality, fidelity, and coherence. This thesis illustrates that digital narratives’ use of hypertext allows the creator to develop a narrative in a way that can expand the reader’s knowledge on prominent international social justice issues. Hypertext further enhances the level of fidelity and coherence for a reader who may not be familiar with the Indian setting. / Master of Arts
79

Narcissism, interactivity, community, and online revenge behavior: The moderating role of social presence among Jordanian consumers

Obeidat, Z.M., Algharabat, R.S., Alalwan, A.A., Xiao, S.H., Dwivedi, Y.K., Rana, Nripendra P. 27 September 2020 (has links)
Yes / This study tests the effect of personal and online characteristics on consumers' desire for revenge and their online revenge intentions. In light of the interactivity and community of social media platforms, it examines the notion that narcissism and social presence will increase consumers' desire for revenge and their online revenge intentions after a service failure. Based on a sample of 317 Jordanian consumers, the data analysis shows that the model has a very good fit and that narcissism, interactivity, and community significantly influenced consumers’ desire for revenge. Social presence was found to have a moderating influence on the relationship between the desire for revenge and online revenge intentions. Implications for marketing managers are also discussed.
80

Interactivity in Cybermedia News: An Interview with Journalists in Colombia, Peru, and Ecuador

Barredo Ibáñez, Daniel, Pinto Garzón, Karen, Freundt-Thurne, Úrsula, Medranda Morales, Narcisa 05 1900 (has links)
Interactivity is a factor on which cyber journalism is based and summarizes participation options between a user and the medium, a user with other users, and a user with editors. In this study, we focus on the latter in three countries-Colombia, Peru, and Ecuador-, which have been identified owing to their technological gap and the emerging importance of online communication for their respective societies. Through 35 in-depth interviews with journalists from these countries, we analyzed the concept of interactivity of these professionals and their relationship with users. The results revealed that the journalists positively valued civic contributions as a space for diagnosis, although they do not perceive its informational value, as they relate them to the context of opinions. These results verify the prevalence of journalism as strongly influenced by conventional offline production routines. / Revisión por pares

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