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Back to the Roots : Re-Connecting Humanity and the Natural World by Merging Interactive Technology and PlantsAalbers, Sander January 2022 (has links)
This thesis project explores combining interactive technology and the natural world, through a more-than-human design approach. This project aims to step away from an industry-driven design by valuing plants as equal in the design process. Throughout this report, an overview of the relevant theory and examples are elaborated on. This overview has informed the project in two ways. It formed the foundation of a concept aiming to improve the user’s interconnectedness with nature and it formed the foundation of an evaluation tool developed for aiding designers in design for plants by addressing three design fields: Design for Care, Design for Cohabitation, and Design for Noticing. The concept and the evaluation tool have been developed in parallel and informed each other throughout the project. The final concept contributes to the discussion about addressing more-than-human actors in design. In this case by addressing plant blindness. The evaluation tool contributes to more-than-human design as a tool to evaluate ideas and projects. This project included an extensive analysis of a design collection, workshops regarding the materiality of living plants and assessment of the evaluation tool, an interdisciplinary design approach, and a prototyping phase during which assumptions regarding the concept were tested.
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Mathematical Practices and the Role of Interactive Dynamic TechnologyBurrill, Gail 06 March 2012 (has links)
No description available.
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Consumer Engagement During Concerts : A Study on Using Mobile Interactive Technology to Enhance the Live Music Event Experience / Publikengagemang vid Konserter : En Studie Kring Använvandet av Interaktiv Mobil Teknik för att Förstärka Live Musik EventupplevelsenLordin, Denise January 2017 (has links)
The emergence and development of mobile technology has changed traditional behavior during live music events and challenges concert etiquette. Artists have polarized reactions to the ubiquity of smartphones and companies have started realizing the potential to develop systems which allow the audience to interact more with both the performer and the light and sound show itself. Research has looked into how people traditionally behave and how consumer expectations have altered due to the digital revolution, but has not looked into differences between age groups, gender and concert genre to find out how different people express engagement. The research question is: How can interactive technology be used to enhance audience engagement? With the sub-questions: What engages individuals at concerts? How can engagement be measured? Findings within the study show that there are some differences between both age groups and between concert genres but engagement is expressed in similar ways regardless of gender. The differences that do exist between generations and genre preference are slight. People most commonly express engagement with a combination of voice and movement. Interactive technology designed for live music events settings needs to be based on existing patterns of behavior as people do not want too much focus to be on technology during concerts. The technology should enhance existing behavior and have a low learning curve as interactive technology risks becoming disengaging if it requires too much focus from the user. / Framväxten och utvecklingen av mobil teknik har förändrat traditionellt beteende under live musik konserter och lett till att konsertetikett utmanats. Artister har polariserade reaktioner gällande användningen av smartphones och företag har börjat realisera potentialen att utveckla system som gör det möjligt för publiken att interagera mer med både artisten samt ljus- och ljudspelet. Forskning har undersökt hur folk traditionellt sett beter sig och hur konsumenternas förväntningar har förändrats på grund av den digitala revolutionen, men har inte tittat på skillnader mellan åldersgrupper, kön och konsertgenrer för att ta reda på hur olika människor uttrycker engagemang. Forskningsfrågan är: Hur kan interaktiv teknik användas för att öka publikens engagemang? Med delfrågorna: Vad engagerar individer under konserter? Hur kan engagemang mätas? Resultatet i studien visar att det finns vissa skillnader mellan åldersgrupper och mellan konsertgenrer men att engagemang uttrycks på liknande sätt oavsett kön. Skillnaderna som finns mellan generationer och genrepreferenser är få och små. Folk uttrycker oftast engagemang genom en kombination av röst och rörelse. Interaktiv teknik som är designad för live musikevent måste baseras på befintliga beteendemönster eftersom människor inte vill att alltför stort fokus hamnar på teknik under konserter. Tekniken bör förbättra det befintliga beteendet och ha en låg inlärningskurva eftersom interaktiv teknik risker att blir oengagerande om det kräver för mycket fokus från användaren.
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Exploring How Design and Digital Interactive Technology Assists in Health Information Communication in the Context of Missed Oral Contraceptive PillsJordan, Laura L. 21 September 2017 (has links)
No description available.
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月老文化之數位化互動體驗形式探究 / The Research of Digitizing Interactive Experience in the Matchmaker Culture賴建成, Lai, Jian Cheng Unknown Date (has links)
隨著文化創意產業的興起,傳統的宗教信仰如何結合數位互動科技,以輔助參與者加深對宗教信仰文化的理解與體驗,是數位內容產業值得研究的議題。月下老人是華人傳統信仰中的姻緣之神。本研究因此將針對月老文化內容,設計一多人互動體驗情境,以探究月老文化內容以傳統和數位化的形式呈現,對參與者體驗感受的影響程度。
在設計研究方法上,包括創作概念發想以及互動裝置雛型實作兩部分。首先透過文獻探討,歸納出互動體驗設計原則,接著針對月老文化進行數位化設計與互動體驗流程設計,並以Unity 3D遊戲引擎結合Kinect體感科技與Android系統平台,實作一數位化月老文化互動體驗情境,以兩大體驗主題:數位化月老之參拜體驗與體感互動之繡球牽線等情境,以呈現月老文化創意設計概念。
針對參與者對月老文化內容的理解程度與體驗感受,進行問卷與訪談分析後發現,本研究設計之互動體驗情境能有效提昇參與者對文化內容起源與意義的理解。再以Schmitt 提出之策略體驗模組(Strategic Experiential Modules, SEMs)進行分析,發現此體驗情境皆有助於提昇參與者於感官、情感、思考、行動、關聯體驗的感受程度與認同感,進而創造深刻的互動體驗感受。最後,期望此互動體驗情境的設計過程與雛形的實作經驗,能轉移到同性質的文化體驗情境設計的應用上,並提供建議給後續研究做參考。 / With the advent of the cultural and creative industry, it is worth to investigate the integration of traditional religious culture with the interactive technology to improve the participants' understanding of culture. The Matchmaker, the old man of the moonlight, is the god of marriage and love in Chinese traditional religious culture. In the thesis, the design of a multiplayer interactive experiential environment for the integration of the Matchmaker culture with the interactive technology is investigated and developed to improve the participants’ experience.
For the design methodology, the creative concept design is performed and the interactive device prototyping is implemented. We draw out the related interaction design principles and used Unity 3D game engine along with the Kinect somatosensory Technology and Android platform to implement the Matchmaker interactive environment. Two themes of the developed environment are the digital prayer experience of the Matchmaker and the interactive embroidered ball throwing.
To evaluation the user experience of the developed environment, the questionnaire analysis and interviews are performed based on the Schmitt’s strategic experiential modules. The result showed that the developed environment can enhance the participants' understanding of the culture of the Matchmaker and improve participants’ perception and recognition towards the experience of sensing, feeling, thinking, acting and relating.
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Olhares sobre as lousas digitais interativas : o caso do IFS Campus EstânciaMelo, Andre Luis Canuto Duarte 29 July 2016 (has links)
This research addresses the appropriation of Digital Interactive Whiteboards (DIW) as a
pedagogical teaching device at the Federal Institute of Sergipe - IFS/Campus Estância,
analyzing the use of this technology by teachers. The methodology applied here follows the
tenets of descriptive case study research which is intended to identify the existence of a given
situation, its causes, and if there is a relationship between the observed situation and the
theory proposed. Data collection was carried out through document analysis, semi-structured
interviews, and a questionnaire sent by e-mail to all the teachers who tutor in Subsequent and
Integrated professional courses and in undergraduate courses; such tools guided the
methodological investigation of this work. This research is centered in the field of education,
more specifically, in the educative technological area and has as its analytical reference the
field of Interactive Digital Media. Interest in this research lies on the importance of studies
which confirm the relevance of this type of device and on the need for reflection on its use to
avoid its partial or ineffective application by teachers and other teaching professionals.
Findings suggest that when trying to incorporate new media and new technologies into their
classes, most teachers have made adaptations or even ignored the DIW. I found out that
training teachers to use innovative technologies in educational institutions is necessary as
training offers them chances to experience and theorize the field. In addition, I suggest
reviewing the political-pedagogical planning to integrate professional training in order to
enrich pedagogical practices with the use of interactive digital technologies. / Esta pesquisa buscou compreender como tem se dado o processo de apropriação da Lousa
Digital Interativa (LDI) como dispositivo didático pedagógico no Instituto Federal de Sergipe
– IFS/Campus Estância, tendo como objetivo de pesquisa analisar o processo de utilização
dessa Tecnologia Digital pelos professores(as). A metodologia de pesquisa está pautada na
modalidade Estudo de Caso, descritiva, a qual se destina a identificar a existência de uma
determinada situação, suas causas e se existe relação entre a situação e a teoria proposta. A
coleta de dados ocorreu por meio de análise documental, entrevistas semi-estrturadas, e
questionário enviado por e-mail para todos os professores que ministram aulas nas
modalidades Subsequentes, Integrados e Superior e, portanto, nortearam as análises do
trabalho como instrumentos metodológicos de investigação. Esta investigação está centrada
no campo da Educação, mais especificamente, na área tecnologia educativa tendo como
referência de análise o campo das Culturas das Mídias Digitais Interativas. O interesse por
esta investigação se dá pela importância de estudos que confirmam a relevância desse tipo de
recurso, necessitando de reflexão para compreender usos parciais ou ineficazes dessa
tecnologia digital junto aos profissionais de educação. O que se percebe é que na tentativa de
incorporar as novas formas de ensinar usando as mídias e as tecnologias, a maioria dos
professores têm feito adaptações reducionistas ou até mesmo ignorado esses dispositivos.
Nesse sentido, verifiquei que é necessária a constituição de processos de formação docente
para o uso das tecnologias digitais interativas nas Instituições de ensino, através das
experiências e teorização do campo. Ainda, sugiro revisão do planejamento políticopedagógico
integrando programas de qualificação profissional para potencializar práticas
pedagógicas com uso de tecnológicas digitais interativas.
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