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Public Authorities' Use of ExhibitionBörjesson, Petter January 2004 (has links)
This thesis studies the use of exhibitions by public authorities and the possibilities of making exhibits out of authority topics.
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Kaohsiung Municipal Junior High School Teachers¡¦ beliefs and intention to use of interactive whiteboards (IWBs)Lee, Jiuan-ying 15 July 2010 (has links)
This research aimed to explore the current status of junior high school teachers¡¦ adopting interactive whiteboards (hereafter ¡§IWB¡¨) in teaching, and further investigate the teachers¡¦ beliefs and intention to use of IWBs. The research used survey research methodology to examine the Kaohsiung municipal junior high school teachers who had participated IWB teaching courses. There were 238 samples, and the research tool was the questionnaire ¡§Teachers¡¦ Teaching Beliefs and Intention to Use of Interactive Whiteboards.¡¨ In addition, semi-structured interviews were conducted to those who had expressed their willingness to have interviews in the questionnaires in order to supplement the lack of the questionnaire function. Data of the questionnaire sheets were statistically analyzed by SPSS 14.0 for Windows, and the analytical methods included descriptive statistics, average difference analysis, analysis of variances, and other related analytical methods. Qualitative interview data were inductively organized and analyzed. The findings of the research are as follows:
1.About 65% of Kaohsiung municipal junior high school teachers have ever used IWBs. The reason for using IWBs was mainly to increase students¡¦ learning motives. The major problem the teachers faced was that they were unable to find IWB-equipped classrooms. The assistance the teachers hoped to receive was to have an IWB teaching database constructed.
2.The Kaohsiung municipal junior high school teachers¡¦ IWB teaching beliefs were positive, as they generally believed that IWBs were an effective teaching tool integrated with multi-media resources. Thus, IWB teaching could not only trigger students¡¦ attention and learning motives but also promote their learning effects.
3.The Kaohsiung municipal junior high school teachers¡¦ intention to use of IWBs was positive. In general, the teachers believed that it would boost the teachers¡¦ intention to use of the IWB teaching if the teaching material was appropriate, equipment sufficient, or recommendations from other teachers. Some teachers expressed their intention to use of the IWB teaching in the future.
4.The total scale on the teachers¡¦ teaching beliefs showed a better outcome on the teachers with administrative work and those who had the IWB teaching experience; for evaluation level, it indicated better for those who had the IWB teaching experience; for expectation level, it signified better for the spontaneously-learning teachers and those who had the IWB teaching experience; for skill level, it represented better for male teachers, aged 31 to 40, with administrative work and those who had participated more frequently in IWB learning courses. There was no significant difference in cognition and feeling levels.
5.The total scale on the teachers¡¦ intention to use showed a better outcome on the teachers with administrative work and those who had the IWB teaching experience; for decision level, it indicated better for the teachers with administrative work, those who had participated more frequently in IWB learning courses, those who were spontaneous learners, and those who had the IWB teaching experience; for intention level, there was no significant difference.
6.The total scales of the teaching beliefs and of the intention to use showed a remarkable moderate positive correlation.
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A Study of Incentive Systems on Motivation, Interactive Behaviors and Satisfactions of Virtual CommunitiesLee, Pei-Chen 30 June 2011 (has links)
The Web 2.0 concept brought up the trends of growing rapidly interactive websites which were based on the internet characteristics such as upload creations, member votes, and even the the exchange of the gifts. In a brief summery, all the incredible activities are growing mainly under the encouragement of the diversity and accumulation of the users¡¦ engagements.
This study is based on the reference to the user experience and interface activities of kinds of popular Web2.0 websites. Also, through the 480 questionnaires samples and researches, this study tried to find the possible motivative activities and knowledge sharing models according to the users¡¦ motives, behaviors and self-gratification. Furthermore, this study also focused on the evaluation to the users¡¦ self-gratification after the extrinsic motivate rewards which were published to the general users.
The study results appeared that when the virtual community platforms adopt different kinds of motivate rewards; the positive influence is always existed between the user motive and the outside motivation rewards. To particularly point out, the extrinsic rewards of praising in public and community usefulness has the highest correlation through the Pearson correlation analysis. Also, the outside motivate activities will affect the interactive behaviors between the users accordingly.
On the personal characteristics observation, the ages and educations have significant differences to the users¡¦ motive. And the user experience of virtual community websites such as the quantities of accounts, frequency to visit the websites, and the average time of staying on the website have significant differences to user motives.
And on the perspective of motivation and user behaviors, the results basically are similar with the theory of uses and gratification. There is above 50% samples pointed out that trust and identification are the important key factors on all the websites activities between users. Especially the human-human interaction is the most popular one during the research. To conclude all the research efforts, this study made a prior research on the new internet activities and provided some ideas on the correlations of the motive, behaviors and gratification on users¡¦ side. Through the concrete results hope may have the study bases for further market researches or much practical reference to the website business management.
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Creating Automated Interactive Video Playback for Studies of Animal CommunicationsButkowski, Trisha 16 January 2010 (has links)
Video playback is a technique used to study the visual communication and
behaviors of animals. While video playback is a useful tool, most experiments lack the
ability for the visual stimulus to interact with the live animal. The limited number of
experiments involving interactive video playback can be attributed partially to the lack
of software available to conduct instructive interactive video playback experiments. To
facilitate such interactive experiments, I have created a method that combines real-time
animations with video tracking software. This method may be used to conduct
interactive playback experiments. To demonstrate this method, a prototype was created
and used to conduct automated mating choice trials on female swordtail fish. The results
of the mating choice trials show that this prototype is able to create effectively
interactive visual stimulus automatically. In addition, the results show that the interactive
video playback has a measurable effect on the female swordtail fish, Xiphophorus
birchmanni.
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View-Dependent Visualization for Analysis of Large DatasetsOverby, Derek Robert 2011 December 1900 (has links)
Due to the impressive capabilities of human visual processing, interactive visualization methods have become essential tools for scientists to explore and analyze large, complex datasets. However, traditional approaches do not account for the increased size or latency of data retrieval when interacting with these often remote datasets. In this dissertation, I discuss two novel design paradigms, based on accepted models of the information visualization process and graphics hardware pipeline, that are appropriate for interactive visualization of large remote datasets. In particular, I discuss novel solutions aimed at improving the performance of interactive visualization systems when working with large numeric datasets and large terrain (elevation and imagery) datasets by using data reduction and asynchronous retrieval of view-prioritized data, respectively.
First I present a modified version of the standard information visualization model that accounts for the challenges presented by interacting with large, remote datasets. I also provide the details of a software framework implemented using this model and discuss several different visualization applications developed within this framework.
Next I present a novel technique for leveraging the hardware graphics pipeline to provide asynchronous, view-prioritized data retrieval to support interactive visualization of remote terrain data. I provide the results of statistical analysis of performance metrics to demonstrate the effectiveness of this approach.
Finally I present the details of two novel visualization techniques, and the results of evaluating these systems using controlled user studies and expert evaluation. The results of these qualitative and quantitative evaluation mechanisms demonstrate improved visual analysis task performance for large numeric datasets.
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noneLi, Corrine 21 August 2003 (has links)
none
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Empirical Studies on the Interactive Strategies of the Online Learning CommunitiesKao, Pi-Yu 15 February 2005 (has links)
Although there are numerous online classes now, yet it is still questionable whether it can achieve the purpose to be initiative, diversified, interactive and collaborative. Taking a look at the current online classrooms, the functions developed by the systems are getting more and more complete; meanwhile, the user-friendliness which is getting improving has brought more convenience for users. However, if there should not be any powerful drive that is pushing from behind, most students would not spend much time getting online to participate in interaction and such classrooms with nearly no students were similar to nonexistence at all. Even for those online classrooms that are more popular among students, the messages left on their bulletin boards are mostly questions for requirements of the class and reposting of some online articles. Not many students can share what they know about these lessons and express how they feel in a profound way, which does not help a lot for learning efficiency of knowledge construction.
This study is based on the related theories of learning communities by referencing Tsai, Chung-Yuan¡¦s (Tsai, Chung-Yuan, 2001) instructive interactive design of control, feedback, and facilitate strategies to provide students an online classroom for their spare-time learning by themselves as an experimental platform. Based on a mode of quasi-experiment, it is to group them and manipulate the dependent variables, and to observe the learning behaviors and participation of the subjects in order to empirically test the instructively and socially interactive strategies among teachers and students, students and their peers.
For teachers, this study is expected to find an empirically proved strategic mode that can encourage students to have initiative learning and highly participation in the online classroom, and designs a questionnaire aiming at students¡¦ motivations and satisfactions, and the efficiency of group collaborative learning and studying groups. As for students, it is to explore the bottleneck that they have faced and couldn¡¦t break through all the time, then makes a deduction and designs some successful operational strategies to make online classroom work in order to achieve the learning efficacy so that online classroom will not become just another BBS established on the internet platform but can help to fulfill the dream of online learning.
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The Study of Interactive Strategies in Customer Relationship Management of Auction WebsitesLeu, Yunn-chiou 05 July 2006 (has links)
The thesis aims to examine Customer Management Relationship strategies used by different auction websites. The thesis used content analysis to investigate different auction websites with 32 website interactive functions, which can be classified into 8 categories. The research results found that auction websites had good performance in three categories of interactive functions(the website interactive interfacing, information offering, and individual options). It should be noted that two leading auction websites, namely Yahoo! and eBay, perform better than others in interactive interfacing. Roodo! is ranked the third and itemBay for cyber asset transactions the fourth. The result suggested that the auction websites should enhance sitemap navigating features, upgrade the webpage update rate, offer customer support activities, on-line surveys, routine raffle-drawing events, consolidate a customer-based community, and appealing on-line interactive games.
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The effect of learning website on learning performanceChen, Hsieh-Chih 13 February 2007 (has links)
The purpose of this study is to evaluate the effect of utilizing learning website on the learner¡¦s performance. We chose the learning website of Koa-Yuan university as an experimental platform and investigated student performance in the ¡§Copywriting¡¨ course. Task-Technology Fit¡]TTF) model was used to develop the research framework. We also add ¡§expert guidance¡¨ into this experiment as a moderating variable.
The experimental result shows that task characteristic and technology characteristics well explained the perceived task-technology fit. For all students, the fit level impacts on their learning performance. In the TTF factors, ¡§relationship with users¡¨,¡¨ timeliness¡¨, and ¡§quality¡¨ have more influence on learning performance. For students with ¡§expert guidance¡¨, the effect of ¡§relationship with users¡¨, and ¡§quality¡¨ were significant; while ¡§relationship with users ¡¨and ¡¨ timeliness¡¨ were significant for students without ¡§expert- guidance¡¨.
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Combinatorial Auction ProblemsBaykal, Safak 01 August 2007 (has links) (PDF)
Electronic commerce is becoming more important day by day. Many transactions
and business are done electronically and many people do not want paper work
anymore. When a firm wants to buy raw materials or components, it announces
its need to related websites or in the newspapers. Similar demands and
announcements can be seen almost everywhere nowadays. In this way, it needs to
perform fast and reliable auctions as much as possible. On the other hand, buyers
not only consider cost but also consider a lot of different aspects like quality,
warranty period, lead time etc when they want to purchase something. This
situation leads to more complex problems in the purchasing process.
As a consequence, some researchers started to consider auction mechanisms that
support bids characterized by several attributes in addition to the price (quality of
the product, quantity, terms of delivery, quality of the supplier etc.). These are
referred to as multi-attribute combinatorial auctions.
In this thesis, Combinatorial Auctions are analyzed. Single-attribute multi-unit,
multi-attribute multi-unit combinatorial auction models are studied and an
interactive method is applied for solving the multi-attribute multi-unit
combinatorial auction problem.
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