• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 4
  • 1
  • Tagged with
  • 5
  • 5
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 1
  • 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.
1

Implementing implicit interaction in interactive film / Att använda implicit interaktion i interaktiv film

Bustos, Christian January 2016 (has links)
In this paper, an user study will be taken on in order to explore how different types of interaction affect the levels of immersion and experience within interactive film. The two different types of interaction that will be compared in this study are implicit interaction, and explicit interaction. The format of interactive film has not experienced too many changes the last years, and the user could experience a loss of immersion when using the format as it is shaped today. Usually, interactive films interrupt the flow of the narrative in order to give the user the time to make a choice. This makes the immersion get lost, and in some way, even part of the experience. In this paper, implicit interaction will be implemented within interactive film, and it will be tested by several participants from different disciplines. One hypothesis is that the users are more immersed in the narrative when trying out implicit interaction in an interactive film. The results of this paper could be useful for the community of computer entertainment, but also for the field of interaction design since this paper could reveal how users experience implicit interaction and how designers should approach to this type of interaction.
2

Pervasive Film : Mobil, interaktiv och platsberoende film, en fallstudie / Pervasive Film : Mobile, interactive and place dependent film, a case study

Dahlgren, Anna January 2010 (has links)
No description available.
3

Pervasive Film : Mobil, interaktiv och platsberoende film, en fallstudie / Pervasive Film : Mobile, interactive and place dependent film, a case study

Dahlgren, Anna January 2010 (has links)
No description available.
4

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

Larsson, Ann-Sofie, Persson, Frida January 2014 (has links)
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. D &Lagerstedt. J, 2006). The users have expressed their needs in qualitative methods such as user testing with focus groups. The results from this study shows that you can customize a design based on the users different conditions through close communication between the customer, target audience and the use of multimedia. The previous research and the result of the user testing indicates that there is a strong connection between multimedia, disabilities and how Jippieseriens messages can reach out to the entire audience. You can give the user the ability to use multiple senses simultaneously then using various of media at the same time.
5

Interaktivt Innehåll och Konvergenskultur : En diskursiv fallstudie av Black Mirror: Bandersnatch / Interactive Content and Convergence Culture

Tunney, Ruth January 2019 (has links)
As illustrated by the Netflix special Bandersnatch as a cultural phenomenon, the purpose of this study was to analyze how "new" storytelling forms exist in today's convergence culture. This was done by a discursive case study about TV-critics' reception of Bandersnatch, along with smaller comparative discourses covering both relatively traditional film and TV organizations within the media industry, as well as an online forum. Therefore, it was demonstrated how the convergence culture expanded the expression of interactive content. Themes inspired by the reviews included the categorization of Bandersnatch as a media product. The technological aspects of interactive elements were furthermore used in the analysis of the result. Moreover, this was discussed in relation to theories of design and convergence culture. Finally, the results of the study indicated that Netflix's Bandersnatch was compared to both analogue and digital media products. The film's technological aspects were considered to detract from the storytelling experience of a movie, but rather it generated the type of entertainment found in a video game. An insecurity of the future of film as an artform and a dilution of traditional ownership roles also emerged, as the viewer's control continued to be discussed, not only in relation to Bandersnatch, but also to the overall interactive and participatory digital media landscape. / Belyst av Netflix-specialaren Bandersnatch som ett kulturellt fenomen var syftet med denna studie att analysera hur "nya" berättarformer existerar i dagens konvergenskultur. Detta gjordes genom en diskursiv fallstudie om TV-recensenters mottagande av Bandersnatch, ihop med mindre jämförande diskurser som behandlade relativt traditionella film- och TV-organisationer inom mediebranschen samt ett onlineforum. Därmed påvisades också hur konvergenskulturen vidgade uttrycket av interaktivt innehåll. Teman inspirerade av recensionerna inkluderade exempelvis kategoriseringen av Bandersnatch som medieprodukt. De teknologiska aspekterna av interaktiva element användes vidare i analysen av resultaten. Ytterligare diskuterades detta i relation till teorier om design och konvergenskultur. Slutligen indikerade studien att Netflix Bandersnatch jämfördes med både analoga och digitalamedieprodukter. Filmens teknologiska aspekter ansågs förminska berättarupplevelsen som film, men skapade snarare en typ av nöje som återfanns i TV-spel. En osäkerhet om framtiden av film som en konstform uppdagades också, medan tittarens kontroll fortsatte att diskuteras, inte bara i relation till Bandersnatch, utan också i förhållande till helheten av det interaktiva och deltagande digitala medier-landskapet.

Page generated in 0.1518 seconds