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Developing a language of interactivity through the theory of play.Polaine, Andrew January 2010 (has links)
In a world increasingly influenced by interactive interfaces, devices and services both in the commercial and non-commercial spheres, understanding interactivity and its underpinnings is essential. We have moved into a state of flux in which both culture and technology are in constant interplay and the only constant is change itself. The only future-proof approach to designing for and dealing with an environment of constant change in these systems and forms is to look for a mechanism and theoretical framework that underpins them all. Drawing upon a range of disciplines – from design, art, cognitive science, linguistics and more – this thesis argues that play is such a fundamental building block of culture, society, technology and cognition that it is the ideal lens through which to examine the interactive experience. It is versatile enough to cross boundaries and fundamental enough to be understood intuitively. Through an understanding of the intersection between movement, embodied cognition, metaphor and play, a set of principles of interactivity are developed that are flexible enough to analyse and be applied to a broad spectrum of interactive experiences, from interactive artworks to services to individual user interface elements. Finally, it is proposed that these principles provide a way to examine the phenomenal growth of social networks and the fundamental cultural shifts we are experiencing today as a result of the friction generated between emerging networked technologies and the industrial age structures they are dismantling.
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Developing a language of interactivity through the theory of play.Polaine, Andrew January 2010 (has links)
In a world increasingly influenced by interactive interfaces, devices and services both in the commercial and non-commercial spheres, understanding interactivity and its underpinnings is essential. We have moved into a state of flux in which both culture and technology are in constant interplay and the only constant is change itself. The only future-proof approach to designing for and dealing with an environment of constant change in these systems and forms is to look for a mechanism and theoretical framework that underpins them all. Drawing upon a range of disciplines – from design, art, cognitive science, linguistics and more – this thesis argues that play is such a fundamental building block of culture, society, technology and cognition that it is the ideal lens through which to examine the interactive experience. It is versatile enough to cross boundaries and fundamental enough to be understood intuitively. Through an understanding of the intersection between movement, embodied cognition, metaphor and play, a set of principles of interactivity are developed that are flexible enough to analyse and be applied to a broad spectrum of interactive experiences, from interactive artworks to services to individual user interface elements. Finally, it is proposed that these principles provide a way to examine the phenomenal growth of social networks and the fundamental cultural shifts we are experiencing today as a result of the friction generated between emerging networked technologies and the industrial age structures they are dismantling.
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Developing a language of interactivity through the theory of play.Polaine, Andrew January 2010 (has links)
In a world increasingly influenced by interactive interfaces, devices and services both in the commercial and non-commercial spheres, understanding interactivity and its underpinnings is essential. We have moved into a state of flux in which both culture and technology are in constant interplay and the only constant is change itself. The only future-proof approach to designing for and dealing with an environment of constant change in these systems and forms is to look for a mechanism and theoretical framework that underpins them all. Drawing upon a range of disciplines – from design, art, cognitive science, linguistics and more – this thesis argues that play is such a fundamental building block of culture, society, technology and cognition that it is the ideal lens through which to examine the interactive experience. It is versatile enough to cross boundaries and fundamental enough to be understood intuitively. Through an understanding of the intersection between movement, embodied cognition, metaphor and play, a set of principles of interactivity are developed that are flexible enough to analyse and be applied to a broad spectrum of interactive experiences, from interactive artworks to services to individual user interface elements. Finally, it is proposed that these principles provide a way to examine the phenomenal growth of social networks and the fundamental cultural shifts we are experiencing today as a result of the friction generated between emerging networked technologies and the industrial age structures they are dismantling.
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Advertising management influence effctiveness of online advertising : A study of white-collar workers in online advertising contextLiu, Handan, Ma, Jin January 2010 (has links)
<p>Online advertising which is a new form of communication provides interactivity between advertisers and consumers.</p><p>This dissertation is focusing on how advertising management influence the effectiveness of online advertising.The theoretical framework of this study mainly contains the advertising management and effectiveness of effects model.These two models are combined together in an analytical model where a connection between the two theories is explained that will be used as a foundation in gathering and analyzing the empirical findings. The quatitative research strategy is appliedd in this dissertation. Based on the questionnaies of white-collar workers, the empirical data was collected.</p><p>The conclusion which can be drawn from this study is that there is clear evidence that good management will improve cognitive,affective and conative degree of consumer behavior.</p>
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Advertising management influence effctiveness of online advertising : A study of white-collar workers in online advertising contextLiu, Handan, Ma, Jin January 2010 (has links)
Online advertising which is a new form of communication provides interactivity between advertisers and consumers. This dissertation is focusing on how advertising management influence the effectiveness of online advertising.The theoretical framework of this study mainly contains the advertising management and effectiveness of effects model.These two models are combined together in an analytical model where a connection between the two theories is explained that will be used as a foundation in gathering and analyzing the empirical findings. The quatitative research strategy is appliedd in this dissertation. Based on the questionnaies of white-collar workers, the empirical data was collected. The conclusion which can be drawn from this study is that there is clear evidence that good management will improve cognitive,affective and conative degree of consumer behavior.
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Computer Mediated Communication: Interaction and InteractivityAgle, Mark 03 August 2006 (has links)
This study examines three popular theories of computer-mediated communication (CMC) and how they relate to increased modes of interactivity. The research takes place in a highly interactive virtual world called "There." A total of 18 participants took part in the study. Using participant-observation and in-depth interviews, the study found that all three perspectives manifested themselves in both the reported and observed behavior. The three perspectives examined are the social information processing theory (SIPT), the social identity model of de-individuation effects (SIDE), and the hyperpersonal perspective. The study found that SIPT and the hyperpersonal perspective did the best job at explaining the observed behavior, although many factors of the SIDE model also helped.
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The Effects of Online Sweepstakes Interactivity and Brand Product-Prize Fit on Brand EvaluationChieh Chiu, Chen 25 July 2012 (has links)
With the rapid development of Internet and E-Commerce in recent years, online sweepstakes have become one of the most favorite promotion tools. This study discusses the brand evaluation on interactivity of online sweepstakes,the complement of brand product-prize fit,the goal of brand product-prize fit and online users¡¦ demographics. This research adopts 2X2X2 experimental method and distributes online questionnaire, retrieving 387 samples and analyzing the data with SPSS 17.0. The results shows that the interactivity of online sweepstakes and the goal between the brand product and prize fit affect brand evaluation,but the complement of brand product-prize fit does not. Income and gender do not have moderating effect. Companies should held more highly interactive online sweepstakes and choose higher goal of brand product-prize fit product for prize.Thus,it will raise overall brand evaluation.This study therefore provides some practical advice to companies on online sweepstakes strategies in the future.
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Advanced modelling and visualisation of liquid-liquid separations of complex sample components, with variable phase distribution and mode of operationDe Folter, Jozefus Johannes Martinus January 2013 (has links)
This research is about liquid-liquid chromatography modelling. While the main focus was on liquid-liquid chromatography, where the stationary and mobile phases are both liquid, theory of different types of chromatography, including the currently most used techniques, were considered as well. The main goal of this research was to develop a versatile liquid-liquid separation model, able to model all potential operating scenarios and modes of operation. A second goal was to create effective and usable interfaces to such a model, implying primarily information visualisation, and secondarily educative visualisation. The first model developed was a model based on Counter-Current Distribution. Next a new more elemental model was developed, the probabilistic model, which better models continuous liquid-liquid chromatography techniques. Finally, a more traditional model was developed using transport theory. These models were used and compared to experimental data taken from literature. The models were demonstrated to model all main liquid-liquid chromatography techniques, incorporated the different modes of operation, and were able to accurately model many sample components and complex sample injections. A model interface was developed, permitting functional and effective model configuration, exploration and analysis using visualisation and interactivity. Different versions of the interface were then evaluated using questionnaires, group interviews and Insight Evaluation. The visualisation and interactivity enhancements have proven to contribute understanding and insight of the underlying chromatography process. This also proved the value of the Insight Evaluation method, providing valuable qualitative evaluation results desired for this model interface evaluation. A prototype of a new graphical user interface developed, and showed great potential for combining model parameter input and exploring the liquid-liquid chromatography processes. Additionally, a new visualisation method was developed that can accurately visualise different modes of operation. This was used to create animations, which were also evaluated. The results of this evaluation show the new visualisation helps understanding of the liquid-liquid chromatography process amongst CCC novices. The model software will be a valuable tool for industry for predicting, evaluating and validating experimental separations and production processes. While effective models already existed, the use of interactive visualisation permits users to explore the relationship between parameters and performances in a simpler yet more powerful way. It will also be a valuable tool for academia for teaching & training, both staff and students, on how to use the technology. Prior to this work no such tool existed or existing tools were limited in their accessibility and educational value.
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Datorn, en genväg eller ett hinder till dialog? / Personal Computer (PC), a shortcut or an obstacle to dialog?Ferriol, Cristina January 2013 (has links)
We are living in a society where the digital technology is a tool that integrates into our life and changes our daily life and the way we communicate. The easy access to information and the opportunity to communication change the schools organization and demands new ways of teaching with and in contact with the surrounding world. That is why it is interesting to know how teachers can create an education environment with support of digital tools that fulfills a meaning for themselves, the pupils and the goals of the curriculum. This study is about how six teachers in one elementary school creates an education environment with support of digital tools and how they think the affect the pupils cooperation, communication and participation. The theoretical frame for this study is built in a sociocultural perspective, where people learn and develop through participation in social practices. To get the understanding of how teachers are thinking about the challenges and possibilities that digital tools have in the education environment, I choose a qualitative research method. When I interviewed the teachers I used a semi structured interview form. With the focus on a dialogic perspective have I interpreted and analyzed the teachers’ story. Thereby, to highlight the teachers’ stories have I structured the interviews by tree aspects: Interactivity, Cooperation and Conversation. The result of this study has an interesting pivot in the perspective of the purpose, where my observation notes while searching for information and during the interviews became a very important material. This study can be of interest for all who are working with teaching and to them who has an interest of education and the future of our children.
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An Empirical Examination of the Effects of Permission, Interactivity, Vividness and Personalisation on Consumer Attitudes toward E-mail MarketingManeesoonthorn, Chadinee, Pear January 2006 (has links)
The major objective of this study is to explore empirically the effects of permission, interactivity, vividness and personalisation upon attitude, behavioural intention and recommendation to e-mail marketing (the latter two variables being proxies for behaviour). The proposed model is based on the integrated framework of Fishbein and Ajzen's Theory of Reasoned Action (TRA), Triadis's Theory of Planned Behaviour (TPB) and Rettie's 2002 Basic E-mail Response Process Model. For data collection, qualitative and quantitative studies were used. The qualitative results from four semi-structured interviews reveal New Zealand enterprises' strong trust in permission-based e-mail marketing and how they implement it as one of their marketing strategies. The quantitative component presents and empirically tests the proposed model in terms of a personalisation (presence/absence), interactivity (low/high) and vividness (low/medium/high) (2*2*3) between-subjects factorial design, where subjects were exposed to an e-mail advertisement for a mobile phone. From 650 responses collected by clicking on an e-mail link through an online web survey, the data was analysed with analysis of covariance (ANCOVA). Based on strong suggestions in the literature and findings in the qualitative study on the importance of permission-based marketing, attitude toward permission e-mail was examined as one of the dependent variables in the quantitative study. Results reveal similarities and differences in the effects of interactivity, vividness and personalisation respectively between the low and high attitude toward permission based e-mail marketing groups. Although significant effects of interactivity on attitude and behavioural intention were observed, the nature of those effects proved contrary to the author's expectation. In terms of vividness, results showed significant effects on attitude and behavioural intention in both groups as anticipated. Conversely, personalisation was shown to have no effect on attitude and behavioural intention in any group, however, a positive effect on response rates was indicated. Two three-way interaction effects between interactivity, vividness and personalisation on attitude toward brand and friend recommendation were found only in the high group. This study strongly encourages e-mail marketers to respect their customers' privacy and to employ a permission-based marketing concept within their business strategy. The design of the e-mail (moderate to high vividness) and personalisation (use of recipient's name) are indicated to have a positive impact on the effectiveness of an e-mail ad. Future research should examine a permission-based marketing construct as a longitudinal study, and investigate personalisation at a higher level (based on recipients' preferences).
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