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Assessing the impact of smart tourism on the accessibility of people living with mobility disabilitiesAtanga, Barbara Apaalabono 11 May 2020 (has links)
No description available.
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Using a Comprehensive Model to Test and Predict the Factors of Online Learning EffectivenessHe, Minyan 17 August 2013 (has links)
As online learning is an important part of higher education, the effectiveness of online learning has been tested with different methods. Although the literature regarding online learning effectiveness has been related to various factors, a more comprehensive review of the factors may result in broader understanding of online learning effectiveness. Therefore the purpose of this study was to investigate the relationship among online learning effectiveness, interactivity, collaboration, communication media, and group trust. A student survey based on online learning effectiveness, interactivity, collaboration, communication media, group trust, and demographic information was used in this study. All these variables were used as predictor variables. A total of 401 responses were received during summer 2013 from a southeastern university. Different models were compared by using multiple linear regression. Results of the best predicting model showed interactivity was the strongest predictor of online learning effectiveness, followed by previous online grades, age, employment status, number of online courses taken, and ethnicity. These predictors explained 38% of the variances in online learning effectiveness. Findings of this study provide valuable information for online instructors and university administrators.
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Interactive Level Design and Immersion : A study of Player Experience in Genshin ImpactSiliute, Urte, Westberg, Albin January 2023 (has links)
The purpose of this thesis is to find out how interactive level design directly impactsplayers’ experience of immersion. This was done by researching different perspectives andtheories for immersion and interactivity while using Genshin Impact as an example. For thisstudy, interactive level design means a piece of environment that reacts to a player’s input.This research is important as there is a gap in the research, as while there are existing theoriesfor interactivity, immersion, and level design independently, there is little existing researchlinking them together. Additionally, this thesis is important for future level design, as it willaid in making more interactive and immersive levels for games. The method of this thesisrelied on answers from 2 qualitative and quantitative surveys and 5 semi-structuredinterviews. The data gathered from the surveys and interviews were then separately analyzed.The results indicate that interactive level design indeed has an influence that heightensplayers’ experience of immersion.
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How Was Passion Stirred Through Interactivity in Obama's Blog?Liu, Yifei 18 March 2009 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / The impact of new technology on the current presidential campaign has prevailed. A small but fundamental change quietly took place in the candidate’s website—Barack Obama’s official campaign blog. The campaign is now operating two sub-blogs at the same time, the Obamablog (also known as the Obama HQ blog) and the Community Blog. The former becomes a must-have tool in a political campaigner’s strategy, whereas the latter, which allows visitors to actually write, publish, and manage posts, is novel. This new function seems an audacious step up from the rest of the blogs of this kind since the 2004 presidential election because it gives citizen users freedom to express their own ideas that could put the campaign on an impromptu situation to respond.
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The Use of Graphics, Animation, and Interactivity in a Computer-Based Lesson on Light in Digital SpaceVance, Alexander Phillip 10 March 2005 (has links) (PDF)
A discussion of the design, development, and evaluation of a computer-based lesson treating the subject of how light is represented in digital space. The report contains an analysis of the need for the project, a description of the product itself, and the methods and results of the evaluation. It also contains a literature review that discusses the supporting research concerning instructional graphics, animation and interactivity, as well as instructional design in general.
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Website Interactivity as a Branding Tool for Hotel WebsitesDavila, Albert Barred 01 January 2014 (has links)
The dissertation explored the relationships among Website interactivity, brand knowledge, consumer-based brand equity and behavioral intentions in the context of hotel Websites. Based on an in-depth literature review, a theory-driven model was proposed and ten hypotheses were developed. The dissertation employed an empirical study based on a survey design, and collected data via a marketing company. Respondents who booked a hotel room online using hotel branded Websites in the last 12 months were approached to complete the online questionnaire. Four hundred ninety six (496) respondents completed the online questionnaire by answering to questions related to their last hotel booking experience. Analysis was conducted in two phases: (1) Confirmatory Factor Analysis (CFA) and (2) Structural Equation Modeling (SEM). The overall fit of the CFA model and the final SEM model were acceptable, indicating an adequate fit to the data. The results suggested that the two dimensions of Website interactivity, namely system interactivity and social interactivity, positively impacted the components of brand knowledge, and that system interactivity had a stronger impact as compared to social interactivity. Although, social interactivity was not found to have a significant direct effect on brand awareness, the results showed that social interactivity had a significant impact on brand image. Furthermore, the relationship between brand equity and behavioral intentions was positive and significant. The empirical study offered theoretical for utilizing Website interactivity as a branding tool in the hotel context. Additionally, the results provide practical insights into branding strategies, Website development, and behavioral intentions enhancement. Very few studies have empirically examined and incorporated Website interactivity dimensions and brand knowledge with consumer-based brand equity and behavioral intentions. This gap in the literature has been compounded by an absence of empirical studies on Website interactivity as a tool to develop brands and behavioral intentions in the context of hotel Websites. The present dissertation closes this gap in the literature by reporting on a questionnaire of US adult travelers that offered data on those theoretical associations. Conceptually, the results support the influential impact of Website interactivity on brand elements and behavioral intentions.
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A Prototype For Narrative-based Interactivity In Theme ParksKischuk, Kirsten 01 January 2008 (has links)
The purpose of this thesis is to look at the potential for interactive devices to enhance the story of future theme park attractions. The most common interactive theme park rides are about game-based interaction, competition, and scoring, rather than about story, character, and plot. Research into cognitive science, interactivity, narrative, immersion, user interface, theming and other fields of study illuminated some potentially useful guidelines for creating compelling experiences for park guests. In order to test some of these ideas, an interactive device was constructed and tested with study subjects. Each study subject watched a video recording of an existing theme park ride while using the device, and then filled out a survey concerning their experience. The results revealed how subjects view character-driven interactive devices, how a device should be blended into a ride sequence, how subjects think interactivity and responsiveness should be structured in regards to themselves and the ride, and begins to hint at their motivations for using interactive devices.
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Playful Posters with AR : Exploring Playful Interactions with Pop Art Posters Through Augmented Reality (AR)Bolin, Ebba January 2023 (has links)
This thesis aims to contribute to the field of interaction design practice by exploring how posters might offer playful interaction through augmented reality (AR). The project uses an experimental design process involving prototyping, user testing, and analysis to investigate playful interaction together with pop art posters and AR as a technology. This project respects posters as an artistic medium in traditional static form but also further explores the notion of the poster. The aim of this project is to explore how to offer playful interactions with pop art posters through AR to offer a new innovative, engaging, and immersive experience for users in public spaces. The results highlight the importance of appropriate context to engage users through playful interactions and exploring this new virtual space using AR, which contributes to playful interaction through depth, movement, exploration, and unexpected outcomes. To conclude, this thesis project generates a foundation of knowledge for the field of interaction design practice about how posters can offer playful interactions with AR that future designers can act on.
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Дизайн-сопровождение образовательной платформы с интерактивными сервисами для проведения дистанционных и очных учебных занятий : магистерская диссертация / Design support of an educational platform with interactive services for conducting distance and face-to-face training sessionsНовикова, Т. Ю., Novikova, T. Y. January 2021 (has links)
Работа посвящена разработке дизайна образовательной онлайн-платформы. Выявляется минимизация проблемных ситуаций и снижение трудозатрат педагогов при подготовке интерактивного урока для любой формы обучения (очной или дистанционной), а также предлагается повышение вовлечённости обучающихся на занятиях с помощью средств графического дизайна. / The work seeks to explore the development of the design of an educational online platform. It reveals the minimization of problem situations and a decrease in teachers' labor costs when preparing an interactive lesson for any form of education (full-time or distance learning), and it is also proposed to increase the involvement of students in the classroom using graphic design tools.
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Explicating Presence and Immediacy: An Examination of Two Overlapping ConstructsEasley, Nicole G. 09 July 2014 (has links)
No description available.
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