341 resultados para Interactivity
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Dissertação para obtenção do Grau de Doutor em Media Digitais
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In the context of the scientific research into radio, recent years have encouraged many theories about the meaning of a post-radio (Oliveira & Portela, 2011), thus enlisting several parameters regarding the inclusion of contemporary radio in the digital and online environments. This digital migration has led to the development of mobile applications for radio, broadening the communicative potential of audiences (Aguado, Feijoo & Martínez, 2013), as well as promoting convergence of interactive content among listeners-users. Aware of this opportunity, the main broadcasters in Spain and Portugal have broadened their radiophonic scope to the mobile platform, especially geared towards smartphones through the development of mobile applications, commonly known as apps (Cerezo, 2010). As a symbol of a culture in permanent changing, smartphones not only provide greater easiness in terms of access and interaction, but also afford larger opportunities for disseminating content among audiences, a phenomenon that some studies have labelled as user distributed content (Villi, 2012). This article presents an exploratory analysis of the current policies of the main Spanish and Portuguese radio broadcasters regarding mobile applications, evaluating the different levels of interaction and participation in these platforms. This observation led to the conclusion, among other findings, that the mobile platform represents a supplementary channel for traditional FM radio, rather than a new medium with its own language and expression.
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This documents sums up a projectaimed at building a new web interfaceto the Apertium machine translationplatform, including pre-editing andpost-editing environments. It containsa description of the accomplished workon this project, as well as an overviewof possible evolutions.
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In this lecture we go over the fundamentals of interactive game narratives. Defining what we mean by narrative, and placing games in context with other ergodic literature. We look at non-linear structures, agency, and the narrative paradox. Concluding with a set of mechanisms that games designers use to manage agency in their narrative games.
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The ideas on which this paper is based are drawn from my thesis “Interactivity in Museums. A Relationship Building Perspective” written in 2007 for the fulfillment of the Master Degree in Museology at the Reinwardt Academy in Amsterdam. The main arguments are that the notion of Interactivity conceptualized within a technological orientation coupled with the pedagogic approach of mere information transmission need to be reconsidered; that Interactivity in museums is a conception both misinterpreted and under-implemented; and that the problems of understanding Interactivity will resolve by identifying the aspects which define Interactivity and most importantly focus on why they matter in a broader socio-cultural context within museums. Without an intention to attribute all the developments and advances associated with new museological practice, in some deterministic way, solely to politics and economic change, I argue that the new strategies adopted by museums towards progression and broader accessibility –at least regarding interactivity, seem to be linked more with a dominant commercialization of culture and education, than with a belief towards an effect on social change through the promotion of social interaction within a pluralistic and multicultural society, acknowledging the diversity of nature, opinion and practices, which can be combined instead of contrasting each other.
Children playing branded video games: The impact of interactivity on product placement effectiveness
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This study extends product placement research by testing the impact of interactivity on product placement effectiveness. The results suggest that when children cannot interact with the placements in video games, perceptual fluency is the underlying mechanism leading to positive affect. Therefore, the effects are only evident in a stimulus-based choice where the same stimulus is provided as a cue. However, when children have the opportunity to interact with the placements in video games, they may be influenced by conceptual fluency. Thus, placements are still effective in a memory-based choice where no stimulus is provided as a cue. Keywords: Perceptual fluency; Conceptual fluency; Video games; Interactivity; Children; Product placement
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Currently the achievements of technology have not been enough to overcome the misery, in which are numerous human groups. Relegated to its background, the human being sees those scenarios, which brings out discussions about its formation, in which values are regarded as the scientific and technological aspects. The educational research inspired by this framework involving the theme of human development, update and re-frame concepts related to the linkage between interactivity and interaction, two important features presented in the process of Distance Education (DE). The research inquired about how these features have been articulated. It conducted a field study in which two professors were interviewed. The results showed that the integration between interactivity and interaction, involving aspects such as autonomy, critical awareness, relationships among students, the sharing of values and worldviews, is at the base of the educational processes of the DE. They also showed that, on these processes, there are shortcomings regarding the development of values and having to be thought the tutor training strategies from an interdisciplinary view.
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Today, approximately 29% of the world population use the Internet, against 38% in Brazil, which shows its importance in people's routine not only in Brazil, but also worldwide. Being the Internet a communication media, this research evaluates the influence of Interactivity as a factor to increase memorization of Internet sites. According to literature, multiway, immediacy and contingency factors increase Interactivity and sites that provide one or more of these factors influence memorization. 20 in-depth personal interviews were conducted to improve the understanding the issue, to identify leads and elaborate our hypothesis, followed by a quantitative survey of 300 people. Hypotheses were tested using Chi-square and a hierarchical and non-hierarchical cluster analysis. Results showed that the smaller the number of leads of a specific website, the larger are its memorization and access. The theoretical contribution of this investigation is that websites that offer fewer leads are more interactive, which causes them to be remembered. The managerial implication is that websites with a clear position and a small quantity of information or leads tend to be more remembered and accessed by internet users.