Search results for "Interactive media"

showing 10 items of 10 documents

The motivational appeal of interactive storytelling: Towards a dimensional model of the user experience

2009

A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from `old' entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ("flow") are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.

Computer sciencebusiness.industrymedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGAppealExperiential learningInteractive storytellingEntertainmentUser experience designHuman–computer interactionQuality (philosophy)CuriositybusinessInteractive mediamedia_common
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Debating Europe: Effects of the “Eurovision Debate” on EU Attitudes of Young German Voters and the Moderating Role Played by Political Involvement

2016

In the run-up to the elections to the European Parliament in 2014, EU citizens had the unprecedented opportunity to watch televised debates between the candidates running for president of the European Commission. The most important debate was the so-called "Eurovision debate", which was broadcasted in almost all EU member states. In this study we explore the responses of a sample of 110 young German voters, who watched this debate, to the candidates' messages and whether exposure to the debate caused a shift in the respondents' attitudes towards the EU. Combining data from a quasi-experiment, real-time response data, and data from a content analysis of the debate, we find that respondents' …

European ParliamentPublic AdministrationSociology and Political ScienceEU attitudespolitical attitudepolitische EinstellungEuropapolitikparliamentary electionddc:070German0508 media and communicationsWahlverhalten050602 political science & public administrationKandidaturcandidacyFernsehenpreferencelcsh:JA1-92Political scienceEuropaparlamentmedia_commonMass mediaBerichterstattungWirkungsforschung Rezipientenforschungreportingpolitical knowledge05 social sciencesParteiPublic relationsMassenmedientelevisionPreferenceBundesrepublik Deutschland0506 political scienceCandidacylanguageyoung adultpartyEuropawahlEuropean PoliticsParliamentmedia_common.quotation_subjectPolitikwissenschaftinteraktive Medien050801 communication & media studieselectionFederal Republic of GermanyImpact Research Recipient ResearchWahlmass mediaPoliticslcsh:Political science (General)Political sciencetelevised debatesWahlkampfPolitical Process Elections Political Sociology Political CulturepersonalizationNews media journalism publishingpolitische Willensbildung politische Soziologie politische Kulturjunger ErwachsenerParlamentswahlformulation of political objectivesbusiness.industryvoting behaviorelection to the European Parliamentpolitische WillensbildungEuropean electionPräferenzevaluation of candidate statementslanguage.human_languageinteractive mediaelection campaignContent analysisddc:320Voting behaviorPublizistische Medien JournalismusVerlagswesenbusinessEUPersonalisierungPolitics and Governance
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Using Talking Books to Support Early Reading Development

2009

This chapter explores the question of how interactive multimedia talking books can promote young children’s literacy development. Whilst commercially available talking books can motivate young children to read, there is little evidence that they are linked to the development of skills known to promote reading itself. The ‘Bangers and Mash’ talking books (Chera, 2000), were designed to address this issue, and we review studies that evaluated their effectiveness as classroom resources that could promote reading-related skills and abilities. We then consider the various barriers to collaborative learning in Early Years classrooms, and describe how resources like talking books could address som…

radioComputer sciencebusiness.industrymedia_common.quotation_subjectCollaborative learningInterpersonal communicationEarly readingLiteracyTalking booksPhonological awarenessReading (process)Pedagogyradio.radio_programbusinessInteractive mediamedia_common
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A Study on the Assessment of Introductory Computational Thinking via Scratch Programming in Primary Schools

2018

Computational thinking (CT), a transversal intellectual foundation integral to computer science, is making its way into compulsory comprehensive education worldwide. Students are expected to attain skills and knowledge in such interdisciplinary CT principles as Algorithmic thinking, Data representation, and Debugging. Problem-solving by designing and manipulating interactive media with Scratch, a graphical programming tool, is popular especially at the primary school level. However, there has been confusion regarding how introductory CT can be operationalized for educational practice. Teachers and students need research-based knowledge for setting appropriate learning goals in addition to i…

tietokoneavusteinen opetusgraphical programmingComputer scienceassessment02 engineering and technologyalakouluprimary schoolFormative assessmentcomputational thinking020204 information systemsComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringMathematics educationta516computer.programming_languageVisual programming languageta113educationOperationalizationConceptualizationbusiness.industryComputational thinking05 social sciences050301 educationScratchAssessment for learningScratchohjelmointiongelmanratkaisubusiness0503 educationcomputerInteractive media
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Media-induced recovery: The effects of positive versus negative media stimuli on recovery experience, cognitive performance, and energetic arousal.

2017

Recent research has demonstrated that the use of hedonically positive interactive media content contributes to the satisfaction of recovery needs and is associated with recovery outcomes such as higher levels of cognitive performance and increased energetic arousal. The recovery effects of noninteractive media stimuli as well as of media content with negative affective valence, however, are less clear. The present investigation addressed this limitation of prior research on

Cultural Studiesbusiness.industryCommunication05 social sciences050801 communication & media studies050109 social psychologyCognitionCoping behaviorAffective valence0508 media and communications0501 psychology and cognitive sciencesEffects of sleep deprivation on cognitive performancebusinessPsychologySocial psychologyMedia contentEnergetic arousalApplied PsychologyInteractive mediaCognitive psychologyMass mediaPsychology of Popular Media Culture
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Explorations on interactive interfaces using cuteness

2007

The experience of interactive systems can be a rather complex set of events. The perceptions appeal to the user's senses including visual, auditory, tactile, olfactory, and gustatory. Taken from a human factors approach, the sensitivity of the senses can be measured very closely and units of measurement arise from the "just noticeable difference." These differences can be mapped to the physics behind the stimuli and computer controlled systems very accurately provide sensation to the user through various user interfaces. The human mind also plays an important role in making sense of the experience not only from a physiological standpoint, but from a psychological and cultural reference poin…

Cognitive scienceSexual attractionComputer sciencebusiness.industrymedia_common.quotation_subjectPopularityHuman–computer interactionPerceptionSensationHappinessUser interfaceSet (psychology)businessInteractive mediamedia_commonProceedings of the 2nd international conference on Digital interactive media in entertainment and arts
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Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences

2019

Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (i.e., the amount of cognitive effort a task requires) in that process. Toward this end, our study aimed to investigate how cognitive task demand during gameplay affects users’ recovery experiences. Results of a laboratory experiment suggest that dif…

Process (engineering)media_common.quotation_subjectControl (management)050801 communication & media studies050109 social psychologyddc:070Task (project management)cognitive task demandlcsh:Communication. Mass media0508 media and communicationsInteractive electronic Mediaddc:150Stress (linguistics)recovery experiencesPsychology0501 psychology and cognitive sciencesgaminginteraktive elektronische MedienGeneral Psychologymedia_commonNews media journalism publishingAllgemeine PsychologieRelaxation (psychology)business.industryCommunication05 social sciencesCognitionvideo gameslcsh:P87-96interactive mediaFeelingPsychologiecognitive task demand; gaming; interactive media; recovery experiences; video gamesPublizistische Medien JournalismusVerlagswesenPsychologybusinessInteractive mediaCognitive psychologyMedia and Communication
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Measuring user responses to interactive stories: Towards a standardized assessment tool

2010

With the increasing number of prototypes and market applications of interactive storytelling, the understanding and optimization of how end users respond to computer-mediated interactive narratives is of growing importance. Based on a conceptual model of user experiences in interactive storytelling, a measurement instrument for empirical user-based research was developed. We report findings from an initial test of the self-report scales that was conducted with N=80 players of the adventure game "Fahrenheit". Interactivity was manipulated experimentally in order to validate the measures. Results suggest that the scales will be useful for comparing user responses to 'real' interactive storyte…

MultimediaEnd userbusiness.industryComputer science05 social sciencesComputingMilieux_PERSONALCOMPUTINGConceptual model (computer science)050801 communication & media studiesAdventurecomputer.software_genreInteractive storytelling0508 media and communicationsInteractivityUser experience designHuman–computer interaction0501 psychology and cognitive sciencesNarrativebusinesscomputer050107 human factorsInteractive media
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Mobile Apps and Social Media

2017

1The increasing penetration of smartphones among global population, especially among youth and children, has define a mobile and interactive media use without any precedent. A global connected world is the context in where our offspring are developing self-competences in media literacy because they manage technological devices at very early ages. This context is the state of affairs of this article in which we present two different steps: firstly, a theoretical study, showing the impact of mobile devices, focusing on smartphones and mobile applications where the question arisen is: What are children and young doing while online? Media literacy is also described in order to apply its dimensi…

social networksInternet privacy050801 communication & media studiesContext (language use)primary school03 medical and health sciences0508 media and communications0302 clinical medicineEmpirical researchdigital skills030225 pediatricsSocial mediaSociologymobile appseducationSocial networkbusiness.industryMobile broadband05 social sciencesScopus(2)Advertisingmedia literacyMedia literacybusinessMobile deviceInteractive mediaProceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality
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Toward hyper-realistic and interactive social VR experiences in live TV scenarios

2022

© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and ligh…

Social VR:Enginyeria de la telecomunicació::Telemàtica i xarxes d'ordinadors [Àrees temàtiques de la UPC]Computer scienceSocial TVStereoscopyBroadbandVirtual realityInteractive mediaSession (web analytics)Virtual realitylaw.inventionUser experience designlawHuman–computer interactionComunicacions mòbils Sistemes deMedia TechnologyImmersive mediaElectrical and Electronic EngineeringRepresentation (mathematics)Immersive TVInteractive televisionBroadcastbusiness.industryVolumetric mediaKeyingVR TVObjective testMobile communication systemsbusiness
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