Search results for "interactivity"
showing 10 items of 53 documents
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…
Comunicare l'archeologia: innovazioni multimediali negli allestimenti museali
2014
Negli ultimi anni il tema della comunicazione museale attraverso i più avanzati strumenti di comunicazione è diventato, per i museografi, di forte interesse progettuale. Da diversi anni viene condotto infatti un dibattito molto acceso sui metodi e mezzi di comunicazione a supporto della narrazione archeologica in continuo contrasto fra tradizionalisti e rinnovatori, sul rapporto tra gli oggetti e la multimedialità e sul museo come luogo di apprendimento e divertimento. La ricerca approfondisce l'uso e il ruolo delle nuove tecnologie di comunicazione concentrandosi sulla possibilità di inserimento di essi negli allestimenti a carattere archeologico. Negli ultimi anni, i new media hanno appor…
Why Digital Games Can Be Advantageous in Vocabulary Learning
2021
Vocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this…
Not Funny? The Effects of Factual Versus Sarcastic Journalistic Responses to Uncivil User Comments
2016
Incivility in user comments on news websites has been discussed as a significant problem of online participation. Previous research suggests that news outlets should tackle this problem by interactively moderating uncivil postings and asking their authors to discuss more civilized. We argue that this kind of interactive comment moderation as well as different response styles to uncivil comments (i.e., factual vs. sarcastic) differently affect observers’ evaluations of the discussion atmosphere, the credibility of the news outlet, the quality of its stories, and ultimately observers’ willingness to participate in the discussions. Results from an online experiment show that factual responses…
Cinema Futuro. Cinema interattivo
2021
L'interattività sta diventando una opportunità concreta per la costruzione di nuovi storytelling digitali cinematografici. Vengono qui presi come esempio alcuni titoli recenti ed esaminati nelle loro dinamiche. Interactivity is becoming a concrete opportunity for the construction of new digital cinematic storytelling. Here some recent titles are taken as an example and examined in their dynamics.
Museum and Exhibition Design in the Digital Age
2013
From temples of sacred objects to repositories of colonial trophies and from monuments of civility to spaces for self-expression, the shape and the appeal of museums through history has been fashioned to hold particular collections of objects. Moreover the museums have been also designed to adapt to particular display techniques appropriate for a particular collection. In the last century, a period of structural reinvention in the design and shaping of the exhibitions, the museum making is challenging, creative, and complex. The ‘new museum making’ includes emotive exhibitions within communicative buildings in order to create ‘narrative experiences’ which integrate objects, spaces, and audi…
The Many Faces of Interactivity in Convergent Media Environments. Assessing Uses and Effects of Interactivity from a User and Management Perspective
2013
Digitization has blurred the distinctions between producers and audiences. Thus, research on interactivity as a key element of convergent media environments has grown dramatically over the past three decades. However, despite this strong research interest there is currently no consensus about the multi-faced and hard-to-grasp concept. Obviously, interactivity is used to describe numerous processes in convergent media environments that are related to communication in general, and online communication and practices like online journalism in particular. This article highlights the main strands in the conceptual development of interactivity and explores some of the effects of interactivity by s…
COEDU-IN Project: an inclusive co-educational project for teaching computational thinking and digital skills at early ages
2021
Learning to program is the new literacy of the 21st century. Computational thinking, closely related to programming, requires thinking and solving problems with different levels of abstraction and is independent of hardware devices. The early childhood education stage provides teachers with the opportunity to lay the foundations for a comprehensive quality education using innovative tools and technologies. Educational robotics in early childhood education becomes a tool that facilitates the acquisition of knowledge to children, playfully, based on the principles of interactivity, social interrelationships, collaborative work, creativity, constructivist and constructionist learning, and a st…
El uso de SIG de software libre en una práctica de Biología y Geología de 4º de ESO: los ecosistemas.
2016
Para consolidar el conocimiento del bloque del currículo de Biología y Geología de 4º de la E.S.O. (Educación Secundaria Obligatoria) relacionado con los ecosistemas, hemos desarrollado una metodología docente basada en los Sistemas de Información Geográfica (SIG), en la que el objetivo de los estudiantes es crear un shapefile con atributos espaciales e información ecológica sobre los distintos Parques Nacionales de España mediante su digitalización. Se ejemplifica con el procedimiento concreto del Parque Nacional de Doñana. A través del SIG, con un software gratuito para el centro, se aumenta la interactividad del estudiante con la asignatura, se desarrolla la creatividad y se mejora la ca…
Empathy, Entrainment, and Perceived Interaction in Complex Dyadic Dance Movement
2019
The current study explores how individuals' tendency to empathize with others (trait empathy) modulates interaction and social entrainment in dyadic dance in a free movement context using perceptual and computationally derived measures. Stimuli consisting of 24 point-light animations were created using motion capture data selected from a sample of 99 dyads, based on self-reported trait empathy. Individuals whose Empathy Quotient (EQ) scores were in the top or bottom quartile of all scores were considered to have high or low empathy, respectively, and twelve dyads comprised of four high-high, four low-low, and four high-low empathy combinations were identified. Animations of these dyads were…