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  • Performance and Technology : Practices of Virtual Embodiment and Interactivity
    Performance and Technology : Practices of Virtual Embodiment and Interactivity

    This collection interrogates the interaction between new technologies and performance practice, linking the sensuous contact that must exist between the physical and virtual, together with the resultant corporeal transformation.It features writings from international contributors who specialize in digital art and performance practices.

    Price: 44.99 £ | Shipping*: 0.00 £
  • Narrative as Virtual Reality 2 : Revisiting Immersion and Interactivity in Literature and Electronic Media
    Narrative as Virtual Reality 2 : Revisiting Immersion and Interactivity in Literature and Electronic Media

    Is there a significant difference between engagement with a game and engagement with a movie or novel?Can interactivity contribute to immersion, or is there a trade-off between the immersive "world" aspect of texts and their interactive "game" dimension?As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions.Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing.The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature.Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken-or hopes to take-in digital texts, from determining the presentation of signs to affecting the level of story.

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  • Learning as Interactivity, Movement, Growth and Becoming, Volume 1 : Ecologies of Learning in Higher Education
    Learning as Interactivity, Movement, Growth and Becoming, Volume 1 : Ecologies of Learning in Higher Education

    The two inter-linked volumes in this series are dedicated to the development of analysis and theorisation of learning and teaching in higher education.The two volumes focus on the multi-scalar ecological inter-connectedness of learners with teachers, with artefacts, with cultural patterns and resources, with places, with social activities and practices, with social institutions, with time and temporality, and with technologies.Learning reflects inter-individual dynamics that are shaped by biology and culture. Against prevailing orthodoxies that view learning in higher education in terms of "information transmission" and "content delivery," the contributors articulate leading developments in distributed cognition, distributed language, ecological psychology, enactivist and embodied-embedded cognitive science, interactivity, and multimodal event analysis.They also extend several earlier traditions such as American pragmatism, embodied curriculum theory, and Vygotsky's latter day anti-dualist Spinozan turn. Through detailed empirical analysis of in vivo episodes of learning using multimodal event analysis, cognitive event analysis, and cutting-edge theory, the authors show how and why learning is not adequately explainable as internal mental processes per se.Instead, sophisticated empirical analysis and innovative theory are put to work to reveal the emergence of learning in the interactivity of learners and teachers with the affordances of a distributed brain-body-environment learning system. Volume 1 is an edited collection of seven chapters written by internationally renowned researchers together with an Introduction and an Afterword written by King and Thibault.Volume 1 (and its successor Volume 2) will serve as valuable reading for educationalists and researchers in the cognitive, communication, learning, and language sciences who are looking for new multidimensional tools for thinking about, and new empirical tools for analysing, learning, and teaching as multi-scalar interactive processes in radical embodied ecologies of learning and teaching.

    Price: 38.99 £ | Shipping*: 0.00 £
  • Interactivity and the Future of the Human-Computer Interface
    Interactivity and the Future of the Human-Computer Interface

    The usability and design in technological systems is imperative due to their abundance in numerous professional industries.Computer interfaces have seen significant advancement in their design and development as they have become an integral part of today's society.As humans continue to interact with technology on a regular basis, it is essential for professionals, professors, and students to keep pace with innovative research on interface design and the various applications interfaces have in professional fields. Interactivity and the Future of the Human-Computer Interface is a collection of innovative research on the development and application of interfaces in today's modern society and the generational implications for design of human and technology interaction.While highlighting topics including digital gaming, augmented reality, and e-learning, this book is ideally designed for educators, developers, web designers, researchers, technology specialists, scientists, and students seeking current research on modern advancements and applications in human-computer interaction.

    Price: 260.00 £ | Shipping*: 0.00 £
  • Museums and Interactive Virtual Learning
    Museums and Interactive Virtual Learning

    Museums and Interactive Virtual Learning provides informal educators with practical resources that will help them to build dynamic digital engagement experiences within their own cultural organizations. Presenting vignettes from experienced museum educators and end users, as well as scientific data and practical resources, the book highlights the mutual benefits that Interactive Virtual Learning (IVL) programs offer to the museum and those visiting from a distance.Chapters mirror the step-by-step process of developing reputable IVL programs and emphasize how important it is for cultural organizations to encourage cross-departmental collaboration, if they wish to ensure that their programs align with the overall goals of the organization.Providing a thorough overview of the technologies, budget, marketing and staff requirements, the authors offer a realistic depiction of the work involved in building content for digital engagement.Emphasizing the importance of assessing existing programming, the book shows how institutions can adapt content to fit a virtual format and create inclusive digital engagement opportunities that reach local, national, and international audiences. Museums and Interactive Virtual Learning is an essential guide for professionals who are tasked with interpreting the content of a cultural organization and building lasting digital engagement opportunities.It will be particularly useful to those looking to reach diverse audiences.

    Price: 33.99 £ | Shipping*: 0.00 £
  • Technologies, Innovation, and Change in Personal and Virtual Learning Environments
    Technologies, Innovation, and Change in Personal and Virtual Learning Environments

    Over the last decade there continues to be an increase in the technology and how it affects our lives.Since then the incorporation of electronic databases and other communication tools for students, faculty and staff, virtual learning environments have become an important innovation in the student learning experience. Technologies, Innovation, and Change in Personal and Virtual Learning Environments presents a widespread collection of research on the growth, innovation and implementation of learning technologies for educators, technologists and trainers.The book is a useful source for academics and professionals interested in information and communication technologies.

    Price: 175.00 £ | Shipping*: 0.00 £
  • Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa
    Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa


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  • Technology for the Language Classroom : Creating a 21st Century Learning Experience
    Technology for the Language Classroom : Creating a 21st Century Learning Experience

    This volume in the ALLC series offers current and soon-to-be professionals in the ESL / EFL field a comprehensive guide to how to make the best use of technology to enhance the English language learning experience.The book has a predominant focus on practical insights that are based on successful real-life experiences at the classroom and study program level, including contributions from teachers in various countries.Nevertheless, there is also a strong foundation in existing research and literature as they relate to the needs of English language teachers.To promote reflective and exploratory practice, there is plenty of 'food-for-thought' for the reader. Although pre-service and in-service teachers represent the primary audience, the book is likely to be just as useful for language program administrators, researchers, curriculum and materials writers, and e-learning developers.

    Price: 27.99 £ | Shipping*: 0.00 £

Similar search terms for Interactivity:


  • Are virtual experience worlds created on DJI's website?

    No, virtual experience worlds are not created on DJI's website. DJI's website primarily focuses on showcasing their products, providing information about their technology, and offering support for their customers. Virtual experience worlds are typically created using virtual reality technology and software, and are often found on platforms specifically designed for virtual experiences, such as virtual reality gaming platforms or virtual tour websites.

  • What is an important learning experience?

    An important learning experience is one that challenges and expands our understanding, skills, and perspectives. It often involves stepping out of our comfort zone and encountering new ideas or situations that push us to grow. This could be through making mistakes, receiving constructive feedback, or engaging in meaningful discussions with others. Ultimately, an important learning experience helps us to develop as individuals and gain valuable insights that can be applied to future endeavors.

  • Does anyone have experience learning Turkish?

    Yes, I have experience learning Turkish. I have taken classes and used language learning apps to improve my Turkish language skills. I have also practiced speaking with native Turkish speakers to further enhance my fluency and understanding of the language. Overall, my experience learning Turkish has been challenging but rewarding.

  • What does innovation mean exactly?

    Innovation refers to the process of creating new ideas, products, or methods that bring about positive change or improvement. It involves thinking outside the box, taking risks, and challenging the status quo to develop something that is novel and valuable. Innovation can occur in various fields, such as technology, business, science, and the arts, and it often leads to advancements that benefit society as a whole. Overall, innovation is about pushing boundaries and finding creative solutions to address existing challenges or meet new needs.

  • What exactly does innovation mean?

    Innovation refers to the process of creating new ideas, products, or methods that bring about positive change or improvement. It involves thinking outside the box, taking risks, and challenging the status quo to develop something unique and valuable. Innovation can occur in various fields such as technology, business, science, and art, and is essential for driving progress and growth in society.

  • Do you have experience with learning tips?

    Yes, I have experience with learning tips. I have learned various techniques to improve my learning efficiency and retention, such as creating a study schedule, using mnemonic devices, practicing active recall, and breaking down complex information into smaller chunks. These tips have helped me to better understand and remember the material I am studying.

  • Does anyone have experience with distance learning?

    Yes, I have experience with distance learning. I have taken online courses and completed a degree program through distance learning. I found it to be a convenient and flexible way to pursue my education while balancing other responsibilities. However, it did require self-discipline and strong time management skills to stay on track with assignments and deadlines. Overall, my experience with distance learning was positive and allowed me to achieve my educational goals.

  • What is the difference between an interactive movie and interactive television?

    An interactive movie is a film that allows the viewer to make choices that affect the storyline and outcome, often through the use of branching narratives or decision points. Interactive television, on the other hand, refers to TV shows or programs that incorporate interactive elements, such as allowing viewers to vote on outcomes or participate in live polls. While both interactive movies and interactive television involve viewer engagement, the main difference lies in the medium - one is a film, while the other is a television program.

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