Essays about: "Interactive Video"

Showing result 1 - 5 of 143 essays containing the words Interactive Video.

  1. 1. SCAFFOLDING MATHEMATICAL CONVERSATIONS:

    University essay from Göteborgs universitet/Institutionen för pedagogik, kommunikation och lärande

    Author : Iuliana Mihaela Badica; [2023-10-10]
    Keywords : Interactive exhibit; mathematics; informal learning; science center; parent scaffolding; augmented reality;

    Abstract : Purpose: This study aims to address the current research gap on interactive mathematics exhibits by investigating parents’ role in supporting their children’s mathematics learning using such displays. In addition to this, the study examines the design of an interactive exhibit and explores whether it can facilitate mathematics learning among parents and children. READ MORE

  2. 2. What new practices emerged following VAR in football among spectators, and how do these practices relate to potential value co-creation and co-destruction?

    University essay from Göteborgs universitet/Graduate School

    Author : Salih Tilki; Kanti Das Mrinmoya; [2023-07-03]
    Keywords : video assistant referee; practice theory; consumption practices; emotional practices; value co-creation; value co-destruction; interactive value formation;

    Abstract : Technological tools are widely used in all industries. In football, Video Assistant Referee (VAR) has been implemented and is becoming more common in nearly all domestic leagues and international organizations. Previous research has shown how VAR affected the game objectively, as well as people's perspectives toward this new technology. READ MORE

  3. 3. Perceptual Sensitivity to Video Degradations in a Simulated Cloud-Gaming Environment: An Empirical Study through Subjective Tests

    University essay from Uppsala universitet/Institutionen för informationsteknologi

    Author : Boli Gao; [2023]
    Keywords : ;

    Abstract : Cloud gaming, often referred to as gaming on demand or game streaming, is a contemporary form of online gaming. It operates by running video games on powerful, remote servers and streaming them in realtime directly to a user’s device. READ MORE

  4. 4. Interactive 360-degrees video : User experience, user interface and heads-up display for educational training scenarios in nursing education

    University essay from Linnéuniversitetet/Institutionen för datavetenskap och medieteknik (DM)

    Author : William Glinghammar; [2023]
    Keywords : 360-degrees video; interaction design; user interface; heads-up display; multimedia learning; user experience; nursing education;

    Abstract : This thesis explores the user experience, potential and design principles of a HUD-based user interface in combination with interactive 360-degrees videos in nursing education. A HUD-based 360-degrees video was designed around a previously recorded scenario in an emergency room and user tests were conducted on nurse educators, working nurses and a nurse student. READ MORE

  5. 5. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    University essay from Lunds universitet/Engelska

    Author : Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Keywords : Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Abstract : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. READ MORE