Results for 'Interactive multimedia'

966 found
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  1.  22
    An interactive multimedia business game.Linda Hardman & Guido van Rossum - 1995 - Journal of Intelligent Systems 5 (2-4):139-150.
  2.  54
    “Presentation” and “representation” of contents as principles of media convergence: A model of rhetorical narrativity of interactive multimedia design in mass communication with a case study of the digital edition of the New York Times.Fee-Alexandra Haase - 2019 - Semiotica 2019 (226):89-106.
    This article presents a model and a case study of the narrative structures that are present in the interactive media design of multimedia applications in the mass media. As basic categories for the history and structure of media, we employ the model of the modes of the physical, analog, and digital presentation/representation. In this case study of the online edition of the New York Times, we have the case of a newspaper that in the digital edition employs multi-media (...)
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  3. Interactivity and multimedia interfaces.David Kirsh - 1997 - Instructional Science 25:79-96.
    Multimedia technology offers instructional designers an unprecedented opportunity to create richly interactive learning environments. With greater design freedom comes complexity. The standard answer to the problems of too much choice, disorientation, and complex navigation is thought to lie in the way we design interactivity in a system. Unfortunately, the theory of interactivity is at an early state of development. After critiquing the decision cycle model of interaction—the received theory in human computer interaction—I present arguments and observational data to (...)
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  4. Session: Interaction-Perception of Audio-Generated and Custom Motion Programs in Multimedia Display of Action-Oriented DVD Films.Kent Walker & William L. Martens - 2006 - In O. Stock & M. Schaerf (eds.), Lecture Notes In Computer Science. Springer Verlag. pp. 4129--1.
     
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  5. How people use a multimedia computer-system for interactive procedural instructions.P. Baggett - 1987 - Bulletin of the Psychonomic Society 25 (5):346-346.
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  6.  46
    Multimedia spatial organization: Towards a different type of cultural economy.Giorgos A. Papakonstantinou - 2012 - Technoetic Arts 9 (2-3):315-320.
    This article attempts to establish analogies between the recent introduction into architectural thought of notions such as the human body movement, events and scenarios, and the development of navigation and interaction principles and conventions in the computer world. The study of the human–computer interface contributes to an understanding of the major role of the computer screen as a point of convergence of different representational forms, and the emergence of new ones belonging to the digital culture. The compositional structure of (...) multimedia works is on the one hand a visual, spatial composition and on the other a narrative and navigational structure. (shrink)
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  7. Collaborative learning through multimedia interaction.Margarita Todorova, Donika Valcheva & Mariyana Nikolova - 2008 - Communication and Cognition: An Interdisciplinary Quarterly Journal 41:3-10.
     
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  8.  25
    Zona Autónoma Militarizada. Europa [zam~]: A multimedia archive and immersive, 360°, reactive and interactive audio-visual system based on field studies across militarized European borders and hotspots where trafficking cells operate.Miguel Oliveros - 2018 - Technoetic Arts 16 (3):345-352.
    In 2015 the first mass migration and the first geopolitical and transnational crisis of the digital age began. This brought along the awakening of a new phase in slavery trade and trafficking of human beings (THB) at the European borders. In this article I introduce an ongoing field study I began in January 2016, in collaboration with experts from Spanish and European institutions, that so far has taken me to hotspots and borders, and to the accumulation of a vast (...) archive. This led to the creation of zonaautonomamilitarizada.eu, an immersive/360°, interactive and reactive audio-visual performative system conceptually rooted in military technologies, second-order cybernetics and mass media developments. (shrink)
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  9.  26
    Endless Fire: Multimedia interactive installation involving the use of thermographic cameras for the measurements of moist parameters (human temperature) in relation to sensations, feelings and the technologic environment.Paola Lopreiato - 2014 - Technoetic Arts 12 (1):39-46.
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  10.  26
    Educational Multimedia Materials in Academic Medical Training.Barbara Kołodziejczak, Magdalena Roszak, Wojciech Kowalewski & Anna Ren-Kurc - 2014 - Studies in Logic, Grammar and Rhetoric 39 (1):105-122.
    This article presents an overview of generally available applications for creating multimedia and interactive educational materials, such as presentations, instructional videos, self-tests and interactive repetitions. With the use of the presented tools, pilot materials were developed to support the teaching of biostatistics at a medical university. The authors conducted surveys among students of faculties of medicine in order to evaluate the materials used in terms of quality and usefulness. The article presents the analysis of the results obtained.
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  11.  24
    Online Interactivity – A Shift towards E-textbook-based Medical Education.Aldona Dutkiewicz, Barbara Kołodziejczak, Piotr Leszczyński, Iwona Mokwa-Tarnowska, Paweł Topol, Barbara Kupczyk & Idzi Siatkowski - 2018 - Studies in Logic, Grammar and Rhetoric 56 (1):177-192.
    Textbooks have played the leading role in academic education for centuries and their form has evolved, adapting to the needs of students, teachers and technological possibilities. Advances in technology have caused educators to look for new sources of knowledge development, which students could use inside and outside the classroom. Today’s sophisticated learning tools range from virtual environments to interactive multimedia resources, which can be called e-textbooks. Different types of new educational materials that go beyond printed books are now (...)
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  12.  69
    Clarity and appeal of a multimedia informed consent tool for biobanking.S. A. McGraw, C. A. Wood-Nutter, M. Z. Solomon, K. J. Maschke, J. T. Bensen, J. T. Benson & D. E. Irwin - 2012 - IRB: Ethics & Human Research 34 (1):9-19.
    The complexity of biobank research raises concerns about individuals’ understanding of the information conveyed in the consent process for such research.. We report the results of a qualitative, cognitive interview study with an ethnically, linguistically, and educationally diverse sample of 43 respondents to assess the clarity and utility of a multimedia tool developed for a biobank. Using weighted randomization, respondents were assigned to either view the multimedia tool or read a written consent document . The study illustrates the (...)
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  13.  22
    Review of: Center for Japan Studies at Berkeley, Multimedia Dictionary of Shinto and Japanese Life: Interactive Introduction to Japanese Culture and Classics. [REVIEW]Paul Swanson - 1995 - Japanese Journal of Religious Studies 22 (1-2):229-231.
  14.  44
    Interactive cinema: the ambiguous ethics of media participation.Marina Hassapopoulou - 2024 - Minneapolis: University of Minnesota Press.
    Interactive Cinema explores cinematic practices that work to transform what is often seen as a receptive activity into a participatory, multimedia experience. Combining cutting-edge theory with updated conventional film studies methodologies, Marina Hassapopoulou presses at the conceptual limits of cinema and offers an essential road map to the rapidly evolving landscape of contemporary media.
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  15.  6
    The Influence of Different Learning Strategies on Pupils’ Learning Motivation: Is Augmented Reality Multimedia Learning Consistent With Traditional Text Learning?Xiaojun Zhao, Miaozhuang Liu & Yaqing Liu - 2022 - Frontiers in Psychology 13.
    How to reduce pupils’ burden and improve learning efficiency? Research shows that non-intelligence factors and learning strategies are the key factors in the effective learning process, and external intervention can play a greater role in these two aspects. The purpose of this study is to explore the effects of different learning strategies on learning motivation under the presentation of augmented reality multimedia or traditional text learning. Sixty third-grade pupils in Hebei Province were selected, and 2 × 3 between-subjects design (...)
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  16.  35
    A semiotic definition of multimedia communication.Helen C. Purchase - 1999 - Semiotica 123 (3/4):247-259.
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  17. Foundations for active multimedia narrative: Semiotic spaces and structural blending.Joseph Goguen & Fox Harrell - forthcoming - Interaction Studies.
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  18.  15
    (1 other version)Littérature, phonétique et interactions orales avec les Nouvelles Technologies pour l’apprentissage du Français Langue Étrangère.Mario Tomé Díez - 2020 - Corela. Cognition, Représentation, Langage.
    Des revues et des ouvrages spécialisés ont préconisé l’exploitation des textes littéraires dans l’apprentissage du français langue étrangère. Mais les recherches et les pratiques pédagogiques axées sur les apports de la littérature dans l’enseignement de la prononciation sont rares. En didactique des langues, les enseignants ont tendance à négliger, très souvent, l’acquisition des compétences orales, face à la concurrence de la langue écrite, de la grammaire ou du vocabulaire. Dans cet article, nous présentons les expériences sur le développement de la (...)
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  19.  7
    The community and the algorithm: a digital interactive poetics.Andrew Klobucar (ed.) - 2021 - Wilmington, Delaware, United States: Vernon Press.
    Digital media presents an array of interesting challenges adapting new modes of collaborative, online communication to traditional writing and literary practices at the practical and theoretical levels. For centuries, popular concepts of the modern author, regardless of genre, have emphasized writing as a solo exercise in human communication, while the act of reading remains associated with solitude and individual privacy. "The Community and the Algorithm: A Digital Interactive Poetics" explores important cultural changes in these relationships thanks to the rapid (...)
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  20.  95
    Dialogue games as dialogue models for interacting with, and via, computers.Nicolas Maudet & David Moore - 2001 - Informal Logic 21 (3).
    The purpose of this paper is to discuss some ways in which dialectical models can be put to computational use. In particular, we consider means of facilitating human-computer debate, means of catering for a wider range of dialogue types than purely debate and means of providing dialectical support for group dialogues. We also suggest how the computational use of dialectical theories may help to illuminate research issues in the field of dialectic itself.
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  21.  39
    Digital tools in the informed consent process: a systematic review.Francesco Gesualdo, Margherita Daverio, Laura Palazzani, Dimitris Dimitriou, Javier Diez-Domingo, Jaime Fons-Martinez, Sally Jackson, Pascal Vignally, Caterina Rizzo & Alberto Eugenio Tozzi - 2021 - BMC Medical Ethics 22 (1):1-10.
    Background Providing understandable information to patients is necessary to achieve the aims of the Informed Consent process: respecting and promoting patients’ autonomy and protecting patients from harm. In recent decades, new, primarily digital technologies have been used to apply and test innovative formats of Informed Consent. We conducted a systematic review to explore the impact of using digital tools for Informed Consent in both clinical research and in clinical practice. Understanding, satisfaction and participation were compared for digital tools versus the (...)
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  22. Alan: An Action Language For Modelling Non-Markovian Domains.Graciela González, Chitta Baral & Michael Gelfond - 2005 - Studia Logica 79 (1):115-134.
    In this paper we present the syntax and semantics of a temporal action language named Alan, which was designed to model interactive multimedia presentations where the Markov property does not always hold. In general, Alan allows the specification of systems where the future state of the world depends not only on the current state, but also on the past states of the world. To the best of our knowledge, Alan is the first action language which incorporates causality with (...)
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  23. Telelearning and teleconferencing.Zenon Pylyshyn - manuscript
    A major cognitive framework for individuating, visualizing, and keeping track of different items of knowledge (such as who said what in a conference or what items of data go with what) is the use of real 3D spatial locations. We use space both literally (as in the desktop or office model of data organization) and also figuratively. Examples of the latter includes such techniques as mentally locating different facts and premises in certain imagined spatial loci -- a technique widely used (...)
     
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  24. The Issue of Abortion in America: An Exploration of a Social Controversy on Cd-Rom.Robert Cavalier, Preston Covey, Liz Style & Andrew all at Thompson - 1998 - Routledge.
    The Issue of Abortion in America is an interactive multi-media CD-ROM created by the award winning Carnegie Mellon team that brought us A Right to Die?: The Dax Cowart Case. In this ground breaking CD-ROM, The Issue of Abortion in America gives users an opportunity to see and hear women and couples speak of the emotional struggles and moral dilemmas they face in their consideration of continuing or terminating a pregnancy. It also places the issue of abortion in the (...)
     
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  25.  20
    Informed consent in clinical trials.G. P. Kovane, V. C. Nikoderm & O. Khondowe - 2022 - South African Journal of Bioethics and Law 15 (2):48-53.
    Background. Informed consent (IC) is not only a regulatory but also an ethical requirement to participate in any clinical trial. It is essential to determine that research participants understand what they consent to. Studies that evaluate participants’ understanding of IC conclude that recall and understanding of IC is often low, and researchers recommend that interactive multimedia interventions should be implemented to optimise understanding. Objectives. To assess participants’ understanding of IC of the research trial that they agreed to participate (...)
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  26. Marxism and Class Theory: A Bourgeois Critique.Frank Parkin - 1983 - Columbia University Press.
    Ubiquitous news, global information access, instantaneous reporting, interactivity, multimedia content, extreme customization: Journalism is undergoing the most fundamental transformation since the rise of the penny press in the nineteenth century. Here is a report from the front lines on the impact and implications for journalists and the public alike. John Pavlik, executive director of the Center for New Media at Columbia University's Graduate School of Journalism, argues that the new media can revitalize news gathering and reengage an increasingly distrustful (...)
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  27.  11
    Changescapes: complexity mutability aesthetics.Ross Gibson - 2015 - Crawley, Western Australia: UWA Publishing.
    Changescapes - an introduction -- Aqueous aesthetics -- The rise of multimedia systems -- Complex dynamics disciplines -- The known world -- Attunement and agility -- Camouflage and changefulness -- Narrative hunger - geographical information systems, google street view and the colonial prospectus -- Wayfaring strangers: artistic investigations of the mood of dark tourism in online mapping -- Ghosts of a better tomorrow: the volatile formalism of 1980s film workshop productions in Hong Kong -- Cast against type -- What (...)
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  28.  17
    Digital Humanities Projects.Elena E. Chebotareva - 2023 - Epistemology and Philosophy of Science 60 (2):224-240.
    The author considers the Digital Humanities as a tendency towards a constructive synthesis of computer technology and humanitarian science in the context of their claim to make a paradigm shift in the humanities. As part of this review, the author raises a question about the role of interactive multimedia tools in the humanities, and tried to evaluate the novelty and content that scientific and educational projects receive with their help. The author develops and justifies the principle of systematization (...)
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  29.  13
    Literary gaming.Astrid Ensslin - 2014 - London, England: The MIT Press.
    A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, (...)
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  30.  10
    Austrian College Students’ Experiences With Digital Media Learning During the First COVID-19 Lockdown.Carrie Kovacs, Tanja Jadin & Christina Ortner - 2022 - Frontiers in Psychology 13:734138.
    In 2020, the COVID-19 pandemic forced many nations to shut-down schools and universities, catapulting teachers and students into a new, challenging situation of 100% distance learning. To explore how the shift to full distance learning represented a break with previous teaching, we asked Austrian students (n = 874, 65% female, 34% male) which digital media they used before and during the first Corona lockdown, as well as which tools they wanted to use in the future. Students additionally reported on their (...)
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  31.  8
    Abitare gli ambienti virtuali: per un'estetica delle tecnologie immersive.Nicolas Bilchi - 2022 - Roma: Bulzoni editore.
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  32.  17
    Hipermídia, psicanálise e história da cultura.Sérgio Bairon & Luís Carlos Petry (eds.) - 2000 - [Caxias do Sul, Brazil]: Editora Mackenzie.
    Apresenta as orientações teóricas que serviram de fundamentação para a criação e metodologia da produção da hipermídia. Ele acompanha a hipermídia que se apresenta na forma de CD-ROM, inserido no interior da própria capa do livro. A obra oferece uma navegação reticular sobre as mais diversas relações entre a psicanálise freudo-lacaniana, a história da cultura e os sistemas hipermidiáticos. Animações, vídeos, hipertextos, trilhas e locuções mesclam-se no interior de um labirinto, interagindo com conceitos teóricos que oferecem os links entre as (...)
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  33.  8
    Memoryscopes: remnants forensics aesthetics.Ross Gibson - 2015 - Crawley, Western Australia: UWAP Scholarly. Edited by Ross Gibson.
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  34.  56
    Speech Acts in Kris Aquino’s Tweets: A Content Analysis.Ma Juliet G. Vasay & Dennis C. Jaum - 2014 - Iamure International Journal of Literature, Philosophy and Religion 6 (1).
    Communication and interaction today happen in simply one mouse click away. Language and self-expression do not only develop as a recognized tool for oneself but is an avenue for others’ re-expression and identification. Through using Twitter, the elaboration of social interaction becomes easier and accessible. It becomes the primary method of doing things together and establishes a shared meaning that becomes the common ground of understanding by individuals and groups alike. The study aims to analyze the tweets of Kris Aquino, (...)
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  35.  21
    Audioscan Milano. Exploring Avant-Garde Sound Practices via Digital Humanities.Serena Ferrando - 2017 - Humanist Studies and the Digital Age 5 (1):108-115.
    Audioscan Milano explores the strategies and experiments in the field of sound and noise of Milan’s legendary Studio di Fonologia Musicale. A multimedia installation composed of hundreds of field recordings of the city of Milan, Audioscan Milano provides its audience with a multisensory experience of the urban soundscape and the opportunity to interact with it digitally. The manipulation of noise and its transformation into musical sound via sophisticated electronic equipment emulates the Studio’s audio techniques but also exposes the reasons (...)
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  36.  21
    Quantitative Semiotic Analysis.Dario Compagno (ed.) - 2018 - Springer Verlag.
    ​This contributed volume gives access to semiotic researches adopting a quantitative stance. European semiotics is traditionally based on immanent methodologies: meaning is seen as an autonomous dimension of human existence, whose laws can be investigated via purely qualitative analytical and reflexive analysis. Today, researches crossing disciplinary boundaries reveal the limitations of such an homogeneous practice. In particular, two families of quantitative research strategies can be identified. On the one hand, researchers wish to naturalize meaning, by making semiotic results interact with (...)
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  37.  14
    What constitutes a good online news site? A comparative analysis of American and European awards.Hans Beyers - 2006 - Communications 31 (2):215-240.
    Nowadays, many Internet awards are given to Web sites for best design, most interactive Web site, etc. This is also the case for online journalism, which has developed its own awards over the past few years. Based on existing research and theory on multimedia, interactivity, and hypertext, this study compared American and European news sites nominated for selected awards by means of a predominantly exploratory and descriptive qualitative content analysis to see whether there are any striking differences in (...)
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  38.  6
    Diagrammatic Representation and Reasoning.Michael Anderson, Bernd Meyer & Patrick Olivier - 2000 - London, England: Springer.
    The rise in computing and multimedia technology has spawned an increasing interest in the role of diagrams and sketches, not only for the purpose of conveying information but also for creative thinking and problem-solving. This book attempts to characterise the nature of "a science of diagrams" in a wide-ranging, multidisciplinary study that contains accounts of the most recent research results in computer science and psychology. Key topics include: cognitive aspects, formal aspects, and applications. It is a well-written and indispensable (...)
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  39.  30
    "Virtual reality" as a tool for global manipulation of socio-cultural identity.Pavel Gennadievich Bylevskiy - forthcoming - Philosophy and Culture (Russian Journal).
    The subject of the article is the philosophical and cultural methodology of digital "virtual reality", comparing the declarations of developers with the practical possibilities and social consequences of using such technologies. The developers presented projects of online digital content services for all five senses using special equipment (glasses, headphones, interactive gloves, joysticks, costumes, printers of smells and tastes, etc.). It was assumed that virtual reality would surpass the reliability of previous multimedia content and interactive computer games, and (...)
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  40.  15
    Cross-Representational Signaling and Cohesion Support Inferential Comprehension of Text–Picture Documents.Juliette C. Désiron, Mireille Bétrancourt & Erica de Vries - 2021 - Frontiers in Psychology 11.
    Learning from a text–picture multimedia document is particularly effective if learners can link information within the text and across the verbal and the pictorial representations. The ability to create a mental model successfully and include those implicit links is related to the ability to generate inferences. Text processing research has found that text cohesion facilitates the generation of inferences, and thus text comprehension for learners with poor prior knowledge or reading abilities, but is detrimental for learners with good prior (...)
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  41.  10
    Consumer Expectations Regarding Emerging Technologies.James T. Ault & John M. Gleason - 2001 - Bulletin of Science, Technology and Society 21 (2):99-107.
    This article reports the results of marketing research that was undertaken as part of an information technology prototype development project. The project was devoted to the creation of a multimedia-based prototype system to provide timely and accurate information from government geographic information databases to government decision makers and the general public in an easy-to-use interactive visual format. The general public (i.e., private citizens, schools, and businesses—society in general) had to be able to access the product via broadband-to-the-home (-business/-school) (...)
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  42.  10
    The Effect of Preoperative Health Education, Delivered as Animation Videos, on Postoperative Anxiety and Pain in Femoral Fractures.Yuewei Wang, Xueqin Huang & Zhili Liu - 2022 - Frontiers in Psychology 13.
    ObjectiveThis article explores the effect of preoperative health education, in the form of animation videos, on postoperative self-reported pain levels and anxiety in femoral fractures.MethodsNinety cases of femoral fracture were divided at random into the oral instruction group, the recorded video group, and the animation video group, with 30 cases in each group. Sociodemographic data were collected the day before surgery. Health education was then offered in one of three ways: orally, using a recorded video, or using an animation video. (...)
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  43.  10
    Information and Communications Technology in the Professional Training of Future Professionals in the Field of Culture and Art.Oleksii Rohotchenko, Tetyana Zuziak, Svitlana Kizim, Svitlana Rohotchenko & Oleksandr Shynin - 2021 - Postmodern Openings 12 (3):134-153.
    The article deals with the self-education of future specialists in the field of culture and art within the context of philosophical, psychological, and pedagogical studies of the postmodern era. This substantiates the need to use e-learning in professional training. The use of cloud computing technologies is one of the educational process’ innovations. As shown by our research and personal experience implementing cloud computing technologies into the educational process proves to be feasible for training future professionals in the field of culture (...)
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  44.  47
    Virtual meeting rooms: from observation to simulation.Dennis Reidsma, Rieks op den Akker, Rutger Rienks, Ronald Poppe, Anton Nijholt, Dirk Heylen & Job Zwiers - 2007 - AI and Society 22 (2):133-144.
    Much working time is spent in meetings and, as a consequence, meetings have become the subject of multidisciplinary research. Virtual Meeting Rooms (VMRs) are 3D virtual replicas of meeting rooms, where various modalities such as speech, gaze, distance, gestures and facial expressions can be controlled. This allows VMRs to be used to improve remote meeting participation, to visualize multimedia data and as an instrument for research into social interaction in meetings. This paper describes how these three uses can be (...)
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  45.  26
    Cristianismo tecnológico: As igrejas evangélicas E as novas tecnologias.Jeverson Nascimento - 2019 - Revista de Teologia 12 (22):63-77.
    This article contemplates a reflexive approach about technological Christianity, emphasizing the technological growth in the XXI century, evangelical churches and their relationships with technology, and the problems that arise from this relationship. It is known that technology advances very quickly, invading more and more all sectors of society, and that it is indispensable in the globalized world. The computer, the TV, the cell phone, the notebook, the internet, the smartphone, the tablet, etc., are new things in constant evolution. This work (...)
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  46.  19
    Application of Information and Communication Technologies in the Study of Natural Disciplines.Ruslana Romaniuk, Olena Fonariuk, Olesia Pavliuchenko, Svitlana Shevchuk, Tetiana Yermoshyna & Mykhailo Povidaichyk - 2022 - Postmodern Openings 13 (1):313-329.
    Socio-cultural reality of the present time is marked by quite significant events. First, the active penetration into society of the latest information and communication technologies, which arose as a result of the rapid development of electronics. And secondly, the formation and spread of a special type of worldview under the general name of "postmodernism". It is the need for a philosophical understanding of these two events and determined the main idea of this article. The article also shows the role of (...)
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  47.  87
    Mass media campaigns and organ donation: managing conflicting messages and interests. [REVIEW]Mohamed Y. Rady, Joan L. McGregor & Joseph L. Verheijde - 2012 - Medicine, Health Care and Philosophy 15 (2):229-241.
    Mass media campaigns are widely and successfully used to change health decisions and behaviors for better or for worse in society. In the United States, media campaigns have been launched at local offices of the states’ department of motor vehicles to promote citizens’ willingness to organ donation and donor registration. We analyze interventional studies of multimedia communication campaigns to encourage organ-donor registration at local offices of states’ department of motor vehicles. The media campaigns include the use of multifaceted communication (...)
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  48.  96
    "New" Media, Art, and Intercultural Communication.Bart Vandenabeele - 2004 - Journal of Aesthetic Education 38 (4):1.
    In lieu of an abstract, here is a brief excerpt of the content:"New" Media, Art, and Intercultural CommunicationBart Vandenabeele (bio)It is fairly common — but perhaps not altogether innocent — to avoid addressing new media and intercultural aspects of communication in one and the same essay. Here, however, both issues are treated together. I shall investigate, in a perhaps somewhat unusual way, the phenomenon of "new" artistic media and some related issues such as virtual reality, computer and telecommunications technology, and (...)
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  49.  9
    Dispreferred responses when texting: Delaying that ‘no’ response.Johanna Rendle-Short - 2015 - Discourse and Communication 9 (6):643-661.
    Socially, people find it difficult to say ‘no’ to requests or invitations. In spoken interaction, we orient to this difficulty through the design of our responses. An agreement response is characteristically said straightaway with minimal gap between request and response. A disagreement response is characteristically delayed through silence and by prefacing the disagreement turn with tokens such as ‘well’, ‘uhm’ and ‘uh’ or with accounts as to why the recipient cannot accept the request or invitation. The question for this article (...)
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  50. Aesthetic incunabula.Ellen Dissanayake - 2001 - Philosophy and Literature 25 (2):335-346.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy and Literature 25.2 (2001) 335-346 [Access article in PDF] Aesthetic Incunabula Ellen Dissanayake Incunabula n. pl. (f. L swaddling clothes, cradle): Early stages of development of a thing.Over the past thirty years, developmental psychologists have discovered remarkable cognitive abilities in young infants. Before these investigations, common pediatric wisdom accepted that apart from a few innate "reflexes"--for crying, suckling, clinging, startling--babies were pretty much tabulae rasae for their elders (...)
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