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‹ The template below has been proposed for deletion. See templates for deletion to help reach a consensus on what to do. › Look up interactive in Wiktionary, the free dictionary. In the fields of information science, communication, and industrial design, there is debate over the meaning of Interactivity. In the "contingency view" of interactivity, there are three levels: Noninteractive, when a message is not related to previous messages; Reactive, when a message is related only to one immediately previous message; and Interactive, when a message is related to a number of previous messages and to the relationship between them.[1] To meet Wikipedias quality standards, this article or section may require cleanup. ...
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Information science (also information studies) is an interdisciplinary science primarily concerned with the collection, classification, manipulation, storage, retrieval and dissemination of information. ...
Look up Communication in Wiktionary, the free dictionary. ...
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Interactivity is similar to the degree of responsiveness, and is examined as a communication process in which each message is related to the previous messages exchanged, and to the relation of those messages to the messages preceding them. Human to human communication
Human communication is the basic example of interactive communication. Because of that, many conceptualizations of interactivity are based on anthropomorphic definitions. For example, complex systems that detect and react to human behavior are sometimes called interactive. Under this perspective, interaction includes responses to human physical manipulation like movement, body language, and/or changes in psychological states. Anthropomorphism, also referred to as personification or prosopopeia, is the attribution of human characteristics to inanimate objects, animals, forces of nature, and others. ...
Human behavio(u)r is the collection of activities performed by human beings and influenced by culture, attitudes, emotions, values, ethics, authority, rapport, hypnosis, persuasion, and/or coercion. ...
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Psychology is an academic and applied discipline involving the scientific study of mental processes and behavior. ...
Human to artefact communication In the context of communication between a human and an artefact, interactivity refers to the artefact’s interactive behaviour as experienced by the human user. This is different from other aspects of the artefact such as its visual appearance, its internal working, and the meaning of the signs it might mediate. For example, the interactivity of a walkman is not its physical shape and colour (its so-called "design"), its ability to play music, or its storage capacity—it is the behaviour of its user interface as experienced by its user. This includes the way you move your finger on its input wheel, the way this allows you to select a tune in the playlist, and the way you control the volume. A cultural artifact is an man-made object which gives information about the culture of its creator and users. ...
Design, usually considered in the context of the applied arts, engineering, architecture, and other such creative endeavours, is used as both a noun and a verb. ...
The user interface is the part of a system exposed to users. ...
An artefact’s interactivity is best perceived through use. A bystander can imagine how it would be like to use an artefact by watching others use it, but it is only through actual use that its interactivity is fully experienced and "felt". This is due to the kinesthetic nature of the interactive experience. It is similar to the difference between watching someone drive a car and actually driving it. It is only through driving the car that you can experience and "feel" how this car differs from other cars. Proprioception (from Latin proprius, meaning ones own) is the sense of the position of parts of the body, relative to other neighbouring parts of the body. ...
New Media academic Vincent Maher defines interactivity jeep as "the relation constituted by a symbolic interface between its referential, objective functionality and the subject."[2]
Computer science The term "look and feel" is often used to refer to the specifics of a computer system's user interface. Using this as a metaphor, the "look" refers to its visual design, while the "feel" refers to its interactivity. Indirectly this can be regarded as an informal definition of interactivity. The user interface is the part of a system exposed to users. ...
A more detailed discussion of how interactivity has been conceptualized in the human-computer interaction literature, and how the phenomenology of the French philosopher Merleau-Ponty can shed light on the user experience, see (Svanaes 2000). Humanâcomputer interaction (HCI) or, alternatively, computerâhuman interaction (symbolized as Χ Ï Chi, the 22nd letter of the Greek alphabet) is the study of interaction between people (users) and computers. ...
This article is about the philosophical movement. ...
Maurice Merleau-Ponty (March 14, 1908 - May 4, 1961) was a French phenomenologist philosopher, strongly influenced by Edmund Husserl, and often somewhat mistakenly classified as an existentialist thinker because of his close association with Jean-Paul Sartre and Simone de Beauvoir, and his distinctly Heideggerian conception of Being. ...
In computer science, interactive refers to software which accepts and responds to input from humans—for example, data or commands. Interactive software includes most popular programs, such as word processors or spreadsheet applications. By comparison, noninteractive programs operate without human contact; examples of these include compilers and batch processing applications. If the response is complex enough it is said that the system is conducting social interaction and some systems try to achieve this through the implementation of social interfaces. Computer science, or computing science, is the study of the theoretical foundations of information and computation and their implementation and application in computer systems. ...
Computer software (or simply software) refers to one or more computer programs and data held in the storage of a computer for some purpose. ...
The term input has a variety of uses in different fields. ...
In general, data consist of propositions that reflect reality. ...
Command has multiple meanings: An order. ...
A word processor (also more formally known as a document preparation system) is a computer application used for the production (including composition, editing, formatting, and possibly printing) of any sort of viewable or printed material. ...
Screenshot of a spreadsheet made with OpenOffice. ...
This article or section does not cite its references or sources. ...
This article is about the computing term. ...
Batch processing is the execution of a series of programs (jobs) on a computer without human interaction, when possible. ...
Interactivity in new media Interactivity also relates to new media art technologies where humans and animals are able to interact with and change the course of an artwork. Artists and researchers around the world are working on unique interfaces to allow new forms of interaction that extend beyond the QWERTY keyboard and the now ubiquitous mouse. Artists, such as Stelarc work to define new interfaces that challenge our notion of what is possible when interacting with machines. His Hexapod for example looks like an insect though walks like a dog and the locomotion is controlled by shifting the body weight and turning the torso. Others like Ken Rinaldo have defined unique interfaces for fish in which Siamese Fighting Fish are able to control their rolling robotic fish bowls to interact across the gap of the glass. Simon Penny's Petit Mal allows a two wheeled sculpture to sense and respond to human presence and intelligently navigate the environment. New media art (also known as media art) is a generic term used to describe art related to, or created with, a technology invented or made widely available since the mid-20th Century. ...
See also Haptic, from the Greek αÏή (Haphe), means pertaining to the sense of touch. ...
Human factors is an umbrella term for several areas of research that include human performance, technology, design, and human-computer interaction. ...
The game channel is a concept in which the game box is installed in the the userâs television and can be played by the help of remote Dish TV Essel Group Game Channel Games Categories: | | ...
This article or section does not cite its references or sources. ...
Interaction is a kind of action that occurs as two or more objects have an effect upon one another. ...
Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. ...
Notes - ^ Sheizaf Rafaeli defined Interactivity as "an expression of the extent that in a given series of communication exchanges, any third (or later) transmission (or message) is related to the degree to which previous exchanges referred to even earlier transmissions. Rafaeli, 1988
- ^ http://nml.ru.ac.za/maher/?p=7
Professor Sheizaf Rafaeli (ש×××£ רפ×××), Israel (B.A., Haifa University, M.A. Ohio State University, M.A., Ph. ...
References - McMillan, S.J. (2002). Exploring Models of Interactivity from Multiple Research Traditions: Users, Documents, And Systems. In L. Lievrouw and S. Livingston (Eds.), Handbook of New Media (pp. 162-182). London: Sage. Available here.
- Rafaeli, S. (1988). Interactivity: From new media to communication. In R. P. Hawkins, J. M. Wiemann, & S. Pingree (Eds.), Sage Annual Review of Communication Research: Advancing Communication Science: Merging Mass and Interpersonal Processes, 16, 110-134. Beverly Hills: Sage. Available here.
bfcvbcbfcb - Svanaes, D. (2000). Understanding Interactivity: Steps to a Phenomenology of Human-Computer Interaction. NTNU, Trondheim, Norway. PhD, (public domain: http://dag.idi.ntnu.no/interactivity.pdf)
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