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Wyświetlanie 1-12 z 12
Tytuł:
Interactivity as a key feature redefining documentary reality
Autorzy:
Dubois, Frédéric
Powiązania:
https://bibliotekanauki.pl/articles/923108.pdf
Data publikacji:
2018-04-26
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
interactivity
interactive audio-visual media
interactive documentary
web documentary
virtual reality
Opis:
Finding a clear-cut boundary delimiting fiction from documentary has always been a controversial, daunting and unthankful undertaking. In the last decade, the blur between the two genres has been reinforced by the rapid advancement of web and AR/VR technologies. Interactive web-documentaries and virtual reality documentaries do not only promote new viewing habits – from swiping smartphone screens to scanning horizons with VR headsets, they shake up the very idea of what a documentary is. In this short scholarly essay, I argue that the feature of interactivity is the driving force redefining the documentary genre. This thesis builds on two case studies: 1) Interactive documentary Atterwasch and 2) VR documentary The Unknown Photographer. In the final section of the essay I revisit the definition of documentary reality and expand it with the addition of André Bazin’s notion of mise en scène.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2017, 21, 30
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Strategie dydaktyki kognitywistycznej: hyper-konstruktywizm i neo-realizm. Podstawy teoretyczne
Strategies of Cognitivist Pedagogy: Hyper-Constructivism and Neo-Realism. Theoretical Foundations
Autorzy:
Karwasz, Grzegorz
Powiązania:
https://bibliotekanauki.pl/articles/15821954.pdf
Data publikacji:
2021-03-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
cognitivism
constructivism
interactive didactics
Opis:
While the term “cognitivistic pedagogy” appeared already in Polish literature, “cognitivistic didactics” is addressed mainly by foreign authors. We define principles and methods of innovative didactics based on constructivistic and cognitivistic theories. The two main paradigms of such didactics consist in constructing the knowledge (and competences) of pupils (listeners, students) in an interactive narration and in using real didactic objects, preferably pulled out of a pocket. We call these concepts hyper-constructivism and neo-realism.
Źródło:
Studia Edukacyjne; 2021, 60; 113-134
1233-6688
Pojawia się w:
Studia Edukacyjne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Telewizja interaktywna w Polsce (na przykładzie kanału aMazing Multimedia Polska)
Interactive Television in Poland (based on the example of aMazing TV, Multimedia Poland
Autorzy:
Robert Kuciński, Robert Kuciński
Powiązania:
https://bibliotekanauki.pl/articles/923295.pdf
Data publikacji:
2019-12-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
interactivity
interactive television
aMazingTV
Opis:
The article is an attempt to describe the essence of interactive television based on the example of aMazingTV – the first interactive channel in Poland, established by Multimedia Polska in September 2009. The author presents the development of interactivity in life, art and media and reflects on the future of one of the most important features of the so-called new media.  
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2019, 26, 35; 230-238
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Vers un modèle pédagogique de compréhension des textes
On the pedagogical model of text comprehension
Autorzy:
Karpińska-Szaj, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/1053096.pdf
Data publikacji:
2003-10-01
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Interactive reading model
Text reception
Opis:
The interactive reading model deals with the capacity for reading in terms of text reception in a native language. In the article, we try to place the interactive reading model in the foreign language learning/teaching situation, assuming that mental operations carried out by a foreign language reader learner can be described as strategies of understanding. By showing the specific nature of such strategies and distinguishing a superior strategy (the one that controls the use of the others), we attempt to build a didactic model of text reception in a foreign language.
Źródło:
Studia Romanica Posnaniensia; 2003, 30; 83-94
0137-2475
2084-4158
Pojawia się w:
Studia Romanica Posnaniensia
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Dźwięki reaktywne, dźwięki antycypujące. Z zagadnień funkcjonowania ścieżki dźwiękowej w grach wideo
Features of the reactive and anticipating sounds in video games
Autorzy:
Pigulak, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/1047433.pdf
Data publikacji:
2021-03-31
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
ludomusicology
interactive music
reactive sounds
adaptive sounds
anticipating sounds
Opis:
The paper aims to outline features of video games’ sounds. In order to do that, the author presents the main thesis of ludomusicology and a theory of film music. The first part of the paper deals with a brief introduction concerning the characteristic of two important aspects of video games’ sounds: reactive and anticipating sounds. In the second part of the paper, the author explores the issue of facultative dialogues and adaptive sounds, as well as diegetic and non-diegetic sources of sound. The author examines the hypothesis that using sounds in video games determines gameplay and impacts players immersion.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2020, 28, 37; 317-327
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wykorzystanie gier komputerowych z czujnikiem ruchu typu Kinect w ćwiczeniach korygujących wady postawy
The Use of Computer Games with a Kinect Type Motion Sensor in Exercises Correcting Posture Defects
Autorzy:
Prusińska, Violetta
Strugarek, Jan
Wieczorek, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/15825230.pdf
Data publikacji:
2021-03-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
faulty posture
posture correction
interactive motion games
Kinect motion sensors
Opis:
The development of science and technology brings about many advantages for human beings, yet it also creates a risk for their health and correct growth, including problems with right posture among children. The fast pace of life, an increasing number of tasks in- and outside of school, lack of physical activity, bad dietary habits and permanent compression of vertebrae are the main factors responsible for posture problems among child and teenager groups. The ages between 7 and 10 seem to be a critical period for forming the body position and it is connected with changing children’s daily learning routine (from free and loose activity to a few-hour sitting position at school). In effect, about 60% of children suffer from postural problems. This percentage has a rising tendency as such problems increase with age. The prevention and treatment of consequent disorders is based e.g. on physical exercise during corrective gymnastic classes, where a number of new technology solutions to improve standard and quality of such classes are used, e.g. motion sensors (Microsoft Kinect). This articleconnects corrective exercises with motion-control-based computer games. This approach uses the natural interest of children for interactive games to improve their engagement in corrective exercises. This new form of health-related activity packed in a “computer driven case” is a real chance to make corrective exercises more children-friendly and thus to stimulate children’s motivation to actively participate in them.
Źródło:
Studia Edukacyjne; 2021, 60; 279-292
1233-6688
Pojawia się w:
Studia Edukacyjne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Promoting EFL students’ accuracy and fluency through interactive practice activities
Autorzy:
McDonough, Kim
Sato, Masatoshi
Powiązania:
https://bibliotekanauki.pl/articles/780469.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
interactive activities
skill acquisition theory
accuracy and fluency
structural priming
EFL
Opis:
This study examined the effectiveness of interactive activities at facilitating EFL students’ production of English relative clauses. Thirty-seven EFL learners in Chile carried out interactive activities designed to elicit relative clauses. Pre- and posttests were used to examine whether carrying out the activities facilitated the students’ production of relative clauses. All interactions were audio-recorded and the transcripts were analyzed to determine how accurately and fluently the students produced relative clauses before, during, and after the practice activities. Whereas accuracy was defined as errors involving relative clause formation, fluency was operationalized in terms of the number of pauses, false starts, and self-corrections that occurred within relative clauses. The results showed that the students produced significantly more accurate relative clauses on the posttest; however, their production of dysfluencies remained unchanged. Implications for the use of interactive activities are discussed.   
Źródło:
Studies in Second Language Learning and Teaching; 2019, 9, 2; 379-395
2083-5205
2084-1965
Pojawia się w:
Studies in Second Language Learning and Teaching
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Unscrambling jumbled sentences: An authentic task for English language assessment?
Autorzy:
Lanteigne, Betty
Powiązania:
https://bibliotekanauki.pl/articles/780965.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
English as a lingua franca
language assessment
authentic
interactive
jumbled sentences
Opis:
Jumbled sentence items in language assessment have been criticized by some authors as inauthentic. However, unscrambling jumbled sentences is a common occurrence in real-world communication in English as a lingua franca. Naturalistic inquiry identified 54 instances of jumbled sentence use in daily life in Dubai/Sharjah, where English is widely used as a lingua franca. Thus it is seen that jumbled sentence test items can reflect real-world language use. To evaluate scrambled sentence test items, eight test item types developed from one jumbled sentence instance (“Want taxi Dubai you?”) were analyzed in terms of interactivity and authenticity. Items ranged from being completely decontextualized, non-interactive, and inauthentic to being fully contextualized, interactive, and authentic. To determine appropriate assessment standards for English tests in schools in this region, the English language standards for schools and English language requirements for university admission in the UAE were analyzed. Schools in Dubai/Sharjah use Inner Circle English varieties of English (e.g., British or American English) as the standard for evaluation, as well as non-native-English-speaker varieties (e.g., Indian English(es)). Also, students applying to English-medium universities in the UAE must meet the required scores on standardized English tests including the IELTS and TOEFL. Standards for evaluation of communication in English involving tasks of jumbled sentences in classroom tests must reflect the language learning goals of the school and community. Thus standards for classroom assessment of English in Dubai/Sharjah are determined by local schools’ and universities’ policies.
Źródło:
Studies in Second Language Learning and Teaching; 2017, 7, 2; 251-273
2083-5205
2084-1965
Pojawia się w:
Studies in Second Language Learning and Teaching
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A new variety of medical case reporting as a tool in ESP teaching as well as in medical training and professional development
Autorzy:
Żelazowska-Sobczyk, Magda
Zabielska, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/914280.pdf
Data publikacji:
2017-08-31
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
(interactive) case report
patient’s perspective
ESP teaching
medical training
professional development
Opis:
In this paper, a new generic development in the medical case report will be presented as a potential tool in a variety of medical contexts. A case report describes new diseases or their novel aspects, and its new interactive type additionally allows readers to comment on published cases and features patients’ first person narratives. This development may be a useful tool in medical English language courses, in medical training as well as in professional development. This way the paper systematises the knowledge on the application of medical case reports in general and re-evaluates their potential in strictly medical contexts
Źródło:
Glottodidactica. An International Journal of Applied Linguistics; 2017, 44, 1; 183-194
0072-4769
Pojawia się w:
Glottodidactica. An International Journal of Applied Linguistics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ogrody Keplera – Ars Electronica 2020
Kepler’s Gardens – Ars Electronica 2020
Autorzy:
Myoo, Sidey
Powiązania:
https://bibliotekanauki.pl/articles/1955289.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Festival Ars Electronica
new media art
contemporary art
interactive media
electronic image
virtuality
Opis:
The article presents the content shown at the “Festival of Art, Science and Society - Ars Electronica 2020”, which is organized annually in Linz. The focus was on the awarded and distinguished artistic works, taking into account their interpretation and the workshop in which they were created. In the article are presented i.a. such works of art as computer animation, network art, artificial intelligence art, hybrid art or bioart, which was briefly interpreted in relation to the currently being developed technologies and social contexts that accompanies it. The text was written as a result of the author’s personal participation in the festival, which also allowed to take into account the differences between the festival held mostly by web, as it was in 2020, compared to the stationary participation in it, as it was in previous years.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 283-287
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Storytelling in VR, CAVES and other emerging forms: An interview with Roderick Coover by Katarzyna Boratyn
Autorzy:
Coover, Roderick
Boratyn, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/923078.pdf
Data publikacji:
2018-04-26
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Roderick Coover
documentary
emerging technologies
Virtual Reality
CAVE
interactive documentary
ethnography
documentary research
information arrangement
data visualisation
Opis:
The following interview with Roderick Coover asks how emerging cinematic technologies transform documentary storytelling. Though his early ethnographic projects, such as Concealed Narratives (1996, filmed and photographed in Ghana) and the Harvest (1999, filmed and photographed in France), he created interactive documentary forms that could bridge modes of expression. The works combine field-notes, editing observations, exposition, travel narratives, encounters and interviews with evocative imagery. In works such as Voyage Into The Unknown (2007), Canyonlands (2009), and Estuary (2013). Coover uses scrolling map environments to offer interactive, cinematic experiences in which users create paths among video clips and data; the works explore spatial knowledge and storytelling, national myth-making and land use. In works such as Something That Happened Only Once (2007) and The Last Volcano (2011), he layers stories on animated panoramic settings to present disturbing disjunctions in the expression of place and memory. His recent collaborative works Three Rails Live (2013) and Toxicity: A Climate Change Narrative (2016) are algorithmic. They use code to combine voices and images from a database in an ever-changing order; the works use storytelling and new technologies to address the questions of climate change and industrial waste. In Hearts & Minds: The Interrogations Project, a VR work about US military torture in Iraq, he and his collaborators use immersive arts, storytelling and gaming technologies to introduce challenging accounts of human rights abuse.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2017, 21, 30
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Uwaga, ekran, akcja, reakcja. Czym jest dokument interaktywny – perspektywy rozwoju w Polsce na podstawie badań
Camera rolling, action, reaction. Interactive document – study of development prospects in Poland
Autorzy:
Desponds, Anna
Szylar, Anna
Powiązania:
https://bibliotekanauki.pl/articles/923073.pdf
Data publikacji:
2018-04-26
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
interactivity
new narratives
webdok
i-doc
interactive document financing
research
creators
documentary
film
audiovisual
trans-media
new media
Opis:
Interactive documentaries bring new possibilities of artistic expression. They allow innovative ways of engaging the viewer, personalizing experiences, and building a community. At the same time interactive documentaries bring challenges: the need of new production skills, openness to experimentation, the development of new financing models. There is still a need to create a language to describe new formats. The semantic elusiveity of this area seems to be reflected in its market position. The genre is suspended between film, documentary film and computer games and both the audience and the distributors have difficulties defining it. This text is an attempt to describe what an interactive documentary might be, what sets it apart from other formats, and what’s the viewer’s role in this type of audio-visual formats. We present a few flagship projects from different countries and we look at the Polish audio-visual industry. We conducted a survey, asking Polish artists working on so-called new narratives about their work conditions and the biggest challenges they are facing. The second part of the text covers the results of our study.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2017, 21, 30
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-12 z 12

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