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Wyszukujesz frazę "Interactive" wg kryterium: Temat


Tytuł:
Efektywność interaktywnej formy nauczania z użyciem tablicy multimedialnej
The effectiveness of interactive forms of teaching using Interactive White Board
Autorzy:
Majewska, Kamila
Powiązania:
https://bibliotekanauki.pl/articles/426115.pdf
Data publikacji:
2016
Wydawca:
Szkoła Główna Handlowa w Warszawie
Tematy:
interactive forms of teaching
Interactive White Board
Opis:
Nowadays we are witnesses of numerous discussions on the effectiveness of teaching. The relationship between the conditions, didactic tools, work methods and its results are analyzed. The causes of school misfortunes are also sought for. The purpose of these actions is to pursue the education of the knowledge society - people able to think independently, analyze and continually expand their competence. Also, the relationship between the Interactive White Board and the efficiency of inquiry-based learning process have been discussed in the presented research. Consequently, the following research question was posed - How does the interactive use of the Interactive White Board in the process of primary education affect the efficiency of inquiry learning? The data obtained from knowledge tests indicated that interactive teaching with the use of Interactive White Board is the most effective form, surpassing traditional IWB teaching by an average of 25% and traditional teaching with a use of only blackboard - by 30%. Data collected through questionnaires, interviews and observation has also confirmed high efficiency of interactive learning with an Interactive White Board. Research tools developed by the author had been standardized and became a subject to procedure of normalization. In order to minimize the estimation error during the experiment, rotation group technique was used, giving the experiment a cross character.
Źródło:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie; 2016, 1 (63); 31-39
1731-6758
1731-7428
Pojawia się w:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Interactive Whiteboard in Working with Learners. Unconditional Love, or a Result of Specific Actions?
Autorzy:
Majewska, Kamila
Powiązania:
https://bibliotekanauki.pl/articles/2048999.pdf
Data publikacji:
2014-10-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
interactive whiteboards
acceptance of interactive tools
interactive learning
primary
school
research results
Opis:
The number of articles, books, and film documentaries reporting on lessons taught using a multimedia whiteboard is growing year by year. Numerous photographs and recordings show happy faces of children and their teachers. Also, test reports leave no doubt as to the attractiveness of activities supported by this modern media tool. But do all learners approve of learning with an interactive whiteboard? What determines the level of acceptance? I tried to obtain the answer to these questions in the course of research conducted in primary education classrooms as part of grant 495-NP.
Źródło:
Kultura i Edukacja; 2014, 5(105); 90-100
1230-266X
Pojawia się w:
Kultura i Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Aplikácia výskumu využitia interaktívnej tabule pri tvorbe vybraných kompetencií žiakov v predmete technika
Application of Research on Use of Interactive Whiteboard for Creation of Pupils’ Selected Competence in the Subject of Technology
Autorzy:
ŠOLTÉS, Jaroslav
Powiązania:
https://bibliotekanauki.pl/articles/457347.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Rzeszowski
Tematy:
interaktívna tabuľa
interaktívne prostredie
kompetencie
interactive whiteboard
interactive environment
competencies
Opis:
V predkladanom článku autor naznačuje a prezentuje v rámci realizovaného výskumu na základných školách, možnosti a spôsoby využitia interaktívnej tabule. Text uvádza rozpracovanú metodiku, spôsob vyhodnotenia a čiastkové výsledky zistené v edukačnom procese v predmete Technika. Rieši metodické otázky priebehu výučby, ktoré podporujú učenie žiaka a vytvorenie interaktívneho prostredia, pri vytváraní vybraných kompetencií žiakov.
In the presented article, the author suggests and presents, as part of the research realized in primary schools, possibilities and ways of using interactive whiteboard. The text includes in-progress methodology, process evaluation and partial results observed in the educational process in the subject of technology. The text addresses methodological issues during the learning process that support student learning and creating an interactive environment to create the pupils' selected competence.
Źródło:
Edukacja-Technika-Informatyka; 2015, 6, 3; 182-187
2080-9069
Pojawia się w:
Edukacja-Technika-Informatyka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The comparative analysis of selected interactive data presentation techniques on the example of the land use structure in the commune of Tomice
Autorzy:
Król, K.
Prus, B.
Powiązania:
https://bibliotekanauki.pl/articles/92494.pdf
Data publikacji:
2016
Wydawca:
Oddział Kartograficzny Polskiego Towarzystwa Geograficznego
Tematy:
data visualization
Application Programming Interface
API
interactive map
interactive diagram
Opis:
The authors present the results of a comparative analysis of selected techniques and programming tools for building interactive data presentation in the form of diagrams and maps generated in the browser. The results of an inventory of land use structure, which are a part of a geographic information system database of the commune of Tomice in district of Wadowice, were employed as input data. The research has shown that the tested tools have a similar design capacity; which makes it difficult to determine which of them is the best. Different factors contribute to choosing a particular tool. They include technical specification, project budget, license conditions, technical support and visualization possibilities.
Źródło:
Polish Cartographical Review; 2016, 48, 3; 115-127
2450-6974
Pojawia się w:
Polish Cartographical Review
Dostawca treści:
Biblioteka Nauki
Artykuł
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:
SELECTING AN E-(TEXT)BOOK: EVALUATION CRITERIA
Autorzy:
Marczak, Mariusz
Powiązania:
https://bibliotekanauki.pl/articles/941189.pdf
Data publikacji:
2013
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
digital coursebooks
interactive materials
Opis:
This paper aims to propose a repository of pre-use evaluation criteria for language teachers who wish to introduce e-books or e-textbooks to their own teaching practices. By selectively using a set of such criteria, they will be able to evaluate to what extent a given e-book/e-textbook lends itself to utilisation within their own teaching context. The paper briefly reviews the potential advantages of technology-enhanced language teaching. Then, it presents a range of manners in which e-books have been defined, outlines their most essential features, and demonstrates exemplary classifications of e-book types. The evaluation criteria proposed are informed by an analysis of three independent studies into the guidelines for e-book and e-textbook design, as well as the types and features of e-books presented within the paper. The outcome is a list of evaluation criteria pertaining to three aspects of an e-book: (i) layout and design; (ii) content and functionalities; and (iii) the reading device, file format and distribution.
Źródło:
Teaching English with Technology; 2013, 13, 1; 29-41
1642-1027
Pojawia się w:
Teaching English with Technology
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:
Interactive multibody simulation in augmented reality
Interaktywna symulacja wielobryłowa w Rzeczywistości Poszerzonej (AR)
Autorzy:
Valentini, P. P.
Pezzuti, E.
Powiązania:
https://bibliotekanauki.pl/articles/279940.pdf
Data publikacji:
2010
Wydawca:
Polskie Towarzystwo Mechaniki Teoretycznej i Stosowanej
Tematy:
interactive simulation
augmented reality
multibody
Opis:
In this paper, the authors discuss a methodology to enhance multibody systems simulations using Augmented Reality (AR) implementation. The AR deals with the use of live video imagery which is digitally processed and augmented by the addition of computer generated graphics. The purpose is to illustrate how recent developments in computer-aided design and augmented reality can improve the realism and interactivity when simulating the movement of digital mock-ups. The paper discusses hardware and software implementations and an overview of several illustrative examples. The basic idea is described starting from a simple simulation of a falling body subjected to gravity with the initial conditions set nteractively by the user. Then, a more complex interactive simulation of the kinematics of a robot whose end-effector can be grabbed and moved by the user is presented. Finally, the real time dynamic simulation of a slider crank mechanism is discussed. The integration between AR and multibody simulation has revealed to be very useful for didactical purposes and collaborative design.
W pracy autorzy przedyskutowali metodologię usprawnienia symulacji wielobryłowej poprzez zastosowanie tzw. Rzeczywistości Poszerzonej (Augmented Reality – AR). Metodologia ta obejmuje obróbkę cyfrową obrazu pozyskanego kamerą z rozszerzeniem polegającym na dodaniu do tego obrazu grafiki komputerowej. Celem pracy jest pokazanie, na ile najnowsze osiągnięcia komputerowo wspomaganej obróbki obrazu mogą poprawić wrażenie realizmu zapisywanych cyfrowo obrazów i polepszyć interaktywność z użytkownikiem podczas symulacji ruchu uzyskanych makiet rzeczywistych przedmiotów. Zaprezentowano kilka przykładów z omówieniem zastosowanych programów i parametrów sprzętu komputerowego. Podstawowa idea została przedstawiona na przykładzie ciała spadającego pod wpływem siły ciężkości na inny obiekt przy możliwości interakcji użytkownika, który wybiera warunki początkowe upadku. Następnie opisano bardziej złożony model, tj. kinematykę robota, w którym ruch chwytaka może być kontrolowany poprzez użytkownika. Na koniec pokazano symulację dynamiki suwakowego mechanizmu korbowego w czasie rzeczywistym. Tezą pracy jest wykazanie, że integracja symulacji wielobryłowej z możliwościami Rzeczywistości Poszerzonej (AR) posiada ogromne walory dydaktyczne i stanowi pomoc w zadaniach międzyzespołowego projektowania.
Źródło:
Journal of Theoretical and Applied Mechanics; 2010, 48, 3; 733-750
1429-2955
Pojawia się w:
Journal of Theoretical and Applied Mechanics
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:
Science, technology and business - market or interactive coordination
Autorzy:
Håkansson, H.
Powiązania:
https://bibliotekanauki.pl/articles/213418.pdf
Data publikacji:
2012
Wydawca:
Sieć Badawcza Łukasiewicz - Instytut Lotnictwa
Tematy:
science
technology
business
market
interactive coordination
Opis:
An article presents problems of online surveying. The following issues of research definition and planning are discussed: defining the target population, method of selection, practical hints useful when preparing an Internet questionnaire are also revealed as well as Methods of boosting respondents' participation in surveys. Finally methods of data collection are presented.
Źródło:
Prace Instytutu Lotnictwa; 2012, 2 (223); 65-79
0509-6669
2300-5408
Pojawia się w:
Prace Instytutu Lotnictwa
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Projektowanie interaktywnych szkoleń na potrzeby kształcenia na odległość
Designing interactive training for distance learning
Autorzy:
Woźniak-Zapór, Marta
Grzyb, Mariusz
Rymarczyk, Sebastian
Powiązania:
https://bibliotekanauki.pl/articles/527631.pdf
Data publikacji:
2016
Wydawca:
Krakowska Akademia im. Andrzeja Frycza Modrzewskiego
Tematy:
blendede-learning
design training
interactive training
Opis:
As part of university teaching it is possible to use the teaching methods and techniques of distance education. Both the design and doing classes on the distance it must be remembered, that they must meet certain requirements. Distance education at the university can only take the form of blended learning, which is a mixed form, where classes are doing partly in the traditional way, and partly remotely. Distance learning classes should take into account both formal ministerial regulations, internal regulation university, as well as informal rules of creating the course. It should be taken into account methodological principles of creating training and preferences of people involved in education. In addition, each participant of this kind of education should know exactly his obligations. As a result, the teaching process is not in doubt as to the form, rights and obligations of users. Therefore, the article presents issues in the design of interactive training. It will show the possibility of using different kinds of course elements, as well as ways of planning the course. This way it will be easier to create a course that during the implementation can become an interesting way of deepening knowledge.
Źródło:
Państwo i Społeczeństwo; 2016, 2; 155-170
1643-8299
2451-0858
Pojawia się w:
Państwo i Społeczeństwo
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Animated 3D training software - inovative tool for the WEEE reuse and recycling industry
Autorzy:
Stejskal, B.
Powiązania:
https://bibliotekanauki.pl/articles/101512.pdf
Data publikacji:
2016
Wydawca:
Polska Akademia Nauk. Stowarzyszenie Infrastruktura i Ekologia Terenów Wiejskich PAN
Tematy:
WEEE
recyclation
training
interactive
3D
Opis:
Animated 3D training software is an innovative tool describing the dismantling process step by step for 50 most common electrical appliances. The tool is intended for two groups of WEEE reuse and recycling industry workers: low skilled workers (including non-native, disabled or marginalized workers) and corporate management personnel. Using a combination of a popular game engine (Unity3D), C# and JavaScript code, and external calls to web services, 3D representations of the WEEEs and their parts become manageable through a WEB 3D CMS. All the information that is connected to the 3D Objects is dynamically set by content authors. Multilingualism is another key feature of the platform. There is a tool to easily translate all the content of the application to the preferred language online. This technology will produce Virtual Scenarios with a crucial advantage: a ‘content author’ will be able to modify or replicate them, create new scenarios, combine knowledge from existing one, present differences between the same type of devices, model their parts and materials with the help of ontology on WEEE. The tool will be available from the Internet in seven languages (English, German, French, Czech, Greek, Romanian and Slovenian) and the basic version will be free of charge.
Źródło:
Infrastruktura i Ekologia Terenów Wiejskich; 2016, IV/2; 1463-1471
1732-5587
Pojawia się w:
Infrastruktura i Ekologia Terenów Wiejskich
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interactive Digital Narratives: A Close Reading Of Bandersnatch To Analyze The Aesthetic Relations With The User
Autorzy:
Monteiro, Ana Catarina
Powiązania:
https://bibliotekanauki.pl/articles/526567.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Interactive digital narratives
Aesthetic
Interaction
Bandersnatch
Opis:
Computational and interactive technologies are ubiquitous and play an increasingly important role in our daily lives. From the oral language to the written word and printing, we have been building and expanding our capacity to provide information and present it through fictional or non-fictional narratives, allowing newfangled models through which we learn and interpret the world. As new representations transformed these new digital environments, through procedural, encyclopedic, spatial, and participative affordances, narratives have also changed and afforded a set of different scenarios, where users are given the possibility to experience and understand the same system by exploring different paths. Interactive digital narratives are open and complex works that cross different approaches, research fields, and emerging technologies, but are always shaped by interaction, from creation to reception. They also explore social, cultural, ideological, and aesthetic elements, where it is significant to comprehend how these computational formats can help us to allow new positions and points of view, modeling how we construct meaning, examining the relationship between user and technology and how human beings perceive the world. Analyzing the aesthetic qualities of the Netflix production Bandersnatch through immersion, agency, and transformation, and combining these with an analytical framework that studies the dimensions of user experience, we develop a close reading, that analyzes the development of aesthetic relations and its transformational potential in interactive digital narratives.
Źródło:
Media Literacy and Academic Research; 2020, 1; 57-72
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
U początków historii filmu interaktywnego (Jeffrey Shaw – Luc Courchesne – Grahame Weinbren)
The history of interactive movies (Jeffrey Shaw – Luc Courchesne – Grahame Weinbren)
Autorzy:
Kluszczyński, Ryszard W.
Powiązania:
https://bibliotekanauki.pl/articles/510923.pdf
Data publikacji:
2014
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
interactive movie
immersion
virtuality
multimedia
dispositive
expanded cinema
new media art
installation art
interactive narration
Opis:
Interactive movies are a result of a dialogue between expanded cinema and the art of new media. First examples of this phenomenon were interactive film installations. Jeffrey Shaw, Luc Courchesne and Grahame Weinbren are among the precursors of this trend. Their works are fundamental to the history of interactive movies. Creations of the first two artists were of a visual and immersive character and their artistic projects resulted in creating the idea of interactive participants in film events and the concept of ‘panoramic dispositive’ as a sphere of interactive film experiences. Weinbren created a model of interactive film narration that was available in installation mode. The artists’ interactive film installations are both a continuation of previous artistic activities in the field of cinema as well as a transgression leading
Źródło:
Postscriptum Polonistyczne; 2014, 2(14); 251-259
1898-1593
2353-9844
Pojawia się w:
Postscriptum Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Projekt wirtualnego, interaktywnego muzeum meteorytów z krakowskiego zbioru ING PAN
Project of the Virtual and Interactive Meteorites Museum of Cracovs ING PAN Collection
Autorzy:
Wrzak, Joanna
Manecki, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/1032796.pdf
Data publikacji:
2011
Wydawca:
Polskie Towarzystwo Meteorytowe
Tematy:
Virtual and Interactive Meteorites Museum
meteorites
Źródło:
Acta Societatis Metheoriticae Polonorum; 2011, 2; 171-174
2080-5497
Pojawia się w:
Acta Societatis Metheoriticae Polonorum
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Progres czy regres w komunikacji interaktywnej młodego pokolenia
Progress or Regress in the Youth Interactive Communication
Autorzy:
Jęczeń, Jarosław
Powiązania:
https://bibliotekanauki.pl/articles/2037114.pdf
Data publikacji:
2017
Wydawca:
Katolicki Uniwersytet Lubelski Jana Pawła II. Towarzystwo Naukowe KUL
Tematy:
komunikacja interaktywna
mass media
interactive communication
Opis:
W przeszłości mass media tradycyjne (prasa, radio, telewizja) preferowały linearny, czyli jednokierunkowy przekaz informacji: od nadawcy do odbiorcy. Nowe media odeszły od tego sposobu komunikowania na rzecz interaktywności, czyli dwukierunkowego modelu: od nadawcy do odbiorcy i od odbiorcy do nadawcy. Interaktywność była postrzegana jako znak czasu, rewolucja cywilizacyjna, droga do budowania wspólnot − zarówno w wymiarze realnym, jak i wirtualnym. Interaktywność decydowała o interpersonalnym charakterze komunikacji. W podkreślaniu roli interaktywności użyłem czasu przeszłego. To nie pomyłka. Wiele sytuacji z codziennego życia nastolatków wskazuje na „przemijanie” interaktywności, a co za tym idzie − przemijanie uczestnictwa, to jakaś „samotność technologiczna”, źle rozumiana samowystarczalność. Ta teza, odważna i zapewne postawiona jako problem badawczy, wzbudzi wiele kontrowersji. Samo odejście od interaktywności byłoby chyba bardziej niebezpieczne niż niekontrolowana ewolucja Homo sapiens w stronę Homo videns. Byłby to już nie tylko kryzys utraty rozumu i zdolności poznawczych (non vidi, ergo non est), lecz także kryzys uczestnictwa, kryzys dialogu i generalnie kryzys komunikacji. Byłby to początek elektronicznej samotności. Czy można zrezygnować z interaktywności? Na rzecz czego? Te pytania mogą stanąć u podstaw kolejnej teorii komunikacji.
In the past traditional media would prefer a linear, one-direction information flow: from the sender to the recipient. The new media have departed from this communication mode and switched to interactivity, i.e. a two-way model: from the sender to the recipient and the recipient to the sender. Interactivity was regarded a symptom of the times, a civilisation revolution, a way to build communities in a real sense as much as in the virtual one. Interactivity was decisive for an interpersonal character of communication. I used the past tense in order to highlight the role of interactivity and this is not a mistake. Many situations in the teenagers' everyday life indicate the “passage” of interactivity and this brings about the passing of participation, a sense of “technological loneliness”, a wrongly defined self-sufficiency. This thesis is bald and will certainly stir many controversies. The departure from interactivity as such would be more dangerous than an uncontrolled Homo sapiens' evolution towards Homo videns. This would not only be a crisis associated with a lost of reasons and cognitive abilities (non vidi, ergo non est), but also a dialog participation crisis and a crisis of communication in general. Can we completely give up interactivity? For the benefit of what?
Źródło:
Roczniki Teologiczne; 2017, 64, 10; 87-96
2353-7272
Pojawia się w:
Roczniki Teologiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Prospective evaluation of interactive project of Emergency Medicine Exam with the use of multimedia computer devices
Prospektywna ocena projektu interaktywnego egzaminu ratownictwa medycznego z wykorzystaniem multimedialnych urządzeń komputerowych
Autorzy:
Wejnarski, Arkadiusz
Gajek Villebæk, Pamela Antonella
Leszczyński, Piotr Konrad
Powiązania:
https://bibliotekanauki.pl/articles/1033250.pdf
Data publikacji:
2018
Wydawca:
Towarzystwo Pomocy Doraźnej
Tematy:
Computer
Emergency Medicine
Interactive
Multimedia
Test
Opis:
INTRODUCTION: Digitisation and implementation of IT solutions is contemporarily an intrinsic element while carrying out emergency medical activities. However, the system of education and evaluation of paramedics is conducted in a traditional way in Poland. The aim of the paper was to implement and critically evaluate the project of Emergency Medicine Exam conducted with the use of multimedia computer devices. MATERIAL AND METHODS: The undergraduates took part in a test consisting of fifteen questions concerning medical emergency activities conducted in a traditional (written) and interactive (computer) form. An original tool was developed and it enabled us to apply interactive tasks and centralize statistics. The achieved results underwent parametric tests (T-Student test, T – test for dependent samples with Pearson’s Correlation Coefficient) at significance coefficient of p<0,05. RESULTS: Average percentage results of both forms of the test including all the question categories indicated a statistically significant difference in the test with both samples for averages , where p=0,001 (59,09 % ± 12,16 vs 49,36 % ± 17,61). The number of people who did not succeed in passing the test at 51% passing point was 6 in the traditional test and 10 in the interactive one. Satisfaction analysis indicated the highest mark for detailed feedback (Me=5,95; from 1 to 6 scale). CONCLUSIONS: Multimedia computer devices may be efficiently used while implementing Emergency Medicine Exam. The evaluation of non-technical skills, thanks to the introduction of interactive tasks, enables a more detailed assessment of the competence of candidates for paramedics.
WSTĘP: Cyfryzacja i informatyzacja jest współcześnie nieodłącznym elementem podczas wykonywania medycznych czynności ratunkowych. Jednak system edukacji i ewaluacji ratowników medycznych w Polsce realizowany jest przeważnie w formie tradycyjnej. Celem pracy była implementacja i krytyczna ocena projektu Państwowego Egzaminu Ratownictwa Medycznego, prowadzonego przy użyciu multimedialnych urządzeń komputerowych. Dokonano analizy porównawczej dwóch form egzaminu: tradycyjnej (papierowej) oraz interaktywnej (komputerowej), pod względem satysfakcji uczestników oraz uzyskanych wyników. MATERIAŁ I METODY: TBadani uczestniczyli w teście złożonym z piętnastu zagadnień z zakresu medycznych czynności ratunkowych realizowanym w formie tradycyjnej (pisemnej) oraz interaktywnej (komputerowej). Opracowano autorskie narzędzie umożliwiające aplikację zadań interaktywnych oraz scentralizowaną statystykę. Uzyskane wyniki poddano testom parametrycznym (Test T-Studenta, TEST-T dla prób zależnych ze współczynnikiem Korelacji Pearsona), przy współczynniku istotności p<0,05. WYNIKI: Średnie procentowe wyniki obu form testów wykazały istotną statystycznie różnicę w teście z dwiema próbami dla średnich, gdzie p=0,001 (59,09 % ± 12,16 vs 49,36 % ± 17,61). Liczba osób, które nie zaliczyły egzaminu wg przyjętego progu 51% wyniosła 6 - test tradycyjny, vs. 10 – test interaktywny. W analizie satysfakcji najwyższą notę przyznano za dokładność informacji zwrotnej (Me=5,95; w skali od 1 do 6) WNIOSKI: Multimedialne urządzenia komputerowe mogą być skutecznie zastosowane przy wdrożeniu Państwowego Egzaminu Ratownictwa Medycznego. Ocena umiejętności nietechnicznych, dzięki implementacji zadań interaktywnych, umożliwia bardziej szczegółową ocenę kompetencji kandydatów na ratowników medycznych.
Źródło:
Critical Care Innovations; 2018, 1, 1; 1-15
2545-2533
Pojawia się w:
Critical Care Innovations
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interactive Grid computing: adapting high level architecture-based applications to the Grid
Autorzy:
Rycerz, K.
Bubak, M.
Malawski, M.
Sloot, P.
Powiązania:
https://bibliotekanauki.pl/articles/1964209.pdf
Data publikacji:
2004
Wydawca:
Politechnika Gdańska
Tematy:
interactive simulation
grids
grid computing
HLA
OGSA
Opis:
In this paper we present the design of a Grid HLA Management System (GHMS) supporting execution of High Level Architecture-based interactive applications in a Grid environment, while at the same time allowing for running HLA legacy codes to preserve backward compatibility with the HLA standard. In particular, we describe the following system components: an HLA-Speaking Service for multiple federates that interface the HLA application to the system, a Monitoring Service integrated with the OCMG monitoring system and HLA-based Benchmark Services informing the Broker Service of what can be expected from the application's behavior.
Źródło:
TASK Quarterly. Scientific Bulletin of Academic Computer Centre in Gdansk; 2004, 8, 4; 549-559
1428-6394
Pojawia się w:
TASK Quarterly. Scientific Bulletin of Academic Computer Centre in Gdansk
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zastosowanie wybranych aplikacji internetowych w dziennikarstwie danych – analiza porównawcza
Use of Selected Web Applications for Data Journalism – Comparative Analysis
Autorzy:
Król, Karol
Powiązania:
https://bibliotekanauki.pl/articles/649880.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
interactive data charts
online journalism
internet applications
Opis:
Media convergence and multimediality of message brought about a situation where journalists and editors of the content posted on the Internet are more and more frequently required to acquire the skills which have never been necessary for them before. It often forces them to become acquainted with professional software and information technology. On the other hand, availability of different databases and Internet applications provides journalists with possibilities of gathering, processing and visualization of data unheard of to date. The objective of the paper was a comparative analysis of selected Web applications generating interactive maps, data charts and diagrams, that may be useful in journalist’s everyday work, in the browser in an automatic way. The conducted research allows concluding that the tested applications may be applied in Internet, citizen or data journalism, that is wherever the concise and attractive form of data visualization is of primary importance.
-
Źródło:
Acta Universitatis Lodziensis. Folia Litteraria Polonica; 2017, 41, 3
1505-9057
2353-1908
Pojawia się w:
Acta Universitatis Lodziensis. Folia Litteraria Polonica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Naukowe wystawy interaktywne w Polsce
Autorzy:
Kluza, Maciej
Powiązania:
https://bibliotekanauki.pl/articles/636604.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
Science & Technology Museums, interactive exhibition, science center
Opis:
Interactive scientific exhibitions in Poland The Exploratorium opened in San Francisco in 1968 is generally considered to be a prototype of all science centres or interactive exhibitions. However, its creator, the American physicist Frank Oppenheimer (1912–1985) was inspired by European science and technology museums, such as Science Museum in London or Deutches Museum in Munich. In the 19th century such museums were also present in Poland, but the first establishment, in which interactive models were purposefully used, most often by pressing the button, was the Museum of Industry and Technology which opened in Warsaw in 1933. Over the last dozen years or so, various initiatives for the promotion of science, and in particular the natural sciences, have been launched throughout Poland. The concept initiated in the US some 45 years ago is popular in many countries around the world, but it really established itself in Poland in the early 21st century. Two Kraków-based museums – the Jagiel- lonian University Museum and the Museum of Municipal Engineering – played a pioneer role in this respect. Initiatives to create interactive exhibitions were also launched in other cities across Poland – Szczecin, Gdańsk, Gdynia, Toruń and Wałbrzych. The highlight of those projects was the opening of the Copernicus Science Centre in Warsaw in November 2010.
Źródło:
Opuscula Musealia; 2014, 22
0239-9989
2084-3852
Pojawia się w:
Opuscula Musealia
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
E-marketing of research and scientific institutions - psychological aspect
Autorzy:
Wolski, K.
Powiązania:
https://bibliotekanauki.pl/articles/212448.pdf
Data publikacji:
2012
Wydawca:
Sieć Badawcza Łukasiewicz - Instytut Lotnictwa
Tematy:
e-marketing
interactive marketing
educational management strategies
Opis:
Marketing activities taken up by research and scientific institutions is an increasingly popular subject of debates and scientific works from the area of management and education. What shows this trend very well is not only the growing number of scientific publications concerning these subjects, but also the appearance of scientific magazines, titles dedicated to this issue (eg. International Journal of Educational Management, Journal of Marketing for Higher Education). In many contemporary works concerning marketing of higher education institutions and research institutes, models functioning In the business environment are being adapted to serve the needs of educational units. Thus, in works concerning management strategies for educational organizations we can find references to such classic concepts as 4P, 7P or 4C. Adapting classic marketing models, applied in business, to the conditions in which higher education institutions and research units function, shows that the managers of these institutions see the need to compete on the market and determine the direction of marketing activities. It can be presumed that this need will be constantly growing, along with the growth of competition between higher education institutions. This competition will result from, among others, demographic factors, including the predicted drop in the number of people aged 19-24. According to the forecasts of the Central Statistical Office the numer of people in this age range in Poland will drop from 2,817,000 in 2015 to 2,135,000 in 2025. Dropping number of students and the resulting growth of competition between universities will force them to adopt a strategic approach to marketing activities and using the latest achievements of interactive marketing. Including intensification of online activities. As the examples mentioned in this work show, many theories or psychological phenomena can be successfully used for building and implementing the marketing strategy of scientific and research institutions. Such theories as the Technology Acceptance Model served well the purpose of explaining the behavior of users. They also have their practical implications for people designing marketing influence. The application of knowledge from the area of social psychology is similar. Many mechanisms, like the social evidence of Tightness, are good for interactive marketing. Good choice of these mechanisms and fitting them well into the entirety of activities aimed at promoting an organization, can contribute to raising the efficiency of influence.
Źródło:
Prace Instytutu Lotnictwa; 2012, 2 (223); 101-116
0509-6669
2300-5408
Pojawia się w:
Prace Instytutu Lotnictwa
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interaktywne mapy w internecie – przykłady wykorzystania GIS do generowania rozwiązań opartych o SVG
Interactive internet maps – examples of using GIS for generation SVG based solutions
Autorzy:
Madej, P.
Powiązania:
https://bibliotekanauki.pl/articles/130740.pdf
Data publikacji:
2003
Wydawca:
Stowarzyszenie Geodetów Polskich
Tematy:
mapy interaktywne
Internet
GIS
SVG
interactive maps
Opis:
Mapa jest podstawowym sposobem prezentacji informacji z wielu dziedzin stąd internetowe serwisy informacyjne oparte o mapy to obecnie często stosowane rozwiązanie. W pracy przedstawiono dwa przykłady takich serwisów. Pierwszy projekt to rozwiązanie pokazujące możliwości wykorzystania mapy jako źródła informacji o krajowej sieci pomiarowej z zakresu hydrologii i meteorologii. Drugi przykład zorientowany jest na wspomaganie lokalnych specjalistów odpowiedzialnych za operacyjne działania w ochronie przeciwpowodziowej. Ww. rozwiązania zostały wygenerowane w dużej mierze automatycznie na podstawie danych GIS zaś do prezentacji map w internecie wykorzystano Scalable Vector Graphics; stosunkowo nowy język z rodziny XML, zorientowany na opis dwuwymiarowej grafiki w sieci www.
Map is the fundamental way of presenting information in several domains thus, map-based web sites are presently an often used solution. This paper presents two examples of such solution. The first design show possibilities of use map as a source of information concerning the nation-wide measurement network in the area of hydrology and meteorology. The second example is oriented toward assistance of local specialists responsible for operational activities in flood protection. The web sites content were generated in large measure automatically on the basis of GIS database. Scalable Vector Graphics, a new language for describing two-dimensional graphics and graphical applications in XML, is used for map presentation.
Źródło:
Archiwum Fotogrametrii, Kartografii i Teledetekcji; 2003, 13a; 155-162
2083-2214
2391-9477
Pojawia się w:
Archiwum Fotogrametrii, Kartografii i Teledetekcji
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Dokumentacja interaktywnych aspektów dzieł sztuki mediów
Documentation Of An Interactive Aspect Of Media Art Works
Autorzy:
Dobrowolska, Weronika
Powiązania:
https://bibliotekanauki.pl/articles/424432.pdf
Data publikacji:
2011
Wydawca:
Akademia Sztuk Pięknych w Gdańsku
Tematy:
CONTEMPORARY ART
DOCUMENTATION
INTERACTIVE ART
NEW MEDIA
Opis:
Media art requires that the traditional documenting methods both improve and work out new tools, allowing the documentation to catch specific features and phenomena associated with the functioning of artworks that include unstable, electronic media. One of the phenomena, a characteristic for many media works is an openness towards the interaction of the audience, who may manipulate the work using many interfaces creating their own performance, as well as modify the work within the framework defined by the artist. According to many researchers and artists, the actual artwork is the result of the activities of 'inter-actors' who experience it. The traditional methods used by art institutions to document the interactive aspect of the artworks is only to a very limited extent successful. The problem of documenting art created by non-standard media (including electronic media) was undertaken as part of many projects, for example: Documentation et conservation du patrimoine des arts mediatiques (DOCAM), Variable Media Initiative (VM), Capturing Unstable Media (CUM) or the thematic residential programs realised by the Daniel Langlois Foundation. However, not all of the above mentioned projects considered that the problem of interactivity and the experience of the audience had been dealt with thoroughly. In many of them a new theoretical ground taking the concept of both the artwork and the role of inter-actors was created. A few of the proposed solutions were quoted in the article. In the text, various strategies of documenting the interactive aspects of media artworks which result from adopting various perspectives and assumptions were described. These strategies oscillate around two opposing terms: interactivity and interaction, as well as the difference between the will to document an ideal representation of the work (according to the artistic concept) and an attempt to grasp how the work functions in real circumstances together with the more or less successful trials of the inter-actors to experience it. Of particular interest seem to be the attempts to document the experience of the audience and then applying the knowledge achieved to work further with the artwork - to protect it, exhibit it in various ways or allow it to communicate further with the audience.
Źródło:
Sztuka i Dokumentacja; 2011, 5; 33-53
2080-413X
Pojawia się w:
Sztuka i Dokumentacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
School in the Cultural Discourse of Real Virtuality
Autorzy:
Cudowska, Agata
Powiązania:
https://bibliotekanauki.pl/articles/44447031.pdf
Data publikacji:
2023
Wydawca:
Akademia Ignatianum w Krakowie
Tematy:
virtual reality
interactive communication
school
student
teacher
Opis:
Objectives of the research: The purpose of the theoretical research is to understand the importance of school in the culture of real virtuality and to point out the challenges that this phenomenon poses to pedagogy, especially school pedagogy. The research question is as follows: Does understanding the nature of the relationship between contemporary media and the partners of school dialogue help us better understand the changing educational reality which relies heavily on modern technologies and enable more accurate planning of pedagogical interactions? Research methods: The study used the desk research method, which involves compiling, analyzing and processing data from existing sources, and then formulating conclusions based on them regarding the problem under study. A meta-analysis of the concepts and categories comprising the title research problem was performed using interdisciplinary sources and selected international reports. Brief description of the context of the issue: The article presents a discourse analysis of the place of school in the culture of virtual reality (VR). The basic features of this culture are described within the paradigm of informationism, in which modern digital technology enables the integration of all modes of communication. Attention is paid to the interactive nature of hypermedia and its specific logic of flow beyond time and historical context. The role of the recipient of the message in the communication chain is highlighted as the one who ultimately gives it meaning in accordance with their own perception and experience of reality. The dialogical nature of communication in virtual space and polyphony leading to the creation of hypertexts that combine multiple narratives is emphasized. Research findings: The results show the importance of the links between the school’s implementation of basic educational and teaching functions and the tools offered by modern digital technologies. The special role of the teacher in the process of preparing students to discuss media messages and discover their polemical nature is revealed. Conclusions and/or recommendations: The analysis made it possible to formulate the tasks facing contemporary schools in terms of preparing young people to consciously and actively engage in the multimedia system of communication according to its logic, language and methods of encoding meanings. The importance of a dialogical, open and creative attitude of the teacher in the process of forming empowered participants of communication in the culture of real virtuality is emphasized.
Źródło:
Multidisciplinary Journal of School Education; 2023, 12, 2 (24); 223-242
2543-7585
Pojawia się w:
Multidisciplinary Journal of School Education
Dostawca treści:
Biblioteka Nauki
Artykuł

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