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1. Tunnlar som talar : En undersökning av spel som medium för berättande

2. Tunnlar som talar : En undersökning av spel som medium för berättande

3. Design av sekretessmeddelanden : Hur sekretessmeddelanden kan designas för att främja användares förståelse

4. In the Spotlight or Blending In: Navigating Product Placement Interaction Levels in VR Gaming

5. Bridging the Gap: Usability's Role in Connecting Simplicity, Interactivity, and Brand Trust

6. The Alchemy of the Player and the Game: Creating and Embodying Mental Health Meanings in Digital Games

7. The Role of Working Memory in Children's Learning of Spatial Skills from a Virtual Reality Game

8. Disseny, assaig i valoració de la implementació d'activitats gamificades per al CFGM d'Electromecànica de vehicles automòbils

10. Online content creators’ and viewers’ interdependent journeys

11. Exploring Interactivity Strategies in Social Media Communications of Leading Universities: A Cross-Continental Study

12. Enhancing presentation software for more interactive use : Adjusting functions of presentation slides to support students and teachers

13. 'Du eier kun et nu!' : Om å skape et kunstnerisk konsept med fokus på interaksjon som kunstnerisk kvalitet i folkesang

14. Rethinking Openness in Data Platforms : The Impact of Data Artifact Characteristics on Platform Openness

15. Online content creators’ and viewers’ interdependent journeys

16. Online content creators’ and viewers’ interdependent journeys

17. Enhancing presentation software for more interactive use : Adjusting functions of presentation slides to support students and teachers

18. 'Du eier kun et nu!' : Om å skape et kunstnerisk konsept med fokus på interaksjon som kunstnerisk kvalitet i folkesang

19. Gränslösa möten : Utställningsproducenter och museipedagogers åsikter och perspektiv på hybridupplevelser

20. Evolución de la comunicación audiovisual móvil informativa en España

21. Ludo-Hermeneutics:The Interpretation of Digital Games Exemplified in the Puzzle Game Portal

22. Design av sekretessmeddelanden : Hur sekretessmeddelanden kan designas för att främja användares förståelse

23. ‹Mitmachen ist besser als nur Zuschauen›: Qualitative Studie an Berufsschulen zur Wahrnehmung und motivationalen Wirkung eines interaktiven Mathematik-Lernvideos

24. Full data by Local Action Groups–LAGs and by Groupings of Landscape Types–GLTs [Dataset]

25. The fallacy of interactivity on Twitter: the case of Andalusian political parties in 2020

26. Gränslösa möten : Utställningsproducenter och museipedagogers åsikter och perspektiv på hybridupplevelser

27. Ludo-Hermeneutics:The Interpretation of Digital Games Exemplified in the Puzzle Game Portal

28. Increasing interpretability in XAI: Addressing the design principles for interactive XUIs to increase interpretability in XAI for end-users

29. Person-to-Person Interaction in Twenty-first-century Society: Technology and Arts at the Service of Communication

30. Understanding fake news during the Covid-19 health crisis from the perspective of information behaviour: The case of Spain

31. Navigating the Digital Marketplace: Examining the Influence of Social Media Advertising on Purchase Intentions through the Lens of Performance Expectancy Theory

32. Navigating the Digital Marketplace: Examining the Influence of Social Media Advertising on Purchase Intentions through the Lens of Performance Expectancy Theory

33. Integración del servicio de datos de la TDT con la Televisión Interactiva a través de TVC+

34. Interactive infographics for communicating sustainability : Use of an interactive infographic in explaining a complex sustainability framework for companies

35. Stretching immersion in virtual reality : How glitches reveal aspects of presence, interactivity and plausibility

36. Stretching immersion in virtual reality : How glitches reveal aspects of presence, interactivity and plausibility

37. Interactive infographics for communicating sustainability : Use of an interactive infographic in explaining a complex sustainability framework for companies

38. Digitala läromedel i algebraundervisningen : En kvantitativ innehållsanalys av elevuppgifter i årskurs 6

39. An Exploration of Interactions and Design Implications of Low-interactivity Games

40. Interactive Level Design and Immersion : A study of Player Experience in Genshin Impact

41. Gamificación aplicada a la enseñanza de excipientes farmacéuticos

42. Interpassive art. Interactivity as an interpassive medium in the art reception

43. Análisis de la página web del canal Antena 3: oferta de contenidos, interactividad y redes sociales

44. Suscripción a la prensa digital como contención a los discursos de odio

45. Interacciones de habla: continuidad y cambio en la clase en línea de emergencia

46. Gamificación aplicada a la enseñanza de excipientes farmacéuticos

47. It's Not a Game! Rules of Notice and Hermeneutics of Suspicion in Contemporary FMV Games

48. Visual analysis of air quality data at UPC

49. Formative col@b and its potentialities in teacher education with digital cultures

50. Formative col@b and its potentialities in teacher education with digital cultures

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