Interactive Media Steer in Educational Printing Materials

Author(s):  
Burcin Ispir

The development of digital technology has been highly accelerated since the 2000s. New media environments, which increase interactivity, have been provided to users. With technological convergence, all environments in the category of new media have had the opportunity to work together. With the support of digital technologies, traditional media have also started to include elements that will allow interaction. Support of digital technology does not allow us to see that traditional media is an interactive media but it permits interactive media guidance. Newspapers, books, and magazines, which are located in the category of traditional media, support readers by directing them to interactive media with augmented reality applications. Augmented reality applications in printed materials has been used in many fields. In particular, course books, which protects the existence as the basic learning material of distance learning, can support its content with augmented reality applications. The features of augmented reality applications that allow the presentation of additional information, such as visual, audio, animated text, are discussed in this chapter.

Author(s):  
Burcin Ispir

The development of digital technology has been highly accelerated since the 2000s. New media environments, which increase interactivity, have been provided to users. With technological convergence, all environments in the category of new media have had the opportunity to work together. With the support of digital technologies, traditional media have also started to include elements that will allow interaction. Support of digital technology does not allow us to see that traditional media is an interactive media but it permits interactive media guidance. Newspapers, books, and magazines, which are located in the category of traditional media, support readers by directing them to interactive media with augmented reality applications. Augmented reality applications in printed materials has been used in many fields. In particular, course books, which protects the existence as the basic learning material of distance learning, can support its content with augmented reality applications. The features of augmented reality applications that allow the presentation of additional information, such as visual, audio, animated text, are discussed in this chapter.


Author(s):  
Burçin Ispir

Most distance education institutions still use traditional media such radio, television, printed materials to provide and support education. The educational materials are designed according to the students' individual necessities. So, students can maintain their own learning. The most important property of digital media is interactivity. Traditional media provide interactivity with the support of digital media. To provide a transparent learning and teaching activity in cyber space can be accomplish with interactive opportunities to all learners. In this case the most effective environment should have open access to everyone, easy to follow, unlimited information access. These specialties can be seen in web-based environments. In these days we can eliminate the noninteractive structure of traditional media with the support of web based environments. With the development of Web 2.0 technology, social media applications have gained great popularity in recent years. This chapter will explain, the contribution of Web 2.0 on television in distance education systems.


1998 ◽  
Vol 86 (1) ◽  
pp. 54-62 ◽  
Author(s):  
Tony Branigan

The next two decades will force major changes on existing media and leave them with a significantly smaller share of voice, mind and advertising dollars. Pay TV in various forms will be the main challenge, but the Internet and other interactive media also seem certain to change traditional media use and advertising practices. In the United States, cable television has taken large numbers of viewers from free-to-air TV, and is expanding its share of advertising revenue. Pay TV's prospects in Australia are promising, though the largely American program content of advertiser-supported channels may limit their appeal. Pay TV may be in as many as 20 per cent of homes within three years, but its impact on television viewing levels will be only a fraction of that. Free-to-air viewing may decline by as little as 4 per cent by 2000, while television revenue may be unaffected by Pay TV. In the medium term, digital technology will make various forms of interactivity practicable for both free-to-air and Pay TV. This may prove to be more significant than competition for advertising dollars, as it will allow both media to compete for marketing expenditure currently made outside normal advertising media.


2018 ◽  
pp. 1111-1122
Author(s):  
Burçin Ispir

Most distance education institutions still use traditional media such radio, television, printed materials to provide and support education. The educational materials are designed according to the students' individual necessities. So, students can maintain their own learning. The most important property of digital media is interactivity. Traditional media provide interactivity with the support of digital media. To provide a transparent learning and teaching activity in cyber space can be accomplish with interactive opportunities to all learners. In this case the most effective environment should have open access to everyone, easy to follow, unlimited information access. These specialties can be seen in web-based environments. In these days we can eliminate the noninteractive structure of traditional media with the support of web based environments. With the development of Web 2.0 technology, social media applications have gained great popularity in recent years. This chapter will explain, the contribution of Web 2.0 on television in distance education systems.


ORL ◽  
2021 ◽  
pp. 1-10
Author(s):  
Claudia Scherl ◽  
Johanna Stratemeier ◽  
Nicole Rotter ◽  
Jürgen Hesser ◽  
Stefan O. Schönberg ◽  
...  

<b><i>Introduction:</i></b> Augmented reality can improve planning and execution of surgical procedures. Head-mounted devices such as the HoloLens® (Microsoft, Redmond, WA, USA) are particularly suitable to achieve these aims because they are controlled by hand gestures and enable contactless handling in a sterile environment. <b><i>Objectives:</i></b> So far, these systems have not yet found their way into the operating room for surgery of the parotid gland. This study explored the feasibility and accuracy of augmented reality-assisted parotid surgery. <b><i>Methods:</i></b> 2D MRI holographic images were created, and 3D holograms were reconstructed from MRI DICOM files and made visible via the HoloLens. 2D MRI slices were scrolled through, 3D images were rotated, and 3D structures were shown and hidden only using hand gestures. The 3D model and the patient were aligned manually. <b><i>Results:</i></b> The use of augmented reality with the HoloLens in parotic surgery was feasible. Gestures were recognized correctly. Mean accuracy of superimposition of the holographic model and patient’s anatomy was 1.3 cm. Highly significant differences were seen in position error of registration between central and peripheral structures (<i>p</i> = 0.0059), with a least deviation of 10.9 mm (centrally) and highest deviation for the peripheral parts (19.6-mm deviation). <b><i>Conclusion:</i></b> This pilot study offers a first proof of concept of the clinical feasibility of the HoloLens for parotid tumor surgery. Workflow is not affected, but additional information is provided. The surgical performance could become safer through the navigation-like application of reality-fused 3D holograms, and it improves ergonomics without compromising sterility. Superimposition of the 3D holograms with the surgical field was possible, but further invention is necessary to improve the accuracy.


Author(s):  
Nina Ferreri ◽  
Christopher B. Mayhorn

As digital technology develops, users create expectations for performance that may be violated when malfunctions occur. This project examined how priming expectations of technology performance (high v. low v. no) and experiences of technology malfunction (present v. not present) can influence feelings of frustration and performance on a task. A preliminary sample of 42 undergraduate participants completed a QR code scavenger hunt using the augmented reality mobile app, ARIS. Following the task, participants reported what they found for each scavenger hunt clue, their responses to failures in digital technology, and technology acceptance attitudes. Several factorial ANOVAs revealed a main effect for expectation on adaptive items of the RFDT scale and a main effect for malfunction on performance level. This suggests a potential contradiction between attitudes and behaviors when considering a common scenario involving technology.


Author(s):  
Dylan On

As digital technology progresses, it increasingly mediates human interaction. Simple discussion has shifted from occurring only in person to being mediated by telephone, texting, video calling, Twitter, Facebook and a myriad of other technologies and services. Likewise, theatre has been undergoing a similar shift from an art form that only occurs 'in person' to one in which technology often mediates presence. In his book Liveness, Philip Auslander traces the roots of digital mediation back to the advent of television and the resulting cycle of reinterpretation, or remediation as it is termed by Bolter and Grusin, of different art mediums within one another. Innovative Canadian artists Robert Lepage and Kim Collier are currently engaging in the remediation of traditional art mediums on the stage by taking a distinctly cinematic approach to theatre. This study intends to evaluate the remediation of these mediums both in the theatre and in live performances such as sporting events. It will then consider current trends in integrating interactive ‘new’ media into live and pre-recorded events, and how these ‘new’ media may already be manifesting themselves elsewhere via remediation. This discussion will give special consideration to immersive theatre, in which audiences are free to navigate theatrical space autonomously and observe as they wish. Key questions to be considered include: What are the tools of mediation, and what are their effects? How might digital (re)mediation be reinventing the way we tell and receive stories in the theatre? In what ways can the theatre further reinterpret ‘new’ interactive media?


2020 ◽  
Vol 8 (1) ◽  
pp. 63-83
Author(s):  
Damian Gascoigne

My drawn animation practice has always focused on the gestural mark and messy materiality. This article is about what happened to that practice in the transition from analogue to digital animation, questioning what was lost forever and what might still be worth fighting for. This practitioner’s account of a ‘before digital, after digital’ career describes the experience of making work, as work itself changed forever. Ushered in with little reflection or resistance in the mid-1990s, the new digital doctrine slowly consumed hand-drawn 2D animation production to the point where few but the most determined independent makers keep this vital practice alive. My contention is that a reckoning on why and how we engage with digital technology is long overdue. The article will set out why – after working with digital tools for more than twenty years – I have now abandoned all but the most cursory engagement with new media tools and taken the long walk back to a material analogue practice. The ideas under discussion here can be traced back to one overriding concern – the unsolvable relationship between movement in drawing and drawing for movement. This dichotomy is unique to 2D animation, because freedom of gesture in drawing does not produce continuity of movement in animation. Mining this seam drives my independent animation practice as I try to reconcile the page and the frame.


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