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Interactive Media
Interactive media
Interactive media
normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video, audio, and video games.Contents1 Definition 2 Development 3 Terminology 4 Advantages4.1 Effects on learning 4.2 Intuitive understanding 4.3 Relationships5 Influence on families 6 Types6.1 Distributed interactive media7 Examples 8 Technologies and implementation 9 See also 10 References 11 External linksDefinition[edit] Interactive media
Interactive media
is a method of communication in which the output from the media comes from the input of the users.[1][2] Interactive media works with the user's participation
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Audience Participation
An audience is a group of people who participate in a show or encounter a work of art, literature (in which they are called "readers"), theatre, music (in which they are called "listeners"), video games (in which they are called "players"), or academics in any medium. Audience
Audience
members participate in different ways in different kinds of art; some events invite overt audience participation and others allowing only modest clapping and criticism and reception. Media audience studies have become a recognized part of the curriculum. Audience theory offers scholarly insight into audiences in general. These insights shape our knowledge of just how audiences affect and are affected by different forms of art. The biggest art form is the mass media
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JavaScript
com.netscape.javascript-source [5]Type of format Scripting languagePart of a series onJavaScript JavaScript
JavaScript
syntax JavaScript
JavaScript
library Unobtrusive JavaScript JavaScript
JavaScript
engineLists of Frameworks and LibrariesAjax frameworks JavaScript
JavaScript
web frameworks Comparison of JavaScript
JavaScript
frameworks List of JavaScript
JavaScript
libraries JavaScript
JavaScript
unit testing frameworks JavaScript
JavaScript
Object NotationSee alsoECMAScriptv t e JavaScript
JavaScript
(/ˈdʒɑːvəˌskrɪpt/),[6] often abbreviated as JS, is a high-level, interpreted programming language. It is a language which is also characterized as dynamic, weakly typed, prototype-based and multi-paradigm
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Board Game
A board game is a tabletop game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Some games are based on pure strategy, but many contain an element of chance; and some are purely chance, with no element of skill. Games usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points. There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, like checkers, to having a specific theme and narrative, like Cluedo
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Pop-up Book
The term pop-up book is often applied to any book with three-dimensional pages, although properly the umbrella term movable book covers pop-ups, transformations, tunnel books, volvelles, flaps, pull-tabs, pop-outs, pull-downs, and more, each of which performs in a different manner. Also included, because they employ the same techniques, are three-dimensional greeting cards.[1]Contents1 Pop-up types1.1 Animated books 1.2 Transformations 1.3 Volvelles 1.4 Tunnel books2 History 3 Notable works 4 Associations 5 See also 6 References 7 Further reading 8 External linksPop-up types[edit] A geometric diagram of the basic principle of a pop-up book: the parallelogram. Design and creation of such books in arts is sometimes called "paper engineering"
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Gamebook
A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Gamebooks are sometimes called choose your own adventure books or CYOA after the influential Choose Your Own Adventure
Choose Your Own Adventure
series originally published by US company Bantam Books
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Flip Book
A flip book or flick book is a book with a series of pictures that vary gradually from one page to the next, so that when the pages are turned rapidly, the pictures appear to animate by simulating motion or some other change. Flip books are often illustrated books for children, but may also be geared towards adults and employ a series of photographs rather than drawings. Flip books are not always separate books, but may appear as an added feature in ordinary books or magazines, often in the page corners. Software
Software
packages and websites are also available that convert digital video files into custom-made flip books.Contents1 Functionality 2 History and cultural uses 3 See also 4 References 5 External linksFunctionality[edit] Rather than "reading" left to right, a viewer simply stares at the same location of the pictures in the flip book as the pages turn
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Constellation Wheel
In astronomy, a planisphere is a star chart analog computing instrument in the form of two adjustable disks that rotate on a common pivot. It can be adjusted to display the visible stars for any time and date. It is an instrument to assist in learning how to recognize stars and constellations. The astrolabe, an instrument that has its origins in Hellenistic astronomy, is a predecessor of the modern planisphere. The term planisphere contrasts with armillary sphere, where the celestial sphere is represented by a three-dimensional framework of rings.Contents1 Description 2 History 3 The star chart 4 The upper disc 5 Coordinates 6 References 7 External linksDescription[edit] A planisphere consists of a circular star chart attached at its center to an opaque circular overlay that has a clear elliptical window or hole so that only a portion of the sky map will be visible in the window or hole area at any given time
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Table Of Contents
A table of contents, usually headed simply Contents and abbreviated informally as TOC, is a list, usually found on a page before the start of a written work, of its chapter or section titles or brief descriptions with their commencing page numbers.Contents1 Earliest use 2 Form 3 Examples 4 References 5 NotesEarliest use[edit] Pliny the Elder
Pliny the Elder
credits Quintus Valerius Soranus
Quintus Valerius Soranus
(d
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Index (publishing)
An index (plural: usually indexes, more rarely indices; see below) is a list of words or phrases ('headings') and associated pointers ('locators') to where useful material relating to that heading can be found in a document or collection of documents. Examples are an index in the back matter of a book and an index that serves as a library catalog. In a traditional back-of-the-book index, the headings will include names of people, places, events, and concepts selected by the indexer as being relevant and of interest to a possible reader of the book. The indexer may be the author, the editor, or a professional indexer working as a third party. The pointers are typically page numbers, paragraph numbers or section numbers. In a library catalog the words are authors, titles, subject headings, etc., and the pointers are call numbers
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Non-linear
In mathematics and physical sciences, a nonlinear system is a system in which the change of the output is not proportional to the change of the input.[1] Nonlinear problems are of interest to engineers, physicists,[2][3] mathematicians, and many other scientists because most systems are inherently nonlinear in nature.[4] Nonlinear dynamical systems, describing changes in variables over time, may appear chaotic, unpredictable, or counterintuitive, contrasting with much simpler linear systems. Typically, the behavior of a nonlinear system is described in mathematics by a nonlinear system of equations, which is a set of simultaneous equations in which the unknowns (or the unknown functions in the case of differential equations) appear as variables of a polynomial of degree higher than one or in the argument of a function which is not a polynomial of degree one
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User Experience
User Experience (UX) refers to a person's emotions and attitudes about using a particular product, system or service. It includes the practical, experiential, affective, meaningful and valuable aspects of human–computer interaction and product ownership. Additionally, it includes a person’s perceptions of system aspects such as utility, ease of use and efficiency. User experience may be considered subjective in nature to the degree that it is about individual perception and thought with respect to the system. User experience is dynamic as it is constantly modified over time due to changing usage circumstances and changes to individual systems as well as the wider usage context in which they can be found
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AJAX
Ajax (also AJAX; /ˈeɪdʒæks/; short for "Asynchronous JavaScript
JavaScript
+ XML")[1][2] is a set of Web development techniques using many Web technologies on the client side to create asynchronous Web applications. With Ajax, Web applications can send and retrieve data from a server asynchronously (in the background) without interfering with the display and behavior of the existing page
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Audience
An audience is a group of people who participate in a show or encounter a work of art, literature (in which they are called "readers"), theatre, music (in which they are called "listeners"), video games (in which they are called "players"), or academics in any medium. Audience
Audience
members participate in different ways in different kinds of art; some events invite overt audience participation and others allowing only modest clapping and criticism and reception. Media audience studies have become a recognized part of the curriculum. Audience theory offers scholarly insight into audiences in general. These insights shape our knowledge of just how audiences affect and are affected by different forms of art. The biggest art form is the mass media
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Russell Foster
Superscript textLook up Russell
Russell
in Wiktionary, the free dictionary. Russell
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