Jump to content

User:WutUpJut/Interactive media: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
WutUpJut (talk | contribs)
Updated further references.
WutUpJut (talk | contribs)
Reformatted changes.
Line 1: Line 1:
{{Dashboard.wikiedu.org draft template/about this sandbox}}

== Article Draft ==

== Advantages ==
== Advantages ==


=== Effects on learning ===
=== Effects on learning ===
Furthermore, studies conducted using interactive, immersive media such as virtual reality has proven effects on the educational impacts of students diagnosed with autism spectrum disorder.<ref>{{Cite journal |last=Lorenzo |first=Gonzalo |last2=Lledó |first2=Asunción |last3=Arráez-Vera |first3=Graciela |last4=Lorenzo-Lledó |first4=Alejandro |date=2019-01-01 |title=The application of immersive virtual reality for students with ASD: A review between 1990–2017 |url=https://doi.org/10.1007/s10639-018-9766-7 |journal=Education and Information Technologies |language=en |volume=24 |issue=1 |pages=127–151 |doi=10.1007/s10639-018-9766-7 |issn=1573-7608}}</ref>
Furthermore, studies conducted using interactive, immersive media such as virtual reality has proven effects on the educational impacts of students diagnosed with autism spectrum disorder.<ref>{{Cite journal |last=Lorenzo |first=Gonzalo |last2=Lledó |first2=Asunción |last3=Arráez-Vera |first3=Graciela |last4=Lorenzo-Lledó |first4=Alejandro |date=2019-01-01 |title=The application of immersive virtual reality for students with ASD: A review between 1990–2017 |url=https://doi.org/10.1007/s10639-018-9766-7 |journal=Education and Information Technologies |language=en |volume=24 |issue=1 |pages=127–151 |doi=10.1007/s10639-018-9766-7 |issn=1573-7608}}</ref>

=== Relationships ===
The use of interactive media, alongside immersive media, also has the additional benefit to providing further realism to creating relational bonds in virtual settings. Through the use of this technology, new types of relationships can be formed as well as strengthening preexisting ones.<ref>{{Cite journal |last=Breves |first=Priska |date=2020-10 |title=Bringing People Closer: The Prosocial Effects of Immersive Media on Users’ Attitudes and Behavior |url=http://journals.sagepub.com/doi/10.1177/0899764020903101 |journal=Nonprofit and Voluntary Sector Quarterly |language=en |volume=49 |issue=5 |pages=1015–1034 |doi=10.1177/0899764020903101 |issn=0899-7640}}</ref>


== Types ==
== Types ==

Revision as of 02:14, 28 October 2022

Advantages

Effects on learning

Furthermore, studies conducted using interactive, immersive media such as virtual reality has proven effects on the educational impacts of students diagnosed with autism spectrum disorder.[1]

Relationships

The use of interactive media, alongside immersive media, also has the additional benefit to providing further realism to creating relational bonds in virtual settings. Through the use of this technology, new types of relationships can be formed as well as strengthening preexisting ones.[2]

Types

Commercial interactive media

Interactive medias assist in commercial ventures, such as those incorporating media using virtual and augmented technologies. Virtual tours is one demonstrated way in which interactive media is able to meet commercial needs and provide alternative revenue for business.[3] Studies show that through the use of immersive, interactive media business are expected greater marketing impacts.[4]

Informational interactive media

Media in which information is provided in interactive means. An example would be Geographic Information Systems, like those built upon the ArcGIS framework which provides users with the means to interact with locational data in various ways such as collecting, storing and manipulating.[5]

Examples

The ImmersiveMe convention brings together those in the industry, displaying mass examples of interactive medias and their impacts such as those in the Digital Humanities space where interactive media was able to be used for research purposes.[6]

  1. ^ Lorenzo, Gonzalo; Lledó, Asunción; Arráez-Vera, Graciela; Lorenzo-Lledó, Alejandro (2019-01-01). "The application of immersive virtual reality for students with ASD: A review between 1990–2017". Education and Information Technologies. 24 (1): 127–151. doi:10.1007/s10639-018-9766-7. ISSN 1573-7608.
  2. ^ Breves, Priska (2020-10). "Bringing People Closer: The Prosocial Effects of Immersive Media on Users' Attitudes and Behavior". Nonprofit and Voluntary Sector Quarterly. 49 (5): 1015–1034. doi:10.1177/0899764020903101. ISSN 0899-7640. {{cite journal}}: Check date values in: |date= (help)
  3. ^ Argyriou, Lemonia; Economou, Daphne; Bouki, Vassiliki (2020-12-01). "Design methodology for 360° immersive video applications: the case study of a cultural heritage virtual tour". Personal and Ubiquitous Computing. 24 (6): 843–859. doi:10.1007/s00779-020-01373-8. ISSN 1617-4917.
  4. ^ Chen, Chen; Yao, Mike Z. (2022-03). "Strategic use of immersive media and narrative message in virtual marketing: Understanding the roles of telepresence and transportation". Psychology & Marketing. 39 (3): 524–542. doi:10.1002/mar.21630. ISSN 0742-6046. {{cite journal}}: Check date values in: |date= (help)
  5. ^ Sheehan, Matthew (2015). Developing mobile web ArcGIS applications : learn to build your own engaging and immersive geographic applications with ArcGIS. Birmingham, UK. ISBN 978-1-78439-200-0. OCLC 905853406.{{cite book}}: CS1 maint: location missing publisher (link)
  6. ^ Lugmayr, Artur; Teras, Marko (2015-10-30). "Immersive Interactive Technologies in Digital Humanities: A Review and Basic Concepts". Proceedings of the 3rd International Workshop on Immersive Media Experiences. Brisbane Australia: ACM: 31–36. doi:10.1145/2814347.2814354. ISBN 978-1-4503-3745-8.