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, graphics, animation, video, audio etc.

Contents

Terminology

Though the word media is plural, the term interactive media is often used as a singular noun.

Interactive media is related to the concepts interaction design Interaction design is the study of devices with which a user can interact, in particular computer users. The practice typically centers on "embedding information technology into the ambient social complexities of the physical world." It can also apply to other types of non-electronic products and services, and even organizations, new media New media is a term meant to encompass the emergence of digital, computerized, or networked information and communication technologies in the later part of the 20th century. Most technologies described as "new media" are digital, often having characteristics of being manipulated, networkable, dense, compressible, interactive and, interactivity In the fields of information science, communication, and industrial design, there is debate over the meaning of interactivity. In the "contingency view" of interactivity, there are three levels:, human computer interaction Human–computer interaction is the study of interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. Interaction between users and computers occurs at the user interface (or simply interface), which includes both software and, cyberculture Cyberculture is the culture that has emerged, or is emerging, from the use of computer networks for communication, entertainment and business. It is also the study of various social phenomena associated with the Internet and other new forms of network communication, such as online communities, online multi-player gaming, and email usage, digital culture, and includes specific cases such as, for example, interactive television Interactive television describes a number of techniques that allow viewers to interact with television content as they view it, interactive narrative, interactive advertising Interactive advertising uses online or offline interactive media to communicate with consumers and to promote products, brands, services, and public service announcements, corporate or political groups, algorithmic art Algorithmic art, also known as algorithm art, is art, mostly visual art, of which the design is generated by an algorithm. Algorithmic artists are sometimes called algorists, videogames A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use of the term "video game," it now implies any type of display device. The electronic systems used to, social media Social media is a term used to describe the type of media that is based on conversation and interaction between people online. Where media means digital words, sounds & pictures which are typically shared via the internet and the value can be cultural, societal or even financial, ambient intelligence In computing, ambient intelligence refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s for the time frame 2010–2020. In an ambient intelligence world,, virtual reality Virtual reality is a term that applies to computer-simulated environments that can simulate places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional and augmented reality Augmented reality is a term for a live direct or indirect view of a physical real-world environment whose elements are merged with (or augmented by) virtual computer-generated imagery - creating a mixed reality. The augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a.

An essential feature of interactivity is that it is mutual: user and machine each take a more or less active role (see interaction Interaction is a kind of action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, as opposed to a one-way causal effect. A closely related term is interconnectivity, which deals with the interactions of interactions within systems: combinations of many). Most interactive computing systems are for some human purpose and interact with humans in human contexts.[1] Manovich complains that ‘In relation to computer-based media, the concept of interactivity is a tautology. .... Therefore, to call computer media “interactive” is meaningless – it simply means stating the most basic fact about computers.’ [2]. Nevertheless the term is useful to denote an identifiable body of practices and technologies.

Any form of interface between the end user Economics and commerce define an end-user as the person who uses a product. The end-user or consumer may differ from the person who purchases the product. For instance, if a zookeeper purchases elephant food the purchaser of the product is different than the end-user of that product/audience An audience is a group of people who participate in a show or encounter a work of art, literature , theatre, music or academics in any medium. 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 and the medium may be considered interactive. Interactive media is not limited to electronic media Electronic media are media that use electronics or electromechanical energy for the end user to access the content. This is in contrast to static media (mainly print media), which are most often created electronically, but don't require electronics to be accessed by the end user in the printed form. The primary electronic media sources familiar to or digital media. Board games A board game is a game in which counters or pieces are placed, removed, or moved on a premarked surface or "board" according to a set of rules. Games may be based on pure strategy, chance or a mixture of the two and usually have a goal which a player aims to achieve. Early board games represented a battle between two armies and most, pop-up books, gamebooks A gamebook is a work of fiction that allows the reader to participate in the story by making choices that affect the course of the narrative, which branches down various paths through the use of numbered paragraphs or pages. The genre was mainly popular during the 1980s, flip books A flip 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 and constellation wheels are all examples of printed Printing is a process for reproducing text and image, typically with ink on paper using a printing press. It is often carried out as a large-scale industrial process, and is an essential part of publishing and transaction printing interactive media. Books with a simple table of contents A table of contents, usually headed simply "Contents," is a list of the parts of a book or document organized in the order in which the parts appear. The contents usually includes the titles or descriptions of the first-level headers, such as chapter titles in longer works, and often includes second-level or section titles within the or index An index is a list of words or phrases and associated pointers ('locators') to where useful material relating to that heading can be found in a document. In a traditional back-of-the-book index the headings will include names of people, places and events, and concepts selected by a person as being relevant and of interest to a possible reader of may be considered interactive due to the non-linear In mathematics, a nonlinear system is a system which is not linear, that is, a system which does not satisfy the superposition principle, or whose output is not directly proportional to its input. Less technically, a nonlinear system is any problem where the variable to be solved for cannot be written as a linear combination of independent control mechanism in the medium, but are usually considered non-interactive since the majority of the user experience User eXperience is about how a person feels about using a system*. User experience highlights the experiential, affective, meaningful and valuable aspects of Human-Computer Interaction (HCI) and product ownership, but it also covers a person’s perceptions of the practical aspects such as utility, ease of use and efficiency of the system. User is non-interactive sequential reading.

See also

References

  1. ^ Dix, Alan; Finlay, Janet; Abowd, Gregory D.; Beale, Russell (2004). Human-computer interaction. 3rd edn.. Pearson Education. p. xvi. ISBN The International Standard Book Number is a unique numeric commercial book identifier based upon the 9-digit Standard Book Numbering (SBN) code created by Gordon Foster, now Emeritus Professor of Statistics at Trinity College, Dublin, for the booksellers and stationers W.H. Smith and others in 1966 0130461091, 9780130461094..
  2. ^ Manovich, Lev Lev Manovich is an author of new media books , professor of Visual Arts, University of California, San Diego, U.S. and European Graduate School in Saas-Fee, Switzerland, where he teaches new media art and theory. His best known book is The Language of New Media, which has been widely reviewed and translated into Italian, Korean, Polish, Spanish, (2001). The Language of New Media. Cambridge: MIT Press. p. 55.

External links

Categories: Interactive art | Media studies Categories: Mass media | Humanities | Social sciences | Subfields of political science | Interdisciplinary fields | Cultural studies | Multimodal interaction | New media Categories: Digital media | Media by format | Interactive art | New media art

 

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