Interactivity in the context of Tutorial


Interactivity in the context of Tutorial

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⭐ Core Definition: Interactivity

Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks.

Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels:

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👉 Interactivity in the context of Tutorial

In education, a tutorial is a method of transferring knowledge and may be used as a part of a learning process. More interactive and specific than a book or a lecture, a tutorial seeks to teach by example and supply the information to complete a certain task.

A tutorial can be taken in many forms, ranging from a set of instructions to complete a task to an interactive problem solving session (usually in academia).

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Interactivity in the context of Electronic literature

Electronic literature or digital literature is a genre of literature where digital capabilities such as interactivity, multimodality or algorithmic text generation are used aesthetically. Works of electronic literature are usually intended to be read on digital devices, such as computers, tablets, and mobile phones. They cannot be easily printed, or cannot be printed at all, because elements crucial to the work cannot be carried over onto a printed version.

The first literary works for computers, created in the 1950s, were computer programs that generated poems or stories, now called generative literature. In the 1960s experimental poets began to explore the new digital medium, and the first early text-based games were created. Interactive fiction became a popular genre in the late 1970s and 1980s, with a thriving online community in the 2000s. In the 1980s and 1990s hypertext fiction begun to be published, first on floppy disks and later on the web. Hypertext fictions are stories where the reader moves from page to page by selecting links. In the 2000s digital poetry became popular, often including animated text, images and interactivity. In the 2010s and 2020s, electronic literature uses social media platforms, with new genres like Instapoetry or Twitterature as well as literary practices like netprov. Although web-based genres like creepypasta and fan fiction are not always thought of as electronic literature (because they usually manifest as linear texts that could be printed out and read on paper), other scholars argue that these are born digital genres that depend on online communities and thus should be included in the field.

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Interactivity in the context of Science museums

A science museum is a museum devoted primarily to science. Older science museums tended to concentrate on static displays of objects related to natural history, paleontology, geology, industry and industrial machinery, etc. Modern trends in museology have broadened the range of subject matter and introduced many interactive exhibits. Modern science museums, increasingly referred to as "science centres" or "discovery centres", also feature technology.

While the mission statements of science centres and modern museums may vary, they are commonly places that make science accessible and encourage the excitement of discovery.

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Interactivity in the context of Interactionism

In micro-sociology, interactionism is a theoretical perspective that sees social behavior as an interactive product of the individual and the situation. In other words, it derives social processes (such as conflict, cooperation, identity formation) from social interaction, whereby subjectively held meanings are integral to explaining or understanding social behavior.

This perspective studies the ways in which individuals shape, and are shaped by, society through their interactions. Interactionism thus argues that the individual is an active and conscious piece of the social-context system, rather than merely a passive object in their environment. It believes interactions to be guided by meanings that are attached to the self, to others with whom each individual interacts, and to situations of interaction; all of which are altered in interaction themselves. In this sense, interactionism may stand in contrast to studies of socialization, insofar as interactionism conceives individuals to influence groups at least as much as groups influence individuals.

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Interactivity in the context of Latency (audio)

Latency refers to a short period of delay (usually measured in milliseconds) between when an audio signal enters a system and when it emerges. Potential contributors to latency in an audio system include analog-to-digital conversion, buffering, digital signal processing, transmission time, digital-to-analog conversion, and the speed of sound in the transmission medium.

Latency can be a critical performance metric in professional audio, including sound reinforcement systems, foldback systems (especially those using in-ear monitors) live radio and television. Excessive audio latency has the potential to degrade call quality in telecommunications applications. Low-latency audio in computers is important for interactivity.

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Interactivity in the context of Visual novels

A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustrations and a varying degree of interactivity.

Visual novels originated in and are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006. In Japanese, a distinction is often made between visual novels (NVL, from "novel"), which consist primarily of narration and have very few interactive elements, and adventure games (AVG or ADV, from "adventure"), which incorporate problem-solving and other types of gameplay. This distinction is normally lost outside Japan, as both visual novels and ADV-style adventure games are commonly referred to as "visual novels" by international fans.

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Interactivity in the context of Early history of video games

The history of video games spans a period of time between the invention of the first electronic games and today, covering many inventions and developments. Video gaming reached mainstream popularity in the early 1970s, when arcade video games, gaming consoles and personal computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. The early history of video games, therefore, covers the period of time between the first interactive electronic game with an electronic display in 1947, the first true video games in the early 1950s, and the rise of early personal computer and arcade video games in the 1970s, followed by Pong and the beginning of the first generation of video game consoles with the Magnavox Odyssey in 1972. During this time there was a wide range of devices and inventions corresponding with large advances in computing technology, and the actual first video game is dependent on the definition of "video game" used.

Following the 1947 invention of the cathode-ray tube amusement device—the earliest known interactive electronic game as well as the first to use an electronic display—the first true video games were created in the early 1950s. Initially created as technology demonstrations, such as the Bertie the Brain and Nimrod computers in 1950 and 1951, video games also became the purview of academic research. A series of games, generally simulating real-world board games, were created at various research institutions to explore programming, human–computer interaction, and computer algorithms. These include Sandy Douglas' OXO, Christopher Strachey's Checkers, and Stanley Gill's Sheep and Gates (all 1952), the first software-based games to incorporate a cathode-ray tube display, and several chess and checkers programs.

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