Thursday, December 6, 2012

Background Research: Interactivity


Interactivity 
Background Research & Finding Facts      
Comes from the word Interact, which means to act together or towards others or with others or objects. Interactivity therefore means the dialog that occurs between a human being (and possibly another live creature) and a computer program. A different definition of Interactivity is allowing or relating to continuous two-way transfer of information between a user and the central point of a communication system, such as a computer (websites-drop down menus) or television. Another meaning to interactivity is the degree to which two or more communication parties can act on each other, on the communication medium and on the messages and the degree to which such influences are synchronized.  Interactivity can both be used as a noun to signify a general phenomenon, or to signify a property, example “the interactivity of the modern computer”. To understand the measures of interactivity one must take into note: 

1. Complexity of choice available
2. Amount of effort users must exert to access information
3. Responsiveness of the medium
4. Monitoring information use
5. Ease of adding information and
6. Facilitation of interpersonal communication.
Computer systems were designed so that average people (not just programmers) could interact immediately with computers, telling them what programs to run and then interacting with those programs, such as word processors (then called "editors"), drawing programs (Adobe Illustrator), and other interactive programs. The first interactive human-computer interfaces tended to be input text sequences called "commands" (as in "DOS commands") and terse one-line responses from the system. Interactivity has different branches. There is:






·        Interactive media, which is a method of communication in which the program's outputs depend on the user's inputs, and the user's inputs in turn affect the program's outputs. These inputs and outputs (media) refer to text, animation, and graphics, audio and games, for example smartphones, websites. It is the study of the wonders and experiences of the human and machine relationship. Interactive media has always existed, in the 19th century it was through vending machines, ATMs and arcade games (http://www.nga.gov/kids/zone/seasaws.htm)
                                              
·        Interactive design is interaction between human beings by means of a product or a service or designing interactive digital products, environments and systems. Interactive designs influence emotional responses in target users as they are created for a certain type of persona to give out either a negative or positive feedback. Interactive designs come in forms ranging from 1D to 5D (The behavior defines the user’s actions reaction to the interface and how they respond to it). It can also be viewed as providing interactivity through a focus on the capabilities and constraints of human cognitive processing.


Interactive design consists of user control, responsiveness, real-time interactions, connectedness, personalization, and playfulness. . According to Gary W. Selnow interactivity is in three levels:
1.      Communicative Recognition: This communication is specific to the partner. Feedback is based on recognition of the partner. When a learner inputs information into a computer and the computer responds specifically to that input, there is mutual recognition. The menu format allows mutual recognition.
2.      Feedback: The responses are based on previous feedback. As the communication continues, the feedback progresses to reflect understanding. When a learner refines a search query and the computer responds with a refined list, message exchange is progressing.
3.      Information Flow: There is an opportunity for a two-way flow of information. It is necessary both the learner and the computer have means of exchanging information. The search engine tool allows for learner input via use of the keyboard and the computer responds with written information. 


·        Interactive art is the use of art in new media technology created for and dependent upon a second party of humans to experience its purpose, in a personal and engaging manner. This manner includes motion sensors linked to a computer whereby the audience participate in some way by providing an input in order to determine the outcome of the artwork. Interaction art comes in different types including drama, dance, performance and motion. Since it is interactive art, each viewer makes their own interpretation of the artwork and it may be completely different than another viewer's interpretations. The relationship or formula that makes up this form of art is:

Artist + Competent Agent +Interaction +Audience.


Interactive art takes action when a user/audience activates or triggers a certain thing that the artist wants to communicate. Motion sensors come into play when dealing with interactive art. A user can trigger sensors by jumping, wafting, talking, walking, touching, clicking a button, kicking a ball, singing,  infrared (Passive and active sensors), optics (video and camera systems), Radio Frequency Energy (radar, microwave and tomographic motion detection),projection map p i ng, sound (microphones and acoustic sensors),
Vibration (turboelectric and inertia-switch sensors), Magnetism (magnetic sensors and magnetometers), interactive architecture, installation art etc. There are a number of software/tools that go hand in hand with interactive art, these include Processing, Max/MSP, I-Cube etc.
Interactivity enables user to be actively thinking about the information being presented, making predetermined decisions, and presumably, acquiring the information or skills desired. This consists of playfulness, choice, information collection and reciprocal communication.

 Interactivity provides an opportunity for organizations to build relationships with the public, through two-way symmetrical interactive applications. Interactivity leads to the social construction of meaning as students share knowledge and participate in collaborative and cooperative activities in the environment /space.
                                                                                                                                         




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