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References
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What is Interactive Media? | Elon UniversityInteractive media refers to the transformative ways that people share information and ideas through creative uses of technology.Missing: definition | Show results with:definition
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[2]
A Brief Guide to Interactive Multimedia and The Study of The United ...Interactive Multimedia is any package of materials that includes some combination of texts, graphics, still images, animation, video, and audio;
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[3]
Types of Interactive Media - North Central CollegeSep 28, 2022 · Interactive media would include the following: social media, web design and UIX, multimedia journalism, digital video (YouTube, TikTok, etc.), digital audio ...
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[4]
Interactive media from the 1930s to now | Hopkins Press### History and Key Milestones of Interactive Media (1930s to Present)
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(PDF) Interactive Media - ResearchGateApr 8, 2020 · The term interactive media defines a vast array of digital and computer-mediated systems, products, and services that rely on the users' ...
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Interactive Media - an overview | ScienceDirect TopicsInteractive media refers to digital platforms that allow users to engage and interact with content, characterized by varying levels of media skills among youth ...
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[7]
Interactive media | Research Starters - EBSCOInteractive media refers to a form of communication that relies on user input to generate content, such as electronic text, graphics, audio, video, and games.
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Interactive Media Explained: Top Types & Engaging ExamplesOct 7, 2025 · Interactive media refers to various types of digital media, where the user has the ability to influence the experience. Examples include social ...
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Online Journalists: Foundations for Research into Their Changing ...Abstract. Interactive media have grabbed the attention of communication researchers in the latter half of the 1990s, but the focus to date has been primari.
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[10]
The Surprisingly Long History of 'Choose-Your-Own-Adventure ...May 4, 2022 · The Surprisingly Long History of 'Choose-Your-Own-Adventure' Stories. From the 'I Ching' to an upcoming Netflix rom-com, interactive fiction ...
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Glossary - Janet H. MurrayImmersion and interactivity are characteristic pleasures of digital environments. ... Participation combined with procedurality create interactivity, which means ...
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[12]
Inventing the Medium: Principles of Interaction Design as a Cultural ...Interactivity refers to the maximizing of two affordances of the digital medium, the procedural and the participatory, in the satisfying experience of agency.
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[13]
Sage Reference - Encyclopedia of New Media - InteractivityJanet H. Murray, in her 1997 work on interactive fiction, Hamlet on the Holodeck, writes about a third kind of interactivity: interacting with ...
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[14]
Applications and Impact of Hypermedia Systems: An OverviewA hypermedia system can be defined as multimedia, with links, embedded in a network, i.e. a networked system supporting the storage and retrieval of linked ...
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hypermedia - Chicago School of Media Theory“Hypermedia” is defined by the Oxford English Dictionary as “a method of structuring information in different media for a single user… whereby related items ...Missing: scholarly | Show results with:scholarly
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[16]
Transmedia Storytelling 101 — Pop JunctionsMar 21, 2007 · Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels ...
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Transmedia Storytelling - MIT Technology ReviewJan 15, 2003 · Transmedia Storytelling. Moving characters from books to films to video games can make them stronger and more compelling. By. Henry Jenkins ...Missing: definition | Show results with:definition
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The Evolution of Interactive Media: 20+ Years of InnovationAs bandwidth and technology improved, interactive media evolved into immersive environments powered by video, real-time data, and personalization. Augmented ...
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[19]
Immersive Multimedia - MeegleMar 14, 2025 · The evolution of immersive multimedia accelerated with the advent of digital technology in the 1990s, which brought about advancements in ...
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[20]
Information processing of interactive versus non-interactive contentA between-subjects experiment with three levels of interactivity (low, medium, and high) was conducted to understand the effects of interactivity on users' ...
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[21]
“This Action Will Have Consequences”: Interactivity and Player AgencyInteractivity is a debatable concept which has been so over-applied as to be rendered meaningless, and the sense of agency that videogame players experience is ...
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[22]
Standards and the emergence of digital multimedia systemsMPEG multimedia standards: evolution and future developments. MM '07: Proceedings of the 15th ACM international conference on Multimedia ... The ACM Digital ...
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SIGCHI: HomeACM SIGCHI is the leading international community of students and professionals interested in research, education, and practical applications of Human Computer ...People · About · SIGCHI Awards · SIGCHI PoliciesMissing: glossary | Show results with:glossary
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Personal Computing - National Museum of American HistoryPersonal computing gave individuals access to tools previously available only to businesses and corporations. The advent of microprocessors, which included ...
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ELIZA—a computer program for the study of natural language ...ELIZA—a computer program for the study of natural language communication between man and machine. Author: Joseph Weizenbaum ... Published: 01 January 1966 ...<|separator|>
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"Adventure," or "Colossal Cave Adventure," is the First Computer ...In 1975 and 1976 spelunker and programmer at Bolt Beranek and Newman Offsite Link in Cambridge, Massachusetts, William Crowther Offsite Link wrote the first ...
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Ted Nelson Coins the Terms Hypertext, Hypermedia, and HyperlinkIn 1965 self-styled "systems humanist Offsite Link " Ted Nelson Offsite Link (Theodor Holm Nelson) published "Complex Information Processing: A File ...
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Xerox Alto - CHM Revolution - Computer History MuseumDeveloped by Xerox as a research system, the Alto marked a radical leap in the evolution of how computers interact with people, leading the way to today's ...
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50 Years of Fun With Pong - CHM - Computer History MuseumNov 30, 2022 · PONG began life as the first project of a new company called Atari, formed by three former AMPEX employees, Nolan Bushell, Ted Dabney, and Al ...
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The Consumer Electronics Hall of Fame: Atari 2600 - IEEE SpectrumWhere arcade games had built-in displays, a home console would take advantage of the display that was already in nearly every household—a television screen.
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Chapter: 7 Development of the Internet and the World Wide WebMost recently, in the early 1990s, the invention of the Web made it much easier for users to publish and access information, thereby setting off the rapid ...Early Steps: 1960-1970 · The Nsfnet Years: 1980-1990 · Emergence Of The Web: 1990...
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[32]
The rise and fall of Flash, the annoying plugin that shaped ... - WIREDSep 18, 2019 · By 2008, Flash had become the standard for web-based video. It helped animation, games and multimedia design permeate the web. It energised ...
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[33]
Encarta | Definition, History, & Facts - BritannicaEncarta, multimedia digital encyclopaedia produced by Microsoft Corporation (1993–2009). Initially a CD-ROM product, the Encarta brand later expanded.
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What Is Web 2.0 - O'Reilly MediaTim O'Reilly attempts to clarify just what is meant by Web 2.0, the term first coined at a conference brainstorming session between O'Reilly ...Missing: generated | Show results with:generated
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5 Years On, the App Store Has Forever Changed the Face of SoftwareJul 10, 2013 · On July 10, 2008, Apple launched the App Store, an online hub where iPhone owners could browse and download apps from third party developers.Missing: 2000s | Show results with:2000s
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Web 2.0 | Research Starters - EBSCOCoined by Dale Dougherty in 2004 and later defined by Tim O'Reilly, Web 2.0 emphasizes collaboration, sharing, and dynamic content through social media ...
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Black Mirror Bandersnatch: Netflix's First Interactive Movie for AdultsDec 28, 2018 · Inside Netflix's "Black Mirror: Bandersnatch," an interactive story about a game programmer driven mad creating an interactive story.
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[40]
[PDF] AN OVERVIEW ON 5G COMMUNICATION TECHNOLOGY - IJSDR5G enables interactive media experiences ... With latency as low as 1 millisecond, 5G is essential for real-time applications that require immediate response ...
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2025 Digital Media Trends | Deloitte InsightsMar 25, 2025 · Hyperscale social video platforms are shaping digital media trends, challenging traditional media and redefining content consumption.Missing: 5G | Show results with:5G
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[42]
Distributed Interactive Media - ResearchGateThe key characteristic of media belonging to this class is that they are distributed media which involve direct user interactions with the medium itself.
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[43]
[PDF] Distributed multimedia systems - Semantic ScholarAn overview of distributed multimedia systems is given, the fundamental concept of digital media is examined, the applications are identified, ...
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[44]
Multi-User Dungeons - Richard A. BartleThe history of multi-user dungeons. The history of role-playing via computer goes back a surprisingly long way. In 1970 Crowther and Woods wrote Adventure ...
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[PDF] Video & Interactive Media at the Cloud Edge - Ampere ComputingOverview. This paper describes the future of video streaming and the architecture of emerging cloud edge services utilizing high performance video ...
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[46]
A real-time VR-enabled digital twin framework for multi-user ...The system enables real-time data synchronization between the physical and virtual environments, enhancing the fidelity of the DT model for both visualization ...
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[47]
Addressing Scalability for Real-time Multiuser Holo-portationScalability, interoperability, and cost efficiency are key remaining challenges to successfully providing real-time holo-portation (and Metaverse-like) ...
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[48]
Multi-user latency synchronization algorithm for an immersive ...Unified processing is in a single cloud environment to maintain low latency and synchronization for all users. This centralized approach enables efficient ...
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[49]
Design a Collaborative Editing System like Google DocsMulti-user Collaborative Editing: Users should be able to edit the same document concurrently and view each other's changes in real-time. Out of Scope.Missing: interactive | Show results with:interactive
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[50]
21 features to enhance your Zoom Workplace experiencePersonalize meetings · Improve engagement with multi-speaker view · Enable translated captions for Meetings · Integrate with your favorite apps.Unified Communications · Communication Tools · Group Communication Apps
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[51]
Synchronizing simulations in distributed interactive simulationDistributed. Interactive. Simulation. (DIS) is an infrastructure that enables heterogeneous simulators to interoperate in a time and space coherent environment.
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[52]
In-App PurchasesIn-app purchases are one of the most common monetization models. An estimated 50% of non-game and 79% of game apps use it. In-app purchases account for 48.2 ...Benefits and challenges of in... · Types of in-app purchases · Which apps are best...
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[53]
Top Mobile Game Monetization Strategies for 2025 - Udonis BlogAug 7, 2025 · In-app purchases (IAPs) are the leading monetization model for mobile games. According to Business of Apps, 79% of mobile games monetize with in ...
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[54]
Console Games Data | Playtime and Session Metrics - NewzooJul 14, 2021 · In this article, we'll explore how playtime and session metrics can unlock insights into how players truly engage with titles.
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[55]
[PDF] Categorizing Narrative Choice in Video Game StorylinesABSTRACT. Choices made during video game gameplay set the stories told in that media apart from other media. Narrative-affecting choices have existed since ...
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[56]
Are Banner Ads Effective? - BannerBooJun 1, 2025 · CTR varies by sector and industry. On average, the CTR of banner ads is usually relatively low, often between 0.1% and 0.5%. However, it is ...Introduction · Measuring the effectiveness of... · Factors affecting the...
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[57]
The benefits of clickable banners - AdSignerMar 3, 2020 · A survey has shown that banners designed with standout colors, an encouraging yet obvious message, together with a clear CTA button achieved 32% click-through- ...
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[58]
Global games market to hit $189 billion in 2025 as growth ... - NewzooSep 9, 2025 · The global games market will generate $188.8 billion in 2025, a +3.4% increase year-on-year. While growth has slowed since the pandemic surge, ...Global Games Market To Hit... · 3.6 Billion Players, But... · Forecast To 2028: Steady...
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[59]
eSports Market Size, Share, Value | Revenue Statistics [2032]The global esports market size is projected to grow from $649.4 million in 2025 to $2070.8 million by 2032, at a CAGR of 18.0% during the forecast period.
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[60]
Enhancing user engagement: The role of gamification in mobile appsThe results showed that gamification increases user engagement through satisfaction of the needs for competence, autonomy and relatedness.3. Theoretical Framework And... · 5. Results · 5.1. Analysis Of The...<|separator|>
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[62]
Designing Infographics: Visual Representations for Enhancing ...Infographics are graphic visual representations of educational content, used to deliver complex information, disseminate scientific research, and drive ...
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[63]
[PDF] The effect of the infographic display style on learning and retaining ...The study aimed to reveal the effect of the infographic display style (fixed, animated, and interactive) on learning and retaining the vocabulary of the.
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[64]
Khan Academy Efficacy Results, November 2024Dec 6, 2024 · Using Khan Academy 30+ minutes/week is associated with ~20% greater learning gains. 18+ hours/year shows ~20-30% higher gains. 60+ skills to ...Learning Is Our North Star · I. Latest Efficacy Study... · Iii. Organizational Targets...Missing: retention | Show results with:retention
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[65]
The effectiveness of technology‐supported personalised learning in ...May 24, 2021 · This meta-analysis examines the impact of students' use of technology that personalises and adapts to learning level in low- and middle-income countries.
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[66]
Scaffolding through prompts in digital learning: A systematic review ...In this context, scaffolding refers to teaching aids and strategies provided by educators to help learners accomplish tasks they couldn't manage alone (Reiser & ...
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[67]
Interactive Election Coverage: How News Outlets Leaned into ...Nov 12, 2024 · National and local news outlets turned up the interactivity on election night, giving their audience a voice in the coverage.
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[68]
The Effectiveness of Virtual Museums in Enhancing Student Interest ...Jun 27, 2025 · As a result of the research, 82% of students noted that virtual museums provide sufficient information for successful history learning.
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[69]
Generative AI Meets Adventure: Elevating Text-Based Games for ...This work explores generative AI-enhanced text-based games for language learning. Utilizing ChatGPT, the study modifies an early version of Colossal Cave ...<|separator|>
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[70]
(PDF) Generative AI in Immersive Games and Player AgencyOct 25, 2025 · Such developments underscore a broader trend in AI's role in shaping interactive media, providing new opportunities for personalized learning ...
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[71]
Everything You Need to Know About AI Voice Agents - DeepgramAug 28, 2025 · They listen, interpret, and respond in real time using a combination of speech recognition, natural language understanding, and text-to-speech ...
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Voice-Interactive Conversational Agents - Emergent MindSep 21, 2025 · Voice-interactive conversational agents are AI systems that enable natural spoken dialogue by integrating advanced ASR, NLU, ...
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[74]
Meta Connect 2025: Fueling the Future of VR - Meta for DevelopersSep 18, 2025 · Major updates for Building Blocks, Meta XR Simulator, and our Passthrough Camera API; Key improvements for Android developers running Android ...
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[75]
Long Live the Metaverse: Identifying the Potential for Market ...Feb 17, 2025 · Social media platforms in the Metaverse are expected to transform, reshaping how people perceive and use these mediums for socializing. They ...
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[76]
A Comparative Study of Instagram Reels and Tiktok VideosMay 10, 2025 · This study investigates how interactive features (e.g., polls, Q&A, duets) influence user trust and purchase intentions across these platforms.
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[77]
Non-Fungible Tokens (NFTs) as digital brand extensionsIn terms of NFT distribution channels, 27% of campaigns involved NFT purchases via a company-owned campaign website rather than via an existing NFT platform.
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[78]
[PDF] FCC TAC 6G Working Group Report 2025Aug 5, 2025 · How will 5G/6G networks support massive volume of mobile and IoT and XR devices with low-latency and seamless connectivity for near- and non- ...
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[79]
What is I/O (input/output)? | Definition from TechTargetAug 31, 2023 · The input device sends commands via a hardware component, software or human interaction. In I/O input, data flows from the device to a computer.
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[80]
Computer Input and Output Devices Guide | HP® Tech TakesSep 24, 2024 · Let's dive into the world of computer input and output devices, exploring their functions and how they can enhance your digital life.
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[81]
3 Input/Output Technologies: Current Status and Research NeedsThis chapter examines the current state and prospective advances in technology areas related directly to communication between a person and a system.
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[83]
User-Experience with Haptic Feedback Technologies and Text Input ...Sep 17, 2020 · A user evaluation study of a wide variety of haptic feedback effects and text input methods is presented, considering different technologies and different ...
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[84]
Adding Interactivity with JavaScript | Articles - web.devDec 31, 2013 · JavaScript can modify content, styling, and user interaction by querying and modifying the DOM and CSSOM, and creating/removing elements.
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[85]
Unity Engine: 2D & 3D Development PlatformBuild and launch immersive, multiplatform games with the Unity Engine. ... Build better games and interactive content with proven workflows. Demos.
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[86]
[PDF] Model-Based, Event-Driven Programming Paradigm for Interactive ...The TinyGALS framework ad- ditionally offers a structured model of the whole system and also implements global scheduling and event handling. It uses code ...
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[87]
Client-Server Model - GeeksforGeeksAug 27, 2025 · The Client-Server Model is a distributed architecture where clients request services and servers provide them. Clients initiate communication, ...
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[88]
Interactive Media Ads SDKs - Google for DevelopersInteractive Media Ads (IMA) is a suite of SDKs that make it easy to integrate multimedia ads into your websites and apps.IMA SDK for HTML5 · IMA SDK for Android · IMA SDK for iOS
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Web Content Accessibility Guidelines (WCAG) 2.1 - W3CMay 6, 2025 · Web Content Accessibility Guidelines (WCAG) 2.1 covers a wide range of recommendations for making web content more accessible.Time-based Media · Understanding WCAG · Translations of W3C standards · Errata
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Machine Learning - Netflix ResearchWelcome to Machine Learning research hub, where we delve into the transformative ways machine learning is applied in the unique context of Netflix's global ...
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Netflix 'all in' on leveraging AI in its streaming platform - CNBCOct 21, 2025 · Netflix says that generative AI presents a "significant opportunity" across its streaming platform, including improving its recommendations, ...
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personalization and recommender systems - Netflix ResearchWe conduct research in areas of machine learning with the goal to make member experience better. Our work on recommender systems, contextual bandits, ...
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[94]
Multi-Agent Generative AI for Dynamic Multimodal Narratives - arXivThis paper introduces the concept of an education tool that utilizes Generative Artificial Intelligence (GenAI) to enhance storytelling. We ...
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[PDF] AI-driven adaptive narratives: Transforming dynamic storytelling in ...Apr 2, 2025 · Abstract. This paper explores the role of AI-driven adaptive narratives in transforming dynamic storytelling in immersive virtual worlds.
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[96]
How AI is Redefining Interactive Storytelling - Voices.comOct 29, 2024 · Key Takeaways · AI is transforming interactive storytelling by creating lifelike characters and dynamic narratives that adapt to user choices.<|separator|>
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[97]
Apple Vision Pro available in the U.S. on February 2Jan 8, 2024 · Vision Pro is a revolutionary spatial computer that transforms how people work, collaborate, connect, relive memories, and enjoy entertainment.
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Introducing Apple Vision Pro: Apple's first spatial computerJun 5, 2023 · A revolutionary spatial computer that seamlessly blends digital content with the physical world, while allowing users to stay present and connected to others.Apple (AU) · Apple (CA) · Apple (UK) · Apple (SG)
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5G Edge Computing Market Size | Industry Report, 2030The global 5G edge computing market size was estimated at USD 4,743.2 million in 2024 and is projected to reach USD 51,574.3 million by 2030, ...
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[101]
5G in Media and Entertainment 2025 Trends and Forecasts 2033Rating 4.8 (1,980) Jun 11, 2025 · Innovation is concentrated around enhancing streaming quality (4K, 8K), reducing latency for interactive gaming and AR/VR applications, and ...Missing: rollout | Show results with:rollout
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[102]
Web3 And The Future Of Media: Empowering Creators In A ... - ForbesSep 4, 2024 · Web3's decentralized architecture will remove power from today's media gatekeepers and allow artists to retain control over their work.
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Web3 Social Media Platforms: A Strategic Guide to User-Powered ...Web3 social platforms give users real control over their digital presence. Users own their content and data, rather than surrendering rights to a company.
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[104]
A Sustainable Shift: Integrating Green Computing into Virtual RealityMay 16, 2024 · Green computing in VR uses energy-efficient components, software like foveated rendering, cloud computing, and power-saving user settings to ...
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[105]
Industry Insights: What sustainability actually looks like in media ...May 20, 2025 · The data centers powering our real-time rendering capabilities are increasingly shifting to renewable energy sources, making the compute- ...
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[106]
[PDF] What virtual worlds for a sustainable real world? - The Shift ProjectReport assessing the environmental impact (particularly carbon and energy) of digital technology worldwide, both now and in 2025. • The unsustainable use of.
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6 Ways To Enhance Active Recall In eLearningMay 16, 2024 · Summary: One of the pillars of active recall in eLearning is summarizing the subject matter and putting it into context.
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Active Recall: The Most Effective High-Yield Learning TechniqueFeb 21, 2022 · Active recall involves taking a topic you wish to learn, creating questions based on that topic, and then repeatedly testing yourself on those questions.
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Cognitive Constructivist Theory of Multimedia: Designing Teacher ...This paper discusses how educators could use the cognitive constructivist theory of multimedia (CCTM) to design interactive digital learning materials.
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Constructivism as a Theory for Teaching and LearningMar 31, 2025 · Constructivism is both a learning theory and a philosophy of education that suggests learners actively build their knowledge through experiences and ...
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[111]
Application of Constructivism through Interactive Learning TechniquesAccording to the constructivist theory, individuals construct, namely they create or ideate their own understanding or knowledge, by relating prior knowledge, ...
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[112]
Flow in e‐learning: What drives it and why it mattersJun 27, 2016 · This paper seeks to explain why some individuals sink further into states of flow than others, and what effects flow has in the context of a virtual education ...Consequences Of Flow · Analysis And Results · Structural Model
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[113]
Learning activities in technology-enhanced learning: A systematic ...In this systematic review of meta-analyses and second-order meta-analysis, we examined effects of instruction with versus without digital technology in higher ...
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[114]
Effect of Interactive Learning Environments on Learning Outcomes ...Feb 12, 2025 · This study used network meta-analysis to investigate the impact of the use of interactive learning environments (ILE) tools (augmented reality (AR), virtual ...
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[115]
Supporting STEM Success: Digital Curriculum Innovations to Foster ...Table 1: Retention Improvement in STEM Courses with Virtual Labs ... Case Study ... o Results: ASU saw a 25% improvement in retention among students using the ...
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[116]
Exploring AI-powered gamified flipped classroom in an English ...This study examines the impact of an AI-powered, gamified flipped classroom using Duolingo on Thai EFL students' speaking skills, confidence, and perceptions, ...<|separator|>
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(PDF) Digital language learning with Duolingo: assessing its impact ...Mar 16, 2025 · Gualán and Loaiza (2025) state that Duolingo enhanced students' vocabulary retention, improved students' learning motivation due to its ...
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[118]
Games as a Social-Cultural Medium: Motivation, Community, and ...Multiplayer features like chat, teamwork, guilds, and friend lists significantly enhance feelings of connection and belonging [67]. Relatedness satisfaction ...
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[119]
Importance of Social Videogaming for Connection with Others ... - NIHThis study examined the importance of online gaming for feeling connected with family, friends, and co-workers early on in the pandemic.
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[120]
Health Benefits of Social Media Use in Adolescents and Young AdultsAug 15, 2025 · Social media can aid social connection, identity development, mental health support, and access to health information for adolescents and young ...
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[121]
Virtual reality perspective-taking increases cognitive empathy ... - NIHPrevious research shows that virtual reality perspective-taking experiences (VRPT) can increase prosocial behavior toward others.
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All it takes is empathy: how virtual reality perspective ... - FrontiersResearch in the past decade has demonstrated the potential of virtual reality perspective-taking (VRPT) to reduce bias against salient outgroups.
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[123]
Technology Facilitates Physical Activity Through GamificationGamification has enabled technology to facilitate behavior change through increasing the engagement and motivation of people in health and wellness domains.<|separator|>
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[124]
[PDF] Common Sense Census: Media Use by Kids Zero to EightFeb 25, 2025 · About 3 in 4 parents cited their enthusiasm for screen media as a tool for children to learn new things or explore new inter- ests, as well as ...
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[125]
Empirical Investigation of How Social Media Usage Enhances ... - NIHJul 18, 2023 · The results suggested that work-related social media usage enhances employee creativity through promoting knowledge sharing and restraining knowledge ...
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Digital Eye Strain- A Comprehensive Review - PMC - NIHAbstract. Digital eye strain (DES) is an entity encompassing visual and ocular symptoms arising due to the prolonged use of digital electronic devices.
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[127]
Blue light has a dark side - Harvard HealthJul 24, 2024 · Harvard researchers and their colleagues conducted an experiment comparing the effects of 6.5 hours of exposure to blue light to exposure to ...
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[128]
Blue-light filtering spectacle lenses for visual performance, sleep ...Aug 18, 2023 · This systematic review found that blue-light filtering spectacle lenses may not attenuate symptoms of eye strain with computer use, over a short-term follow-up ...
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[129]
Factors Associated With Virtual Reality Sickness in Head-Mounted ...VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however, VR content also plays a significant role.
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[130]
Focusing on cybersickness: pervasiveness, latent trajectories ...Finally, motion sickness susceptibility, cognitive stress, and recent headaches uniquely predicted greater severity of cybersickness, while age was negatively ...
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[131]
Distracted Driving Dangers and Statistics | NHTSAUsing a cell phone while driving creates enormous potential for deaths and injuries on U.S. roads. In 2023, 3,275 people were killed in motor vehicle crashes ...Overview · What Is Distracted Driving? · Get Involved
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Distracted Driving - CDCMay 16, 2024 · Distracted Driving. Nine people in the United States are killed every day in crashes that are reported to involve a distracted driver. Learn ...
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How cybercriminals exploit the popularity of Gen Z's favorite gamesThis report delves into the cyberthreat landscape that has exploited Gen Z's favorite games from Q2 2024 to Q1 2025, highlighting the related dangers.Missing: 2020s | Show results with:2020s
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Cybersecurity Challenges in the Gaming Industry - Identity.comPhishing attacks are a common method used by cybercriminals to trick gamers into revealing sensitive information. These attacks involve sending emails or ...
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[135]
To grow up healthy, children need to sit less and play moreApr 24, 2019 · Sedentary screen time should be no more than 1 hour; less is better. When sedentary, engaging in reading and storytelling with a caregiver is ...
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[137]
Obesity in children and adolescents: epidemiology, causes ...Sedentary behaviours, including screen time, are distinct from physical activity and need to be addressed as part of a comprehensive behavioural change ...Missing: prolonged | Show results with:prolonged
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[PDF] Screen media, obesity, and nutrition - LSU Scholarly RepositoryDec 5, 2024 · Screen media use is a well-documented contributor to obesity and is the most prevalent activity in a day for most children aside from school or ...
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[PDF] video game design that intentionally and successfully addicts usersApr 11, 2024 · 20 According to researchers, the amount of dopamine released while playing video games can rival “what is seen after intravenous injection of ...
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Internet Gaming - Psychiatry.orgLearn about internet gaming, including symptoms, risk factors, treatment options and answers to common questions.
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Fear of missing out and problematic social media useThe present study hypothesized that FoMO may influence PSMU through the serial mediating role of social comparison and self-esteem.
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Combating Fear of Missing Out (FoMO) on Social Media - NIHFoMO can become problematic, leading to anxiety, interrupted sleep, lack of concentration and dependence on social media to generate gratification. The ...
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[143]
A Systematic Review of Cyberbullying in Multiplayer Online GamesNov 1, 2024 · This systematic review evaluates the prevalence, characteristics, and predictors of cyberbullying behaviour in multiplayer online games.
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[144]
Echo chambers, filter bubbles, and polarisation: a literature reviewJan 19, 2022 · We discuss online echo chambers in the context of a set of related concerns around the possible links between the rise of the internet and ...
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[145]
Impacts of Blue Light Exposure From Electronic Devices on ...A variety of scientific studies have shown that blue light exposure, especially before bedtime, can create circadian disruptions and inhibit melatonin secretion ...Missing: 2020s | Show results with:2020s
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[146]
Stop Doomscrolling With These iPhone and Android Wellness SettingsAug 6, 2025 · Open your Android's Settings. Tap Digital wellbeing and parental controls. Tap the screen time graph. Find the app you want to set a limit for.
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[147]
Full article: An Exploratory Study on Family Dinners and Technology ...Nov 20, 2024 · The purpose of this exploratory mixed methods study was to understand the experience of family dinners during adolescence in the United States.
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[PDF] Strengthening Parent-Child Relationships through Co-Playing Video ...ABSTRACT. Parent-child relationships may be strengthened when parents and children play video games together. Literature is limited.
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How Teens and Parents Approach Screen TimeMar 11, 2024 · About half of parents (47%) say they limit the amount of time their teen can be on their phone, while a similar share (48%) don't do this.
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Instagram makes all teen accounts private, in a highly scrutinized ...Sep 17, 2024 · Instagram on Tuesday unveiled a round of changes that will make the accounts of millions of teenagers private, enhance parental supervision and set messaging ...Missing: studies conflicts
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Why less than half of parents utilize parental controls on their kids ...May 29, 2025 · Less than half of parents (47%) are fully utilizing the parental controls at their disposal. Those disconnects are among the findings of a new report.
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