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 , moving image , animation , video and audio . Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction.
50-476: Interactive media is a method of communication in which the output from the media comes from the input of the users. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds interaction and brings interesting features to the system for better enjoyment. The analogue videodisc developed by NV Philips was the pioneering technology for interactive media. Additionally, there are several elements that encouraged
100-584: A 2022 cross-cultural study evaluated 210 employees in the United States and 205 employees in China. The results show that off-time work-related smartphone use may provoke bedtime procrastination. The negative impact of smartphone use on bedtime procrastination is more significant in the United States than in China. The research shows that employees in the United States have a more resistant attitude than employees in China when it comes to work after hours, resulting in
150-530: A concept called an interaction model . Using an interaction model, any person can create interactivities in a very short period of time. Some of the interaction models presented with authoring tools fall under various categories like games, puzzles, simulation tools, presentation tools, etc., which can be completely customized. Bedtime procrastination Bedtime procrastination is a psychological phenomenon that involves needlessly and voluntarily delaying going to bed, despite foreseeably being worse off as
200-591: A critical role in building relationships. Organizations also use interactive media to go further than basic marketing and develop more positive behavioral 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. Interactive media has given way to new distractions which can lead to public safety issues. Digital distractions are heightened by
250-436: A daily basis is Delta Airlines 's "Photon Shower". This device was developed as a collaboration between Delta Airlines and Professor Russell Foster of Cambridge University . The device is designed to reduce the effect of jet lag on customers that often take long flights across time zones. The interactivity is evident because of how it solves this problem. By observing what time zones a person has crossed and matching those to
300-404: A higher self-control depletion and a higher possibility of bedtime procrastination. Researchers have also found that bedtime procrastination's main causes are low-self control and increased stress. Bedtime procrastinators engaged in more leisure and social activities in the three hours before bedtime. High and low procrastinators spend similar amounts of time watching TV and using computers. In
350-425: A person consciously believing they deserve more time for themselves, causing them to intentionally stay up later. Mindless procrastination results from losing track of time during one's daily tasks and consequently staying up later without intending to. Strategic delay results from purposely staying up late in order to fall asleep easier. Strategic delay has also been found to be linked with undiagnosed insomnia . In
400-524: A result. Bedtime procrastination can occur due to losing track of time, or as an attempt to enjoy control over the nighttime due to a perceived lack of control over the events of the daytime; this latter phenomenon has recently been called revenge bedtime procrastination , a term which originated on the Chinese social media platform Weibo in 2014. Bedtime procrastination has been linked to shorter sleep duration, poorer sleep quality and higher fatigue during
450-706: A smartphone are more likely to delay their bedtime because they find it hard to stop using the phone and keep getting distracted by it before going to sleep. These people enjoy the temporary satisfaction of smartphone use and want more time to entertain themselves. In addition, bedtime procrastination plays a mediated role between smartphone addiction and depression and anxiety. Habitual smartphone overuse results in bedtime procrastination, and shorter sleep duration and lower sleep quality may trigger many negative emotions responsible for depression and anxiety. Statistics show that disturbed sleep patterns are increasingly common. In 2013, an estimated 40% of U.S. adults slept less than
500-470: A story aloud and highlighted words and phrases as they were spoken were beneficial for children with lower reading abilities. Children have different styles of learning, and interactive media helps children with visual, verbal, auditory, and tactile learning styles. 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. Through
550-464: A symbolic interface between its referential, objective functionality and the subject." The term " look and feel " is often used to refer to the specifics of a computer system's user interface . Using this metaphor , the "look" refers to its visual design, while the "feel" refers to its interactivity. Indirectly this can be regarded as an informal definition of interactivity. For a more detailed discussion of how interactivity has been conceptualized in
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#1732848310660600-428: A unique problem or set of problems. Interactive media is not limited to a professional environment, it can be used for any technology that responds to user actions. This can include the use of JavaScript and AJAX in web pages, but can also be used in programming languages or technology that has similar functionality. One of the most recent innovations to use interactivity that solves a problem that individuals have on
650-441: A variety of causes. The person may not consciously be avoiding sleep, but rather continuing to complete activities they perceive as more enjoyable than sleep (such as watching television or browsing social media). There are many distractions in the 21st century; obtaining distractions to delay sleep is much easier than in earlier decades. Problematic smartphone use directly causes bedtime procrastination. People who extensively use
700-712: Is also an example of web interactivity because it is written in a collaborative way. Interactivity in new media distinguishes itself from old media by implementing participation from users rather than passive consumption. Web page authors can integrate JavaScript coding to create interactive web pages. Sliders, date pickers, drag and dropping are just some of the many enhancements that can be provided. Various authoring tools are available for creating various kinds of interactivities. Some common platforms for creating interactivities include Adobe Flash and Microsoft Silverlight . Notable authoring tools for creating interactivities include Harbinger's Elicitus . eLearning makes use of
750-411: Is associated with bedtime procrastination. Sleep time perceived as the end of the day prompts people to think about the rest of their time. In the research, people who procrastinate before sleep often use their evening time to enjoy their favorite activities as a reward for the hard work of the day, focusing on immediate rewards and immediate benefits. Bedtime procrastination causes people to feel that time
800-421: Is important since interaction may be present in any given setting, but the quality of the interaction varies from low and high. Human communication is the basic example of interactive communication which involves two different processes; human to human interactivity and human to computer interactivity. Human-Human interactivity is the communication between people. The word interactivity is related to and stems from
850-429: Is likely to face effects related to the delayed sleep. A meta-analysis found that greater bedtime procrastination was associated with poorer sleep quality, shorter sleep duration, and increased fatigue throughout the day. Bedtime procrastination results in poor sleep quality and can be a sign of poor self-regulation. Bedtime procrastinators are more likely to lose willpower, lose control of themselves, and fidget all
900-479: Is one demonstrated way in which interactive media is able to meet commercial needs and provide alternative revenue for business. Studies show that through the use of immersive, interactive media business are expected greater marketing impacts. 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
950-436: Is only through actual use that its interactivity is fully experienced and "felt". This is due to the kinesthetic nature of the interactive experience. It is similar to the difference between watching someone drive a car and actually driving it. It is only through the driving that one can experience and "feel" how this car differs from others. New Media academic Vincent Maher defines interactivity as "the relation constituted by
1000-733: Is passing quickly, which can lead to anxiety and stress. For people who do not sleep well, bedtime is an abominable time. Sleep can become a task and a burden that increases people's worry about getting enough sleep, leading to nervousness, and increases their psychological stress. This can lead to a variety of negative health outcomes, including fatigue, mood swings, and difficulty concentrating. Women, students, and " night owls " (later chronotypes) are most likely to experience bedtime procrastination. People with high daytime stress levels are more prone to bedtime procrastination. Bedtime procrastination comes in many other forms as well, such as delaying going to sleep (sleep procrastination) and delaying
1050-440: Is that it is mutual: user and machine each take an active role. Most interactive computing systems are for some human purpose and interact with humans in human contexts. Interactive media are an instance of a computational method influenced by the sciences of cybernetics, autopoiesis and system theories, and challenging notions of reason and cognition, perception and memory, emotions and affection. Any form of interface between
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#17328483106601100-400: Is the behaviour of its user interface as experienced by its user. This includes the way the user moves their finger on its input wheel, the way this allows the selection of a tune in the playlist, and the way the user controls the volume. An artifact's interactivity is best perceived through use. A bystander can imagine how it would be like to use an artifact by watching others use it, but it
1150-449: The end user / audience and the medium may be considered interactive. Interactive media is not limited to electronic media or digital media. Board games , pop-up books , flip books and constellation wheels are all examples of printer interactive media. Books with a simple table of contents or index may be considered interactive due to the non-linear control mechanism in the medium, but are usually considered non-interactive since
1200-414: The " Human Computer interaction model might consists of 4 main components which consist of human, computer, task environment and machine environment. The two basic flows of information and control are assumed. The communication between people and computers; one must understand something about both and about the tasks which people perform with computers. A general model of human - computer interface emphasizes
1250-417: The "contingency view" of interactivity, there are three levels: One body of research has made a strong distinction between interaction and interactivity. As the suffix 'ity' is used to form nouns that denote a quality or condition, this body of research has defined interactivity as the 'quality or condition of interaction'. These researchers suggest that the distinction between interaction and interactivity
1300-556: The Netherlands. Writer Daphne K. Lee popularised the term in a Twitter post using the term "revenge bedtime procrastination" (報復性熬夜), describing it as "a phenomenon in which people who don't have much control over their daytime life refuse to sleep early in order to regain some sense of freedom during late night hours." Now, defining bedtime procrastination is shown in multiple ways like "going to bed later than planned" and "delaying sleep." An individual may procrastinate sleep due to
1350-552: The adults to believe that it distracts children more than it benefits them. The media which allows several geographically remote users to interact synchronously with the media application/system is known as Distributed Interactive Media. Some common examples of this type of Media include Online Gaming, Distributed Virtual Environment, Whiteboards which are used for interactive conferences and many more. Interactive medias assist in commercial ventures, such as those incorporating media using virtual and augmented technologies. Virtual tours
1400-404: The advent of more and more powerful machines the limit to what can be input and manipulated on a display in real time is become virtually non-existent. 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
1450-431: The basic known sleep cycles of the individual, the machine is able to predict when a person's body is expecting light, and when it is expecting darkness. It then stimulates the individual with the appropriate light source variations for the time, as well as an instructional card to inform them of what times their body expects light and what times it expects darkness. Growth of interactive media continues to advance today, with
1500-474: The context of communication between a human and an artifact , interactivity refers to the artifact's interactive behaviour as experienced by the human user. This is different from other aspects of the artifact such as its visual appearance, its internal working, and the meaning of the signs it might mediate. For example, the interactivity of an iPod is not its physical shape and colour (its so-called " design "), its ability to play music, or its storage capacity—it
1550-476: The day to help lack of sleep. Media use interventions as treatment strategies for sleep insufficiency have been targeted mainly at reducing the volume of media use. This might not be a feasible scenario for the contemporary and future media user, given the immense proliferation of media and the experience of being connected 24/7. Using a self-control perspective on electronic media use and bedtime procrastination could provide novel ways of approaching this issue. As
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1600-412: The day. One of the main factors in bedtime procrastination is human behaviour. The "revenge" prefix is believed to have been added first in China in the late 2010s, possibly relating to the 996 working hour system (72 hours per week), since many feel that it is the only way they can take any control over their daytime self. The term "bedtime procrastination" became popular based on a 2014 study from
1650-556: The development of interactive media including the following: All of the prior elements contributed in the development of the main hardware and software systems used in interactive media. Though the word media is plural, the term is often used as a singular noun. Interactive media is related to the concepts interaction design , new media , interactivity , human computer interaction , cyberculture , digital culture , interactive design , and can include augmented reality and virtual reality . An essential feature of interactivity
1700-558: The endpoint of media use (which often implies getting ready to go to bed) is dependent on the level of self-control, strategies aimed at improving self-control could be a valuable avenue for future exploration. It is highly important to prevent bedtime procrastination because getting the right amount of sleep is essential for the human body to function properly. Most common consequences of lack of sleep are grogginess, lack of concentration, mood swings, and there are some long-term detrimental effects to both physical and mental health. Here are
1750-442: The flow of information and control at the human computer interface." Human to Human interactivity consists of many conceptualizations which are based on anthropomorphic definitions. For example, complex systems that detect and react to human behavior are sometimes called interactive. Under this perspective, interaction includes responses to human physical manipulation like movement, body language, and/or changes in mental states . In
1800-852: The human-computer interaction literature, and how the phenomenology of the French philosopher Merleau-Ponty can shed light on the user experience, see (Svanaes 2000). An IBM study in the early 1980s found that productivity on a computer is highest when the graphical screen updates in one half second or faster; between one half second to three quarters of one second, productivity greatly decreases. In computer science , interactive refers to software which accepts and responds to input from people—for example, data or commands. Interactive software includes most popular programs, such as word processors or spreadsheet applications . By comparison, noninteractive programs operate without human contact; examples of these include compilers and batch processing applications. If
1850-459: The impact that it will have on their family lives. This is not necessarily because they are opposed to technology, but because they fear that it will lessen the time that they get to spend with their children. Studies have shown that although interactive media is able to connect families together when they are unable to physically, the dependence on these media also continues to persist even when there are opportunities for family time, which often leads
1900-518: 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. Interactive media can be implemented using a variety of platforms and applications that use technology. Some examples include mobile platforms such as touch screen smartphones and tablets, as well as other interactive mediums that are created exclusively to solve
1950-631: The majority of the user experience is non-interactive reading. Interactive media is helpful in the four development dimensions in which young children learn: social and emotional, language development, cognitive and general knowledge, and approaches toward learning. Using computers and educational computer software in a learning environment helps children increase communication skills and their attitudes about learning. Children who use educational computer software are often found using more complex speech patterns and higher levels of verbal communication. A study found that basic interactive books that simply read
2000-463: The means to interact with locational data in various ways such as collecting, storing and manipulating. A couple of basic examples of interactive media are websites and mobile applications. Websites, especially social networking websites provide the interactive use of text and graphics to its users, who interact with each other in various ways such as chatting, posting a thought or picture and so forth. The ImmersiveMe convention brings together those in
2050-604: The necessity for user input and response to media requests. Smartphones are a prevalent form of interactive media, and their excessive use can lead to bedtime procrastination . Mobile phone use that keeps individuals up at night causes adverse health effects such as fatigue and headaches. The introduction of interactive media has greatly affected the lives and inner workings of families, with many family activities having integrated with technology quite seamlessly, allowing both children and parents to adapt to it as they see fit. However, parents have also become increasingly worried about
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2100-560: The recommended amount. In Belgium, where data was collected for the study, 30% of adults reported difficulty sleeping, and 13% reported taking sleeping pills. A 2014 study of Dutch individuals concluded that low self-regulation could cause bedtime procrastination. Due to COVID-19, 40% more people have experienced sleeping problems. A 2021 study found that boredom also leads to bedtime procrastination. Boredom increases inattention, which leads to increased bedtime procrastination. Another 2014 study consisting of 145 people found that 43% of
2150-555: The response is complex enough it is said that the system is conducting social interaction and some systems try to achieve this through the implementation of social interfaces . Web interactivity refers to interactive features that are embedded on websites that offer an exchange of information either between communication technology and users or between users using technology. This type of interactivity evolves with new developments of website interfaces. Some interactive features include hyperlinks, feedback, and multimedia displays. Misplaced Pages
2200-537: The self-labelled bedtime procrastinators did not have a set bedtime or routine. This study suggests and emphasizes that inattention is a big factor in bedtime procrastination because it is not necessary for explicit awareness to be active when procrastinating. People do not procrastinate intentionally, but as a result of poor self-regulation. A 2018 study of 19 people identified three bedtime procrastination themes: deliberate procrastination, mindless procrastination and strategic delay. Deliberate procrastination results from
2250-399: The term interaction used by sociologists, which is the actions of at least two individuals who exchange or interplay. It requires levels of messages that respond to previous messages. Interactivity also refers to a communication systems ability to "talk back". On the other hand, human to computer communication is the way that people communicate with new media . According to Rada Roy,
2300-431: 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
2350-437: The three hours before bedtime, high bedtime procrastinators spent 79.5 minutes on their phones, while low bedtime procrastinators spent 17.6 minutes on their phones. People who stayed up late reported more symptoms of depression and anxiety, lower sleep quality, and a higher risk of insomnia than those who went to bed earlier. Research from a survey of 317 participants in 2022 has shown that people's subjective perception of time
2400-524: The time trying to fall asleep (while in bed procrastination). One third of Chinese students showed signs of sleep procrastination. According to researchers, there are three key factors that differentiate between bedtime procrastination and staying up late: People with higher cell phone use report more signs of bedtime procrastination. The media environment creates the atmosphere for sleep procrastination by providing plenty of fun pastimes before lights out. A person who experiences bedtime procrastination
2450-749: The time. It is easy to cause a state of low interest, high dissatisfaction, and high distraction. Bedtime procrastination can cause sleep deprivation, which leads to slow thinking, low attention levels, bad memory, bad decision making, stress, anxiety, and irritation. If sleep deprivation is not treated quickly, long-term consequences can include heart disease, diabetes, obesity, weakened immune system, pain, hormone issues, and mental health issues. Bedtime procrastination can lead to short sleep, which can increase psychosis and may cause people to suffer from depression. People who have bedtime procrastination suffer from sleep disturbance and need medication to fall asleep. Bedtime procrastination can cause naps throughout
2500-964: The use of additional sensors and specialized equipment, immersive medias have been questioned on their effectiveness to include students who may be considered neurodivergent . Interactive media can often be considered as highly stimulating, which raised concerns for overstimulation and potential triggers of reaction for particular students. Interactive media has also been used under multiple professions to provide training opportunities, such as its use in medical training and education. Interactive media makes technology more intuitive to use. Interactive products such as smartphones, iPad's/iPod's, interactive whiteboards and websites are all easy to use. The easy usage of these products encourages consumers to experiment with their products rather than reading instruction manuals. Interactive media promotes dialogic communication. This form of communication allows senders and receivers to build long term trust and cooperation. This plays
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