Prepared Tatsiana Levina · 2001
Abstract: The exponential growth of the information has made intelligent software assistants increasingly important. There are two types of intelligent agent:--stationary agents--mobile agents (MA) A stationary agent executes only on the system on which it begins execution. If it needs information not on that system or needs to interact with an agent on another system, it typically uses a communication mechanism (ex. remote procedure calling). A mobile agent is not bound to the system on which it begins execution. It is free to travel among the hosts in the network. Created in one execution environment, it can transport its state and code with it to another execution environment in the network, where it resumes execution. In this paper I will focus on mobile agents.
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Mechant, Peter, Van Looy, Jan · Ghent University Academic Bibliography (Ghent University) · 2014
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Joe Dysart · Journal of Restaurant & Foodservice Marketing · 1998
Abstract While the Internet's World Wide Web works great as a fancy display device, the real power of the Web lies in interactivity. Indeed, with the right interactive programming, a Web site can be transformed into a sophisticated marketing and sales tool that offers every visitor a highly personalized, highly responsive experience.
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Page, Jesse · Michigan State University Libraries · 2004
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Mechant, Peter, Van Looy, Jan · Ghent University Academic Bibliography (Ghent University) · 2014
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Pamela Jennings, Paul F. Cunningham · 2008
Constructed Narratives is a digital media research project and game that explores the design of tangible social interfaces that facilitate discourse and information sharing in public spaces. Designed for experiments in social networking and learning in physical environments, the tangible social interface (TSI) is based on the premises of the tangible user interface (TUI) -- physical objects embedded with hardware sensors for responsive output when manipulated. The tangible social interface gives unique output based on manipulation technique as well as profile information about the person who is doing the manipulation.
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2012
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Eli Noam · Edward Elgar Publishing eBooks · 2026
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Sally J. McMillan · Encyclopedia of New Media · 2003
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2011
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Elizabeth Bonsignore, Elizabeth Foss, See Profile et al. · 2016
All in-text\treferences\tunderlined\tin\tblue\tare\tlinked\tto\tpublications\ton\tResearchGate, letting you\taccess\tand\tread\tthem\timmediately.
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Martin Farrell · 2023
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Alice O’Grady · 2011
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Rex van der Spuy · Apress eBooks · 2015
Welcome to the greatest-hits countdown of the most important pieces of game code you need to know to add interactivity to your sprites. Now that you know how to make sprites move, you’re going to learn all about how to make them interact with the game world they live in.
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University of Michigan Press eBooks · 2018
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Oliver Quiring · The International Encyclopedia of Communication Theory and Philosophy · 2016
Abstract Interactivity is one of the core concepts for the analysis of the so‐called “new” media. Basically, it refers to an apparently new quality of digital media: the “ability to speak back.” This entry tries to demystify the concept by showing its origins, giving an account of the academic struggle for a clear‐cut concept, explaining its most important dimensions and characteristics, and presenting relevant research history and methodology.
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Benjamin G. Thierry · 2021
Interactivity is a term used in many fields of study including ergonomics, computer science, and psychology. It now refers to a wide variety of features that are particularly present in digital devices. How did interactivity emerge in the context of the 1960s as an inseparable quality of computers that paved the way for personal computing? And how has interactivity become so vital in capturing our attention and clarifying the digital world, a central component in our daily relationship with our increasingly technologized environment?
Cited by 2Open access
2023
torially laugh while asking virtual assistants silly questions or toddlers getting frustrated as they fail to summon a response from non-touch- screens, reminds us how much pleasure people derive from interacting with seemingly magical objects and mysterious presences. Interactivity is the beguil
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Jensen, Jens Frederik; id_orcid 0000-0003-2293-7569 · VBN Forskningsportal (Aalborg Universitet) · 1997
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SAGGIO, Antonino · IRIS Research product catalog (Sapienza University of Rome) · 2000
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