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| Brian Thomas, "Real Interactivity," IEEE Internet Computing, vol. 1, no. 1, pp. 81-83, January-February, 1997. | |||
| BibTex | x | ||
| @article{ 10.1109/4236.585177, author = {Brian Thomas}, title = {Real Interactivity}, journal ={IEEE Internet Computing}, volume = {1}, number = {1}, issn = {1089-7801}, year = {1997}, pages = {81-83}, doi = {http://doi.ieeecomputersociety.org/10.1109/4236.585177}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - IEEE Internet Computing TI - Real Interactivity IS - 1 SN - 1089-7801 SP81 EP83 EPD - 81-83 A1 - Brian Thomas, PY - 1997 VL - 1 JA - IEEE Internet Computing ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/4236.585177
The word "interactive" is often heard in the ravings of the popular press about the Internet, yet in truth the kind of interactivity being touted usually focuses on the latest hip and hype applications—personalized stock tickers, chat rooms, spinning 3D cartoon characters, and FM radios.
Citation:
Brian Thomas, "Real Interactivity," IEEE Internet Computing, vol. 1, no. 1, pp. 81-83, Jan.-Feb. 1997, doi:10.1109/4236.585177
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