Interactive media are a human-machine interface that allows people to connect with each other by making them active participants in the media they consume through text, graphics, audio and video. This book presents the challenges and opportunities presented by emerging media technologies to explore usability evaluation. It covers the current trends in interactive media technologies such as, Social Media, Dark Patterns, Internet of Things (IoT), Android Development, Assistive Technologies and Augmented Reality (AR) / Virtual Reality (VR). It explores various application areas such Education, Film and Television, Agriculture, Cyber Security, Bird Conservation, Smart Vehicles, Fashion Technology and e-Learning. Key features of this edited book are as follows: ● Evaluates related Interactive Media Technologies and Applications for assessment and enhancement of their usability ● Illustrates current discussions on Interactive Media Technologies such as Social Media, Dark Patterns, Internet of Things (IoT), Android Development, Assistive Technologies and Augmented Reality (AR) / Virtual Reality (VR) ● Includes various case studies from application areas such as Education, Film and Television, Agriculture, Cyber Security, Bird Conservation, Smart Vehicles, Fashion Technology and e-Learning, which are helpful for researchers ● Presents concept illustrations with appropriate figures, tables and suitable descriptions in a reader-friendly way This book is ideal for both beginners and experts working in the fields of HCI, Multimedia Techniques and Next-Gen Technologies. Cover Half Title Title Page Copyright Page Dedication Table of Contents Foreword Preface Acknowledgments Editors List of Contributors Section A: Interactive Media Technologies Chapter 1 User Survey on OTT Platforms Chapter 2 Analysis of Interactive Media Usage for Improving the Outcome of the Agricultural Sector in India Chapter 3 Addictive Interfaces: How Persuasion, Psychology Principles, and Emotions Shape Engagement Chapter 4 Overview of Dark Patterns Section B: Next-Gen Technologies Chapter 5 Review of VR Technologies for Visually Impaired Chapter 6 Virtual Reality-Based Experience of AICTE Idea Development, Evaluation, and Application Lab (KKWIEER) Chapter 7 Calibrating the IoT-Based System for Monitoring Water Quality with Known pH and Turbidity Chapter 8 Prototype Design for Smart Birdnest and Related Android App Chapter 9 AI on Wheels: AI-Powered Predictive Models for Smart Vehicles Chapter 10 Digitising Sustainable Fashion Technology to Make Way for a Tech-Savvy, Eco-Friendly, and Responsible Society Section C: Educational Technologies Chapter 11 Intelligent Tutor Systems and the Personalization of Pedagogical Objects in Adaptive e-Learning Chapter 12 A New Pedagogy Technique for Research-Based Application-Oriented Case Study Presentation Chapter 13 Cyber Forensic Accounting in Public-Sector Accounting Education for Sustainable Learning Commitment in Education 4.0: Evidence and Conceptualization of Behavioral Intention Chapter 14 A Shelter of Love: Assistive Technologies for Education amongst Students with Learning Disabilities in Uganda Chapter 15 ICTs for Information and Communication Portray a Revolution in Education Chapter 16 e-Learning Adoption Model: A Literature Review Index