Academic literature on the topic 'Cyberculture'

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Journal articles on the topic "Cyberculture"

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Cucos, Constantin, and Ciprian Ceobanu. "Cyberculture." International Journal of Learning: Annual Review 16, no. 6 (2009): 309–18. http://dx.doi.org/10.18848/1447-9494/cgp/v16i06/46352.

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Dery, Mark. "Cyberculture." South Atlantic Quarterly 91, no. 3 (July 1, 1992): 501–23. http://dx.doi.org/10.1215/00382876-91-3-501.

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Melro, Ana. "European cybercultures: between the mix and idiosyncrasy. The role of interconstitutionality." UNIO – EU Law Journal 9, no. 2 (December 19, 2023): 106–17. http://dx.doi.org/10.21814/unio.9.2.5519.

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The process in which constitutions mutually influence and reflect each other and what the European Union project is in between has become increasingly evident. It is therefore important to understand how this happens and what consequences it has. This process is reflected in national cultures, both in legislation and in the political and social strategies defined at various levels, such as mobility, sustainability, consumption of goods and services, among many others. With the development and social implementation of Information and Communication Technologies, cyberculture has come to stand alongside and to accompany culture. This means new rules, regulations, behaviours, attitudes, lifestyles and traditions. Cyberspace is a privileged environment for the creation, consumption and sharing of cyberculture, a space of collective intelligence. The dialectic of interconstitutionality contributes to enhancing the different European cybercultures, which do not cancel each other out. On the contrary, they elevate each other.
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Ingram, J. "Ethnobotany—cyberculture." Trends in Plant Science 3, no. 6 (June 1998): 243. http://dx.doi.org/10.1016/s1360-1385(98)01264-3.

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Gere, C. "Writing Cyberculture." Oxford Art Journal 22, no. 1 (January 1, 1999): 147–57. http://dx.doi.org/10.1093/oxartj/22.1.147.

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Lemos, André. "Villes et cyberculture." Sociétés 79, no. 1 (2003): 123. http://dx.doi.org/10.3917/soc.079.0123.

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Golderman, Gail M., and Bruce Connolly. "Infiltrating NetGen Cyberculture." Serials Librarian 53, no. 3 (October 2007): 165–82. http://dx.doi.org/10.1300/j123v53n03_11.

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Weissberg, Jean-Louis. "Respirations de la cyberculture." Le Télémaque 22, no. 2 (2002): 7. http://dx.doi.org/10.3917/tele.022.0007.

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Oliveira, Larissa Xavier de, and Maria de Lourdes Rossi Remenche. "English Teaching in Cyberculture." Journal of Humanities and Education Development 2, no. 3 (2020): 233–44. http://dx.doi.org/10.22161/jhed.2.3.10.

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Huerre, Patrice. "Vous avez dit cyberculture ?" Enfances & Psy 55, no. 2 (2012): 22. http://dx.doi.org/10.3917/ep.055.0022.

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Dissertations / Theses on the topic "Cyberculture"

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Lau, Wai-sim, and 劉慧嬋. "Chinese martial arts stardom in participatory cyberculture." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hub.hku.hk/bib/B50533824.

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The participatory cyberspace, epitomized by the concept of Web 2.0, has become a key venue of Chinese stardom in the post-cinema era.Web 2.0 invites its users to contribute to the content through an architecture of participation. Fans can search, poach, edit, and post filmic and publicity materials about stars, formulating seamless, collaborative reworkings of the star image and generating a new star-fan dynamic. At the crossroads of participatory cyberspace and cinema, transnational Chinese movie stars call our attention to the critical concern of Chineseness. In recent years, a number of Chinese movie stars have attained prominent presence in the global cinematic arena. These acting talents, who are either identified as martial arts performers or known for their performances in martial arts films, won global acclaim as a result of the worldwide reception and esteem for Hong Kong action films and Fifth Generation directors’ films from mainland China. As these stars begin to engineer personae stretching beyond their ethnic identities for the global setting, their stardom engenders discourses of ethnicity and cosmopolitanism.What does it mean to call these stars “Chinese” in the global cyber setting? How do their fans interact to reshape their star personae on the Web? How can one approach and understand “Chineseness” within cyber fan discourse? All these questions point to a central problem of how to conceptualize Chineseness in participatory cyberspace. My agenda in this study is to investigate Chinese movie stardom as a web-based phenomenon by establishing a new theoretical framework for considering Chineseness in participatory cyberspace. I have created a set of four analytical matrixes, each examining a particular Chinese star through a specific fan-based practice on a specific participatory site: vidding Donnie Yen and critiquing Zhang Ziyi on YouTube; photo-sharing about Jackie Chan on Flickr; “friending” Jet Li on Facebook; and discussing Takeshi Kaneshiro on fan forums. Through close investigation of these five Chinese stars, I demonstrate that the cyber setting enables collaborative fan reworkings of star texts and multiple directionality of approaching Chineseness. Cyber fans produce intertextual, multi-faceted star personae, different from traditional film personae whose meanings are anchored in a rigid established representational framework. Through the relentless scrutiny, quotation, manipulation self-affiliation by fans enabled by cyber technology, Chineseness becomes an utterly illusive and indefinable entity, a new form of signification whose meaning is always changing. This unstable, hybrid Chineseness challenges the notion of a star’s given ethnicity, redefining the archetypal martial arts body in unpredictable, manifold and provocative terms for the cyber era. With the aim of advancing the critical theorization of Chineseness, this study unfolds and analyzes the dynamics of the vital relationship between Chinese stardom, web technologies, and fan discourse. It also serves as a timely response to the challenges posed by cyber culture for the disciplines of cinema and cultural studies, in light of the proliferating yet inadequate current efforts in this field.
published_or_final_version
Comparative Literature
Doctoral
Doctor of Philosophy
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Rocha, Aline Maria Matos. "Interpersonal exchanges on the Internet: sociability and privacy in cyberculture." Universidade Federal do CearÃ, 2010. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=6148.

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To analyze the phenomenon of exposure of privacy and sociability forms provided by Internet is the issue of this research. This is a study of the reasons that make a lot of people post their personal characteristics on Internet. It is a qualitative research with an exploratory and comprehensive nature. Its universe is composed by individuals who participate of a virtual and social relationship networking site, orkut, that live in Fortaleza-CE . Through a virtual ethnography; it was possible to analyze the spaces of socialization mediated by computer , keeping in mind that Internet is, at the same time, context and cultural articraft. The study of the downsizing of public and private spheres made possible to verify that the territory of inner life gradually assumed importance when we saw accelerating the processes of individualization. A growing burden of concerns around issues of private sphere and inner conflicts have brought significant changes regarding the design of the public. In the fluid environment of Internet, theses concepts assumed different forms, since in that instance the areas of public and private become out from rigid and polarized orders. The publication of personal networks in virtual relationship arises as a mechanism which highlights the subjective and the objective investment of the subject itself. The network individualism emerges as a result of the personalization of social relations, carried around the construction of links focusing on common interests. The nature of the sociability exerced through this environment technically mediated, places itself at the service of flexible behaviors and become built on a base of afinity ties. The values propagated by the actual and technological culture belong to a more present reality inside the social body and the discussions that will take place during theis study aimed to contribute to empirical studies that will seek for new meanings wich give other significances to the society in which we live.
Analisar o fenÃmeno de exposiÃÃo da privacidade e as formas de sociabilidade proporcionadas pela Internet à a problemÃtica da presente pesquisa. Trata-se de um estudo dos motivos que fazem com que um grande nÃmero de pessoas publique suas caracterÃsticas pessoais na Internet. à uma pesquisa qualitativa, de natureza exploratÃria e compreensiva. Seu universo constituiu-se de sujeitos que participam do site de relacionamentos virtual Orkut, e que residem em Fortaleza-CE. AtravÃs de uma etnografia virtual foi possÃvel analisar os espaÃos de socializaÃÃo mediados por computador, tendo em mente que a Internet Ã, ao mesmo tempo, contexto e artefato cultural. O estudo do redimensionamento das esferas pÃblica e privada possibilitou verificar que o territÃrio da vida Ãntima assumiu gradual importÃncia, momento em que se viu acelerar os processos de individualizaÃÃo. Uma crescente sobrecarga de preocupaÃÃes em torno de assuntos de Ãmbito privado e de conflitos Ãntimos trouxe consigo mudanÃas expressivas no que se refere à concepÃÃo do pÃblico. No ambiente fluido da Internet, essas concepÃÃes assumem formas diferenciadas, uma vez que nessa instÃncia os domÃnios do pÃblico e do privado fogem a ordenamentos rÃgidos e polarizados. A publicaÃÃo pessoal nas redes de relacionamento virtual coloca-se como um mecanismo onde se sobressaem o investimento subjetivo e objetivo do sujeito em si mesmo. O individualismo em rede surge como resultado da personalizaÃÃo das relaÃÃes sociais, efetivadas em torno da construÃÃo de vÃnculos centrados em interesses comuns. A natureza da sociabilidade exercida por meio desse ambiente tecnicamente mediado coloca-se a serviÃo de condutas flexÃveis e constroem-se com base em laÃos de afinidade. Os valores propagados pela atual cultura tecnolÃgica fazem parte de uma realidade cada vez mais presente no corpo social, e as discussÃes que serÃo levantadas durante o estudo visam contribuir com pesquisas empÃricas que procurarÃo dar conta dos novos significados que redimensionam a sociedade em que vivemos.
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Casilli, Antonio A. "Les mythes de régénération dans la cyberculture : le corps et ses utopies." Paris, EHESS, 2006. http://www.theses.fr/2006EHES0008.

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Entre 1984 et 2001, la cyberculture a colporté l'utopie d'un corps technologiquement régénéré, véhiculant les attentes liées à la corporéité contemporaine. Dans les années 1980, la diffusion du mythe du cyborg coïncida avec l'essor de la micro-informatique. Figure du corps infecté par la machine le cyborg se fit miroir des craintes de contamination répandues dans les années du Sida. Au début des années 1990, la cyberculture se réorienta vers la possibilité de «désincarner» le corps pour qu'il puisse vivre dans des réalités virtuelles décontaminées. Avec l'arrivée du Web, l'attention se concentra sur la composition d'un corps numérique en ligne. Tout bien pesé, les inquiétudes de la cyberculture se sont concentrées sur une conception spécifique du corps - cautionnée par le savoir biomédical, rentrée dans une crise de confiance avec l'explosion du Sida. Cet affaiblissement fortuit de la biomédecine stimula l'élaboration de conceptions antagonistes du corps au sein de la cyberculture
Between 1984 and 2001, cyberculture promoted the utopian ideal of a technologically regenerated body, echoing the expectations related to contemprary corporality. In the 1980s, the spread of the cyborg myth corresponded to the boom of personal computing. While epitomizing the body infected by machinery, the cyborg mirrored the fears of contamination prevalent in the AIDS years. At the beginning of the 1990s, cyberculture refocused on the possibility of "disembodying" the body in order to allow it to inhabit decontaminated virtual realities. With the rise of the Web, the attention turned to the configuration of a digitized online body. All things considered, cybercultural anxieties converged on a specific conception of the body - the one endorsed by biomedical knowledge, wich underwent a crisis of confidence due to the AIDS pandemics. Biomedecine fortuitous weakening prompted the development of challenging conceptions of the body within cyberculture
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O'Riordan, Kate. "Case studies of female bodies in computer mediated culture." Thesis, University of Brighton, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.247821.

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This thesis uses the representation of the female body in digital media to examine cultural formations in cyberculture. Through a variety of case studies it analyses gendered bodies across different'new media' domains. The thesis is rooted in computer mediated communication and the history of analysis that has accompanied text-based formations. The theoretical claims of the thesis include: " Computer mediated communication has become part of a visual culture and requires tools of visual analysis in addition to those of textual analysis. " The terms new technologies, internet and cyberspace, are used to homogenise what are actually very different forms and genres. " These different forms and genres share: 1) A reality aesthetic. 2) The strategy of presence. " In relation to this aesthetic the female body is represented in stereotypical ways that preserve boundaries and closure. Individual users simultaneously represent it in ways that resist, subvert and change these institutional models. " Representations of the female body are used to market new technologies that arguably feminise the technology. " The binary categories of public/private, producer/receiver, artificial/natural and male/female are collapsed through computer mediated representations of the female body. This producer/receiver collapse locates the self in a network with the technology. " Representations of the female body in cyberspace reveal that'the female' is performed through a technological construction. The thesis is comprised of case studies on cyberfiction, computer games, home pages, web cameras, institutional imaging and simulations. It deploys Haraway's model of the cyborg and Butler's model of performativity to discuss identity and subjectivity in relation to representations of the female body. It draws on cybercultural theory, feminist understandings of the body and it brings the methodologies of media studies to computer mediated communication.
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Terranova, Tiziana. "The intertextual presence of cyberpunk in cultural and subcultural accounts of science and technology." Thesis, Goldsmiths College (University of London), 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.338666.

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Karadeniz, Oguz Ozgur. "Subject, Body, And Technology In The Discourse Of Cyberculture: The Case Of Wired Magazine." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/2/12611901/index.pdf.

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This study aims to provide an account of the production of subject through the representations of body and technology in the discourse of cyberculture through the analysis of Wired magazine. The findings indicate that the subject produced in this discourse is normatively white and male, and is produced along the ways of liberal humanism as it is conceptualized as autonomous, having free will and preceding the discursive operations and market relations. The production of this subject requires a series of exclusions and abjections including the smart machines which are becoming increasingly humanoid and thus forming a threat to the category of &ldquo
human&rdquo
and to the boundaries of the autonomous subject.
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Turner, Frederick C. "From counterculture to cyberculture : how Stewart Brand and the Whole earth catalog brought us Wired magazine /." Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 2002. http://wwwlib.umi.com/cr/ucsd/fullcit?p3069225.

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Brooks, Lonny J. "Working in the future tense : materializing stories of emerging technologies and cyberculture at the Institute for the Future /." Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 2004. http://wwwlib.umi.com/cr/ucsd/fullcit?p3144308.

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Schmidt, Sarah Costa 1989. "Casa da Cultura Digital : reflexões e ideias que circulam entre trabalho, cultura e ideologia." [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/270839.

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Orientador: Rafael de Almeida Evangelista
Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Estudos da Linguagem
Made available in DSpace on 2018-08-27T13:26:08Z (GMT). No. of bitstreams: 1 Schmidt_SarahCosta_M.pdf: 2077463 bytes, checksum: 20a1a002ab8c4f36b3243bd639ebc84d (MD5) Previous issue date: 2015
Resumo: Especialistas e ativistas da web apontam o ano de 2003 como um momento em que houve uma mudança de cenário para a cultura pensada no âmbito do digital no Brasil. Naquela época, o cantor e expositor da Tropicália Gilberto Gil assumia o cargo de Ministro da Cultura e trazia consigo ativistas digitais. Nesse contexto, o termo "cultura digital" ganhou força política. Boa parte das discussões acerca do tema circulou pelo ambiente da primeira Casa da Cultura Digital (CCD) criada no Brasil, ainda em 2009, na cidade de São Paulo. A CCD, definida por alguns de seus membros como "uma rede", "uma ideia", um "laboratório de vivências" e uma "incubadora de redes político-culturais", abrigou coletivos culturais, ativistas, jornalistas e hackers em torno de valores, ideais e utopias comuns em um mesmo espaço de trabalho/convivência/debates. A ideia das casas se espalhou e, nos anos seguintes, foram criadas Casas da Cultura Digital nas cidades de Porto Alegre (RS), Belém (PA) e Campinas (SP), Vila Velhas (ES) e Fortaleza (CE), ao passo que cada uma delas tem características próprias e não são espelhos da primeira. A presente pesquisa realiza uma etnografia das ideias da CCD de São Paulo, a casa embrionária, com o objetivo de apontar confluências, relações e filiações que transpassaram o ambiente desta rede. Sob a luz de Barbrook e Cameron (1998) e Turner (2006), esta dissertação procura mostrar, também, as influências dos ideais da geração digital do Vale do Silício, e de que forma essas ideias são apropriadas e ressignificadas quando chegam ao Brasil, sob o recorte da Casa da Cultura Digital. Os membros da CCD ainda se mostram como formadores de opinião sobre a ideia da própria cultura digital no País, mediante a relação direta com o Ministério da Cultura. Ainda, a utopia (Harvey, 2006) se mostra como o fio-condutor das ações dentro da casa. Todos esses movimentos mostram a busca de uma geração, nascida nos anos 1980, em sua maioria, que compartilha um otimismo pelo digital e está em busca de meios de trabalho que fujam do capitalismo industrial, criando um espaço em que opções neoliberais, como o modelo empresa, se cruzam com anseios e a busca por realizações, projetos e transformações sociais. Essas confluências poderiam ser alcançadas se a própria vida fosse colocada e vivida em laboratório e experimentação
Abstract: Experts and web activists point to the year 2003 as a time when there was a change of scenery for culture thought in the digital way in Brazil. At that time, the singer Gilberto Gil assumed the post of Minister of Culture and brought with him digital activists. In this context, the term "digital culture" gained political strength. Much of the discussions on the subject circulated at the first Casa da Cultura Digital (CCD), created in Brazil in 2009, in São Paulo. The CCD, defined by some of its members as a "network", "an idea," a "laboratory experiences" and "incubator of political and cultural networks," cultural collective housed, activists, journalists and hackers around values , common ideals and utopias in the same workspace / living / debates. The idea of the houses spread and in the following years, were created Digital Culture houses in the cities of Porto Alegre (RS), Bethlehem (PA) and Campinas (SP), Old Town (ES) and Fortaleza (CE), while that each of them has its own characteristics and are not mirrors of the former. This research conducts an ethnography of the ideas of CCD of São Paulo, the embryonic home, in order to point confluences, relationships and affiliations that pierced the atmosphere of this network. In light of Barbrook and Cameron (1998) and Turner (2006), this dissertation tries to show also the influence of the ideals of the digital generation of Silicon Valley, and how these ideas are appropriate and new meanings when they arrive in Brazil, under the focus of the Casa da Cultura Digital. Members of the CCD still show how opinion leaders about the idea of one's digital culture in the country by the direct relationship with the Ministry of Culture. Still, utopia (Harvey, 2006) shows how the wire conductor of the actions inside the house. All these movements show the search for a generation, born in the 1980s, mostly sharing optimism for digital and is looking for work means that escape of industrial capitalism, creating a space in which neoliberal options, such as model company, intersect with longing and the search for achievements, projects and social transformations. These junctions can be achieved if their lives were placed and lived in the laboratory and experimentation
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Divulgação Científica e Cultural
Mestra em Divulgação Científica e Cultural
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Carvalho, Mauro Schulz de. "A máquina no trono da divindade: o pós-humanismo representado na rede." Universidade do Estado do Rio de Janeiro, 2009. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=1150.

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Dentro do campo da cibercultura, podemos afirmar que existe uma série de subculturas com suas singularidades: idéias, estilos de vida, visões de mundo, rituais, etc. Todas elas colaboram para a formação de um imaginário cibercultural. O conceito de pós-humanismo é um deles. Difundido em inúmeros websites que tratam desse tema, percebemos que dentro do universo da cibercultura existe um imaginário repleto de representações que retoma os discursos mítico-religiosos arcaicos, muitas vezes de forma ingênua ou não proposital. Partimos da hipótese de que esse imaginário, como tentaremos demonstrar, baseia-se na idéia de um poder quase mágico ou religioso da tecnologia como instrumento para a transcendência humana e que toma o pós-humano como um novo ser humano, muito melhor que o atual, capaz de se utilizar das tecnologias para a transcendência de suas limitações. De maneira mais pontual, acreditamos que o tipo de discurso utilizado pelas organizações transhumanistas (que propagam a idéia do pós-humanismo na internet) está permeado por tropos discursivos e metáforas que remetem ao discurso mítico-religioso. Para tal tarefa, dois websites serão analisados: A World Transhumanist Association e o Extropy Institute.
Inside the field of cyberculture, we can state that there are a series of subcultures with their singularities: ideas, lifestyles, views, rituals, etc. All of them contribute to the formation of a cybercultural imaginary. The concept of posthumanism is one of them. Broadcasted in many websites that deal with this theme, we realize that inside the universe of cyberculture exists an imaginary full of representations which resemble the archaic myth-religious discourses. We depart from the hypothesis that this imaginary, as we will try to demonstrate, is based on the idea of a religious or almost magical power of technology as an instrument for human transcendence and which sees the posthuman as a new human being, much better than the present one, capable of using technology to transcend its limitations. To be more accurate, we believe that this kind of discourse used by the transhumanist organizations (which spread the posthumanism ideas on the internet) is permeated by discursive tropes and metaphors that take back to the myth-religious discourses. For this task, two websites will be analyzed: The World Transhumanist Association and The Extropy Institute.
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Books on the topic "Cyberculture"

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Colombain, Jerome. La Cyberculture. Toulouse: Editions Milan, 1997.

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Langmia, Kehbuma. Globalization and Cyberculture. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4.

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Stanley, Aronowitz, ed. Technoscience and cyberculture. New York: Routledge, 1996.

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1969-, Flanagan Mary, and Booth Austin, eds. Reload: Rethinking women + cyberculture. Cambridge, Mass: MIT Press, 2002.

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Bell, David, 1965 Feb. 12-, ed. Cyberculture: The key concepts. London: Routledge, 2004.

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1965-, Bell David, ed. Cyberculture: The key concepts. New York: Routledge, 2004.

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1969-, Flanagan Mary, and Booth Austin, eds. Reload: Rethinking women & cyberculture. Cambridge, Mass: MIT Press, 2002.

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Janice, Richardson, Burdick Betsy, and Coakley Chris, eds. Manuel de maîtrise de l'Internet. 2nd ed. Strasbourg: Éditions du Conseil de l'Europe, 2006.

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Taylor, Claire, and Thea Pitman, eds. Latin American Cyberculture and Cyberliterature. Liverpool: Liverpool University Press, 2009. http://dx.doi.org/10.5949/upo9781846313462.

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Best, Curwen. The Politics of Caribbean Cyberculture. New York: Palgrave Macmillan US, 2008. http://dx.doi.org/10.1057/9780230610132.

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Book chapters on the topic "Cyberculture"

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Wolmark, Jenny. "Cyberculture." In A Concise Companion to Feminist Theory, 215–35. Oxford, UK: Blackwell Publishing Ltd, 2008. http://dx.doi.org/10.1002/9780470756683.ch11.

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Langmia, Kehbuma. "Cyberculture and Identity." In Globalization and Cyberculture, 83–96. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4_8.

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Langmia, Kehbuma. "Cybersecurity, Cyberculture, and Africa." In Globalization and Cyberculture, 107–13. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4_10.

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Langmia, Kehbuma. "Cyberculture, Cybersubculture, and Africa." In Globalization and Cyberculture, 21–31. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4_3.

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Langmia, Kehbuma. "Introduction." In Globalization and Cyberculture, 1–3. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4_1.

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Langmia, Kehbuma. "Cyberculture and E-health Communication in Africa." In Globalization and Cyberculture, 115–20. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4_11.

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Langmia, Kehbuma. "Conclusion." In Globalization and Cyberculture, 121–24. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4_12.

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Langmia, Kehbuma. "Traditional African and Western Modern Cultures." In Globalization and Cyberculture, 5–20. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4_2.

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Langmia, Kehbuma. "Road to Cyberculture in Tropical Africa." In Globalization and Cyberculture, 33–41. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4_4.

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Langmia, Kehbuma. "Requiem for In-Person Verbal/Nonverbal Communication." In Globalization and Cyberculture, 43–56. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47584-4_5.

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Conference papers on the topic "Cyberculture"

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Turcu, Danut, and Florin Sparlu. "MOBILE SOFTWARE FOR ENHANCING CYBERCULTURE." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-228.

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In the new information age, mobility has become a sure thing. Smart phones and tablets are among the most dynamic devices and, most likely, the focal point of the technological development of modern electronics. By analyzing this dynamics, it is difficult to give a definitive definition of the term. We are increasingly (and more) dependent on these technologies, communication, connection, transfer and information. All this are possible due to the mobile applications running on these devices. That's why in this paper we'll highlight how mobile applications help users enhance their cyber security culture. Most applications can be downloaded from a platform or store and are generally created and developed by companies like Apple, Google, Windows, BlackBerry, etc. Downloading is free of charge, except for certain applications available in professional versions that need to be paid. There are hundreds of applications with information about cyber security, but the difference does not make by content, but the way it is presented, the ease of finding it, the added value. The application architecture must be simple and easy to understand. It has to emerge from the style of using a smartphone, rely on already reflexive behaviors and do not need to have its own user manual. What if, in addition to telling the user the traffic status, a GSM distributor application would suggest traffic variants but of the higher speeds? Or would it also communicate information about the degree of confidentiality, integrity and availability? We'll show how different mobile applications bring attention to cyber security laws in different countries. In addition, some mobile applications introduce dictionaries of cyber security-specific terms, ways to report cyber security events / incidents.
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Fletcher, G., and A. Greenhill. "We like… cultural traits in cyberculture." In INTERNET SOCIETY 2006. Southampton, UK: WIT Press, 2006. http://dx.doi.org/10.2495/is060231.

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Ming, Xiaoyu. "Understanding Cyberculture from Perspective of Intercultural Communication." In 2021 International Conference on Social Development and Media Communication (SDMC 2021). Paris, France: Atlantis Press, 2022. http://dx.doi.org/10.2991/assehr.k.220105.023.

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Akhrenova, Natalia A. "The Role of Numbers in the Chinese Cyberculture." In X International Research Conference Topical Issues of Linguistics and Teaching Methods in Business and Professional Communication. European Publisher, 2022. http://dx.doi.org/10.15405/epes.22104.3.

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Weinel, Jonathan. "Virtual Hallucinations: Projects in VJing, virtual reality and cyberculture." In Proceedings of EVA London 2019. BCS Learning & Development, 2019. http://dx.doi.org/10.14236/ewic/eva2019.57.

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Magalhães, Leandro dos Santos, Flávio de Lemos Carsalade, Laura Santos Marques Barbosa, and Renato Cesar Ferreira de Souza. "In the ACAIACA-Verse. Geometric Digitization, Cyberculture, Heritage and Musealization." In XXVI International Conference of the Iberoamerican Society of Digital Graphics. São Paulo: Editora Blucher, 2023. http://dx.doi.org/10.5151/sigradi2022-sigradi2022_226.

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Kurtz da Silva, Fabiana Diniz, Anderson Amaral de Oliveira, and Josei Fernandes Pereira. "Cyberculture in Teacher Education: A Southern Brazilian Experience in Integrating Digital Culture Across and Beyond Curriculum." In 17th Education and Development Conference. Tomorrow People Organization, 2022. http://dx.doi.org/10.52987/edc.2022.005.

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Abstract Complexity inherent to educational innovation must be aligned with structural changes on information and communication technologies (ICT) to accommodate intellectual and critical thinking development. Based on that scenario, the authors understand that not only ICT must be part of the educational sphere, but also the digital culture itself should be included in pedagogical concepts and practices. The teacher’s role and the ability to respond to unpredictable situations in everyday educational situations depend on ICT integration. This study proposes a two-pronged experience report to articulate how digital culture, or cyberculture, has been introduced and implemented throughout teacher education courses at a Brazilian university, as well as how education itself might be influenced by ICT in post- pandemic scenarios in Brazil. Two-decades of experiences reported from Letters and History undergraduate courses within UNIJUI, a southern-Brazilian university, evidence the importance of involving digital technologies in teaching and learning processes not only within one discipline but also across and beyond curriculum. The current work on Traças Digitais (Digital Bookworms) and App Go allows the authors access to updated information on Brazilian teaching teachers’ education context. Results suggest that teacher education requires knowledge built over time, new methodologies raised, and countless activities developed. Teacher education also requires a blend of human and technological education to comprehend the contemporary challenges. Curricular Hybricity, ICT uses, and multimodal learning are set ups for further studies and research. Keywords: cyberculture, teacher education, Brazil education, curriculum
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"UNDERSTANDING HOW THE CYBERCULTURE HAS INFLUENCED LEARNING STRATEGIES CHOICES BEFORE AND DURING THE PANDEMIC." In International Conference on Education and New Developments. inScience Press, 2023. http://dx.doi.org/10.36315/2023v2end050.

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Sulistyawati, Dwi, and Imam Santosa. "The Effect of Cyberculture Development on Visual Space for Generation of Millennials in Indonesia." In 1st International Conference on Intermedia Arts and Creative. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0009192401720175.

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Antipov, M. A. "TECHNOLOGICAL UTOPIANISM AS A CYBERCULTURAL MOVEMENT." In A glance through the century: the revolutionary transformation of 1917 (society, political communication, philosophy, culture). Vědecko vydavatelskě centrum «Sociosfera-CZ», 2017. http://dx.doi.org/10.24045/conf.2017.1.17.

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Reports on the topic "Cyberculture"

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Leggitt, John S., Olga G. Shechter, and Eric L. Lang. Cyberculture and Personnel Security: Report 1 - Orientation, Concerns, and Needs. Fort Belvoir, VA: Defense Technical Information Center, May 2011. http://dx.doi.org/10.21236/ada563975.

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