Dissertations / Theses on the topic 'Virtual identity'
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Nincic, Vera. "Serbian virtual community and ethnic identity." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0016/MQ53403.pdf.
Full textMakryniotis, Thomas. "Identity through dress in virtual environments." Thesis, University of Kent, 2013. http://ualresearchonline.arts.ac.uk/7086/.
Full textPopielinski, Lea Marie. "Noncorporeal Embodiment and Gendered Virtual Identity." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1339450867.
Full textDelise, Nathalie N. "Me, Myself, & Identity Online: Identity Salience on Facebook vs Non-Virtual Identity." ScholarWorks@UNO, 2012. http://scholarworks.uno.edu/td/1431.
Full textStark, Alicia. "Virtual pop : gender, ethnicity, and identity in virtual bands and vocaloid." Thesis, Cardiff University, 2018. http://orca.cf.ac.uk/110112/.
Full textRobinson, Anthony Quinn Jr. "Facebook Identity: Virtual Interaction and Life Satisfaction." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/52897.
Full textMaster of Science
Kramer, Alice. "DIMENSIONS OF IDENTITY." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2896.
Full textM.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
Lynch, Dianne. "Rehearsing the real : children's identity development in virtual spaces." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100647.
Full textSteely, Danielle. "Identity in Chinese film: conflict, transformation, and the virtual." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=32509.
Full textCette thèse est une analyse de la notion du virtuel telle que présentée dans les travaux de Brian Massumi, Gilles Deleuze et Félix Guattari. J'explore le virtuel au travers de plusieurs films chinois des deux dernières décennies en ce qui a trait aux différents défis de l'identité. Par des films tels que Center Stage, Farewell My Concubine, et Frozen, j'examine les dangers du virtuel dans la performance et la difficulté de pouvoir reconnaitre la mince ligne entre le rôle et le réel. Je compare, ensuite cela à la notion similaire mais quand même distincte de camouflage dans House of Flying Daggers et Infernal Affairs de manière à démontrer les différentes manifestations et les effets du virtuel lorsque la performance d'un personne est non- dévoilée à quelqu'un avec qui elle joue. Finalement, j'examine l'identité et le virtuel par les doublages cinématiques dans les films Center Stage et Suzhou River.
Leung, Pui-man Helen, and 梁佩文. "Impact of virtual community on identity formation of adolescents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256387.
Full textLeung, Pui-man Helen. "Impact of virtual community on identity formation of adolescents /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25474674.
Full textSoyseckin, Idil Safiye. "Identity And Communication In Cyberspace Muds: Gender And Virtual Culture." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/3/12607564/index.pdf.
Full textlka Cabü
lsa have become central sites of observations and interviews. The findings show that cyberspace has its rules and limitations which are not independent from the real world. Since gender is a key component indicating the society interacts, culture of cyberspace cannot stay aside. Despite possibility of gender switching, stereotypical gender performances continue to exist. However cyberspace is a new and rich communication environment in respect of facilities it offers and its future structure and form largely depend on the users.
Ma, Meng. "IT design for sustaining virtual communities an identity-based approach /." College Park, Md. : University of Maryland, 2005. http://hdl.handle.net/1903/2833.
Full textThesis research directed by: Business and Management. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
Touza, Leopoldo Sebastián. "Red de Argentinos : identity and citizenship in a virtual community." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ37239.pdf.
Full textAu, Yee Wei. "Identification and conflict in virtual teams : a social identity approach." Thesis, Heriot-Watt University, 2010. http://hdl.handle.net/10399/2379.
Full textAbdullah, Ashraf R. A. "An ethnographic sociolinguistic study of virtual identity in Second Life." Thesis, University of Leeds, 2014. http://etheses.whiterose.ac.uk/7334/.
Full textWoodworth, Ashley C. "Community and Identity in Contemporary Physical and Virtual Spaces: Toward an Integration." Scholarly Repository, 2011. http://scholarlyrepository.miami.edu/oa_theses/258.
Full textCalka, Michelle. "Performances of Marginalized Identities in Virtual Worlds." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1344522664.
Full textArakawa, Aaron (Aaron Ryuji) 1976. "PILPUL : a 2D graphical virtual forum for exploring identity and values." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80034.
Full textVesna, Victoria. "Networked public spaces : an investigation into virtual embodiment." Thesis, University of South Wales, 2000. https://pure.southwales.ac.uk/en/studentthesis/networked-public-spaces(e64f64d6-be3f-41fb-bab5-6453de03684f).html.
Full textParker, Maggie. "Haute games : innovative self and self-identity blendings." Thesis, Teesside University, 2008. http://hdl.handle.net/10149/112686.
Full textRamsay, Lehan, University of Western Sydney, of Performance Fine Arts and Design Faculty, and School of Contemporary Arts. "Amechan : the creation and packaging of identity." THESIS_FPFAD_CAR_Ramsay_L.xml, 1999. http://handle.uws.edu.au:8081/1959.7/211.
Full textMaster of Arts
Hite, Dwight M. Davis Mark Alan. "Leader emergence and effectiveness in virtual workgroups dispositional and social identity perspectives /." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-11035.
Full textKao, Dominic. "Researching and developing the impacts of virtual identity on computational learning environments." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/115631.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages [245]-319).
With the current proliferation of educational games, MOOCs, and with the pervasive use of virtual identities such as avatars in systems ranging from online forums to virtual reality simulations, it is increasingly important to understand the impacts of avatars. Over two years, I led an initiative in MIT's Imagination, Computation, and Expression (ICE) Laboratory conducting experiments involving > 10,000 participants to understand the impacts of virtual identities on users in virtual environments. Using a computer science learning platform and game of our own creation as an experimental setting, we have been studying the impacts of avatar use on users' performance and engagement in computer science learning environments. This is a topic of increasing importance in human-computer interaction [69, 130, 132, 310, 452, 549]. While a great deal of work focuses on procedural thinking and problem solving, we argue that attending to learners' identities and their engagement to be equally important. We systematically explored the impacts of different avatar types on users, beginning with distinctions between anthropomorphic vs. non-anthropomorphic avatars, user likeness vs. non-likeness avatars, and other conditions informed by insights from the learning sciences and sociology. Our studies have revealed that avatars can support, or harm, performance and engagement. Several notable trends are: 1) simple abstract avatars (such as geometric shapes) are especially effective when the player is experiencing failure, e.g., while debugging, 2) likeness avatars (avatars in a user's likeness) are not always effective, 3) role model avatars (in particular scientist avatars) are often effective, and 4) successful likeness avatars that are a user's likeness when doing well and otherwise abstract are effective. We describe our studies leading to these findings and end with a follow-up study.
by Dominic Kao.
Ph. D.
Hite, Dwight M. "Leader Emergence and Effectiveness in Virtual Workgroups: Dispositional and Social Identity Perspectives." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc11035/.
Full textShang, Ziyuan. "Cultural Influences on Emotional Expression in Virtual Communication." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1272.
Full textFreire, Denise de Oliveira. "Telenovela e identidade nacional no ciberespaço: explorações metodológicas da recepção internacional de Caminho das Índias em comunidades virtuais." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/27/27152/tde-05112010-113008/.
Full textIs it possible to talk about national identity in times of globalization? With this question as the issue and also the telenovela as the nation narrative, we intend to perceive the interpretation and the shaping of new social meanings for the audiovisual product in cyberspace through existant communities and discussions promoted by brazilians living in Portugal about Gloria Perez\'s telenovela Caminho das Índias (Rede Globo) broadcasted by SIC. For us to develop this study, this dissertation highlights yetst the need to review concepts and methodological procedures, once the research on virtual space brings us new challeges to methodology of research and especially Comunication methodology.
Lukasiewicz, Claude. "Territoire virtuel, identite réelle : la plasticité identitaire sur Internet." Thesis, Paris 4, 2009. http://www.theses.fr/2009PA040197.
Full textThrough a student survey carried out from more than 2 400 people in 19 different college courses, we analyzed the Internet as a tool revealing real identity, nothing so much as the different identity expressions and virtual territories a subject can use, than the reasons he invokes for connecting to the Internet. Starting from the hypothesis that the cyberspace is not only a communication and interaction space, but also a psychological or symbolic one, as well as an identity expression place, our work aims to determine the deeper motives which come along or replace the motivations the individual puts forward to justify his connection. The multidisciplinary theoretical frame of the two first parts of our work is at the junction of three approaches. The first one is based upon the territory study as a constituent factor of the individual and collective identity. The second one deals with the study of identity concept works, restricted to the individual scope and his psychological mode. The third one stresses upon works about the setting up and practice of computer-mediated communication, more specifically the Internet, as well as, consequently, the generated societal mutations, and the brought out plasticity of identity.Our survey is developed in the third part of our work. It enabled us on the one hand, to gather our students’ thoughts according to four themes: their own representation of the Internet, their fears or hopes about this new communication tool, the social impact it could generate, and the space transformations it could cause. On the other hand, to study the Internet tool as a mediator / reflector in the identity building process and psychological mechanisms it brings out
Keller, Kyle Tinnell. "THE ROLE OF PERSONAL IDENTITY IN STEREOTYPE THREAT SPORTS STEREOTYPES AND VIRTUAL WORLDS." Thesis, The University of Arizona, 2009. http://hdl.handle.net/10150/192500.
Full textBromberg, Heather (Heather Dawn) Carleton University Dissertation Sociology and Anthropology. "Exploring virtual worlds; computer-mediated communication and perceptions of community, identity and reality." Ottawa, 1996.
Find full textBoone, George William. "A Burkean analysis of "World of Warcraft" identity work in a virtual environment /." Click here for download, 2008. http://proquest.umi.com/pqdweb?did=1568974071&sid=1&Fmt=2&clientId=3260&RQT=309&VName=PQD.
Full textMyers, Gary L. III. "The V.A.L.O.R. Leadership Shift: The Impact of Identity Verification Through Virtual Platform Interactions." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent156500172325042.
Full textOgungbemi, Funke Jaiyeola nee. "Collaborative Virtual Environments : Identity Construction in Online Environments with a Focus on Facebook." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3844.
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Lohle, Michael F. "Implications for Real Project Management Success: A Study of Avatar Identity as an Antecedent of Virtual Team Trust." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/219.
Full textVaz, Raphael do Amaral. "A formação da identidade virtual na comunidade do Orkut." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/15090.
Full textThis research aims to study the construction of identity in the virtual community Orkut, identifying the reasons for the choice of identity and how individuals construct their virtual identity, aims to also determine what features and qualities are virtual identity, identify similarities and differences between virtual and real life identity, and, finally, to observe how the subject relates to your friends Orkut and how it relates to them in real life. For this, we conducted semistructured interviews with ten patrons of that community (men and women) between 20 and 32 years. The respondents' answers were categorized from some common words found in them. The results were analyzed using the theoretical framework of Analytical Psychology. It was observed that results in the formation of virtual identity is based on the various ways in which users work in this social network. Established through interaction between friends, many users design their wishes on Orkut to be seen by others as they would like to see. Raised through the categories of responses, we can observe that the construction of virtual identity that occurs from projective action of the subject in relation to the other members of social networking and also always having a relationship with the real identity of the subject. We can say that the formation of virtual identity in this study had a fundamental importance to clinical psychology, as we understand the permanence of Orkut users in a psychic link is established between the subject and digital social network, providing projective actions of psychic contents Persona
Esta pesquisa visa a estudar a construção da identidade virtual na comunidade do Orkut, identificando quais as motivações para a escolha da identidade e como o sujeito constrói a sua identidade virtual; tem por objetivo, ainda, verificar que características e qualidades têm a identidade virtual, identificar semelhanças e diferenças entre a identidade virtual e a vida real, e, por fim, observar como o sujeito se relaciona com suas amizades do Orkut e como se relaciona com elas na vida real. Para isso, foi realizada entrevista semidirigida com dez frequentadores dessa comunidade (homens e mulheres), entre 20 a 32 anos. As respostas dos entrevistados foram categorizadas a partir de algumas palavras em comum encontradas nas mesmas. Os resultados foram analisados por meio do referencial teórico da Psicologia Analítica. Observou-se nos resultados que a formação da identidade virtual ocorre a partir das diversas maneiras com que os usuários atuam nesta rede social. Por meio da interação estabelecida entre os amigos, muitos usuários projetam seus desejos no Orkut a fim de serem vistos pelos outros da forma como gostariam de serem vistos. Nas categorias levantadas por meio das respostas, foi possível observar que a construção da identidade virtual ocorre a partir dessa ação projetiva do sujeito na sua relação com os demais membros da rede social e também tendo sempre um vínculo com a identidade real do sujeito. Podemos dizer que a formação da identidade virtual neste estudo teve uma importância fundamental para a Psicologia Clínica, pois compreendemos que a permanência dos usuários no Orkut consiste em um vínculo psíquico estabelecido entre o sujeito e a rede social digital, proporcionando ações projetivas de conteúdos psíquicos da Persona
Ryan, Tamlyn. "Virtual spirituality : the negotiation and (re)-presentation of psychic-spiritual identity on the Internet." Thesis, University of York, 2012. http://etheses.whiterose.ac.uk/3794/.
Full textHenderson, Janie D. "Welcome to Facebook: Changing The Boundaries of Identity, Community And Disclosure." Oxford, Ohio : Miami University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1218680716.
Full textMancini, Pedro Felipe de Andrade. "O mito da \"segunda vida\": sociabilidade virtual no Second Life." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/8/8132/tde-03052012-084119/.
Full textThis study aimed to investigate the interactive strategies, manipulation of impressions and identity management prevailing in the sociability environment of Second Life, a determined virtual world. In it, individuals are provided with several tools to manage the exposure of personal information, which would allow high control over the impressions made by one user on others. The research consisted of participant observation at first and later interviews with users, selected from a methodology such as \"snow-ball.\" The analysis of rules and tactics of social environment in question took place in the light of sociological interpretations of Erving Goffman, Georg Simmel, and Pierre Bourdieu to a smaller extent. Through them, concepts such as \"management of impressions\", \"facework,\" \"sociability\" and \"flirting\" were applied and adapted to the understanding of the phenomenon. After the exploratory stage, we sought to place the perceived values and social mechanisms in Second Life in relation to the contemporary society out of computer screens, as perceived by prominent present authors like Ulrich Beck, Kenneth Gergen and Mike Featherstone. Important ideas were applied, like the vision of \"precarious freedom,\" the notion of \"consumer society\" and its implications for identity management, and the supposed state of \"saturation of the self\" noted by Gergen (1991) as dominant in Western societies in the end of the last century. As a guiding objective of the study, we sought to question the validity of the idea, propagated by developers and adepts of this virtual world, that perceives it as a meaningful alternative to the typical ways of living of contemporary Western societies. Such approach, not always clear and exposed directly by the developers of this computer program, is implicit in its very title - \"second life\". In short, after an exploration of the typical rules of sociability of the environment in question, it is disputed how far it is possible to confirm the production of identities and full realization of freedom when individuals are immersed in virtual worlds.
Smith, Jeffrey S. "Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality." Ohio : Ohio University, 2010. http://www.ohiolink.edu/etd/view.cgi?ohiou1260214092.
Full textSteils, N. "Exploring learner identity in virtual worlds in higher education : narratives of pursuit, embodiment, and resistance." Thesis, Coventry University, 2013. http://curve.coventry.ac.uk/open/items/bbb41df4-7526-4254-86b6-00417069d05e/1.
Full textCherjovsky, Natalia. "VIRTUAL HOOD: EXPLORING THE HIP-HOP CULTURE EXPERIENCE IN A BRITISH ONLINE COMMUNITY." Doctoral diss., Orlando, Fla. : University of Central Florida, 2010. http://purl.fcla.edu/fcla/etd/CFE0003029.
Full textHuang, Xiao Wei. "Is there a second life online? :Culture and socio-cultural identity in the virtual world." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3952619.
Full textPerrotta, Carlo. "The construction of a common identity through online discourse : a socio-cultural study of a virtual community." Thesis, University of Bath, 2009. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.520326.
Full textIs the construction of a common identity taking place?
The research question draws on the socio-cultural theory and, in particular, on the view according to which the development of a common identity is an important dimension of learning. More specifically, the thesis builds upon recent criticism attracted by the sociocultural notion of ―Community of Practice‖ for its inadequate account of the relationship between identity, language and practice, both in traditional and computer-mediated settings. The empirical section of the thesis reports a study which applies the concept of recognition work developed by James Gee to the discursive dynamics identified in a ―discussion room‖ of an Italian online community of young psychologists and psychology students. In the study, discourse analysis was carried out on 20 online discussions and on 23 semi-structured interviews.
The findings demonstrate that the notion of recognition work can be used to study how identities are constructed and negotiated through discourse, and provide an additional insight into the role of computer-mediated communication in the relationship between identity and learning. The findings also have theoretical implications, raising the question as to whether the emphasis on communities of practice has exhausted its possible contributions to a socio-cultural theory of learning. Additionally, the thesis also considers the implications for the design of virtual learning environments that try to foster collaborative learning through networked discourse.
Lineberry, Matthew C. "Initial identity level and cooperation in face-to-face and computer-mediated contexts." [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0002875.
Full textLiyanage, M. (Madhusanka). "Enhancing security and scalability of Virtual Private LAN Services." Doctoral thesis, Oulun yliopisto, 2016. http://urn.fi/urn:isbn:9789526213767.
Full textTiivistelmä Ethernet-pohjainen VPLS (Virtual Private LAN Service) on läpinäkyvä, protokollasta riippumaton monipisteverkkomekanismi (Layer 2 Virtual Private Network, L2VPN), jolla yhdistetään asiakkaan etäkohteet IP (Internet Protocol)- tai MPLS (Multiprotocol Label Switching) -yhteyskäytäntöön pohjautuvien palveluntarjoajan verkkojen kautta. VPLS-verkoista on yksinkertaisen protokollasta riippumattoman ja kustannustehokkaan toimintatapansa ansiosta tullut kiinnostavia monien yrityssovellusten kannalta. Tällaisia sovelluksia ovat esimerkiksi DCI (Data Center Interconnect), VoIP (Voice over IP) ja videoneuvottelupalvelut. Uusilta VPLS-sovelluksilta vaaditaan kuitenkin uusia asioita, kuten parempaa tietoturvaa ja skaalautuvuutta, optimaalista verkkoresurssien hyödyntämistä ja käyttökustannusten pienentämistä entisestään. Tämän väitöskirjan tarkoituksena onkin kehittää turvallisia ja skaalautuvia VPLS-arkkitehtuureja tulevaisuuden tietoliikenneverkoille. Ensin väitöskirjassa esitellään skaalautuva ja turvallinen flat-VPLS-arkkitehtuuri, joka perustuu Host Identity Protocol (HIP) -protokollaan. Seuraavaksi käsitellään istuntoavaimiin perustuvaa tietoturvamekanismia ja tehokasta lähetysmekanismia, joka parantaa VPLS-verkkojen edelleenlähetyksen ja tietoturvatason skaalautuvuutta. Tämän jälkeen esitellään turvallinen, hierarkkinen VPLS-arkkitehtuuri, jolla saadaan aikaan ohjaustason skaalautuvuus. Väitöskirjassa kuvataan myös uusi salattu verkkotunnuksiin perustuva tietokehysten edelleenlähetysmekanismi, jolla L2-kehykset siirretään hierarkkisessa VPLS-verkossa. Lisäksi väitöskirjassa ehdotetaan uuden Distributed Spanning Tree Protocol (DSTP) -protokollan käyttämistä vapaan Ethernet-verkkosilmukan ylläpitämiseen VPLS-verkossa. DSTP:n avulla on mahdollista ajaa muokattu STP (Spanning Tree Protocol) -esiintymä jokaisessa VPLS-verkon etäsegmentissä. Väitöskirjassa esitetään myös kaksi Redundancy Identification Mechanism (RIM) -mekanismia, Customer Associated RIM (CARIM) ja Provider Associated RIM (PARIM), joilla pienennetään näkymättömien silmukoiden vaikutusta palveluntarjoajan verkossa. Viimeiseksi ehdotetaan uutta SDN (Software Defined Networking) -pohjaista VPLS-arkkitehtuuria (Soft-VPLS) vanhojen turvallisten VPLS-arkkitehtuurien tunnelinhallintaongelmien poistoon. Näiden lisäksi väitöskirjassa ehdotetaan kolmea uutta mekanismia, joilla voidaan parantaa vanhojen arkkitehtuurien tunnelinhallintatoimintoja: 1) dynaaminen tunnelinluontimekanismi, 2) tunnelin jatkomekanismi ja 3) nopea tiedonsiirtomekanismi. Ehdotetussa arkkitehtuurissa käytetään VPLS-tunnelin luomisen hallintaan keskitettyä ohjainta, joka perustuu reaaliaikaiseen verkon käyttäytymiseen. Tutkimuksen tulokset auttavat suunnittelemaan ja kehittämään turvallisempia, skaalautuvampia ja tehokkaampia VLPS järjestelmiä, sekä auttavat hyödyntämään tehokkaammin verkon resursseja ja madaltamaan verkon operatiivisia kustannuksia
Rappa, Natasha Anne. "Have I become what I beheld? : identity enactments as the hidden Other in a virtual world." Thesis, University of Sheffield, 2015. http://etheses.whiterose.ac.uk/8654/.
Full textPereira, Purificação Maria Pinela. "Museu virtual de Santa Margarida da Serra (Grândola)." Master's thesis, Universidade de Évora, 2012. http://hdl.handle.net/10174/12159.
Full textBeserra, Rael Bispo. "Comunidades de relacionamento virtual como agentes potencializadores de emancipação." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/16990.
Full textThe present research that works with the prospect of Social Psychology aims to understand the processes involving the metamorphosis of identity (CIAMPA, 1987, 1995) of people using the communities of virtual relationship as an important means of social constructions and their identity. The intensification of the virtual nowadays is an emerging issue that still generates some controversy as to the consequences for the individual and their socialization processes. It is likely and natural that differences remain for some time, we are facing a new reality. The research is just another contribution to other studies that certainly will happen. Virtual reality is becoming more real in people's life. This is a qualitative research technique that has as main, the Life History. This is a technique used in NEPIM (Center for Studies and Research in Identity-Metamorphosis), the program of Postgraduate Studies in Social Psychology from PUC-SP, coordinated by Prof. Drº Antonio da Costa Ciampa, with important results to Social Psychology. The research was based on a report of a person for about 12 years has systematic relationships with the same virtual community. The dissertation seeks to understand how a person uses virtual reality as potentiating agent of emancipation in their life trajectory. The critical and ethical position also allowed us to realize the risks of considering the realities - and virtual - disconnected, making clear the importance of understanding them as complementary and interdependent realities
A presente pesquisa que trabalha com a perspectiva da Psicologia Social pretende compreender os processos envolvendo a metamorfose identitária (CIAMPA, 1987, 1995) de pessoas que utilizam as comunidades de relacionamento virtual como um meio importante para suas construções sociais e identidade. A intensificação do virtual na contemporaneidade é uma questão emergente que ainda gera algumas controvérsias quanto às consequências para o indivíduo e seus processos de socialização. É provável e natural que as divergências permaneçam por algum tempo, estamos diante de uma nova realidade. A pesquisa é apenas mais uma contribuição para outros estudos que certamente acontecerão. A realidade virtual é cada vez mais real na vida das pessoas. Trata-se de uma pesquisa qualitativa que tem como técnica principal a História de Vida. Essa é uma técnica utilizada no NEPIM (Núcleo de Estudos e Pesquisas em Identidade- Metamorfose), do programa de Estudos Pós-Graduados em Psicologia Social da PUC-SP, coordenado pelo profº Drº. Antonio da Costa Ciampa e tem alcançado resultados importantes para a Psicologia Social. A pesquisa apoiou-se em um relato de uma pessoa que durante cerca de 12 anos manteve relacionamentos sistemáticos com uma mesma comunidade virtual. A dissertação procura compreender como uma pessoa se utiliza da realidade virtual como agente potencializador de emancipação em sua trajetória de vida. O posicionamento ético e crítico permitiu, também, perceber os riscos de considerar as realidades presencial e virtual desconectadas, deixando clara a importância de compreendê-las como realidades complementares e interdependentes
Costa, Vera Teresa Spcht da. "As representações da homossexualidade feminina na esfera pública virtual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/16938.
Full textThe visibility of woman homossexuality on media space indicates a changing process about this theme on public shpere. This fact sets questions about normality and abnormality of sexual orientations and also about the lesbians' social representations. Verifying ,understanding and examine how those women use the computer-mediated communication is the purpose of this study. Narrative analyses are the method used to evaluate the communicational interaction, the lesbian identity and the lesbian movement actions in the changing process citizenship in the virtual public shpere: the cyberspace.
Viamonte, Connie M. "You Crit Like a Girl: the Performance of Female Identity in the Virtual Gaming Community World of Warcraft." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/2273.
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