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1

Chan, Hoi-kei Gladys. "Metaphors in the information age : how do computers create a new world view? /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B23473009.

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2

Chan, Hoi-kei Gladys, and 陳凱琪. "Metaphors in the information age: how do computers create a new world view?" Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31952926.

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3

Arguello, Salvador Carleton University Dissertation Journalism and Communication. "The Impact of the Internet in Costa Rican journalism and society." Ottawa, 1996.

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4

Jones, Daniel Clayton. "Learning about computers." CSUSB ScholarWorks, 1999. https://scholarworks.lib.csusb.edu/etd-project/1721.

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5

Burrows, Andrea. "Computers in organizations: a survey of PC Week articles between 1984 and 1988." Thesis, Virginia Tech, 1988. http://hdl.handle.net/10919/43744.

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The concern of this thesis is the role technology plays in organizational change. The specific issue addressed is the introduction of personal computers (PCs) into work organizations. A review of the literature suggested that both sociological and technological factors must be taken into account when discussing technological change. PC Week magazine contains strategies which various companies used in introducing personal computers. A thematic content analysis of PC Week was carried out to test certain hypotheses. The articles were also treated as contemporary historical documents. Questions a
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6

Bromberg, Heather (Heather Dawn) Carleton University Dissertation Sociology and Anthropology. "Exploring virtual worlds; computer-mediated communication and perceptions of community, identity and reality." Ottawa, 1996.

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7

Iacono, Carol Sue. "New technologies and transformations of work in postindustrial society: Toward a framework for meta-analysis." Diss., The University of Arizona, 1992. http://hdl.handle.net/10150/185974.

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While most scholars agree that the development of increasingly sophisticated computer-based technologies over the past thirty years and their ubiquitous use in work settings are important technological transformations, it is still question whether they constitute large-scale and meaningful social transformations. In this dissertation, it is argued that transformations cannot be understood by studying technologies in isolated and circumscribed analyses, rather they must be understood in the historical and socio-political context of their development and use. Several important questions are bein
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8

Yipu, Zen, University of Western Sydney, of Arts Education and Social Sciences College, and Centre for Cultural Research. "Selling props, playing stars:virtualising the self in the Japanese mediascape." THESIS_CAESS_CR_Yip_Z.xml, 2005. http://handle.uws.edu.au:8081/1959.7/589.

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In the so-called postmodern era, when networked media are increasingly ubiquitous in everyday life, where the ‘real’ and the ‘simulation’ become ever more indistinguishable; the physical and virtual intertwine; machines and man merge, and audience and stars transpose. To understand consumption in a time when realness and authenticity are no longer relevant, this thesis draws attention to the consumption and production of media content through case studies of consumer participation and social trends in Japan. The work begins in a themed shopping mall, Venus Fort in Tokyo Bay; continues with the
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9

Taşkın, Özlem Özcan A. Can. "Information and communication technologies for public use and interactive-multimedia city kiosks/." [s.l.]: [s.n.], 2004. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000487.rar.

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Thesis (Master)--İzmir Institute of Technology,İzmir, 2004<br>Keywords: Information and communication technologies (ICT), interactivity, city kiosk, public use. Includes bibliographical references (leaves. 103).
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10

Goecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.<br>Committee Chair: Mynatt, Elizabeth D.; Committee Member: Edwards, W. Keith; Committee Member: Grinter, Rebecca E.; Committee Member: McDonald, David W.; Committee Member: Potts, Colin. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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11

Bendick, Eric Louis. "Fiber optic vines on the third wall cultivating natural media in the digital age /." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/bendick/BendickE0509.pdf.

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Twenty-thousand years ago, the earliest known depictions of natural forms were inscribed by primitive man onto the surface of the "third wall" . . . be it cave, grotto, overhang, or alcove. Today the myriad representations of our natural world, along with the expanding cosmic narratives of 'natural history' that animate and describe such characters within an ornate epistemological framework (part-science: evolution, thermodynamics, ecology, and part-social criticism: environmental justice, sustainability, conservation) proliferate in ever-increasing mobile permutations; not only in our textboo
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12

Whitford, Linda M. L. "Only connect : film, architecture, and autobiography in the post-mechanist era." Thesis, University of Sydney, 2002. https://hdl.handle.net/2123/27822.

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This thesis proposes the recent emergence of a new epistemological configuration it calls the "network episteme." Employing Michel Foucault's theory of the episteme and Raymond Williams's concept of a "structure of feeling," it analyses some proliferations of this nascent organizing metaphor. The thesis begins by posing a seemingly incongruous question: "What has mountain climbing to do with literary criticism?" and offers some narratives of climbers in the Himalayas who have experienced the backwash of new technologies that redefine traditional notions of human presence. In a short introduc
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13

Manduca, Alexandre. "A máquina no biológico: a construção biopolítica do próximo humano." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20695.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-12-15T11:39:10Z No. of bitstreams: 1 Alexandre Manduca.pdf: 3026030 bytes, checksum: 94b697bfa164d58710ac8f4ab0b4dcf2 (MD5)<br>Made available in DSpace on 2017-12-15T11:39:10Z (GMT). No. of bitstreams: 1 Alexandre Manduca.pdf: 3026030 bytes, checksum: 94b697bfa164d58710ac8f4ab0b4dcf2 (MD5) Previous issue date: 2017-12-04<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The selection presented in this thesis is the construction of a new human being by means of Biopolitics and of such discourses as the cybo
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14

Yipu, Zen. "Selling props, playing stars:virtualising the self in the Japanese mediascape." Thesis, View Thesis, 2005. http://handle.uws.edu.au:8081/1959.7/589.

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In the so-called postmodern era, when networked media are increasingly ubiquitous in everyday life, where the ‘real’ and the ‘simulation’ become ever more indistinguishable; the physical and virtual intertwine; machines and man merge, and audience and stars transpose. To understand consumption in a time when realness and authenticity are no longer relevant, this thesis draws attention to the consumption and production of media content through case studies of consumer participation and social trends in Japan. The work begins in a themed shopping mall, Venus Fort in Tokyo Bay; continues with the
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15

Galvão, Giovani Fernandes. "O blog como instrumentação para professor de ciências das séries iniciais." Universidade Tecnológica Federal do Paraná, 2012. http://repositorio.utfpr.edu.br/jspui/handle/1/1239.

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A crescente presença das tecnologias nos ambientes educacionais cria novas necessidades pedagógicas. Por outro lado, os docentes não recebem ou não receberam formação adequada para a inclusão dessas tecnologias em suas práticas, além de não estarem tão bem inseridos em um contexto ciber-cultural quanto seus alunos que nascem cada vez mais com facilidade para interações no ciberespaço. Nesse contexto é que se idealizou esse estudo, realizado com uma professora de uma escola da Rede Pública Municipal de Ensino da cidade de Ponta Grossa, no Paraná, com o objetivo de produzir um Blog, com informaç
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16

Milton-Smith, Melissa. "A conversation on globalisation and digital art." University of Western Australia. Communication Studies Discipline Group, 2008. http://theses.library.uwa.edu.au/adt-WU2009.0057.

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Globalisation is one of the most important cultural phenomena of our times and yet, one of the least understood. In popular and critical discourse there has been a struggle to articulate its human affects. The tendency to focus upon macro accounts can leave gaps in our understanding of its micro experiences.1 1 As Jonathon Xavier Inda and Renato Rosaldo argue there is a strong pattern of thinking about globalisation 'principally in terms of very large-scale economic, political, or cultural processes'. (See: Jonathon Xavier Inda and Renato Rosaldo (Eds.), The Anthropology of Globalisation: A Re
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17

Marin, Davi Junqueira. "A Galáxia de Zuckerberg e a formação do narrador eletrônico." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21629.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-11-26T10:53:41Z No. of bitstreams: 1 Davi Junqueira Marin.pdf: 4237779 bytes, checksum: cfec1db3ec20ddca7dbf3060f65d2808 (MD5)<br>Made available in DSpace on 2018-11-26T10:53:42Z (GMT). No. of bitstreams: 1 Davi Junqueira Marin.pdf: 4237779 bytes, checksum: cfec1db3ec20ddca7dbf3060f65d2808 (MD5) Previous issue date: 2018-10-02<br>Pontifícia Universidade Católica de São Paulo - PUCSP<br>The present dissertation aims to arrive at a concept of narrator that embraces all the complexity of electronic networks writing. In order to do so
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18

Conradie, Liesl. "Community@cyberspace.com : an ethnography of community and commerce on the Internet." Thesis, Stellenbosch : Stellenbosch University, 2000. http://hdl.handle.net/10019.1/51655.

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Thesis (MPhil)--Stellenbosch University, 2000.<br>ENGLISH ABSTRACT: The Internet and its Cyberspaces were developed in the 1960s to create a means to transfer information without the risk of interception and annihilation. Today, 40 years later, the Internet has grown in both size and application. The most used applications are still conversation and sharing of information. This thesis is an ethnographic account of my experiences in a Cyberspace of the Internet- a virtual community with the name Amazon City.com. Virtual communities are spaces on the Internet where people come together to
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19

Romani, Roberto 1971. "Jogos com propósito e construção de conhecimento em design." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275599.

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Orientador: Maria Cecília Calani Baranauskas<br>Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação<br>Made available in DSpace on 2018-08-24T09:30:17Z (GMT). No. of bitstreams: 1 Romani_Roberto_D.pdf: 5102420 bytes, checksum: 65d2d65457e2b1dc458f099a0a003c06 (MD5) Previous issue date: 2013<br>Resumo: Nos últimos anos, as novas tecnologias de informação e comunicação têm modificado a natureza da interação humano-computador, quebrando os limites do contexto de trabalho para fazer parte da vida cotidiana das pessoas em todos os lugares e em qualquer momento. Assim, no
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20

Yipu, Zen. "Selling props, playing stars virtualising the self in the Japanese mediascape /." View Thesis, 2005. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20060210.104650/index.html.

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21

Filho, Mariano Vicente da Silva. "Religião virtualizada: a oferta de bens simbólicos no percurso da religiosidade na internet." Universidade Católica de Pernambuco, 2011. http://www.unicap.br/tede//tde_busca/arquivo.php?codArquivo=1093.

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A presente dissertação apresenta uma investigação da religião virtualizada com a oferta de bens simbólico-espirituais na internet, a partir da missão dos paulino, no site da Editora Paulus. O trabalho descreve a cibercultura com seu imaginário tecnológico, identificando como se reconstrói a religiosidade católica no ciberespaço; estuda as práticas de oferta de bens simbólicos e de conteúdos religiosos através das ferramentas tecnológicas on-line no site da Paulus; assim como, busca entender as lógicas, apelos e estratégias mercadológicas do oferecimento de produtos simbólico-espirituais nesse
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22

Flores, Lucas Soboleswki. "Internet e cultura local: estudo de caso no portal São Marcos na web, de São Marcos/RS." reponame:Repositório Institucional da UCS, 2018. https://repositorio.ucs.br/11338/4170.

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Esta dissertação tem como objeto as relações entre a internet e a cultura local. Nesse contexto, estuda-se a relação existente entre o portal São Marcos na Web e a comunidade são-marquense, observando o papel cultural desempenhado por esse veículo comunicacional, na localidade, respondendo à seguinte questão-problema: Qual o papel do portal São Marcos na Web no resgate e na maior abrangência de aspectos da cultura local? Na tentativa de responder a essa questão, o objetivo geral deste trabalho é o de compreender o lugar ocupado pelo portal São Marcos na Web na instituição/manutenção da cultura
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23

Huelsen, Patricia Giannoccaro von. "Cartografias da moral e da ética para os dilemas do ciberespaço." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21177.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-06-26T12:32:37Z No. of bitstreams: 1 Patricia Giannoccaro von Huelsen.pdf: 13871780 bytes, checksum: 075e8cfe2f679d49332fc058daf7f5a6 (MD5)<br>Made available in DSpace on 2018-06-26T12:32:37Z (GMT). No. of bitstreams: 1 Patricia Giannoccaro von Huelsen.pdf: 13871780 bytes, checksum: 075e8cfe2f679d49332fc058daf7f5a6 (MD5) Previous issue date: 2018-03-15<br>This study maps the issues found inside of the cyberspace as well as the historical concept of ethics and morality. Within its first section, the main features of the cyberspac
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24

Silva, Filho Mariano Vicente da. "Religião virtualizada: a oferta de bens simbólicos no percurso da religiosidade na internet." Universidade Católica de Pernambuco, 2011. http://tede2.unicap.br:8080/handle/tede/375.

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Made available in DSpace on 2017-06-01T18:12:54Z (GMT). No. of bitstreams: 1 mariano_vicente_silva_filho.pdf: 3038638 bytes, checksum: ceb93662bb34346d7ac2080e5503e144 (MD5) Previous issue date: 2011-10-25<br>This Dissertation presents a research concerning the virtualized religion through the symbolical-religious goods supply in the Internet, departing from the Pauline Congregation Members Mission in Paulus Publish House site. This work describes cyberculture with its technological imaginary figment, identifying the way how one rebuilds the catholic religiosity in cyberspace, it this wor
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25

Probert, Jeffrey Allan. "Impact of Computer Gameplay on Student Learning Utilizing "Civilization IV| Colonization" with High School Students in a United States History Class." Thesis, North Carolina State University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3586265.

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<p> This action research study investigated the effectiveness and impact of instructional uses of computer gaming on student comprehension of major themes and concepts in United States history. A concurrent embedded experimental mixed method design (Creswell, 2009; Creswell &amp; Plano Clark, 2007; Greene &amp; Caracelli, 1997) was used to determine what impact gameplay has upon student learning as well as student perceptions of the gaming experience upon their learning using Sid Meier's <i>Civilization IV: Colonization</i> in an eleventh grade high school United States History class. This stu
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26

Ericsson, Emil, and Martin Adolfsson. "Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39663.

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This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how t
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27

Schuetter, Jared Michael. "Cairn Detection in Southern Arabia Using a Supervised Automatic Detection Algorithm and Multiple Sample Data Spectroscopic Clustering." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1269567071.

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28

Li, Jiyuan. "Construction Simulation of Wudian Using 3-D Graphics and Animations." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429212482.

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29

Ballie, Fiona Jane. "How can online communication aid the development of global citizenship in the intermediate phase of the revised South African national curriculum." Thesis, 2008. http://hdl.handle.net/10210/673.

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30

Moodley, Nareen. "A critical explorative investigation into the operation of memory in human expression and artificial intelligence : a Joussean perspective." Thesis, 2000. http://hdl.handle.net/10413/5553.

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There is a supposition that with the current progress in artificial intelligence (AI), machines that surpass the cognitive functioning of human beings is imminent. There is no doubt that singular human functions can be performed more efficiently by machines. however. the complexity of human functioning involves the simultaneous cognizance of information received through the various senses. The complexity of human functioning is best reflected in the perceptions of Marcel Jousse in The Anthropology of Geste and Rhythm (I997). Whilst proponents of AI envisage the cognitive functioning of the com
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31

Spender, Lynne, University of Western Sydney, College of Arts, and Centre for Cultural Research. "Digital culture, copyright maximalism, and the challenge to copyright law." 2009. http://handle.uws.edu.au:8081/1959.7/42615.

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The rapid diffusion of digital technologies since the 1970s has produced significant cultural change within industrialised societies and this dissertation examines the particular challenge that digital technologies and a burgeoning digital culture pose to copyright law. The hypothesis is that the international copyright regime, based on the private ownership of intellectual property, is being undermined by the collaborative and sharing dimensions of a networked digital culture. The argument is premised on evidence that digital culture is now so pervasive and so disruptive of traditional social
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32

Spender, Lynne. "Digital culture, copyright maximalism, and the challenge to copyright law." Thesis, 2009. http://handle.uws.edu.au:8081/1959.7/42615.

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The rapid diffusion of digital technologies since the 1970s has produced significant cultural change within industrialised societies and this dissertation examines the particular challenge that digital technologies and a burgeoning digital culture pose to copyright law. The hypothesis is that the international copyright regime, based on the private ownership of intellectual property, is being undermined by the collaborative and sharing dimensions of a networked digital culture. The argument is premised on evidence that digital culture is now so pervasive and so disruptive of traditional social
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