Multimedia communications.
Overview
Works: | 476 works in 6 publications in 6 languages |
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Titles
Perspectives on multimedia : = communication, media, and information technology /
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Multimedia communication technology : = representation, transmission and identification of multimedia signals /
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Developing MMS applications : = multimedia messaging services for wireless networks /
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Multimedia over IP and wireless networks = compression, networking, and systems /
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Mobile multimedia broadcasting standards = technology and practice /
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Innovations in mobile multimedia communications and applications = new technologies /
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Contemporary challenges and solutions for mobile and multimedia technologies
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Intelligent multimedia techologies for networking applications = techniques and tools /
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Social multimedia signals = signal processing approach to social network phenomena /
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Blind and blue: Coping with the emotional and psychological trauma of vision loss.
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Session management for accountability in distributed multimedia services.
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Spirit in the flesh: Essays on the relationship between the body and meaning in performance.
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The effects of stereoscopic 3D technology: Limited capacity, and a process-oriented model of spatial presence.
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Social Media Marketing: Creating A successful Commercial Campaign Targeting Women in their '30-'40.
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Selective Exposure to Prestigious and Popular Media: Anticipated Taste Performances and Social Influences on Media Choice.
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Watershed - A Transdisciplinary Social Design Process Applied to an Environmental Issue.
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Reading highly interactive electronic storybooks vs. minimally interactive electronic books: Relative influence on time on task, narrative retell, and parental perceptions.
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Towards organizing and retrieving classical music based on functional requirements for bibliographic records (FRBR).
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Does power make us mean? An investigation of empowerment and revenge behaviors in the cyberspace.
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The learning of technology: Applying multimodal analysis and delta theory to study the online discussion forum of an e-reader tablet.
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"Trendingworthiness" and "prosumers" on Weibo: Social media doxa and consumerism in a ritual field.
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Modders: Changing the game through user-generated content and online communities.
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Start reading here: Interactivity and textual power in postmodern literature.
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The use and perception of social network sites in telecommuting work environments.
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The Digital Revolution's Influence on the Public Sphere, Citizenry, and Platforms of Mass Communications.
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Games as theater for soul: An archetypal psychology perspective of virtual games.
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A Makeover for the Captured Lecture: Applying Multimedia Learning Principles to Lecture Video.
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The effects of audio and video encoding on information acquisition among undergraduates.
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The effects of audio and gender within a 3D gaming environment on the achievement of different educational objectives.
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Reading the Imagetext: A multiple-case study of community college students reading graphic novels.
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The influence of electronic word-of-mouth (eWOM) on college search and choice.
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"The Journal of Mother Studies": A peer reviewed, international, interdisciplinary, open-acess, digital humanities hybrid project.
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A digital dud? New media, participation, and voting in the 2004 and 2008 United States presidential elections.
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Fandom and Social Media Marketing Looking at "Doctor Who" Tumblr Engagement Through the Lens of Participatory Culture.
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Interface Aesthetics: Sound, Software, and the Ecology of Digital Audio Production.
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The Birth, Death, and Re-Birth of an Auteur: The Analog to Digital Conversion of Carl Theodor Dreyer's Films.
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Millennials and the future of magazines: How the generation of digital natives will determine whether print magazines survive.
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Sexting uncensored: An exploratory study on the behaviors, experiences, and perceptions of sexting among college students.
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Avatar Self-Identification, Self-Esteem, and Perceived Social Capital in the Real World: A Study of World of Warcraft Players and their Avatars.
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Horror movie aesthetics: How color, time, space and sound elicit fear in an audience.
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Defining Play: Producers, Mediators, and Users in the History of Video Arcade Games, 1971-1985.
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Authenticity, authority and control: How rock artists are responding to the possibility of collaborative music publics online.
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Defanged and desirable: An examination of violence and the lesbian vampire narrative.
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Multimedia services and applications in mission critical communication systems
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Singing Turkish, performing Turkishness: Message and audience in the song competition of the International Turkish Olympiad.
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The materialization of the Internet art object: The evolution of Internet art and its contemporary market.
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Impact of a Brand Crisis on Nation Branding: An Analysis of Tweets about VW's Emissions Crisis.
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Ban Hammer: Rhetorics of community management in the computer game industry.
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Social representation of threat in extended media ecology: Sochi 2014 olympics, jihadist deeds, and online propaganda.
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Toward a general parametric model for assessing the impact of video transcoding on objective video quality.
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Online Video Content's Impact on the Supportive Relationship Between Sport Organization and Sports Journalist: A Case Study of the Minnesota Twins Baseball Club and the Local Television Sports Journalists Who Cover Them.
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Expressive remix therapy: Facilitating narrative mash-ups through the use of digital media art.
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Real or Not Real: Fragmentation, Fabrication, and Composite Identity in "The Hunger Games" and the "Mass Effect" Trilogy.
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The nature, function, and value of emojis as contemporary tools of digital interpersonal communication.
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Telling the Story of Food Justice: A Case Study of The Urban Farming Institute of Boston.
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In another time with (an)other race: Representations of race and national narratives in Elder Scrolls v: Skyrim and Fallout 3.
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The Times They are A Changin': Cross Cultural Perceptions of Sexual Harassment in Cyberspace.
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Virtually Mediated Group Processes: A Case Study of President Barack Obama's 2012 Conversation with the reddit Online Community.
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Motivation themes: Achievement, affiliation, and power in "Sesame Street" from 1969-2013.
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The journey of a digital story: A healing performance of Mino-Bimaadiziwin: The good life.
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Tecno-Sovereignty: An Indigenous Theory and Praxis of Media Articulated Through Art, Technology, and Learning.
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Investigating approaches to media literacy: An analysis of media literacy organizations.
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Framework of knowledge construction in a multimedia-based cooperative learning environment.
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An Exploration of the Identifying Characteristics of Spam Campaign Address Lists.
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Assessing the impact of organizational security policies and employee awareness on the use of social media websites.
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Developing a collaborative multimedia learning platform for GIScience education: A case study in designing an interactive textbook for iPad.
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Farmers' use of mobile phone technology for agricultural information services in Lilongwe District, Malawi.
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A Content Analysis of Media Accounts of Death Penalty and Life Without Parole Cases.
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Losing Control? The Influence of Contemporary Media Use on the Self-Regulation of Cognitions, Emotion, and Behavior.
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Social Media Usage in Education: A Comparison between Saudi Arabia and the United States.
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Reimagining the voice of america as a global forum for transnational deliberative democracy.
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Dancing into the digital: Embodied performance and digital multimodal composition.
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Nostalgia in Anime: Redefining Japanese Cultural Identity in Global Media Texts.
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Multimedia over IP and wireless networks = compression, networking, and systems /
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"Aging": Creation of a Documentary and Re-Thinking Chinese Middle-Aged Women's Place in the Modern City.
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News Media Narratives: Local, International, and Digital Frames of Mexican Elections.
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I am Queer. I am a Gamer. I am a Gaymer.: Phenomenology of In/Exclusion of Gaymer Communities.
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Film as a Mirror of Evolving Consciousness: The Politics of Representation, the Power of Social Media, and Shifting Landscapes.
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A Global Election: Analyses of Chinese, Russian, and Saudi Arabian News Coverage of the 2016 U.S. Presidential Election.
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(De)compose, shape-shift, and suture: Toward a monstrous rhetoric of fan compositions.
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An Investigation of Popular Music Placement as a Viewer Engagement Tool in Television Programming.
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Differences Between Faculty and Students' Perceptions of the Disruptiveness of Electronic Device Usage in the Classroom.
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U.S.-Based Product Development and Design Employee Perspectives on Contributing Subject Matter Expertise through a Custom Social Computing Platform at a Global Manufacturing Company.
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Understanding Public Perceptions of TED Talks: Influence and Impact of a Multi-Platform, Multi-Venue Non-Profit Organization as a Communicative Space.
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The Abuse of Teenagers by Online Predators Facilitated Through the Internet and Social Media.
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Telling Stories to a New Generation: How Technology and Media Have Shaped Contemporary Storytelling.
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Aural Abjections and Dancing Dystopias: Sonic Signifiers in Video Game Horror.
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Reconceptualizing the Work of a Content Provider for an Online Audience: A Case Study For How Pedagogical Strategies Can Provide Models of Engagement for Producers of Entertainment.
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America's Last Newspaper War: One Hundred and Sixteen Years of Competition between the Denver Post and Rocky Mountain News.
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Participation, Coordination, Agreement... Action? Evaluating the Multistakeholder Model in Internet Governance.
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The Effects of Mental and Physical Load in Exergames on Gameplay Experiences.
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"Let the Feast of Fools Begin, Batman!": The Traditional and Gothic Carnvialesques in the Sound Design of the "Batman: Arkham" Video Games.
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How Many Virtual Wars Must a Man Fight Before You Call Him a Man: Video Games and Masculinity.
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Calibrating Reality with a Mind's Mirror Postulate: Towards a Comprehensive Schema for Measuring Personal Presence.
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The Nether Worlds of Jennifer Haley --- A Case Study of Virtuality Theatre.
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Writing yourself into the world: Fantasies of handwriting and computer graphics.
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"I Work in Social": Community Managers and Personal Branding in Social Media.
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On Factors That Influence User Interactions with Social Media Spam: Empirical Exploration Based on a Survey and Experiment.
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Quantifying Bias of the U.S. Media: A Spatial Analysis of Product Differentiation on Social Media.
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Fables of negative behaviors in online environments: Motivations and management of online contributions.
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Multimedia over IP and wireless networks : = compression, networking, and systems /
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(Language materials, printed)
Intelligent multimedia communication = techniques and applications /
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(Language materials, printed)
Transmission techniques for emergent multicast and broadcast systems
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Digital signage broadcasting = content management and distribution techniques /
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Advancing the next-generation of mobile computing = emerging technologies /
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Multimedia services and streaming for mobile devices = challenges and innovation /
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Ubiquitous multimedia and mobile agents = models and implementations /
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Knowledge sharing in virtual teams: The impact on trust, collaboration, and team effectiveness.
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Indexing multimedia collections and user access An analysis of the indexing systems in place at the BBC Archive and the British Film Institute National Archive.
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The effects of podcasting on student perceptions of community within the online learning environment.
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Creators, Audiences, and New Media: Creativity in an Interactive Environment.
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Smartphone-mediated tourist experiences: Understanding the influence of Augmented Reality (AR) applications in tourism.
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Transformative interactions using embodied avatars in collaborative virtual environments: Towards transdisciplinarity.
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The Effects of Graphic Structure on Young Children's Visual Narrative Comprehension.
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Design, Implementation, and Performance Analysis of In-Home Video based Monitoring System for Patients with Dementia.
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Let's play: Understanding the role and significance of digital gaming in old age.
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Avatar coaching: A case study on the perceptions of virtual reality coaching interventions with an avatar coach.
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Sexual Objectification of Women in the Mass Media and how it affects Adolescent Girls.
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How to play your way to health: Designing a game for diabetes education and behavior change.
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The impact of government regulatory behavior on the transition to 3G mobile technology -- A cross-country study.
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Considerations and implications of social media and the integration thereof in the sales and marketing process: A Pharmaceutical perspective.
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A Queer/ed Archival Methodology: Theorizing practice through radical interrogations of the archival body.
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CMOS VCSEL driver circuit for 25+Gbps/channel short-reach parallel optical links.
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The impact of instructional design in a case-based, computer-assisted instruction module on learning liver pathology in a medical school pathology course.
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Opinion Mining in Online Social Networks: Patterns, Influences and Anomalies.
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The Assessment of Multimodal Compositions: A Study of the Methods Used to Assess Multimodal Work in Composition.
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The truth is out there: "The X Files," the 1990s, and American cultural identity.
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The efficient classroom: How team-based learning and lecture video acceleration affect the learning efficiency and effectiveness of a first-year engineering course.
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Materiality, craft, identity, and embodiment: Reworking digital writing pedagogy.
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Perceptions of Acceptable Behavior with Social Networking among Teachers, Parents, and Students in a Northeast Tennessee Middle School: An Exploratory Study.
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Sustainable Gardens of the Mind: Beat Ecopoetry and Prose in Stewart Brand's "Whole Earth" Publications.
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Disruptive Convergence: The Struggle Over the Licensing and Sale of Hollywood's Feature Films to Television Before 1955.
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Managing invisible boundaries: How "smart" is smartphone use in the work and home domains?
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Computer animation for learning building construction management: A comparative study of first-person versus third-person view.
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"Infinite earths": Crossmedia adaptation and the development of continuity in the DC Animated Universe.
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Identities and interactions in a transcultural online collaboration project.
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Performance optimisation of real-time video processing on multicore architecture.
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Enhanced Augmented Reality framework for sports entertainment applications.
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Impacts of oral language proficiency, television and Internet on acculturation of Taiwanese college students.
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Movement, color and sound: Aesthetic and affective journeys into hypnagogia.
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The oculus rift as a portal for presence: The effects of technology advancement and sex differences in the horror video game genre.
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Humor, Small Talk, and the Construction of Identity and Power in Workplace Instant Messaging.
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Investigation of the use of Social Media During Service Failures and Service Recoveries.
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How does self-presentation concern relate to language use in online social networking?
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Chiptune music: An exploration of compositional techniques as found in Sunsoft games for the Nintendo Entertainment System and Famicom from 1988-1992.
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Implementation and Evaluation of Interoperable Open Standards for the Internet of Things.
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Using social networks for library funding advocacy: A discourse analysis of the "Save the Miami-Dade Public Libraries" Facebook campaign.
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Transmedia arts activism and language revitalization: Critical design, ethics and participation in third digital documentary.
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Quality Estimation and Delivery of Visual Contents with Different Spatial Resolutions.
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The digital gatekeeper: How personalization algorithms and mobile applications have changed news forever.
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A Quantitative Assessment of the Factors that Predict Mobile Advertising Technology Acceptance.
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iPod, You-pod, We All Pod For Stress Relief: An Investigation of Mood-Management Through Digital Portable Music Players.
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Organization-stakeholder interaction through social media: A tri-level investigation, categorization, and research agenda.
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The Architecture of the Videogame: Architecture As The Link Between Representational and Participatory Immersion.
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ichat + youchat = WeChat: An Analysis of a Chinese Social Networking Service.
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Tweeting: An exploration of police interactions with the public on social media.
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Beyond the noise: An exploration of informative sound design in video games.
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An Improbable Coalition: How Businesses, Non-Governmental Organizations, Investors and Academics Formed the Global Network Initiative to Promote Privacy and Free Expression Online.
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Growing Up Online: Identity, Development and Agency in Networked Girlhoods.
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Permeable Boundaries: Rhetorical Delivery and the Negotiation of Obscenity.
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Turning the page: Fandoms, multimodality, and the transformation of the "comic book" superhero.
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Video game rhetoric and materialist contingency: Genre, circulation, and narrative.
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Student experiences with instructional videos in online learning environments.
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Spirited Possessions: Media and Intellectual Property in the American Spiritual Marketplace.
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Me and My TV: Reconceptualizing the Television Audience with Uses and Gratifications Theory.
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An empirical analysis of the relationship between IPv6 readiness, IPv6 enablement, and IPv6 effectiveness at colleges and universities in the United States.
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The influence of electronic word-of-mouth (eWOM) skepticism on perceptions toward message credibility and beneficiary organization.
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Resource management for multimedia services in high data rate wireless networks
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Celebrity chefs performing the expert: A linguistic and multimodal analysis of TV cooking shows.
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Understanding employee engagement through the performance metrics of individuals who use an enterprise video-sharing application.
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The embodiment and performance of complex character-identity in open world computer games: A study of simulation, emergence, and the experience of identity in a cultural studies classroom.
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Le mouvement de camera 3D: Projet d'interface tangible d'animation de camera virtuelle.
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Cross-border film production: The neoliberal recolonization of an exotic island by Hollywood pirates.
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Globalization, Mobile Technology, and Social Media's Influence on Leadership Communication Involving Millennials.
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Identity design: Challenging archetypes with feminist approaches to video game design.
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Anime Music Videos and Storytelling: Performing Channels of Communication.
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Using computer-mediated communication as a tool for mentoring to Latina/o sophomore college students.
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Measuring Awareness and Identifying Misconceptions About Genetic Counseling Services and Utilizing Television to Educate.
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A Maker's Mechanological Paradigm Seeing Experiential Media Systems as Structurally Determined.
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Future of story: Transmedia journalism and National Geographic's Future of Food project.
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Creation, Resistance, and Refacement: Postfuturist Storytelling, Cultural Flows, and the Remix.
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A Comparative Discourse Analysis of Media Texts Pertaining to Fracking in North Dakota's Bakken Region.
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Implementation and analysis of user adaptive mobile video streaming using MPEG-DASH.
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Choreographing Memory: Performance and Embodiment in Multimodal Narrative.
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Distributed futures: Mixed-reality systems at the nexus of governance, experience and preferred futures.
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How Independent Artists Participate in the Peer Economy for Handmade Goods.
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Mass Graves and Remembering through Ritual: Historical Memory in Contemporary Peninsular Literature, Documentary Film, and Digital Culture.
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Sports Media Involvement via Team Identity & Antecedent Motivations for the Prediction of Total Daily Sports Media Consumption.
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Global groundbreakers: A phenomenological study on entrepreneurs who leverage YouTube for worldwide subscriptions.
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Body, Space, Interaction: Embodiment, Narrative, and the Digitization of Media.
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Understanding Innovations and Conventions and Their Diffusion Process in Online Social Media.
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Media Discourse Surrounding Game Regulation, Online Game Community and Gamers' Participation.
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Understanding Health Care Reform in Comments Sections of Online News Sites.
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Pixels From Pulpit and Pew: The Power of Photography/Digital Images in the Twenty-First Century Church.
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Tracing a Technological God: A Psychoanalytic Study of Google and the Global Ramifications of its Media Proliferation.
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The Diffusion of Modern Digital Communication Technologies and Their Impact in the Bateyes of the Dominican Republic.
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An open-source internet-capable collaborative music production software toolkit.
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'Return to Roots': An Examination of the Re-Presentations of Rurality Within Post-Apocalyptic Survival Video Games.
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Adolescent Sexting: An Examination of the Psychosocial Contributions to the Creation and Sharing of Sexual Images.
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Factors influencing player behavior in digital games: A review of literature.
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Identifying Online Streaming User Value in the Netflix Recommendation System.
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The influence of Internet usage, social support, life satisfaction, and depression in the second year of college on student's intention to continue enrollment.
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The usage of smartphone technologies by American expatriate teachers as a communication and cultural assimilation tool.
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Adaptive Video Transmission over Wireless Channels with Optimized Quality of Experiences.
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Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology.
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Experiential Journalism: Presence, Emotion, and Sharing Behaviors in News Delivered by Virtual Reality, Television, and Internet in Korea and the United States.
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Where's the Fair Use? Participatory Culture, Creativity, and Copyright on Youtube.
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Gaming The Comic Book: Turning The Page on How Comics and Videogames Intersect as Interactive, Digital Experiences.
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Creative Convergence in Practice and Its Effects on Higher Education: A Mixed-Methods, Neopragmatist Study Examining Media Arts.
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Gameplay in an Unfamiliar Environment: Novice and Expert Adult Players Encountering Portal for the First Time.
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Plato's Evil Closet: Using a Nonviolent Dungeon Crawler to Address White Heteropatriarchy in Video Games.
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Now You're Playing With Pedagogy: Video Games, Digital Literacies, and Trans-Media Participatory Cultures.
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I'm Not Playing Anymore: Player Subjectivities, Identity Performance, and Ludic Limitations in Tabletop Games.
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Playing with Culture: The Representation of Native Americans in Video Games.
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Click, share, converse: Sensemaking of communication dynamics on digital media platforms.
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How Technological Innovation in Media Provokes Industry and Regulatory Change.
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College Students' Use of Digital and Traditional Media: Uses and Gratifications Approach.
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Cross-Sensory Perception in Music and Visual Media: A Neurocognitive Approach to Multimedia Counterpoint.
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Themes and Aesthetic of the Victorian Era and Their Practical Application in 21st Century Storytelling.
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Beyond Animation: Toward a Rhetoric of Motion Design for Technical and Professional Writing.
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A Current Comparison of e-Sports & Traditional Sports, "Plug Me in Coach!".
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Mechanism transitions in publish/subscribe systems = adaptive event brokering for location-based mobile social applications /
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Examining the Relationships that Exist between Adolescent Self-Concept, Media Exposure, and Role Model Selection.
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Beyond "Over-the-top" Television: Circuits of Media Distribution since the Internet.
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Articulating Digital Archival Practice within Writing Program Administration: A Theoretical Framework.
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Game Design Therapoetics: Autopathographical Game Authorship as Self-Care, Self- Understanding, and Therapy.
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The Impact of Social Media Use upon the Cross-cultural Competency among Employees Within Multinational Companies.
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Self, Surveillance, and Sociality: Aesthetics of the Diaristic Mode in Visual New Media.
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Multimodal Composing in Support of Disciplinary Literacy: A Search for Context in ELA and History Classrooms.
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A Critical Approach to Cultural Adaptations: A Case Study on the Localization of Norms of Authority and Gender Politics in TV Series Adaptations in Turkey.
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Innovative perspectives on interactive communication systems and technologies
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#Instaworthy Presentations of Place: A Place Study of Experience Among Teenagers on Instagram.
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The Creation of STEM Role Models: An Exploratory Study on the Design of Mentoring Characters for a STEM Gaming Website.
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Growing Up Between Two Worlds: A Portrait of Second-Generation Americans A Multimedia Project.
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OMG Break a Leggg Lol: Digital Discourse-pragmatic Variation in a Theater-based Community of Practice.
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Experimental Poetics of the Asian Diaspora: Readings in Meatspace and Cyberspace.
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Dhayam VR: Adapting a Traditional Board Game into a Virtual Reality Experience.
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Degrees of Freedom: The Consideration of Embodiment in the Process of Constituting a Virtual Reality Experience.
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"You Don't Need People's Opinions on a Fact!": Satirical Comedy Corrects Climate Change Disinformation.
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The Proliferation of Indecent and Profane Content on Modern Broadcast Television: A Qualitative and Quantitative Content Survey.
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How Does Social Media Use Impact Students' Addiction, Interpersonal Skills, and Well-Being?
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Two Eyes, Five Hundred Shows: Viewer Perception of Content Volume in the American Digital Television Era.
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"If I Was a Man, Then I'd Be the Man": Understandings of Gender, Race, and Social Class in Postfeminist Popular Culture.
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The Gang's All Here: Re-Reading Contemporary American Situation Comedies as Delayed, Ambivalent Bildungsroman.
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I Know You from Somewhere: A Study of Celebrities' Parasocial Relationships with Fans.
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Intersectional Digital Rhetoric Pedagogy: Queer & Trans People of Color and Digital Platform Engagement.
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Employing Empathy: Using Video Simulations as an Intervention to Educate Social Work Students.
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(Electronic resources)
Homebound: Spatializing the Immigrant Experience by Breaking Down Barriers in Virtual Reality.
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An Assessment of Media Consumers' Ability to Distinguish the Level of Post-Processing in Journalistic Images.
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Exuberant Intermediality: Hypermediacy, Technology, Space-Time, and Cyborgs in the U.S. Popular Theater 1873-1915.
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Informatic Opacity: Biometric Facial Recognition and the Aesthetics and Politics of Defacement.
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The Political Economy of Televisual Flow and Industrial Perception of Audiences.
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A Study of 21st-Century Works for Clarinet and Multimedia Featuring Three Newly Commissioned Works for Clarinet and Electronics with Visuals.
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The Geopolitical Aesthetic of Computational Media: Media Arts in the Middle East.
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Predicting Changes in Public Opinion with Twitter: What Social Media Data Can and Can't Tell Us About Opinion Formation.
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A Phenomenological Study of 21-29-Year-Old Teachers' Perceptions of Using Twitter for Professional Development.
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Beyond Bars and into Social Media: Relational Stigma Management, Privacy Management, and Outcomes on Prison Talk Online and Instagram.
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Left for Dead: Tactical Safe Spaces and Rogue Chinese Archives on the Gaming Platform Steam = = 《求生之路》:游戏平台Steam上的战术性安全空间与流氓档案.
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Laws and Regulations for the New Telecommunications Services: A Global Survey of Law, Policy, and Emerging Technology.
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Augmented Reality Communication in Construction: Factors Present in Uncontrolled Environments.
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Poetics in the Architectural Archives: Possibilities for Imagining Pasts and Futures.
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Taking on the Network: Making Space for the Identity Play of Networked Publics.
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Why I Need That: How Identity-Based Relationships Between Viewer, Film, and Product Can Lead to Purchase Behaviour.
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Ways of Being Beyond the Perpetuating Inequalities of the Technosphere: Textual Artistic Intervention as a Vital Strategy in Enabling Resistant Agency, or, Embodying a Practice of Radical Care.
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Inferring Degree of Localization of Twitter Persons and Topics through Time, Language, and Location Features.
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An Enjoyable Approach to Design Expertise in Gaming and Interactive Entertainment Industry Practices.
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Media Competency and Media Literacy Education (MLE) among Tribal Religious/Seminarians (TRS).
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The transition experiences of graduates of a synchronous online LPN to RN program.
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Image Compression and Retrieval Using Prediction and Wavelet - Based Techniques.
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The comparative effects of visual-only instruction versus modality principle instruction on algebraic problem accuracy and perceived mental effort at varying levels of task complexity for undergraduate nursing students.
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A Trip to the Beach: Experimental Investigation of Mood, the Body, and Presence in Virtual Reality Meditation.
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Points of Contact: An Actor-centered Approach for the Design of Interactive Environments for Theatre Performance.
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Reciprocity in Online Social Interactions: Three Longitudinal Case Studies of a Video-Mediated Japanese-English e-Tandem Exchange.
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"You Will Hold This Book in Your Hands": The Novel and Corporeality in the New Media Ecology.
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Managing marketing mix and communications in a digital era: The role of traditional and new media in a multichannel environment.
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Multilingual Literacy Practice in One School Community: Reading, Writing, and Being Across Japanese and English.
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Multiple Voices: A Study of Pluriliterate North Atlantic Coast Nicaraguan Youth's Multimedia Design Practices in Classroom and Online Community Contexts.
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Homebound: Exploring Environmental Storytelling in Spatial Virtual Reality to Breakdown Psychological Borders and Build Empathy.
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'Bringing Visibility to Disability': Rethinking Childhood Disability Online.
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Augmented Reality in Room Acoustics: A Simulation Tool for Mobile Devices with Auditory Feedback.
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Video Games in the Present Moment: Flow, Mind-wandering, and Interoception.
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Physically Active Virtual Reality and Parkinson's Disease: A Pilot Study.
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The_InstaPrEP_Project: A Social Marketing Intervention on Instagram to Increase Oral HIV Prophylaxis in Black Men Who Have Sex with Men.
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Exploring Video Collaboration to Improve Virtual Teams: A Case Study in North Carolina.
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Customer Engagement in Dialogic Co-Creation Activities on Social Media: A Customer-Dominant Study of Chinese Female Fast Fashion Shoppers.
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The (Virtual) Myth Conservancy: A Framework for Virtual Heritage and Game-Based Learning.
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Podcasting and the Rise of the Public Intellectual: Viewing an Emergent Group of Media Personalities Through the Prism of Antonio Gramsci's "The Intellectuals".
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Live Media Production: Multicast Optimization and Visibility for CLOS Fabric in Media Data Centers.
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The Development of an E-Learning Framework to Improve Learner Accessibility of the Media Arts: A Delphi Study Using the Developing a Curriculum Model.
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Political Platforms: Technology, User Affordances, and Campaign Communications.
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Collaboration and Community in Undergraduate Writing Synchronous Video Courses (SVCs).
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Bounded Case Study: One Principal's Use of Twitter to Communicate with Stakeholders in a High School Community.
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Navigating a Different World: Effects of a Text-Message Intervention on Fostering Faculty-Student Interactions, Belonging, and Persistence Among First-Generation College Students.
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The Influence of Donald Trump and Hillary Clinton on the Increase and Normalization of Misogynistic Rhetoric in the Internet Movie Database's Amateur Film and Television Reviews.
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Sounding Sapmi in Multimedia: Gender, Politics, and Indigenous Solidarity in Contemporary Sami Music.
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Media Art Practices Toward a Post-Anthropocentric Relationship with Technology.
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From New York City to Paris. Crime Series Adaptations: A Multimodal Digital Semiotics Procedure.
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The Use of Alternative Keyboard Structures to Prevent Shoulder Surfing Attacks in Augmented Reality.
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Designing Social Media Analytics Tools to Support Non-Market Institutions: Four Case Studies Using Twitter Data.
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Novel Workflow for Driving a 3D Face Rig from a Reference Video using Deepfakes.
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An Argument for Analogue: How Can an Indie Magazine Structure Its Digital Framework to Increase Print Viability?
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Effective Instructional Design Practices for Online Language Learning: Emerging Trends and Implications.
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Chronicle of the Online Culture Wars: Reactionary Affective Publics in Neoliberal Postmodernity.
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A Marketer's Symphony: Essays on the Power of Musical Structure and Its Influence on Consumers with Foundations for Future Research in Audio Sensory Marketing.
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Disagreeing with Jack Valenti: A Linguistic Examination of Prestigious Media Awards for Film, Television, and Music.
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Blue Rage: A Critical Cultural Analysis of Policing, Whiteness, and Racial Surveillance.
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China Opens and the World Reforms: Film Import Distribution in the Post-reform PRC.
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Beauty is not Black and White: A Content Analysis of Black Women's Body Image in Television Media.
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